This system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storage
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
Frequently Asked QuestionsChanges to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Gallery
Supporting this suggestion
Special thanks
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
Overview:
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
The disadvantages:
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
The problems:
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Superflat settings:
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
[spoiler]Settings:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Chunk occlusion/exclusion:
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
A: No.
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
Gallery:
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Special thanks:
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
1
((Don't do that, LaaM is not a good example of a good RP, it's active sure but it's quality is horrid. Let's try and make a good RP not just a popular one.))
Kyle was losing energy, fast, he wouldn't be able to hold back the mobs for long and he knew it. During a brief second when he wasn't fighting off the mobs he looked around and noticed Nate building a cobble wall. If I make it there, i'll be able to survive! Kyle killed the mobs near him and full of desperation ran as fast as he could towards the cobble wall.
1
1
The Lego Movie is great, I just didn't like the ending. It made me feel like the characters meant nothing, that they were just fake plastic people. I still love the movie, if you haven't seen it, see it now.
2
TWA would be commanded by a general, the general would be appointed by the senate. The other military ranks are lieutenant and Sergeant.
The application to become a Sergeant is:
--
IGN:
Experience in Military:
Why do you want to join TWA?:
--
1
((Accepted, but I think there is one or two wither skeletons who wandered to the overworld))
1
Main story
The three main countries are currently at war, the Shadowlands grows in power daily and so do the barbarians. There have been increasing amounts of sittings of wolves, bears and other dangerous animals.
Quest
Your quest is to bring peace between the nations to fight the new threat
The "new threat"
Unknown
(For now)
Rules:
[spoiler]
1. NO godmodding
2. No being over powered
3. Have fun
4. Add KIK in the other part of your app so I know you read the rules.
5. Can be up to 4 characters
6. no immortality
7. READ THESE RULES[/spoiler]
Classes:
[spoiler]
You can be a dual class.
Paladin
Mage
Knight
Archer
Ranger
Beserker
Sorcerer
Axeman
Swordsman
Jack of most trades
Blacksmith
Cleric Yes their is gods in this RP Dark, Good and, nuetrel ones
Priest
Healer
Musician
Assassin
Dragon Slayer
Druid
Light armored guy with sword in one hand, fire magic in other.
And other classes you can say![/spoiler]
Application:
[spoiler]
Post your application here: http://www.minecraft...new-threat-ooc/
Name:
Gender:
Class:
Country:
Bio (optional):
Personality:
Appearance:
Weapon of choice:
Magic:
Age:
Race:
Other:[/spoiler]
§ Major Countries,
[spoiler]§ Gethok – A country known for their great armor makers and their fierce and highly skilled knights recognized as the best swordsmen in the world they prize honor, chivalry, and glory above all other things, ruled by a king.
§ Arealon – A country known for their great archers, spies, and assassins located in the southern part of the continent they have a king, who is nothing but a puppet they are really ruled by the leaders of the assassin’s guild. §
Skandia- Known for their great boat builders and there fierce warrior spirit ruled by a chieftain chosen by the warriors they are located on an island west of the continent they have never been invaded but are constantly raiding the coastal villages and towns.
Warring countries /\ above.
§ The shadow lands- Once the center of commerce and culture, But after the king tried to control the ultimate evil the entire kingdom was empire was cursed and its citizens turned to Orces, Goblins and other hideous creatures. It is said that there are great troves of gold deep within the old capital
[/spoiler]
Map:
[spoiler]
World map:
Map of Dionia
[/spoiler]
§ City-States/Independent strongholds
[Spoiler] § The Tosh-DA (steam-punks) – A city of invention and technology. Does not which to be Interfered with from the outside world. The city is guarded by extremely advanced machines. They do not believe in magic the wizards. Location: Arealon mountions, below and a little to the right of kaghi
§ The Draven mines- the last great dwarf city hidden deep in the mountains full of gold silver and gems, but guarded by the fierce and (generally) greedy Draves. They do not trust the other races in which they felt they were tricked by their allies. Location spread through the disputed mountions away from the coast
§ Elu’Vanhein– the last remaining city of elves. Hidden deep in the accent forest guarded by powerful ancient magic they have no wish to interfere with anyone else. The only ones left who know how to use the ancient magic’s. Location: on the northern part of the Arealon peninsula
§ Dragon Bane- A fortress located in the northern mountains. It is the last remaining fortress of the dragon slayers. Location: Gethok mountians
§ Darken city – City hidden in the southern mountains were the majority of the draco-pires live. Location: southern mountians, somewhere.
[/spoiler]
§ The wizard tower – Extremely tall towers in which the wizards reside
[spoiler]
§ Red-Battle. Location far north in Gethok
§ Green-Elemental. Location far west in Skandia
§ Yellow-Summoning. Location far east in the disputed lands
§ Blue-A mix of all 4. Location Far south, near Darlen city
§ ???? – The dark tower Location unknown [/spoiler]
§ Regions
[spoiler]§ The wild lands- A area surrounding the known world were the barbarians and some monsters live, but it is said that beyond them is a city of gold and silver
§ The Great Ocean- A vest is seemingly never ending sea full of monsters and a few deserted islands, has never been crossed
§ The mainland- The vast main continent.
§ The great mountains[/spoiler]
§ Races
[spoiler]§ Humans-The most common of
§ Draves- Fierce
§ Elves- Proud and noble there are very few left and the world they are the best wizards
· Orces-normally evil and cruel but a few are different
· Goblin- Smaller form of Orces
· The Draco-Pires-A half dragon half human species. Hated by the dragon slayers, friends of the good dragons.
· Dragons-Large, intelligent, fire breathing, good dragons are the metallic colored bronze gold and silver, evil ones are blue red and green
Cyclops- Long ago locked up in the northern wilderness, fire resistance.
Giants- locked up in the northern wilderness with the Cyclops.
Arkalon- can change into many forms like a shiftshaper and they are great at charisma. They can manipulate people easily
Maenads- Feathered wild women who fight with their claw-like nails
Angels- Winged. Human like. Holy servants of the gods of good
Demons- Winged. Human like. servants of the gods of evil
Lich- Liches are skeletal beings created by necromancers, unlike zombies liches are smart and have free will of choice.They are good with magic of all kinds, but they specialize in necromancy.
You can make new races if you like.[/spoiler]
Characters:
[spoiler]Firewave15's
[spoiler]Name: Sep
Gender: M
Class: Mage
Country: wanderer
Bio (optional):
Personality: to be RP'ed
Appearance:
http://i11.photobuck...2345/prince.jpg
Picture without a book but a sword instead.
Weapon of choice: sword.
Magic: Elemetel with main power in fire.
Age: 56. 25 in human comparison.
Race: Elf
Other: KIK[/spoiler]
[spoiler] Name: Guyneiss O'Braen
Gender: Male
Class: Knight
Country: Skandia
Bio (optional):
Guyneiss O'Brain, first of his name of the O'Braen clan is a minor noble of the Skandian clans. Born to Aelwyn O'Braen and Daedrie Oturr. Guyneiss was the second of five children: Baemish mac Aelwyn, Stuot, Murphey, and Mathilthda. Together, the five were raised in the county of Listfeld on the east-face of Skandia.
Growing up, the five had admirable relations with each other. Well known for being active gamers in the glenns outside of the walls of their father's keep of Hourenhall where they hunted rabbit and quall together, since when each of them could hold a bow. The second born though, Guyneiss was the far less groomed than his brother. Free of the number of privledges that befell his older brother Baemish Guyneiss enjoyed a luxury of time. Extended hunts in the glenns and meadows, and from the young age of thirteen romps with the women of Hourenhall. Guyneiss learned to drink by fifteen, and when he matured by seventeen was already a renowned booze-hound, chasing both bottle and women, punctuated by wild hunting trips.
With this freedom, and having to observe the constant grooming and strict schedueling of his brother Guyneiss quickly decided his life was not that of his formally adorred brother, and he allowed himself to fall into a life of slothfullness.
Stories of these exploits travelled far and distressed by his son's behavior, Aelwyn ordered him to the court of his uncle: Duke Ohairah of Stoutslen. Here in the court of the western duke, he was set to be refined and shapped up into a proper soldier, and not a drunken fool. And though his elder kinsman went to great lengths in his attempts to slap responsibility and order onto him. However, after several years all that he had ever done to him was make him a better drunken swordsman and sailor, and Ohairah returned him to his nephew.
Back in Hourenhall, the troubling adventures of Guyneiss continued. In one year alone since his return he was said to have come to father 24 illegitemate children, and drank all the ale at the local tavern. When pressed about these acts, Guyneiss merely slurred: "Oi, aye 'ave catchin' up tah' do."
Exasperbated, his father banished him from his county to save his sanity. Sending him away with a longboat and a crew of twenty he hoped the drunkerd would crash on some rocks and never be heard from again.
However, the ship merely opened up new adventures for the young man and sailing west he struck out to the fabled mainland to seek wealth, wine, and women. Alone, he raided up and down the coast-lands attacking a number of small fishing villages. He sowed his seed where he could, and stole the booze and gold. It was to him, the greatest twenty years of his life and he revelled in the absolute freedom brought by a fast, sturdy ship and a crew that had crown faithfull to his drunk instincts, even as he grew fat.
On his adventures he somehow purchased a Draco-Pires off of southern slavers. Though the logic is unknown, even to him. Tales the crew tells and the strange lizard-man tells is that Guyneiss the drunk woke up one morning with a hangover, saw the creature and exclaimed "What in th' eigh' 'ells is this?"
It was from here on the creature adapted the new name of "Eight Hells".
After twenty years of banishment Guyneiss recieved a message from his brother. While in port at the southern Skandian citadel of Arenshall a courier, claiming to represent his brother - the Count of Listfield - that his father has died, and that Guyneiss was requested back to Listfield to inherit the title of Baron of Shredsfurd.
Guyneiss has since remained in Shredsfurd. Settling down, he married a bar maid; but still maintains relations with several women. In this environment, Eight Hells has shown a certain skill in the overseeing of the barony and was part self-promoted, and officially appointed the steward of Shredsfurd, assisting his master in the management of his minor title as he lathargically plans new adventures.
Personality: Drunken oaf, lusty, friendly, if not aggresive.
Appearance: Large man with a messy mop of red-brown hair. Eyes are a deep meadow green, and his cheeks burn with the fire of fine whiskey.
Weapon of choice: Longsword
Magic: N/A
Age: 52
Race: Human
Other: KIK[/spoiler]
vilageidiotx's
[spoiler]Name: Sir Epirus Telemones, Noble Lord Tylos
Gender: Male
Class: Knight
Country: Gethok, along the Dionian Mountain Range in the south of the country.
Bio: Born the son of Lord Gyron Telemones, Epirus learned the art of combat at an early age. At twelve years of age, he squired for his heroic cousin Argon. The tournaments and competitions filled him with a love for the glory of combat that would last a lifetime. A conflict with a nearby clan gave him his first taste of war as he squired for his cousin at several major battles in the mountains of the country. It was in these fights that he struck his first kill, driving his spear through the chest of an enemy slinger with a single glorious thrust. He was soon thereafter knighted and married to a local noble girl named Melaina Dyranes while they were still in their teens. After putting a son in her, he began to travel on long trips in search of gold and glory.
He gained fame during the War for Galdadwelf after finding a passage into the famous South-Draven city and leading a small team to open the Mountain Doors, allowing the invaders to sack the city and hall off its treasures. A small group of adventurers joined Epirus on a journey to the sea through the old draven caverns. It was hear that he slayed a Buggane and found a sword in it's horde. The sword, of First-Draven build, was blessed with the ability to find weaknesses in the opponents defense.
Lord Gyron's old age forced him to step down from lordship, causing the position to fall on Epirus's shoulders. Epirus's adventures caused his treasure to fill with gold, but he was never content to stay home. He wintered in his Palace, only to leave in the spring in search of another great adventure. He has fathered several children, the oldest of which is a thirteen year old son by the name of Daerion.
He has taken a squire; a young nephew on his wife's side by the name of Pelius. Nicknamed "Pel", the young boy often suffers from bouts of homesickness and does not particularly enjoy his position. His becoming a squire was originally the plan of his father, Epirus's brother in law, who feels that the boy needs to man up.
Personality: Filled with wanderlust and a drive to gain glory. He enjoys himself when on the road. Clever.
Appearance: Average height and build. Short, curly brown beard that hugs his chin and attaches to a wispy mustache. Neck-length hair.
Weapon of choice: Long Steel-tipped spear/lance, enchanted steel arming sword (Lead's its owners hand toward weak points in their enemies defense when striking). Well-strung short bow.
Magic: Not adept beyond the occasional parlor trick.
Age: 27
Race: Human
Other: KIK in the other part of your app so I know you read the rules.
(Character Sheet)
Telemones
Sir Epirus, Lord of Tylos
-Wife: Melaina Dyranes
--Son:Daerion
--Daughter:
--Daughter:
-Father: Gyron
-Other Relatives
--Argon (Cousin)
-Subjects
Dyranes (Telamonid Allies)
()
-Wife: ()
--Son: Pelius "Pel"
Name: Prince Pylops III of the Drominids
Gender: Male
Class: Feudal Lord
Country: Dionia
Bio (optional): The Princes of Dionia have ruled Dionia since it bowed to the King of Gethok centuries earlier. Before the Gethoki conquest, the Drominids were the Kings of the Dionia. With those glory days behind them, the Dionians prefer to keep to themselves and stay out of Gethoki affairs as much as possible.
Pylops was born in the capital city of Kalydon during the reign of his father, Teros II. Legend had it that the Drominids had been cursed to only bare a single son per ruler by the priests of Chasmoniam after the King surrendered to the Gethoki. This curse held true until Teros II, who suprised everyone when he sired two sons. Pylops was the eldest, with his younger brother Dyonius following him by several years.
Pylops was given marshalship of the military during the reign of his father, Pylops. When Teros II died, the 34 year old Pylops ascended the Princedom. His first act as Prince was to declare war on the Draven city-state of Galdadwelf. The defeat of the Dravens ushered in a six year peace.
As Pylops celebrated his 40th birthday, a war broke out between Gethok and Arealon. Pylops was bound by oath to aid his king, so he reluctantly raised a small force of his men and volunteers from his vassals. His forces were sent to besiege the city of Decraed on the edge of the wilderness; a charge that his considers an insult. Dyonius rules in Kalydon in his stead.
Personality: Serious, unyielding, brave, military minded
Appearance: Broad built. Long, curly grey hair. Stubbly beard.
Weapon of choice: Steel Gladius, Steel-tipped spear
Magic: None
Age: 42
Race: Human
[/spoiler]
chocolate cake's
[spoiler]
Name: Sam Norwood
Gender: Female
Class: Swords person, medium armour.
Country: Arlean
Bio (optional): No.
Personality: Sam is a daredevil. If you want someone to jump across a three meter gap or climb a weak tree, you'd ask her. She is also an extremely skilled fighter, but is a bit slow. She loves fighting.
Appearance: Long black hair, black eyes, black clothes.
Weapon of choice: A large sword named Oblivion that is so sharp that it never blunts.
Magic: Can summon darkness to make weapons, if she loses Oblivion.
Age: 19
Race: half demon, half human.
Other: No KIKing balls in class!
Name: Crystal Norwood
Gender: female
Class: Swords person, medium armour.
Country: Arlean
Bio (optional): No.
Personality: Crystal is a very nice person, who enjoys helping others and being friendly. She is always helpful and kind. She does not like fighting, but will do what has to be done if she has to.
Appearance: Pretty much the opposite to her twin, Crystal wears bright white clothes. She has long blonde hair and bright blue eyes.
Weapon of choice: Double knives, or a sword.
Magic: Can absorb energy from light to make her weapons better.
Age: 19
Race: Half angel, half human.
Other: You should not KIK someone because it is considered as assault. [/spoiler]
WithersArePeopleToo
[spoiler]Name: Garoth
Gender:Male
Class:Necromancer/Wizard
Country:Arealon
Bio (optional): Garoth was created by a old dark wizard called Hagar, He cast a spell on a young (25 year old) man dying of disease, healing him greatly, but also make him very susceptible to dark magic for a period of time, he then placed his soul on the mans body, and attempted to expel the mans soul from the body, however it didn't work and his soul and the mans soul fused, creating a new being.
The clash of souls that occurred in this body caused it to suffer a necromanticprocess called orbitingsouls, a process where two souls would fuse into a completely new one, but leave some traces of their past being. Another consequence of this process is the fact that the flesh and organs began to wither away, but the skeleton continued alive protected by the raw magical energy generated by the fusion of souls.
Personality: Garoth is not evil nor good, he acts purely on his own curiosity and amusement.The rest will be RP'ed
Appearance: He wears long black wizard robes and a hood, he has a enchanted ring that makes people see him as a normal human, however a powerful wizard or a Arkalon could easily see through the enchantment and notice he is a lich.
Weapon of choice: A black magic wand filled with strange runes. It was used by Hagar before Garoth was created, it has a special enchantment that allows him to turn any spell into a continuous beam.(Like a constant blast of fire, etc).
Magic: Garoth knows the basic battle spells, but he is specialized in necromancy.(Raising dead, conjuring lost souls, etc..)
Age: 50 (25 if compared to humans).
Race: Lich
Other: KIKing is only fun if your not the one being KIKed
[/spoiler]
TheEvanCat's
[spoiler]So anyways, here's clone-Aghves. Also the city state, and I added some plot relevancy to it.
Name: Prince Aghves I of Kaghzi
Gender: Male
Class: Ranger, Jack of Most Trades
Country: Kaghzi
Spoiler:
Bio (optional): Sorry for laziness, but I'm burned out by all this stuff I've been doing:
Aghves was born to royalty in the city of Kaghzi. His father is the king, his mother is the queen. As such, he was brought up in royal luxury with all the privileges. His early education was performed by private tutors hired by the king, while he was trained in the combatant arts by members of the Royal Guards. As such, Aghves has a diverse and modestly-skilled experience with most subjects. He was taught the values of respect and obedience, and thus became a relatively normal member of society during his late teenage years when he had finally matured enough to take position as the prince. Yet he continued his learning because of his deep interest, and also because he believed that it would help him when his father would eventually die and leave the throne to him. As such, Aghves had turned into a responsible young adult - unlike many others in royal families. This also came from his mentor: an old military commander responsible for taking care of Aghves during his father's travels.
Aghves coasted through life for the first twenty years, without doing much of anything. Indeed, he was naive to the world and had only rarely ventured off of Khagzi Island. By his mid twenties, he sought to do something in the world, but he also felt confined by his duties as a Khagzi royal. So his adventuring fantasies went unfulfilled, as he focused more on his administrative duties. Still taking the opportunities to learn and and flourish his intellectual capacity, Aghves took up magic when he was 19 at the Khagzi College, and practiced at it for years due to boredom. And that boredom became quite prevalent in his life, as there was only so much you can do on Khagzi. Eventually, he began taking to the life of a lesser resident, and started gambling and hooking up with prostitutes on weekends. But he quickly stopped this when his mentor advised him of the path he was going to, and went back to his regular life. Still, the adventurous side of him continued to occupy a presence in his head. Aghves suppressed it, until he turned 27 in the last winter.
Aghves was informed that he was to marry a Gethoki royal as part of a diplomatic marriage initiative. Excited at his chance to finally leave Khagzi for a long period of time to meet his arranged fiancé, Aghves readily agreed with his father. So Aghves got his wish, and was cast off on a ship to Gethok's capital. The voyage went well, and a month later he arrived at the Gethoki ports to meet his new fiancé - vilage's sister, because why not tie him together with me? They hit it off well, and Aghves continues his courtship of Maria Telemones.
Personality: Aghves is a quiet professional, preferring to listen and observe instead of making rash decisions. He is intelligent and cunning, often finding clever solutions to problems. However, he is prone to being aggressive and ruthless when he is angered (and that often happens in huge outbursts because he likes to bottle it up.)
Appearance: Ripped from a year-old Absolution description:
Aghves is a male Human with white skin. He is around 1.85 meters tall, with no discernible birthmarks or deformations. He was mid-length brown hair that looks like it shorter, but hasn't been cut in a while. He is clean-shaven. His face is normal for a caucasian man, and his eyes are a grey/blue color. He isn't puny and weak, but he isn't a super-macho bodybuilder either (but he is a bit more athletic than the average layman.) Aghves has a tattoo on his right shoulder that reads: ժամանակը եւ կարգը, որոնք բացարձակ, with an upside-down sword underneath.
For clothing, Aghves usually wears dark grey pants with leather boots, a long sleeved blue cloth jacket, a white cotton shirt underneath, and a leather belt with pouches for stuff. He wears that when he's exploring, or venturing around town. In combat, or when expecting combat, Aghves wears lightweight iron plate armor with mail underneath, to provide flexibility and range of motion, at the cost of increased maintenance and decreased protection. He also wears a quiver on his back to store his arrows.
Weapon of choice: Ceremonial steel shortsword and a composite (steel and wood) compact bow.
Magic: Modest skill: healing, some destructive, psychological, etc. Rarely used.
Age: 27
Race: Human
Other: What's a KIK? Sounds like the Klan pressed "I" (the letter above "K" on the keyboard) accidentally while typing up a newsletter. In which case, they need better typists.[/spoiler]
HugTheZombies's
[spoiler]Name: Prince Vahan II of Kaghzi
Gender: Mucho Macho
Class: Badass
Country: Kaghzi
Bio (optional): Brother to Prince Aghves I of Kaghzi, Vahan enjoyed an extravagant life. Privileged, he -like his brother - benefited from the best tutors and educators available. His training reflected in his proficiency on the open battlefield, where he topped his brother, whose expertise came in the form of long ranges and more calculated attacks from an unseen position. Rivals from birth, their seemingly endless season of brotherly competition culminated with the near-murder of his own brother, when an infuriated Vahan cornered and threatened to push his brother, Aghves, down one of Kaghzi's many rocky cliffs. Forcefully squired under his uncle - then commander of Kaghzi's naval forces - as punishment, Vahan was hauled away from the island to serve under his uncle's command in a long campaign to rid the surrounding islands of pirates.
He returned to Kaghzi a new man at the age of eighteen. Though Vahan was always taller than his brother, he returned a broader and more experienced man too, having scored his first kill just two years after his departure, at the age of sixteen. His success and elevation in status reassured the young Vahan of his beliefs: his brother wasn't fit to be a king. Critically honest Vahan voiced his beliefs but never acted on them, a decision that only helped to cultivate feelings of uneasiness and distrust toward him. He remained in Kaghzi for another two years, working for his uncle and making sure to humiliate his older brother at every chance he had. Worried Vahan would take matters into his own hands, and to some extent impressed with young boy's accomplishments and proven skill in battle, he was granted a position as commander of the city watch on orders of his father - in an effort to alleviate the boy's apparent thirst for power - at the young age of twenty-two, a position he served proudly for several years, with numerous triumphant battles under his belt.
In recent years, Vahan's efforts have shifted to a more political aspect. Leaving his job as Watch Commander the twenty-six year old seeks involvement with the squabbling mainland, in what he believes to be a great opportunity for glory, reward, and support. Though Vahan's efforts are focused on furthering his own homeland's power and influence, many fear the young Prince seeks support of the mainland in his quest for the throne of Kaghzi, a position he strongly believes belongs to him on the basis of being a stronger leader.
Personality: Colorful, proud, honest and ambitious. Graceful in appearance, Vahan is loved by his peers and admired by the general public for his knightly compassion and willingness to give. Though disciplined and courteous when necessary, his affinity for extravagant parties and bedding women is well-known, at least amongst his friends and family. To his enemies he is cruel, ruthless, and an opportunist. A respected and accomplished commander, Vahan's strategic prowess is well known, particularly on the high seas, where his enemies prefer to avoid him.
Appearance: Graceful in appearance Vahan is never seen without his red cape/cloak. On his face a rough, but closely cut, golden beard. His eyes an ocean-blue. A man of battle he's rough, yet likeable in appearance with few scars to compliment his look.
Magic: Magic is for wusses.
Age: 26
Race: Human
Other: KiK or something[/spoiler]
estar222's
[spoiler]Name: Dalziel "yew-bow" Jakzdi
Gender; Male
Class: Archer-Ranger.
Country: His mother hailed from Arealon, and his father from what is known now as The Shadow Lands. He's an orc now, but for some reason, probably due to crossing of genes, Dal is not an Orc or Goblin.
Biography: This one's story is an interesting one. His mother was a skilled survivalist and archer hailing from Arealon, whose talents were frequently used for Spying, Assassinations and other such things- as was her country's national industry. She was regarded amongst the guardsmen of her targets as a myth, a story used to scare lower ranks by officers, and no danger to them. This is partly true, she was no danger to the guards as they were not her target. If ever she came across any Guardsmen she couldn't sneak around then she would choke them unconscious and hide the body, then move on; silent, effective, and feared by rich barons who might have provoked an old enemy somewhere too much.
Either way, his mother, whose name was Ailea, was on a mission deep in the shadowlands to kill off an Important Shade-General. She succeeded, but before she did, she was nearly caught by one of the Guards. This was no ordinary guard either. He was a member of the Torc-Agura, a reviled band of Dark Knights who were doing mercenary work in the Shadowlands at the time. He was out of armour, and without weapon, but still alert. As she crept up behind him, he turned around.
He had the deepest brown eyes you could ever imagine.
And he thought that her luscious ginger hair and intelligent blue eyes were the ultimate in beauty.
But duty came before love for them at the time, and they had a fight. It was fists and kicks mainly, with the occasional headbutt on the part of Duran, the Dark Knight who would father Dalziel, and two others. But eventually, Ailea managed to pull off a weirdly acrobatic move, and push Duran up against a wall.
He complimented her.
She blushed.
Things escalated from there, and overcome with love for eachother, Duran helped her complete the mission, and she asked Duran if he would marry her. Naturally, he said yes, even though earlier that night, 3 children had been... how should I put this without breaking a rule here... Implanted? Impregnated? Germinated? Three children had been put to grow in the womb of Ailea, by the Dark Knight who was rapidly becoming a Paladin of sorts, Duran. The happy couple would be the parents of 2 healthy children for about 10 years. But there had been 3 born! Oh yes. This is where Dalziel's story really begins.
He had been with his parents and his brother and sister for 6 years when he was abducted by an Arealonian Assassin named Firabar. Firabar was in need of an apprentice. Dalziel accepted apprenticeship. His father and mother had already taught him most of their skills, albeit to a much lesser extent, and Dalziel just needed a bit more time to practice, and learn the urban climbing techniques he saw Firabar use daily. He learnt this quickly, albeit not as well as Firabar would have liked, and was soon released into the world to make money for Firabar. This did not happen, and Dal immediately went home. He was greeted by open arms as his sister, a beautiful redhead girl called Scathach, and his brother, a silent type called Rudiel. His mother also welcomed him, but his father was not to be seen.
Because he'd been turned into an orc- a strong, powerful, tall orc, who looked remarkably human for an orc, but an orc nonetheless.
The villagers had killed him in fear.
Scathach, he discovered, was also an assassin by this point, and His brother had become apprentice to a Master Spy known only by the name Silk. His brother remained at home to care for mother, and to train, but he and Scat went into the world, to make their living, and make their stories.
Personality: Endearing, Charming, funny. He's a very lovable character, even though he's also a hired murderer with an axe and knife inside his jacket and a yew-wood longbow slung across his back. He's a bit sad on his own though, and is focused mainly on the target when he goes out 'to work'.
Appearance:
Weapon of choice: A tomahawk-styled handaxe that was designed to chop tree limbs, but easily chops necks and backs and limbs too. In his other hand he uses a small but sharp dirk thats good for slashing, and stabbing. His final weapon is a Yew Longbow. It's strong, and flexible, and has served him well in the past.
Magic: He has some dormant magic, but he's unaware of it. His sister, Scathach, is aware that she has magical powers, however, and uses them frequently.
Age: About 29 during the events of this Roleplay. I decided against immortality for this one, although his sister might get a good dose of it, as she's based on a real-life Goddess. She is not immortal during the roleplay, however, and is the same age as him, being his triplet. She also doesn't play any major part, and is just a side character to interact with.
Race: Half-elf crossed with Dark Knight. I list Dark Knight as a separate race purely because of the selective breeding programme that the candidate for Knighthood are taken from. They're bigger, stronger, and in most cases smarter, and because of the Selective Breeding Programme, they've not bred with humans or other outside species for so long that it was assumed that they were incapable of it. Dalziel's dad proved them wrong, but they're still regarded as somewhat another race.
Other: Yeah. This character's not immortal. Didn't want it for him. Also, don't KIK me out for this one, ok?
A. Since when?
B. My character's not immortal. His sister might be after the events transpiring in this RP, but because of something he will do that she sees as a terrible atrocity, she will not deem him nor any other human fit to hold the secrets of immortality.[/spoiler]
clant
[spoiler]
Name: Kezut
Gender: Male
Class: Jack of most musicians (cross class)
Country: Arealon
Bio (optional): As an Arkalon, he's not sure where he came from, but as soon as he could think too deeply on that subject he quickly moved on. At least, it was quick compared to how long he spent figuring out what and then who he was, much more important than where he came from. In his early age Kezut slipped into what was most comfortable, literally falling into his instincts and living as a variety of medium sized animals, when a regular human would have had their "coming of age" as a teenager many small and insignificant animal lifetimes had passed developing Kezut's higher consciousness into the reality that he was able to change as if from one life to another. Today, Kezut cringes to think about what happened when that keen intelligence had never experienced empathy and moved on to larger predatory animals. but the rest is history as he sits today playing music as a human, well not really a human, that's the part that still confuses him.
Personality: To be lazily rp'd
Appearance: Naturally his appearance may vary but Kezut doesn't ever remember sampling the female gender and only does small indulgent stints as animals these days.
Weapon of choice: The power of music! and some very nasty claws.
Magic: I heard they were seductive or something, a little unclear.
Age: 34
Race: Arkalon
Other: (KIK ) So, the way I imagine this is that an Arkalon is a straight up shapeshifter, and can change race but only on a physical level without inheriting any advanced traits of magic/holy affinity. Fully "settling" into a new form can take at least 1 day to at most 4, so as a wolf I wouldn't be able to howl right, run at full speed on four legs, or calibrate good hearing; however it would still be "competent" and not drop below the capabilities of the last form. I suppose there's also a possible interpretation of immortality as you can shapeshift into a younger version (otherwise you would kill yourself shapeshifting into a 30 year old bunny) so maybe there is a "master clock" timer that either is like "poof you dead" or you just become more and more sickly.
[/spoiler]
Tangletail's
[spoiler]Name: Dar'Haro
Gender: Male
Class: Thief (Guild Thief; Order of Whispers) – Guild thieves are those whom do not commit to simple petty crimes, but organized and large scaled crimes. Often times, a solo hiest of objects with higher value, framing a contractor's competition, kidnapping and relocating, to even destruction and removal of evidence. The Guild thief is truly the master of the underworld crimes, normally being very capable of many skills, highly deft in stealth and thievery, but not known for killing.
Country: Arealon
Race: Feli-Pires- Much like the Draco-Pieres, this group is a half human race whom seems to be crossed with feline blood. Though, it's hard to label the exact powers thaey have, as the race has a broad sub-category of species, it's generally noted that they tend to be more acrobatic, and can see fairly well under horrible lighting condition that is just shy of darkness. They are often times mistaken for the Rakshasa (evil outsider/demon whom usually appears with the body of a normal human, but the head of a large cat) and are usually slaughtered by paladins, and anyone unwise enough to take a second glance.
Appearance: He stands about 6'2” tall and is covered in a dark mixture of gray fur with black markings coursing over his flank. His eyes are an emerald green, with a light cerulean ring around the iris, and large rounded ears sits on his head. When his entire appearance is taken into sight, it is clear that he is a sleek desert serval breed
His armor when compared to others is mostly lackluster in protection, but has some decent asthetic properties. His armor is mostly black, with the edge trims a deep crimson red color. On the hips, small chakrams featuring dagger like protrusions sits on his hips in a strap holster. His torso's main protection comes from a leather vest that is completed with a black hood with red embroiled markings. The vest seems quite stylized like any other, but it's a method to add protection with hard mythiral studs, and still keep the asthetical looks. The design takes the shape of an eye drawn of a single continuous line, with a key hole replacing the pupil. Underneath his hood, the cat covers his face with a crude mask fashioned out of metal and sculpted to appear as the skull of a displacer beast.
Bio: Born and raised as a wandering Gypsy, this nomad began to lust for a more exciting life. One that kept to his roots, and his own abilities, but proved to be entertaining enough to resume. He enjoyed high risks, and abhorred any law, saying that they were mere abominations of road blockades to the path of progress. Eventually, after several years of thievery and toning his skills the Order of Whispers, a group of thieves, high classed spies, and a few rogue generals and some pirates, had invited him to join their ranks. Even when he didn't exactly have a fair choice behind the matter, he happily accepted the invitation without a second thought.
Personality: Normally quiet when in the guild Uniform, and often times prefers to stay out of sight and avoid unneeded contact of any form. But when out of his uniform and in normal civilian clothes, the cat easily blends in with society as a happy go lucky gypsy.
Age: 25
Weapon of Choice: Dual Combat Daggers, Five throwing daggers, Telescopic Blackjack
Magic: His spells take the aspect of darkness, but generally carries no real malice behind them.
ShadowStep: A spell like ability that this Guild Thief has. As long as he is in the shadows, or in low lighting, he can make a near instant short range teleport as long as the location is within a certain range.
Retreat to the Shadows: Turns fully invisible for a few seconds.
Other: KIK [/spoiler]
Drakon_Eques
[spoiler] Name: Rolak Chlarek
Gender: Male
Class: Dark Paladin
Country: Black Tower
Bio (optional): Rolak was a mage at the dark tower when he heard the voice of Malome it lead him to a hidden temple. It was there that he swore his life to Malome and was given his enchanted armor and long sword.
Personality: To be RP’ed
Appearance: [spoiler]
[/spoiler]
Weapons of choice: Magic and a Long Sword
Magic: Dark Magic
Age: 29
Race: Human
Other: Rolak magic increases and decreases depending on how Malome is felling towards him. Malome is the god of dark magic.
KIK[/spoiler]
[/spoiler]
[/spoiler][/spoiler]
1
Pizza or fries?
1
Name: Joshua Kay
Age: 12
Timezone: (UTC-06:00) Central Time (US & Canada)
How often you play: every day
IGN: Doc_Awes
Skype: teantaman
Years playing MC: 1 1/2
Gender: Male
Other:
Saw this on someones app:
If you had one word, that is all, to say to the Doctor to get him to help you, what would it be?: Pond.
2
Info about the lance:
The lance wold be longer than a sword, if you are not going fast enough it will just be pointed upward, works on the ground as a pike.
Crafting recipe:
W = wood S = sticks
W W
W S S
There would also be iron, gold, and diamond lances. Damage:
FT = full thrust HT = half thrust QT = quarter thrust, thrust meaning speed.
Wood: FT = 5 HT = 4 QT = 3
Iron: FT = 7 HT = 6 QT = 5
Gold: FT = 5 HT = 4 QT = 3
Diamond: FT = 8 HT = 7 QT = 6
Their could be a bar saying how fast you are going
FT = full thrust HT = half thrust QT = quarter thrust, thrust meaning speed.
FT 50 % chance HT 25 % chance QT 10 % chance
Gold: 33
Iron: 251
Diamond: 1562
1
Use world edit!
Yes i like the timer mod idea, maybe when they are done the mod only allows them to take snapshots so that they can post them n a site and then if they are good enough get them up for download download them, use world edit copy and paste their buildings on a server for public voting.
Also you could just do it on a server like bloxterrias build of the week.
Well since its a map they will need a BIG space so tp them 10,000 blocks apart each so that they could build as big as wanted.
So ya once again firewave15 says this "Good idea"
i hope this becomes a real thing while i cant build it would be epic to see what fellow minecrafters could build in 48 hours.