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The Conflicts

- "DarkStorm Classic" Reference -

 

Destiny Has Arrived

Chaos has befallen Earthia. The world has fallen to disorder as many interconnected wars emerge from the fragile balance that existed for a millennia. Some are seeking to fulfill age-long goals once lost, while others seek to conquer, while some are fighting simply to survive. Mercenaries exist everywhere, and no one can be trusted for the line between friend and foe has never been so thin. One's ally in one conflict may be an enemy in another. It seems ironic how the entire world erupted into conflict simultaneously, and some are seeing this as a sign of the end. Will a hero return the balance that once existed, or will these prophecies be true once the fighting ends?

It is time for you to determine your destiny. Will you be seek neutrality, or provide your service to a faction in need? Or will you be a mercenary, fighting wars for personal benefit? Do you see a need to fight in multiple wars? It's up to you. You can fight in as many wars as you would like, but in each you must not choose more than ONE FACTION.

To join a side is to enter the new era of "player vs. player" interactions. No more are those of dark and light classes the ones at odds... In fact, having a character of a dark or light class no longer determines anything of his/her alignment. As an example, it is now possible for a necromancer to fight on the side of light. To choose a side for player vs. player now, you must enlist in at least one warring faction. It is possible for overlaps... A person can be a friend and an enemy at the same time, so you need to be careful if you enlist in multiple wars.

Being involved has its rewards though. For every side there is at least one inherent bonus, as well as bonuses depending on conditions for advantage being fulfilled (such as by taking a space station). The goals of the wars differ, but every side in a given war will seek the same goals in opposite directions.

Enough of this... So what are the current wars?




The Galactic Conflict

The conflict brought upon by the mysterious conquest of the once-benign Corrorian Empire, which is now seeking to secure what is left of the inhabited galaxy. The Corrorian Rebels seek to stop the expansion of their empire, knowing that something dark is at work... While the Alliance of Eridaan, led by the Aphorites, seeks to get revenge on the Corrorians and the misunderstood rebels after the destruction of their homeworld. Amidst the confusion, the Karlorons, almost defeated by the alliance that once existed between Corroria and the Aphorites, have started to grow as a threat once again.

As a member of one of these sides, your goals center on influence through the known galaxy. You are entitled to a warship and the certification to fly technological starships. These ships are well beyond commercial vessels in power, and are provided free of charge (not including aftermarket components) to those of the side to which they belong. Unless you figure out how to illegally attain such ships, you can only fly those built for your side. If you switch sides, you lose your previously issued ship(s) unless one was attained by other means.

As the empires expand, they require defensive stations to maintain their influence in the known sectors. Without such stations they are no threat beyond their homeworlds. Therefore, it is your duty to secure these stations for your side... And this is the foundation of the conditional bonuses of the war. To take control of a space station, this is what you do:

1) Fly a starship to the designated space station. All attainable space stations have descriptions that set them as such.

2) Post a “Docking” thread in the space station’s forum. This allows you to leave your ship and enter the station on foot. Keep in mind that your ship is vulnerable to attack by enemy ships while you are docked.

3) Post a “Taking Control” thread in the space station’s forum. You can be creative and call it whatever you’d like as long as it is obvious what you are doing.

4) You must remain “in control” of the space station for 15 minutes from the thread being posted. If you are attacked at all, the attempt fails and you must either escape in your ship or defeat your enemy before trying again. If your ship is destroyed, you cannot escape unless you can open a portal with another ability or someone comes to pick you up.

5) After you take the station, reply to the designated “Control” thread pinned in the station declaring new ownership. This is a +1 to everyone on your side. Which ever side made the last reply to this thread is in control... NO OTHER REPLIES ARE TO BE POSTED THERE.

- Along with the conditional advantages for each side, space stations can serve other purposes. Ships can be “called” just like any grounded starport from a friendly space station, and ships docked with a friendly space station can be repaired for all damage as long as the sector is free of enemies. In a sense they can function as a base for your faction.

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The Execution (Corrorians)

Who They Are: The Corrorian Navy. Whether it be for securing the systems deemed necessary for capture, destroying the fortifications of the enemy, or defending Corrorian space, the Navy is the front line of the Corrorian forces.

Inherent Effect of Joining: Tech Starship Certification

Conditional Effect: Effects of the space stations controlled

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Ardent Squadron (Corrorian Rebels)

Who They Are: The scattered forces resisting the recent actions of the Corrorian Empire. They consider themselves Corrorians, although exiled, but have made enemies with those of the administration who are directing the recent aggression. They believe that there is a cover-up and that the Corrorians are being manipulated to a dark end, and they seek to discover the truth and prevent the expansion. Their fleet is influenced by individuals of less-than-legal trades, seeking to limit the Corrorians for their own profit and allying with those who can help (some of whom are rumored to be pirates). This is part of the reason that a large part of the Rebels’ fleet consists of modified and reverse-engineered Corrorian starships.

Inherent Effect of Joining: Tech Starship Certification

Conditional Effect: Effects of the space stations controlled

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Wind of Redemption (Alliance of Eridaan)

Who They Are: A new alliance built by the Aphorites who escaped their homeworld’s destruction through a portal to Eridaan. The Aphorites welcome all enemies of Corroria to join in their alliance to destroy the empire that threatens the security of the galaxy. Very shaky relations exist between the Alliance of Eridaan and the Corrorian Rebels, but since there is a conflict of purpose between the two, hostilities frequently emerge between the two groups. There are rumors that underground alliances exist between the two forces, but the Aphorites refuse to verify this. Regardless, however, they often look at the Corrorian Rebels as privateers and won’t hesitate to fight for territory they took from the Corrorians.

Inherent Effect of Joining: Tech Starship Certification

Conditional Effect: Effects of the space stations controlled


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The Swarm (Karlorons)

Who They Are: The force of expansionist Karlorons: Insect-like creatures that make themselves enemies to all. They seek territory to take resources and spawn, and will wipe out all life on any unlucky planets they come across. They are very hardy and can survive in almost any condition, and due to this and their sheer numbers, they are a definite threat to anyone who gets in their way.

Restriction: Karlorons Only

Inherent Effect of Joining: Tech Starship Certification

Conditional Effect: Effects of the space stations controlled







The Great War

Ten centuries ago, the forces of Pompelus and Shral Valeron fought in a great war for the future of Earthia. The war concluded with no true victor... The known world was torn apart by the war, never to be the same again, while the legions of Nemorok returned to their blighted continent leaderless and scheming for revenge. They have planned for centuries to finish the war on their terms, and now is the era in which the war will conclude. More than ever before, the future of Earthia rests on the ultimate outcome of this forsaken war.

The goals for this war will change over time, as new knowledge becomes available and the focus shifts. Right now the overriding goal involves a struggle to attain the attention of lost allies... For the festering legions of Shral Valeron, the goal is to bring about the return of the sorcerer Nemorok to lead his armies toward revenge on the descendents of Pompelus. For the bringers of light, the goal is to receive the wisdom of the legendary paladin Aranel as to how to stop Nemorok and destroy the encroaching forces of Shral Valeron. These are considered important for many of their followers today, since after ten centuries of isolation, they do not fully understand the events that took place in the past Age when the war began.

To gain the attention of their past heroes, they must fight for control over the Plane of Ages, which can only be reached through the Lucid Plane and the Tenebrous Realm. This is how it works...

Every day in CurvedSpace Time (Eastern Time), there will be one cycle. At the end of the cycle (at exactly midnight), control over the Plane of Ages will be determined for the following day. It is impossible for control to switch during the day, but the cycle will start over and those involved in the war can fight for control during the following cycle... and so on.



The Plane of Ages is a realm of multiple locations, each with its own purpose. Attaining control for the next cycle depends on at least two of three conditions being met at the moment of midnight. If no side meets at least two conditions by midnight, control remains in the hands of those who controlled the realm before the cycle ended. When control changes, a reply should be posted in the applicable control thread (but no other replies should be posted there). All conditions met during one cycle do not carry over to the next. These are the conditions:


1) The enemy’s portal to the Plane of Ages is destabilized at midnight. Due to the nature of this portal, it can be done by anyone; however conventional means do not have an effect on it. To destabilize a portal, one character must post a thread stating that he/she is destabilizing the portal from within the enemy’s entry location. That character cannot move to another location or the portal will stabilize, however as long as he/she is there, no enemy can enter the Plane of Ages who isn’t already there.

Here’s the catch. Spells can transcend the portal in either direction, so enemies in his/her home realm can attack the one destabilizing the portal using spells and only spells... And the same in the other direction. The only exception is that summoned minions can attack as well. All of such a duel would take place within the destabilize thread, and only one character on each side can take a part (although enchantments, heals, and other similar assistance can be provided by others). There is an inherent regeneration of 600 EP per turn for those involved. However, if an enemy is present within the Plane of Ages before the portal is destabilized, he/she can also attack the destabilizer using any abilities he/she wishes. Once a fight starts that is inter-realm, however, escape is impossible for both until one falls or if the cycle changes mid-battle. This is probably the focus for a powerful spellcaster.


2) One side has held the Altar of Heroes for a longer time than the other. This is not cumulative for all captures, but for the capture that happened to last the longest. At exactly midnight, no one is in control since the cycle changes. This is similar to a space station capture in the Galactic Conflict. A “Control” thread is posted, but instead of having to hold the location for a set amount of time for a capture, one would try to simply hold it for as long as possible. So a character isn’t stuck there all day, an exception is made that he/she does not need to be present for control to be maintained. However, if the character leaves, it is up for the taking. For control to be taken, only one side can be present in the location. Whether or not the individual to take control is there doesn’t matter. If both sides exist there, the side last in control remains in control until they are no longer present (in simpler terms, they must be defeated to take control from them). There is a 5-minute buffer between when the Altar of Heroes is cleared of the enemy and when it can be taken, so as long as there are reinforcements it must be protected. A character can multitask holding the Altar and doing something else in the Plane of Ages... If one wishes, he/she can even take the Altar and destabilize the portal while maintaining control, as long as the Plane is clear of enemies who would otherwise take it while you’re preoccupied.


3) At 2:00 PM Eastern Time, an Essence of Tempests “spawns” in the Ancient Dharonian Ruins (if the one for the previous day was taken). A thread won’t be posted about it, but it can be picked up one time every day there after 2:00. Post a thread about it when you take it. It must be taken to the Spire of Tempests (representing the time of Nemorok and Aranel) for a side to take the point. While traveling with the Essence, one can only travel to the next region after staying in one for ten minutes due to the difficulty of maintaining its existence. If the character falls at the hand of the enemy, the enemy takes it. Whoever manages to reach the Spire with the Essence will meet this condition for his/her side (there is only one Essence per day, so there is only one opportunity to meet this per cycle). It can be dropped or traded anywhere along the way if necessary. You may find it tactical to drop the Essence in either the Lucid Plane or the Tenebrous Realm if the Plane of Ages is occupied by the enemy, so a force can be organized to escort the Essence through the enemy safely. Since one must move twice through the Plane to reach the Spire, the Essence must be kept safe for 20 minutes once it enters.

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Avengers of the Dawn (Light)

Who They Are: The alliance between the Eukletia Wood’s Reclamation and the Crusaders of Pompelus, forged to rid the world of the evil that threatens to return.

Inherent Effect of Joining: Access to the Lucid Plane; Holy Weapon Certification

Conditional Effect: Aranel's Transcendence (0): EC=0; Non-Stacking Self Effect = Devotion + 10, Vitality + 10, Intelligence + 7, Strength + 7: Aranel provides his support to the defenders of Light.


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Nemorok's Legion (Dark)

Who They Are: The legion of darkness, now organized to once again fight for Nemorok’s cause. Destroyed ten centuries ago, the armies of Shral Valeron have waited for the chance to destroy the remnants of Pompelus and ultimately take control of Earthia.

Inherent Effect of Joining: Access to the Tenebrous Realm; Unholy Weapon Certification

Conditional Effect: Nemorok's Corruption (0): EC=0; Non-Stacking Self Effect = Devotion + 10, Vitality + 10, Intelligence + 7, Strength + 7: Nemorok lends his power to the legions of Valeron.







The War for Earthia

Driven into war by the schemes of Ner'val, the kingdoms of Aderon and Forlon have been fighting for control over Telanidor, and now to a desperate extent for control over Earthia. Seeking the support of other powers to assist in their battles, the battlefields have spread over a larger expanse than even Ner'val expected. With the recent discovery of Luscartia and the efforts of both Forlon and Aderon to take control, another force was driven to war as well. Entarca, the marble empire, seeks to protect its home continent and stop the forces of Telanidor from bringing their war to other places.

Every side in this war is seeking to control certain locations throughout Earthia. Each of these locations provides a specific bonus to the side that controls it. The following is the process to take over a designated region:

1) Move to the region. It does not matter specifically where in the region that you travel.

2) Post a “Taking Over” thread in the forum. As long as it is obvious what you are doing, you can roleplay to make things more interesting.

3) You must remain “in control” of the region for 15 minutes from the thread being posted. If you are attacked at all, the attempt fails and you must either escape or defeat your enemy before trying again.

5) If you can hold the region for 15 minutes, the region now belongs to your side and you should post this in the applicable "Control" thread in the base level forum of the region. Which ever side made the last reply to this thread is in control... NO OTHER REPLIES ARE TO BE POSTED THERE.


So which regions can be taken at this time, and what do they give your side?


The Caeriu Hills: > Summon Caeriu Scout (0): EC=0; Effect = Summons one Caeriu Scout (HP = 200; DP = 15 per attack): Summons a Caeriu Scout, who can assist in battle or move independently of the summoner.

The Badlands: Survival Instincts (0): EC=0; Effect = Regenerate 20 HP per minute while motionless and out of battle, according to when you post the ability thread: Knowing how to survive in the wilderness can be an important skill for any adventurer.

The Whispering Wood: Your side's controlled regions are cursed to enemies. It will take the other sides an additional five minutes to take control of any regions that your side controls.

The Desert of Maldenar: With the people of Maldenar on your side, they will bolster your side's favor of the deities, providing Devotion + 5.

The Shores of Izkaldan: The merchants of Izkaldan favor your side, providing the ability to call merchant vessels to traverse the ocean. These ships have 4000 HP and can transport up to three characters, but cannot mount any weapons.


In the case of a side having control over none of the above regions, another side may take control of its home region. This means that Entarca, Forlon, and Aderon can also be taken over. If a side loses control over its home region, in order to take over other regions once again it must take back its own region. No specific benefits are given to a side that controls an enemy's home, but as long as it is controlled, it will be one less enemy to worry about elsewhere. Keep in mind, however, that such enemies can still prevent your side from taking another region, even if they can't take it for themselves.


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Forlon's Brigade

Who They Are: The soldiers of Forlon, largely consisting of outcasts and brigands.

Inherent Effect of Joining: Receive: Forlonian Stallion (leave region from location); Can take control of the Shores of Izkaldan in five fewer minutes.

Conditional Effect: Effects of controlled regions.

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Knights of Aderon

Who They Are: The knights of the kingdom of Aderon.

Inherent Effect of Joining: Receive: Knight's Steed (leave region from location); Can take control of the Whispering Wood in five fewer minutes.

Conditional Effect: Effects of controlled regions.

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Legion of Entarca

Who They Are: The soldiers of the empire of Entarca.

Inherent Effect of Joining: Receive: Legionaire's Warhorse (leave region from location); Can take control of the Caeriu Hills in five fewer minutes.

Conditional Effect: Effects of controlled regions.



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