Shadow in and shadow out,
Shadow rise and fall,
Beyond the shadow of a doubt
Until it eats us all.
Darkest Mage
Splinter Mortis, the Death Splinter
Class - Supreme Death Mage
Size - Although it wears deceptively long flowing robes that cast unnatural shadow, the Darkest Mage is very diminutive. Most of the time when the Mage appears before others, it levitates a few feet off the ground so that it appears taller. The Mage claims that this is not out of pride, but a combined desire to see above the crowd and to keep the hems of its robes clean. Only those closest to the Darkest Mage have seen it walking about on its stubby legs.
Lifespan - It has been over 500 years since the Darkest Mage was reborn as a Dark Eternal after his former life. By the time a Dark Eternal has reached the Mage, they are very close to leaving this place and becoming one with the great dark reality. The last step before final transformation is a great test of the will. The Dark Eternal is tempted with great power in this realm, and they must choose to surrender that power in exchange for oneness with the darkness. The Darkest Mage is an example of one such Mage. His power is great - so great that the Lord of Darkness has ordered the Mage to be constantly observed. And for some reason unknown to the Dark Lord, the Darkest Mage continues to linger in this reality.
Habitat - There is a cottage of black stone near the northern inner wall of Utopin. This is the home of the Darkest Mage, although the Mage has recently begun to think of it as its prison. It is rarely allowed to leave the cottage, much less to conduct magical experiments of any kind.
Weapon - The staff of the Darkest Mage is called Runikrost. It was carved several centuries ago from a piece of southern driftwood that had floated into the melted waters of the mysterious Black Glacier. The wood was infused with bizarre powers that enhanced and morphed the magical abilities of Dark Eternals at the time. The Lord of Darkness has hired mercenaries on multiple occasions to steal the staff by night, but each time, some horrible accident has befallen his raiders on the eve of the job. It was as though some unseen powerful force would make absolute certain that Runikrost and the Darkest Mage should be one forever.
Diet - Rumors of the dietary habits of the Darkest Mage have reached as far as Anumun’s Lyverian Kingdom, who trades frequently with Beluroc of Mortis. On the darkest nights of the year, they tell their children nightmarish stories of the evil dark sorcerer who eats only bugs. And it is entirely true. The Darkest Mage has insects (plentiful in Mortis) collected and dry-roasted, claiming that they “fortify his magical mind.”
Allies - The Darkest Mage is an old friend of the Necromancer known as Crypt Mancer that dwells in the southern tower. The Lord of Darkness is aware of the occasional visits made by the Mage into the Southern Wastes. Rather than cooking some evil plot together, the two sorcerers simply enjoy talking of their most distant memories. When they are able to reach back far enough, they can sometimes recall their lives before the darkness found them so long ago. For these brief moments, they can remember what it’s like to smile.
Enemies - The Darkest Mage despises people, both living and dead. The longer it has lived in Mortis, and the more it has helped the Dark Lord with his schemes, the less it has been trusted. The Mage’s loyalty has been rewarded with imprisonment, and each day the Dark Lord becomes more paranoid of the Mage’s activities. Spies of the Gloridax have noticed this distrust growing between the Lord of Darkness and his subject and are making attempts to infiltrate through the cracks. Their plans will not succeed, for the Darkest Mage hates them as well.
Pastimes - The Darkest Mage must work with only what it has available in its cottage. Luckily for the Mage, the Lord of Darkness knows very little about the nature of shadow. Without leaving his cottage, the Darkest Mage is able to visit the Shadow Realm at any time it chooses. It has been making friends there. Friends and plans.
The True Story of Splinterlands
Once upon a time your game purchase meant something. You could go to the store and purchase a game, after which you would simply own that game. You could play as often as you'd like, because it was your game. As the game companies were one by one swallowed up by larger and larger game companies, a terrible thing happened to the gaming world. While the games themselves were always making improvements, the players were constantly throwing more and more of their hard-earned money into a corporate black hole from which they reaped no rewards.
How did the corporations convince the players to pay this money? Loot. They showered the players with in-game riches designed to create a sense of accomplishment, but with no real value. Not only are these in-game "assets" entirely subject to the whims of corporate overlords who rarely (if ever) have the player's interests at heart, but they never really belong to the player at all. They belong exclusively to the game for which they were created. If a player wants to quit playing the game, they must also abandon their in-game treasures.
Not anymore. In the last couple years, Play-to-Earn has rushed to the scene. Blockchains are giving power and ownership back to the players, and it's about time. In this incredible and rapidly expanding world of technology it seems like such an outdated argument to be making, but the players (not the company) should own their gaming rewards. Blockchain, non-fungible tokens and games like Splinterlands are now making that possible.
In 2021, Splinterlands has more exciting things in store than ever before, including leaps and bounds of growth in cooperative guild play, boss fights, a massive Land Expansion and more! Come join our incredible community and experience the power of P2E for yourself! Tell them Splinterbard sent you!
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