Difference between revisions of "The Rise of Warhead"

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Warhead, being a splinter of the original, eventually started to regain memories of his past, including a fragment about a certain force known as ‘the Immortals’. After using one of his last named death knights to reforge his broken shell, Warhead entered a deep trance and reached his psyche out to the stars. His whispers were eventually answered, and the Immortals decided to send some of their agents to Northeros, who would test the splinter and ally with him if he was proven worthy.
 
Warhead, being a splinter of the original, eventually started to regain memories of his past, including a fragment about a certain force known as ‘the Immortals’. After using one of his last named death knights to reforge his broken shell, Warhead entered a deep trance and reached his psyche out to the stars. His whispers were eventually answered, and the Immortals decided to send some of their agents to Northeros, who would test the splinter and ally with him if he was proven worthy.
 
The three Immortal agents were Deadlock, a sorcerer with incredible powers, Fink, a zombie thug and Ghoul, a stealthy undead. They used Warhead’s forces in a small skirmish for certain chemical supplies Ezra’s cultists have lost to orks. A small Imperial team was sent out to intercept them, led by commander Fabio, a charismatic noble from a wealthy family. Despite his best efforts, he was no match for the Immortal-led undead forces and local ork raiders, resulting in him having to flee the battle. The Immortals emerged victorious, and thus considered Warhead worthy enough to ally themselves with him.
 
The three Immortal agents were Deadlock, a sorcerer with incredible powers, Fink, a zombie thug and Ghoul, a stealthy undead. They used Warhead’s forces in a small skirmish for certain chemical supplies Ezra’s cultists have lost to orks. A small Imperial team was sent out to intercept them, led by commander Fabio, a charismatic noble from a wealthy family. Despite his best efforts, he was no match for the Immortal-led undead forces and local ork raiders, resulting in him having to flee the battle. The Immortals emerged victorious, and thus considered Warhead worthy enough to ally themselves with him.
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[[Category:Story Arcs]]

Revision as of 22:47, 3 June 2014

The Age of Warhead was the time period following the few years of relative peace after the foundation of the Empire. The instigator behind these events was a renegade Majistik by the name of Malekim, who has decided to return to Northeros. This action has violated the pact of neutrality that the wizards have vowed after the war of unification. Nobody knows why Malekim went rogue, though it is presumed that he was motivated by personal lust for power. The Purple Majistik ordered Majisto, a blue wizard of the order, to follow the wayward Malekim and to subdue him. However, Majisto underestimated Malekim, and because of that, he lost to his renegade brother, who sealed the blue wizard away in a stasis orb.

Dark Shadows

In order to become a force to be reckoned with, Malekim turned to the dark arts of necromancy so that he could raise an army. He needed tremendous amounts of magikal power to accomplish this, which he located in Direwood, a northern imperial province, governed by the Wolfsbane family. It was here where Malekim has summoned Skull Mountain, a mystical rock that was teeming with magik. The wizard used the mountain as a focus to amplify his own dark powers and cast a great dark spell known as ‘the awakening’. The awakening was a massive surge of necrotic energy that swept through Direwood, and reanimated all dead minifigs as skeletons in an instant. This sudden legion of the damned instantly overwhelmed imperial defenses; the province has fallen within days. Wolfsbane Manor itself was overrun, and the majority of the Wolfsbane family was eradicated. Direwood became Malekim’s seat of power.

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To distract the Empire from his actions, Malekim reached out to the orks of the western wastelands, and offered them an alliance. The orks have accepted it, since it finally allowed them to assault the borderlands of the Empire. Even though their initial attempts were thwarted by lord Konrad Lionmane, the orks, bolstered by the undead, eventually broke past border outposts and marched into Imperial lands.

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Siege of Castle Awesome

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The invading orkish forces, bolstered by Malekims undead eventually reached one of the major Imperial strongholds, Castle Awesome. They laid siege on it, but the defenders managed to fend off their attack, albeit whilst suffering heavy losses. This was when the Empire decided to act.

Green Crusade

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Under the leadership of Niol Crowclaw, the united Imperial army marched against the orkish horde, which at the time was separated from its undead allies. In a rather fortunate turn of events, the Imperial army crushed the horde’s current leader, which caused the orks to flee in disarray. However Niol’s victory was short-lived, as news from Direwood finally reached the Imperial Capital. The army was to be deployed there to stop the undead menace.

Castle Awesome, the return

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This presented a golden opportunity for the scattered orks to reunite; under the leadership of Kensai, an ork with a somewhat uncharacteristic moral side, the green horde descended upon Castle Awesome once again, this time, they successfully took control of it.

Skull Mountain

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Finally, the forces of the Empire and Malekim clashed under the dreaded Skull Mountain. Both sides received somewhat unexpected support: Kensai and his orks decided to join in the fight and wreak havoc, while the Imperials were aided by the lord of the land, Arthel Wolfsbane, presumed to be the last surviving member of the Wolfsbane family after the undead uprising. Arthel, along with his dwarven friend Flint Quickstride, rallied a rag-tag group of mercenaries and waged his own private war before Niol arrived to Direwood. Together they vanquished Malekim’s army and killed the dark wizard.

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Without its master, the undead hordes perished; Direwood has been liberated, although many rebuilding efforts had to be done. But with the death of Malekim, something far worse has been set loose upon the lands of Northeros.

The Rise of Warhead

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Originally, Skull Mountain was created as an eternal prison to contain the essence of Warhead; one of its splinters, at least. However, Malekim’s tamperings caused Warhead’s shackles to significantly weaken, and with the wizard’s death, nothing could stop Warhead’s spirit to break loose from the mountain, which he did. Warhead used the corpse of Malekim to mold a new body for himself; he also gained some of the majistik’s fleeting powers. However he was significantly weakened by Malekim draining his powers to cast the Awakening, so at the moment, Warhead decided to go into hiding, and raise his very own dark horde after creating the Fortress of Evil, a hidden headquarters that has not been found even to this day.

Tides of Darkness

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After a few months of recuperating, all warring sides have clashed once again at Castle Awesome. The Imperial army wanted to reclaim the castle from the orks, to accomplish this they convinced the Engineer’s guild to lend them some equipment. Warhead saw a golden opportunity to crush both sides with his dark army that consisted of various undead and corrupted cultists led by Ezra the mad scientist. Many smaller forces have joined in later, including elves, angry local mobs, the remnants of Arthels’ mercenaries and even a prototype majistik titan.

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This gigantic clash weakened all sides, and in the end all of them had to withdraw because the prototype titan initiated self-destruct and turned the battlefield into a charred, barren wasteland, leveling everything to the ground, including Castle Awesome. The ork leader Kensai gained new mystical powers during the fight, and Warhead got critically injured by one of the head engineers, Karl von Bragstein.

Immortals

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Warhead, being a splinter of the original, eventually started to regain memories of his past, including a fragment about a certain force known as ‘the Immortals’. After using one of his last named death knights to reforge his broken shell, Warhead entered a deep trance and reached his psyche out to the stars. His whispers were eventually answered, and the Immortals decided to send some of their agents to Northeros, who would test the splinter and ally with him if he was proven worthy. The three Immortal agents were Deadlock, a sorcerer with incredible powers, Fink, a zombie thug and Ghoul, a stealthy undead. They used Warhead’s forces in a small skirmish for certain chemical supplies Ezra’s cultists have lost to orks. A small Imperial team was sent out to intercept them, led by commander Fabio, a charismatic noble from a wealthy family. Despite his best efforts, he was no match for the Immortal-led undead forces and local ork raiders, resulting in him having to flee the battle. The Immortals emerged victorious, and thus considered Warhead worthy enough to ally themselves with him.