Abyss Sea - Walter Marshall
Walter Marshall isn’t one person. There are three of them, each from different reality. Due to some kind of reality malfunctioning, all three of them fused together in Abyss Sea universe. All Walters share same name and appearance, but their items, armor, clothing and builds are different. They can switch between their bodies, so sometimes there is Walter Marshall 1 in the world, and two others are in his head, sometimes Walter Marshall 2 or 3.
Walter Marshall 1 - Knight.
Status - healthy
Insanity - 2
Whereabouts: sea bottom, Forest of Cernunno
The Knight is the leader of three. Stoic and armored, he serves as protector in the most critical situations, appearing when either of Walters is endangered. It is barely possible to do any serious damage to him due to his immense durability and regeneration, though he is the weakest of three, as his Vitality powers are yet to be awakened. His titanium armor is covered in seaweed, so it turned green, acting as a camo among kelp and seagrass. The Kinght wields greataxe, morning star and shield.
Walter Marshall 2 - Mage.
Status - healthy, unstable
Insanity - 2
Whereabouts - sea bottom, Limestone Key’s shipwreck
The Mage is the main ranged power among the three. While being fairly more durable than an ordinary mage, he is still the most vulnerable in the team, so he prefers long-ranged combat. He is the most agile of them all, so he appears when Walters need to travel on long but relatively safe distances, or when they are facing an opponent that is better to not come close to. His robes have also taken on green color, but due to them being initially white, they are not suited well for being a camo. Being the only among three who uses Insanity and Warding gear, and also being under the effect of the Warlord, he sometimes becomes very unstable and starts the destruction around himself. The Mage wields greataxe and Water and Glass magics.
Walter Marshall 3 - Warlord.
Status - infected, sane
Insanity - 2
Whereabouts - sea bottom, Atlantean ships
The Warlord is the main close-combat power among the three. He was infected by a shark that had Atlantean essence on its teeth. Since then, two other Walters use their collective mental strenght to keep him sane, and stop its mutation. The Warlord is still a human, but if one of other Walters die, his mutation will continue. He appears when Walters attack an Atlantean ship, so neither of Atlanteans will recognise him as a human while he is coming close enough for an attack. Despite looking like human and wearing unusual for Atlanteans greenish clothing, all Atlanteans think of him as one of their kind. He wields greataxe, dual flintlocks and shield.
The Greataxe each of Walter Marshalls wield is worth mentioning. When they have fused together, all their belongings stood with their owners, but their greataxes have also fused in one weapon. This greataxe allows Walters to switch between their bodies, and is used as primary weapon by Knight and Warlord.
Each of Walters has breathing jewels attached to their armor, providing them with ability to survive underwater for unlimited time without any need to go on the surface of the sea. They chose wandering beneath the waves in search of any underwater structures or sunken ships as their survival tactic. Barely any Atlanteans ever check what is happening underwater, so they are much more safe than any of island survivors. They bake fish and sharks above underwater volcanoes for food, raid Atlantean brigs to get access to brewing cauldron or cooking pot when they want and protect survivor ships by silently following them underneath the ships. Sharks, the main threat underwater, are not really able to do anything to the Knight, and even Megalodons are not that dangerous, if only the fight isn’t taking place in open water. With his shield, the Knight can withstand 2 White Eyes bites, when third one will be fatal. They always seek for the closest structure underwater to hide if they see a pair of glowing eyes in the water. The Warlord also has a shield, but he can only survive one White Eyes bite, and Mage can’t survive any. The Mage can sometimes come to Limestone Key’s shipwreck, lay on seaweed and recall in their collective memory those moments of peaceful life that ended in that fateful day of Invasion.
The Atlantean Cult of Greenwish
The Knight gained reputation among those who were once Greenwish cult. Now all infected into Atlanteans or eaten, the cultists sensed strong spirit energy inside of him, and with the help of Warlord they accepted Walter Marshall as one of them. Forming a strong bond with Cernyx, still a leader of the Cult, the Knight forced all other Atlanteans to leave the island. He stood in the middle of the Forest, raised his shield and acted as a lure for Atlanteans while cultists were dismembering all who come close enough to him. Ended up by Cernyx throwing some mountains at who remained, the Forest of Cernunno is now only guarded by Atlanteans of Greenwish cult, still hostile to any human or Atlantean except the Knight. By flowing a lot of spirit energy into Cernyx’s mind, Knight returned him sanity for one minute, enough time for him to bless Knight’s shield with Cernunno’s power, making it unbreakable.