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Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Thu Nov 03, 2011 12:37 pm


Okay guys, so if you've been keeping up with the previous thread TRG very helpfully made for me, you'll know that the redux roleplay is FINALLY going ahead!

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WTF?!?!?!


O frabjous day, callooh, callay, you must all be chortling in your joy! 4laugh

I hope to have the thread up and running with as few dents as possible before the middle of next week, hopefully by this weekend at the very earliest. In the meantime, have a read of the content of this thread, which I very hastily cobbled together at 6 a.m this morning. I've tried to cover as much of the NEW STUFF and changes as possible, but I've probably forgotten roughly 75% of it all, so I'll keep you updated in this thread if anything else comes to light!

It would be a good idea to start thinking about what changes you want to make to your characters - now is the perfect opportunity to change and refine their backstories and personalities without any detriment or continuity issues. (My own characters are mostly just less emo than they were before.) Some of the story up until now has been retroactively altered, and a couple of user-made characters whose presence/absence have left plot holes have also been retroactively removed, but don't worry, I'll give you all the details I can on changes to the events the first rp covered.

Also, even if you don't want to change any details about your character, roughly 1.5 years have passed since the end of the first chapter of ATE, there's been a second war against the Sentinel's demon armies and a whole other ton of shitake too, so it might be a good idea to think about how time and events might have shaped your character anyway. You can feel free to remake your old character threads (make them in the Temple [rping] subforum, I'll log them and move them to dossiers) or just keep your old ones. mrgreen

(Sorry if I sound a little "off," my brain is scurrying in like ten directions at once 8<)

Read down for more info, divided up cheerfully into helpful sub-categories!
PostPosted: Thu Nov 03, 2011 1:07 pm


Changes to Time Passage:

This is open to suggestion, so please, suggest away. I'm considering a semi-intuitive, semi-automatic system of time progression. For example - under normal circumstances, three RL days might advance the roleplay time by one day. However, if people are busy posting when the day count is going to roll over, another three days will then pass before the rp day advances. If people miss the action for a while, they can just post a summary (if they want to) of what's been going on with their character before moving on with the action themselves.

What do you guys think? It's really necessary to get some kind of coherent, regular passage of time just to keep things from stagnating like before.


Changes to Battle System:

I think you guys are going to like this. No more complicated skills! No more counting your way towards character advancement!

Now, the combat experience in the roleplay itself is purely intuitive. That is, you describe what your character is doing and don't have to type or your roll bonuses or whatever and take in a hundred other factors at the end of your post.

However, we still retain elements of sysv2 in terms of character progression, in the form of TALENTS.

Basically, now when you create your character you decide what kind of things your character is going to be specialising in - for example, a general area such as Spiritualism, a more specific skill such as Hydromancy, or even something like Dancing or Composing or Cooking! Don't worry, you can be more than one thing!

Then, you decide how advanced your character is in their chosen area(s) - Beginner, Adept or Advanced. This is called your CHARACTER TIER. You guys, being oldbies and veterans, may also choose Expert if it suits your character, and only on your pre-created characters, not new ones. Master, the final tier, is off limits except by very special permission or advancement in the rp.

Your Character Tier determines how many Talents are open to you. Now here's where it gets fun, because Talents are a bit like the old passive skills, but you make them up yourselves! Your character can have anything. It can be as detailed as you like or as simple. You can have Talents that give you roll bonuses in combat, you can give yourself a Talent with a particular field of magic, or you can even have things like [Dead To the World]: This character simply cannot be woken while they're asleep by outside forces. Ever.


The formula for creating a Talent is:

Come up with a creative name,
such as Einzelkampf (lol).

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.

For example, one of Lorika's talents is Resurrection, and its description reads something like (havent got the file on this computer) "The ability to return people from the dead, but only when used within several hours of death." Simple!

But then she also has a talent called Sanctuary, which is more detailed: "A powerful holy barrier exists perpetually around the High Priestess, capable of shielding herself and up to two other characters within close proximity. It can shield from magical attacks without anyone inside it, but must be full to capacity (i,e the priestess and two other people) to shield from physical attacks."

The beauty of this system is that it's totally down to you what your character is good at and can pull out of the bag. The only rule is to be realistic to your character.




Your Character Tier also determines how many dice you get to roll when you're (a) in combat (b) determining the success of an action D&D style, like breaking down a door or something. We're going with the same rolling system Mab cooked up for sysv2, because it's flawless:


Redesigned rolls, now with Mathematics!
6-sided dice: 1,2,3=fail, 4,5=so-so, 6=great success

50% fail, 33% so-so, 16.6% great, in noobish 'hope I get lucky' fashion

8-sided dice: 1,2,3=fail, 4,5,6=so-so, 7,8=great success

37.5% fail, 37.5% so-so, 25% great

see how failure rate dropped by 25% -of its original-
while great success is about 50% more likely
and so-so is about the same

and for the 12:

1,2,3=fail 4-7=so-so 8-12=great
now fail=25%, so-so=33% and great=42%

this makes failure pretty reasonable, all things considering, while so-so hits are still around the 33% area, and Great hits are now at a whopping 42%, perfect for the 'mastery' range it implies

THE WHY:
well, it's obvious that even masters can't plan for everything, that's why So-so is hovering near 33%

Failure rate drops continually as the character gains skill

and success rate rises as skill increases




So I've decided on the following configuration:


Beginner - 1 Talent, 6-sided dice

Adept - 2 Talents, 6-sided dice

Advanced - 2 Talents, 8-sided dice

Expert - 3 Talents, 8-sided dice

Master - 4 Talents, 12-sided dice



What do you guys think? Is this system fair? I'm thinking about maybe giving Experts access to the 12-sided dice too, but I'm not sure, because I don't want people to abuse it. Gimme your opinions on this if you'd like, guys!

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 Nov 03, 2011 1:25 pm


THE SETTING:

The Temple has been rebuilt to this date not once, but twice - first after the explosion during Chapter One, and then again after being overrun by demons and ripped apart during the Second Sentinel War (end of Chapter Two). Fortunately, thanks to the generosity of many donators, the Order is not nearly as poor as it once was. In fact, it's pretty rich! This is reflected in the beautiful new exterior and interiors of the Temple.

New areas include the games and karaoke room on the second floor, the medical center, the alchemy center, the enchanting center, the garden, the music room and communications room. There is now a separate canteen with its own kitchen where daily meals are taken - the kitchen staff serve up the meals through one of those typical hatch-openings in the wall. Acolytes are often amused by their antics in the kitchen beyond. The banquet room is now larger and links via a long passageway to a large, industrial kitchen. The main hall now features a large pool, with access to the outside for merpeople to come and visit. There is also a large elevator that travels the full three floors, from the hall on the ground floor to the medical center to the alchemy center - perfect for transporting casualties, of course. There are also private rooms for casualties as part of the medical center. Lorika wishes they had been there when she was near-fatally wounded at the climax of Chapter Two - they're so comfortable!! All in all, the basement is the only floor that hasn't changed very much.

The interior design scheme is now a lot brighter, lighter and airier. Main areas are now open-plan. All curtains are now cream-coloured, rather than musty lilac. Most of the floors are blue-grey slate; carpeting is cream. There are lots more windows and glass is used much more in the decor, including forming the ceilings of the large, circular library and the Overseer's throne room, which now resembles nothing moreso than a neo-classical mosque. There are three balconies on the first floor. The walls are still adorned with beautiful swirling patterns reminiscent of the sea, which still glow in the dark. Much of this fantastical construction (including the glass ceiling opening onto the sky on the ground floor) was only possible thanks to the expanded Enchanting center, which oversees all such enchantments, including the cleaning enchantments on all of the floors, walls and curtains, providing unbreakable glass containers to the alchemy center and self-cleaning plates and utensils to the kitchen.

The old kitchen was destroyed during the Second Sentinel War, so now Meta and her minions - *cough* kitchen staff live inside in the basement rooms. Jessie's home was also destroyed during the War, so he also lives in a priest's bedroom - which he shares with Cressa.
I'm sure you can imagine how he felt when he discovered the new arrangements.

As Cressa makes shameless advances on him every night, he's taken to sleeping during the day while she's teaching her classes and prowling around the corridors through the night. This, as well as the stern new supervising priestess, is added incentive for young acolytes not to wander around out of bed, for he does enjoy lurking in the shadows, ready to bark at them for being up out of hours. XD

Also, he has been instructed to allow his students to "let their hair down" by playing sports on the beach once in a while. Obviously, he considers this an utterly degrading, childish exercise, and mainly stands by glaring like an ill-tempered statue while the youngsters chase balls up and down the beach. It might sound so far as if he hasn't changed at all, but I've altered his personality so that he's less conflicted and wrapped-up in O MY TRAGIC PAST, HOW IT PAINS ME TO THIS DAY. Doesn't make him any less of a surly old goat, though.

Lorika no longer dyes her hair! This is a reflection of the fact that she no longer feels it necessary to try to be something she isnt. She's now a much more effective and brave leader after eveyrthing that's happened. Congratulations to her on PERSONAL GROWTH!

The Overseer, having regained his powers at the end of Chapter Three, has left with his still de-powered sister to travel the world. He may pop in from time to time, though. ^w^
(I decided on this mainly to avoid myself having to juggle YET ANOTHER character or push him off on someone else who also doesnt want to juggle another character)

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^ A preview map of the brand new ground floor of the temple, if you can stand to read through all my scribbles on top of it. It won't be covered in scribbles when it and the others are eventually published. Anyway, CLICK IT!
PostPosted: Thu Nov 03, 2011 1:36 pm


Figured I should also post this as well:

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Like I said, the basement has hardly changed, but here's the new, re-drawn map with the names of the potential room occupants scribbled on top. Any characters not listed here are living in the dorms upstairs (TRG's characters are all living there, already asked her). If I've forgotten your character, let me know and I'll pencil them in - go ahead and choose your own room if you want. The small rooms are all standard acolyte single bedrooms, whilst the big rooms in the bottom half are double rooms with ensuites reserved for staff and teachers - Fel also has one of these rooms up the top by the bathroom, supposedly as a "responsible" adult keeping an eye on the acolytes.

One character I know I've forgotten already is Xei. Ffffffffffffffff. Anybody else, dooo let me know! Also if you'd prefer to be in the dorms, LET ME KNOW!! I NEED TO KNOWDMHCSVEJ

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 Nov 03, 2011 1:47 pm


NOW FOR...

CHARACTER CHANGES:

A year and a half has passed in the roleplay, so you can't expect time to turn without any changes! Here are some of the changes wrought on characters in the time we've been gone:

Several NPCs have moved on with their lives:

Steff has left to pursue a career as a mystic arts researcher at the University of Gaia, specialising in planar theory. She originally came to the Order with a sad tale, having run away from a home where her father hardly loved her, and feeling like she had no purpose in life. I feel like this is a fitting conclusion to her journey of self-discovery! She'll be a great magician! Congrats, Steff! 4laugh (She may pop back in from time to time. She'll miss Odin and her other friends after all!!)

Damien and Samuel have also moved on, mostly due to a nasty breakup between Damien and Gloria. Last we heard, they're working behind the bar in Durem, occassionally putting their combat skills to use subduing the drunks!

Jonathan unhappily met his end during the Second Sentinel War in Chapter Two, one of only a few fatalities. His sacrifice is still remembered. We weep for him.



Some are still around, and have even advanced in rank:

Gloria's still here, shock of all shocks! She's grown up quite a bit since we last met her, having matured through her experiences at the Order. She's no longer as unruly as she was, because she feels secure in her position. For the first time in her life, she's in a safe place where she can put her skills to use. She spends her days assisting Jessie with the combat students.

Adeline, who only appeared briefly in the first instance, was the pleasant fair elf who worked as an enchanter and a tailor. With the expansion of the department of enchanting (a lot of work went into the new buildings!) she's now Head of Enchanters, and also is the main carer for the garden, with her druidic magic.

Ardelle was only briefly mentioned last time, but now you'd better get used to seeing her around! Originally a general's daughter who arrived with the military reinforcements during the First Sentinel War, she continued to train with the combat division up until the events of Chapter Two. Then, she chose to train as a spiritualist, because she felt like she should be doing more than just fighting. She's now a fully-fledged priestess (one of three: Lorika, Lacine and Ardelle) who acts as the supervising priest for the dormitories and the medical center. Cause havoc at night at your own risk: When it comes to scariness and discipline, on a scale of one to ten Ardelle is almost as bad as Jessie!

Yup, Lacine is still here! For a time, she was the supervising priestess on the second floor, but she hated the job, feeling like a babysitter, and the teens walked all over her. So she swapped duties with Ardelle, and is now the supervising healer for the combat division.

Thomas, much to his chagrin, was placed in charge of the Alchemy department (which now can be found on the second floor - Lorika decided it best to keep the potions away from the spellcasters after what happened in Chapter 1...) He spends his days glaring out from behind the dispensing counter and sending potions down to the medical center via dumb waiter with as much bad temper and ill will as he can force into pressing a button.



Cressa, Lorika and Jessie are still the heads of Spellcasting, Spiritualism and Combat respectively. During Chapters Two and Three there was a second Spellcasting master - a shaman named Deylin, who came to the Order as a result of a mix-up at the magical academy after Panda's death. He and Cressa enjoyed a relationship full of friction (several magical duels broke out simply due to the crampt size of their shared office space), but at key moments they put aside their differences and worked together, and in the end parted as friends. He belongs to Fel, and I'm going to be totally frank and say that I have no idea if he's going to be in The Reprise, because I cant get hold of her 8< I sent her a PM just yesterday so hopefully she'll get back to me soon.


RETROACTIVE CHARACTER/PLOT CHANGES:

A couple of characters have been wiped from history: Pseudosentinel, Coline and that Prince character guy Kyo played. They all left plot holes in their wake that I consider too big to ignore or mend, so from now on just consider that they never existed. sweatdrop

I don't think there are actually any changes to everything that happened within the rp - as in stuff we rped ourselves, but there are changes to the events of the Chapter One RP event, and pretty big ones at that. I'm not gonna go into detail here because it just isnt necessary, but basically a lot of the middle part never happened now, kay? 8D;; Also whatsherface doesnt exist anymore either. uhhh. Whatsherface. Luathrae. Yus. And Joe. *erase erase erase* Or maybe she does exist but never got involved with Jessie OR nearly died, and just went off to pastures greener. SOMETHING LIKE THAT


so many fudging plot holes gonk
PostPosted: Thu Nov 03, 2011 1:53 pm


FULL STORYLINE:


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.

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...



After 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...



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.

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 Nov 03, 2011 2:04 pm


NEW ARTSSSS:

I don't have too much I'd like to reveal right now [code: I'VE HARDLY FINISHED ANYTHING SEJJHSFEJSE] but I've been working my butt off putting graphics together for the new thread - as always they're the most time consuming of all 8<

Heer is a piccu Kira_Megane made for me upon request for ch2 - it's finally getting used now!

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Here is a portraitu of Cressa (left image is a test image I did first):

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Heer is a piccu of sad!Keanu riding the magical robot unicorn:

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"Alllwayyysss I wanna beeee with youuuuu"




And heer is Lucius being FABULOUS:

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Enjoy ;w;
PostPosted: Thu Nov 03, 2011 2:05 pm


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Lorika
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PostPosted: Thu Nov 03, 2011 2:06 pm


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PostPosted: Thu Nov 03, 2011 2:11 pm


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PostPosted: Thu Nov 03, 2011 2:13 pm


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PostPosted: Thu Nov 03, 2011 2:13 pm


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Lorika
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PostPosted: Thu Nov 03, 2011 2:14 pm


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PostPosted: Thu Nov 03, 2011 2:15 pm


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Lorika
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Lorika
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Married Lunatic

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PostPosted: Thu Nov 03, 2011 2:16 pm


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