[KQ] breaking the same old ground
 

Age: 0 | Height: | Race: OOC Account | Citizenship: Hollowed Grounds | Level:
STR: - DEX: - END: - LUCK: - ARC: - INT: - HP: 0 - BASE ROLL: 0
Played by: Admin
Posts: 1,039 | Total: 7,823
MP: 2080

#1
key quest
Dark and bleak and freezing, one might expect the Tundra to be empty at Longnight. Even places like The Fangs ought to be sleepy and lifeless, the howling, open crags the only music in this night without end. But something stirs out on the ice, kicking up flurries and blowing, tumbling across the snowfields, gaining speed and mass. The overwhelming presence of the void might have been cleansed from the area, but there is still plenty of residual nastiness to go around, and the violet infection has curled itself, this time, around the very elements that make up the Tundra.

Barrelling towards The Fangs - and more importantly, towards the sacred, healing springs within them - the amalgamation of abyssal elementals shrieks with unchecked glee. The sound is a discordant twang in the empty song of the night, loud enough to carry. To whose ears, though? That is something only time will tell.



Welcome to the KQ! You have 24 hours to join.
NOTE: It is The Fangs at Longnight, and very, very cold. Please only join if it makes sense for your character to do so.

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This KQ will be scaled based on the level of characters who join and is regular difficulty. Please post your characters arriving and taking their first action, and in your summary list whatever non-items they are bringing with them (anything on your profile is automatically assumed to be with you). Items not listed cannot be used later.

Remember to include a summary at the bottom of your post with all action taken. If weapons/upgrades/abilities/items/shifts/etc are used, please include their desc. from your profile at the bottom of your post as well.

REMEMBER: KQs are rewarding but dangerous. They may cause death and/or permanent changes to your characters.
 

Age: 0 | Height: | Race: OOC Account | Citizenship: Hollowed Grounds | Level:
STR: - DEX: - END: - LUCK: - ARC: - INT: - HP: 0 - BASE ROLL: 0
Played by: Admin
Posts: 1,039 | Total: 7,823
MP: 2080

#2
key quest
The void calls, and this time, no one answers.

Across the lonely Tundra, the abyssal elementals converge on The Fangs, and they quickly get to work. Like a swarm of icy locusts, they seep and howl and jam into every part of the hotsprings, cracking it deep to the foundations. The sound of its destruction is a hollow echo through the mountains, an empty grief that no one is around to hear.

And the hot, healing waters, blessed further with the power to cleanse void infections, is left to bleed away into the earth where its power can do no one any good. The springs are left as a broken, sorry thing, and any soft and mourning drips are soon silenced as the water freezes into unforgiving ice.

With their work done, the elementals disperse, leaving the evidence of their wicked task to be found when daybreak finally comes.



As no one responded, this KQ has FAILED! Halo's healing hotsprings have been destroyed.

To restore the hotsprings, the region must repeat the prior RQ(s) which gave it power. (I.e. one RQ for the healing waters, and another to cleanse the void).

~FIN

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