Th3_Elder

THIS IS THE ELDER SIDE OF Logan__
Name: ???
Location: Nexus
Species: ??? (ELDER of the 4 Realms)
Age: ???
Height: 5' 8"
Weight: ???
Personality: Go find out yourself!
Abilities: Reformation and other tings...
Weakness: Running out of elemental energy...
Jobs: ...
Owner: ...
Friends: none...
The Story: The Elder Are Broken In an epic battle, The Four Who Are One defeats the Nightmare king, never suspecting that, from the jaws of his own annihilation, their archenemy has played one last treacherous card. Seizing upon the broken oath of the Elder, the Destroyer summons the last fragment of his once awesome strength to pull the spirits of the Elder down with him, trapping them in the void beyond. Although the Elder do not perish, they are left powerless until their spirits can return to their respective realms. A Seed of Evil is Planted Before vanishing forever, the Nightmare King's final action is to take the essence of his own powers and with them plant a seed of evil. This, in the most desolate corner of the cosmos, a child is being born - one shaped from corruption absolute, its dark conscience ever growing, still unaware of its own tainted core. With its birth, the child will invade the space left vacant by the Elder's absence, so that no creature may challenge its dominance. The Destroyer thereby seeks rebirth from his own death that he may return to the world in a new and even more terrible shape. So it is that the circus the Elder once vowed to protect lies broken, drifting through the abyss, carrying the sole remnant of the Destroyer's taint. The Four Who Are One, their shapes now splinters scattered across the realms, linger in a helpless state of limbo in the cosmos' darkest hour. One Hope Remains Only one mortal can devise a means of calling back the Elder. Her name is Madame Raven, the clairvoyant matriarch of the Psycho Circus. She must recruit one last soul to collect the shards of the Elder's forms, to give the new avatar the necessary power to enter the Womb Of Hell, the dark rift where the Nightmare Child stirs. But who will take this Suicidal path? Will anyone dare oppose the seed of a new God? Feverishly, her blind eyes scan the orb in front of her. There will be no rest for the sorceress this night.
He who draws from the deep wells of the soul and emotion, bringer of passion and pain.  He can move a heart to tender love or murderous rage.  His is the element of water.
This is the Water Realm.  The old avatars are powerless, lost in the void with their masters.  It is you that have been favored to be the Starbearer's champion in this time of desperation.  Your journey will be a perilous one.  From the moving shadows of tattered back streets, through the haze of the city heart, you must pass through hallowed halls to finally reach into the circus and strike at the root of evil.  The contamination from the Nightmare Child is already seeping out of the seams of the cosmos, giving darkness eyes to see with . . and fangs to tear with.  Steal yourself!  Fear will take shape before your eyes.
Part 1: The Roadhouse – it all begins here.  To call upon the Starbearer you must master his realm, cleansing it of evil while gathering the fragments of his shattered armor as you go.  You'll grow more powerful with each piece, until you've fully evoked the wrath of the old ones.  Unfortunately, the soulless spawn guard these artifacts jealously.  Go now avatar, I will aid you in whatever way I can.
 Part 2: The second armor shard is far more elusive.  In the depths of the city lies the Indigo Palace, where a twisted foe awaits your challenge.  Once the second shard is yours, you will be able to enter the docks, where the golden mirror will guide your way to safety.
Do not be deceived by the apparent calm of this place.  There is more to the city square than meets the eye.  Unlock the library and make your way past the colossal volumes of lore.  You must master the flow of the fountain to snuff out the flame and reveal the labyrinthine belly of the city.  It is only through this that you will find and pass through the looking glass.
You've come far.  You're closing in on the core of the Water Realm's corruption.  To countless before you, the hallowed halls within have been a place of salvation, a pit of damnation to others.  To be a master of this realm you must cleanse the ancient cathedral in a trial of blood and wits.  By way of the Scourge, the earth element will be a useful ally for you here, as the way in is not as straight as it first seems.
You stand at the brink of success now.  Only the carnival of lost souls block your way.  Through the crimson fold you must go, to find the Starbearer's mask.  With it, you will have invoked the Elder and become a true avatar of the elements.  It all rests with you now.  I can do no more.  May the fates look upon you favorably, my friend.
Personifies the primal, animal instinct, the rough beast that stirs in each of us.  Embracing instinct rather than intellect, he knows neither cruelty nor mercy.  His is the realm of earth.
You are now in the Earth Realm.  The safeties of your own domain have been left behind.  Don't trust the rules of this world to follow those of your own, or it will be your undoing.  Only the strength of the Elder will protect you from the approaching abyss that eats at the fabric of time.  From the smoldering ruins of the roadhouse, you must head deep into the earth wound, pass through the palace of pain, beyond the dank vaults of the dead, before you'll come face to face with your fate, deep within the beast pens.  But make haste!  As these words reach you, the elemental realms lose ground to the cosmic cancer.  Call upon the rage inside yourself!  Show the enemy that their rage is no match for the beast you hold chained within!
The ruins of the roadhouse hold the first shard you seek, hunter.  Once it's yours, make your way into the treacherous chasms below.  You are well advised to master the arms of your element.  They're not just tools for battle, but also a necessary means of traversal.
Part 1: In the garage, you should find transportation to the circus.  You must make your way around the outside of the mansion to gain entry.
Part 2: It seems this path was not meant to be.  You'll have to find another way to the circus now.  Seek the library inside the mansion.  The knowledge held there should allow your journey to continue onward and upward.
From the stench of the open graves, to the depths of the catacombs below, the Unholy Ground is territory you must claim as your own.  These sacred grounds have been defiled.  You must cleans them or the earth realm will surely fall!
Beyond the tents and pens, lies your final challenge.  Quick thinking will be necessary to save you from the challenge of the cannon blast.  Beat it, and you face even greater peril at the fury of Tiberius' revenant.  Banish the evil, invoke the Beast King, and recant the land!
Represents the principles of universal balance, the ultimate harmony of the cosmos.  Observes situations dispassionately and sees all sides of a dilemma.  His is the element of air.
The Celestial is the arbiter of balance, but harmony was lost when the chains of fate were broken and the great darkness forced itself into our world.  The Celestial must be united with this brethren for our world to stand a chance.  His armor shards have been hiding in the most perilous corners of the fading realm, from the wharf of waste, to the stacks of poison that feed them, over the urban chasm and into the Midway's Mouth of Madness.  Lay claim to the air realm before it fades out of existence!
As the tide of time churns, we lose precious ground.  The old realms are slipping into the void.  Thus, the first armor shard is out of your immediate reach.  Without the blessing of the Elder, you won't stand a chance against the formless horde.  You must make a mad dash through the Gargoyle's arches to reach the salvation that lies at its end.
Standing as testimony to man's pride, the Poison Plant spreads its pollution in this realm as it does through all others.  You must venture deep into its toxic bowels to free the two artifacts your quest requires.  Seek out its core, and this will set you on your path to the hall of mirrors.
From the tall roof of the city you must climb ever higher.  Transcend the bottomless pits below and ascend to the temple of winds.  There you may set sail to your final trial.
The Midway of Madness hides The Celestial's Mask, the crowning glory of your transformation.  With it, you will unlock your destiny, restore the realm to its elemental purity, and prove yourself a worthy avatar of the Elder.  But be warned, your newfound might will be put to the test at the hands of Stargrave's hollow specter.
Creature of fire and shadow, blood and thunder.  He embodies vengeance and terror, the darkest impulses of mortal soul, but also the purgative flames of rebirth:  the destruction that precedes creation.  His is the element of fire.
You now stand on the rim of the Fire Realm, a most hostile of realities.  The source of the Demon's power lies buried under the blasted rock.  From the forge of doom you must go, through the molten veins of the wasteland, past the rail of infernos, to the valley of gloom.  There you'll find the tainted fortress that seals your fate.  Like a war machine you must be, for no other avatar faces a struggle as tough as yours.  Only an elite warrior may claim to be a worthy vessel of the mighty Demon, a true avatar of brimstone and fire.
From the scorched remnants of the roadhouse you must venture deep inside the steel mil and wage furious battle to prevail.  Behind the artifacts of the Elder you'll find the mirrored passage that spells success.  But be warned mortal!  I sense a new depth to the surrounding darkness.  Necromancy has infested this realm.  Beware the black hood that plays your requiem!
The lava stream that flows beneath the city is your next battleground, which holds two more shards of the Demon's armor.  Through a steady ascent, you will in time be free of the sewers.  But beware!  The flows of lava are far from stable.  Should the sewers erupt, your time in this cosmos will be dangerously short.
Ride the haunted Nether Station, and you will find the fourth and final carnival at its end.  Look before you cross the tracks!
What was once our proud carnival is now but an empty shell of evil, ruled by a soulless Ringmaster.  You must cleanse this unholy fortress and restore the justice of the Elder.  Bring back the Demon's rage so that we may undo the Nightmare Child's evil and find a new start in the purgatory flames.  There is nothing left to say.  It all rests with you now.
Arachniclown – In spite of recently having sprouted spider legs he's still the laughing clown.  You know he must be crying on the inside.  Unfortunately for him his large mass makes him an easy target, but then he really doesn't mind the pain.  If he can see you he can zap you and this God-of-Thunder wannabe does command some serious firepower.  Arachniclown's two-handed blast may be successfully evaded by ducking just as he's done powering up for it.  Element:  Water.
Ballbuster – This mound of bad meat used to eat cannonballs for breakfast even before the Nightmare Child molded him to his cannon.  He still enjoys deflecting the odd incoming missile so don't fall for his cheap fashion tricks.  Ballbusters by themselves are dangerous enough, but under the cover of a pack of Headless they are downright mean.  Proceed with caution.  Element:  Earth.
Batwing – A mindless swarm of razor-sharp wings, the Batwings tear through anything that crosses their path.  Their resistance to certain attacks and the large number of creatures in a single swarm can make the Batwings tough to get rid of.  On the battlefield it may serve you best to observe their flight patterns and simply stay out of their way.  Element:  Air.
Blademaster – Vicious blades tear at the Blademaster's cold flesh as he leaps in for the kill.  His razor-sharp disks may be ducked, but have the capability to seek you on the horizontal plane.  The Blademaster is vastly superior to the horde creatures in strength but ranks low on the list of circus thugs.  Element:  Air.
Fat Lady – A walking hill of possessed blubber, the Fat Lady's tortured head watches in horror as her unholy flesh wrecks havoc.  She is always growing in mass and must dispatch excess blubber from time to time.  These sentient gibs are out to make a demonic career of their own and you're the first step up the ladder!  Element:  Water.
Gasbag – Few of the nightmare spawn are as cursed as the bloated Gasbag.  Demonic acids encased in a sown-up shell keep this gib afloat.  An airborne hazard is to be reckoned with so beware of their bouncing meaty missiles.  Element:  Air.
Grinder – A mysterious hooded reaper with a deadly music box, the Grinder is a villain to be feared.  Element:  Fire.
Headless – The razor-limbed Headless are pouring out of the shadows, signaling the arrival of a cosmic cancer.  They are mindless and uncaring in their evil and have no care for the value of any life, much less their own.  Alone the Headless may be feeble and confused, but a frenzied pack cannot be ignored.  Element:  All.
Meanie Beanie – Once these mutated miniature menaces take to the air you had better pop them fast or run for cover.  Not able to stand much punishment, the flying clown is a fearsome foe still because of his devastating missiles and diminutive size.  Your best bet may be to get him to clown around with other creatures, who won't take lightly to his inconsiderate use of explosives.  Element:  Air.
Spawner – These unholy sentinels have forced themselves through the cracks in reality and represent the front of the demonic onslaught.  The portals they create send the nightmare armies forth into the Elder's realms.  The number of critters a Spawner can sustain vary but each takes the same amount of punishment before it folds.  You effectively claim an area by destroying all the Spawners in it.  Element:  Nightmare.
Strongman – Buffed beyond reason, the Strongman's sole remaining joy is to smash things smaller than him into mushy pulp.  His brutal ground slam creates a shockwave that can be devastating, but a well-timed jump evades it.  Element:  Earth.
Strutter – These bloated battle-bugs come in two variants, lava and hail.  Their saliva glands are bad news, as they spit tainted elemental fury like no other horde creatures.  Elements:  Fire or Water.
Stump – Every Stump is convinced it alone could devour the entire world and every Stump tries.  For a horde creature it is fairly dangerous up close and it loves to empty its fiery bowels in your face.  Their sharp aim allows them to be a threat at all ranges.  Element:  Fire.
Tickler – Floating on hot fumes and bad temper, the drooling Tickler is not a friendly customer.  Stay out of sight or this brain-ball will light you up with its burning hate-ray.  Element:  Air.
Unipsycho – All memories of his jolly past as a juggler are blisters on the Unipsycho's lost soul.  Now, all that remains is an ever-burning hatred for those that don't feel his pain.  He commands the element of fire like no other and is a major threat in open areas.  Use his lack of speed to your advantage and make sure you have cover before taking him on.  Element:  Fire.
Elder Belt – A most powerful boon, the Elder Belt will greatly increase your running speed, allow you to make longer jumps and maneuver more effectively in combat. (Under his cloak)
Elder Boots – After equipping the Elder Boots the avatar's jumping prowess becomes much greater than before.  New areas may be discovered, dodging certain attacks becomes easier and the ability to leap over foes that could previously block your path will dramatically increase your chances of survival.  As with all consecutive armor pieces, the Elder Boots also add 100 points to the avatar's capability to carry elemental ammo.
Elder Gauntlets – The first armor piece baptizes the avatar into the awesome power of the Elder, providing super-human endurance and a unique melee weapon.  The gauntlets are also what enable an avatar to pick up Elemental Icons and wield the mighty Elder Arms.
Elder Plate – The Elder Plate puts an impenetrable protective layer of heavy metal over the avatar's torso, adding a full 100 points to his health. (Under his cloak)
Elder Vest – With the Elder Vest in place the avatar's close-range prowess is greatly increased as melee weapons now do double damage. (Under his cloak)
THIS IS THE ELDER SIDE OF Logan__