User blog:K'eth, Undercover Agent/Testing Ground 4: A Shrine to All of Your Mockeries.

"Take me to it..."

"My lord?"

"NOW!"

"As you wish."

"Bring me my army and bring as many of my daughters as you can. I will not rest until this 'mockery' is destroyed."

"Will you bring 'him' my lord?"

"What do you think?"

-'The Demon Lord's brief exchange with a trusted succubus advisor on the subject of K'eth's 4th Testing Ground'

"Oh but you think this will be easy? That you can change my creations to your whim? I am not some fake god you can push around Demon Lord. You will fear me, even if I have to kill one of your own to prove it."

-'K'eth saying to himself as he scryed on this coversation.'

Document#4: K'eth's masterpiece, a final testiment to the mockery that is this world. One final bang, just for this world's K'eth atleast. For others (Like me) it's just another vacation spot that gets slightly more tourism then expected.'

Location: A full moon hangs in the skies of this realm. below it. A mockery of the Demon Lord's city, the landscape is blasted and dry and grey. No life grows here. Other then the monstrositys that inhabit it. There are four entrances to the city. Each pertaining to a different Testing Ground that has gone before. Excluding the North gate of course. That's where the monsters of this Ground, roam. The South gate is a constent battlefield, catapults and trebuchets rain death onto the undead that try to swarm into the city. No one controls these machnes on either side, they just keep on firing no matter the state of the battle. Every day this battle progresses to the point that the undead will break the gate of the city and swarm in. This happens briefly before restarting at 9:00 PM and starting the battle all over again at 7:00 AM. The East Gate is where the Frost Titans roam, unlike the South Gate. The city's 'defenders' don't attack the Titans. The road to the East Gate is frozen over with Dry Ice and large looming spires of ice dot the area. Each Ice Spire is usually home to a Titan or two. This doesn't help the fact that there a couple dozen or so, just roaming around the Gate's entrance. Making it hard for anybody to get there in the first place. The West Gate is a road with ramshackle or destroyed houses that lead to said gate. The Afflicted reside here. And just like the Titans, they aren't attacked, and usually start appearing when intruders come close. And then going back into their 'homes' when they are either dead or have escaped. Inside the city is more or less a mockery of the Demon Lord's city. The Museum is there albiet destroyed and with gargoyles of old patroling the area inside and out. The bed houses are there, although more then a few are just a Mimic waiting to snatch and eat anyone that dares rest on it. The walk to the Demon Lord's castle is a bit different, as there are houses lining up the walls with symbols of each different mamono. If one were to walk in such a house. They would find more or less a toture scene as a mamono in each house loses something they hold dear over in over again. In a ironic sense that pretains to their fetish. In the courtyard there is a new statue that seems to dominate the rest of the statues with it's prescene. A Order hero, staring in disbelief and on his knees. Sword dropped on the ground, behind him. Multpile hands gripping what looks to be greatsword. Getting ready to cut his head off. Inside the mockery of the Demon Lord's palace, nothing much has changed. Except for the throne room, where once stood a throne is now gone and the wall behind it is gone as well. Replaced with a portal colored to look like a endless void. And out from it at random interveals are monsters that come from everytype of universe possible. Within reason of course. You won't find Cthulhu but you might find a Deep One or two. Also, any and all damage sustained by the city will repair it's self between the times of 9:00 PM and 7:00 AM.

Inhabints: Okay I will be straight with you, everysingle type of creature from any book, movie, show, video games (especially this one.) can be found here. With exceptions of course. You aren't going to be finding the Brethern Moons, Cthulhu, or the Borg roaming around here. Though...there are defenders of the city that resamble another world's demons. And this is their major 'breeding' grounds for these types of demons.

Blade of Corruption: A slob filled roar echos out throughout the battle your fighting and suddenly you are knocked over by this hulking beast, that keeps on charging to spear one of your allies with it's massive clawed arm.

Burst of Aggression: (Stance) For 13 seconds, the Blade of Corruption attacks 33% faster. When this stance ends, the Blade of Corruption loses all adrenaline.

Hundred Blades: (Elite Skill) For 15 seconds, whenever the Blade of Corruption attacks with a sword (or in this case, claw), all adjacent foes take 31 slashing damage.

Lion's Comfort: (Skill) All of the Blade of Corruption's signets are disabled for 12 seconds. The Blade of Corruption is healed for 134 Health, and gains 4 strikes of adrenaline.

Sever Artery: (Sword Skill) If this attack hits, the opponent begins heavily Bleeding for 33 seconds, losing Health over time.

Shield Bash: (Skill) For 13 seconds, while wielding a shield (or in this case, Shield Arm), the next attack skill used against the Blade of Corruption is blocked. If it was a melee skill, the Blade of Corruption's attacker is knocked down and that skill is disabled for an additional 15 seconds.

Call to the Torment: (Monster Skill) The Blade of Corruption kneels for 5 seconds, while this is going on. It takes double damage. When this skill ends. (Which is the five seconds) a duplicate of the Blade of Corruption, bursts out of it's back. No harm seemingly done to it.

Arm of Insanity: A high pitched 'whoosh' sound is heard as you barely dodge to what looks to be some sort of organic harpoon...more follow.

Barrage: (Elite Bow Attack) All of the Arm of Insanity's preparations are removed. Shoot arrows at target foe and up to 5 foes adjacent to the Arm of Insanity's target. These arrows strike for a extra 26 damage if they hit.

Debilitating Shot: (Bow Attack) If Debilitating Shot hits, the Arm of Insanity's target loses 14 Energy. (DE, SE, Mana)

Lightning Reflexes: (Stance) For 13 seconds, the Arm of Insanity has a 75% chance to block melee and projectile attacks, and the Arm of Insanity attacks 33% faster.

Quickening Zephyr: (Nature Ritual) Create a spirit. For non-spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This spirit dies after 55 seconds.

Troll Unguent: (Skills) For 13 seconds, the Arm of Insanity gains 12 health for each second this skill is on.

Call to the Torment: (Monster Skill) The Arm of Insanity kneels for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Arm of Insanity, bursts out of it's back. No harm seemingly done to it.

Word of Madness: A voice calls to you, it sounds distorted and twisted, but you can't mistake who it is. When you run to find this person, you see this 'thing' laughing in a mockery of their voice.

Defender's Zeal: (Elite Hex Spell) For 33 seconds, whenever target foe hits with an attack, the Word of Madness gains 2 Energy.

Judge's Insight: (Enchantment Spell) For 25 seconds, target ally's attacks deal holy damage and have +20% armor penetration.

Reversal of Damage: (Enchantment Spell) For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead.

Scourge Enchantment: (Hex Spell)  For 30 seconds, each time target foe is the target of an enchantment (any kind of buff really), the caster of that enchantment takes 99 damage.

Signet of Devotion: (Signet) Heal target ally for 134 Health.

Smite Hex: (Spell) Remove a hex from target ally. If a hex is removed, foes in the area suffer 115 holy damage.

Call to the Torment: (Monster Skill) The Word of Madness 'kneels' for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Word of Madness, bursts out of it's back. No harm seemingly done to it.

Shadow of Fear: A howl is heard throughout the town, a thing uncurls it's self and the bone like fingers hiding it's face, give way to a animal like skull that starts growling and gnashing it's teeth.

Animate Shambling Horror: (Spell) Exploit nearest corpse to create a shambling horror. When the shambling horror dies, it is replaced by a jagged horror that causes Bleeding with each of its attacks.

Death Nova: (Enchantment Spell) For 30 seconds, if target ally dies, all adjacent foes takes 130 damage and are Poisoned for 15 seconds.

Jagged Bones: (Elite Enchantment Spell) For 30 seconds, whenever target undead servant dies, it is replaced by a jagged horror that causes Bleeding with each of its attacks.

Putrid Flesh: (Spell) The Shadow of Fear Destroys target animated undead minion. All foes near that creature are Diseased for 19 seconds.

Taste of Death: (Spell) Steal up to 520 Health from target animated undead ally.

Call to the Torment: (Monster Skill) The Shadow of Fear kneels for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Shadow of Fear, bursts out of it's back. No harm seemingly done to it.

Hearld of Nightmares: Your vision goes black for a second, and the next. You are enjoying a nice lively feast with many people you regocnize in it...you don't really mind the ones that you know are dead and go back to eating the raw flesh of what appears to be human me- you quickly break out of the vision and you hear laughter all around you as you zero in on the creature before you.

Ether Feast: (Spell) Target foe loses 3 Energy. The Hearld of Nightmares is healed 83 for each point of Energy lost.

Power Drain: (Spell) If target foe is casting a spell or chant, that skill is interrupted and the Hearld of Nightmares gains 43 Energy.

Power Flux: (Elite Hex Spell) If target foe is casting a spell or chant, that skill is interrupted and for 12 seconds, that foe has -2 Energy degeneration.

Shatter Enchantment: (Spell) Remove an enchantment from target foe. If an enchantment is removed, that foe takes 134 damage.

Wastrel's Demise: (Hex Spell) For 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 14 damage and an additional 14 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill.

Call to the Torment: (Monster Skill) The Hearld of Nightmares kneels for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Hearld of Nightmaes, bursts out of it's back. No harm seemingly done to it.

Rain of Terror: A garbled cry is heard and something lumbers out of the shadows of the accursed city. Seconds later the parts of where this lumbering thing have passed are frozen over.

Blurred Vision: (Hex Spell) For 12 seconds, target foe and adjacent foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.

Deep Freeze: (Hex Spell) The Rain of Terror causes a Deep Freeze at target foe's location. All foes in this area are struck for 115 cold damage, and for 10 seconds, they move 66% slower.

Glyph of Restoration: (Glyph)  For 15 seconds, the Rain of Terror's next 2 spells heal it 135 for Health, and the Rain of Terror is also healed for 500% of the Energy cost of each spell.

Ice Spikes: (Hex Spell) Target and adjacent foes are struck for 104 cold damage and move 66% slower for 8 seconds.

Mind Freeze: (Elite Hex Spell) Target foe takes 80 cold damage. If the Rain of Terror has more Energy than target foe, that foe suffers an additional 80 cold damage and moves 90% slower for 7 seconds.

Call to the Torment: (Monster Skill) The Rain of Terror kneels for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Rain of Terror, bursts out of it's back. No harm seemingly done to it.

Spear of Torment: A bird like shriek echos throughout the battle and a spear lodges it's self in one of the many ruined taverns of the city. Moments later the sound of galloping is heard as the noise of another spear being thrown is known to be rather too close for comfort.

Aggressive Refrain: (Echo) For 32 seconds, the Spear of Torment attacks 25% faster but has -20 armor. This echo is reapplied every time a chant or shout ends on it.

Anthem of Fury: (Elite Chant) For 10 seconds, all allies within earshot gain 5 strikes of adrenaline the next time they use an attack skill.

Ballad of Restoration: (Chant) For 10 seconds, the next time each ally within earshot takes damage, that ally gains 99 Health.

Barbed Spear: (Spear Attack) If this attack hits, the Spear of Torment's target begins to start heavily Bleeding for 26 seconds.

Harrier's Toss: (Spear Attack) If this attack hits, the Spear of Torment deals a extra 26 damage. If this attack hits a moving foe, it deals an additional 40 damage.

Wild Throw: (Spear Attack) If this attack hits, it deals a extra 26 damage, and any stance being used by the Spear of Torment's target ends. This attack cannot be blocked. All of the Spear of Torment's non-spear attack skills are disabled for 3 seconds.

Call to the Torment: (Monster Skill) The Spear of Torment kneels for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Spear of Torment, bursts out of it's back. No harm seemingly done to it.

Scythe of Chaos: A party enters the accursed city 20 members all thinking there at the top of the world. None notice the shadow that follows them...21 enter...21 don't leave. the 21th doesn't leave because it has a choice...the other 20...

Chilling Victory: (Scythe Attack) If it hits, this attack strikes for a extra 20 damage. For each foe hit who has less Health than the Scythe of Chaos, that foe and all adjacent foes are struck for 38 cold damage.

Eremite's Attack: (Scythe Attack) If it hits, this attack deals a extra 14 damage and removes a Dervish enchantment (Magical Scythe users.) If an enchantment is removed, the Scythe of Chaos does an additional a extra 14 damage and strikes all adjacent foes.

Lyssa's Assault: (Scythe Attack) This attack interrupts an action if it hits. If the Scythe of Chaos is enchanted, any skill the Scythe of Chaos interrupts is disabled for additional 14 seconds. This attack does 50% normal damage.

Onslaught: (Elite Flash Enchantment Spell) For 19 seconds, the Scythe of Chaos attacks, moves and gains adrenaline 25% faster.

Whirling Charge: (Flash Enchantment Spell) For 8 seconds, the Scythe of Chaos moves 33% faster than normal. The next time the Scythe of Chaos strikes a foe, all other nearby foes take 77 cold damage and this enchantment ends.

Zealous Renewal: (Flash Enchantment Spell) All nearby foes take 38 holy damage. For 32 seconds, the Scythe of Chaos has -1 Energy regeneration, and gains 1 Energy whenever it hits a foe. If this enchantment ends prematurely, the Scythe of Chaos gains 6 Energy.

Call to the Torment: (Monster Skill) The Scythe of Chaos 'kneels' for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Scythe of Chaos, bursts out of it's back. No harm seemingly done to it.

Caller of Torture: A thousand wails of pain assault your mind, spirits laden in chains spread out the area. A single shadowy creature seemingly creating this orchestra of torture for all to hear.

Agony: (Binding Ritual) Create a spirit. This spirit causes 13 Health loss each second to foes within earshot. This spirit loses 13 Health for each foe hurt in this way. This spirit dies after 114 seconds.

Bloodsong: (Binding Ritual) Create a spirit who dies after 198 seconds. Attacks by that spirit steal up to 33 Health.

Destruction: (Binding Ritual) Create a Spirit that dies after 30 seconds. When this Spirit dies, all foes in the area take 33 damage for each second the Spirit was alive.

Gaze of Fury: (Binding Ritual) Destroy target spirit and create a Spirit of Fury. This spirit's attacks deal 26 damage. This spirit dies after 72 seconds.

Painful Bond: (Hex Spell) For 25 seconds, target foe and all nearby foes are hexed with Painful Bond and take a extra 24 damage whenever hit by a spirit's attack.

Signet of Spirits: (Elite Signet) Create 3 spirits. These spirits deal 26 damage with attacks and die after 60 seconds.

Call to the Torment: (Monster Skill) The Caller of Torture 'kneels' for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Caller of Torture, bursts out of it's back. No harm seemingly done to it.

Vein of Darkness: A rasping sound of stone being clawed against is the only notification you hear before one of your party members drop dead.

Black Lotus Strike: (Lead Attack) If it hits, Black Lotus Strike strikes for a extra 38 damage. If target foe is suffering from a Hex, the Vein of Darkness gains 16 Energy.

Lotus Strike: (Off-Hand Attack) Must follow a lead attack. If it hits, this attack strikes for a extra 31 damage and the Vein of Darkness gains 26 Energy.

Critical Strike: (Dual Attack) Must follow an off-hand attack. If it hits, this attack strikes for a extra 37 damage, results in a critical hit, and the Vein of Darkness gains 4 Energy.

Dark Prison: (Hex Spell) Teleport to target foe. For 8 seconds, that foe moves 33% slower.

Expose Defenses: (Hex Spell) For 14 seconds, target foe cannot block the Vein of Darkness's attacks.

Seeping Wound: (Elite Hex Spell) For 9 seconds, target foe moves 33% slower. That foe takes 32 damage each second while suffering from a condition (Debuffs).

Call to the Torment: (Monster Skill)  The Vein of Darkness kneels for 5 seconds, while this is going on, it takes double damage. When this skill ends, a duplicate of the Vein of Darkness, bursts out of it's back. No harm seemingly done to it.

Misc: All of the monsters of the 'shrine' are immune to the effects of DE. The only way to get rid of them is death.

Teleportation of any kind, weather it be using portals, windows to another unvierse, looking glasses (Plotholes 'cough') is somehow rendered nullfied while trying to teleport out or into the Testing Grounds

The Shrine is based off the Realm of Torment from the Guild Wars Expansion Nightfall.

No I don't hate mamonos, I just get really big bursts of creatvity that usually turn dark when I have nothing to put it on.