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[✗] [Amendment] Making Azdrazi slightly less immortal

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Helmet

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Additions are BOLD & ITALIC

Removed text is CROSSED OUT

Old:

Spoiler

Shrine Overview        

       

Shrines are locations or monuments built by Nephilim in honor of Azdromoth, serving as a ritual ground or den where the Nephilim and their Heralds may assemble. These locations are rather freeform in terms of their make, so long as their overall theme pertains to earth, fire, and the draconic; allowing it to be anything from a mere altar atop a mountainous peak, to a great temple built within the heart of a volcano. Though much freeform is allowed, in order for a shrine to be considered valid, it must be at least seven by seven meters in size, whether that be the altar, pedestal, or chamber itself. Typically, magma, nether, and fire-themed blocks are appropriate for such builds, though so long the build pertains to the overall theme, other blocks may be applied.     

 

Once the shrine structure is built, a Nephilim or Ordained Heralds must ignite a pyre with their own draconic flame or draan, whether that be a great hearth, large censur, or other such object, which symbolizes the draconic power present within the altar. Once this is completed, the shrine may be activated and may be used as a point to “respawn” the Nephilim in accordance with their respawn mechanics. It may also be used as a hoard and a place necessary to forge weapons and perform rituals.  


Aesthetically, shrines may be hot, have embers idly floating about, or even a faint cloud of ash or smoke which lies on the ground. So long as aesthetics offer no combat advantage, nor pose any harm to non-Nephilim within, then the aesthetic options are virtually limitless.             

 

 

In order to be valid, shrines must be approved by an ST via a locked sign stating them as such.         

 

- Drakeshrines will now be personal, with them only being able to be bound to one Nephilim at a time.

- A Nephilim can only bind themselves to one Drakeshrine, and should it be destroyed, then they’ll need to make a new one bind themselves to.

- These should be mechanically represented with a build, and require a [ST-Approved] Sign to validify it.

- Should a Nephilim perish, or die via CRP or conflict that they chose to switch to PVP, and they are not bound to a Drakeshrine, then they are temporarily PK’d until their kin, or followers, make a Drakeshrine for them to respawn in. In order to create a drakeshrine for someone else, they must speak the draconic name of the nephilim in order to grant it for them.

- There is no requirement of PRO or RO permission to build a drakeshrine, as long as the player has access to the build.

- Should a Nephilim perish in CRP or PVP, they respawn in their Drakeshrines – should it be standing, and not destroyed – rather than at Cloud-Temple for the Monks abhor them.

- To fully create a shrine, one Nephilim must grant two units of Dragonsflame to it or two Ordained Heralds must channel their draan onto it, making them unable to cast their magicks for [3] OOC days.

- The units of Dragonsflame is player-tracked via a sign stating how much Dragonsflame is within it. If abuse of this freeform and simple system is found, punishment is granted. ST will only approve them via a locked sign.

 

 

New:

Spoiler

Shrine Overview        

       

Shrines are locations or monuments built by Nephilim in honor of Azdromoth, serving as a ritual ground or den where the Nephilim and their Heralds may assemble. These locations are rather freeform in terms of their make, so long as their overall theme pertains to earth, fire, and the draconic; allowing it to be anything from a mere altar atop a mountainous peak, to a great temple built within the heart of a volcano. Though much freeform is allowed, in order for a shrine to be considered valid, it must be at least seven by seven meters in size, whether that be the altar, pedestal, or chamber itself. Typically, magma, nether, and fire-themed blocks are appropriate for such builds, though so long the build pertains to the overall theme, other blocks may be applied.     

 

Once the shrine structure is built, a Nephilim or Ordained Heralds must ignite a pyre with their own draconic flame or draan, whether that be a great hearth, large censur, or other such object, which symbolizes the draconic power present within the altar. Once this is completed, the shrine may be activated and may be used as a point to “respawn” the Nephilim in accordance with their respawn mechanics. It may also be used as a hoard and a place necessary to forge weapons and perform rituals. If slain while not bound to a shrine, the vanquished Nephilim will ascend to the Garden of Fates- their physical form being reduced to a statue.


Aesthetically, shrines may be hot, have embers idly floating about, or even a faint cloud of ash or smoke which lies on the ground. So long as aesthetics offer no combat advantage, nor pose any harm to non-Nephilim within, then the aesthetic options are virtually limitless.             

 

 

In order to be valid, shrines must be approved by an ST via a locked sign stating them as such.         

 

- Drakeshrines will now be personal, with them only being able to be bound to one Nephilim at a time.

- A Nephilim can only bind themselves to one Drakeshrine, and should it be destroyed, then they’ll need to make a new one bind themselves to.

- These should be mechanically represented with a build, and require a [ST-Approved] Sign to validify it.

- Should a Nephilim perish, or die via CRP or conflict that they chose to switch to PVP, and they are not bound to a Drakeshrine, then they are temporarily PK’d, being brought to Azdromoth's Gardens of Fate while their corpse turns into a statue, able to be interacted with via the Ritual of Death. until their kin, or followers, make a Drakeshrine for them to respawn in. In order to create a drakeshrine for someone else, they must speak the draconic name of the nephilim in order to grant it for them.

- There is no requirement of PRO or RO permission to build a drakeshrine, as long as the player has access to the build.

- Should a Nephilim perish in CRP or PVP, they respawn in their Drakeshrines– should it be standing, and not destroyed – rather than at Cloud-Temple for the Monks abhor them.

- To fully create a shrine, one Nephilim must grant two units of Dragonsflame to it or two Ordained Heralds must channel their draan onto it, making them unable to cast their magicks for [3] OOC days.

- The units of Dragonsflame is player-tracked via a sign stating how much Dragonsflame is within it. If abuse of this freeform and simple system is found, punishment is granted. ST will only approve them via a locked sign.

 

Reasoning:
Azdrazi arguably have a better system for undeath then necromancy (the undeath magic). If every single drakeshrine is destroyed, & all but 1 azdrazi are alive, John Aisoth can party-revive their entire species all alone. That kinda sucks for every other CA when compared with them- especially those that have 'immortality' as their main appeal. This amendment would make the drakeshrine MORE than just an inconvenience when it's broken, & from a IRP perspective would work to have azdrazi actually use the afterlife they worked for at a more reasonable rate.

That is all 👍
 

 

Edited by Helmet
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Islamadon, please... Veto this... Please...

please7tv-please.gif

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13 minutes ago, Helmet said:


Azdrazi arguably have a better system for undeath then necromancy (the undeath magic).

 

 

Base necro is the most abused "pk clause" and lich is legitimately truly immortal unless boxed by a coven of necros.

 

If anything all remaking a drakeshrine post mortem by a coven does is actually document and bring magical drawbacks to bringing back a member in your community vs necros who dm each other "hey I died can u revive me rq" with no feasible way to EVER "get rid of" a necro unless they become the endgame CA and get boxed which can be reversed as easily as digging up their coffin.

 

How does this balance it with necro's clauses, seeing as you chose specifically to mention the undeath magic in comparison? Does this actually do anything to enhance conflict rp between communities or is it an excuse for pking characters forcefully without any regard to rp quality to be considered good conflict rp?

 

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i dont think adding ways to forcibly pk people is fun for.... anybody?

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The Azdrazi Cabal is here, can I get a CA so I can roleplay Nogard?

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Massive L. Literally 'I don't like fun make their lives less fun' take.

 

Moreover, it just demonstrates poor understanding of the CA. The dragon magic being very immortal (not 'undeath') is straight a part of them. The whole concept is that they remove themselves from the wheel of life and death. Essentially, skip button. 

 

This is also not the only CA with great immortality and little drawback. Zar'akal are great at it too, functioning as a parallel. However, in both you essentially both lose the precious character to have a new creature founded on the remnants of the old. Notably, these are also deific.

 

Making drakeshrines into a more phylactery-based system is also just bad. Go make Necromancy better because nobody likes phylactories. Theyre rubbish for the player and utterly abuseable.

 

Consume less salt on scaley bois add more sugar to swaggy skelebros.

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-1

In addition to everything said above, this would also make the disconnection ritual we currently have and it's pretty stringent requirements (3 azdrazi that know the ritual) moot, if you can just go and destroy the azdrazi you don't like's drakeshrine and then merk them to PK them instantly.

It's not because Necro has mechanics that could potentially lend themselves to toxic pk wars and tears that we ought to spread that to other CAs. 

 

Additionally, immortality IS a big part of why particularly humans seek to become Azdrazi, as becoming Azdrazi puts you beyond the reach of death in your pursuit of Asioth. 

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Wtf, this CA has a better mechanic than Necromancy? Quick! nerf it! 

(While I don't normally comment on such things, that statement alone is rather a put off for this amendment as it wasn't made for the community in mind. It's made out of 'my magic should always be superior' )

PS: If your mechanic is that poor, fix it instead of targeting other creatures and magic. 

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You know what I really like about azdrazi revival? It gets players to collaborate to revive a character. I think it's cool as **** that someone has to know your name to come res you. 

 

I honestly do not think PK clauses need to be super harsh. Phylacteries suck. If people want to PK they will, don't get caught up in trying to "force" a PK on someone. It will become miserable for yourself and the other person. 

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Pretty weird, should focus on necromancy over other magics or CA. Azdrazi have their downsides, just cause the magic with 0 prerequisites and far more dated than a modern lore era CA feels a little under whelming doesn’t mean attempt to smite the modern piece. 

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leave the oversized & immortal lawn geckos alone

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