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| Campaign Against the Keep; The battle begins... | |
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| Topic Started: Jul 20 2008, 11:53 PM (1,204 Views) | |
| Root | Jul 20 2008, 11:53 PM Post #1 |
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The Speaker for the Dead
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Deep in the heart of what is now referred to as 'Etherstorm' there now lies the ruins of modern civilization. Violent energy storms have wrecked havok across the land making this place less than habitable. Recently, an entire fleet of satellite-like ships have appeared on the north-eastern ledge of Etherstorm, known as the 'Mana Shelf'. These vessel together make up Ardor Keep, a bastion of holy power invested in beings known as the Naari. They arrived to Etherstorm to monitor the cause of the rifts and energy storms ravaging the land. The Naari and their descendants, the Naarirum, were concerned that perhaps the destruction of this once peaceful nation was the doing of the Ne'mar, a strange, malevolent force. Not much is known of this faction, though it is known that they employ demons. The Ne'mar have recently been sighted in the barren wasteland that is now Etherstorm, and some of their smaller child organizations of spread throughout the land. The Naari had hoped to give chase to the Ne'mar and eradiate as much of their evil as possible. However, not all went as planned for the Naari and Naaririum. Not soon after Ardor Keep appeared in the Mana Shelf, a strange darkening came over the mighty ships. Some of them simply fell out of the power grid, and crash-landed in several areas of Etherstorm. The security mechanisms within the Keep activated and locked out any outsiders from entering any ship contained within the Keep. Ever since that strange occurance, the energy typhoons that wrecked Etherstorm simply became worse. The very presence of Ardor Keep seems to be turning Etherstorm upside down with grief and turmoil. Most the inhabitants of the land migrated elsewhere for safety, leaving what used to be a very lush place now to be an empty desert. Recently, construction of Energy Towers have started by an unknown force scattered throughout Etherstorm. In addition to that, the reading from Ardor Keep have been shockingly intense. It seems as though raw energy from the storms are being harnessed somehow and channeled into Ardor Keep. If this continues, the entire fleet of the Keep vessels could overload and explode. This explosion would completely wipe out anything in Etherstorm and possibly around it - the mana residue would spread much further, and many other lands could become much like Etherstorm is now. However, it is not entirely clear what is happening inside Ardor Keep - the only thing known is the spike in energy levels. The vessels that crash-landed in Etherstorm contained many Naarirum. Unfortunately, many perished due to the tendancy of the environment around them and the raw power leaking from the vessels. Those who did survive did their best to conserve the resources of their ships and make them inhabitable while deciding what to do with the rest of Ardor Keep. One of these vessels, called "The Gleaming Loom" landed in a secluded area of Etherstorm. The appointed leader after the crash, Relaeh, set up camp for the injured. Pleading with what few travelers he met, he tried to gather up help. However, no being wanted to remain in Etherstorm, the land being in the state that he was. Not soon after, the camp was raided and many were imprisoned, including Relaeh (who later then escapes). Those who were not hid near their basecamp - it was their lifeline, after all. Those who remained prayed and searched for their lost companions. Their ranks were extremely thin - if they wanted to do anything to take back their Keep, they were going to need help. ================= This RP is now open. Jailbreak FINALLY finished! ================= Currently: Ardor Keep is locked down. Security Ring Protocol has been activated. Security Ring Alpha defenses online. Keeper's Monitor Offline; Connections have been compromised. Unknown presence has overcome them. Relaeh paced the floor of his chamber of the Gleaming Loom as he gazed upon the broken ship's console. He wondered to himself exactly what was happening in the grand fleet and why the Keepers' themselves were not responding. "This does not bode well..." is all the priest could keep saying to himself. A malicious thought slowly crept into him. He didn't want to believe it at first, then slowly he became more attuned to it, believing it but not wanting to. "No..." he said aloud. "No, there isn't any way the Keepers could have been corrupted...is there?" His question was answered with absolute silence and a shiver. ----- Players and such 1. Sean | Sean | Items 2. Jeff | Gad | Items 3. TwilightShade | Azir | Items 4. Sirius | DarkManticoreX2 | Items * Root | Nyarn | Items Edited by Root, Oct 24 2009, 09:23 PM.
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Jun 28 2009, 10:46 AM Post #2 |
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The Speaker for the Dead
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Boss Listing ================ Main Area: Security Ring Alpha Available Sub-Areas: - The Warden's Hall - The Guardsman's Quarters - The Watcher's Refuge - The Curator's Athenaeum ------------------ The Four Keepers Spoiler: click to toggle
Edited by Root, Sep 18 2009, 08:43 PM.
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Jun 28 2009, 10:46 AM Post #3 |
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The Speaker for the Dead
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Reserved |
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Jun 28 2009, 10:47 AM Post #4 |
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The Speaker for the Dead
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Reserved |
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Jun 28 2009, 10:47 AM Post #5 |
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The Speaker for the Dead
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Reserved; Y'golath The God of the Eternal Nightmare. Spoiler: click to toggle
Edited by Root, Sep 20 2009, 08:16 PM.
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Root | Oct 24 2009, 09:39 PM Post #6 |
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The Speaker for the Dead
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Nyarn enters the Gleaming Loom, which was a comfortable transition from his previous condition. He waits in the front room for his companions to enter. Relaeh waits quietly. Click for -> Status <- Player Status Enemy Status |
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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| Jeff | Oct 24 2009, 09:49 PM Post #7 |
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Lord of Pie & BBWs
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Gad quickly walks in with Nyarn, not wanting to be left behind in a place he could only describe as God-forsaken. He nodded heedfully to Ralaeh to show respect and as a way of thanking him for finding a place he found to be less stressful. |
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Come visit me and my thought processes at my website: http://www.publishedauthors.net/tdotdw/news.html "In the cold light, justice and morality always look corny and you can't wave the flag and look cool. But like it or not, society needs its heroes." - John Hart; actor who played The Lone Ranger. | |
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| Sean | Oct 24 2009, 09:53 PM Post #8 |
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The ⑥of Four Against Nature
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Sean steps into the room, and nods to Relaeh. "What's the status here?" |
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| DarkManticoreX2 | Oct 24 2009, 09:56 PM Post #9 |
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Member Rank 5
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Sirius also nods in greeting to Relaeh, moving along with the group. "I don't mean to be imposing, but do you have a place to sit? We've had quite the trip. A few comfy chairs would be nice if you have them" He says smiling.
Edited by DarkManticoreX2, Oct 24 2009, 09:57 PM.
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| Root | Oct 24 2009, 10:07 PM Post #10 |
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The Speaker for the Dead
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Relaeh nods at Sirius. He beckons Nyarn over into another room, and they come return with what look like benches made out of a rich granite, cushioned with, well...cushions. Relaeh starts off by explaining his identity. Who and what he is, where he comes from, and the situation that Etherstorm is in. He explains that Nyarn traveled here in search of the secrets from his ancestors (parents). It was during this time that Relaeh, Windsor (Nyarn's brother), and Nyarn met. It was also during this time that Windsor and Nyarn were captured, and Relaeh remained as the Gleaming Loom's only defense. Spoiler: click to toggle As Relaeh begins to tell the tale, another figure steps in. Nyarn's brother, is standing in the doorway, listening intently on the story he's heard so many times before. Relaeh acknowledges his presence with a nod and says: "You now know the situation. We must eradicate whatever has caused Ardor Keep to become unstable. I have a theory ... but, I do not like it. There must be something inherently evil inside it if even the Keepers are not responding. I'm sorry to ask this of you my newfound friends, especially after all you all have been through...but we need a vanguard to travel to Ardor Keep and cleanse it." Relaeh sighs as he finishes that sentence. "I am more than able and willing to assist you. But if I go, Nyarn and Windsor must stay here. Our first directive would be to see what has become of our four Keepers. We also need to begin preparations. You are all welcome here. Let's say we begin preparing mentally and physically for a week. That should be ample time to assemble our teams. Please, explore the Gleaming Loom's interior...you are welcome to any part of it." ---- And thus, a week passes...as the warriors bravely prepare for what they are about to face. |
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Does being the only sane one make me the insane one, in a sort of way? Though my eyes could see, I was still a blind man; Though my mind could think, I still was a madman... "Yes there are two paths you can go by, but in the long run...there's still time to change the road you're on" | |
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- Multi-target attacks strike one additional opponent.
Stompers of Insurrection - Increases health by 5; stuns all nearby opponents for 2 turns (5 turn cooldown)
at your opponent
Legplates of the Unfaltering - Increases health by 10; Phys. Damage by 3
(+10 HP Total; 20 HP granted for 3 turns)



Incite Madness - Causes an enemy target to go mad, causing them to attack their teammates friviously. Lasts 3 turns.
Ruin Sanity - Diminishes enemy targets' sanity, reducing their damage by 10%. This effect can stack, and the more it does the higher chance the Warden can control you. Used as an aura.
Mindbreaker - Instantly silences the target and causes damage. If the target was casting a spell, it will also inflict the damage of the spell (plus any empowerments).
Unrelenting Fury - In an extremely fast flurry of attacks, wound a target up to ten times in one turn. Internal Cooldown.
Tempest - Unleashes a storm upon his enemies, draining their power by 25% and bolstering his by 25% per person.
Siphon Power - When activated, heals 100% of all damage caused. Lasts 3 turns with an internal cooldown.
Aura of No Hope - Healing effects are cut in half for enemies.
Touch of the Wrathgiver - Deals shadow damage and extra shadow damage over 3 turns to all enemies. 1 turn cast. Can be interrupted.
Flame Jet - Causes a pillar of flame to cascade down from the heavens, igniting half the room.
Mark of the Watcher - Focuses the Keeper's fearsome gaze upon an enemy. Spell-casts may be interrupted at any time, inflicting shadow damage. for the duration. No set duration, can change at will.
Dark Whirlwind - A massive swing of his ethereal blade strikes all targets in front of him (melee range) for physical damage, and then shadow damage over time (2 turns).
Havoc - Causes all spells and abilities to trigger no cooldown or cast time. Internal Cooldown.
Vigilant Aura - All damage taken reduced by 25%
Instill Remorse - Reduces the damage done by the target by 50%.
Calculated Attacks - Increases damage done by 100% for 3 turns.
Energy Bomb - Drops a bomb of crackling energy, dealing arcane damage and increasing arcane damage taken by 25%. Also silences target (2 turn duration).
Sap Sanity - Causes all targets to lose their minds for 3 turns, causing the
) , making each attack a critical strike for the
Aura of Sanity - Cannot be mind-controlled or afflicted by mind-altering spells of any kind.
Depression
8:37 PM Dec 2