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[Apotheosis] The Emperor's Blessings


squakhawk
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Beneath a blood-red moon, a dragon's bane,

The once proud wings, now tattered, torn,

A wicked dance, a vile, unholy strain,

A malevolent force, in shadows sworn.

 

The scales, once shimmering in lunar light,

Now bear the scars of a nefarious pact,

A soul condemned to an eternal night,

A gruesome end, by shadows tightly backed.

 

The air, poisoned by a whispered dread,

A covenant with darkness, sealed in gloom,

The dragon's roars, now silenced, dead,

A haunting echo in a haunted tomb.

 

A wicked bargain, a soul's demise,

In shadows cast, where malevolence lies.

 

 8GU080UcRc5yttjecBCjuQEgz-nL6LtCGUqaNH57-wdrhC9-ZgRqCvJlZjz3qf_-jKGvtL9NuqoedZfMr7Sz8mVHnFIo7178mxx-Om3o6FyHgrqnuMND7hvardfCiElq_BThF-aX-naZkZe0n8u6AAM

 

A feeling washed over the Azdrazi near and far, whispers of a pact made with something greater. A feeling of power, of eminence, righteousness and fervor overcame each and every nephilim; the feeling of being unstoppable. The feeling of being irreplaceable. The feeling of being free. It called to them, beckoned to them, whilst Heralds felt a wash over the soul as if every morsel of their being were bathed in holy dragonsflame.

 

It was a feeling unparalleled. A feeling of might, a feeling of greatness. The zenith of their form, of what they could achieve, what they could hope to be.

 

A feeling rubbed at the back of the more doubtful's head.

Was there a cost to this greatness?

 

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Spoiler

Full changelist below.

To be implemented by midnight.

 

Inner Flame changes

 

OLD

6 unit(s): The Nephilim will feel slightly out of breath, though barely noticeable.

7 unit(s): The Nephilim’s breathing is slightly more strained, though still hardly inhibits them.

9 unit(s): The Nephilim notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. 

11 unit(s): The Nephilim’s movement slows by about half and becomes one-meter rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion.

12 unit(s): The Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves.    

 

NEW

8 unit(s): The Nephilim will feel slightly out of breath, though barely noticeable.

10 unit(s): The Nephilim’s breathing is slightly more strained, though still hardly inhibits them. 

12 unit(s): The Nephilim notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. 

14 unit(s): The Nephilim’s movement slows by about half and becomes two-meters rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion.

16 unit(s): The Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves.    

 

RATIONALE

Exhaustion enhanced and reversed. Currently its backwards in its spending which reads just weirdly. The next is we increased their pool, and adjusted exhaustion accordingly. Proportionally it is nerfed, but volumetrically it is a marginal net buff. 

 

 


Respawn changes

 

OLD

- Nephilim cannot use any of their abilities, including Polymorph, for four IRL days after respawning. This means they are stuck in their draconic form for its duration.  

 

NEW

- Nephilim cannot use any of their abilities, including Polymorph, for three IRL days after respawning. This means they are stuck in their draconic form for its duration.

 

RATIONALE

Just made it less punishing, particularly this timer gets hugely increased if you have corrupted units, esp with the new amount added.

 

 


Weakness changes

 

OLD

- Whilst heated by other sources, the Nephilim cannot cast Enrapturements or any spells under the Augmented Flame.

 

- Nephilim who were struck by Xannic magic would be forced to shift out of their Polymorph, should it penetrate their body. Getting struck by Xannic magic during casting will also cause the spell to be interrupted.


NEW

- Whilst heated by other sources, the Nephilim cannot cast Enrapturements or any spells under the Augmented Flame.

 

- Nephilim who were struck by Xannic magic would be forced to shift out of their Polymorph, should it penetrate their body. 

 

RATIONALE

Removed line which made heralds completely useless other than shitty crp golems, and aswell limited azdrazi hugely when in niche circumstances. As well removed interrupts from Paladin related spells unless otherwise specified instead of a blanket mass-silence on them.

 

 


Enrapturements (explanation/redlines) changes

 

OLD

- A Nephilim has [12] Dragonsflame Units in total. This will regenerate after an OOC day.

- Weapons engulfed in Dragonsflame will bear similar properties as Thanhium to these creatures, in terms of anti-mana. Limbs touched and seared by Dragonsflame will cause control to be lost in that area for two emotes.

 

NEW

- A Nephilim has [16] Dragonsflame Units in total. This will regenerate after an OOC day.

- Weapons engulfed in Dragonsflame will bear similar properties as Thanhium to entities reliant on/made of mana, in terms of anti-mana. Limbs touched and seared by Dragonsflame will cause control to be lost in that area for two emotes.

 

RATIONALE

Increased pool, changed some grammar, and im half and half on stating if its dragonsflame or not because that doesnt increase its power or anything other than mental perception because its not written down anywhere, even the current one isnt really written outside this lore

 

 


Flame Weaving changes

 

OLD

- The range of manipulation is a [10] block radius around the Nephilim, them being in the center. They are unable to perform Flame-Weaving from any other sources, other than their own Dragonsfire.

 

NEW

- The range of manipulation is a [20] block radius around the Nephilim, them being in the center. They are unable to perform Flame-Weaving from any other sources, other than their own Dragonsfire.

 

RATIONALE

Noncombat aesthetic spell i dont think anyone will be upset about having a larger range to

 

 


Enwreathment changes

 

OLD

- One act of Enwreathement lasts [8] emotes, requires [2] emotes to ignite a weapon or ranged projectiles.

- Upon contact with descendant flesh, Enwreathe will instantly offer a first degree burn on the applied area, becoming more severe every third strike.

- Ranged armaments such as javelins, crossbolts, etc, also have this effect. Only three will be ignited at a time, following a collective [10] emote duration.

 

NEW

- One act of Enwreathement lasts [8] emotes, requires [2] emotes to ignite a weapon.

- Upon contact with descendant flesh, Enwreathe will instantly offer a first degree burn on the applied area, becoming more severe every consecutive strike.

- Enwreathing ranged armaments such as javelins, crossbows, etc, also have this effect. Only four projectiles will be ignited at a time or for that total duration, following a collective [12] emote duration before returning to normal.

- Striking metal armour or weaponry that isn’t immune to heat will yield a heating effect, with each consecutive strike past the first heating the metal to follow the same damage as descendant flesh.

- Treated, but not immune, items (leather, frost oils, etc) will afford another strike, requiring [2] successful strikes before the [3]rd would cause the same burn as descendant flesh.

- Items such as armour or weapons vulnerable to heat after the 3rd emote would burn into unusable slag.  

- When enwreathing Dracanium, each successful strike counts as 2 for burns/melting. 

 

RATIONALE

Buffs enwreathe minorly by making it slightly better with two strikes instead of three, and as well slightly changing the wording for ranged armaments. Doesn’t change spellpower other than clarifying. 

 

 


Flamebreath changes

 

OLD

- Movement is limited to [2] block per emote during Flamebreath’s duration, and the Nephilim is unable to attack - only defend.

- The attack itself only has a maximum range of [4] blocks and a width of [1], lasting for [4] emotes. The Nephilim may cancel the spell at any time should they wish.

- Athin treatment is insufficient to dampen the heat and damaging effects of Flamebreath, however methods such as frost oil treatment of armor, or the utilization of a shield, may effectively mitigate the damage of this spell.

- Leather/Flammable material: First degree burns are still applied, but the target may avoid getting severe burns should they leave the range of Flamebreath and put out the fire over the inflicted area over one emote. It can be put out with water, rolling, or stamping on the flame. The first emote results in first-degree burns, worsening to second-degree on the second emote if the fire is not extinguished. If the flame continues to burn, the affected area grows to third-degree.

 

NEW

- Movement is limited to [3] blocks per emote during Flamebreath’s duration. The Nephilim is only unable to attack during charging, but may while casting.

- The attack itself only has a maximum range of [6] blocks and a width of [1], lasting for [4] emotes. The Nephilim may cancel the spell at any time should they wish. A nephilim may choose instead to empower their flamebreath at the cost of stamina, extending the maximum range to [10] blocks and a width of [3], lasting for at most [2] emotes. This is decided upon the first emote of affect and cannot be changed. 

- Athin treatment is insufficient to dampen the heat and damaging effects of Flamebreath, however methods such as frost oil treatment of armor, or the utilization of a shield, may temporarily mitigate the damage of this spell.

- Leather/Flammable material: First degree burns are still applied, but the target may avoid getting severe burns should they leave the range of Flamebreath and put out the fire over the inflicted area over one emote dedicated to extinguishing. It can be put out with water, rolling, or stamping on the flame. The first emote results in first-degree burns, worsening to second-degree on the second emote if the fire is not extinguished. If the flame continues to burn, the affected area grows to third-degree.

 

 

RATIONALE

Small movement buff to Flamebreath while keeping cautious to keep it away from former space marine territory. 

 

 


 

OLD

- If a descendant, who was a Ordained Herald or Herald beforehand, undertook the ritual; they’d be able to call upon 3 chosen spells alongside inscriptions even as a Nephilim. It is not mandatory to become a Herald before such, but it is recommended. However, they can’t use the spells listed; Yol Zahkrii, Dovra-kul, Mindoraan and Adrolazh.

 

NEW

- If a descendant, who was a Ordained Herald or Herald beforehand, undertook the ritual; they’d be able to call upon all spells alongside inscriptions even as a Nephilim. It is not mandatory to become a Herald before such, but it is recommended. However, they can’t use the spells listed; Yol Zahkrii, Dovra-kul, Mindoraan and Adrolazh.

 

RATIONALE

Difficult to keep track of and most people dont even know about it

 

 


Flamespew changes

 

OLD

- Should the target wish to dodge the projectile, they must dedicate an entire emote to dodging, meaning the individual cannot preform any other action.

[3 Emotes: 1 connect + 2 cast | 3 Dragonsflame Units]

- There is no impact from this, it is not concussive.    

 

NEW

- Should the target wish to dodge the projectile, they must dedicate an entire emote to dodging, meaning the individual cannot preform any other action.

- Should the target be struck by the projectile, it would take [1] emote to pat the flames out to prevent them from becoming more severe. While patting down or extinguishing the flames, they cannot cast and can only move at half pace, having to choose between defending themselves or extinguishing. The target may also ignore this, though the burn affect will progress as per the spell effects. 

[3 Emotes: 1 connect + 2 cast | 2 Dragonsflame Units]

- There is a concussive effect similar to being struck by an arrow to this spell.

 

RATIONALE

Flamespew currently sucks and is terrible overall with the worst aspects of the spell. Highest cost of a spell in the standard list, longest emote count, no concussive force and can instantly be negated by saying you are just wearing armor/blocking. Currently people emote *pats self down from fire - and continuing to emote rather than taking any actual damage from the spell.

 

 


Primordial descent changes

 

OLD

- The vortex surrounding the nephilim is aesthetic only, exuding heat though not enough to cause actual harm.

 

NEW

- The vortex surrounding the nephilim exudes an intense heat that causes first-degree burns to those within a four block radius, save for Heralds and Azdrazi.

 

RATIONALE

Small buff so that the azdrazi isnt completely vulnerable for four emotes and able to be interrupted by just a hit. Most azdrazi stated this spell was only used in the buildup to combat or events because thats the only time they can get it off. Added small heat effect to deter but not at all prevent interruption, useless against spells/ranged.

 

 


Emboldened Strength changes

 

Total Rewrite

 

Upon the initial emote, flames or ash is conjured over the specified limb, weaving around it. Over the course of the next two emotes, the silhouette begins to gain more defined features along with solidification. The silhouette can take the shape of a gauntlet or draconic talons, though is simply aesthetic choice and variation as the limb becomes as durable as plate. The volatile Dragonsflame allows their strikes to have the same strength and impact as a olog, before going into a one emote cooldown where the Azdrazi is unable to cast whilst rendering that appendage fatigued. While fatigued, they are unable to attack and only defend. The spell may be interrupted should the nephilim be struck in the arm with holy magic, or cold-based magicks/metal.

- Emboldened Strength requires [3] emotes to cast, lasts for [4] strikes before going on a [1] emote cooldown. Whilst on cooldown, the nephilim is unable to cast or attack with the specified limb due to fatigue. This costs [2] units of Dragonsflame.

- This spell will only cover one limb at a time, requiring another complete cast to cover the other. When striking, to achieve an olog-strength strike would require that appendage to be the main force of power behind the attack. 

- Blunt weaponry will require two direct hits to break the silhouette, whilst slashing/piercing weapons require three. Once broken, the effect ends.

- The ability may be interrupted if struck by azdrazi weaknesses such as extreme cold, holy magics, or corrupting magics, breaking the silhouette.

- No movement restrictions, save for current CRP rules.

 

RATIONALE

Currently this spell in lore makes your appendages hit with the force of a mace. The appendage cant be armoured. Added an interruption/spellbreak mechanic but in exchange gave strength to the limb and allowed for armour or no armour. As well applied strength to weapons used if it is the dominant appendage used.

 

 


Cindering Ward changes

 

Total Rewrite

 

A Nephilim may conjure a portion of their flame, channeling and condensing it into one area before allowing it to spread forth. Imbuing it with ancient high draconic, it gains protective properties, searing certain magic and consuming such - before demanifesting. The barrier will take the size of the target, remaining in front of the individual.  Any physical attacks will cleave through the flame with ease, as the flame may only protect against the magical.

 

To begin the cast, the Nephilim uses two units of their Dragonsflame, condensing it into a mass in front of themselves, or another target. Over the course of the second emote, the tangible flame or ash spreads and solidifies into a large barrier. This ward will only defend against magicks, but will be useless against physical projectiles and strikes such as blades and arrows.

The ward is able to negate a single spell that is overpowered by powerful drakaarsflame. Corrupting magicks are consumed, before dispersing. For example, if the barrier is struck by a mass of malflame, the barrier grows corrupted instead of the Nephilim before extinguishing into ash. Ice will melt, flame negated, ectoplasm burnt. Spells with channeling effects such as flamethrowers will only grant protection against the first emote, before breaking. Xannic mists or magics which affect dragons/drakaar (or darkspawn) specifically would be unaffected, shattering the ward as the projectile strikes into the caster. This spell may be maintained for two additional emotes before expiring, needing to be recasted. If casted on someone else, the Azdrazi must keep line of sight to the target. This spell will only shift to protect the individual from attacks that are visible to the individual. Upon expiration, this spell will go into a three emote cooldown. The individual with the ward will have their movement halved, only able to move two blocks per emote.

- Cindering ward is a temporary spell, meaning once the barrier demanifests, expires, or breaks, this spell will go on a [3] emote cooldown.

- This spell requires [2] emotes to cast, requiring [2] Dragonsflame units to create. The ward will last an additional [2] emotes before expiring.

- The ward will protect against effective spells that last for a duration, but for only the first emote before breaking.

- Magics which are specifically effective against dragons/drakaar or darkspawn would ignore cindering ward. 

- The ward will not protect against physical projectiles and strikes such as blades and arrows. The exception is enchanted projectiles and strikes, which are blocked if Cindering Ward is responsive to it’s specific type of magic.

- The ward will only protect against spells that are visible to the player. Any spells not in their field of view will not be blocked.

- The Azdrazi must maintain line of sight on an individual to cast this ward upon the target. After the ward is completed, it cannot be transferred to another.

- The ward would stand a meter in front of the target, as a [1] block wide wall from head to toe..

- The movement of the individual with the ward is slowed down to [3] blocks per emote.

- While Cindering Ward is up, the target and/or Azdrazi casting may begin to cast other spells or take other actions.

 

RATIONALE

Currently works against a very strange array of 10-ish spells, some of which have had their effects change since this write was released and hasnt been updated. Updated to be broad across magic except for magics which counter azdrazi which continue to ignore it. Made it less punishing to cast and applied to niche scenarios like enchanted projectiles.

 

 


Imbued Roar changes

 

Stun is good but you are stuck in place and it has a long cast time/tell. sucks

 

Two Dragonsflame units are used upon the initial casting of this vocal spell, the three emotes required being a buildup of fire within the Azdrazi’s throat. During this buildup, the Azdrazi’s movement is restricted to two blocks per emote in a ritualistic channel. The flame that dances over their form is for pure aesthetic purposes, ranging from a silhouette of a dragon’s head or jaws forming over their body or head to a faint vortex condensing within their mouths. Upon the release of the spell, a wave of harmless flame is sent out, requiring the emote to be made in #shout. The words for the roar to bear an imbuement must also be included in the emote, for its effects to take place. Any player within range of the emote (20 or 60 blocks) will be afflicted, though it may be negated if one covers their ears beforehand or has sufficient ear coverings that deafen sound. If an object is hurled at the Azdrazi’s head or throat with enough force to stagger or incapacitate, the spell will be interrupted.

L'gra 

If the Azdrazi uses the term L’gra in their roar, those who hear the emote will experience primal fear and intimidation for a single emote as if one were to be met against the presence of a dragon, causing a flight response and disconnecting any concentration based spells. Azdrazi will be immune to this spell, but heralds will not.

Kalith

Kalith means courage in the draconic tongue, and those of draconic affiliations and nature will be influenced with a morale boost. This does not allow one to ignore the pain of their injuries, though it would allow them to ignore the physical effects of their injuries or exhaustion for [2] emotes, as well as negating fear. Upon its expiration, any effects of fear-inducing spells/curses will return. This imbuement’s effects last for four emotes.

Mitne 

Any unlit sources such as torches, braziers, campfires, etc will be reignited instantly in a [20] or [60] (if in #rp or #s) block diameter. The light that comes from those sources will range from a mundane low flame to as bright as a brazier depending on the volume spoken. This imbuement may also snuff out lit sources within the range. Draconic or Heraldic flame which had been recently extinguished would be reignited, requiring [1] emote dedicated to extinguishing to put out.

- Imbued Roar requires [3] emotes to cast, and requires [2] Dragonsflame Units. If Mitne is used out of combat, it may be cast in [1] emote and will not require any Dragonsflame Units.

- While casting, the player’s movement is restricted to [1] block per emote.

- The emote made for its effects to take place must include the specified word, and can only be made in #s.

- Imbued Roar may only have one imbuement at a time, requiring a recast to imbue another effect.

- The roars/chanting will not be loud enough to cause permanent harm to one’s ears.

- The flames within this spell are aesthetic only, bringing no harm to those who touch it other than warmth.

- The imbuements will have no effect if sufficient deafening-specific covering is over the ears.

- The imbuements will not stack if numerous Azdrazi use the same imbuement. The duration will only be reset if used continuously.

L’gra

- Heralds will not feel the fear inducing effects of L’gra if they are allied with the Azdrazi casting the spell.

- Creatures that do not have physical ears (Ghosts, etc) will still be affected by the imbuement if they are able to hear it.

- Target’s affected by the fear are unable to cast or attack for [1] emote, with defense or movement unaffected. If in the middle of a cast, it is interrupted.

- If Templars are struck by this imbuement, they will become enraged as stated in their lore and are unaffected.

Kalith

- Only Azdrazi and heralds will gain the effects of this spell.

- One should not ignore or forget the fear of death whilst under the influence of Kalith.

Mitne

- The fire reignited by Mitne does not bear any magical properties unless they were magical beforehand.

- Draconic or Heraldry flame which has been extinguished for more than five emotes cannot be reignited. 

- If a flame, even magical, had something preventing it’s lighting (Such as being submerged fully in water), then it would not re-light again. 

 

RATIONALE

Allowed for use in shout, buffed L’gra to properly include the stun effect that people have been roleplaying (but nerfed it so it is not a complete stun, only an interrupt), buffed Kalith to allow people to temporarily ignore pain but is otherwise unchanged. Buffed mitne to reignite recently extinguished magical flames and made its range in accordance to the volume of the word spoken, which is weird it wasnt before and contradicted itself in the redlines. 

 

 


 

Ritual of Bloodlines

[6 Emotes: Freeform | 12 Dragonsflame Units]

(Non-combative)

Description

In the model of their father, Azdrazi change and evolve over time. As does their perception and perhaps even Asioth itself, they may change too in their specialty and combative prowess. A rare ritual sought only by those seeking this change in path, The Ritual of Bloodlines is once scarcely performed across decades.

 

The Azdrazi present must forfeit their defense willingly, as they are surrounded by at least two of their kin upon either side. Forfeiting their spells, a visible warmth would leave them as their scales would shed and peel, the changing Nephilim feeling particularly cold, and empty as the other two Azdrazi would attempt to warm them within their flame. Expending all but one dragonsflame of the changing Azdrazi, and twelve total dragonsflame of the other two (or more), they would sustain their flame in brotherhood over the course of the ritual as they would all be left colder than when they had begun. In spite of this, room was allowed for change as the Azdrazi central to the ritual would then be freed to master new abilities.

- The Ritual of Bloodlines requires at least [3] Total Azdrazi, being the one undergoing change and the two (or more) supporting.

- The central azdrazi undergoing the ritual would forfeit their two capstone abilities, allowed then to change to whichever of the four they would like after [3] OOC days via /sreq.

- Dragonsflame units spent by this ritual as normal would recover the next day.

- During this ritual an Azdrazi is required to go under an immense psychological outlook or change to reflect this ritual.

 

RATIONALE

People yapping they made a bad choice (they did they werent that strong :( )and cant change

 

 

 

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"DESTINY" Azli called empowered by a greater thing, a source so great that his own mind couldn't comprehend, a blessing that was bound to be accepted humbly and rightfully so.. 

 

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YEAR OF THE DRAGON BABY RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH

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Spoiler

YEAR

OF

THE

DRAGON

 

COWER, MERE MORTALS


WE'RE SO ******* BACK

 

BEST LORE ON THE SERVER

 

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lector squakhawk

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WhvuxJYh.jpg

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Spoiler

blacklisted azdrazi players must be SHAKING rn
Wojak mask Blank Template - Imgflip

 

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We’re the playground for the real mc’s(azdrazi)

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Spoiler

Water evo still struggles with procing the ice weakness. :( but I guess that's more on water evo than azdrazi.

 

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