Kalehart 1060 Popular Post Share Posted September 7, 2020 (ALL PRE-EXISTING HERALDS START AT FEAT LEVEL. CONTACT THE ST IF YOU WISH TO DROP THE MAGIC.) Heralds of Azdromoth “O’ Heralds Mine, bearers of the mark, receivers of our blood, yield unto Me.” -Azdromoth the Firstborn, speaking through a Herald to her congregation. Introduction: This piece has been written for two main reasons: to make Heraldry into a magic that is worth the slot it is capable of taking up, and to expand on the idea of Heralds beyond just being servants or allies of Azdrazi, turning them into a more important and relevant part of Azdromothian culture. I’ve done this by diminishing the magic’s reliance upon Azdrazi- though not completely doing away with it- and by expanding its capabilities significantly. As a way to avoid completely upending the current norms, I’ve separated it into a feat and a 1-slot option, with the former aimed towards replicating the treatment and purpose seen in current Heralds, and the latter meant to be more independent and versatile for those who earn it. One of my main desires for this lore is for it to see that Heraldry becomes more legitimate as a magic of its own, so that while some Heralds may still ultimately aim to become Azdrazi, it would be feasible and reasonable for someone to seek it for its own sake. To this end I have expanded on the culture of Heralds, hoping to give those who dedicate themselves to the practice a more fulfilling experience. Creation Marking The initial creation of a Herald is a simple process. At the hands of an Ordained Herald or Azdrazi, the Dratho Rihk inscription ability may be used to etch upon the flesh of a willing mortal their initial Azdromothian mark, the sigil of an eye wreathed in flame both branded and tattooed upon their flesh; always over the heart or somewhere on the centerline of the body. After the placement of this marking, the mortal will find themselves capable of comprehending the low draconic tongue, as well as learning a pair of minor abilities. This mark functions as an indirect bond or tether to Azdromoth, inherited from the Ordained Herald or Azdrazi that places it, and from it stems a flow of Azdromothian draan that can be utilized for their various abilities both as base Heralds and later as Ordained ones. In the case of Ordained Heralds marking others, one could essentially frame the passage of this Azdromothian mark as a ‘lineage’, a bond that may originate from an Azdrazi or from Azdromoth himself, passed down from Herald to Herald. Naturally, most of the lineages one might find tend to originate with an Azdrazi, but it is not entirely unheard of for the occasional Herald to be taken into the service of Azdromoth directly. In these rare cases of direct service, there may be minor aesthetic differences to the marking and eventual Ordainment tattoos, often causing them to cover more of the body, glow brighter or in a different hue. These individuals are the beginnings of ‘pure’ Heraldic lines and lineages, sourced from Azdromoth directly rather than one of His Azdrazi children. Similar changes may also occur if Azdromoth performs the Ordainment, discussed in the next section. Any such breaks from the norm are noted on the relevant FA or MA. An Ordained Herald or Azdrazi, importantly, cannot mark more than three mortals with this Azdromothian bond. There is no means to have a fourth Herald connected to the same source, unless said source is Azdromoth, and if one wishes to bestow the mark to someone but already has three other Heralds, they will need to remove one of their marks to free up the 'slot'. The marking of a new feat-level Herald is also tracked on the marker’s relevant application. Anyone with the ability to grant a mark through Dratho Rihk is capable of removing them, thus disconnecting the Herald, Ordained or otherwise, from the magic. The loss of one’s Heraldic markings has no particular cost, either mental or physical, leaving only the branded scar created by the initial bond to Azdromoth after the magic or feat is removed. Beyond this, only Paladins have the ability to disrupt the bond between a Herald and the Arch-Drakaar, though only with OOC consent. Ordainment To Ordain a Herald, thus turning the magic from its feat version into the 1-slot version, two cooperating Azdrazi will be required. With each Azdrazi working with a mixture of their own blood and that of the Herald, the pair will, in unison and with painstaking care, use it to paint upon the flesh of the Herald their expanded tattoos. These markings will ultimately cover two limbs, at least one of which must be an arm, with each Azdrazi working upon one. Unlike the first Azdromothian mark, these appear simply as luminous red tattoos, involving no tissue damage or scarring- though the process certainly feels as if the etchings are being branded on all the same- a harrowing experience to be sure. It is through these tattoos that the draan gifted to them through their bond to Azdromoth can be harnessed and directed with greater finesse. Once finished, the newly Ordained Herald shall be able to learn and utilize the vocal portions of their magic. Ordainment is handled as a new magic app with the prior feat application linked within, alongside confirmation from both Ordaining Azdrazi. Notably, Ordained Heralds remain bound to the person who initially marked them, continuing to take up one of their 3 slots. Spoiler -Heraldry is separated into two versions, a feat and a 1-slot magic. The feat can be granted by any Ordained Herald or Azdrazi that knows the relevant incantation, whereas the 1-slot requires the cooperation of two Azdrazi. -The initial mark is placed either over the heart or somewhere on the centerline of the body. Ordainment tattoos are placed on two limbs, one or both of which must be an arm. -Azdromoth is capable of performing any part of the Marking and Ordainment process, and those marked or Ordained by Him directly may have their tattoos undergo various aesthetic alterations. -There is no damage done by having one’s Heraldry removed, only the branded scar left by the initial bond remains. -A Herald's mark or marks cannot be hidden when in plain view (uncovered by clothing or armor.) This includes by magical means, as well as makeup, etc. -Paladins are capable of purging a Herald of their connection, strictly with OOC consent. -Ordainment is handled as a new MA with the feat app linked within, and with both Ordaining Azdrazi vouching for their part as 'teachers'. -Knowledge of Dratho Rihk is noted on the relevant application, and Heralds marked using it are tracked akin to students on a TA on said application as well, each filling one of three slots. These slots are only opened up again by the disconnection or death of those consuming them.-Ordainment does not remove a Herald from the slots of the person who initially granted them a mark. -If a Herald has been Ordained or marked by Azdromoth Himself, this is noted on the application alongside any aesthetic changes it incurs.-Ordained heralds who have learned all of the spells and have been ordained for 2+ months are able to be taken off of the MA/CA of the person who originally heralded them. “Worship Him? No, not particularly. I do pay respect to Him, though! I’d be a fool not to.” -A Herald making an offering to the Firstborn. Culture: (This section outlines only optional roleplay context, and does not include any mechanical effects.) In times past, Heralds have served a role significantly lesser than that of the Azdrazi, dependent upon them for the limited draan they once wielded, and at their mercy should one ever seek to remove the markings with which they were imbued. Though some Azdrazi positioned their Heralds as priests and carriers of the Azdromothian faith, others still made them simple minions for their disposal, leveraging the ambitions of mortals seeking to become dragons in order to make them instruments of their bidding. Though Heralds were meant to be respected, circumstance led this power to be treated more as a bond of servitude. In His bolstering of the powers afforded to His Ordained Heralds, Azdromoth has done away with this perversion of their purpose, reclaiming those leal mortals as servants of His will alone. No longer relying on the Azdrazi for anything beyond their Ordainment itself, Ordained Heralds function specifically as representatives of Azdromoth, their abilities based upon His own and their draan sourced directly from Him. Though ultimately no mortal can match the status of a dragon, Ordained Heralds are those who are closest to their stature without undergoing such a transformation themselves. They are allies and honored friends, recognized as diligent followers of the Titan. Like the Azdrazi, those who have become Ordained have proven themselves in service to Azdromoth, and are regarded with a proportionate amount of respect for their hard-won status. There is a meaningful difference, however, between the treatment of Heralds who have been Ordained, and those who have not. Unordained Heralds are left open to the kind of treatment that had previously defined the role- they may be tested, tasked, and otherwise troubled by the Azdrazi they seek Ordainment from. These unordained Heralds are those mortals that are unproven, and must work to earn acceptance- albeit, it would still be ill-regarded to treat them too unfairly. In agreeing to Ordain a Herald, Azdrazi also accept that they are relinquishing their control over them; granting them status as a near-equal, no longer to serve them, but rather their Father. The training and teaching of a new Herald is viewed, in essence, as a process of preparing them for service to Azdromoth; one which, should the Herald lack in their duties post-Ordainment, reflects ill on both them and the Azdrazi who Ordained them. As such, it is not an honor lightly or thoughtlessly given. This said, as is covered in the Tenets below, even Ordained Heralds are expected to aid Azdrazi in dire need. Though equated to priests, it is worthy of note that the dispositions of Heralds are not always so simple. Due to the nature of draconic faith and those it attracts, certain personality traits that may be looked down upon in other religious practices are instead tolerated, and even encouraged within the Heraldic priesthood. Ambition, pride, stubbornness, even an unwillingness to engage in outright worship are all permitted, for it is these traits which best reflect the Firstborn Himself and dragonkind as a whole. The distinction between these traits and a lack of faith, so to speak, is simply obedience. Though an Ordained Herald may not behave as one might expect a priest to, they should ultimately adhere to and serve the will of the Titan. This is not to say that 'rogue' Heralds cannot exist, as it is below the Titan's interest and dignity to hunt down every stray carrier of his draan that does not strictly abide his word, but these individuals or rarely groups are often a target of more leal servants, should they not be wary. What's more, to exist outside the bounds of Azdromothian faith will most often make it difficult or near impossible to acquire Ordainment, for few Azdrazi are known to stray as such. Spoiler -Ordained Heralds are not Azdrazi minions, as they serve Azdromoth above all others. They may choose to work with Azdrazi, and are expected to aid them in times of great need, but strong-arming Ordained Heralds into acts of service would be considered extremely improper. -Ordained Heralds are considered near-equal to Azdrazi, though no mortal can fully match the standing of a dragon within the Azdromothian faith. -Unordained Heralds are often tested and tasked, treated more as Heralds prior had been, as a means to judge their worth and dedication before granting them the status and cultural equality that comes with Ordainment. They are in effect, being trained and assessed to ensure they are worthy and capable of serving Azdromoth Himself. -Heraldry is accepting of draconic personality traits, requiring no traditional religious reverence, but in general requires obedience to Azdromoth. -Rogue Heralds may exist, but must necessarily be careful to avoid the ire of those more faithful servants of Azdromoth. Though this section outlines my intended interpretation of the culture, it is by no means enforced or strictly necessary to abide. This section exists to provide a suggestion of how Heralds may ideally function, per the design of this lore. Reinterpretation or complete departure from this outline is perfectly acceptable. Tenets Part of Heraldic culture is adherence to a handful of Tenets, meant to provide a guideline for what is and is not conduct that will appease the Titan. Though playing no role in connection or disconnection, the breaking of one such Tenet tends to be viewed as sufficient justification for the removal of one’s Heraldry. They are the following: I The name of the Firstborn shall not be taken in vain, nor shall we permit it to be stained by the words of the ignorant. II The Dark and the Light are enemies of the Firstborn and this world, and we shall not allow ourselves to be seduced by them, nor to associate with their followers. III The Azdrazi are the children of the Firstborn, and so it is our charge to aid in their plights, for through them we glimpse His reflection. IV Those who strike against the Firstborn or His Children are to be shown no mercy, for their folly is that which can be corrected only by death. V The cretin who slaughters our kin, the accursed Aengul who shall not be named, must be opposed at every opportunity, for he is our bane. To briefly explain each Tenet: Spoiler (These explanations reflect what would be common IC understanding of the Tenets.) I: Heralds should not speak ill of Azdromoth, and should work to correct any misinformation being spread about him, or silence dissent against him. This may be handled diplomatically or through force; the important part is that it is not ignored. If immediate action cannot be taken, it should be remembered and addressed when possible. Mostly, this functions to ensure Heralds do not themselves speak ill of the Firstborn II: Heralds should not associate with any forces of Light or Dark, meaning that they would be breaching this Tenet if they ally or even willingly associate with anyone serving a deity or wielding a dark magic. Furthermore, to allow oneself to be swayed from service to Azdromoth by one such polar force would be seen as a disgrace most foul, potentially leading to said Herald being hunted for their transgression. III: Heralds are expected to work to the benefit of Azdrazi, in general. This does not mean that Heralds always have to do what Azdrazi say, or that they must even be particularly friendly with them, it simply means that they cannot work against the Azdrazi, and should generally orient themselves towards actions that will aid the Azdrazi. It is not a breach of this Tenet to argue or even disrespect an Azdrazi, but it would be one to ignore it if they urgently require aid, or to actively harm them with one’s actions. A Herald should only be compelled to action if it is of grave import to the Azdrazi by means of their safety or general well-being, minor tasks and even major ones that don’t relate in one such way can be disregarded if desired. IV: Heralds are expected to treat harshly anyone who is an enemy of Azdromoth or the Azdrazi. This may translate to killing them on sight, or simply refusing them any sort of aid. Essentially, they cannot assist anyone who works against Azdromoth, and would be wise to stand against them wherever they can. Ultimately, bringing death to the Titan’s enemies is ideal, though not an outright requirement. V: A somewhat more severe version of IV relating specifically to Paladins and Xan. Heralds should be inclined to destroy and combat any representation or carrier of Xannic influence wherever possible, though they would not be asked to do so to a suicidal extreme. If, for example, a group of Heralds came upon a lone Paladin, it would be expected of them to use the advantage to kill them; but if the positions were reversed, a Herald would not be asked to attempt, fruitlessly, to fight the Paladins alone. In addition, all Xannic effigies, shrines, and so forth should be defaced where feasible- usually with the use of Dratho Nar or by burning them. “You know not the power of the Titan, but don’t fret... We will show you.” -A pair of Heralds creating a fearsome display with Yol Zahkrii and Zil Kresh. Exhaustion & Tells: Exhaustion Heraldry does not incur a standard type of physical exhaustion, instead leading to an ‘overheating’ effect on one’s markings that becomes increasingly more painful and debilitating the more the Herald utilizes their Azdromothian draan. This is, essentially, a result of the markings failing to completely contain the potency of the draan which infuses them. Notably, this is mostly a perceived heat, not tangible beyond at most a slight scalding warmth to anyone else who touches the marks, insufficient to cause actual burns. Though it does not require visual representation, one can display the increasing ‘overheat’ level of their marks by making them glow brighter- though never enough to even so much as irritate one’s eyes. This discomfort or pain can range from a slight tingle for a simple and swift ability like a summoning with Bel Zahkrii, to a searing, nauseating agony in much more extended circumstances such as a heavy use of Dovra-kul. Using multiple small abilities within an encounter will also contribute to the further heating of one’s Heraldic markings. As a rough guideline, it should take about 5 small spells (2 or less emotes), 3 medium ones (3-4 emotes) or 1 large one (5+ emotes) to cause enough discomfort to start creating meaningful negative impacts on focus and movement. Anything significantly beyond these bounds should lead to incapacitation. It takes 1 narrative hour without casting for an Herald’s markings to ‘cool down’. A few abilities function without this cost, as is noted in their details. Spoiler -Rather than physical exhaustion, Heralds suffer from a painful ‘overheating’ effect on their mark or marks. Like most other exhaustion systems, this becomes more severe with lengthier or more frequent ability use. -Higher levels of strain can be displayed by increasing the glow of one’s mark or marks, though this is not required. -It should take approximately 5 spells of 2 or less emotes, 3 spells of 3-4 emotes, or 1 spell of 5 or more emotes to cause significant disability in the Herald. Significant disability constitutes an inability to continue with combat, or cast further spells. -It takes 1 narrative hour without casting for a Herald’s markings to fully cool down. This is true regardless of how ‘hot’ they have become. -Mindoraan, Zil Kresh, Bharoh, Dratho Nar and Dratho Rihk do not cause this effect. Heraldic Tells Akin to Voidal magics, most Heraldic abilities come alongside a visual tell. A handful of options exist to allow Heralds some creativity in how they represent their magic. The general theme followed by Heralds is that of ash, smoke, heat and embers, but not fire itself, and personal alternatives abiding this may also be requested. Exhalation of smoke. Glowing of mark or marks through armor, clothing, etc. Ash falling or seeming to be blown off of their person. Harmless embers igniting somewhere on their person. Heat-like distortions around their eyes or hands. Any ST-approved alternative that fits the theme. Tells are displayed before the speaking of any words of power, as it is not a result of invoking a purpose for their Azdromothian draan, but rather of harnessing it in preparation to do so. Those spells that do not require a tell simply do so due to how little draan is needed for their use. In all cases, this tell must be readily apparent to anyone observing the Herald. Emotes that do not require a tell will have this reflected in their emote guidelines and stated outright. Abilities: Herald abilities are separated into two types, ones that require the word or words of power only be understood, and those that require them to be spoken. Feat-level Heralds may only utilize Non-Vocal abilities, whereas 1-slot Ordained Heralds gain access to Vocal ones. Format used is: Name Summary -Details -Emote guide -Redlines -Moderation notes (if needed) Non-Vocal: Non-Vocal abilities are those spells that do not require their corresponding Low Draconic invocation to be spoken. These abilities are the only ones available to unordained Heralds. Bel Zahkrii (Combat) A Herald may summon and dismiss two draan-bound items at will. This requires 1 emote for both summoning and dismissal, or 2 emotes for retrieval when disarmed or thrown. Spoiler -By willing it so, a Herald may summon and dismiss a pair of weapons or tools which have been interwoven with the draan they are gifted with. The act of binding such a weapon is simple but impossible to undo without destroying the weapon or tool after the fact. It is performed by the Herald taking hold of their as yet unbound weapon and focusing upon it, allowing themselves to feel the draan with which they have been imbued, and guiding it into the weapon; represented as a haze of smoke appearing around it, and then being absorbed into the armament. -The act of summoning a draan-bound weapon is represented as the weapon appearing, constructing, or otherwise manifesting in a visual display always involving ash, smoke, or both. Dismissal follows the same rough aesthetic guidelines, and retrieval is displayed as the weapon being dismissed wherever it is, and then summoned in-hand. -Bel Zahkrii requires a minimum of conscious effort, and thus may be performed whilst already in combat or on the move, though not alongside other abilities or in the same emote as an attack. -Outside of combat, summoning, dismissal and retrieval of draan-bound items takes 1 emote, consisting of a tell followed by the effect. -In combat, both summoning and dismissal still only require 1 emote each, but retrieval requires 2. These retrieval emotes consist of 1 of a tell, followed by the weapon dissolving wherever it currently is, then by 1 of it reappearing in the Herald’s hand. This is effectively a dismissal and summoning done back-to-back. -These emotes may be worked into other action emotes, to permit Heralds to defend themselves whilst also working to retrieve or summon their weapon. You cannot, however, strike with a weapon in the same emote as it appears in your hand. -Only weapons, tools, or individual pieces of armor may be draan-bound. -The act of Draan-binding an enchanted item does not require an MArt be created unless otherwise stated by an ST. -Removal of a draan-bind will unbind the item without destruction. This must be done by absorbing what draan has been implanted into the weapon through one emote, effectively reversing the process used in originally binding the item. -Cannot be used while restrained. -Armor cannot be summoned as a means to avoid a blow at the last moment. -Summoning a weapon follows server rules pertaining to unsheathing weaponry. -Only two specific items may be draan-bound. -Only one item at a time may be summoned in combat, requiring 2 emotes to bring forth both or 4 to retrieve them. -Ammunition such as arrows or bolts cannot be draan-bound, nor can things such as bombs, relics, etc. If there is any doubt about the legitimacy of what one wants to bind, the ST will assess this before signing the item. -Weapons that could not be carried for a prolonged period by the Herald alone cannot be draan-bound. This includes things like siege equipment, oversized weaponry, etc. -Thanhium items of any kind may not be draan bound. -Any item enchanted through a deific magic EXCEPT Heralds of Azdromoth may not be draan bound. -If a draan-bound item is destroyed before it can be banished, it will lose its draan-bound properties. This means that if a shield is shattered, or a spear’s haft is snapped, the item cannot be summoned, dismissed or retrieved. -No damage done to draan-bound items is ‘healed’ upon their banishment and summoning, they are still subject to damage and repair, possessing a continuous physical state like any other weapon. Draan-bound blades must still be sharpened if they go dull, armor must be repaired if dented, etc. -Draan-bound weapons will turn to ash upon death and are returned to the soul. -Draan-bound items should wherever possible be mechanically soulbound, and must be represented with an in-game item. Their description must also be edited to include the fact that they are draan-bound, and who they are draan-bound to. These items must be ST signed. -Draan-bound weapons cannot be looted or stolen. If one is acquired, it must be returned OOC to the player listed in its description. Willful possession of another player’s draan-bound item is grounds for an infraction. If the player cannot be contacted, it should be handed over to the ST via an sreq. Mindoraan (Non-combat) A Herald may speak and understand Low Draconic, though their mortal nature lacks the capacity for a flawless recreation. This is a passive ability and has no emote requirement. Spoiler -Speaking Low Draconic comes naturally to Heralds, but it is still a taxing and uncomfortable affair. Their mortal bodies lack the capacity for a flawless recreation, so speech will always be somewhat stilted and imperfect. -Speaking more than a few sentences of Low Draconic will leave a Herald hoarse with a sore throat. Carrying out an entire conversation in the tongue will in most cases lead to the temporary loss of one’s voice. -This ability does not create the same ‘heating’ effect on a Herald’s marks that others may, meaning it is essentially free to utilize -Mindoraan is an inherent passive skill, and is acquired as soon as one is given their initial mark. -Mindoraan does not require a tell. -Mindoraan requires no emotes to use, as it is a passive ability. -Mindoraan grants access to only Low Draconic, not High Draconic. -Mortals are incapable of perfectly recreating the language, leaving it always somewhat flawed. The consequences of extended use of Low Draconic must be emoted. Zil Kresh (Non-combat) A Herald may exert their will upon flame to harmless effect. Ignite or extinguish man-made fires, as well as warp the shapes of flames to create displays. This requires 1+ emotes. Spoiler -A Herald may utilize Zil Kresh for convenience and for displays. Controlled sources of fire such as candles, fireplaces, campfires, torches, and so forth can be ignited and extinguished at will, though not in the midst of combat. Additionally, they may bend flames to their whim to create images and shapes, often as means to compliment their preaching of Azdromoth or to intimidate foes. -Fires larger than a 7x7x7 block area cannot be manipulated to create images, though Heralds may work together to create grander displays, each contributing an additional 7x7x7 blocks to what can be manipulated. In this case, a single leading Herald dictates the shapes formed. -This ability does not create the same ‘heating’ effect on a Herald’s marks that others may, meaning it is essentially free to utilize. -Zil Kresh does not require a tell, though one can be optionally displayed. -The emotes for this spell can vary widely depending on use. A Herald may extinguish or light flames with a simple wave of their hand or a glance, in 1 emote, or create crude shapes with similar ease. More complex or large-scale displays will take more emotes, at player discretion. -Flames cannot be manipulated to harm anyone, or to ignite anything the fire would not already catch alight, nor to avoid it igniting something that the fire otherwise would. -Cannot be used in combat for any kind of advantage. -Only controlled sources of flame can be ignited or extinguished, such as torches, bonfires, candles, etc. Environmental fires cannot be started, nor out of control ones extinguished. -Shapes made with Zil Kresh can be movable and detailed, scaled to the size of whatever fire is being manipulated, but it will never make the fire more or less destructive. -A single Herald cannot influence fires larger than 7x7x7 blocks. Vocal: Vocal abilities are usable only by Ordained Heralds, and require their corresponding Low Draconic invocation to be spoken aloud in order to harness their power. Words of power cannot be whispered, and must be spoken at a volume that others nearby can readily hear. Yol Zahkrii (Combat) An Ordained Herald may invoke these words to set their weapon aflame and imbue upon it an edge of dracanium. This requires 1 emote. Spoiler -With the use of this ability, an Ordained Herald converts the portion of their weapon meant to make contact (edge, head, point, etc.) to dracanium which is then set ablaze. This can be used on up to 2 weapons at once, should the Herald wish to dual-wield. -Yol Zahkrii does not require a tell, though one can be optionally displayed. -The emote required for this spell is 1 of the Ordained Herald concentrating and providing a tell, then speaking the words, followed by their weapon’s striking surface changing composition to black dracanium, and igniting. -This effect lasts only for the duration of a combat encounter, and is not permanent. -The fire created by Yol Zahkrii is mundane, possessing no special qualities. -You cannot attack with a weapon in the same emote that it is set ablaze. -No functional benefit is given by the dracanium edge that is created, it only allows the weapon to withstand the flame set upon it. -Any special properties of the weapon’s metal aside from weight, aesthetics and durability are lost when Yol Zahkrii is activated. -Can only take effect upon the metal striking portions of a weapon. Weapons made entirely of wood, etc. would not be affected. Bharoh (Non-combat) An Ordained Herald may invoke these words to exude an aura of significant warmth, suitable for protecting themselves and others from frigid temperatures. This requires 2 emotes. Spoiler -Drawing upon the latent power of the Azdromothian draan they are imbued with, an Ordained Herald may allow it to exude with intent outwards into the air around them and generate a significant amount of passive heat. -The aura of warmth created by Bharoh extends in a 3 block radius around the Herald. -The warmth provided by this aura is sufficient to keep the Herald and those within the effective radius safe in temperatures of down to -30C or -22F. -This aura may be invisible, or manifest as intangible fragments of ash lingering in the air, a thin haze of equally intangible smoke, or heat-like distortions. -This ability does not create the same ‘heating’ effect on a Herald’s marks that others may, meaning it is essentially free to utilize. -The emotes required for Bharoh are 1 emote of the Herald concentrating and displaying a tell, and 1 emote of the words being spoken and the heat manifesting. -This aura is incapable of causing harm, it will never cause someone to overheat to any dangerous or distracting extent, though can be mildly uncomfortable. -Regardless of visual effect, this aura cannot impair vision in any way, and has no impact beyond simply generating heat. -Bharoh cannot be used alongside any other ability, it requires consistent and dedicated focus. Dovra-kul (Combat) An Ordained Herald may invoke these words to utilize their draan upon a fellow Herald, allowing them to mend most types of flesh wound. This requires 3+ emotes. Spoiler -By leveraging one's own flow of Azdromothian draan, an Ordained Herald may take advantage of their fellows' ability to receive the energy in order to use it to provide limited healing capabilities. This functions only upon Heralds, Ordained or otherwise, for it is only through the mark or marks with which they are bestowed that their mortal forms are made receptive and responsive to the intent imbued into this draan. -This process appears akin to a peculiar sort of reverse-burn, where open wounds will find their edges caught to painful embers. As if it were paper caught alight, and rewound, this flesh and muscle will seal itself in what is visually equivalent to a backwards process of incineration, ultimately closing with a permanent burn scar over the effected area. Due to the limited nature of this effect, it is useful only for closing external wounds, and can do nothing to aid in the repair of bones, innards, or anything beyond the skin and muscle itself. -The emotes required for the use of Dovra-kul are 1 of the Ordained Herald focusing upon their target's wound and displaying a tell, 1 of the words being spoken and the characteristic embers catching alight upon the edges of the wound, and 1-3 of them gesturing in order to conduct their draan and begin mending the injury, dependent upon severity. -Minor wounds such as small cuts, abrasions, first degree burns etc. which do not denote any immediate risk to one's life may be treated in the minimum of 3 emotes. Middling wounds such as stabs, arterial punctures, larger cuts and gashes capable of inflicting dangerous blood-loss, second degree burns etc. may be treated with 4. Grievous wounds that require immediate attention to avoid death such as a full abdominal incision, third degree burns etc. must be attended as quickly as possible, as they will require the maximum of 5 emotes to fully tend. -Cannot heal anything aside from flesh and muscle wounds. This means it cannot mend any variety of bone or organ damage, halt internal bleeding, nor cleanse infection, reattach limbs, or anything else of the sort. -Any wound that covers more than a quarter of the body is outside of this spell's capability to heal in any capacity. -Can be interrupted by any form of unwelcome or unexpected physical contact, meaning that one must either be defended while performing it in combat, or exit the fray before performing the ability. A thrown stone, shove, or anything of the sort is sufficient to halt this effect instantly. -Cannot be used upon anyone other than Heralds and Ordained Heralds. Adrolazh (Combat) An Ordained Herald may invoke this word to bring forth their affinity for flame, avoiding its touch and ensuring that they aren’t burned. This requires 2 emotes and lasts for 3 emotes. Spoiler -This ability allows an Ordained Herald to escape the touch and heat of mundane, draconic or voidal flames. While in effect, flames will naturally divert themselves around the Ordained Herald, never redirecting but simply passing around them and continuing on their course. -The emotes required for this ability are 1 of the Ordained Herald focusing and displaying a tell, and 1 of the words being spoken and a smoke-like distortion appearing around their body. From here the Ordained Herald is protected for 3 emote rounds, and after the 3rd emote of its protective effects, this distortion vanishes and they may once more be burned. -Cannot be used to shield anyone except the Ordained Herald themselves. Fire arcs tightly around them so even hiding behind an Ordained Herald using Adrolazh would be ineffective. -Does not make a Herald immune to all heat, nor any hot substance other than fire, including steam, molten materials, etc. -Does not function against Malflame or any variety of holy flame. It will negate exclusively mundane fire, voidal fire, and dragonfire. Virolah (Combat) An Ordained Herald may invoke this word to draw forth the fumes of Az’Uznath, muddling the minds of those who breathe in the fragrant incense. This requires 3-5 emotes. Spoiler -Through this ability, Ordained Heralds may call upon the incense present at Azdromoth’s great Ziggurat, drawing it through paracausal means to permeate a location with its center point anywhere within an 6 block radius of the Ordained Herald, filling it with a dense smoky haze and spiced aroma. -The effects of the incense conjured by Virolah are mildly hallucinatory. They will begin to take effect if the cloud of smoke is not escaped within 1 emote of its appearance or of reaching them, causing those impacted to begin experiencing minor but frightful hallucinations; a feeling of being observed, the dull roar of nearby flame, and fleeting images somehow relating to dragons at the corners of their vision. It will also inspire a subtle inebriation. -By nature, Virolah causes a significant amount of vision impairment within its area, though causes no irritation to the lungs or eyes. Within a cloud of incense generated by Virolah, sight range is limited to a 1 block radius around the affected party. This means that if it is used on a 1x1 space to affect an individual, it will do nothing except potentially afflict them with the relevant hallucinations if they do not move on the next emote. -The incense will naturally disperse quite gradually unless wind speeds up the process, generally sufficient to linger in an area until the end of an encounter. Ultimately, it can linger for around half a narrative hour before becoming too dilute to have a meaningful effect, be it inside or out. In no case will the obscuring or hallucinogenic properties of the smoke spread outside of the starting range. -Outside of combat, for recreational use, the effects of Virolah can become much more potent and debilitating, able to impact mortals and Azdrazi alike. Notably, Azdrazi will find the experience far more pleasant than a mortal, verging on an enlightening experience. -Virolah allows Ordained Heralds to conjure a drugged smoke that will permeate an area ranging from a single 1x1 block space for an individual, up to a 5x5 space for multiple, increasing only in increments of 2 and requiring 1 additional emote per 2 added blocks of range. This means that to target an 1x1 space will require 3 emotes, to cover a 3x3 space will require 4, and a 5x5 space will require 5. -The emotes required for Virolah are 1 of the Ordained Herald concentrating and displaying a tell, 1 for them to speak the words and begin gesturing to call forth the incense from the air above their target location, and 1 for it to begin falling in dense plumes from the target location. Additional emotes to increase range simply involve this incense spreading out beyond the initial 1x1 range. The center point of this ability can be located anywhere within line of sight and within a 6 block radius of the Ordained Herald. -If the range of Virolah is escaped but not in time to avoid its effects, the hallucinations will continue for 6 emote rounds or up to half a narrative day. Due to the mental impact of this incense, the initial onset is capable of interrupting spellcasting, but will not prevent it afterward. -The hallucinatory impacts of Virolah are up to the affected party to decide and work with, though should not be ignored or treated as inconsequential. -The hallucinatory effects of Virolah will last no more than 6 emotes once its range has been escaped, unless the effected party wishes to roleplay it for longer. -The hallucinatory effects of Virolah do not stop someone from fighting effectively, though it should make them less focused and quite uneasy. -The incense obscures vision within its range, but does not impair the ability to hear external sounds, nor any other sense aside from smell. It may, however, be hard to distinguish what is genuinely heard or seen from what is hallucinated. -Virolah causes no discomfort when its fumes are inhaled or reach the eyes. -The fumes generated by Virolah do not rise as regular smoke might, but can be dispersed by wind as easily as mundane smoke would be. -It is up to the Ordained Herald to explain in OOC the effects of this incense, but they require OOC consent in order to emote the hallucinations themselves; otherwise, it is up to the affected party. Inscription: A subsect of Vocal abilities, Inscription allows Ordained Heralds to etch their intent upon a surface, item, or individual. Dratho Nar (Non-combat) An Ordained Herald may invoke these words to inscribe, carve, or scorch a surface with words in any language that they know. This requires 1 emote. Spoiler -A common method for Ordained Heralds to leave calling cards, messages, or instructions, Dratho Nar will damage a surface by way of scorching, engraving, or scratching to leave a sequence of letters in any known language. This could be code or words. Optionally, these marks may carry a fiery glow; though produce no heat. -This ability does not create the same ‘heating’ effect on a Herald’s marks that others may, meaning it is essentially free to utilize. -Dratho Nar does not require a tell. -The emote required for Dratho Nar consists of the Ordained Herald speaking the words, and their target surface being marked in one of the aforementioned manners with whatever message or code they intend to leave. -This cannot be used to harm a character without OOC consent, and cannot be used in combat. -Inscriptions left by Dratho Nar cannot take up more than 1x3 blocks of space, though may be as small as desired. -Cannot be erased or removed without manual repair. -Requires RO consent for any meaningful damage to be done, such as defacing of an important display, etc. Dratho Zha (Non-combat) An Ordained Herald may invoke these words to imbue upon an item of their choosing a defensive enchantment, granting it an extremely threatening aura. This requires 4 emotes. Spoiler -Those entering the vicinity (within 6 blocks) of an item marked by Dratho Zha on its designated surface will experience an extreme hesitance to go anywhere near it, feeling about the item approximately the same way one might feel about an explosive that could go off at any moment. Though it imbues no actual physical properties, approaching such an item requires a great deal of mental fortitude, for by the time one is within range to reach it, they may well feel that their very life is in imminent danger, enough to inspire a flight response from most. The closer one gets, the stronger the sensation is, only alleviated by departing or successfully moving the item. -The effect generated by Dratho Zha is presumed to be a result of drawing forth the presence of the Titan through the use of His draan, essentially imbuing the item, when properly placed, with a similar if far weaker aura to what Azdromoth might be capable of exuding in His ire. It is, essentially, the sensation one might experience when being stared down by a very hostile dragon. -Heralds and Azdrazi are immune to the effect created by Dratho Zha. -The emotes required for Dratho Zha are 1 of focusing and providing a tell, then speaking the words towards the chosen surface, 1 of the sigil appearing there, 1 of maintaining that tell and speaking the words towards the relevant item, and 1 of a matching sigil appearing upon it. It may then be placed down for the effects to be activated, at which point both sigils ignite in a fire-like glow. -Once an item has been moved off of its matching sigil, the effect ceases instantly until it is placed back upon it. -The surface used in Dratho Zha must be stationary. You cannot mark a portable surface and carry a marked item on it to have a moveable fear aura. -The effect created by Dratho Zha does not depend on line of sight and will be felt within the 6 block radius of the item’s effect regardless of whether it is visible or not. This, however, does not allow it to penetrate solid, unbroken walls. -It is not impossible to overcome the aura created by Dratho Zha, though it generally requires someone with significant motivation to take the item in question. Anyone tangentially interested or simply greedy would be unlikely to resist the feeling of encroaching doom it exudes. -Should either sigil be damaged, the effect will cease to function. The sigils may also be purged and deactivated via relevant spells in Paladinism, Shamanism, etc. -As the fear aura is sensed specifically from the item in question, it is considered legitimate RP to try and disrupt it from outside of the radius after this has been perceived. -Dratho Zha altars are considered lore structures and do not require region owner permission to be destroyed. -Dratho Zha is to be represented by signs on the border of the 6 block radius of the effect, stating that the item feels exceptionally dangerous, and that nearing it feels nigh suicidal, alongside the account name of the person who placed the effect and that it is a usage of Dratho Zha. This however does NOT incur any manner of suicide PK clause, under any circumstances. -A ST must be present to handle interactions with these areas. If the legitimacy of an individual's motivation to resist the effect is in question, a roll out of 20 can be requested, with 13+ sufficient to overcome the effect. -Standard theft rules apply, and if any thievery of any valuable items is involved a GM must also oversee the interaction. Valuable items qualifies any unique item with purpose beyond simply enabling the enchantment. Dratho Rihk (Non-combat) An Ordained Herald or Azdrazi may invoke these words to mark an inheritor of their bond, granting a willing mortal the feat-level version of Heraldry. This requires 2 emotes. Spoiler -The most sacred and well-guarded ability available to Ordained Heralds, and usable as well by Azdrazi, Dratho Rihk allows one to split the tether to Azdromoth that was at one time gifted, or is inherent, to them. Through the use of these words one may imbue upon a mortal a mark to grant them the feat level version of Heraldry, connecting them by proxy to Azdromoth and thus giving them access to His infinite draan. -In addition to granting the magic, this ability also enables one to rescind a Herald's bond and thus disconnect them from the magic. Even Ordained Heralds may have their power stolen in this manner, as it is this first mark that serves as the basis for all of their power. Doing so causes all signs of the heraldic tattoos to fade, leaving only the branded scar of an eye wreathed in flame where the first mark was placed. -Notably, it is possible for an Ordained Herald to willingly use Dratho Rihk upon themselves, as a means to voluntarily and independently drop the magic. Albeit, it takes significant endurance and conviction to withstand the pain necessary to complete this process. -One can only split their bond so many times, meaning that no more than 3 Heralds can be bound to an Ordained Herald or Azdrazi. -This ability does not create the same ‘heating’ effect on a Herald’s marks that others may, meaning it is essentially free to utilize. -Both the placement and removal of Azdromoth’s mark are emoted the same way, requiring 1 emote of the Ordained Herald or Azdrazi placing their palm to the location where it is to be left or removed from, 1 of them displaying a tell and speaking the words as a tingling sensation begins, and 1 emote of that tingling turning to searing pain being as the mark is both branded and tattooed onto the target, or erased from them alongside any Ordainment tattoos. -Only willing mortals can be marked with Dratho Rihk. -The use of Dratho Rihk for disconnection has no prerequisites, and Tenets exist only as a guideline for when it should be done. -One’s bond to Azdromoth can only be split 3 times, meaning that no Ordained Herald or Azdrazi may mark more than 3 individuals as Heralds. If one wishes to mark a new Herald but has used all 3 of these slots, one of their previous Heralds would need to have their mark taken back. This is tracked on the CA or MA of the individual making the mark. -Ordainment does not remove a Herald from the slots of the person who initially granted them a mark. .-Knowledge of Dratho Rihk is noted on the application of the person who it has been taught to, alongside this list of connected Heralds. Teaching: Though there is no tier system used for Heraldry, each word or phrase of power must be taught before they can be used, as knowledge of them is not inherent. Simply hearing a phrase or word is not sufficient to utilize it. Heraldry does not have a TA system, meaning that any Azdrazi or any Ordained Herald is capable of sharing knowledge of these words, provided they themselves know them. Feat-level unordained Heralds cannot teach others words of power. Though Azdrazi may share knowledge of the words to enable their use, all abilities are Herald or Ordained Herald only, with the lone exception of Dratho Rihk, which may be used by Azdrazi who have, themselves, been taught it. Knowledge of Dratho Rihk is noted on the relevant application, as is the marking of new Heralds, up to the maximum of 3 per person. If one such Herald is disconnected, the slot they took opens up for another to take their place. Ordainment does not remove a Herald from these slots, they continue to take one up for as long as they possess the magic. Tiers: Heraldry does not use a tier system, it is separated into a feat version and a 1-slot version, wherein the only variation is a matter of what abilities are known. All can be received at once, or individually over time, depending upon the teacher’s judgement. Compatibility: Heraldry (both feat and 1-slot) is compatible with: All voidal magics. All misc magic. All feats. Afflicted. Kharajyr. Hou-Zi [Feat Only]. Wonk [Feat Only]. Musin [Feat Only]. Heraldry (both feat and 1-slot) is incompatible with: All Dark magics, except: Blood Magic All Deity magics. All CAs not listed as compatible. Credits: Kalehart: Writing Malaise_: Consultation Keldrith: Consultation DumbBlondeElf: Consultation Archipelego: Consultation Sorcerio: Consultation Strifeg0d: Consultation Johann__: Consultation Citations: Current Azdrazi / Herald Lore: https://www.lordofthecraft.net/forums/topic/185797-%E2%9C%93-ca-race-lore-azdrazi-children-of-azdromoth/ Hindsightmancy’s Rewrite: https://www.lordofthecraft.net/forums/topic/191916-%E2%9C%97-magic-lore-herald-and-azdrazi-spell-enrapturement-rewrite/ 58 Link to post Share on other sites More sharing options...
Kalehart 1060 Author Share Posted September 7, 2020 Changelog: -Minor corrections, wording changes, and format adjustments. -Adjusted it so that the next emote after Virolah reaches a target must be of them moving out of it, to avoid the hallucinogenic effects. -Removed mental changes for the sake of distinction from Azdrazi. -Added new redlines and lowered emote count for Yol Zahkrii. -Added a bit more explanation in the Heraldic Tells section. -Polished the Creation & Erasure and Culture sections. -Simplified the process for removing Heraldry. Anyone with the ability to connect a new herald may also disconnect any herald. -Some minor ability updates, mostly formatting. -Allowed the ability to create custom tells, with ST approval. -Redlined striking in the same emote as activating Yol Zahkrii. -Redlined using Bel Zahkrii while bound, and summoning armor to avoid blows, and added a tell requirement. -Specified that the culture is not enforced by any means. -Specified that rogue heralds can exist, Azdromoth will not remotely or directly remove their powers. -Added an initial spellcasting interrupt to Virolah when the mental impacts set in. -Noted that Dratho Zha does not work through solid, unbroken walls. -Reoriented Dovra-kul to aiding fellow Heralds instead of Azdrazi. Nerfed it significantly and lowered emote count. Adjusted exhaustion system to accommodate. -Added the ability for Dratho Rihk to be used on oneself as a means of voluntary self-disconnection. -Numerous wording fixes. -Summoning an item or weapon now counts as a major action. -Herald markings cannot be hidden when in plain view. -Paladins may purge Heralds of their magic with OOC consent. 9 Link to post Share on other sites More sharing options...
Glade 517 Share Posted September 7, 2020 Seriously love Kaleharts Formatting (and lore obviously). 3 Link to post Share on other sites More sharing options...
Strife 266 Share Posted September 7, 2020 Chad tier, give us awesome heralds +1 4 Link to post Share on other sites More sharing options...
Werew0lf 11731 Share Posted September 7, 2020 Hm I see 1+ 4 Link to post Share on other sites More sharing options...
Nummy 413 Share Posted September 7, 2020 Ah, my ninth post on the forums of 2020. While I do agree with heralds having a revamp, and more abilities, there are several issues I've had with this from the start. One of my biggest problems with this from the very beginning has been the issue brought up with the hierarchy of heralds and azdrazi. From the beginning you tried to write heralds into being more important to Azdromoth than Azdrazi, I see that has been changed yet the intention still remains. Instead of trying to earn respect and to change the way SOME azdrazi treat heralds, you are trying to write a change instead of actually doing such in roleplay. This I will remain not agreeing upon, and will have issues with. Heraldry is an amazing introduction into the azdrazi culture and life and is a great way of proving who can handle the change to azdrazi. I feel with this change, this will create more division between the two, creating a smaller need for azdrazi. I also disagree with Heralds gaining dragonic traits. If what you wish is a clear separation between herald and azdrazi, then making them azdrazi like doesn't make sense.What you’ve written, down to the behavior, is azdrazi, without the lizard. The traits you list are azdrazi characteristics, add in the abilities and it is too much like azdrazi to my liking. 3 Link to post Share on other sites More sharing options...
ThumperJack 923 Share Posted September 7, 2020 Truthfully, the treatment of heralds by their Azdrazi counterparts looks to be more something you rectify in-character rather than something wrote down in lore. Also not sure what the difference is between your typical Azdrazi and the proposed Ordained Herald is beyond one looking more draconic than the other. 2 Link to post Share on other sites More sharing options...
Kalehart 1060 Author Share Posted September 8, 2020 2 hours ago, Nummy said: Ah, my ninth post on the forums of 2020. While I do agree with heralds having a revamp, and more abilities, there are several issues I've had with this from the start. One of my biggest problems with this from the very beginning has been the issue brought up with the hierarchy of heralds and azdrazi. From the beginning you tried to write heralds into being more important to Azdromoth than Azdrazi, I see that has been changed yet the intention still remains. Instead of trying to earn respect and to change the way SOME azdrazi treat heralds, you are trying to write a change instead of actually doing such in roleplay. This I will remain not agreeing upon, and will have issues with. Heraldry is an amazing introduction into the azdrazi culture and life and is a great way of proving who can handle the change to azdrazi. I feel with this change, this will create more division between the two, creating a smaller need for azdrazi. I also disagree with Heralds gaining dragonic traits. If what you wish is a clear separation between herald and azdrazi, then making them azdrazi like doesn't make sense.What you’ve written, down to the behavior, is azdrazi, without the lizard. The traits you list are azdrazi characteristics, add in the abilities and it is too much like azdrazi to my liking. 1 hour ago, ThumperJack said: Truthfully, the treatment of heralds by their Azdrazi counterparts looks to be more something you rectify in-character rather than something wrote down in lore. Also not sure what the difference is between your typical Azdrazi and the proposed Ordained Herald is beyond one looking more draconic than the other. I’ll address the points one at a time. The treatment of Heralds is an IC issue and should not be addressed in lore. Spoiler I totally understand this stance, and I don’t entirely disagree. I should probably edit in something to clarify that I don’t really expect current Azdrazi to just... Suddenly treat Heralds differently, it can be as much of a process as is needed. That said, essentially the reason I did this is because doing this rewrite without addressing how Heralds relate to Azdrazi would have seemed quite strange to me, and to address it I needed to express what I thought to be the ideal relationship between them. I suppose I could have just explained the current state of things and left it at that, but that would have prevented me from developing Ordainment fully as a concept. I’ll also state that I do have a practical reason for asserting this dynamic, that essentially being to aid in making Heraldry a more viable option as something to taken without consideration to become Azdrazi. Through Ordainment as written, it allows players to feel like a more meaningful part of the Azdromothian community. I hope that makes sense- I certainly don’t expect everyone to agree, but that’s where I was at with it. Heralds are too similar to Azdrazi. Spoiler This is actually something that was brought up to me before posting, that this lore somewhat fills the Azdrazi niche better than actual Azdrazi. Whilst I acknowledge and am somewhat troubled by this, I think it honestly speaks more to the state of current Azdrazi lore to an issue with this concept. I agree that perhaps the mental traits I added in go too far (though I tried to make clear, and have now edited to make clearer, that they aren’t remotely as extreme as those experienced by azdrazi), so I may cut those out after I think it over. Really, I’d have liked to post this alongside an Azdrazi rewrite, but it doesn’t seem that one will be coming in the near future and I don’t have the energy to do both. By way of abilities, I have to disagree that they are particularly Azdrazi-like, or that there is really much meaningful overlap. Azdrazi are CRP hulks with a multitude of powerful combative / influential abilities in enrapturements and brands. They are themed on fire and heat. Heralds, by contrast, are themed on ash and smoke and only really have two directly offensive skills, with the rest being situational, utilitarian or geared towards synergies with Azdrazi. A number of skills like Dovra-kul, Dratho Zha, and even Virolah are meant to serve as compliments to Azdrazi and their desires. To heal them, protect their hoards, and get them high as **** respectively. There are bound to be similarities between such closely related bits of lore, but I was careful to leave ample room for an Azdrazi rewrite to come in and scoop up all of the cool dragonflame, smithing, knowledge-absorbing, combative abilities that one could come up with. Heralds and Ordained Heralds are like feeble reflections of their draconic peers. Edit: To expand for anyone reading this in the future about what I said on Azdrazi lore there, basically it’s kind of bland and heavily focused on combat over flavor. It does little to carve out a distinct niche for the Azdrazi beyond being fiery dragon dudes. ‘Filling their niche’ essentially just means that Heralds also seek to spread and enforce Azdromothian values, but Azdrazi could with a rewrite do far more than that. I’m just not going to gimp the ideas in this piece to compensate for lore that is bound to be rewritten eventually, and I’ve left a lot of room for them to do their own thing when that time comes. Even as is, Azdrazi remain far cooler, more powerful, and more culturally significant than Heralds. 4 Link to post Share on other sites More sharing options...
ScreamingDingo 16728 Share Posted September 8, 2020 man 1 Link to post Share on other sites More sharing options...
Nummy 413 Share Posted September 8, 2020 Just now, Kalehart said: This is actually something that was brought up to me before posting, that this lore somewhat fills the Azdrazi niche better than actual Azdrazi. Whilst I acknowledge and am somewhat troubled by this, I think it honestly speaks more to the state of current Azdrazi lore to an issue with this concept. I agree that perhaps the mental traits I added in go too far (though I tried to make clear, and have now edited to make clearer, that they aren’t remotely as extreme as those experienced by azdrazi), so I may cut those out after I think it over. Really, I’d have liked to post this alongside an Azdrazi rewrite, but it doesn’t seem that one will be coming in the near future and I don’t have the energy to do both. So from this I’m getting that this rewrite is indeed filling the azdrazi’s role, and it’s the fault of the azdrazi’s lore and not you writing it as such? The traits I agree are something that should go. Link to post Share on other sites More sharing options...
Honourary 599 Share Posted September 8, 2020 Based asf. +1 1 Link to post Share on other sites More sharing options...
Zacho 1710 Share Posted September 8, 2020 Heralds should be a stepping stone into Azdrazi and not their own thing. That’s over stuffing a niche by having actual dragon people and then dragon priests when the dragon people SHOULD BE those actual dragon priests. This rewrite does fix some issues likely present in the current write, but it also gives them way too much independence when a Herald should exclusively be the student to an Azdrazi or an associate trying to become an Azdrazi. Link to post Share on other sites More sharing options...
Vocturne 68 Share Posted September 8, 2020 7 minutes ago, Zacho said: Heralds should be a stepping stone into Azdrazi and not their own thing. That’s over stuffing a niche by having actual dragon people and then dragon priests when the dragon people SHOULD BE those actual dragon priests. This rewrite does fix some issues likely present in the current write, but it also gives them way too much independence when a Herald should exclusively be the student to an Azdrazi or an associate trying to become an Azdrazi. From everything I’ve heard and read from my being in the Azdrazi community, heralds are supposed to be more than just a stepping stone into Azdrazi. They’re supposed to be more independent, even in their current iteration. They are just seen more as the beginning steps OOC. At least, that’s what I’ve concluded from my few months here. Link to post Share on other sites More sharing options...
Zacho 1710 Share Posted September 8, 2020 2 minutes ago, WarNeverChanges_ said: From everything I’ve heard and read from my being in the Azdrazi community, heralds are supposed to be more than just a stepping stone into Azdrazi. They’re supposed to be more independent, even in their current iteration. They are just seen more as the beginning steps OOC. At least, that’s what I’ve concluded from my few months here. They shouldn’t be more than a stepping stone is what I am saying. Heralds should be the little bit before someone becomes an Azdrazi where they have semi-draconic powers and are being tested for their worthiness to become an Azdrazi. If they are proven worthy, they become an Azdrazi and inversely if they fail at proving them self then the smaller blessing of being a herald is stripped away. Link to post Share on other sites More sharing options...
Werew0lf 11731 Share Posted September 8, 2020 1 hour ago, Zacho said: They shouldn’t be more than a stepping stone is what I am saying. Heralds should be the little bit before someone becomes an Azdrazi where they have semi-draconic powers and are being tested for their worthiness to become an Azdrazi. If they are proven worthy, they become an Azdrazi and inversely if they fail at proving them self then the smaller blessing of being a herald is stripped away. I disagree. As someone who’s been apart of the Azdrazi community for a long while – herald is not a stepping stone to becoming an Azdrazi. Though, most heralds do often end up becoming an Azdrazi – or set their goals of becoming one – a Herald is usually independent outside of the small tasks given by an Azdrazi or Azdromoth himself. Usually, heralds are respected (if not as equals) as comrades to the Azdrazi – and there are current existing heralds who use the magic as a cultural thing, not as a stepping stone to becoming an Azdrazi. Some heralds even exist without the magic or draan – and simply just the tattoos for the cultural RP. You’re prying it as if it’s just a magic and not a race and culture. Stripping of heraldry is done when a herald of Azdromoth goes against his will – or does something that breaches the current culture set (I.e: mingling with paladins, worshipping the aspects, or something more). Azdromoth has no set mandate on the Azdrazi, so they may also strip a herald due to distaste – this simply shows the levels between the two. I personally like this rewrite. Kalehart did pretty good, outside of the draconic traits – most of these things, even if written in lore (the current Azdrazi lore itself says we should respect heralds as our own) – will be worked up into IRP. 8 Link to post Share on other sites More sharing options...
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