Blakhada is the most prosperous place of magic. In blakhada, there is the headquarters of magic guild.

As a result of mastering powerful magic, there even appeared a unique mage civilization in blakhada.

When the power of blakhada reached its peak, the internal decline was inevitable, and the mage began to value pleasure rather than knowledge acquisition. Correspondingly, under the resistance of Tanan, the surrounding colonies lost completely.

Even so, rod still can't deny the brilliance of blakhada mage civilization. If you want to learn powerful magic, blakada is the position Rhode must go to.

However, the identity of necromancer has become an obstacle for rod at this time. The energy of death brought by the legendary evocation makes rod unable to hide his identity and strength when facing a powerful mage.

As for the necromancers, blakada's internal views are very consistent. Once the Necromancers are found in blakada, they will be deported.

Of course, this is for those mages who want to acquire more knowledge. For this type of mage, although the mages of blakada will expel him, they still respect him in their hearts and will not make drastic measures.

As for the taboo knowledge of death, blakada has a clear rule that no one is allowed to study it.

If the necromancer does evil in the territory of blakhada, then the end is not only to expel him, but also to be pursued by the surrounding mage schools in addition to the local Lord's attack on him.

Most mages, after being taught by the magic academy, will instinctively resist the undead magic in their hearts, but there are bound to be some special cases.

According to rod's understanding of the game information of the previous life, the protagonist of the second expansion, that is, the most powerful necromancer, had studied in blakada for a long time.

Besides him, there are also many people in blakhada who yearn for undead magic. For such a new taboo knowledge, how can a mage who always craves knowledge resist its temptation?

These mages, just because of the supervision of the magic guild over master blakada, dare not reveal this idea. To some extent, in order to cover up their true thoughts, they will expel the necromancer more vigorously than other mages in their own territory.

What rod is looking for in this trip is just such an existence.

If rod's memory is correct, he should be called count Elon.

Elon was originally a human nobleman in eracia. Because of one experience, he came to blakata to learn magic, and then came to blakata to settle down.

In the previous life of the game, in order to deal with the forbidden magic ball in Tanan's hands, the mages of blakada and the necromancer put down their previous grudges and began to join hands to meet the enemy.

Tanan, the hero, was still dissatisfied after the liberation of the whole kluode, and tried to overthrow the whole mage Empire blakada with his own strength. In order to achieve this goal, Tanan united with all forces around blakada to launch an attack on blakada.

Under the effect of forbidden magic ball, the magic statue controlled by the mage alone can't resist the army of Tanan.

If the players didn't take advantage of the gate of time and space to bring a large number of high-level necromancers who are ready in Diya to this place, and rely on their undead creatures to support the most fierce attack until the arrival of reinforcements, then the outcome of the war may be changed.

In this process, Earl Elon played a crucial role in helping the Necromancers to get along with each other. Finally, he temporarily convinced the regulators of the magic guild to agree to the arrival of the Necromancers.

Others may not know yet, but rod, as a mage in his previous life, clearly knows what kind of existence the supervisor of the magic guild is. They don't do much for Tanan's invasion, but they are never soft handed in cleaning up the Necromancers in the territory.

If that doesn't mean anything, count Elon's later choice was beyond all the players' expectation at that time.

After the end of the war, the mages, who had been suppressed by the forbidden magic ball and had done nothing, finally began to clear up the surrounding areas.

The regulator of the magic guild once again expelled the Necromancers in the territory, without paying any attention to their assistance when blakada was in danger.

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In the face of the mages who are not suppressed by the forbidden magic ball, and this is the headquarters of the mages, the necromancer can only leave except unwilling. A few crazy necromancers soon died under the attack of regulators.

Just when the regulator intends to punish Elon who introduced the necromancer, he finds that Elon has become an necromancer.

Seeing that his identity was exposed, Elon voluntarily gave up his long-time influence in blakhada, followed the rest of the necromancers, went through the gate of time and space, came to Diya, and officially became a necromancer.

Soon, in the second expansion film that came later, Elon showed his strength, became a powerful Lord of the dead, and even awakened his heroic expertise.

For Elon's choice to become a necromancer, the players at that time also had a variety of conjectures, but did not come to a specific answer in the end.

Because he is familiar with the second expansion film, and he has heard the name of Elon many times, he knows his life very well, except that he doesn't know why he became a necromancer.

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Fortunately, rod did not intend to join blakada, but wanted to gain more benefits through the war.

In order to achieve this goal, rod will be the idea, locked in the Earl of Elon.

Earl Elon's attitude towards necromancers is very different from that of other mages. Rod knows that if he handles it well, he can greatly enhance his strength through Earl Elon and join the war in an appropriate way.