abxolotl-rewrites
abxolotl-rewrites
Abxolotl 2: Electric Boogaloo
8 posts
Abby - 20 - She/They - 🇳🇿 - MCD and MYST Rewrite Blog
Last active 60 minutes ago
Don't wanna be here? Send us removal request.
abxolotl-rewrites · 7 months ago
Text
Tumblr media
im so normal abt sibling relationships in media i swear
45K notes · View notes
abxolotl-rewrites · 7 months ago
Text
Thanks dude! Lmk if you have any questions since I've got a lot of yappage stored up :P
i am EMBARRASSINGLY BAD at geography so dear MCD rewriters, i implore you to share your geography set-up/headcanons on this post... in as much or as little detail as you want bc i am both curious to know and in need of dire enlightenment /SILLY
37 notes · View notes
abxolotl-rewrites · 7 months ago
Text
Yess finally I can share geography thoughts (I mean, was gonna anyway but always forget to), also gonna do a tl;dr since many thoughts with more elaboration under the cut.
So tl;dr, like gumboot's rewrite Ru'aun is very similar to nz. It's pretty temperate, with hot, dry summers and although the winters are reasonably mild temperature-wise they're wet and miserable. Gal'ruk stays pretty similar to canon, with it being largely inspired by the Arctic circle and it's tundras with short summers and long, cold winters and also a near lack of sun light for a few months. Tu'la is similar to the Mediterranean with the west and central regions being similar to North Africa and western Asia. i've also whacked in three other regions (Oki'mori, Ey'uin and Motu'nui), Oki'mori being one bigger island with a few smaller islands around it north of Tu'la and it's pretty similar to Asia with hot, muggy summers but cold, dry winters. Ey'uin is north east of Oki'mori and is pretty similar to northern Europe with cold summers and even colder winters. Finally, Motu'nui is a collection of islands to the east of Oki'mori and south of Ey'uin, pretty similar to many of the pacific islands with many of the islands having hot, humid summers and warmer winters!
Continuing the NZification of Ru'aun and the aphverse propaganda! So due to the scared forest - which is near impossible to get through due to a. Hyria and b. It's fuckin dense. - and also the mountains the forest surrounds that split Ru'aun in two (can you tell what island of NZ I'm from), most of the settlements of Ru'aun are coastal. I'm also gonna include villages/cities that were mentioned but never mentioned again.
O'Khasis, Nahakra, Falconclaw (or well, the ruins of Falconclaw) and Nashma are on the western side of Ru'aun, Nahakra, Falconclaw and Nashma being further north and O'khasis more central along the coast, closer to the land bridge that seperates Ru'aun and Tu'la. Falconclaw is a bit further inland compared to the rest of them. You can find the Yggdrasil forest on the western side of Ru'aun, very far south.
Scaleswind, Borboros and Levis are in the south eastern part of Ru'aun. Kirkrill, Pikoro, Brightport, Meteli and the Neapolitan Villages are more central with Phoenix Drop being a bit further north than them. There is also the village of Dawngrove at the northernmost point of eastern Ru'aun. (Dawngrove is the player village from @loud-ass-bird's Aphblr minecraft server).
Meteli is built at a river mouth and is by far the hottest and muggiest of all the villages; PD and Bright port also get hot during the summer but their summers tend to be drier. Falconclaw is further inland due to it largely being a hunting settlement.
Tu'la is very Roman Empire inspired, but some of the southern regions of Tu'la are more Imperial China and Mongolia inspired. The heartland (to the north east, fairly close to the Ru'auni border) is very much Italy-inspired in terms of climate; hot, dry summers, with cooler winters and not much rain, with most of the rainfall occurring in the autumn and spring. To the west, where it becomes more similar to north Africa and west Asia, it's a lot drier and more similar to a desert, with most of the settlements built on the coast and around waterways (oases, rivers, etc.).Like Ru'aun, there isn't much inland settlement in southern Tu'la since most of it is desert but there's still a bit, including a decently sized city due to a large river that runs south east to central Tu'la. Just not as many settlements as the coast.
Oki'mori, Ey'uin and Motu'nui, I need a flesh out a bit more. But yeah. I also have maps but they need editing. :D
i am EMBARRASSINGLY BAD at geography so dear MCD rewriters, i implore you to share your geography set-up/headcanons on this post... in as much or as little detail as you want bc i am both curious to know and in need of dire enlightenment /SILLY
37 notes · View notes
abxolotl-rewrites · 9 months ago
Text
Behold! Another Shadow Knight infodump! Cosmetic changes, magicks, how to kill them, a variety of things! Again, helped by the amazing @gumbootrambles
Any magicks a SK has gets amplified. Any witchcraft they are able to use gets a boost as well.
SKs also get a boon upon their transformation, usually blood, fire or shadow related, but it can also be an extension of their original magicks. Some examples being:
Gene can memory walk
Zenix's blood acts like napalm
Vylad can teleport using shadows
Laurance has acid blood
Sasha can turn invisible when in the shadows
Amethyst can control people's movements using their shadows
Shadow Knight blood is poisonous, so double hit if they have a blood related boon.
The transformation into the SK form in excruciating but only SKs with control over their transformations really notice. Though each SK will have a different reaction to the feeling.
Mature SKs don’t need to eat, sleep, breathe or blink and they have no heartbeat, as well as having an incredibly high body temperature.
Premature SKs still need to eat, sleep, breathe and blink but they do it much less than a human. They have slow heart beats and their body temperature is warmer than normal.
Mature SKs don’t age and are almost impossible to kill.
Premature SKs still age, but much slower and are difficult to kill.
Mature SKs can only be killed by; Being stabbed or cut by an enchanted weapon (though it does have to be an extremely strong enchantment, like the weapon of a relic wielder or one blessed by them) and powerful magicks, the holy kind.
Premature SKs can be killed by; Poison, Choking, Disease, Beheading, Drowning, Being stabbed or cut by an enchanted weapon.
Mature SKs are immune to fire, lava, etc (great for taking a dip in the lava lake). Premature SKs won't be harmed by fire but lava is a different story.
Shadow Knights are fully able to kill each other if they are stronger than their opponent. SKs often cull the weak, killing and consuming them.
Shadow Knights that weren't human to begin with will get an additional change in appearance. If they have other forms, like mer'ai, lu'pira (werewolves), meif'wa with their werecat forms, those forms will be corrupted and look much more monstrous.
Both premature and mature Shadow Knights have sharp teeth and claws. Their eyes are also reflective in both forms.
SKs also get black gradients on their limbs. The older they are, the further it goes.
A Shadow Knight’s motor skills are more effective, faster and more smooth. They also have an unnaturally perfect posture.
They get an intense sense upgrade. Their hearing, sight, and sense of smell increase greatly.
SKs are faster and stronger than a human but mature SKs much more so than premature SKs and have an intense aura.
Mature SKs won’t be attacked by the creatures of the Nether as they are recognised as belonging there. Piglins avoid them out of fear.
Premature SKs on the other hand will be. They aren’t fully dead. They won’t belong anywhere until they die or fulfil the calling.
Older SKs are normally very cut off from their emotions while younger SKs and premature SKs emotions are haywire. Though some are able control their emotions, eg. Sasha and Vylad.
43 notes · View notes
abxolotl-rewrites · 9 months ago
Text
The Mer'ai
Okay so, the Mer'ai. New race yay! Have another infodump. It's not all of it (same for my SK post) but here!
The mer'ai are basically merfolk. They are an all women race, found in the oceans of the world, with their two main (and pretty much only) settlements being 'Vana' in the sea around Gal'ruk and 'Aqunis' in the sea between Tu'la and Ru'aun.
Their top halves are similar to humans, the difference being scales on some and their ears being finned. The Mer’ai are normally seen with intricate tattoos adoring their bodies. Their bottom halves are normally similar to different species of sea creature and their sizes vary due to this as well. Some Mer’ai are known to have sharp teeth and claws.
They are based off of saltwater fish mostly with some being based on sharks, dolphins, whales, eels, octopi, etc. Though the larger mer'ai, like those based on sharks and whales are rarer due to the amount they have to eat. Those based on sharks and orcas as an example are normally more monstrous looking compared to the other mer'ai.
Their diet also follows what sea creature they are based on, with most of them being purely carnivorous.
They also get the traits of what they are based on. Examples being that those based on marlin are very fast and sharks are quick and heavy hitters but need to conserve energy due to their size.
The mer'ai, being an all female race, evolved their own ways of reproduction, either through magick, witchcraft or other means. They are able to have children with other races but most don't.
The mer'ai are generally larger than humans and usually need to stay hydrated with salt-water or fresh-water (depending on what they are based on) to keep themselves going as well as food.
Mer'ai are able to regenerate a small amount if they are in or covered in water, they can heal small wounds but the larger it is, the harder and slower it is to heal before it kills them.
They are also faster and stronger than humans, the level of this depends on what they are based on.
They are generally unfriendly towards surfacers, especially in Aqunis, with many centuries of them being hunted by the surfacers if seen. There is a common tale in Aqunis, of a mer'ai noble who falls for a surfacer. In one version, they live happily ever after. The most common version being that the noble's mer'ai identity is found out and killed. It is often used as a cautionary tale to the young mer'ai.
This hasn't stopped some mer'ai from going out and falling for surfacers, some of these unions leading to the creation of the landwalker mer'ai.
Landwalker mer'ai are able to hold their human form far longer compared to other mer'ai, being able to keep it up for days on end. They are also omnivorous, not barred by their mer'ai parents diet.
All mer'ai have the capacity to use magicks and be born with it, as well as use witchcraft. The royal family of Aqunis are able to call storms and the royal family of Vana can control the ice around them, including the glaciers.
Unfortunately, the mer'ai of Vana were twisted and corrupted when the sea around Gal'ruk was cursed.
The mer'ai of Aqunis had their young princess killed under the orders of Esmund The Protector, the reasoning for this is unknown by those in Aqunis. In retaliation, the Aquni General attacked the village of O'Khasis, killing many before she was killed by Esmund. Aqunis was later attack by O'Khasis, also in retaliation. The attack killed most of the mer'ai of Aqunis, with the survivors vanishing a few years later.
11 notes · View notes
abxolotl-rewrites · 9 months ago
Text
So- Vylad was poisoned. Can you take a guess who ordered it? None other than Garte! So, say there was a group forming in O'Khasis that really just didn't like the Ro'meaves. Especially Garte.
Unfortunately for Garte, they hadn't really done anything that could allow him to remove them from the equation without looking like a tyrant. But he did want them gone. He also wanted the bastard son his wife had with another man gone. Two birds, one vial of poison.
Vylad died in the garden, in front of Zianna and a 14 year old Zane. Garroth was away at the guard academy. His death had such an effect on his family. Zianna shut down, Garroth pushed himself harder in his training. Zane went further into his studies but also, after Zianna shut down, Garte's hold on Zane grew tighter. Garte got what he wanted, the bastard son gone, the forming group of rebels gone and his second son was isolated enough that he could truly mold him to how he wanted him.
No one really noticed that the casket was empty as it was place into the ground.
She's used to following orders, she's in and out, as efficient as possible. She has to fight off the urge to set the village ablaze, rampage, wreck havoc for a crime that was committed so many centuries ago. Carrying the boy, it brings back painful memories. But she has her orders and Abaris will stick to them.
59 notes · View notes
abxolotl-rewrites · 9 months ago
Text
do it do it do it
First post of the blog! Let's start this off with a Shadow Knight infodump! This will also include info about two of my OCs! Abaris and Anna! Anna being my Aphblr minecraft server character :D
I thought of these with input from the lovely @gumbootrambles
AHEM SO-
The Shadow Lord can pick and choose who becomes a SK, mostly talented guards & soldiers, though exceptions are made for magicks users and those who practice witchcraft.
The current named Shadow Knights, in order of creation, are:
Xavier, Abaris, Vincent, Amethyst, Anna, Glenda, Vylad, Gene, Janus, Zenix, Sasha and Laurance.
All Shadow Knights have scars pertaining to their deaths or torture. Xavier had a big scar on his chest from having his relic ripped out of him, Abaris has a large scar on her chest and back from being ran through by Esmund, Gene has a scar around his neck with two others messily cut into the back of his neck (He was still alive for the first two), Sasha has burns over her body under her shoulders, Zenix has scars crisscrossing all over from being blown up, Vylad’s throat and stomach are scarred internally from poison, Laurance has scars from his torture, as does Vincent & Amethyst with the three of them having their throats slit at the end, Anna was many small cuts on her neck from rope-burn as well as an indent in the skin, Janus has three scars through his stomach from Abaris’ trident and Glenda has a scar on her throat from her throat being slit.
Shadow Knight’s armour is made from their blood, their death/torture scars reopen and the blood forms the armour-like shell, they cannot take it off.
Their armour is unique to them, making it easy for them to identify each other. Though their armour will also have marking indicating their rank, and if they use magicks/witchcraft.
You can also roughly tell how old a Shadow Knight is by the colour of their armour. The lighter it is, the younger they are.
The reason for that is their blood darkens over time. First Gen Shadow Knights, like Abaris and Vincent would have black blood, while a new Shadow Knight like Laurance would just have the usual.
A Shadow Knight’s weapon is also unique to them, it depends on their fighting style and personality:
Xavier had a rapier
Abaris has a double trident
Gene has a katana
Laurance has a falcion, which then becomes a rapier
Vylad has a kusarigama/chain knife
Sasha has daggers
Zenix has a battleaxe
Janus has dual greatswords
Vincent has an odachi
Glenda has a longsword
Amethyst has a guandao
Anna has a scythe
The blue soul fire is commonly used in the Nether as a symbol of rebellion against the Shadow Lord for those that defect, rebel, or those wishing to do so. Shadow Knights that rebel often mark their armour with it.
Tumblr media
Shadow knight armour colour chart, with added symbol of rebellion soul fire blue.
38 notes · View notes
abxolotl-rewrites · 9 months ago
Text
First post of the blog! Let's start this off with a Shadow Knight infodump! This will also include info about two of my OCs! Abaris and Anna! Anna being my Aphblr minecraft server character :D
I thought of these with input from the lovely @gumbootrambles
AHEM SO-
The Shadow Lord can pick and choose who becomes a SK, mostly talented guards & soldiers, though exceptions are made for magicks users and those who practice witchcraft.
The current named Shadow Knights, in order of creation, are:
Xavier, Abaris, Vincent, Amethyst, Anna, Glenda, Vylad, Gene, Zenix, Janus, Sasha and Laurance.
All Shadow Knights have scars pertaining to their deaths or torture. Xavier had a big scar on his chest from having his relic ripped out of him, Abaris has a large scar on her chest and back from being ran through by Esmund, Gene has a scar around his neck with two others messily cut into the back of his neck (He was still alive for the first two), Sasha has burns over her body under her shoulders, Zenix has scars crisscrossing all over from being blown up, Vylad’s throat and stomach are scarred internally from poison, Laurance has scars from his torture, as does Vincent & Amethyst with the three of them having their throats slit at the end, Anna was many small cuts on her neck from rope-burn as well as an indent in the skin, Janus has three scars through his stomach from Abaris’ trident and Glenda has a scar on her throat from her throat being slit.
Shadow Knight’s armour is made from their blood, their death/torture scars reopen and the blood forms the armour-like shell, they cannot take it off.
Their armour is unique to them, making it easy for them to identify each other. Though their armour will also have marking indicating their rank, and if they use magicks/witchcraft.
You can also roughly tell how old a Shadow Knight is by the colour of their armour. The lighter it is, the younger they are.
The reason for that is their blood darkens over time. First Gen Shadow Knights, like Abaris and Vincent would have black blood, while a new Shadow Knight like Laurance would just have the usual.
A Shadow Knight’s weapon is also unique to them, it depends on their fighting style and personality:
Xavier had a rapier
Abaris has a double trident
Gene has a katana
Laurance has a falcion, which then becomes a rapier
Vylad has a kusarigama/chain knife
Sasha has daggers
Zenix has a battleaxe
Janus has dual greatswords
Vincent has an odachi
Glenda has a longsword
Amethyst has a guandao
Anna has a scythe
The blue soul fire is commonly used in the Nether as a symbol of rebellion against the Shadow Lord for those that defect, rebel, or those wishing to do so. Shadow Knights that rebel often mark their armour with it.
Tumblr media
Shadow knight armour colour chart, with added symbol of rebellion soul fire blue.
38 notes · View notes