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Re: Arzonus, the City of Werewolves

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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Arzonus, the City of Werewolves

Post by The Empty Lord Wed Nov 17, 2010 12:26 am

First topic message reminder :

Arzonus, the City of Werewolves

For the suggestion;
Arzonus, the City of Werewolves (original).



Last edited by 3mptylord on Mon Mar 21, 2011 1:01 pm; edited 3 times in total
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by Duskcurse Fri Apr 27, 2012 7:14 am

Ahh tehn, sorry for misunderstanding, sorry, well I like to have friends, if that is a bad thing, also, do Arzonus accepts that their citicenz follow whatever god they want?

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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Apr 27, 2012 7:22 am

Arzonus citizens can follow whatever god they choose. Zaros is central for political interest.
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by Duskcurse Fri Apr 27, 2012 7:23 am

Ahh intresting, because I was thinking that Blightfang could be a scarabite follower if that is okay
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Apr 27, 2012 7:42 am

Not sure the Desert Pantheon has really made it out to Arzonus...
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Post by Duskcurse Fri Apr 27, 2012 7:44 am

Well, I wanted it to be unique to him, if it's not a problem
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Apr 27, 2012 8:08 am

Duskcurse wrote:Lol dude, I am not gay, not that I have something against gay people, lol, should express myself better, was just asking things to get catched up. ANyways, congratulations on finding someone that you love

Oh, I also missed a point back there. I haven't properly come out, most people think it's a phase because I haven't had intimate contact.
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Post by Duskcurse Fri Apr 27, 2012 8:14 am

Ahh well, good luck, I heard it's pretty difficult to be gay, if you are not an I am confused then I apologize, but good luck may you be happy dude
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by Dragon78114 Fri Apr 27, 2012 3:14 pm

MorbiusMonster wrote:
Duskcurse wrote:Lol dude, I am not gay, not that I have something against gay people, lol, should express myself better, was just asking things to get catched up. ANyways, congratulations on finding someone that you love

Oh, I also missed a point back there. I haven't properly come out, most people think it's a phase because I haven't had intimate contact.

I have to say I feel your pain. I've seen so many of my homosexual friends in that same situation. Being gay isn't just about a physical relationship; tell them having feelings is the key. Straight people tend to be so ignorant about this.

But what does this has to do Arzonus anyway?
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Apr 27, 2012 3:24 pm

I'd like to get this part of the conversation moved to my own blog.
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Tue May 01, 2012 8:06 am

A Bloodwood tree has taken root in the Torn Mountains in an area concealed by cursed zone until the Nightmare Begins is completed.

The Master's Temple also has a bloodwood tree, but Master Embrace doesn't like people touching it.
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Re: Arzonus, the City of Werewolves - Page 3 Empty The Projects the Need Completing

Post by MorbiusMonster Sun Jun 03, 2012 4:23 pm

There is still a lot to do before calling the project, well and truly finished.


  • Sources and Shadows - A sequel quest to Winds of Kusanagi, a group of human hunters have invited Maya to demonstrate familiars that are capable of becoming stronger as they are used, much like how a player would. It proceeds onwards the Shadow Realm, where General Khazard holds an expedition from the 4th age captive. The reward afterwards allows you to find the other members of the expedition, who'll teach you how to use the magics for uses other than just combat as you find their shadows in the real world. Rescue all of them and you can unlock the secrets inside Khazard's casket.
  • Faith and Fear - Fremmenik Saga, set over thirty years ago. Master Maelstrom detected a sudden spike in portal energy coming from Daemonheim, so sends a young Maya and Giovanni to investigate. During this saga, the player can decide whether to follow Maya's plans and monitor the Gorajo and help them against the Ramokee or carry out Giovanni's personal mission and try and arrest the one responsible, Bilrach.
  • Heart of Ice - Nearly completed. The player returns to the Sapphire in search of an artefact that would aid the battle against the Wrao, but underneath the blue prints lie sinister plots from both sides. Will our hero find the time to save both this world and the Sapphire?
  • In Sickness and Health - A plague has struck Morytania and Donicus finds something disturbing within the dungeons of Meiyerditch. Striking an uneasy alliance, to fight a greater threat and finding out where the Wrao really came from.
  • Return to Sender and Captivity - New minigames on Fugitive Island, where the two teams either try to get a payload to the other team's base or try and capture the other team's territory. PvP.
  • The Pandoran Boxes - I think you know about this.
  • The Nightmare Begins - And this.
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Re: Arzonus, the City of Werewolves - Page 3 Empty Dominion Tower

Post by MorbiusMonster Mon Jun 25, 2012 7:00 am

Here are the bosses that can be rematched at the Dominion Tower for Arzonus.

Class H - Poltergeist (Winds of Kusanagi), Wrao Warlord (Sky Sapphire)
Class G - Bork the Minor (5000 Below), Wasp Queen and Bind Weed (Herbicide), Orala (Land of Mine), Osiris and Leahra (Mark of Magnus), Orala and Clawhunter (Mark of Magnus)
Class F - Rabid Lonely One (Aid of Arzonus), The Harpy and Spirit Stealers (The Stolen Dreams)
Class E - The Chimera (Miniquest), Royal Guard (Strife of Saranthium), Warped Spirit Tree (Trials of Glouphrie), Ampturo (Mark of Magnus), Orlanus and Gwyneth (Mark of Magnus)
Class D - First Invasion Sqaud (First Invasion), Siren Mistress (Scream of the Sirens), Guardian of Law (Truth and Law), The Rose (Herbicide), General (Mentality of Murderers), Darur Arikanul & Pyrona (Mark of Magnus)
Class C - Draconic Maelstrom (The Nightmare Begins), Gorverox (Heart of Ice), Xellekrek (In Sickness and Health), Tavish "Kharshai" Caladier (The Pandoran Boxes)
Class B - The Nightmare (Nighttime over Lupine), Avian Artillery (The Nightmare Begins), Fearmonger (The Nightmare Begins)
Class A - Demon Lord Paige Shadowplay (The Nightmare Begins)
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Post by Dragon78114 Mon Jun 25, 2012 7:47 am

^
Those are a lot of bosses.

Shit, looking back over my quest series, I have so many repeats like the Daggonoth Mother. Let's see…you fight Rodiniya three to four times and Zane about two in the grand total of 9 quests. I need more variety… >.>
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Wed Jun 27, 2012 2:28 am

Upcoming updates will see the implimentation of strengths and weaknesses in combat. Spiritual aura (unlocked after Wolven Traditions once defined) will offer additional benefits to combat, giving players elements when it is activated. When inactive, aura is classed as "neutral", meaning that the player is neither advantaged or disadvantaged in combat.

Unlike trained users of aura, human players will only harness it as a supporting statistic, much like prayer. It gives elemental definition to some attacks and also can aid other skills.
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Re: Arzonus, the City of Werewolves - Page 3 Empty The Lonely Ones

Post by MorbiusMonster Sun Jul 01, 2012 9:43 pm

Since the quest "Aid of Arzonus" needs rewriting, I thought I'd take an opportunity to reveal a little more about the lonely ones, a race that appears in the quest.

The lonely ones, in their natural form, appear as floating mirror shards and are mineral based. When originally discovered, the lonely ones were a relatively limited species, but were capable of using their mirrored bodies to reflect various creatures to avoid detection and for means of mating.

Theta's discovery of them unlocked in them a new kind of potential. Using his ability to manipulate minds, he expanded their cognitive ability and allowed them not only reflect a creatures appearance, but reflect on their soul and personality. Upon reflecting his, they found a great deal of repressed anger and hatred, driving the population to insanity.

Upon their arrival in Gielinor, Theta attempted to use them for other purposes. He brought them to Morytania with ambitions of his own, but presented them to Drakan so he could gain his trust one way or another. When engaged by the vyrewatch in "Aid of Arzonus", one of the three vyrewatch is in fact a Lonely One, reflecting their image. The psychic block prevents it from maintaining a stable reflection and exposes it. Once it was defeated, the shards are taken to Veliaf. When successfully re-animated, the shards reform a lonely one, that goes on to tell more about its purpose and its kind.

They are referred to as lonely, because they have no true form of their own. Even when they reflect something to obtain a form, it's not their own appearance or persona present, though expanding on their minds has allowed something of a logical consciousness to develop.

Lonely ones can reflect damage and thus are immune to a great deal of weapons. The Ivandis flail only works because it is difficult to reflect, whilst it's Daeyalt weapons that harm them most. Daeyalt ore emits a weak light when refined, so weapons that have it present in their construction create an odd light. Unable to distinguish between ambient light and false light, the weapon cannot be correctly reflected and thus deals damage.
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Re: Arzonus, the City of Werewolves - Page 3 Empty Your Allies in Combat

Post by MorbiusMonster Fri Jul 06, 2012 7:45 am

From time to time, you'll need some help during a quest, particularly with combat. Here's how the main companions assist in combat.

Maya - Average
High Lifepoints
Average Defence + Speed
Low Crit. rate and Strength
Better adapted for Healing and Summoning. Her trait summons a familiar to assist. The familiar is usually random, but are still pretty strong.

Fang - Average
High Speed
Average Lifepoints + Strength
Low Crit. rate + Defence
Suitable for hit and run strategy. If correctly co-ordinated, can run in, land a hit and run away again. A special trait allows him to hit three consecutive hits in one turn.

Donicus - Average
High Crit. Rate + Strength
Average Defence
Low Speed + Lifepoints
Being able to regularly hit crits allows him to be able to make short work of a lot of foes on his own and really assist during stronger monsters. His special trait forces the enemy to focus on him, allowing you a brief moment of respite, but his low lifepoints makes this hazardous.

Terra - Average
All Stats average
Terra is a good all rounder, but his main skill is how well he can avoid taking specific damage altogether. Whilst his special trait can use up the bar entirely, it can cause him to know when an attack is going to come and alert you to it in advance, so you can adjust prayer accordingly.

Master Maelstrom - Strong
High lifepoints and defence
Average Speed + Strength
Low Crit Rate
Essentially a stronger version of Maya, with a greater chance of using stronger familiars.

Tandoca - Strong
High Speed and Strength
Average Crit rate and Lifepoints
Low Defence
A stronger version of Fang. Special trait allows her to deliberately hit low, but this becomes the minimum damage she will do for a short while.

Mentor Pisces - Strong
High Crit Rate and Speed
Average Defence + Strength
Low Lifepoints
A stronger version of Donicus. Special trait allows her to cause an attack that can stun an enemy for a short while. If she deploys her trait on a stunned enemy, it can land a hit that will 1-hit KO a weaker foe or leave a stronger enemy with diminished stats.

Theta Magnus - Very Strong
Very High Stats all round
This character is notoriously strong, but you don't get to use him very often. He will land hits quickly, fiercely and with high critical hit chance. He can copy the traits of other fighters, whichever one he uses is random.
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Re: Arzonus, the City of Werewolves - Page 3 Empty The Sacra Fanum

Post by MorbiusMonster Fri Jul 13, 2012 7:29 pm

Four thousands years of aggression and bloodshed passed, leaving the world uncertain and changed. When Arzonus had finally established peace across its domain and had discovered the extent of the damage, it was decided a church to the seemingly forgotten deity, Zaros, would be constructed.

As much of Zaros' legacy was badly scarred with conflict and destruction, the church needed to represent not the egregious nature of our past, but to reflect the brilliance of the design and knowledge it once held. The name, "Sacra Fanum", was chosen by the Arzonus public by popular vote.

Since no living beings could recall much of the original architecture of the fallen Senntisten, the holy capital of Zaros' former empire; attempts to find old sketches consumed the pursuits of archaeologists for decades until one sketch was found in an ancient book. To retain knowledge of the glory of his former empire, it was believed to be best to construct the new church in the style of the original dominion, with some modern influences.

The initial temple itself was built in the mid fourth age, retaining the style of the old empire, much to the delight of the historians. However, with the world still suffering a lengthy recovery, recession hit Arzonus' once strong economy and work for the building was set aside until a suitable source for the stone was available. It was at this stage that Keldagrim's consortium was able to offer the stone needed and trade began to slowly build up and alleviate the burden on Arzonus' faltering economy.

When the fourth age became the fifth, the project was sadly halted again when the decay from the projects abandonment had set in, risking the undoing of many centuries of loving work. The earlier years were spent rebuilding the damage spires. When relations with the humans began, the projects suspension continued in an effort to not offend those desperate to forget the old ways and leave the past behind.

The project has recently been revived, thanks to new wealth from the rune trade and summoning extending to cultures beyond Arzonus. At this present time, the blue prints have undergone no less than twelve changes and a library has been fitted with books kindly donated by the Master's Temple and some older sources that preserved these texts specially for us. Over 1000 years in the making, the Sacra Fanum is still incomplete, but it is expected to be fully completed within the next twenty years, thanks to new found support from unlikely sources.

The main atrium, the church, the library and lower spires are fully accessible to the public. Entry fees are only charged for specific areas to help maintain the condition and fund further construction work.

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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Mon Jul 16, 2012 7:53 pm

Theta Magnus

Examine: A cunning lycan. (Aid of Arzonus)
Examine: A cunning and powerful lycan (Mark of Magnus)
Examine: A cunning, powerful and seemingly approachable lycan. (The Nightmare Begins, Chapter 5)
Examine: A cunning, powerful and now co-operative lycan. (The Nightmare Begins, Chapter 18)
Examine: A cunning, powerful, co-operative and now Zarosian lycan (The Nightmare Begins, Chapter 19)
Examine: A cunning, powerful, co-operative, Zarosian and now battle-ready lycan. (The Nightmare Begins, Chapter 24)
Examine: A cunning, powerful, co-operative, Zarosian, battle-ready and now honourable lycan. (The Nightmare Begins, Chapter 25)
Examine: I've run out of ways to describe him... (The Nightmare Begins, Epilogue)
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Sat Jul 21, 2012 3:01 pm

The novel needs some work. At the moment, it makes very little sense why things happen the way they do.
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Thu Aug 09, 2012 5:23 am

I'm giving away the rights to Arzonus, I've well and truly had enough.
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Post by Slayer Noir Thu Aug 09, 2012 5:38 am

You're not actually going to do that though. I guarantee it. You're just overreacting to some writer's block.
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Sun Aug 26, 2012 9:37 pm

I had a brain wave regarding the map of Arzonus, but I might need 3mpty's help on designing it.

The entire city is arrange in the form of the shape of the symbol of Zaros (a compass shape). As such, the city is divided into four districts and the centre. Allow me to elaborate.

The North East segment, facing towards what used to be Senntisten is the Nobles district. This is where the wealthier residents live and work. It is the part of the city dedicated to Maelstrom's laboratory and to the Master's Temple. A great deal of libraries and museums are here as well.

The South East segment, facing towards the Kharidian Desert and Ullek, is the Living districts of the people of Arzonus. Here are the main working areas. Carved into part of the cliffside, there are a lot of houses here.

The South West segment are the trading quarters. This area includes the Grand Exchange.

The North West segment are the harbor quarters. The wall here is broken and opens outwards to the sea, allowing boats in and out for trading.

The four extending compass points of Zaros' symbol exist outside the city as nodes, acting as a means of projecting the aura of city outwards for some protection.
North (ice) - This one is present in a small mountain chain, the source of Lake Lykas, which flows through the city. It maintains the permafrost needed for the fresh water.
East (blood) - This one is present on the hunting grounds. It makes the crops and animals that thrive here much stronger.
South (smoke) - This one is in a section of the Stagnant Energy Plant. It renews the minerals beneath the ground and keeps the foul air away from the city.
West (shadow) - This one is just beyond the harbor. It can banish darkness and act as a lighthouse, or create it as a defence for unwelcome ships.

At the centre is the tallest node, the Heart. This doubles as an altar and, after the Hard Arzonus tasks, can be used to switch the Ancient Magicks or Prayer.
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Post by MorbiusMonster Sat Nov 17, 2012 6:37 pm

I had better get my act together and work on Arzonus as best as I can. With a Grandmaster due next year that will most likely be the sequel to Ritual of the Mahjarrat, the Nightmare Begins could very very quickly become worthless.
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Sun Feb 10, 2013 9:26 pm



Welcome to Arzonus...
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Wed Mar 06, 2013 4:57 am

Only preview if you've completed the World Wakes.

Spoiler:
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Re: Arzonus, the City of Werewolves - Page 3 Empty Re: Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Wed Mar 13, 2013 9:08 am

Hmmm...

Spoiler:
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