Helmet 1454 Share Posted July 17, 2025 (edited) 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 July 17, 2025 by Helmet 11 Link to post Share on other sites More sharing options...
Jentos 9425 Popular Post Share Posted July 17, 2025 Comparison is the thief of joy. If your gripe stands in the argument that necromancy has poorer revival mechanics, perhaps the problem lay there. Granted, azdrazi do have some pretty tough pk mechanics although the drakeshrine mechanic is an addition that has already served to nerf them in the past. This addition would effectively render drakeshrines into more of a sort of phylactery PK mechanic where you'll effectively have the community just hiding those away to avoid people breaking them overnight and AFKing in our bases until we log on to pk us, we can all see it coming. If that's the kind of conflict you want to see happen go ahead. Arch-liches have no PK mechanics save necromancy infighting, but thats not unfair isn't it? I've played both a lich and a necromancer, and necromancers when killed are "soft" pk'd, meaning that any one necro can revive the whole of every coven should they need to, similarly to the argument you're making. Its more of a hassle for necromancers of course, so perhaps adding some more work or details to Azdrazi revival could be in order? I could see that benefiting RP, but what you're suggestion is more of a hamper to it. Necros can already come and turn us into undead draconic slaves to go **** with our compatriots (a mechanic we are currently working on buffing to darkspawn advantage to emphasize corruption RP and mechanics). Comparing us with necro isn't quite tangible of an argument - especially given the fact that Azdrazi is an end-game CA (such as arch-liches) that can take half a year to obtain for most players due to our rather extensive and rigid system of trials and tribulations. Perhaps the anger, jealousy, or perception of Azdrazi mechanics being unbalanced stems from the general success of the azdrazi as a CA, culture, and lore (despite said mechanics to being rather limited, though "accross the board" given they are a 0 magic CA). Its my opinion that changing these mechanics to what you've suggested is more harmful to RP than anything else. Unless you just want an easy way in and out to go and PK characters out of the blue, when this isn't how nephilim as a CA were ever meant to be (IE: a phylactery based creature akin to second gen liches/draugr/wights). To paraphrase Karim, our drakeshrines are often left in the open, because we're just based like that, they're not meant to be behind 15 iron doors. @Aehkajtime to write another necro debuff 35 Link to post Share on other sites More sharing options...
Ardory 2978 Share Posted July 17, 2025 Islamadon, please... Veto this... Please... 11 Link to post Share on other sites More sharing options...
lemonke 6014 Share Posted July 17, 2025 We should pk @Karim. I heard his shrine is plain in the open!! 6 Link to post Share on other sites More sharing options...
Aehkaj 1244 Share Posted July 17, 2025 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? 19 Link to post Share on other sites More sharing options...
spaazmatism 1037 Share Posted July 17, 2025 i dont think adding ways to forcibly pk people is fun for.... anybody? 9 Link to post Share on other sites More sharing options...
Benleft 2589 Share Posted July 17, 2025 The good guys are out in force today 7 Link to post Share on other sites More sharing options...
wowj 9769 Share Posted July 17, 2025 The Azdrazi Cabal is here, can I get a CA so I can roleplay Nogard? 4 Link to post Share on other sites More sharing options...
Frostdrop1 1843 Share Posted July 17, 2025 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. 15 Link to post Share on other sites More sharing options...
tantuni445 292 Share Posted July 17, 2025 Yes, a debuff for humanoid lizards, a once-in-a-century natural phenomenon 1 Link to post Share on other sites More sharing options...
FlemishSupremacy 6115 Share Posted July 17, 2025 -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. 9 Link to post Share on other sites More sharing options...
NightcastorKitty 2781 Share Posted July 17, 2025 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. 13 Link to post Share on other sites More sharing options...
kuebiko 686 Share Posted July 17, 2025 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. 8 Link to post Share on other sites More sharing options...
MysticalWeasel 916 Share Posted July 18, 2025 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. 5 Link to post Share on other sites More sharing options...
Laeonathan 5898 Share Posted July 18, 2025 leave the oversized & immortal lawn geckos alone 3 Link to post Share on other sites More sharing options...
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