PATHFINDER SOCIETY BARBARIAN 163880-1
A RECORD OF THE DEEDS OF ARKION
Arkion
of Numeria | Chaotic
Neutral Male Human (Kellid) Barbarian (Superstitious) 6 / Fighter 2
Deity: Gorum | Occupation: Potter | Age: 30 | Languages: Common, Hallit, Orc
STR 18 | DEX 10 | CON 16 | INT 13 | WIS 14 | CHA 10
Deity: Gorum | Occupation: Potter | Age: 30 | Languages: Common, Hallit, Orc
STR 18 | DEX 10 | CON 16 | INT 13 | WIS 14 | CHA 10
Born in the slums of Starfall in Numeria, Arkion's
rough childhood taught him how to survive, how to fight, and how to mistrust.
At the age of fourteen, he slew six Kellid elders who sacrificed his sister to
Rogavug during a ritual meant to appease the Rough Beast. Two of these elders
were sorcerers in the Technic League, which meant as long as the Black
Sovereign ruled, Arkion would be seen as a criminal. Arkion left Starfall and
Numeria, and has traveled Golarion as a vagabond ever since.
[VARIOUS GAME STORES IN UTAH 2015]
EARLY CAREER
Arkion traveled to far
distant jungle lands with a small band of Pathfinders in search of some sort of
mystic key. Although the key was never recovered, the Pathfinders did manage to
defeat a band of kobold raiders who were kidnapping and sacrificing villagers
to their nameless reptilian gods. Arkion even took a lightning bolt to the
heart during a battle with their shaman. He lived, praise Gorum, but the kobold
who called the lightning did not.
[FANTASY FLIGHT, SKALCON 2017]
Two years later, a
slightly wiser Arkion traveled to Tien, again on Pathfinder business. He looted
a masterwork naginata from the ruined estate of an old military officer, learning
to use it almost instinctively. He also befriended the gnome kineticist
Moonbean. His time in Tien was productive – he discovered an ancient treasure
map, fought a ghost panda and a pair of fireworks demons, and even made contact
with the spirit of a long-dead princess. Not only that, but he learned Jade
Ogre kick fighting and developed an appreciation for Tien pottery. Arkion went
to Tien looking a forbidden city full of ghosts and treasure, but what he
really found was himself.
[THE GAMING GOAT, ST. PAUL]
Arkion then traveled to
Absalom, the city at the heart of the world, and visited the Blakros Museum. While
there, Arkion helped a flustered museum curator find his absent co-worker (recently slain by something in the pottery
wing—how embarrassing!) and killed a merrow and exorcised some unfriendly
ghosts. There are lots of gnomes in Absalom, it seems. This one gnome, Quinn,
fought with a hook hammer on a long pole and always swept the legs of her
enemies with the hook before crushing their skulls with the hammer. Arkion was
impressed and took a liking to her. All in all, it was a fine vacation.
[THE GAMING GOAT, EAGAN—THE SOLSTICE
SCAR]
Arkion then helped
thwart an outright assault on the Blakros Museum by, of all people, Numerian
cultists of Vildeis. Turns out the curator had shadily acquired some sacred
Numerian artifacts which very much belonged to the cult. Furthermore, one of
those artifacts was needed to stop an otherworldly Big Bad from returning to
Glarion on the coming Solstice with his skeleton army in tow. The Pathfinder
Society was on board with sending Arkion and his pals to the Realm of the
Mammoth Lords so he could help the Numerians thwart the big bad, so they went
there and did that. There was a whole epic scene where they convinced three
barbarian tribes to put aside their differences and fight together as one, and
this amazing moment when the Cleave feat actually worked perfectly, but the
whole thing felt like overkill when the skeleton army turned out to be a dozen
skeletons and the big bad was a really big crawling claw. Arkion, embarrassed,
decided to take some time off after that, wintering with the orcs and really
making some time to get into ceramics.
He also commissioned the
orcs to make him a cold iron naginata, because seriously, how badass are cold
iron orc-crafted naginatas? Totally badass. That’s your answer.
[THE SOURCE]
A venture captain’s
letter passive-aggressively insisted that Arkion go do a training exercise in
the Red Redoubt, which, of course, turned into a whole adventure. Arkion slew a
malfunctioning robot and befriended a snake-man and an android. He also found a working medlance. Medlances are
odd Numerian technology. In practice, they’re something like an armored
hypodermic needle that can be used to inject potions, elixirs, mutagens,
what-have-you, directly into the bloodstream. This medlance would, sometime
later, save Arkion’s life and the lives of his companions. Overall, the Red
Redoubt was a successful team building exercise. Whatever you gotta do to keep
your Society membership current, y’know?
[FANTASY FLIGHT, FEB 1, 2018]
At the behest of the
Grand Lodge, Arkion left the cold north for Riddleport, a city of sailors and
scoundrels. The travel was difficult and his companions were tiresome – a bard
who failed to be entertaining dominated the group, and an elf who constantly
prattled about moral philosophy soon drove Arkion to disgruntled silence. Only
the young warrior Kaiaphas, also beholden to the Great Lodge, seemed to have
the right idea about Riddleport: That it was a slum full of violent bandits who
understand only strength.
Arkion’s primary task
was to recover a book on Azlanti ruins written (and not yet published) by an
Azlanti scholar. This task he accomplished handily, breaking into the
pirate-held warehouse where the scholar was held and murdering her captors. The
weakling elf and cowardly bard helped in what minor capacity they could manage,
but only Arkion and Kaiaphas’ mastery of steel made any difference that day.
The grateful scholar was returned to her community, and she shared her work
with the Lodge.
One of her captors was
kept alive and interrogated. The dread pirate Aleja, a vishkanya, had also
captured a prominent scholar from Tien. We followed her trail…
It first took us to the
docks where some ruffian paymasters scuffled with us over gold owed to the
bandits we’d just slain. The names the interrogated bandit gave us – Jest,
Kumquat, and Human Number Three – may have been false ones. Regardless, we
killed the paymasters and took our spoils of pirate gold. Also, Cleave was relevant!
Then it was on to the
Lionfish, one of Aleja’s boats. We hired a dwarf to take us to where it lay
docked in Riddleport harbor, then used rope and grapples to climb from the
dwarf’s small boat up the side of the Lionfish. Our luck soured. Only Arkion
was strong enough to make the climb on his first attempt, leaving him
surrounded by Aleja’s pirate crew. Kaiaphas came up next, but an alchemist
under Aleja’s employ threw bombs of acid at the dwarf’s boat, and the elf and
bard were frightened off the climb. Although Arkion and Kaiaphas fought
bravely, they were sorely outnumbered and wounded. The bard, at long last,
worked a healing cantrip into Arkion’s wounds and stopped his profuse bleeding.
Arkion then drank an Elixir of Life looted from the Red Redoubt and, all of
Gorum’s fury welling up in him, hacked and cleaved his way through the remaining
pirates.
Seriously, we couldn’t roll higher than a 4 on a d20 and it
was nearly a TPK. The guy playing the bard was so useless that I’m almost mad
he got to heal me.
After the massacre
aboard the Lionfish, Arkion and his companions gleaned enough knowledge from
the captains’ correspondence to learn where Aleja was keeping the kidnapped
Tien scholar. We spent the night recovering from battle, healed ourselves with
magic and ale, and contracted the dwarf again to sail us to Aleja’s hideout.
Once inside the musty
shoreline cave, we soon found evidence of a camp. We slew some rabid guard dogs
and found Aleja herself with a knife to the Tien scholar’s throat, hissing at
him, “Do you know what I am going to do with you?”
Arkion interjected, “Do
you know what I’m going to do with you, Aleja?” The vishkanya pirate began
monologuing a negotiation for her escape, but it of no consequence—Arkion
marched forward and split her in half with a single strike of his naginata. (x4 crit for 63 damage! Wooooo!) Aleja’s
accomplices died seconds later. The scholar freed, Arkion and his companions
returned to Riddleport, satisfied with their butchery.
[THE HALFLIGHT PATH – CON OF THE
NORTH]
Soon after the
Riddleport excursion, Arkion traveled to Kaer Maga to help the Dusk Wardens
investigate disturbances and disappearances along the Halflight Path. A bard (a
different bard), an inquisitor of
Sarenrae, and a tengu rogue all came along and proved themselves to be useful
companions.
In Kaer Maga, a troll
oracle read her own entrails and divined the location of the recent
disturbances we were hired to investigate.With the blessing (and writ, and
payment) of the golem-crafters who hired us, we descended into the vaults.
A drak creeper attacked
us almost immediately. The inquisitor was almost slain outright, but Arkion’s
belligerent chopping and hot dice saved the day. Cultists of Azathoth had set
up a strange crystal garden in the lightless deep, and those crystals,
originally from the far off planet Eox, proved quite hazardous. Arkion nearly
lost his mind when the crystals began to sing, and chopped at the bard when he
became convinced she was a robot. Luckily, some quick thinking by the others
separated Arkion from the group until he could regain his mind, and tragedy was
avoided . Our fight against the cultists happened by accident. We stumbled upon
them in the dark, and after a spell battle (two webs, a fireball trap, hold
person, and a touch-and-go color spray) we left them dead and returned to Kaer
Maga for our reward.
Arkion commissioned an
adamantine greatsword and a suit of mithril plate armor from the golemancers of
Kaer Maga. The words he would later use to describe them were, respectively,
‘unstoppable’ and ‘exquisite.’
[SOLSTICE SCAR B – CON OF THE NORTH]
Arkion traveled back to
the lands of the Mammoth Lords after his time in Kaer Maga. He missed the cold
wind and the life of the honest barbarian. The Numerian warrior Meddis,
however, had different plans. Once again the portal was open, and the tribes
called together to fight agains the skeleton army.
Arkion re-met Moonbean
the kineticist, traveling alongside a pair of worthless spellcasters and a
druid who could shapeshift into a dinosaur. Together with a hoard of other
Pathfinders, they waged war against a formidable tide of the undead. There really was a skeleton army on the
other side of that crazy old portal! How exciting!
Arkion was nearly slain
by a rage wight in a dramatic showdown – he, like He-Man, ran weapon-first and
screaming at Skeletor, was parried, stabbed repeatedly, and nearly devoured by
swirling unholy energies. He was at death’s door when a tyrannosaur bent down
and bit the wight in half, saving Arkion’s life. The t-rex then offered Arkion
a ride, and he rode to the Pathfinder encampment thus, reveling in his
triumph.
Later, once an
attack-force of exiled shades and shadows had been dealt with and the
rage-wight’s wounds had been healed with magic, the Pathfinders, reveling in
their triumph against the Big Bad and his skeleton army, heard rumors of a
marauding tribe of kobolds in service to an evil white dragon.
As we must in such
situations, we made war upon the tribe. Our shitty spellcasters took forever to
take their turns though, so we didn’t really get to enjoy any of it. I mean,
um, Arkion, still weak from his injuries, volunteered to act as a scout,
slaying only a small patrol of the creatures before helping himself to a share
of the white dragons’ hoard.
[DREAMER’S VAULT BURNSVILLE – TIME OF
RIGHTEOUS REPOSE]
Some time later, Arkion
and Moonbean discovered rumors of an ancient tomb filled with treasures and
probably ghosts. They made plans to go explore it with the paladin Bree’am and
the witch Feiya, but Arkion missed the scheduled departure date and didn’t catch
up with them until they’d already done all the actual scouting and ground work.
They’d also acquired a
sexy Tien ninja who kept making horrible dad jokes and was actually just terrible
company, truth be told. Arkion felt conflicted. Being late meant that the
others had done all the boring brain work, which was good. But would they have
brought along the obnoxious ninja if he’d been punctual? Actually, yes, they probably
would.
Scouting the tomb and
liberating its treasures was refreshingly straightforward work. They slew a
bodak, fought a bound celestial chimera, got ambushed by a vampire, placated
wraiths with a spell of sunlight, straight up murdered a bunch of psychic phantoms,
and crushed a golem into handfuls of enchanted rock dust. A very workmanlike
expedition to be sure. Arkion decided to spend some looted gold on an
enchanter—fighting incorporeal creatures is a pain in the ass when you’re
reliant solely on brute strength and good looks. Thus, his trusty naginata
became a +1 ghost touch naginata.
[FANTASY FLIGHT, SKALCON 2018] DEATH
FRIENDSHIP ON THE ICE
Companions:
Xemx Daystar, Dhampir Paladin 9 | Moonbean, Gnome Kineticist 7
Svala is missing. She’s
lost somewhere in the White Fang Peninsula. Svala is an Erutaki scholar and a
skilled linguist. She found ruins in northern Avistan overrun with blackfrost
contamination, whatever that means. Cocaine, the snow owl, is Svala’s messenger
companion; it brings us notes from Svala, Ulfen translations, and, to make a
long story short, the Grand Lodge is worried about her and will pay us to go
rescue her from her camp in the frigid nowhere.
We sail to the White
Fang Peninsula. Te’Casa and her Erutaki come out to escort us to the village,
and an orca comes up to our canoe, tips it over, and fuckin’ tail flips Arkion
into the air like a seal-snack. Moonbean electrocutes it and nobody gets eaten,
but Te’Casa is pissy that we didn’t respect the whale’s boundaries or some dumb
hippie bullshit.
Some Ulfen merchants
help us out after the Erutaki give us a cold reception. They trade us sleds and
supplies to get to Skala’s camp (mostly ‘cause Xemx is an Ulfen Guard – who
knew?).
We finagle an audience with
the Erutaki elder and show her Cocaine’s book of Svala’s notes. This is what
Arkion wrote down after the encounter:
PLANT, HUMAN, ANIMAL,
SPIRIT – FOUR WORLDS
MALU’AMUK, PILUM’GAK
VILLAGE
POISON FROM BEFORE THE
WORLD WAS MADE
NUN’GA, FLESH EATERS, DANCED
WITH THE AURORA
SPIRITS SENT WINTER’S
FAVOR TO COVER THE PILUM’GAK IN SNOW
The elder gives us a
wand of ice shape with 22 charges and tells us to go re-seal the pilum’gak that
Svala the schola probably unwittingly released from their supernatural snow-tombs.
She gives us a campfire bead and a wand of endure elements, too, so that’s
pretty decent. Te’Casa even volunteers to come along as a guide. We’re lukewarm
about that whole situation. The orca-baiting thing, and then fight-shaming us
for being badasses? It was pretty embittering.
Twelve days out on the
journey, we’ve been killin’ it on Survival checks, and then OH SHIT it’s
Ulu’mamuk’tu, a goddamn man-eating polar bear. Te’Casa resists the urge to
fight-shame us and we get to fightin’ the bear. Arkion gets grabbed and
grappled, Moonbean electrocutes the bear, and Xemx heals us both up after the
battle. A nice straightforward brute battle. No level drains, no Diplomacy
checks, just a solid session of thwacking one another until somebody dies.
A cool yeti guy shows up
and fits right in. Winter’s Favor is his name. Man, that guy is cool. He is so cool. He knows a lot about skiing and
he can dance really good too I bet.
We find Svala’s camp two
weeks later. As we feared, it’s teeming with undead. Cool yeti guy runs over to
a rune-thingy on the ground and starts repairing it but that’s a really bad
move ‘cause flesh-eating pilum’gak swarm him and start ripping him to shreds.
Arkion spots Svala and Cocaine getting threatened by a zombie and runs up to save
the day and do a little face-tanking. Svala’s a dumbass and doesn’t run away
when I give her a clear opening – Svala, you nerd!
Elsewhere, Moon and Xamx
get into a dizzyingly slow grind against the pilum’gak hordes. After a lot of critical hits and channel
energies and attacks of opportunity, we start repairing the ancient
rune-thingy. As we do, the pilum’gak slow down a little. Arkion feels deep
gratitude that Xamx is a paladin of Sarenrae and knows all sorts of undead
horde management techniques.
Ainamuuren, the saumen
kar, which is the true name of the cool yeti, helps us complete the rune.
We scold Svala for being such a damn nerd, camp for the night at the cursed dig
site, and head back south on a grueling month-long victory hike.
[FANTASY FLIGHT, SKALCON 2018]
GRAVEYARD OF A BILLION ANTS
Companions:
Agda, a She-Dwarf Barbarian | Moonbean, Gnome Kineticist | Davorin Blackridge,
Human Generalist Fighter and self-styled quirky Pathfinder R.A. | Ronald
Everflame, a Wizard-Guy | and the “War Priestess,” a hilarious and gross tiefling
Oni Midwife (seriously, Oracle or something? Weird build).
Venture-Captain Finze
Ballaugh hires us to go into the Mwangi Expanse for the benefit of Stu
Hundvolksen, a miserable cursed explorer. We will hopefully also find pottery
and kill some monsters otherwise this mission just seems super lame. Arkion is
a barbarian, not a therapist! Also there are stolen relics from ten years ago,
some lame therapy appointment Stu has with a gremlin (gremlins stole the relics
after the Umzali killed Stu’s buddies apparently?), and an unfriendly tribe of
torturers (the Umzali).
The oni talks to Stu
while we’re traveling and he opens up a little about his love of travel and the
horrible traumas inflicted on his expedition by the torturer-tribe. Stu is
pretty fucked up but Ronald Goodbuddy gets through to him some… Arkion is just
enjoying the heat and trying not to think about the time he got lightning
bolted by a kobold while he was in the Expanse a few years ago…
We camp in the grasslands.
On Arkion and Agda’s watch, right before the dawn, horrible screams startle the
campground awake. We are collectively apoplectic, and decide to just ignore
what we suspect are Umzali psychological tactics designed to scare off trespassers.
It happens again the
next night. The oni spots the source – oddly, it’s a large cat. A mngwa. An
evil spirit in local folklore associated with tragedy. Probably haunting Stu.
Ronald thinks it has a physical body and it’s weak to sunlight.
We meet Nkechi, an
attractive woman, traveling alone, in the monster-filled jungle, through
hostile territory... Hmm. We all agreed she was trying to bait us into an
Umzali ambush. Ronald sweet-talked her as only Ronald could, however, and
instead of leading us to possible certain doom, Nkechi volunteered to help us recover
Stu’s manliness from this sad-time jungle of bad memories.
That night, the mngwa
attacks, biting Arkion’s leg in a surprise attack. It grapples him with its
horrible jaws, and Arkion uses his shiny new spiked gauntlets to punch the shit
out of it. Other people help. Not Stu. But yeah, Arkion totally punched a lion
to death. As Arkion’s player and creator, I’m just ecstatic, leaning back in my
chair and letting these good Tarzan vibes sink in.
The next day, we find
one of Stu’s old buddies’ graves. We are overcome with emotion. Ronald aggressively
overcompensates and promises to raise her from the dead. Not sure how we’ll accomplish
that, but whatever, those problems are for our future selves.
Later, hyenas. We
dispatch them with ease.
In the evening, we
traverse the foothills of Umzali. Stu seems more fully present. Arkion supposes
that it’s a net positive that he went through all that touchy-feely crap at his
buddy’s grave.
That night, another
mngwa attacks. This time it grapples Stu. We’re ready for it. The camp wakes up
and assaults the cat-thing. We all land hits; Moonbean kills it with a fortune
cookie launched by a psychic mass driver. We are all in awe. That dude has some
highly unpredictable fighting moves.
The next day we find a
gremlin hovel built atop a massive anthill. The gremlin is a nuno – a kind of mushroom-man
gremlin about a foot tall. The anthill is filled with giant, corrupted bone
ants. Bujune Pootoonay, the nuno, is a blustery fellow, and he begins to shoo
us away, but we (Ronald, really) talk our way into a scenario whereby (a) Stu gets
uncursed, (b) we get to leave peacefully with the lost relics from ten years
ago, and (c) we’ll help the little nuno by killing a swarm of bone ants.
Win-win-win.
Agda goes first down the
ant hole. She isn’t eaten alive, so others follow, and we explore. Ahead, we spy
a very large insect, its mound decorated with sticks and oozing ominous vibes. We
all run at it with weapons drawn and unleash our wrath upon it. It is glorious!
The bone ant queen
explodes in a shower of gore mere seconds after we discover it. Waves of its
minions appear, then, only to vanish a second later, consumed by fire,
lightning, and whirling blades. We do not relent. We do not forgive. We make a
graveyard of a billion ants.
[FANTASY FLIGHT, SKALCON 2018] THE HAO
JIN CATACLYSM
Companions:
Lucky Strike, an aether kineticist | a Dwarven Cleric of Sarenrae | Rebecca, a
human bard | Jango, a Ranger/Rogue | and Moonbean
So, this magical
mystical demi-plane exists entirely within a magical mystical tapestry. It’s top
secret, very hush-hush, and the Pathfinders are basically the only ones
responsible for safeguarding the hundreds of thousands of lives within. So when
it gets invaded by demons, it’s our business to literally go save the world.
We need to hit up
several “invasion” spots, kill or disrupt whatever evil force we find there,
and do it fast. Our strike team
preps. We don’t have a lot of time to buff ourselves, so Arkion wastes no time:
He uses Craft (Pottery) to barter us up some better gear and rolls a 30. Blam!
Maximum benefit from Craft (Pottery)!
Invasion Spot #2: Rats
of Round Mountain. We go to find and help Cruella the Ratfolk Druid. In the
literally round mountain, we explore a wacky funhouse of twisty caves and face
down a DUAL CHUUL ambush! Our poor ranger gets paralyzed by venom and stuffed
beneath a boulder to drown. Even so, we best the chuuls and find Cruella. We
repair a Reality Rift™ and go.
Invasion Spot #5.
Duergar of Slave Mountain. There’s an evil stone. We blow it up and free the
slaves. Not before three evil crossbowmen and a BRUTE WIGHT all freak out at
our sudden appearance and drop a negative level on Arkion, but still. Is this
the work of night hags?
Invasion Spot #5
(Arkion’s math skills are terrible). Patchwork Allies. Our bard rolls a 1 and
gets a 29 so that’s really all that needs to be said about this scenario. There
are wyvernlings and the mummies of Mumm-Ra and they’re arguing or maybe they’re
in love but they have trust issues – who knows?
Rebecca the bard knows,
that’s who. She knows all about that shit. She brokers peace
like some people tie their shoes. They’re signing treaties and shaking hands
before the rest of us even realize there’s a conflict.
So yeah, we’re doing
really great. It looks like Astral Forces led by Night Hags were stealing Hao
Jin’s water and leaving a wake of vile mindless undead behind them. Typical
night hag bullshit, am I right? As we’re packing up, content with the damage we’ve
caused and the damage we’ve prevented, the tapestry rips and OH SHIT FUCK IT’S
A MAJOR ATTACK FROM THE ASTRAL PLANE!
We use the Pathfinders’
magic to teleport to a forsaken pyramid to fight a vile bodak and a flying
mohrg. Very scary stuff. Arkion crits
the Mohrg for 156 damage! Woooooo!
Personal Best!
We go, then, to the
desert. We see flying astral skiffs and ancient ruins. And, suddenly, marsh
giants! Big dumb blubbery hag minions. We dispatch them handily. And, even more
suddenly, the RUBY PHOENIX RETURNS!
It is a battle for the
ages, steeped in ancient lore and filled with ritual significance. The Ruby
Phoenix is an ancient wizard who created the tapestry; she’s returned in the
form of her phoenix avatar to burn it all to the ground and start fresh
(nevermind the gazillions of innocent lives that’ll cost).
The party stands their
ground, bloodied as they are, against the avatar of the Ruby Phoenix.
It summons up a wall of
fire and nearly incinerates us with is powerful magic. Arkion parkours across a
section of crumbling wall and stands at just the right height to smash it with
his naginata.
Incensed, the Phoenix flaps
it mighty wings and takes off into the sky, blasting the party with yet more arcane
fire. Arkion drinks a potion of flying and follows after. The kineticists are
doing a bang-up job of bypassing the Phoenix’s natural defenses with their
strange witchery, and Arkion is hellbent on positioning himself for a killing
blow. His vigor is being burnt away with every passing nanosecond, wreathed as
he is in crimson flame, but at last, with what little strength he still
possesses, he reaches the Phoenix and strikes!
In the precise moment
Arkion swung his blade to slay the Phoenix, the Phoenix used its magic to
banish Arkion from the Tapestry. Arkion found himself flying in the desert sky
one second, reckless and aflame, and crashing across documents and into a table
filled with confused sages and alarmed soldiers in the next.
He demanded to be sent
back. He needed to finish the job, to save the others, to slay the great and
formidable Ruby Phoenix! But it was not to be.
From their vantage
below, Arkion’s companions saw him fly into the Phoenix’s flames and disappear.
The Phoenix shrieked but continued to rain fire down upon them. Bloodied,
burnt, and nearly beaten, the noble Moonbean summoned the last of his strength
and blasted the Ruby Phoenix one final time. It was enough. The creature burst
into ash and aether and rained down upon the desert.
They searched the place
where the creature’s ashes fell, but found no sign of Arkion. He had courted
death, and his reckless advances had been returned. Luckily for him, the gods
adore a spectacle. Gorum had spared his life just as Arkion was determined to
sacrifice it; the Ruby Phoenix allowed him to be reborn in flame.
Here ends the record of
the deeds of Arkion.