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Vez'nan is the main antagonist of the Kingdom Rush franchise. He is the leader of the Dark Army and King Denas’s arch-nemesis and is responsible for nearly all the events that take place after Kingdom Rush: Origins, after taking on a villainous life.

He serves as a major protagonist in Kingdom Rush: Origins, the main antagonist of Kingdom Rush, the posthumous overarching antagonist of Kingdom Rush: Frontiers, the overarching protagonist of Kingdom Rush: Vengeance, and a pivotal antagonist in Legends of Kingdom Rush.


Overview[]

The most evil being you will encounter. Watch out for his evil bad jokes! Vez'nan is the main antagonist, the third and final boss in the main campaign of Kingdom Rush. He is the first boss to have two different forms, which together have more health than all of the other bosses in Kingdom Rush except Sarelgaz.

Boss Abilities[]

• From Wave 9 onward, Vez'nan periodically casts a spell that disables towers. The spell is initially dispellable by clicking/tapping on the tower rapidly, however, after a few seconds, the spell becomes undispellable and will only end after approximately 10 seconds. As the stage progresses, Vez'nan will cast the spell simultaneously on more and more towers, making it nearly impossible to dispel all of them before they become undispellable.

• Vez'nan can also summon Demon Spawn and Demon Hounds from the summoning circles on the map.

•When his humanoid form is killed, Vez'nan will transform into a giant winged fire-breathing demon, which must also be killed. This form is significantly faster, allowing Vez'nan to easily reach the exit if he is near enough to it, but otherwise, it is actually weaker, since Vez'nan can no longer disable towers, summon demons or use the special Soul Drain attack.

Strategy[]

  • Remember to build towers at the bottom of the map. During the final waves, Vez'nan creates enemies in the bottom pentagram, leaving you very little time to kill them. A Barbarian Mead Hall is usually enough unless you're being overwhelmed by enemies.
  • Towers should be upgraded before creating new ones; this will prevent Vez'nan from disabling many towers simultaneously.
  • If you do not have time to cancel all of Vez'nan's spells, free the most powerful attack towers and the towers which are closest to Vez'nan's troops. Don't worry about Barracks buildings with soldiers who don't need management at the moment, as the disabling, while it will stop upgrading, rallying, and respawning, won't stop the soldiers already on the road from doing their job.
  • The same barracks upgrade cannon fodder tactic used against J.T. also works to easily kill Vez'nan. Use a barracks on Vez'nan's path or sell another tower and build a barracks. Every time a soldier melee attacks Vez'nan, he stops moving briefly to destroy the soldier. Immediately upgrade the barracks to create fresh troops to attack again. When the barracks is maxed out on level 4, sell it and build another barracks. Meanwhile use reinforcements as often as possible to slow him down in the same way. Repeat this process and Vez'nan will make very slow progress while taking steady damage from nearby towers.
  • Another method for defeating Vez'nan is to use Elementals in the "Cannon Fodder" tactic. Elementals are better to use than Soldiers because they have more health, are stronger, it takes Vez'nan two hits to kill them, and Vez'nan's Soul Drain attack does not work on Elementals because they are just made of rock and have no soul.
  • Remember that Vez'nan has two forms, the second of which is rather quick for a boss. This means that you want to destroy the slower first form as soon as possible. One easy technique is to put a strong mage or archer (like a Rangers Hideout with Poison Arrows) at the top left of the map. Together with reinforcements with spear throw, as well as a Rain of Fire, you can eliminate the slow first form well before he makes it to the first summoning circle.
  • Put a Barracks up near the graveyard. This will both create a choke point and hold off the Skeletons that come from there.
  • Use a hero with good armor, like Gerald Lightseeker or Hacksaw. On hero level 10, it takes Vez'nan 4 hits to kill them, if it is on mage form.

Quotes[]

Vez'nan has a full repertoire of jarring taunts, threatening phrases, and ironic culture references that he uses to unnerve his foes. Fortunately, he is easily ignored...

Intro sequence:

Start:

Leaking:

Boss entrance:

Related Achievements[]

Achievement This is the End! THIS IS THE END! Defeat Vez'nan.

Appearances[]

Trivia[]

  • Vez'nan's Soul Drain attack is only used on the flash version of the game.
  • His health being 6,666 and his attack being 666-999 seems like a reference to the number 666, which represents Satan. This is also supported by his evil nature and his second forms appearance being similar to a Devil.
  • Using modified gameplay, it was proven that Vez'nan in his demon form does not have an instant kill attack, it is just very high. In flash, however, the demon form still deals 666-999 damage every breath.
  • In the Heroic Challenge and Iron Challenge modes, you will notice that since Vez'nan is dead, there is a "FOR SALE" sign in the Dark Tower.
  • At the end of the game, during the ending, Vez'nan's staff is picked up by Lord Malagar.
  • Vez'nan's demon form's health is not affected by difficulty in Flash and iOS; he always has 6666 health (the human form is affected normally).
  • In Pandaemonium, Vez'nan's soul is seen in a cage next to Moloch's throne. In the early versions of the game, Vez'nan was seen wielding his staff, though the credits suggested it had been stolen by Lord Malagar. Further updates changed to Vez'nan gripping the bars of the cage with no sign of the staff. In the Heroic Challenge and Iron Challenge, after Moloch is killed, the cage is destroyed with Vez'nan missing. Vez'nan is again ready to conquer Linirea for the second time in Kingdom Rush: Vengeance.
  • Vez'nan is tied with Gerald Lightseeker for the most appearances across the Category:Kingdom Rush Franchise with four occurrences. He appears as a hero in Kingdom Rush: Origins and Kingdom Rush: Rift in Time, as a boss in Kingdom Rush and as the main antagonist (though indirectly unplayable) in Kingdom Rush: Vengeance
  • Vez'nan is an anagram of Vanzen, the forum name of Álvaro Azofra, one of the three founders of Ironhide Game Studio.
  • Vez'nan makes a cameo appearance alongside Grawl in the game ToToTemple by Canadian game designers Juicy Beast .
  • Vez'nan also has a cameo (though not a physical appearance) in the game Banner Saga 2, by Stoic Studios; he has a 'godstone' dedicated to him, where players can obtain a loot-item called the 'Gem of Vez'nan'. It is speculated that this is in response to another cross-reference.

Gallery[]


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Enemies • Kingdom Rush
Enemies GoblinOrcShamanOgreGargoyleShadow ArcherDark KnightWulfWorgGolem HeadGoblin ZapperOrc ChampionWorg RiderForest TrollHobgoblin ChiefBanditBrigandMarauderGiant SpiderSpider MatriarchSpider HatchlingRaiderPillagerTrollTroll ChampionTroll ChieftainYetiRocket RiderDark SlayerSon of SarelgazTroll PathfinderTroll BreakerDemon SpawnDemon LordDemon HoundDemon ImpSkeletonSkeleton KnightNecromancerMagma ElementalHuskNoxious CreeperMutated HatchlingTainted TreantSwamp ThingRotshroomZombieGiant RatWereratFallen KnightSpectral KnightAbominationWerewolfLycanBlack HagSheepDemon LegionFlareonGulaemonCerberus
Bosses The JuggernautJ.T.Vez'nanSarelgazGul'ThakGreenmuckThe KingpinUlguk-HaiMolochMyconidLord Blackburn
Enemies • Kingdom Rush: Frontiers
Enemies Desert ThugDune RaiderDesert ArcherSand HoundWar HoundImmortalFallenExecutionerGiant ScorpionGiant WaspGiant Wasp QueenDune TerrorSand WraithLesser EfreetiAnoobisJungle SpiderJungle MatriarchSpiderlingSavage WarriorSavage HunterWitch DoctorEarth ShamanSpirit ShamanBlood TricksterSavage ZombieSavage BruteGorillonPoukai RiderPoukaiParasyteReaperMandrilosReaper LordSaurian RazorwingSaurian QuetzalSaurian BroodguardSaurian MyrmidonSaurian BlazefangSaurian NightscaleSaurian DarterSaurian BruteSaurian SavantShade ElementalShred of DarknessSaurian DeathcoilGunboatGreenfinRedspineBlacksurgeDeviltideBluegaleBloodshellZombieGhoulBatWerewolfAbominationLycanGhostPhantom WarriorJack'O LanternVampiresa
Bosses NazeruQuinconUmbraLeviathanVasileXyzzy
Enemies • Kingdom Rush: Origins
Enemies Gnoll ReaverGnoll BurnerGnoll GnawerHyenaPerythonGnoll BlighterEttinTwilight HarasserGnoll CatapultGnoll WarleaderTwilight BruteBlood GnollBlood OgreOgre MagiSword SpiderSatyr CutthroatSatyr HopliteWebspitter SpiderGloomyTwilight ScourgerScourger BansheeBandersnatchRedcapTwilight AvengerBoomshroomMunchshroomFungus BreederZealotBunnyBlood ServantScreecher BatMounted AvengerRazorboarTwilight EvokerTwilight GolemCloud StalkerSpiderbroodTwilight HereticSon of MactansArachnomancerDriderShadowspawnDevourerDark SpitterShadow Champion
Bosses Hi-Hi EnhaMaliciaSpider GoddessBram the BeheaderBaj'Nimen the HatefulGodieth
Enemies • Kingdom Rush: Vengeance
Enemies Human WoodcutterHuman WorkerDwarf BruiserWarhammer GuardClockwork SpiderChomp BotCyclopterTinbeard GunmanSmokebeard EngineerSulfur AlchemistQuarry WorkerStonebeard GeomancerMechaDwarf MK.9Northern WildlingNorthern HuntressGlacial WolfBlue WyvernNorthern BerserkerNanoq WarbearApex StalkerApex ShardIce WitchLeap DragonValkyrieDraugrSvell DruidFrost GiantSnow GolemFrozen HeartFrozen SoulIce ReaperWinter LordRecruitFootmanWatchdogTroop CaptainFarmerHunting EagleJoe JenkinsBaa SanAlleria SwiftwindElven RangerDevoted PriestGryphon BombardierArcane MagusHigh SorcererSheepPaladinGolem HouseShieldbearerCavalierMusketeerWar WagonAnurian ChaserAnurian WardenCrystal AmphiptereAnurian InfuserAnurian EruditeAnurian ChannelerCrystal DemolisherGhostHaunted SkeletonWerewolfBone CarrierCorrosive SoulScreecher BatLichMogwaiNianCarnival DragonCave DwarfVelociraptorPrehistoric DwarfPterodactylLegionnaireLegion ArcherCamel RiderFalconerDesert EagleNomadMagic CarpetDjinniMaster AssassinSand MysticMerchantWar ElephantDrum ElephantSand Warrior
Bosses Bolgur the Golden KingJokullGerald LightseekerParagonPolyx the WiseThe Winter QueenAncient GhostDragon KingGreat-TMirageAlricMalik

All magic comes with a price.


HeroProfile Veznan

Vez'nan the Dark Wizard is a Hero in Kingdom Rush: Origins. He is the younger version of the villain Vez'nan from Kingdom Rush. He is unlocked by paying $4.99 as an in-app purchase and is unlocked on Shrine of Elynie on Steam. He starts at level 5.

Description[]

The most powerful wizard that Linirea has ever known. He abandoned spells and tomes for the very power of souls. Some fear he may have exchanged his own soul to obtain demonic abilities. All power comes with a price but Vez'nan has gone far beyond that.

Skills[]

Veznan 1 SOUL BURN VeznanSoulBurn1 (active, cooldown: 35 seconds) (3/3/3 hero points):

Disintegrates any single enemy or up to 250/500/750 health worth of enemies [1].


Veznan 2 MAGIC SHACKLES VeznanShackles (active, cooldown: 20 seconds) (1/2/3 hero points):

Traps up to 1/3/6 enemies in a magical cage that deals 36 True Damage [2] over 3 seconds.

Veznan 3 HERMETIC INSIGHT (passive) (1/1/1 hero points):

Increases Vez'nan's attack and ability range by 10/20/30% [3].

Veznan 4 ARCANE NOVA VeznanNova (active, cooldown: 20 seconds) (2/2/2 hero points):

Casts a huge magical explosion that deals 28-52/46-86/64-120 area magic damage, slowing down (-50% speed) enemies caught in the blast for 2 seconds.

Hero Spell[]

Veznan 5 DARK PACT (active, cooldown: 120 seconds) (4/4/4 hero points):

Summons a mighty demon to fight enemies for 30 seconds. Its spawn stuns nearby enemies for 2/3/4/5 seconds.
The demon deals True Damage both in melee and ranged. [4]
Veznandemon Level HP Damage Armor
0 666 30-50 None
1 999 50-90 None
2 1337 65-115 None
3 1666 80-130 None

Stats[]

Level HP Heal Rate
(1.0s)
Ranged Damage
(1.5s)
Melee Damage
(1.0s)
Armor Respawn
1 185 12 11-32 ? None 20s
2 200 13 12-36 ? None 20s
3 215 14 14-41 ? None 20s
4 230 15 15-45 ? None 20s
5 245 16 17-50 9-13 None 20s
6 260 17 18-54 10-14 None 20s
7 275 18 20-59 10-16 None 20s
8 290 19 21-63 11-17 None 20s
9 305 20 23-68 12-18 None 20s
10 320 21 24-72 13-19 None 20s
Vez'nan deals magic damage in ranged, and physical damage in melee.

Tips and Tricks[]

Vez'nan is a ranged magic hero that excels in decimating and disrupting groups of enemies unimpeded. All of his active abilities have a large area of effect radius once cast, and is one of the fastest heroes that can teleport to another location easily. Vez'nan requires great timing and skill management more so than other heroes, as he has potential to overkill groups of enemies with his skills alone. Vez'nan can be best used behind either reinforcements or barracks troops, due to his low health, but once protected, he serves as one of the best heroes in the game at crowd control and demolishing foes. With Magic Shackles, Soul Burn, Arcane Nova, and a good chokepoint of soldiers, Vez'nan is more than capable of taking out wounded Ettins or Bandersnatches alone. An alternative tactic that can be utilized with Vez'nan is to adopt a hit-and-run strategy, to move and impact enemies with his area of effect skills from afar, and follow and isolate tough and tanky targets for either disposal or crowd control. With one of the fastest teleport animation, Vez'nan can be micromanaged to areas where he is needed the most.

  • It should be noted that on the definitive platforms of Kingdom Rush: Origins such as Android and Steam, all of Vez'nan's skills are uninterruptible and Vez'nan will fully cast all his spells when they are off cooldown. As such, greater track of timekeeping and micromanagement is critically important in order to better utilize Vez'nan to his full potential.
  • Soul Burn is one of four instant kills in all four games that actively target groups of enemies, the other being Disintegrate of Nivus, Abduction of Sha'tra and Eruption of Murglun. The high maximum health limit of up to 750 health of this skill allows it to turn the tide of the battle by taking out crowds of foes, and there is little need to properly aim when aiming at groups due to Vez'nan's abnormally long range with Hermetic Insight.
  • Care must be taken to fully maximize the use of Soul Burn as the skill has a long cooldown of 35 seconds.
    • Soul Burn seems to prioritize groups over any single enemy. While this is usually good, since it allows the skill to destroy more foes rather than being wasted on a weak enemy, players may alternatively use Soul Burn to target an isolated strong foe, such as a Bandersnatch or a Twilight Heretic. By keeping Vez'nan on the move, while watching for a moment the desired target is alone, Vez'nan will be able to take out one particularly tough enemy without any issues.
    • Despite being able to kill numerous tough foes and numerous weak enemies, Soul Burn has no effect on Twilight Golems or Shadow Champions.
  • Magic Shackles serves as Vez'nan's crowd control skill that traps up to 6 enemies for 3 seconds in a magical cage that deals 12 true damage per second. Magic Shackles can be synergized with Hermetic Insight to increase the range of the ability's potential to trap more foes. With these skills, Vez'nan can lock a horde of enemies in place for stalling and crowd control purposes. Magic Shackles have a cooldown of 20 seconds.
  • Hermetic Insight helps bolster Vez'nan's attack range and increases the range of all his powerful abilities by up to 30%. This is a great passive that allows Vez'nan to attack and cast skills towards more foes at a safer range.
  • Arcane Nova serves as a group clearing nuke, dealing up to 120 magic damage, and slowing foes down by 50% for 2 seconds. Arcane Nova can be used to great effect when there are clumps of enemies and/or there are enemies currently engaged in battle with a barrack chokepoint. Arcane Novahas a cooldown of 20 seconds.
    • With a large area of effect, a well positioned Arcane Nova can hit an entire group of enemies, dealing damage to almost any incoming enemy combatant that would be engaging your defending units.
  • Dark Pact serves as Vez'nan's Hero Spell, which conjures a demon that can engage foes in melee or ranged splash damage that can hurt groups of enemies via true damage. The demon has a high health pool of up to 1666 health, and lasts for 30 seconds, which allows it to tank and damage powerful foes and some bosses such as Hi-Hi Enha and Malicia. Dark Pact has a hefty long cooldown of 120 seconds, so it should be used wisely on emergencies.
    • The demon is uncontrollable and stays on the exact spot that the player conjures on.
    • Upon spawning the demon, nearby enemies are stunned for up to 5 seconds. This can be used as a great tool to disrupt the momentum of attacking foes to turn the tide of a critical situation of your troops being overrun.
    • Players can use the demon to counter strong and/or magic resistant enemies, especially: groups of Twilight Avengers, Twilight Heretic, Twilight Golem. Deploying it is also a good way to avoid being overwhelmed by lots of enemies swarming over your choke point.
    • In boss fights, it can be a good idea to save Dark Pact to tank against the boss as a temporary means of holding them in place for towers to whittle the boss down, while utilizing Vez'nan to destroy the boss's supportive waves with his abilities.
    • The demon is immune to poison, fire, stun, face hug, instant kills, and webbing.

Strengths[]

  1. Crowd Control: Vez'nan can take on hordes of Gnoll Reavers, Gnoll Burners, Satyr Cutthroats, Redcaps, Boomshrooms, Munchshrooms, Gloomies and even Twilight Harassers at ease.
  2. Support a choke point: Vez'nan, with his crowd control capability, is very good to have around a choke point to prevent the soldiers from being overrun.
  3. Get rid of tough foes: Vez'nan's Demon can kill strong enemies like Ettins, Bandersnatches, Twilight Avengers rather quickly, and Vez'nan himself can lock them in place, deal great damage and instant kill one at a time with Soul Burn.

Weaknesses[]

  1. Magic Resistance: Vez'nan deals purely magic damage, so spiders, especially Webspitter Spiders and Sons of Mactans can overwhelm him very easily unless Magic Shackles or Soul Burn kicks in, and the long recharge of these skills leaves Vez'nan's usefulness against magic resistant enemies undesirable.
    • When facing magic resistant foes, you can move Vez'nan a bit backward so that he won't be attacked by those enemies that he can't kill, and he can still use his skills to hamper their progress.
    • Vez'nan's Demon deals True Damage, so you can deploy it when many magic resistant foes are clustered and threatening to burst through a player's defense, so they can be destroyed altogether.
  2. Low health: Vez'nan, like most other mages, has very little health, and thus is incredibly vulnerable in melee, where even a basic Twilight Harasser or Twilight Scourger can defeat him. To add to it, Vez'nan also has a long respawn time of 20 seconds, during which many problems can pop up without the hero to handle them. In the heat of battle, it is easy to lose track of hero, and in the case of Vez'nan, can result in his death when you do not notice he is being overwhelmed.
    • You should build a solid soldier barricade to provide hideout for Vez'nan, where he can safely demolish enemies from afar.
    • In case a huge horde is destroying your soldier barricade, putting Vez'nan and a player's defense at risk, you can deploy the Demon to guard the choke point, or, sometimes, allow Magic Shackles, Arcane Nova and Soul Burn to finish off a large number of enemies.

Range[]

  • Scope:
    • Vez'nan: 330 in ranged (430 with Hermetic Insight III, which is the same as Eridan)
    • Demon: 300 in ranged, 130 in melee

Quotes[]

Vez'nan[]

  • "All magic comes with a price."
  • "Witness true sorcery."
  • "With glorious purpose."
  • "Power is... POWER!"
  • (death) "You mewling quim!"

Demon[]

  • Mua-ha-ha!

Names[]

The Demon has different names each time it is summoned.

Trivia[]

  • Vez'nan is the second hero in the saga to have a crowd instakill after Sha'tra.
  • In the game's ending comic strip, Vez'nan, Eridan and Prince Denas find the corrupted Tear of Elynie. Denas says that the corrupted Tear must be destroyed, and Eridan suggests casting it into the Rift of Cinders, at which point Vez'nan volunteers to do it - the first step in his fall from hero to evil overlord. When Shrine of Elynie is played in the Heroic Challenge or Iron Challenge, if Vez'nan isn't chosen to be the player's hero, he can be seen with two unarmoured Demon Legions guarding the corrupted Tear.
  • The HP of Vez'nan's demon on level 0 is 666, the number of the beast associated with the Devil.
  • "All magic comes with a price."
    • A line spoken by Rumpelstiltskin in the 2011 TV Series 'Once Upon A Time'.
  • "Witness true sorcery."
    • A response made by the Invoker unit in Dota2.
  • "With glorious purpose."
    • A line spoken by the villain Loki is the 2012 film The Avengers. The full line is "I am burdened with glorious purpose.".
  • "Power is... POWER!"
    • A line spoken by Cersei in the TV Series 'A Game of Thrones', based on the book series 'A Song of Fire And Ice' by George R. Martin. It is said to counter the common phrase "Knowledge is power.".
  • "You mewling quim!"
    • Another line spoken by Loki in The Avengers. Joss Whedon (writer and director) considers getting the line into the film a great achievement, as the meaning is highly insulting.

References[]

  1. In iOS, Vez'nan disintegration depends on the initial health of the enemies, not remaining health
  2. The actual damage is 30 on iOS
  3. The description is incorrect, saying 20/40/60%
  4. The demon itself is immune to instant kills.

Gallery[]

View All Heroes

VScn Veznan

Vez'nan is the immediate superior of the main protagonist of Kingdom Rush: Vengeance. After having escaped from the clutches of Moloch (with the help of Oloch, Moloch's little brother), Vez'nan is once again ready to conquer Linirea for the second time.

Overview[]

Vez'nan gives briefings to the player at the start of all stages, but only personally takes to the battlefield himself in the final level, Denas's Castle, in Campaign mode. He stands at the back of the level and cannot be attacked by anything.

In this level, tapping on Vez'nan when he's ready will cause him to shoot a green fireball at the enemy closest to the exit, dealing 800 True Damage to the target and nearby enemies. This is enough to kill most enemies, except Cavaliers (who will only get dismounted) and High Sorcerers (who have enough HP to survive).

At the end of wave 8, Vez'nan will focus his power to destroy the ramparts of the castle, killing the Citadel Archers and allowing his men to advance further, setting up the second part of the stage. Once wave 18 ends, he will focus his power to summon the Archdemon, to which King Denas will respond by tasking three of his men to drink a super serum, turning them into Paragons. At this point, Vez'nan can no longer fire the green fireballs; tapping on him when he's ready will instead cause the Archdemon to use its special slam attack.

Quotes[]

Before Wave 1:

  • This is not for revenge, fool!
  • It's time for the Kingdom to open its new eyes.

During Waves:

  • The end is near and you refuse to accept it.
  • Is it madness? Is it? IS IT?
  • You stole everything from me.
  • Foolishness, Denas. Foolishness...
  • Haha! Who you gonna call?
  • You're but a shadow of what you once were.
  • I have paid the price, now it's your turn.
  • Might controls everything.
  • Without strength you cannot protect anything.
  • No! You kneel before me!

After Wave 8:

  • You think mere bricks and stone will stop me?!
  • BEHOLD MY POWAH!!!

After Wave 18:

  • For my next trick... I'm bringing an old friend.

After Beating the Third Paragon or having the Archdemon reach the castle:

Appearances[]

Lore[]

The Pact[]

BE CAREFUL WHAT YOU WISH FOR

Vez’nan stepped back and admired his work, his pentagram conjuration ready. His plan to conquer Denas’s castle was in motion. The Dark Lord knew he had the element of surprise on his side, as no one had dared to attack Linirea since ancient times. All he needed now was an army that would grant him his victory.

There was nothing he wouldn’t do to make sure his campaign was successful, and making pacts with ancient entities was something he needed to do. He was fully aware that alliances like this demanded hefty payments, but since his soul was already bound by a previous pact he had made, he would have to bargain with something else.

He smirked at the thought of his old teacher, Nivus, finding out about his plans. The old wizard would find his actions despiteful and think of him as an abomination.

But the old man had never had as much power in his hands as Vez’nan had now, nor did he ever feel the intoxicating pulse of magic emanating from the jewel that whispered to him from the tip of his staff: the magnificent Tear of Elynie.

It was time. As soon as he started chanting his conjuration spell, the grass surrounding the pentagram rotted and the air became tainted with the stench of rotten flesh and sulfur.

Soon the heat became almost unbearable as the Ghost Kings materialized on the now corrupted field. There was something utterly unnerving about the ways the brothers mirrored each other’s movements as both pairs of hollow eye sockets fixed on him.

Vez’nan started with the negotiations immediately. He wanted to be done with this deal as fast as possible to be able to focus on the next step of his plan. There was no time to lose.

After much discussion, the kings agreed to grant him the command of their undead army to secure Linirea’s throne. Their price was also set: they required the souls of every enemy soldier fallen in battle. The price did not bother Vez’nan at all, as it was merely collateral damage. A means to an end. They signed the contract with blood and soon the kings disappeared from the field. The deal was done.

“Now we are ready,” the crimson red tear whispered to Vez’nan. “Let the journey begin.”

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