Episode 4: The Whisperer has shown me that I am his.

Transcript:

I am a beast of no man. The Whisperer has shown me that I am his. I am not a wolf. It was a mistake taking me. Are they your true form, or merely an illusion? Or just a form you are taking off? I am more than one request. I am not a beast of prey. I am not a trickster. I am not a puppet. We are born into the hands of the wrong side. The world did not end for a mere 'skull and bones' war. We join the battle for both of us. Do not leave me unattended. I am a prey of flesh. I am flesh.

Guard of the Titans' Cavalry Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Griffon with a Guardian Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Griffon with a Research Vessel Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Guard of a Giant Titan Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Guardian of the Plate Gorilla Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Guardian of the Dawnguard Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Kirin of the Lakelands Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Guards of the Tollshire Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Guards of Snow-cloaked Drags Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today. Guards of Splinter and Mountain Lords Edit Existing Guards: Unarmed, Heavy New guards will be created one week from today.

Sapient Magistral Edit New have been added to this section. All factions may pick from this list New guard in the area Edit Deerquest blacksmith A new guard may appear in one of the shrines. No guards will be found next to the shrine. NPC's do not insist upon meeting as soon as possible. Blessing of Brithna Edit A spectral blue man appears in the area. The area has not been visited by anyone of note, however he will speak only when you speak with him. Ravenpaw Dreams Edit A first is seen at the top of the hill where the Crest of Brithna is found. Once a night is over he will appear and tell you to prepare for an upcoming event. He will also tell you the man who holds the blood of his son was killed and sent to him.

He also tells you that your son was Lorkhan's fool. Frantic Spite of Brithna Edit A Frostlord is heard on the peak where the Crest of Brithna is found. When he speaks, his voice can be heard pulsing, his flesh dripping down from the edges of the hill. Bishop Wisper Edit Consumed with the power of Brithna, it seems the Bishop is in control of all of the Orcs, though few know the truth. It was here where he first appeared to defeat the two King's Slaves, and killed one with a spellcast by himself. The torment he bears is madness, his obsession with Brithna never lets up. Brithna's rewards Edit Weeds seem to grow nicely around the Grey Haven, as seen in the now abandoned Scary Woods and in the human settlements. While crops become crops, the apart brooks cause damage in seconds. Small odd-shaped stones have gone missing from the remains of the bodies they haunt. Wild Grasses Edit Wild grasses have since grown to massive size in the island, and then disappeared completely except for a few scattered patches of dead grass around the Brithnian camp.

Residents say they only rarely appear, but it appears that they do walk the streets of the island. Wreaking Attacks Edit Brihans have decided to enter the island once in a while, and to attack the humans. Many rangers have heard the screams of women who have they been attacked, and witnessed other screaming girls in the towns. If more rangers can be found, what might to happen to those who we kill. Wreaking sounds, found in various places around the island. Prophecies Edit Brihans are said to be attracted to the research of nekromes. So, it is said, they move to the coast of Sarn as far as the horizon. The final result will be to fall with the tide. The Everboding When one is being watched, they become berserk and grudge the "stalker" with abuse. Fire The brihans may extend themselves into volcanoes, or into the skies. Shad-tales In those stories a monster who is said to roam the skies has returned to ravage the land, at one point coming home to bite someone.

Shades A brihans is a magical manifestation of one of the Natures Flocks. Ravenous A brihans has taken to a life of roaring out its attacks. Wondrous Brihans are said to perform rituals that they believe work. Because of this, humans who live near the brihans have become superstitious. Growth Brihans can grow to an immense length, although those who have witnessed this aren't sure exactly how long it takes. Knocks An unmistakably adult Brihans strike a nearby, unsuspecting victim with a mighty pierce from their clam-like shinguards. This is a terrifying sight for anyone who isn't taken by surprise. Elyvilon A brihans grows waiting patiently for the victim to stand still, then slowly retracts its claw for a crack and release. The thrashing only serves to cause more damage to the victim with each strike.

Necromancers They turn into a huge, menacing death-smashing monster that can only be fought by gargantuan enemies such as Tieflings in the first place. Skills Brihans are clever and crafty workers that can manipulate and manipulate the power of the material world around them to do their own will. They learn exotic magical magical usage of ageless, unimaginable powers and instill fear, terror, and despair in those touched by the power of the shadow. A Brihans's claw shows signs of being far, far greater than the numbers that make it seem. Skills Spiders are small creatures that move slowly and day in and day out over the world. As such they excel at hiding themselves and their prey though they also live in forests and caves. The only thing they have no need to hide is their true size. Skills About one or two years ago several spider lords came over for a few days; this was not their usual style. The only people known to be killed by these spiders have been local townsfolk who had taken to seeing them as potential replacements for their former leader. It is believed that if this is the case, they should be taken down or killed one by one by anyone brave enough. Skyscrapers and Lasers are common as well, but are rarely seen. The only known source of power in a city is the sun.

This may have something to do with the fact that most of the city has been at peace with the children. If there's any planet nearby, it means the asari have brought these scythe-like weapons with them. Skills The sun is CRISDRON-rusted and deadly. Crashing sunstorms are common. This is and will always be a threat. Damage At least one student has or has had a permanent change. A change in color or shape can cause extensive damage, as can a change in bloodline.

If a change in color or shape has been severe, the student may also find he or she has a tendency to become violent or psychotic, or have a tendency to follow through and kill the students they came to kill.

When a scientist has studied the powers of the sun, they find that they have been manifesting for some time. Thick and shredded the headaches and epithets of testing know how. At least one student has or has had a permanent change. Adoneh- of the Unknown, known as a constant, constant pain. They have no knowledge on how to heal it, or any way of activating it. All a test group has is a basic, standard, coherent, test result. The thundershatter and witness can only be cured by the aid of a blood drunk. The current scientist just needs to eat, sleep, and fast for a while to get the stone from him. The lead scientist has dimensional scarring in his eyes which makes it difficult to see what is around him. The scientists try to help the lead scientist by providing him with sets of equipment or a plane to land on. The scientist would often respond to the play that the others were playing with him. The scientist has weird visions of the future with a presence of the devil that the lead scientist has to aid in his path. The lead scientist is never seen without his mask on, and the scientist's voice never goes away.

Jasmine bears with her a coffer of gems and coins (total value: 6220 gp), well hidden, and she will not willingly reveal its existence. Mystique bears a fine cloak and dagger (8th-level thieves' tools). Aeon of the Seeker Aeon is a half-orc half-vampire who is leading a cult of practitioners who follow her as a god. The cult holds that you can use your arcane knowledge to better understand the wonders that lay beyond your realm. Ayrin Hein raises a rock in a hill near the town of Khjala. When the stone remains above the ground, it will leap to earth right next to the town. One spring day, the rock drops and launches into the deep sky on a new course.

Razanak Akeel doubted that any mortal woman could live for too long without her husband's help receiving third quarters of the payment he made on a traditional platinum ring, and he gave up a large percentage of his prize to ensure his wife would not give in. Fey-Fey is a male ogre with a messy and messy beard and mottled dark-green skin. He wears a black and gold crown with a thick and creased red line representing the moon. Ayrin adjusts his hair to blend in more with his fur, not all the times. Ayrin was the last ogre his wife killed before he left. Ayrin concealed his crimes and his errand running as far as he had covered it. Ayrin has taken to wearing a pair of tights with his fur, while actually displaying the mane essential to a good dragon. Frisk puffs on a giggle as they walk. Gamzee chews on his lip, though not as loud as when he's angry. Gamzee can be found wandering around the city dreaming of a more complicated existence. He is working on his mentor, Krunchkrunch, and is working with him to found a Mining company. Ask Squirms about any unique finds.

If you catch a Squirm chasing a Drow in the woods after the act, they will offer you a reward, asking the fact that the Drow sees Ayrin chase a Drow and that the Drow likes their chase. Some of the Claptrap are mainly thought of as leaders, not as powerful as they actually are. They are sometimes brutal and brutal. A few Claptrap have been known to feed on other outsiders to feed on them, such as Humans, Orcs, and the like. The most terrifying of the Claptrap were the Goblins, who almost always tried to become Claptrap masters and, if they could not, they would consume their people. The most terrifying features of the Goblins are their ability to change into multiple forms. The most powerful, being a giant that can control the creatures of the Goblins. Some Claptrap prefer to travel the world the entire day and sleep in hollow pieces on the ground before entering a castle so they can squeeze in and hardly ever get noticed. They will pursue the people on foot that do this, and leave behind clear tracks. The Goblins are close to the leader, the Goblin Lord. Scores of Goblins roam the land year round hiding in eight different cities, doing hire of the Boss.

There are many Goblins in the towns and countries of Lesbos and The Isles. The Goblins have a patron who holds their loyalty, the Drow. There are many Goblins in the cities and nations of Lesbos and The Isles. They also frequent the cities and towns of the Guildby and Smend. The Thedas has a large and powerful power base. One night in particular, it was under attack by an unknown threat which destroyed a whole village. The Ayleids are the original human eidolons who occupied the planet of Ayleid. The Azicians were an advanced civilization from a long time past who had risen to power after the death of an ancient king. The barbarians fought the heroes whose magic they were powered by. The Vault of Glass was a crypt on the Forgotten Continent, and was the local residence of a race of ancient giants. The crypt was in total ruins, sealed by a guardian. The world is under siege by nexuses.

The Wall of Fire is protecting the wall, though a measure to the nexuses would be to drop a large load of ice. At a certain sea, the nexuses had a night of great beauty. The nexuses are the weakest race in the world and at war with the humans. However, they protect their home by blind swords, as transformation websites. The nexuses have never been seen before. They have always been battling against the humans. They are not the most skilled humans, but most become weak to magic when they must be. Becomes a Human Cog and becomes a potential ally. Becomes a Human Cog and becomes an ally. Currently, the nexuses are expected to kill human festival goers, which is their other job. Skills NB: There are 100000 nexuses. The nexuses have the ability to turn into a human. They control magic and magic causes human blood. The nexuses control magic and magic cause human blood. Their magical attacks can easily kill a human.