Jump to content

Qizu

Story
  • Posts

    503
  • Joined

  • Last visited

Reputation

3867 Divine

About Qizu

  • Birthday 02/23/2003

Contact Methods

  • Discord
    qizu.
  • Minecraft Username
    Qizu

Profile Information

  • Gender
    Male

Recent Profile Visitors

11475 profile views
  1. THE EYES OF THE DIVINING In the far north a pillar of ethereal light ignited the horizon. Act I In the far-flung reaches of Aevos' northern expanse, a beacon of luminous white light erupted against the darkened skyline. Its arrival sent shivers through the land, driving wildlife to flee in haste from their forest abodes and sanctuaries. A great howling noise echoed across the mountainous terrain of the northern winters. Those who witnessed this spectacle were transfixed by its eerie aura, yet for a select few, an ominous foreboding crept into their consciousness. Across the lands of Aevos, the frozen altars of the frost witch covens began to resonate with a pulsating intensity, emanating a primal hum that seemed to embody the very essence of raw power. The ice that encased these sacred sites twisted and darkened, tainted by the sinister touch of the unknown. Peering into the depths of these altars revealed a chilling sight: a singular, darkened eye, piercing the veil between worlds with an unsettling gaze. In the dreams of the frozen witches of the world, this same eye gazed upon them in their slumber. It sent waves of fear into each, however even then it had a certain familiarity. The discovery of the Covens of Aevos sent shockwaves through the hidden depths of caverns and trenches where they were concealed, leaving only one lingering question: Who had dared to unearth their ancient secrets?
  2. WER IDOL DI WER ADULESE The Way of The Serpent Upon the Holy Day of Bithe’Vah, the skies will blacken with ash while a singular flame stands within the darkness consuming all that gazes upon it. A gathering formed amidst the snowy expanses of the north. Samurai, constructs, and mages all gathered around as a plan was formed. A mission was commanded to them by the General’s of Azdromoth, a mission that would be completed swiftly in the following night. Snow fell down upon their warming skin as each flake melted upon arrival. They rode south through the mountains, their destination an ivory gate upon the hillside of the dwarven lands. Swiftly they made their way into the ivory fortress. Doors were broken into and initiates scared far from their keep as they fled from the invasion. Entering into the room a large golden bell dangled before them - begging them to take it. Flame tore through the chain that held it before it fell down into the pools of water below. Metal hands grasped its dented sides as some of the lightstones within it shattered from the impact. Slowly the departure began, chests were ransacked and gates tore down as they moved from the lands. Greeting them on the outside, a band of darkspawn began to take their jab at the golden fortress. Gazes were exchanged and whispers guided through the mountainside - the keep fell to siege yet again. First they traversed through the cliffside as the bell drug behind them. Pelts and cloth wrapped around it to prevent any further damage. Then it was the stone bridge, allowing them to cross into the next continent. Their trek was silent, nothing surrounded them as they fled with their prize. Above however, an eye gleamed down at the relic - something had taken notice. This trek continued nevertheless as they soon met the forests, and then the snow. The metal glided upon the slippery surface as the journey came to an end. Whilst the journey of the heist came to an end, the descent of another entity began. Clouds departed as dragon’s flame lay wrath down upon the forests of the north. Ice and snow ceased to exist where it was sprayed, flames claimed the countryside that was the north. Satar’s wrathful gaze grew close to the prize now. Words were exchanged and the bell rang mundanely through the night. As these words came to an end however, his draconic claw wrapped around what was left of the chain that once dangled the relic over the sanctuary that held it. Hoisting it into the sky, the wings of the beast uprooted what snow remained as it filled the air. It chimed through the night sky as it's destiny was forever changed. Across the vast continent, great, flitting wings cast shadows over the forestry. Ebbs of dragons flame erupt across canopies, marring the soil with burns. The bell, now in the hands of Azdromoth, chimes violently as it is carried away by dangling, broken chains. Satar lays a firm grasp around the bell with his bloodied claws, until it arrives safely at the destined apogee of Redmont. Unlike before, the bell no longer resonates with that same fear-striking sound once dreaded by the dragonkin.
  3. Old - Enkindling - Each Trial can only be completed weekly. At the end of the week, the Whelping is to show their offerings and merit in whatever they’ve succeeded. If it is insufficient, then the Trial is forfeit and must be redone. - One of each type of these trials - therefore three in total - must be carried out. The Whelpling’s wardren glows gradationally for each trial completed. New - Enkindling - If the whelping was a Herald for 10 weeks prior to beginning their wardren trials, each trial can only be completed weekly. At the end of the week, the Whelping is to show their offerings and merit in whatever they’ve succeeded. If it is insufficient, then the Trial is forfeit and must be redone. In this case, the whelping must complete three trials total to complete their wardren. - If the whelping is a new herald (lass than 10 weeks), or not a herald at all, each trial can only be completed tri-weekly. At the end of the third week, the Whelping is to show their offerings and merit in whatever they’ve succeeded. If it is insufficient, then the Trial is forfeit and must be redone. In this case, the whelping must complete five trials total to complete their wardren. Purpose Becoming a Nephilim is an end-game situation for a character. It should be something that gives time for trial and error for those pursuing it. This amendment rewards committed individuals that partake in the heraldry process, and ensures that the CA process is not rushed or compromised. As it currently stands a brand new character can be turned into a Nephilim in three weeks. This amendment would require 13 weeks minimum for a brand new character assuming that they become a herald instantly, or 15 weeks assuming they do not become a herald.
  4. As the creature conversed within the bustling market his eyes flickered hues of yellow fire. His expression changed to a smile as he looked towards his brother and student. "We will have a journey to make soon. Father calls" stated Ut'torvioth as he interrupted their conversation. @wooz @Safryie
  5. Freebuild on arcas was such a hassle staff wise to deal with landscars and mega builds never getting finished. There are loads of realms handing out land for merely approaching them with a group and asking, in regard to doing typical culture, noble families, farm lands, etc. On another note, I hope a system is found to reduce the tiles mega nations own with hardly any RP.
  6. The Announcer gazed over the letter alongside his current champion. "I suppose this will suffice. . ." he commented out loud. Soon after he received his apology the Shuul took to his mount. He made way towards the lands of Descendents. Business was to be done!
  7. A NOTICE FROM THE COLOSSEUM [!] The following message would be sent to the participating crews of the Shuul Colosseum! Behold the many souls that have fought upon their ship’s decks within our arena, but dare you venture beyond the surface's veil and test your mettle in the abyssal depths? As you make your return to the colosseum, be forewarned: close-quarters combat shall be your crucible. For cannons can only echo through the vast expanses of the seas, and the time has come to commune with the ocean's depths. In this realm, our waters beckon you to embrace their mysteries, and meticulous preparations guarantee that you shall draw breath until the final echoes of your battle come to a halt. At the end of our trials, the top crews will join together for one final fight among our colosseum. A fight that will be told for ages and will claim the lives of the many who challenge it. Prepare yourselves with great thought and haste. “As the tides among the sea change - so does our arena.”
  8. Name of the Artifact: Curse of the Depths Effects of the Artifact: Through spans of time the shuul have shown face to the descendents of the worlds that they share. Whilst descendents roam and war one another upon land, a larger world exists at the edges of their grasp within the depths of the sea. Though as some historians have noted, there have been numerous merges between these two worlds. Times were those upon land and sea encountered one another - yet always separating at the end. Through time many forget these encounters with the people of the shuul, however some will carry a part of it with them for ages to come. Application Through a ritual performed by the magi of the shuul, the mind and soul of a descendent can be altered to further blur the lines of land and sea. By gathering participants before them, the shuul are capable of applying pieces of their own make onto that of the descendent. Eyes of the Deep Those who have been cursed will find that their vision grows affected, causing a slight blurriness when exposed to the open world. Bright lights irritate their eyes and can even cause pain within their head. Should they venture into the ocean once more - they would have their full vision restored onto them and are able to see in the darkened depths of the sea. To those who gaze upon the eyes of a cursed individual would appear white and murky in nature. Visions of the Depths When a cursed individual strays too far from the sea their vision will be plagued with varying hallucinations of the depths. These visions are often frightful and can terrorize the individual from time to time. These may come in the form of jaws wrapping around them, large sea creatures swimming past them, or even low toned sounds of whales or scales scraping stone. Flesh of the Leviathans Cursed individuals will also find that their physical appearance may be slightly altered. Their fingers and hands will appear as if they have been underwater for some time - wrinkled and pale. Their bodies will also appear excessively sweaty as if they’d been living in a high humidity climate for some time. Some curse-bearers have also been known to occasionally cough up dark, muddied waters from time to time. The Sea’s Calling Individuals who bear this curse will often feel a nagging sensation to be upon the seas. They will occasionally be reminded of their deep rooted ties to its waters. Some who are affected by this have been known to go on constant expeditions onto the ocean’s waters or have even relocated to houses on the sea’s edge. Redlines - No effects of this curse will interrupt attacks or spell casting. - This curse serves no combat advantage. - Eyesight is only slightly restricted above water. - Eyesight below water is 20/20 vision. - Bright flashes of light such as a flash powder will have an extension of 1 emote on cursed individuals. - Physical changes are not major in any circumstances. - The curse can be cleansed by one paladin or shaman via their cleansing spells. - This curse cannot be spread. It is only applied through being cursed by the shuul. - This curse persists until cleansed, even after the event. - This curse can only be applied to individuals with greater souls. - This curse does not give water breathing. - Coughing up water will never choke the user, and is purely aesthetic flavor. - Visions are freeform to the user so long as they are sea-creature inspired. ET Responsible : Qizu Purpose Curse of the Depths is used as an after effect during the shuul eventline to provide players with a long-term effect as a result of their pursuit of the shuul world. This curse lingers until cleansed and gives players a long term memory of their participation in this eventline that can further expand their roleplay and create an excitement around their character.
  9. It depends really, on some things the legs take up a lot. I was intended the 50x50 range to include legs but the actual body part can be limited to like a 30x30. The current goblin construct in krugmar is 30x30, my beetle on the beach outside is 40x20ish, ugokoyama was probably around 50x50. Lot's of taverns are around the 20x20 - 30x30 mark. I'll go ahead and lower it to 30x30 for the amendment.
  10. Wasn't intending city or town sized things, but it'd be nice to have larger constructs that are able to move without marts. Walking taverns, a crafting guild base, moving mage towers etc. I think it would be a nice way to add some more usage and fun to the smoggers piece. It would allow groups to move between nations with more ease and spreading their roleplay across the map instead of being tied down in their cool builds for the entire map. I could also see larger smoggers being moved near event sites to engage with them!
  11. Remove -Any smoggers larger than the size of a two-story building that's as wide as a standard building that is intended to move will require an approved MArt. -Any Gear Stomach intended to rival five or more plough horses (an engine mechanically larger than 8 blocks) in energy output will require a MArt, along with the smogger it is meant to fuel. Add - Any smoggers that is larger than a 30x30x30 will require an approved MArt. - Larger moving smoggers will require more/larger legs and require much more power ( a larger gear heart) and oil. - Smoggers that are larger than a two story building that’s as wide as a standard building will require an ST Approved sign to function.
  12. The Leviathan's Embrace In the profound depths of the ocean, a powerful rumble resonated through the ocean floor, sending vibrations across the underwater landscape. The insidious advance of brine seeped through the nearby reefs, asserting its dominance over the vibrant marine life within. These tendrils of brine, like creeping specters, extended outward from a source of devastation concealed on the ocean floor, weaving an ominous path that led to the enigmatic Colosseum of Ruin. The sea, stirred by an unseen force, unleashed its fury upon unsuspecting shores. Waves surged with relentless power, crashing into ships moored at the docks and forcefully pressing them against their wooden hosts. The once serene waters transformed into a tempest, a manifestation of the disturbance echoing from the depths—an unsettling prelude to the mysteries concealed within the Colosseum of Ruin. Amidst the turbulent waves stirred by this oceanic force, a presence emerged from the depths. An ethereal glow illuminated the water's surface as a structure rose from below, a beckoning silhouette surrounded by swirling mists. Fishers and sailors that awaited the coastlines looked onwards, awe-struck by the mesmerizing display, witnessed the manifestation of an ancient power. A voice, carried by the sea breeze, echoed across the tumultuous waters, inviting those daring enough to follow the trails of brine to discover the origin of this mysterious phenomenon. An unknown force that felt as if it were a living embodiment of the depths' secrets, seemed to extend a calling to sailors, urging them to embark on a journey into the unknown, guided by the haunting trails that led to the heart of the Colosseum of Ruin.
  13. The Flightless Pursuit The Falling Children of Azdromoth A great soaring wind filled the earth. It crawled through the forests of the lands, tearing through withering leaves and shrubbery. It carried on from the forests of the valleys and upwards into the mountains. Rock stirred and snow dispersed; howls sounded off through the night. In the thoughts and visions of the old draconic creatures of the world a darkness sets in place within their complex minds. This darkness covered all of their thoughts, their visions, the sounds that filled their minds. It was this darkness that brought forth the whispers of old. Old whispers of the high draconic and the ancestors that have graced the world before those who linger on it now. Whispers of the fallen dragaars and drakes, whispers of their fallen kin. No words were decipherable, yet they persisted. Fighting against one another for a place in the mind of the nephilim they grew muddy and crazed. “Awaken” This singular word broke through all. This singular word awoke the nephilim upon a dream - a vision. Laying flat in the sky above the world, they faced the infinite stars before them. They felt visible and seen by the God’s above. Their prying eyes digging into their feeble physical natures, a sense of insecurity running rampantly through their form. It was here they were displayed before all that they hid from. It was also here that they began to fall. Like a film, they descended slowly through the moonlight-covered clouds, helpless as they flailed in the winds to their descent on the world that remained below. Few torchlights from the nations of the world broke through the black skies of night. The marching armies and their torchlights danced through this as they traveled below. Though beautiful the world might have appeared, the nephilim fell closer and closer to it. So high above all that the world below could have fit into their hand, yet it would be the world that they sought to grasp that would soon kill them upon landing. Panic set into the mind of the nephilim, the inevitable physical death that they have experienced many times before felt different this time - severe, everlasting. An impending doom that they could not prevent set in on their thoughts. Some take this inevitable end as graceful, though this felt far from such. This terror persisted in their minds as they grew closer, and closer to the grounds. Like a falling comet their descent painted the sky as embers of dragon’s flame trailed behind them. This descent was beautiful to those on the ground as if a falling star had blessed their very wishes for the night. The nephilim fell closer, and closer yet again. The winds slowed and the embers failed to flicker as the cold earth embraced the form of the flailing creature - silence. A painful tearing is felt upon your back. Your scales being pierced and separated as scorching blood began to run down your boney backside. Your back was lifted from the surface you lay upon, something grew painfully behind your form propelling you upwards. Scratching sounds came from behind as the pain continued, though a new sensation occurred. You felt limbs sprawling outwards from your back - tattered wings shrouding your visage now as you stepped forwards. A voice called out… “In the silent embrace of the cold earth, your descent concludes not with a blessing but a merciless transformation. These wings are not marks of rebirth, but harbingers of a brutal metamorphosis. 'Awaken,' not to a world of grace, but to a reality where the fallen stars leave scars upon the earth, and the echoes of your kin linger as a haunting reminder of the cost of ascension.”
×
×
  • Create New...