Category Archives: Blog

I’m Back. Let’s Talk About What Happened.

Well hello there. Or more accurately: hello to me. I’ve finally returned to my blog after a short break. And by “short,” I mean… June 27th. That’s not a break. That’s a geological era.

So what pulled me away?

Life. And the slow, quiet death of my campaign.

The Age of Worms campaign—yes, the big one this entire blog has been circling—wrapped up recently. If you want the session summaries, they’re still right where I left them. But around the time of my last post, I could feel both myself and the players drifting from the story. Not in a dramatic, fiery meltdown. More like a slow slide where you all realize you’re nodding along but not feeling it anymore.

Some of that comes from the material. Most of it comes from me. The GM’s job is to keep the thread tight, and I thought I was doing that. Hindsight proves otherwise.

Anyway, the campaign is done and burned to ash, and from those ashes comes something useful: energy. Specifically, the kind that got me typing again.

This blog isn’t designed to “build a brand” or “capture an audience.” It’s a place to dump ideas, sharpen thoughts, and—ideally—help anyone running their own games. Including future-me, who will absolutely forget his own advice if it isn’t written down somewhere permanent.

So yes, I’m back. And yes, I’m actually excited to post again.

Look for the next entry. With luck, it’ll be sharp, helpful, or at least something worth reading. I’m aiming for “insightful,” but let’s see where it lands.

Best Ways to Gear Up Alts Fast in WoW War Within Season 2 (2025 Guide)

If you’re gearing up a fresh alt or returning character in World of Warcraft: War Within Season 2, this post will walk you through every relevant method to accelerate the process, from undercoin spending and warbound gear to PvP, dinars, and even timewalking exploits. Whether you’re jumping back into WoW or optimizing your 5th alt, here’s how to efficiently catch up.


1. Veteran Gear from Delves (Undercoins & Wave Scramblers)

Start with Sir Finley Mrrgglton in Dornogal. Once you’ve progressed far enough in the Delver’s Journey (Battle Pass-style system), you can use Undercoins to buy Veteran 623/8 gear that upgrades to 645. This is better than last season’s Adventurer gear and can be mailed between characters.

Tips:

  • Undercoins aren’t always warbound, but the gear is.
  • Wave Scramblers summon Delve bosses, rewarding maps and gear, especially useful at high-tier delves.
  • Even doing one delve a week makes meaningful progress on the journey.

2. Enchanted Weathered Undermine Crests

Crafted gear is another strong starting point. Combine Enchanted Weathered Undermine Crests with rare gear recipes to craft 629 ilvl gear, including two embellished pieces.

Sources of Weathered Crests:

  • Outdoor activities, LFR, low-tier delves, heroic dungeons.
  • Renown turn-ins (especially on new alts with pre-existing account renown).
  • You can downgrade Carved Crests into Weathered ones.

3. Warbound Gear (WoE & World Bosses)

Check your Warbound bank for leftover gear—addons like BetterBags or WeakAuras help track it. Weekly world bosses guarantee a Champion track warbound piece, great for stocking up before you even level an alt.


4. Dinars (Puzzling Cartel Chips)

Run 4 bosses from raid or M+ to earn Cartel Chips (3 from the first clear, then 1 per week). You can purchase Hero track weapons, rare trinkets, and other best-in-slot gear.

Key tips:

  • Limited to 9 total chips per character lifetime.
  • You don’t need to run Mythic—LFR counts.
  • Prioritize powerful raid weapons or trinkets for best return.

5. Cyrce’s Circlet & Upcoming Delve Belt

The Cyrce’s Circlet (patch 11.0.7) remains viable until dual Myth track rings. Upgrade it via Siren’s Isle content—or look into alternative methods (ahem, party sync “shortcuts”).

Coming June 17 (patch 11.1.7): A powerful Delve Belt, expected to scale to ilvl 700+. Avoid crafting or purchasing belts until then.


6. Auction House BOEs

If you’ve got gold but no time, Auction House BOEs can jumpstart gearing:

  • Look for Veteran or Champion track items.
  • Prices vary by slot and server economy—check often.
  • Don’t overspend on slots soon to be replaced by guaranteed drops or crafted items.

7. Renown Rewards & Reputation Vendors

Many renown milestones give relevant crests and gear:

  • Even on fresh characters, pre-earned account renown unlocks these instantly.
  • Cartels of Undermine offers Champion gear (e.g., gloves at Renown 14, boots at 7) and crafting mats.
  • Use resonance crystals instead of undercoins.

8. Nightfall Events (Flame’s Radiance)

These hourly events offer Champion track tokens on a weekly basis. Just complete the scenario and redeem the token for a gear piece of your choice.

Benefits:

  • Deterministic gearing (pick your slot).
  • Adds crests and valor stones on the side.
  • Works even if you’re only semi-active on that character.

9. Horrific Visions (Coming Soon)

Launching next reset: Horrific Visions return with 2+ Hero track pieces per week and high-quality rewards. Harder than Delves but worth it—especially for characters that can solo or group efficiently.


10. PvP Gear (Bloody Tokens & Conquest)

PvP is surprisingly efficient:

  • Sparks of War quest = 1,000+ Bloody Tokens.
  • Purchase Veteran track 4/8 gear (better than 1/8 delve vendor gear).
  • Conquest buys Champion gear (e.g., wrists, helms—socketable with Prized Jeweler Settings).
  • 1,400+ rating unlocks Warbound PvP boxes—send to alts.

Even casual PvP players can benefit from a few weekly quests or war mode runs.


11. Valor Stones (Warbound Currency)

You can now transfer Valor Stones between characters (20% loss). Cap is 2,000 per character, so shift them around to avoid wasting gains.

Efficient Valor Sources:

  • World Soul Memories (5 Radiant Echoes = up to 400 stones).
  • Chatliss Quests (Undermine faction).
  • LFR Bosses now reward more Valor + Crests (especially the last two).

12. Catalyst & Tier Set Crafting

Use the Catalyst to convert any seasonal gear into tier pieces. You likely have enough Essence of Kamesh to complete your 4-piece set by now.


13. Timewalking Events & Skips

Huge sleeper tip: Timewalking Raids (e.g., Black Temple, Ulduar, Firelands) let you:

  • Complete the Timewalking weekly raid/dungeon quest.
  • Kill the final boss for a Hero track item.

Search “skip” groups in Group Finder:

  • These raids are pre-cleared except for the last boss.
  • Join, kill, loot, repeat weekly.

14. Mythic Zeros & Weekly Events

Other high-yield activities:

  • M0 Dungeons drop Champion gear up to 658.
  • Weekly dungeon quests (e.g., 4 Mythics) = Hero raid piece.
  • Delve Bonus Weeks = Champion gear.

Final Thoughts

Even if you’re completely new or returning from a long break, War Within Season 2 has layered systems that make gearing manageable—if you know where to look.

Prioritize these based on:

  • How many alts you’re managing.
  • Your available gold vs. time.
  • Whether you’re aiming for high-end content or just functional gear for casual play.

Happy gearing!

Age of Worms Session 46: Last Breath of Tymon

Previously…

Chaos engulfed the Arena of Aroden as the Ruinlords faced Lorien Thalorin, whose body became a vessel for the monstrous titan, Xaathuun. Lorien barely contained the creature, collapsing from the strain. Saint Alduin mockingly questioned the heroes about Lorien’s fate, as unsettling truths emerged about Lahana’s past defiance of Loris Raknian. During their championship bout against Vixus and Khellek, disaster struck—the ground shattered, unleashing a horrific wormlike apostle summoned by Raknian himself. Panic erupted, leaving the Ruinlords caught between deadly enemies and the awakening nightmare beneath Tymon.

What’s All This About Then?

Read up on our previous Age of Worms campaign sessions right here.


Sky of Ash and Prophecy

The sky above Tymon was wrong. Not just strange, not just troubling, but deeply, irrevocably wrong—the kind of wrong that crawled inside your skull and scratched at the backs of your eyeballs. Clouds twisted above the city in sick, sluggish spirals colored like bruises gone bad, deep purples and rotten yellows. The sun lurked behind that greasy haze, dull and dying, smothered by centuries of soot and forgotten grief. Green lightning flared silently overhead, flashes illuminating the Arena of Aroden with a jittery, epileptic glow. No thunder accompanied these eldritch lights, only a low, relentless drone felt deep in the marrow, a noise like distant hornets trapped behind thin walls. Above it all, a vortex slowly tightened, like a great eye opening to stare hungrily down upon the world below. From somewhere unseen, a bell tolled once, resonating through bone and soul. As it echoed, the words of an ancient prophecy scraped themselves into the minds of those unfortunate enough to be there: “On the eve of the Age of Worms, a hero of the pit shall use his fame to gift a city to the dead.”


Death in the Pit

The Ruinlords, battered and exhausted, had stood their ground in the center of the blood-stained sands as that prophecy unfolded in grim finality. Opposite them reared the Apostle of Kyuss, the monstrous ulgurstasta summoned by Loris Raknian—once Tymon’s beloved hero, now its executioner. Cal, ever alert, had seen it coming. The mage shouted a frantic warning to Vixus, the arena’s reigning champion, who stood bewildered, his face pale beneath layers of grime and blood. “Get clear!” Cal screamed, voice tight with desperation. Vixus staggered backward, eyes wide with fear—but fear was no shield. The ulgurstasta opened its maw, impossibly wide, and spewed forth a flood of acidic death, thick as bile and black as tar. It surged outward, stripping vitality and hope from those unlucky enough to be caught. The Ruinlords felt their strength drain away, their limbs heavy as lead. But Vixus, weakened already, took the full brunt. The acid melted through his armor, his skin blistering, muscles dissolving, his scream choking off before it began. He fell, little more than a ragdoll onto the sand, and moved no more. Until he did. Filled with the green worms of Kyuss. 


Awakening of the Dead

In that terrible silence, the Apostle of Kyuss shivered and shuddered, its ragged flesh knitting together at unnatural speed, as if Vixus’s life had been exactly the feast it needed. And then, the sands began to stir. Faces emerged—spectral, tortured, and furious—from beneath the stained arena floor, rising from shadowed corners, seeping from cracks in stone. The dead of Tymon had returned: gladiators slaughtered for sport, criminals whose blood the crowd had long forgotten, the faceless masses who’d been swallowed whole by sand and spectacle. They poured upward, a shrieking whirlwind of wretched souls. All around, spectators gasped, eyes bulging, fingers clawing at chests as spirits tore the life from their bodies. The dead rose quickly, changed and hideous, eyes burning sickly green, their claw-like hands clutching at anything still breathing, infecting, spreading, turning panic into plague. Chaos surged outward from the arena, unstoppable and ravenous. 


Raknian’s Triumph

High above, atop the battlements, stood Loris Raknian. His skin blackened, cracking open as armor grew obscenely from bone and marrow. Beneath him appeared a nightmare steed, a creature born from smoke and shadow, eyes blazing red, nostrils flaring with dark fire. Raknian’s voice cut sharply across the screams: “The pit’s debts are paid. The prophecy is fulfilled. A hero of the pit has gifted this city to the dead.” His eyes burned with fanatical triumph. “Kyuss stirs, and the Age of Worms is upon you. No more kingdoms. No more gods. Only the feast!” Laughing, Raknian drove his nightmare steed forward, galloping into empty air and vanishing as if swallowed by a deeper darkness. Tymon fell, and the Ruinlords were trapped in its dying heart. 


Desperate Escape

In a final act of desperate magic, Vaz’non conjured a roaring wall of flame, shielding them from the advancing horror, if only briefly. He grabbed hold of Tike, whose fierce strength was now fading fast, and Dunner, steadfast and grim-eyed, and whispered words of arcane power. Reality cracked open, and the trio appeared on the far side of the arena’s massive doors. Dunner heaved open the gates. Cal, Alfie, and Potato stumbled through, ragged and gasping for breath. But respite lasted only a heartbeat. Tike, the warrior whose fists had carried them through countless battles, staggered suddenly, face going pale as wax. He stared down at his shaking hands, realization dawning that the potion he’d swallowed earlier—the magic that held his shredded body together—was fading. Without healing, he wouldn’t last the night. 


Race to the Harbor

There was no time to mourn, only to run. The Ruinlords hastily plotted their escape—reach the harbor, commandeer a ship, and sail far from this nightmare. There, perhaps, they could buy enough time for Tike’s survival. But first, they had to get there alive. Behind them, the dead poured through the open gates, a flood of clawing hands and gnashing teeth. Ahead lay the ruined streets of Tymon, consumed by panic, fire, and unending screams. They ran, because running was all that remained.

Unlocking the 2024 Dungeon Master’s Guide for All RPGs

When Chris Perkins started breaking down the changes coming to the 2024 Dungeon Master’s Guide (DMG), I couldn’t help but get excited. As someone who mostly runs Pathfinder First Edition, I was initially skeptical—how relevant would these updates be to my games? Turns out, still relevant. These tips aren’t tied to a single system but focus on what makes a campaign memorable: engaging your players, building dynamic stories, and adapting to the unexpected. Universal truths.

Here’s a closer look at what the updated DMG offers and how I’ve already started weaving these ideas into my campaigns.


Laying the Foundation: Understanding Your Players

Every great campaign starts with knowing your players. The DMG emphasizes player preferences, encouraging DMs to chat with their group before the first session about what they want from the game. Do they crave swashbuckling pirate escapades or gritty supernatural horror? High fantasy heroics or morally gray intrigue?

I did this for my most recent campaign. I polled my players and gave them a few theme options. That conversation saved me hours of prep time—I knew exactly what to focus on and what to skip.

💡 Pro Tip: Keep these preferences in mind as the campaign evolves. Players’ tastes might shift, and checking in regularly can keep things fresh.


Hooking Players from the Start

One of the important updates is the emphasis on character hooks and motivations. The DMG suggests tying characters into the world through personal stakes: rivalries, family ties, or unique goals. It even includes tracking sheets to help DMs record quirks, motivations, and relationships.

In a recent Pathfinder campaign, I used this approach to great effect. One player’s witch was hunting for her missing siblings. By weaving the backstory into the campaign, sessions felt personal. And trust me, nothing lights up a table like a villain taunting a character about their tragic past.


Managing the Chaos: Session and Campaign Tools

The updated DMG introduces tools for session tracking, character management, and campaign continuity—all of which can save you from that “Wait, what happened last session?” moment.

  • Session Journals: Templates for tracking NPCs, decisions, and in-game events make it easy to pick up where you left off.
  • Character Tracking Sheets: Log what your players love most about the game (combat, exploration, roleplay) and tailor encounters accordingly.

I’ve kept an online journal for my campaigns, jotting down key moments after each session. It’s been a lifesaver, especially for recurring NPCs and long-term plot threads.


Dynamic Adventures: Episodic vs. Serialized

One of the DMG’s highlights is its advice on balancing episodic adventures (self-contained stories) with serialized campaigns (long-term arcs). Both styles have their strengths, and combining them can create a rich, engaging experience.

💡 Pro Tip: Throw in “special episodes,” like festivals or one-offs, to lighten the tone or explore something unusual.


Layering Conflict and Themes

The DMG encourages DMs to design campaigns with multi-layered conflicts. Think of it as weaving short-term goals (stop a goblin raid) into long-term threats (uncover a cult trying to summon a god). This approach keeps players engaged on multiple levels.


Rolling with the Punches: Player-Driven Stories

One of the DMG’s biggest takeaways is flexibility. Perkins stresses that campaigns should adapt to player decisions and dice rolls. The most memorable moments often come from improvisation.

I’ll never forget a session where my players completely derailed my plans by developing a tangible hatred for a minor NPC villain. What started as a throwaway villain turned into the campaign’s new BBEG, complete with his own side quests and character arc.


Ending Campaigns with Style

Wrapping up a campaign is no small feat, but the DMG provides tools for meaningful conclusions, whether planned or unexpected. It encourages DMs to collaborate with players on epilogues or character arcs, ensuring everyone gets closure.

In one campaign, I ended with epilogues tailored to each character. The wizard turned to dark and evil magical studies, the grippli swashbuckler became a full-blown swashbuckler, and the witch opened Sandpoint’s first hair salon. Those final moments left everyone feeling like their journey mattered.


Inspiration for Pathfinder and Beyond

Even if you’re not running D&D, these tips are incredibly versatile. I’ve used these ideas in my Pathfinder campaigns, tweaking pre-made adventures to suit my players’ preferences and weaving personal stakes into the narrative. The 2024 DMG’s focus on creativity, player engagement, and flexibility makes it a valuable resource for any GM.


Final Thoughts

The 2024 Dungeon Master’s Guide emphasizes what makes tabletop RPGs so special: the collaboration between players and GMs to create a shared story. Whether you’re running D&D, Pathfinder, or another system, its tips on campaign design, character integration, and adaptive storytelling can help elevate your games.

Have you tried any of these ideas in your campaigns? Share your stories in the comments, and check out the video (linked below) for more insights! Let’s keep crafting adventures worth remembering.

Age of Worms Session Recap: The Monster Within

Previously…

The Ruinlords faced their toughest battle yet in the Champion’s Games, pitted against stone giants corrupted by Theyrium. Before the dust settled, the Sapphire Squad attempted to strike, but the Ruinlords overwhelmed them, forcing their surrender.

Later, Ekalim Smallcask revealed a personal plea—his sister Lahaka had vanished after last year’s games, and he suspected Loris Raknian was involved. He begged the Ruinlords to help uncover the truth.

Then came the Silver Flight.

Saint Alduin’s elite knights fought with ruthless precision, nearly bringing the Ruinlords down. But the tide turned, and Alduin’s composure cracked. His last knight turned to him for guidance. Alduin said nothing. The knight fell.

The Ruinlords stood victorious once more. The crowd roared. Loris Raknian grinned. And high above, Saint Alduin took flight and vanished into the sky.

Not Sure What’s Going On?

Catch up on the Ruinlords’ journey to stop the rise of Kyuss by reading our Age of Worms Session Recaps!


The third day of the Champion’s Games in Tymon had come to a close with the Ruinlords standing victorious over the Andoran guardians known as the Silver Flight. Battered but unbroken, they returned to the Coenoby beneath the grand arena, sharing uneasy silence with the remaining two gladiator teams—Vixus’ Warband and Phoenix Fire.

As dusk fell, the fight schedule for the next day was posted. Whispers spread quickly through the underground chambers. Vixus’ Warband and Phoenix Fire would clash for a place in the finals, but the Ruinlords were set to face something else. Something called Madtooth the Hungry. And that wasn’t the only oddity—the previous year’s champion, Vixus, was meant to face the beast, as was tradition. But for the first time in the tournament’s history, that rule had been broken.

No one had an answer.

That night, as the other teams settled into uneasy rest, Cal stole away to the nearby Titan’s Ruins. He descended into the still waters of the pool, studying the ancient stone plug at the bottom. The weight of years lay thick upon it—undisturbed for over a year. If Lahaka, the missing sister of the Ruinlords’ coach Ekalim Smallcask, had vanished after last year’s games, then she had never come this way. The revelation left him with more questions than answers. With a quiet curse, he abandoned the search and returned to the Coenoby.

But the night was far from over.


The Visions Begin

Dunner and Alfie, their bellies full from a simple meal, heard a commotion from the direction of Phoenix Fire’s quarters. Then, without warning, a force far greater than mortal senses ripped into them.

Dunner was no longer in the Coenoby. He was on a battlefield, surrounded by the dead—hundreds of them. A storm boiled overhead, unnatural green lightning clawing across the sky. Then, movement. The corpses twitched, shuddered, rose—their flesh splitting open, spilling forth writhing green worms. A churning, mindless hunger filled their empty sockets.

And then, Dunner felt it.

The silence of his god.

The Warpriest of Gorum was alone. For the first time, truly alone. The worms swarmed, gnawing, writhing, crawling into his mouth—

Dunner awoke, gasping.

Beside him, Alfie convulsed, lost in his own nightmare. The cleric of Erastil was locked in seizure, his body betraying him, his mind ensnared. The Ruinlords carried him to safety, his faithful owlbear, Potato, standing vigil over him through the long, uncertain night.


The Library of Dreams

On his way back from the ruins, exhaustion finally took Cal. Weeks without sleep crashed down upon him, and when his vision returned, he was no longer in the Coenoby.

He was in a library.

The scent of parchment, ink, and old leather filled the air. Towering bookshelves stretched into eternity. And before him stood a woman—drow, with deep violet hair, her eyes glistening with unshed tears.

His mother.

Eilistrae, cleric of Silthian, took a slow, reverent step forward. “We will see each other again, my son.” Her voice trembled, but her hands were steady as they reached for him. “But listen—your visions of Kyuss are not without meaning. His bonds weaken. He has never been this strong. And if you and your companions have felt him… it means the world will feel him soon.”

And then, the dream collapsed.

Cal awoke on the ground in the tunnel. His mother was gone.


The Arena’s Greatest Spectacle

The fourth day of the Champion’s Games.

At the eleventh hour, the Ruinlords were once again marched up the long passageways beneath the Arena of Aroden, stepping out onto the bloodstained sands beneath a relentless sun.

The crowd thundered with cheers, their anticipation thick as a storm on the horizon. Their champions had bested the Silver Flight. They had spilled blood in glorious combat.

And today, they would face Madtooth.

But where was the beast?

The announcer, Talabir, filled the silence with bravado, but doubt crept into his voice as the moments stretched long. The handlers were late. Were the wranglers struggling to control the creature?

And then, the sky darkened as a shadow streaked across the heavens. 

A golden light descended like a burning comet, faster than any arrow, crashing into the sand with the force of a divine spear. Dust billowed, the ground trembled, and as the Ruinlords shielded their eyes, the figure straightened.

A red cloak, untouched by the dust. A smile, radiant and unshaken. Saint Alduin.

And in his arms, he carried a massive metal box the size of an ogre’s coffin. The runes on its surface flickered. The reinforced bands of steel groaned. Something inside slammed against the walls, desperate to be free.

Alduin’s voice rang out, commanding, charming, calculated.

“You have proven yourselves against my Silver Flight,” he said, touching his chest in a gesture of mourning that held no sorrow. “But today is not a day for sorrow. No, today is a day for glory.”

The crowd roared.

The Ruinlords waited.

And Alduin rested a hand atop the trembling steel box. “Behold, your true challenge.”

A crash. A snarl. The sound of something not entirely bestial.

Alduin’s smile grew.

“He was resistant at first,” he mused, “but with a little encouragement…” He gestured at the box. “He has found his motivation.”

Inside, a voice howled—not just in rage, but pain.

Alduin tilted his head, playful, cruel. “A special blend of dragon’s blood—black and green, venom and acid—running through his veins, urging him toward his true nature.” He turned his gaze to the Ruinlords. “A fitting test, don’t you think?”

And then, the box burst open.


The Riftwalker’s Curse

Acidic vapor filled the air. The crowd gasped. A massive clawed hand, covered in warped, pulsing veins, slammed into the sand. A figure staggered forward. 

Dr. Lorien Thalorin. 

But not as he once was. 

His veins glowed black and green. His flesh cracked as jagged scales pushed through his skin. His nails elongated, twisted into claws before retracting. His mind flickered between intelligence and hunger. 

And then, for a moment, clarity. 

His wide, terrified eyes locked onto the Ruinlords. “No… no, no, no. You have to stop this.” 

His body convulsed, his form stretching unnaturally. “GET AWAY!” 

The crowd cheered, oblivious. 

But the Ruinlords knew. The Riftwalker wasn’t a myth. He was real. He was dangerous. And if he lost control, Tymon would be nothing but dust.


The Legend of Dr. Lorien Thalorin

 Lorien Thalorin had once been a scholar of the arcane, a prodigy from the lost kingdom of Vandekar. He was brilliant—too brilliant. His research took him into forbidden territory, beyond the safe limits of mortal understanding. He sought answers in ancient Cyclopean ruins, delving into the mysteries of dimensional rifts and eldritch containment. 

And then, one day, he found something. 

The texts spoke of Xaathuun, the Unchained Maw—a cosmic predator described as a Tarrasque-like creature with a hunger that could not be satisfied. The ruins were not a tomb. They were a prison. And Lorien, in his pursuit of knowledge, cracked the seal. 

Vandekar was wiped from the map overnight. Not conquered. Not abandoned. Erased. The ground split open. The sky bled. Whatever emerged from the rift devoured the city, leaving behind nothing but scorched wastelands and howling fissures that led to nowhere. 

Lorien survived. But he did not escape unscathed. 

He became a living conduit for the thing he had unleashed—a part of his body and mind permanently fused to the failing containment field. The energy backlash twisted his very being, marking him as something no longer fully mortal. 

He fled, a wanted man. The survivors of Vandekar hunted him, blaming him for their kingdom’s extinction. And in the centuries that followed, stories of The Riftwalker spread. Some claimed he was a sorcerer who had tried to control a god. Others believed he was a mere pawn in a far greater scheme. 

But all agreed on one thing: Where Lorien Thalorin walked, ruin followed.


The Unchained Maw

The battle was chaos. Tike Myson and Dunner held the line, blades clashing against scaled flesh, while Vaz’non summoned torrents of fire to contain the monster within the arena’s boundaries. Cal’s whip, Whisperlash, glowed with celestial energy, and in his moment of need, he called forth a spectral figure—Eilistrae herself.

But combat only fed the thing inside Lorien.

With a final, agonized scream, his body broke apart.

Something vast rose in his place. Eighty feet of unrelenting destruction.

Xaathuun was free.

If only for a moment.

The Ruinlords dodged, evaded, fought for their lives as the crowd finally realized the horror unfolding before them.

But Lorien was still there. Fighting. Holding the creature back.

With one final, desperate push, the Riftwalker forced Xaathuun back into the void.

Then, he collapsed.

And Alduin?

He only smiled.

“You cannot kill him,” he told the Ruinlords. “But tell me… what will you do with him?”