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"Order" is such a misleading word. For us, it usually means PIZZA PARTY WOOHOO! 

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Reply The Temple of the Order (Roleplaying)
[Official RP] After the End: The Reprise Goto Page: 1 2 3 ... 4 ... 39 40 41 42 [>] [>>] [»|]

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Lorika
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PostPosted: Sat Nov 05, 2011 10:53 pm


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Two years after the end of the first Sentinel War, our heroes are still working together for the cause of good. What challenges await them in this new, dawning era, when all of their apparent enemies have already been vanquished?


~~~~~~~~~


Welcome to After the End: The Reprise! Yes, after such a long time away from home, it's time to come back and play all over again! Relive the thrills and the spills and bring your character up to date in this new post-storyline scenario! Come one and all; new and accustomed; young and old; dyed and undyed; straight and curly! The Order is ready for you to bring it to life again!

After the end of Demonbusters 2k9, aka the First Sentinel War, the remnants of the Benevolent Order took shelter and refuge on the Isle de Gambino. Broken and poor, they searched far and wide for their god, the Overseer, and then even further to find a means to restore him to power. Now, with his divinity returned to him and the enemies they faced permanently incapacitated, what's left for the Order to do? Why, continue their good work taking in anyone who needs their care and support, of course!

But knowing how things have gone in the past, things won't go smoothly to plan for long. There'll be drama, there'll be tears, there might very well be a nuclear holocaust or death by invention gone awry. There's never a dull day on the Isle... so if you're looking for more than a little excitement, why not move in? blaugh


~~~~~~~~~
PostPosted: Sat Nov 05, 2011 10:55 pm




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Table of Contents

#1: How to Participate & Ground Rules for Participation

#2: The Setting:

The Temple, Maps, Accomodation, Meals, Administration and Staff - Everything you need to know about living and working in the Temple environment.

#3: Full Player Character List

Check here for a comprehensive list of player characters, with links to your fellow roleplayers' character dossiers.

#4: Battle System

Or: How To Get Your a** Handed To You Graciously

Everything on Tier, Talents and the different kind of disciplines your character might be working on at the Order.

#5: Detailed Plotine

The nitty-gritty details of everything that's happened in the storyline up until this point. MUCH more detailed than the simple plot overview in the introductory post up above!

For a specific section of the storyline press ctrl+f and type one of the following: Pre-ATE; After the End; After the Finding; Towards the Reawakening.

#6 Other Information

Anything I couldnt get to fit in the previous categories, including the passage of time and... other useful stuff I'm sure!


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Lorika
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Married Lunatic

13,950 Points
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Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Sat Nov 05, 2011 10:57 pm


User Image How to Participate


Participating couldn't be any simpler! First, ***read through the rest of this page*** to ensure you have a good grasp on things. If you have any questions or problems, you can direct them via PM towards Lorika or post in the RP Discussion thread.

Once you've read everything, it's time to think about making your character!


Some important things to think about, which might help you out:

How long have they been attached to the Order?

Do they have any prior relationships with existing characters? [Note: Be sure to consult the owner of the character about this beforehand!]

What're their motives and reasons for being at the Order? Are they going to work on aspects of Combat, Spellcasting or Spiritualism, or some other discipline?

You might also like to think about where your character is living during their time at the Order. View the Setting post for info on lodgings offered at the Temple... or maybe your character lives in Gambino Town? Or somewhere else entirely?


We're all very happy to help your character get acquainted and slot themselves into their new home, so don't be afraid to ask for help or support! We'll give it!


***



When your character is ready, post a thread about your character in the Roleplaying subforum. After your character has been accepted and logged here, your thread will be moved to the Dossiers. You can see lots other character threads in the Dossiers, so have a good look round!


***


Character threads can be laid out in any way you want, but some essential information to include is:

Your character's name and age

At least a little bit about their personality/history and/or backstory

Character Tier and/or Talents, as explained in this post




Ground Rules for Participation User Image


1. Firstly, make sure you're familiar with our basic guild-wide rules.

2. Try and keep things at least roughly PG-13. It shouldn't be too hard to keep any obscenely graphic gore or sex out! If your character is approaching a sex scene, do a tasteful cinematic blackout and skip it. =P

3. Be aware of physics and dimensions and common courtesy. It is not possible to walk straight in through a locked door. It probably isn't polite and your character might get in trouble if they wander into off-limits areas or walk into a private meeting all "hey, s'up?" There will be no further conjuring of random sheds or hot springs or any other imaginary areas. We went to the trouble of creating clearly labelled maps! Use them!!

4. All that in mind, have fun and don't be afraid to participate! These rules are just common sense. They're here keep everyone on the same page, that's all.

But what if I do things wrong?

If your post happens to infringe on these common-sense principles in an appreciable (i.e noticeable) way, Lorika or another mod might ask you to edit it. If it's a more severe matter, your post may be deleted, but don't worry, as this is very rare and reserved for extreme strangeness. (And believe me, we have seen some extreme strangeness.)

DON'T: FORGET THAT THIS IS FANTASY, NOT REALITY. While you're in character, you're in character, and anything that happens while you're in character is a matter between characters, not real life. You can't hate on someone because your character hates their character. You can't hate on someone just because they don't play along with what you wanted them to do. If anyone causes trouble in this manner, it's a more serious matter worthy of full-fledged discipline, so keep your head and keep your cool no matter the in-rp situation.

DO: DISCUSS THINGS WITH YOUR FELLOW RPERS. If there's anything you arent sure about, something you want to bring in but you arent sure how everyone else will react, TALK ABOUT IT. If someone else has posted something that unwittingly scuppers your own plans, TALK TO THEM ABOUT IT. In the past people have run to the moderators at the first sign of these kinds of things, when really it could be dealt with between the roleplayers themselves. Keep the lines of communication open and everything becomes less stressful and more enjoyable.
PostPosted: Sat Nov 05, 2011 10:58 pm


Setting
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The primary setting for the roleplay is the Temple of the Order, located on the western shore of the Isle de Gambino. This post has information on the Temple and the various services it offers, including habitation, meals, therapy... you know, the usual stuff.

HISTORY

The Temple has been rebuilt twice in its short history. Starting out as a dilapidated beach condo, it was converted into a shabby but functional building, which was promptly blown to smithereens by a magical duel. It was rebuilt after some serious(?) fundraising, but this rebuilt Temple was unfortunately razed to the ground during the Second Sentinel War. Since then, it's back and better than ever! Bigger, more stylish and more effective, it's the perfect place to house the many acolytes who call it their home, as well as all the interlopers who come stumbling in.

MAPS


Click the hyperlinks to be taken to floor maps!


GROUND FLOOR

The Main Hall: The main hall is the first thing visitors (and everyone else) sees when they enter the Temple. It's a large, airy room, much unlike its previous dank, dark incarnation, with a speaking area and lectern separated from the main seating area by a large circular pool, designed for merpeople to travel in and out to attend services and mingle. Bathtubs available for transport on request. It opens into the hallways that lead to the rest of the Temple.

The Garden: The garden is used mainly to grow vegetables for the kitchen, but parts of it are also purely for decoration. It's quite large and, unindicated on the ground plan, it actually leads round towards the back of the Temple and merges into a path to the beach. Having a supply of druidic magic at hand, the flowers and vegetables grow rapidly, blooming and ripening all year round.

The Elevator: The elevator is restricted to patients and medical/alchemical staff, as it's intended to ferry personel and beds/casualties up and down. This has turned it into a point of fascination for the younger acolytes, who occassionally hammer on the buttons just to provoke a reaction from the staff.

The Enchanting Center: The Enchanting Center houses the main enchantment room, Adeline's office and, down a set of stairs, the Teleportation Chamber. The main enchantment room contains worktables and the large power crystals that sustain the many, many enchantments without which the Temple would not be able to function. It's also often strewn with mannequins and silk and other overspill from Adeline's office. The Teleportation Chamber is an oddly empty but large room - it's made for a large number of people to be able to appear in it comfortably every morning. It also used to contain the enchanted mirror which provided back-and-forth access to the Mirror World. Its empty frame still hangs ominously on the wall. Adeline hasn't had the heart to remove it.

The Canteen & Banquet Hall: Regular daily meals are taken in the Canteen. More formal occassions and parties take place in the banquet hall, a very large and ornate chamber intended to impress. For parties and balls the tables ar egenerally moved to the side, where they still serve to hold food whilst not getting in the way. There are two kitchens - the canteen kitchen, a small place that serves through a hatch, much like any school canteen, and the larger industrial kitchen intended to churn out mountains of food for large gatherings. The larger kitchen also houses the food stores.

The Library: The library is a vast circular room with towering shelves arranged in spiralling patterns. Nobody is quite sure who the librarian is - the deceased professor used to tend the library, and since his untimely demise the duty has mostly been shared by Lorika, Jessie, Adeline, Thomas... and anyone else who happens to stumble upon a misplaced book. Jessie has ended up the main caretaker due to his night-owl habits, rearranging the books whenever he stops by, but everybody mucks in. There are books on seemingly every topic possible, from magic to fiction to botany to plug assembly. The ceiling is a great glass dome, which shows a beautiful blue sky in the day and a vast starry expanse at night.

The Spellcasting Lecture Rooms: This is where the spellcasting professors instruct their students. The two rooms closest to the main hall are smaller classrooms where the teachers usually confer solely with their students - evening therapy sessions also happen in one of these rooms. The third room is a larger lecture theatre where the instructors take all students and also the public for the topics advertised on the notice board.

Private Practise Rooms: These are aimed at magic students who want to study or practise their magic in a safe environment. The room is heavily fortified with protective enchantments, and also contains miniature power crystals for student use. Other catalysts can be obtained upon request from Cressa's office. Each room also has an "emergency call" button that can signal for help if things get out of control.

The Music Room: It's a music room! A large hall with a myriad of instruments including, for some reason, a full-sized pipe organ. How on earth did they get that in there...?

Communications Room: IT'S THE 21ST CENTURY, BABY! This room is full of computers and routers and microchips and telephones and TECHNOLOGICAL STUFF. We have broadband! And WiFi! It also has an area for videogaming. WHO WANTS TO PLAY JUST DANCE 3??



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The main room of the medical center, first floor. Elevator is visible, as are the enchanted windows showing outdoor views.



FIRST FLOOR

TV Area: This is a communal area where everybody can watch TV together. It also functions as a casual seating area and the waiting room for patients to see Dr. Hyaku during the mornings and early afternoon.

Entertainment Room: IT'S FOR ENTERTAINMENT! There's more video games, there's a karaoke bar, there's board games... lots of stuff!

Medical Center: The medical center comprises the main treatment room, Dr. Hyaku's office and bedroom, and cushy private rooms tucked at the back for long-term patients. (The High Priestess wishes they were there when she was injured by the Sentinel!)

Dormitories: The dorms, separated into male and female, are where many of the younger members of the Order sleep, as well as older ones who are simply attached to their surroundings and their friends and don't care too much for a private room. They have lovely balconies and are close to the entertainment rooms... another reason why an acolyte might not want to "graduate" to a single room. For more info on accomodation, scroll down!


SECOND FLOOR

Alchemy Center: This is where all the potions and medicines that sustain the medical center are made. Explosives and poisons and such are also stocked up in case of times of war. There are also "buff" potions, such as potions of shielding, fire-protection and water-breathing. There are also contraceptive potions and medicines available upon request, but be prepared for Thomas to give you a very odd look if you approach him directly to ask for them. Best to go through the med center, if you ask me.

Altar Room & Throne Room Antechamber: These are the areas where the spiritualists mostly go about their days, tucked away from the world, meditating and praying and studying scripture to become closer to the Overseer and work his miracles. Lorika also trains those who are interested in joining the Order here. The actual joining ritual, however, is performed in the throne room. Supplies such as holy oil and blessed water are kept in a store cupboard near the altar.

Throne Room: This is the holiest of holy rooms - the Overseer's inner sanctum. His energy permeates this area and those who haven't experienced the serenity and peace he can provide his followers find it frightening. It's usually empty, even when the Overseer is around, because he likes to mingle with his followers. Lorika is the main person who uses it, and occassionally the other priests.

BASEMENT

The basement is the only part of the Temple that hasn't changed much since its first incarnation - if you look at the way the maps match up/the stairwells are aligned, it even keeps its original place, whereas the rest of the Temple moved back and to the side when it was rebuilt.

It contains the large "Priest" bedrooms reserved mainly for staff and guests, and private single bedrooms for older acolytes. There are also a number of quiet/prayer rooms, originally intended for spiritualist use, but since used for study, meditation or general CHILLAXING in addition to prayer.

There are also three kinds of bathroom - two smaller, sex segregated bathrooms; a larger communal mixed bathroom; and of course the private ensuites in all of the Priest bedrooms. The cells beneath the basement are used to hold the Order's stores of weaponry nowadays, but they can accomodate prisoners too if necessary.

For more information on accomodation, scroll down a little bit!




ACCOMODATION

The Order offers several forms of accomodation. In the basement, there are single rooms (L) and priest bedrooms (R). Single rooms are simple, basic rooms, restricted to older acolytes. They contain a single bed, a small armoire, and usually a desk or a shelf. Priest bedrooms are larger and occupied mainly by staff and the most mature acolytes - they're double bedrooms, and also let out to overnight guests. The contain more furniture, usually a desk, a large armoire, some shelves and extra seating. They also have small ensuite bathrooms.

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The dormitories, meanwhile, are two large gender segregated rooms filled with four-poster beds. They have chests of drawers for storage and seating, and many acolytes choose to bring in extra personal storage in the form of under-bed storage drawers. They have balconies and each have a large communal bathroom. Each bed has cream curtains around it for privacy - these curtains are soundproof and sightproof, and dirtproof. Let's call it.. LIFE-PROOF!

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Above: The girls' dormitory, balcony corner. All of these are probably not to scale.



Services & Staff

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SERVICES

Teleportation Service: The teleportation service is mainly enacted through the use of bracelets. Locations can be "encoded" into bracelets through very, very advanced magic developed by the staff. At times tailored to the bracelet, and thus the person they were intended for, Ordonians can be teleported to the teleportation chamber from wherever they happen to be at that time, and then teleported back to a set location at the end of the day (or whenever the return time is set). This allows for easy commute to the island and back, and if one doesn't wish to take part, they can simply take off the bracelet. Jessie is astounded at the reliability of this service, given the fact that Cressa is the one who lends her power to the system. Every new bracelet is created with her energy, directed by Adeline and Thomas in order to program the bracelets.

Therapy and Mental Healing: Lorika runs these sessions nightly. They're for anyone who feels like they need someone to talk to, or for those who have deeper mental and emotional problems they wish to alleviate. Sessions can be either private or group depending on the night, with participants often attending a group session and a private session weekly. Lorika is capable of lifting inner hurt and trauma, but refrains from doing this unless she's sure that her patients have reached a point where they can handle some external help. Healing mental scars with magic, even holy magic, is very dangerous and can have unforseen side effects on the psyche. For more detail, see Lorika's duties, and her Talents in the post above that one.

Medical Care: The medical center is open daily and, like therapy, is open to both Order members and outsiders. Dr. Hyaku holds clinics from roughly 10 in the morning to 2 in the afternoon. The presence of a designated Combat-division healer, Lacine, means neither she nor Lorika have to take casualties from there any longer.

Combat Training: Under Jessie's tutelage, the Order offers training in the martial arts to its members. The combat division meets in the obscenely early morning for drills and athletics, before focusing on combat for the rest of the day. Gloria is his assistant. Several nights a week, sports are also played. For more details, see Jessie's duties.

Magic Instruction: Cressa and Deylin teach magic to all those acolytes willing to learn. For more information on classes and lectures etc. see Cressa's duties.

Spiritualist Training and the Clergy: Lorika trains the spiritualists in holy magic and trains those interested in becoming priests of the Order. Becoming a priest is no small commitment, as it entails a rather gruelling process of spiritual advancement, a prelude to higher administrative powers and strange physical changes, the most noticeable being the bright pink eyes which indicate a true disciple of the Order.

Enchanting and Alchemical work: The Order prides itself upon its enchantments, which do everything from keeping utensils and furniture spick and span to providing beautiful views out indoor windows and ceilings. Adeline is a tailor-elf who works on projects both inside and outside the Order, though outside trade is unusual due to the expensive and time consuming nature of Stayflower enchanted garments. The alchemy division also provides potions for outside sources upon request. All kinds of common healing and antidote potions are available, as well as many usual or expensive potions, all provided for free to Order members. Though you do have to get through Thomas first to access them, if not going through the doctor.

Mealtimes: Breakfast is served in the canteen from 6 - 10 a.m. Lunch is served from 12 - 3 p.m. Dinner is served from 5.30 - 9 p.m.

STAFF LIST

Priestesses

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Medical

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Spellcasting

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Combat

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Kitchen Staff

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Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Sat Nov 05, 2011 11:01 pm


PostPosted: Sat Nov 05, 2011 11:04 pm


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Battle System

Part 1: Your Character



The battle system begins at character creation. You can choose your character's proficiency in the things they're good at. This is called their tier. Characters are not limited to a certain number of skills - if they're good at something that's likely to have a noticeable effect on the roleplaying experience, include it. If it's just a little silly thing you thought up but it defines something about their character, include it anyway! Examples of skills with tiers can be seen throughout my character thread, but the options are limitless.

The tiers of proficiency are, from lowest to highest:

Beginner - Adept - Advanced - Expert - Master


Expert is barred to new characters, but may be used upon special permission. Master is off-limits without incredibly, unusually special permission.

When determining your character's tier(s) think realistically, not egotistically. Yes, everybody would love to be an Expert or a Master, just the same as in real life. But expertise and mastery takes many years or especially great talent or experience to reach. So consider things like: How old is your character? How long have they been practising? Do they have any natural affinities that might help them start off more advanced than usual?

Remember that this isn't a contest, it's an experience. Characters don't have to be powerful to be unique or interesting, and at the end of the day uniqueness is more important!



Skills can be general, or more specific. Combat, Spellcasting and Spiritualism are the general terms for martial arts, magic and the magic of priests. How specific your skills are implies a specialty in a certain area. For example, a character with Spellcasting listed as one of their skills implies a general proficiency in all or at least most areas of magic. Similarly, a Combat skill implies a general proficiency in many areas of combat.

On the other hand, a character who lists Hydromancy as one of their skills has a specific proficiency in the area of water-based magic. They might have little to no ability in any other areas if this is listed alone. However, a character can be specialised in one or two areas whilst still retaining some general knowledge - for example, Gloria the combat assistant has a general, weaker proficiency in Combat, but specialises in Hand-to-Hand and Close-Range Combat, both at Expert.

Your character also has skills at their disposal called Talents. These have a direct influence on the rp experience and are therefore covered in the next part of this post.



This system is intended to be tailored towards your needs and the vision you have for your character. There is very little that is off-limits, but I would like to remind those who choose a skill intended to make your character more persuasive or charming that it is impossible to actually influence the decision of another character if they or their rper do not wish to be influenced. So don't waste a Talent on a persuasive skill and then throw a hissy fit when nobody bends to your character's will. Ticking a box that says your character is unnaturally charming doesn't mean a thing if you aren't capable of following it through and actually writing them persuasively, after all!




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Battle System

Part 2: Put Into Practise


You may have noticed that this is called a "Battle System" - and with good reason, too! The rp, having sprung from a war and traveled through two others, has an element of roleplay combat about it. Your skill tiers and your talents will help you when it comes down to a fight. Skills don't HAVE to be combat-oriented, of course. Some examples of passive skills include:

Cooking - Tailoring - Sewing - Enchanting - Music


However, the benefit of having at least one combat-orientated skill, besides it being in line with the violent aspects of the storyline, is that you gain the ability to roll during combat. No, not "stop, drop and roll" - though that is basic fire safety, kids, and very useful to know - but dice rolling. If your character only has an assortment of passive skills, they won't be able to defend themselves if attacked or, conversely, attack anyone else. Some examples of battle-oriented skills include:

Swordfighting - Self-defense - Archery - Most kinds of magic, excluding healing - Combat


...Those examples are horrible, but you get the idea. All of these allow you to roll to defend yourself or attack. Your proficiency in the skill you're using to attack or defend, e.g swordfighting or hand-to-hand combat, determines the number of sides your dice gets:

Beginner & Adept - 6-sided dice

Advanced & Expert - 8-sided dice

Master - 12-sided dice



Dice can either cause your roll to fail, succeed, or succeed excellently. An excellent success implies that the skill or attack or defense is more effective than the character intended, putting the opponent at a disadvantage. Each improved dice gives you a higher chance of a great success:

6-sided dice:
1/2/3 = Failure; 4/5 = Success; 6 = Excellent Success

8-sided dice:
1/2/3 = Failure; 4/5/6 = Success; 7/8 = Excellent Success

12-sided dice:
1/2/3 = Failure; 4/5/6/7 = Success; 8/9/10/11/12 = Excellent Success


Over time, your character might advance in tier if they improve their skills and take part regularly. It gets harder to advance the higher your tier, JUST LIKE REAL LIFE! DOESN'T IT SUCK

When you make your character, or indeed at any time after you make your character, you're able to assign them Talents. Talents are like special skills unique to your character, and you make them up yourself. They can give your character (small) bonuses to their rolls under certain circumstances, or create a detriment to other character's rolls, or cover a wide-ranging skill not covered in your regular skills (for example, Cressa's Lore Master talent covers her ability with languages, ciphers and obscure knowledge), or anything else you like. They're there to further give your character personality, and for them to be able to use their personal skills to their advantage.




The formula for creating a Talent is:

Come up with a creative name.

Come up with the description of the talent, what it covers, its weaknesses, etc. It can be as simple or as detailed as you like.



Some general advice on rping combat:

1. Roll and post at the same time. Sometimes in the past people have rolled, looked at the result and then edited their post. Don't do this! Leave your posts open-ended, so that your opponent can react rather than have you determine the result for them. E.g instead of saying "Jessie drew in and sunk his blade deep into Engelbert's stomach," I would say "Jessie drew in, blade poised to sink into Engelbert's stomach." There's a SUGGESTION as to what the character is intending to do, but it's only a suggestion, and what happens next is down to the roll's success and Engelbert. Heh. Engelbert.

2. Keep communication open. If you don't understand something, ask your opponent's rper to clarify. If you'd like to achieve a specific result from the fight, talk to them about your intentions beforehand. All discussion can be done in the discussion thread if not over PM or IM.

3. BE REALISTIC. It's human nature to want to win. But in life, you can't win all the time. Everybody comes a-cropper now and then. This is an experience, not a competition. If your character is on the verge of defeat, accept it graciously. If you're worried about your character dying, sort it out with the other rpers. Also, I do NOT want to see two overpowered characters having a battle of egos rather than skill. You know, you've seen them - each character constantly one-ups the other in the spirit of badlosermanship, creating a battle that drags on and on and on and on as they struggle to "win." If I see even the slightest hint of this brewing I will be very annoyed and step in to put an end to it.

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Sat Nov 05, 2011 11:05 pm


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Pre-ATE

It all began with a box.

A box which contained the spirit of Chaos personified. Trapped by her own anger, tormented by demons which sprang forth from the shadowy corners of her own mind for century after long, lonely century, the Sentinel and her Trickbox were locked away from the sight of mortals. But not immortals.

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Released by Jack, the spirit of Hallowe'en, to wreak untold chaos across the land, there was only one person who could stop her - her own brother, the Overseer, spirit of Law and goodness, himself trapped within a defensive shell for the millenia, but living a comfortable life cared for by humans. He gathered followers - Gaians (and non-Gaians) of valour and courage, who were willing to stand up to the threat of his sister's ultimate plan; to infest the world with otherworldly demons, via a massive portal the likes of which the magical world had never seen before.

Although hopelessly outnumbered, the members of the Benevolent Order of the Overseer fought on and on, and neither side could gain an advantage. The law of the land and the governing bodies of Gaia were on the side of the Order. The criminal underworld flocked to the Sentinel's Infernal Nation. Finally, after several months of war, the climactic battle to end it took place. The Overseer and the Sentinel struggled for dominance, but neither could win. Their powers were stripped from them and they were cast off to an unknown location. The First Setinel War ended at that instant, casting both sides of followers in total confusion!

For most people, that was the end. The War was over. Gaia was not infested by demons. The portal collapsed. Nobody won.

But for a small group of faithful Ordonians, the end was not the End. It was only just the beginning...




User ImageAfter The End

The remnants of the Order retreated, broken and confused, to the only place where there was no hostility to their cause - the Isle de Gambino. Setting themselves up in a dingy converted condo was not enough - things were not fated to go smoothly in these dark times. Barely enough money to survive, conflict between the administrators, conflict between the members. In the darkest times, the High Priestess was not certain that things could go on.

The situation only got worse when a mysterious lady elf - a sorceress name Cressa - arrived at the Order. A fight broke out between her and the Spellcasting master, resulting in his untimely death... and half of the Temple being reduced to ruins in a massive explosion.

The destruction of the Temple, however, would prove to be a rallying point. The Order had a cause again. It took weeks of work, but the Temple was restored, better and brighter than before, and there was sufficient media interest in the Order's story to bring in a flood of generous donations. The Order ended the year with a Christmas Ball, and what a Ball it was! There was hope again for everyone, for the first time in weeks.

Meanwhile, Cressa and the Order's Combat master, Jessie, were searching for a way to restore their good name. Well, not just a way - a person. The missing Overseer. By restoring him to his followers, they hoped to be welcomed back into open arms. Their search eventually leads them to a strange, ancient temple in the mountains, where it seems a dead magical cult once lived. They find in its depths a strange creature which calls itself the Oracle.

It claims to be a god-like creature, created by Mother Gaia to hold knowledge of everything about the past, present and future. Once mighty, it is now contained in human form, because the humans who built the temple to contain it wanted to use its power as a weapon against their enemies. It claims to have created the Overseer and the Sentinel, long, long ago, in order to better understand the forces acting upon itself - those Chaotic, and those Lawful.

Out of kindness, the elves use the wish granted to them by the Oracle to free it from its ancient imprisonment. Eventually, they find the Overseer, hiding in a forest home surrounded by hundreds of child-like boobytraps. The Overseer had been having a whale of a time as "master" of the forest, his sister at his side.

Unfortunately, the Sentinel cannot put her anger and jealousy to the side at this time. She is enraged and hurt that the Overseer's followers have been searching for him, whilst hers have all trickled away. She storms off, and the elves return - Overseer in tow - to much New Years rejoicing at the reconstructed Temple!

Meanwhile, the Sentinel is trying to drum up support in a town, but the crowds boo her, and she's forced to sit in an alley and despair, alone. It is then that a mysterious man appears, long, hooded cloak covering him from top to toe, and offers her greatness far beyond her former power... far beyond any power the mortal world has ever seen.



After the Finding

The Sentinel isn't the only one moping, because the Overseer, whilst happy to be back amongst his kin, is morose about his lack of divine powers. He trains with the three instructors - Lorika, Jessie and the newly-appointed Cressa - and their students every day to try and rekindle the sparks, but to no avail. Lorika and the other priestesses, however, can still access their powers, and bear the marks of the Overseer's favour - their strangely-coloured eyes - for the world to see. As they are no more than catalysts for his power, they conclude it must be dormant or locked away somewhere else, rather than truly gone forever.

They keep trying, and trying. But strange things begin to happen around the Temple and its grounds. Energy fluctuations... random destruction in rooms.. one of the acolytes has an odd, unexplained seizure after encountering a man in a long, black cloak, who offered them power beyond their imagination on the beach. By this time, a second Spellcasting master has arrived at the Order - a replacement from the academy of the former master. He and Cressa are unable to agree or share their power (or office), but soon enough they're forced to work together. During an argument, they detect and track a demon lurking around the halls, pursuing it down through the basement and into the holding cells, where it leaps through... a portal.

They dismantle the sinister construction and call an urgent meeting. Everyone is upset and nervous. No one knows who could be behind, since the Sentinel has supposedly lost her powers. They conclude it must have been someone on the inside, and the next few weeks are rife with suspicion and finger-pointing.

However, they don't have to speculate very long, because the true culprit soon makes herself known. The Sentinel is back, and she's bigger and badder than ever - more aggressive, more evil. Her brother is scared of her. There's something very wrong. And her new goal is not to just infest the world with demons, but to annihalate it by sucking it through the most tremendous portal ever known in the universe, to a place where nothing exists at all.

But first, she has to sate her jealous need for revenge on her brother and his miserable, clam-licking followers.

Thus, the Second Sentinel War begins - a battle for life and limb between the Sentinel's army of demons and the Order. The waves of demons grow stronger and more frequent as the weeks pass. Initially, they cannot penetrate the holy barriers set up around the Temple, but when the stronger demon Generals begin arriving, the barriers break one by one. Meanwhile, Lorika is working frantically with the Overseer, trying to regain his powers - they can't risk sending him out onto the battlefield in his state, no matter how much he wants to go.

Finally, the demons break through the final layer of shielding. Most are prepared and hurry inside the Temple, but a small number lose their lives at this point; they're caught in the clamour, carried off by clawing hands and ripping teeth. All of the magicians of the Order work together to construct one final, desperate, powerful shield, to keep them all from descending at once. And there are hundreds of them. Demons, demons and more demons, ripping at the walls, breaking in through the windows - but they're stopped by this barrier... until their mistress arrives.

The Sentinel is unrecognisable. She's been warped by whatever unholy power she's been drawing from, transforming her into a hulking, misshapen beast, no longer recognisably human, or recognisably anything! The Order retreat to the Overseer's throne room for one final stand. A magical hurricane is whipping outside. It pulls the roof off the Temple, whilst other demons set fires and cause untold mayhem on the floors below. The Sentinel slowly climbs the stairs to face her enemies, who put on a brave, determined show. Everybody fights together to keep her off, but it is as if the Sentinel is swatting flies. She sweeps everyone to the sides of the room with her raw power - everyone except the High Priestess, who is pouring her energy into one last powerful shield to protect herself and the Overseer.

The Sentinel cannot immediately penetrate the shield, but when she finally does, she picks the green-haired woman up like a doll and, with her long, inhuman claws, disembowels her as the rest of the Order can only look on in horror, pinned in place by the Sentinel's unearthly power.

It is the Sentinel's hesitation to proceed straight to the Overseer that is her downfall. She makes the same mistake most villains invariably make, which is stopping to gloat over her victory after she finishes playing with the Priestess. Cressa has been searching for a way to defeat her - and she finds it. With Deylin providing her with extra power, she takes hold of the evil, unnatural energies surrounding the Sentinel and yanks them out of her before she can end the Overseer, too. A great, black mass escapes out of the open roof, and the members of the Order are immediately freed as the Sentinel transforms back into her normal self - powerless and fragile.

But while the rest of the Order is in confusion, Cressa and Deylin are still working together to catch hold of the energies that escaped her - they contain them together, and drag them back down to earth. The vortex returns into the room and solidifies into a man wearing a long, black cloak... a man with a wicked, pointy grin, who looks identical to the Overseer... but wrong...



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Towards the Reawakening

The lookalike reveals himself to be the Underwatcher - the Overseer's Mirror World equivalent, who really is much, much nastier than the Sentinel of our world. Another battle is about to break out when a second stranger arrives on the scene; a lady who looks very much like Sentinel, except reversed! She's blonde and pale and wears a beautiful dress, and she proclaims herself to be the Guardian - the Sentinel's equivalent in the Mirror World. She commands her brother to skulk back to wherever he skulked out of, and he goes without a fight. She takes this as a bad omen, stating that he must only have some bigger plan in mind to have given up so easily...

Over the coming months, the Guardian pops back and forth between the worlds, her travel made easier by an enchanted mirror the spellcasters install. She reveals that she has been struggling against the Underwatcher for a very long time - the inverse of our own world, where the fighting only went on for a few short months after the deities were imprisoned for millenia. She frets that her brother has been gaining in power, and fears he truly does mean to destroy the normal world - which would have unknown repercussions on the mirror world, being just a shadow of Gaia. Now, the Order is not only fighting for the fate of their own world, but for another.

The Guardian's ultimate plan is to defeat the Underwatcher once and for all, and she strikes a deal with the Order that if they help her, she'll make it so that the Underwatcher's powers can be transferred to the Overseer after he's defeated. Because of the reflective nature of the mirror-selves, despite the Underwatcher's powers being composed of evil, when transferred to his counterpart this would restore the Overseer's divinity. During this time, the regular Ordonians have the opportunity to accompany her back to battle her brother's minions, and are able to fight their own mirror-selves if they desire.

Finally, the Underwatcher enacts his plot. Whilst his minions wreak havoc on the real world, he transports the minds of the Order members to a strange place - a kind of nightmare realm, populated by more of the Underwatcher's minions in the guise of whatever each of the Ordonians fear most. This is a horrible place. It's like being physically trapped in one of those typical dreams where you're trying to chase someone, but are always too slow to catch them: inside your own mind, if you don't believe in yourself, or have insecurities, it can tear you apart. This renders Ordonians who are all-powerful in the real world but lacking in self-belief, such as Lorika and, surprisingly, Cressa, weak as babies. Your own mind is your worst enemy inside a nightmare.

After escaping from their own personalised nightmares, the Ordonians are able to regroup in the nightmare world and plan their escape. The Underwatcher has again provided himself with a fatal flaw, as technically, he cannot exist within the dream world either - it is not a physical place. Physically, everyone is where they were before their minds were transported away.

So, by eventually appearing to our heroes, he lays himself open to total destruction. After battling him in a series of increasingly horrible transformed forms alongside the Guardian, the Underwatcher and his counterpart end up duelling together. The Overseer is not constrained here like he is in the physical world, and so he can fight him on his own level. Miraculously, the Overseer's will proves stronger than his. He lands the finishing blow using a sword the Guardian made, composed of her own will, and as the Underwatcher's mind collapses, the nightmare world begins to fade away also.

The dream and physical worlds begin to merge as the will that created it perish. It is at this point that the Oracle steps in, returning the favour of its freedom by transferring all of the Underwatcher's powers to the Overseer and simultaneously destroying his body.

As the world fades back to reality, our heroes can hardly believe it. It's over! The Overseer has had his power returned to him! The long battle is ended, and everyone rejoices. Everyone except the Sentinel, who still hasn't got any powers of her own.

But still... perhaps she's better off without them anyway.
PostPosted: Sun Nov 06, 2011 1:26 am


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Other Information


TIME PASSAGE

The mechanics for time passage have changed in this version, to prevent the stagnating we saw in previous versions.

In-rp time will now ADVANCE A DAY for every THREE rl days.

If people are actively posting, the bump won't happen. But if nobody has posted for most of the three days, it'll get bumped.

If time gets bumped and you hadn't completed something you were planning on, simply post a summary of what went on when you next post. If you have a longer scene in mind that didn't get included when it was meant to, you can do something about it, whether it's posting your own thread and linking to it, stating when it was meant to take place; posting it in the discussion thread and saying when it was meant to take place; PMing Lorika to ask her to edit your post(s) in where it/they was/were meant to happen... or anything else you can think of to get your scene included! We're pretty flexible. BENDY o3o

Use of the term ACOLYTE

Originally the Order was a totally religious sect. The use of the term "Acolyte" dates back to this time - when (almost) every member was a devotee of the Overseer. It's still used to refer to every member in general, particularly younger or less higher ranked members. If one isn't a priestess, the high priestess, or an administrator with any other title, one is an acolyte.

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Thu Dec 08, 2011 2:30 pm




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Sorry, we're still working here! Please be patient...
PostPosted: Thu Dec 08, 2011 2:31 pm




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Sorry, we're still working here! Please be patient...

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Thu Dec 08, 2011 2:32 pm




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Sorry, we're still working here! Please be patient...
PostPosted: Thu Dec 08, 2011 2:34 pm




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Sorry, we're still working here! Please be patient...

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Thu Dec 08, 2011 2:35 pm




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Sorry, we're still working here! Please be patient...
Reply
The Temple of the Order (Roleplaying)

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