User:Ecstasy Amphetamine/sandbox

= Keeper of the Light = Upon a pale horse he rides, this spark of ancient suns. Ezalor, Keeper of the Light, rides forth from the shattered Primordial harmony to bring the gift of life and light throughout the many corners of the vast universe, while remaining one step ahead from the ancient forces of chaos and darkness. A force of the universe that has grown sentient in the dawn of time, he embodies and identifies himself as the weak nuclear force, a fundamental force that is unique among the others with its transformative capabilities on the subatomic level (compared to the other forces which are attractive and repulsive) as well as the ability to manipulate magic and its very essence.

Biography
Before time even began to flow, the fundamental laws of the universe were all bound together by the great Primordial harmony in the far and upstream Fundamental Plane made by the One we know as. At the dawn of the universe, these inanimate forces gained the gift of sentience and expression through unexplained means. With the capacity to feel and think, the spark of ancient suns came to be known as Ezalor, the Keeper of the Light, and the four Fundamentals were born. Soon after, the Primordial harmony was broken (either by Ezalor with his ability to disrupt harmony or Elder Titan who caused the Schism ) and the sentient Fundamentals were set loose into the many planes of the fragmented world left behind by their creator.

Ezalor frequently mentions that he is on a quest, but the goal of this quest and why he partakes in it is currently unknown. He also claims to originate from a place known as Light's Keep where he also returns to when he dies before riding out once more.

The Spark of Suns
Ezalor created and took on the mantle of the one who brought light to every corner of the universe and keeping darkness and chaos at bay with his powers over light and order, but abandoned this role soon after (likely due to the doggedly chasing after him) leaving it to be taken up by anyone who wishes to continue his work.

But it was under this mantle that Ezalor was in his prime, and he was in his prime when he was still the spark of ancient suns. Wielding a radiant staff, he channeled his powers to create the very first sun in the universe, a sentient and conscious beacon of light that can reproduce through supernova, resulting in an endless cycle of birth and rebirth. The first sun was the primogenitor of every sun and star in the universe, including the likes of and

Although he could give life to conscious stars, he can create lifeforms as well. In the earliest days following his exodus from the Fundamental Plane, Ezalor channeled his power to create a winged horse that inherited his gift, allowing it to aid his work in sparking suns to life.

His work soon came to an end when the Chaos Knight set his sights upon him and chased after his fugitive brother who was said to have defied the first covenant when he escaped the Fundamental Plane. Ezalor was forced to abandon his work in response to the pressing danger at hand and left the mantle with no one around to give it to, until it was taken up by his grandchildren aeons later.

Keeper of the Northlight
Aeons later, Ezalor assumed a cunning disguise in the form of a doddering old man, a true outward embodiment of the fundamental force that is his identity. He has been observed appearing in different guises: a fortune teller, a wizard, and even a sage, but there are none so well documented as his guise of the Keeper of the Northlight.

Legends from the remote frigid villages of the Wailing Mountains speak of a hooded old man who travels in the cold Northern wastes, appearing only to those who have lost their way and when evil or darkness makes its presence known in those lands. Upon a grey stag he rides, bearing the light of the famous North Star that has helped countless travelers to find their way, while banishing evil and darkness when he finds them.

Personality and Mannerisms

 * Ezalor is prone to forgetfulness, but this behavior affects him deeper than what we observe from his physical guise. He is not forgetful because he takes on the form of an old man, but because it's actually an outward expression of the force that he embodies: the weak nuclear force, which is best known for mediating the process of radioactive decay.
 * Decay may be associated with forgetfulness in the elderly, because their capacity for making and retrieving memories often deteriorates (or decays) with age.
 * Hence, Ezalor did not choose to take on the form of an old man, but his guise is a result of him creating a form that bests represents what he truly embodies.
 * Explanations aside, his forgetfulness often gets him into trouble with his kin and even himself.
 * Ezalor is a benevolent and noble being. Even after abandoning his mantle, he still does his best to beat back evil whenever it is found while still helping those who need his gift of light, no matter what form he takes. His voicelines and the way he speaks them has an air of heroism and nobility.
 * Among other heroes, he has a reputation of being a funny old man to them.
 * Some of Ezalor's voicelines when he meets with allied female heroes show that he is quite flirtatious with females, regardless of their race or species. It's unknown if this is just a gag on him being a perverted old man or an actual aspect of his personality, as none of the women that he directs these lines to acknowledge this and he doesn't even display this behavior in Dota Underlords.

Family
Ezalor is one of the few heroes in Dota 2 that has children of his own. All the stars and suns in the universe are his children, including Phoenix, Dawnbreaker, and her creators, the Children of Light, who are all descendants of the Keeper's first sun. Dawnbreaker is humbled by the presence of her great grandfather but she is also saddened that he did not do anything to save the Children of Light nor did he know about the fates that they chose. She is even furious at him for abandoning his descendants.

The Solar Goddess, a divine figure whom worships, is a dilution of a greater lineage of star progeny (as in the stars and suns themselves) which includes the Dawnbreaker and her creators, the Children of Light. This would imply that the Solar Goddess is also a very distant descendant of Ezalor and his first sun.

Since is the lover of Dawnbreaker, Ezalor would be his great grandfather-in-law. Mars seems to be deeply concerned about how he treated the Children of Light and why he abandoned them.

Ezalor is the younger brother and antithesis to the Chaos Knight, who has been hunting him down ever since the exodus of the Fundamentals from their progenitor realm. Chaos Knight claims that he seeks to destroy all order and creation as well snuff out the Light from every plane of existence but he belies an ulterior motive where he truly seeks to reunite his siblings back into the Fundamental plane.

Like all Fundamentals, they are the children of the Elder Titan. That includes the two omnipresent forces and.

Rivalry
Besides the Chaos Knight, Ezalor has been in some in-fighting with the children of the Schism. Enigma is hostile towards Ezalor, as he embodies the very force that causes a star to collapse on itself and die, turning it into a black hole. In Dota Underlords, Enigma also plans to replace him with, for reasons unknown.

Embodiment
Ezalor is a Fundamental, a fundamental law of the universe that has gained sentient expression at the dawn of the universe's creation. It is currently unknown how Ezalor and his Fundamental brothers managed to become sentient beings, and it's even more mysterious if they got their sentience by themselves or someone/something else. He originates from a higher plane of existence known as the Fundamental Plane where they were once united as one force   in/by the great Primordial harmony, which was either disrupted by Ezalor or shattered by his creator, allowing him to separate from the other ancient forces that he was once bound with.

Like all Fundamentals and their creator, Ezalor is an omnipresent force that exists in all planes at once, allowing him to call upon other versions or aspects of himself to assist each other. Like his brother Chaos Knight who uses it to summon phantasms from other worlds, or Enigma who uses it to summon aspects of himself from other dimensions, Ezalor can utilize this omnipresence to summon a separate spirit to channel his abilities for him.

The Weak Force
Ezalor embodies the weak nuclear force, in contrast to his brother who embodies the strong nuclear force. The weak force is best known for being responsible for several kinds of radioactive decay, one of which is responsible for the nuclear fusion between subatomic particles that causes stars and suns to burn. With this power, Ezalor has sparked the heat of countless stars, lighting up every corner of the universe and gifting the sun's radiance to the distant worlds that find comfort from its rays, while allowing them to go and multiply via supernova to further extend the cycle of life. He also used his force to make sentient lifeforms, such as winged horses that inherit his powers, which means that the weak force can be used to create life as well.

is a rather straightforward ability. Ezalor simply channels a burst of light from his radiant staff and releases it at the right moment to unleash a large wave of light. The internal glow of his staff is said to fill the souls of the innocent with tranquility while relieving them of their pain (likely flowery language that explains Illuminate's healing ability) but the wicked cannot bear the weight of this light.

Ezalor's is a good example of the weak nuclear force being integrated into his gameplay and his lore. By disrupting the so-called "Primordial harmony", Ezalor can cause those with poor constitution to uncontrollably drain their own magical energy. It is unknown if operates under the same lore of the ability that it has replaced (besides being similar in terms of gameplay) since the spell was released without a lore description.

is one of Ezalor's most vague abilities. Lorewise, the skill is said to be Ezalor bestowing his "harmony" (likely referring to the Primordial harmony that's frequently mentioned in Ezalor's lore ) upon others to restore their magical energy. Ezalor mentions chakra, kundalini, and the serpent of illumination when using this ability, but it's not yet known how these concepts relate to his powers.

Just like his first spell, is also a straightforward ability. It is simply a short blast of intense light that may threaten to blind those who look directly towards it.

is an interesting ability, as not only does Ezalor call upon the wisp Ignus Fatuus to aid him, but its lore description states that Ezalor has an uncanny influence over many powerful creatures that are always willing to help him even if he doesn't seem to be familiar with them. Basically, Ezalor can call upon creatures such as wisps to aid him and they will always answer his call, even if he forgets who they are. As for the capabilities of this wisp in the lore, it is currently unknown if we do not take gameplay mechanics into the question.

is yet another one of Ezalor's vague abilities, due to its obscure description. It can be speculated that this ability works similarly to Io's (lorewise) for the two following reasons:
 * These abilities are almost similar to each other in gameplay. Lorewise, Io's ability uses its omnipresence over space and the Seven Planes as well as its ability to teleport to use Relocate, allowing Io to relocate anyone to any point in space while still being with them at their destination, since it is omnipresent.
 * Like Io, Ezalor is omnipresent as he is a Fundamental, who exists across all planes at once. Since they share this trait and possess similar teleportation or planeshifting skills, it may be assumed that Recall is simply Ezalor's version of Relocate that may or may not have any differences.

Lastly is what happens when Ezalor sheds his mortal guise, allowing him to reveal the power that he truly embodies.

Friendships and rivalries
Allies meeting Keeper of the Light Enemies killing Keeper of the Light Enemies dying to Keeper of the Light Others
 * vo_arc_warden_arcwar_ally_02.mp3  The aid of a Fundamental is most welcome.
 * vo_centaur_cent_ally_08.mp3  Keeper, what a strange beast you are.
 * vo_centaur_cent_ally_09.mp3  Keeper, let us run together.
 * vo_chaos_knight_chaknight_ally_01.mp3  Ride with me, brother.
 * vo_dark_willow_sylph_ally_81.mp3  Wow, you're old.
 * vo_dark_willow_sylph_ally_82.mp3  Keeper of the light... That job sounds... Boring.
 * vo_elder_titan_elder_ally_05.mp3  Great age has dissolved the differences between us, Keeper.
 * vo_enigma_enig_ally_01.mp3  Come, Ezalor. We have endless work to do.
 * vo_enigma_enig_ally_02.mp3  We Fundamentals shall win this day.
 * vo_hoodwink_hoodwink_ally_85.mp3  I kind of wanted to sleep in today, gramps.
 * vo_wisp_ally.mp3  Boop
 * vo_legion_commander_legcom_ally_10.mp3 vo_legion_commander_legcom_dem_ally_10.mp3   I like your mount.
 * vo_mars_mars_ally_146.mp3  What kind of example are you setting for the youngsters, Ezalor?
 * vo_mars_mars_ally_147.mp3  Long have I admired your steed, Ezalor.
 * vo_monkey_king_monkey_ally_79.mp3 vo_monkey_king_monkey_crown_ally_79.mp3   You gotta show me how to do that light trick, Ezalor.
 * vo_monkey_king_monkey_ally_80.mp3 vo_monkey_king_monkey_crown_ally_80.mp3   Keeper, I was thinking next Thursday would be a good day for my 'fundamental ascension' ceremony, that work for you?
 * vo_pangolin_pangolin_ally_85.mp3  You make me laugh, old man. Perhaps you're not as senile as you appear to be.
 * vo_pangolin_pangolin_ally_86.mp3  Chaos Knight was asking about you. It seems he is quite taken with you.
 * vo_phantom_lancer_plance_ally_05.mp3  You keep the light. We will protect it.
 * vo_snapfire_snapfire_ally_87.mp3  Feel like some flap-jacks, Ezalor?
 * vo_snapfire_snapfire_ally_88.mp3  Going my way pilgrim?
 * vo_rubick_rubick_ally_07.mp3  Illuminate my path, Keeper.
 * vo_void_spirit_voidspir_ally_30.mp3  Before I even knew myself, I felt your headlong flight.
 * vo_void_spirit_voidspir_ally_31.mp3  I've enjoyed watching your journey, Ezalor.
 * vo_arc_warden_arcwar_rival_07.mp3 The last of your light is cast.
 * vo_bristleback_bristle_rival_14.mp3 Die, geezer! And that horse you rode in on!
 * vo_bristleback_bristle_rival_12.mp3 Lights out for you, geezer.
 * vo_chaos_knight_chaknight_rival_15.mp3 My antithesis rides no more.
 * vo_chaos_knight_chaknight_rival_16.mp3 The Light is lost from this plane.
 * vo_chaos_knight_chaknight_rival_17.mp3 Aha, come back, and I shall kill you again.
 * vo_chaos_knight_chaknight_rival_18.mp3 I'll see you purged from every plane.
 * vo_chaos_knight_chaknight_rival_19.mp3 Your light is snuffed out.
 * vo_chaos_knight_chaknight_rival_20.mp3 The light goes out from your eyes.
 * vo_chaos_knight_chaknight_rival_21.mp3 Long have I hunted you, Ezalor.
 * vo_chaos_knight_chaknight_rival_22.mp3 The universe has no place for a rogue Fundamental.
 * vo_earth_spirit_earthspi_rival_42.mp3 I enlighten you.
 * vo_elder_titan_elder_rival_14.mp3 That which I divided, returns to Unity.
 * vo_elder_titan_elder_rival_15.mp3 So dies the spark of ancient suns.
 * vo_enigma_enig_rival_02.mp3 Though you spark suns to shine, you cannot escape me.
 * vo_enigma_enig_rival_03.mp3 Ezalor, the weak and infirm.
 * vo_enigma_enig_rival_04.mp3 Your weakness was your undoing.
 * vo_enigma_enig_rival_05.mp3 Ezalor, your decay is now complete.
 * vo_enigma_enig_rival_06.mp3 So dies the spark of endless suns.
 * vo_enigma_enig_rival_07.mp3 You forget yourself, Ezalor.
 * vo_enigma_enig_rival_08.mp3 Flux you and the horse you rode in on.
 * vo_enigma_enig_rival_09.mp3 What you bring to life, I shall bring to death.
 * vo_enigma_enig_rival_13.mp3 So ends another Fundamental.
 * vo_enigma_enig_rival_16.mp3 A Fundamental dies.
 * vo_enigma_enig_rival_17.mp3 So dies a Fundamental of the universe.
 * vo_grimstroke_grimstroke_rival_53.mp3  I take extra pleasure in destroying an original.
 * vo_hoodwink_hoodwink_rival_85.mp3  Hey old-timer. The sun sets on everybody. Whether they like it or not.
 * vo_legion_commander_legcom_rival_25.mp3 vo_legion_commander_legcom_dem_rival_25.mp3  Never trust a wizard.
 * vo_lina_lina_rival_17.mp3 Got a light?
 * vo_lina_lina_rival_18.mp3 Old.
 * vo_mars_mars_rival_74.mp3  Your brilliance ends in darkness, old man. Just like all the rest...
 * vo_mars_mars_rival_75.mp3  All who came before me must perish!
 * vo_mirana_mir_rival_10.mp3 Sagan has been eyeing your mount all day.
 * vo_monkey_king_monkey_rival_79.mp3 vo_monkey_king_monkey_crown_rival_79.mp3   Ezalor, you should have used that horse to run.
 * vo_monkey_king_monkey_rival_80.mp3 vo_monkey_king_monkey_crown_rival_80.mp3   You've had a good run, Old Man. But it's my time now.
 * vo_pangolin_pangolin_rival_83.mp3  This is where negligence leads, old man.
 * vo_pangolin_pangolin_rival_84.mp3  So do I keep the light now? Is that how it works?
 * Phoenix_bird_emote_bad.mp3 Chirp!
 * vo_rubick_rubick_rival_16.mp3 No light lasts forever.
 * vo_snapfire_snapfire_rival_88.mp3  You rode in the wrong rodeo, Ezalor.
 * vo_snapfire_snapfire_rival_89.mp3  Turns out you're a one-horse talent.
 * vo_spectre_spec_redux_rival_08.mp3 You ride no more.
 * vo_visage_visa_rival_02.mp3 You shall not pass!
 * vo_void_spirit_voidspir_rival_51.mp3  It brings me no pleasure to extinguish the first light.
 * vo_kunkka_kunk_death_06.mp3 Not the horse latitudes.
 * vo_oracle_orac_prophecies_043.mp3  Ponies! I see ponies! A terrible vision indeed.
 * vo_oracle_orac_prophecies_044.mp3  Trampled falls the hero beneath ethereal hooves.
 * vo_legion_commander_legcom_duelhero_22.mp3 vo_legion_commander_legcom_dem_duelhero_22.mp3  Defend your beard!
 * vo_legion_commander_legcom_duelhero_28.mp3 vo_legion_commander_legcom_dem_duelhero_28.mp3  I will tear you from your saddle!

Biography
Before the universe came to be, there was a singular presence: an ancient consciousness, the Primordial Mind, an infinite intelligence who could think inscrutable thoughts that no rational mind of the past, present, and future can hope to penetrate. In the moment when the universe was created, this mind was shattered into many fragments. Although all of these parts shared the same progenitor, these mental fragments soon gained individuality. Two among its greater fragments—Radinthul and Diruulth--fought each other and twisted all of creation with their powers of enthrallment to serve their conflict.

In this cascade of moments, a third greater fragment, the unsung Ancient, made itself known. This intellect named itself Zet and strived to stop the appalling disharmony that he had just witnessed in the first moments of his conception. Focusing all of its power, Zet overwhelmed both of its siblings and fused them into a single form, trapping them both in a crystalline sphere. Zet hurled this sphere into the darkness of space to be adrift for eternity until the gravitational force of a burgeoning planet captured this body and turned it into its satellite. The cost of this imprisonment drained most of its strength, but Zet was determined to use its remaining power to sentence itself into an eternal vigil.

Time passes by and the once nondescript world became teeming with primitive lifeforms that rose into significance and then fell into naught but apocrypha. But in each generation of this life cycle, none could escape the glare of this eerie celestial body (which they soon named "The Mad Moon" in their lore) that appeared at all times of the day. Meanwhile, the warring Ancients resolved to escape their prison using the reverberations of their clash, tidal forces, and the orbital stress acting between the planet and their prison. Zet used its weakened powers to contain the breach, but on one fateful night, the Mad Moon was shattered and the resulting explosion expelled moonstuff at high velocity towards the planet and destroyed its surface in an extinction event.

The Ancients were freed, but they returned in a new form that they stole from the very material that made up their prison. As for Zet, it was flung to the farthest reaches of space and warped by the dissonant energies of his siblings. No longer of single form or thought, Zet embodied the very concept that he despises the most: disharmony. They were disunited into many parts, a fractured consciousness much like its progenitor. Using the remaining power that they had left, Zet struggled to reunite their separated elements into a single goal and travelled the cosmos to rejoin the fray against the Ancients who had resumed their war.

The Sundered Moon
Zet was among the many heroes who were gathered in the Sundered Moon bar. Unlike the other heroes socializing with each other, Zet sat alone in the corner of the pub as if the Self was waiting for someone. Overhearing a conversation between a certain amorous god and his unlucky prey, the Self provoked the former to get his attention, calling him a half-god.

The vexed "half god" left his potential lover and confronted this strange hooded figure by himself. Zet taunts the deity with its superior origins, but Zeus retorts with quips on his lack of pronouns and poor enunciation. Adding to his words, he took the Self's taunts as an invitation to a fight. The Self declares him half correct, saying that Self only came here to fight. Annoyed with this meaningless ebb and flow of talk, Zeus reminded the stranger about why they were all gathered here, telling the Self that anyone it picks a fight with in this bar will tear down an Ancient the next day. Undaunted by his boldness, Zet corrects the half-god by saying that the Self will not destroy one Ancient, but both of them.

Zet revealed a projection of the lore about the two ancient intellects, Radinthul and Diruulth, including their battle, imprisonment, and escape. Zet reveals to him that Ancients have been building an army of lesser creatures to serve their conflict, and if either Ancient were to win, their power would end "both of their worlds". Such a grand task could not be done alone, and like its Ancient siblings, it seeks to amass an army aligned against both Ancients. Zet handed him a scroll and told him to fulfill whatever mystery was inside it.

Unsure of whatever nonsense that Zet had just talked about, Zeus asked the Self if he had any stake in this war. Zet promised him that the Self would "make him whole again" should they be successful in the destruction of both Ancients. Still having doubts with the Self's offer, Zeus asked him to verify this claim by giving him a "taste of this wholeness". The Self agreed and returned to him a small fragment of his rightful power, including a golden helm rimming with divine power.

Satisfied, Zeus relished in his newfound power, completely ignoring the nonsense that led to this moment. He invites the Self to hear about his divorce story while offering it some ambrosia. The Self politely declines because it has work to do, before revealing six other scrolls like the one it gave to Zeus.

Nemestice
The Mad Moon's destruction introduced the shards of Radiant Ore and Direstone to the burgeoning planet where most of Dota 2's story takes place. These shards contained the very presence of the two greater fragments of the Primordial Consciousness, both known as Radiant and Dire or Radinthul and Diruulth by Zet. But a third stone—known as Nemestice—was left uncorrupted by the Ancients. Instead, it contained the power that Zet sacrificed aeons ago to seal its warring siblings together into one form, eventually trapping it within an inert crystalline sphere that would become the vessels for both of the Ancients' power.

At the moment when the Mad Moon exploded from within, the shards that contained the Radiant and Dire essence were flung by the blast and captured by the gravitational pull of its celestial companion before falling to earth, with some of these shards being flung away into space or destroyed by the heat of atmospheric entry. However, the Nemestice stones remained afloat within the ruins of the Mad Moon, left behind by its ancient fugitives.

Aeons later, Arc Warden's magnetic compass revealed the impact site of a prophesied Nemestice storm that would precede a meteor shower of the other Nemestice stones. They finally fell to earth in the present age to rejoin the fray against both Ancients, ready to be reclaimed by the jailer of the Ancients...or anyone seeking control over both of them.

Allies
Zet is building an army of Heroes to fight against Radinthul and Diruulth. So far, it has currently recruited into its ranks.

Enemies
Zet is ill-disposed towards Radinthul and Diruulth ever since it willed itself into being.

Embodiment
Although Zet has a physical form, it is not the true form that he once had. Zet is an incorporeal mind that was broken off from a vast infinite mind that existed before the cosmos.

In his current form, Zet has been warped by the dissonant energies released by the Mad Moon's destruction. It was so powerful that not only did it send him flying into the farthest reaches of space, but it even split its disembodied mind into many mental fragments of varying power—some lesser, some greater. Thence Zet was transformed into a collective consciousness—a mind of many parts but with their thoughts in unison as if they were a singular existence.

Powers
Zet is an extremely powerful being. The Self overwhelmed both Ancients in a single stroke and fused them into one form, before locking them into the Mad Moon. However, this task drained most of Zet's power, but it has not been consumed into nothing. Instead, the power that he used was locked in the moon as well, which he seeks to reclaim through the rare Nemestice storms to restore himself back to full power. Zet's in-game abilities utilize kindred forces with, who also uses electromagnetism.

The Self also has the powers of creation. Zet was able to create a massive celestial body made of crystals to seal the Ancients within it and prevent them from influencing the outside world. As a force of order and unity, Zet can make broken or incomplete things whole again. Besides its attempt to fuse the 2 greater splinters of the Primordial Mind, Zet was able to casually restore a portion of Zeus' lost powers and imbued him with the energies of the Ancients themselves, making him partially "whole" again.

is a small fraction of the same power that Zet used to imprison the Ancients. At its weakest, this power manifests as a discharge of volatile, fluxing energies that will electrocute anyone unfortunate enough to receive this shocking energy.

By distorting space itself, Zet can generate a to protect anyone within it from incoming attacks. It's possible that the field deflects attacks by either repelling them with magnetism or distorting space to cause attacks to miss.

Calling upon a lesser fragment of his fractured being, Zet summons a to perform a watchful vigil around a certain area. Upon materializing, the wraith will patrol the chosen area until it finds a trespasser. The wraith will attempt to fuse with them, dealing harmful magic upon contact.

Willfully accepting its disunity, a temporary of the Self is created when Zet fuses its fractured elements into a single form, creating a perfect electrical duplicate of itself to bring twice the chaos and disharmony to the fight—two concepts that Zet absolutely despises. Perhaps the same process that creates this double was the same process that it used to fuse the Ancients into a single form, but the incompatible intellects managed to retain their individuality and resisted the process.

Zet has the ability to summon draconic wraiths from another plane, who gladly serve the warden in exchange for sustenance. By using the Self's being as a bridge between the wraiths' plane of existence and the mortal plane, Zet can call upon these wraiths who will consume the energies found in the mortal plane. The energies they consume in the mortal plane will manifest tenfold of its power in their home plane.

Friendships and rivalries
Allies meeting Arc Warden
 * vo_abaddon_abad_ally_03.mp3  Waste not your energy, Zet, but wield it well.
 * vo_centaur_cent_ally_10.mp3  Arc Warden, try to keep up.
 * vo_dark_willow_sylph_ally_09.mp3  If you were so good at your job, how did the Ancients escape?
 * vo_dark_willow_sylph_ally_10.mp3  Warden, your jurisdiction stops at the Mad Moon, right?
 * vo_legion_commander_legcom_ally_18.mp3 vo_legion_commander_legcom_dem_ally_18.mp3   Bring forth the tempest, Arc Warden.
 * vo_monkey_king_monkey_ally_09.mp3 vo_monkey_king_monkey_crown_ally_09.mp3   Alright, it's just a suggestion, take it or leave it at your leisure. But maybe you should start talking in the first person?
 * vo_monkey_king_monkey_ally_10.mp3 vo_monkey_king_monkey_crown_ally_10.mp3   Arc Warden, you're not planning on sticking me in the moon or anything like that?
 * vo_pangolin_pangolin_ally_09.mp3  So this whole mess is all your fault?
 * vo_pangolin_pangolin_ally_10.mp3  Didn't I just see you over there?
 * vo_winter_wyvern_winwyv_ally_10.mp3  Arc Warden, you have such a magnetic personality.

Enemies killing Arc Warden
 * vo_centaur_cent_rival_28.mp3 Arc Warden, your spark goes out.
 * vo_dark_willow_sylph_rival_10.mp3  I wasn't sure if someone could annoy me more than Donte, but then you had to go talking in the third person.
 * vo_ember_spirit_embr_rival_14.mp3 Rest with your tempest, Warden.
 * vo_legion_commander_legcom_rival_36.mp3 vo_legion_commander_legcom_dem_rival_36.mp3  Never trust a--what are you anyway?
 * vo_monkey_king_monkey_rival_10.mp3 vo_monkey_king_monkey_crown_rival_10.mp3   Arc Warden, I'll take you seriously the moment you start talking in the first person.
 * vo_pangolin_pangolin_rival_09.mp3  You didn't need to die, Arc Warden. I was going to end this war either way.
 * vo_pangolin_pangolin_rival_10.mp3  You're too weak to stop the Ancients. Leave this one to me.
 * vo_spectre_spec_redux_rival_17.mp3  The warden falls.
 * vo_spectre_spec_redux_rival_18.mp3  Imprisoned in death.
 * vo_skeleton_king_wraith_rival_14.mp3 Go back and guard your arcs.

Enemies meeting Arc Warden
 * vo_dark_willow_sylph_rival_09.mp3  You may have imprisoned the Ancients, but you'll never capture me.
 * vo_monkey_king_monkey_rival_09.mp3 vo_monkey_king_monkey_crown_rival_09.mp3   Alright fishbowl head, show me what you've got.

Others
 * vo_oracle_orac_prophecies_006.mp3  I envision not one, but two tempests to twist your fate awry.

Trivia

 * Invoker's magic bears many similarities to the Vancian magic found in Jack Vance's Dying Earth series, such as its mnemonic spellcasting and the name of a spell usually crediting its creator. There are a few differences between his magic and Vancian magic:
 * Vancian spells can be used a finite amount of times before the caster can no longer use them due to the spell being wiped out from the user's memory. However, Carl may cast his spells as much as he wants until he runs out of mana or if he swaps them out for any of the ten spells allotted to his memory—doing all of this with his mere thoughts.
 * Vancian spells can only have a single purpose and a fixed level of potency. This means that a spell that creates a large ball of fire can only do just that, the same spell cannot be used to create a smaller/larger ball of fire, nor can it be used to conjure a wave of flame. However, the level of Carl's elemental orbs can increase the potency of his spells to the point that it becomes a different spell, according to Vancian magic rules. This may just be gameplay mechanics since it has not yet been acknowledged in the lore.

Biography
Vrogros hails from the subterranean city of Aziyog, which is situated underneath the magma chambers of dormant volcanoes that give this city its obsidian structure. This powerful beast has already conquered all the lands that the underground world can offer, but this lord was never satisfied with mere regional conquest. With his mastery over the arts of the Dark Rift, Vrogros bends even space to his will to transport himself and his armies without the delays of distance and time, bringing them to the world on the surface where its nations and their inhabitants are ripe for the taking.

The first few forces of the Abyssal Horde have already walked through his rift—mere scouting parties and fodder meant to test the might of the nations above. With the knowledge imparted from their encounters, Vrogros himself finally walks through the ethereal rift to lead the charge of the Abyssal Horde as he makes his presence known to the surface world with the intent to conquer the lands before and beyond the horizon, while making the most out of the survivors of his unholy holocaust by making them his slaves or burning them in the hearth of Aziyog.

Artifact
In this strange timeline, Vrogros has yet to enter and conquer the surface world. He is currently planning his assault on Stonehall, but it also appears that he has formed an unholy alliance with the demon lords of the Court of Ristul.

Allies
After agreeing with the other lords to split power into three ways, Vrogros rules over the Court of Ristul alongside and B'Kor. It may not be said that they enjoy working together, but they are allied regardless and must keep their allegiance to maintain power over the court.

Enemies
With hostile intentions on the nation of Stonehall, it is only natural for the vengeful to be ill-disposed towards him. Vrogros' status as one of the usurpers of the Court of Ristul's positions of power makes him a target to who seeks to reclaim her seat in the demonic court.

Equipment
The soul cutting was once in Vrogros' possession before he somehow lost it due to unknown means. He replaced it with the default runic blade that we can see on his person, but he expresses his joy upon retrieving it.

Vrogros claimed the Emerald Conquest as a prize of war after a battle for the middle reaches of the Emerald Abyss. The glow of this blade is said to be so bright that one can see it from afar in the farthest borders of his obsidian dominion.

Powers
Vrogros' brute strength belies his mastery in the arts of the Dark Rift. Judging by its name and its demonstrated uses, the arts of Dark Rift seem to focus on manipulating the fabric of reality and its aspects, such as space.

Reaching into the Abyss, Vrogros calls down a to burn down everything in his wake. The Dark Rift arts might be used to summon this flame from below to bring it to the surface via teleportation.

compliments his powerful area controlling abilities. Vrogros' hatred is so powerful, it can manifest outside the mind and have an effect on his surroundings by twisting the very seams of reality to paralyze his enemies. In his lore, the "seams of reality" are also referred to as the "twist between worlds". These so-called seams or twists could possibly be the same as the seams of the cosmic tapestry that the Weavers maintain with care.

Enemies in his presence can feel his draining the conviction of battle from their souls, causing them to falter in battle.

The pinnacle of his dark arts, grants him pseudo-omnipresence with the ability to teleport himself and his vast army with him by conjuring an ethereal portal that leads to his target destination. With, Vrogros gains access to a new ability:. Lorewise, it appears to be similar to its progenitor ability with its usage of two ethereal rifts. The description for this ability implies that Dark Rift has a limitation to its range and Fiend's Gate mitigates that limit. However, its exact limitation is unknown.
 * A friendly interaction with Dawnbreaker implies that Vrogros may require coordinates of the location before he teleports towards it.

Friendship and rivalries
Allies meeting Underlord
 * vo_dark_willow_sylph_ally_201.mp3  Wow, you're big.
 * vo_dark_willow_sylph_ally_202.mp3  Please don't eat me.
 * vo_dawnbreaker_valora_ally_215.mp3  If I give you the coordinates, can you take us somewhere? Or do you need to know it yourself?
 * vo_grimstroke_grimstroke_ally_89.mp3  So, what's Aziyog like, Underlord? Paint me a picture.
 * vo_legion_commander_legcom_ally_01.mp3 vo_legion_commander_legcom_dem_ally_01.mp3  Abyssal filth. Huh. This alliance will be short.
 * vo_mars_mars_ally_116.mp3  I'll see how well you fight before I bother talking to you...
 * vo_monkey_king_monkey_ally_193.mp3 vo_monkey_king_monkey_crown_ally_193.mp3   Where're we going today, Underlord?
 * vo_monkey_king_monkey_ally_194.mp3 vo_monkey_king_monkey_crown_ally_194.mp3   What's the worst place you've accidentally rifted to?
 * vo_pangolin_pangolin_ally_199.mp3  Are we there yet, Underlord? I kid, I kid.
 * vo_pangolin_pangolin_ally_200.mp3  You are not going to leave me hanging when the time comes, are you?
 * vo_snapfire_snapfire_ally_214.mp3  Out of the way, tubby!
 * vo_skeleton_king_wraith_ally_13.mp3 Ah, I've been looking for you. I hereby assign you Lordship of the Abyss!

Enemies killing Underlord
 * vo_abaddon_abad_rival_03.mp3 I put you under, lord.
 * vo_centaur_cent_rival_27.mp3 Back to the pit, demon.
 * vo_dark_willow_sylph_rival_201.mp3  You're repugnant.
 * vo_dark_willow_sylph_rival_202.mp3  I'm not going anywhere with you!
 * vo_ember_spirit_embr_rival_15.mp3 A corrupted flame, extinguished.
 * vo_ember_spirit_embr_rival_20.mp3 Ignorant of true flame.
 * vo_ember_spirit_embr_rival_21.mp3 Your fire lacks discipline.
 * vo_ember_spirit_embr_rival_22.mp3 I snub you out.
 * vo_ember_spirit_embr_rival_23.mp3 You smolder and die.
 * vo_grimstroke_grimstroke_rival_124.mp3  All that bluster, for what?
 * vo_hoodwink_hoodwink_rival_209.mp3  Wonder if I can turn these horns into some sorta charm.
 * vo_legion_commander_legcom_rival_01.mp3 vo_legion_commander_legcom_dem_rival_01.mp3  Crawl back to your ditch, you filth!
 * vo_legion_commander_legcom_rival_02.mp3 vo_legion_commander_legcom_dem_rival_02.mp3  Your reign ends now.
 * vo_legion_commander_legcom_rival_03.mp3 vo_legion_commander_legcom_dem_rival_03.mp3  Abyssal scum!
 * vo_legion_commander_legcom_rival_04.mp3 vo_legion_commander_legcom_dem_rival_04.mp3  I wanted to hear you beg!
 * vo_mars_mars_rival_140.mp3  They say you commanded armies. Did others fight in your place?
 * vo_mars_mars_rival_190.mp3  There were many who prayed for your death, Underlord. Prayers answered.
 * vo_monkey_king_monkey_rival_193.mp3 vo_monkey_king_monkey_crown_rival_193.mp3   Get back in your pit, Underlord.
 * vo_monkey_king_monkey_rival_194.mp3 vo_monkey_king_monkey_crown_rival_194.mp3   So much fanfare. So much disappointment.
 * vo_furion_furi_rival_05.mp3 Into the pit with you!
 * vo_pangolin_pangolin_rival_201.mp3  I do not have time for your one track mind, Underlord.
 * vo_pangolin_pangolin_rival_202.mp3  Next!
 * vo_snapfire_snapfire_rival_215.mp3  I'll shoot ya as many times as it takes.
 * vo_snapfire_snapfire_rival_216.mp3  What comes up, must be put down.
 * vo_techies_tech_rival_10.mp3 That's a nice crater you've got there.
 * vo_void_spirit_voidspir_rival_116.mp3  I can go anywhere, yet have invaded nowhere. Expand your ambitions.
 * vo_skeleton_king_wraith_rival_13.mp3 Underlord. Your title is worthless here.
 * vo_skeleton_king_wraith_rival_15.mp3 And you call yourself a lord.

Others
 * vo_oracle_orac_prophecies_002.mp3 Avoid the abysmal fortune that stews in a malicious pit. Also avoid stewed prunes, and their pits.
 * vo_legion_commander_legcom_duelhero_01.mp3 vo_legion_commander_legcom_dem_duelhero_01.mp3  Abyssal filth!
 * vo_legion_commander_legcom_duelhero_02.mp3 vo_legion_commander_legcom_dem_duelhero_02.mp3  I've bested your kind before!

Biography
Yurnero is the sole surviving member of the Faceless Ones, an esoteric group of people native to the Isle of Masks. For defying a corrupt lord, he violated their creeds and thence was exiled from the island and its shores, never to return to his beloved home. On one fateful night after his exile, the island was drowned beneath the waves by vengeful magic. He alone survives as the sole practitioner of the Juggernaut tradition, committing his actions to the rituals of his faith for as long as he lives.

Skills
Yurnero is a skilled practitioner of the Isle's long-lasting Juggernaut tradition. The practitioners of this tradition are skilled in both voodoo magic and swordplay that honors the spiritual and physical aspects of their being.

Although he is often recognized for his swordsmanship, Yurnero is also skilled in unarmed forms of hand to hand combat. Long before his exile, Yurnero killed a mountain wolf with only open handed strikes before bearing its fur as a testimony to this daring feat.

is one of his most recognized techniques, feared by the likes of warriors and sorcerers. This technique is very simple--he quickly spins around with his sword outstretched to strike at enemies who approach him from multiple directions or to mow down a single opponent with the force of many slices applied at such a short timeframe. Besides its description, its unused voicelines imply that this technique renders him immune to magic.

The only magical technique in his martial repertoire, a is summoned using Yurnero's skill in the rituals of the lost Isle of Masks. The ward works its voodoo magic to heal the wounds of those injured in its presence. The ward may appear in the form of a furry peddler, a two headed fish, or a gargoyle made by the Kuur-Ishiminari craft-clan.

Lorewise, doesn't seem to boost his attack damage at random. The description of this ability simply describes how Yurnero strives to preserve the memory of his people's commitment to the way of the sword.

Yurnero's is the peak of his deadly swordsmanship.