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[✗] Draugur Hot Fix

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King_Kunuk

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The Draugur Hot Fix Patch

This is just a small amendment post made for the Draugur CA due to finding several faults with it. This post seeks to mainly remove the 'must murder a person' aspect of creating a crimson veil as well as clarify that Draugur can connect to Dark Magics 

 

Under Redlines

Purpose: Draugur are not Arch Lichs, and Naztherka lore states Lich (which Draugur are argued to not officially be). Thus his amendment seeks to allow the creation of Naztherak Draugur, which I believe is a cool niche yet to be tapped into by the Dark Magic Communities

 

 

Spoiler

Was:

Redlines

  • Draugars are set to the strength of a voidal mage, no matter the magic they know.
  • Draugars require a valid CA to play, their souls bound to a phylactery forged during the Rite of the Thaumaturge.
  • Draugar retain all magic/accepted MAs they had just before death, including feats such as alchemy.
  • Only if the magic is incompatible, detailed below, will it sever its connection.
  • Draugar may learn new magic just as any other, with the same five magic slots to spend.
  • Should they have no magic, their strength is scholarly, meaning they are simply bested by trained and knightly opponents.
    • Due to a lack of operational organs, magics that require living operation such as Kani, Bloodmagic, and otherwise are unable to be learned by the draugar.
    • Draugar are unable to learn any holy magic, save for Seer.
    • Draugar are incapable of learning Necromancy, other than the darkening spell.
  • All draugar are similar to a mummified corpse, bearing sickly flesh that may differ from each.
  • Draugar still utilize the muscle and ligaments in their vessel, meaning that stripping their muscles from their appendages will cease movement in such areas.
  • If their entire body is burned away, they remain “alive” but are unable to move.
  • Only by smashing the skull, or by starvation of lifeforce for one week without a body will a draugar die.
  • Draugar do not feel pain with only dulled sensations at best.
    • Only aurum, sunlight, and holy magic are exceedingly painful.
  • Draugar are unable to be poisoned, drown, suffocate, and die by means of the flesh.
  • If a draugar is decapitated and the body still harbors locomotion after combat, it will slowly inch its way to meet the head and place it back on.
  • Draugar require to drain a count of lifeforce once every three weeks, or else they are unable to use their mask (detailed later) and are further enfeebled.
  • After a draugar is slain, they will respawn at their phylactery after thirty minutes. For a whole OOC day, their spellcasting is limited to T3 at most, even with their veils, and if their veil was destroyed in death, they must remake it.

 

Now:

Redlines

  • Draugars are set to the strength of a voidal mage, no matter the magic they know.
  • Draugars require a valid CA to play, their souls bound to a phylactery forged during the Rite of the Thaumaturge.
  • Draugar retain all magic/accepted MAs they had just before death, including feats such as alchemy.
  • Only if the magic is incompatible, detailed below, will it sever its connection.
  • Draugar may learn new magic just as any other, with the same five magic slots to spend.
  • Should they have no magic, their strength is scholarly, meaning they are simply bested by trained and knightly opponents.
    • Due to a lack of operational organs, magics that require living operation such as Kani, Bloodmagic, and otherwise are unable to be learned by the draugar.
    • Draugar are unable to learn any holy magic, save for Seer.
    • Draugar are capable of learning both Mysticism, Naztherak, and any new Dark Magic MAs that are approved provided they can be learned by the undead.
      • Draugur are incapable of ascending to wightdom or Zar’akal. Due to the soul-binding nature of these dark magics, a Draugur must have their phylactery present at the time of connection . This does not include disconnection
    • Draugar are incapable of learning Necromancy, other than the darkening spell.
  • All draugar are similar to a mummified corpse, bearing sickly flesh that may differ from each.
  • Draugar still utilize the muscle and ligaments in their vessel, meaning that stripping their muscles from their appendages will cease movement in such areas.
  • If their entire body is burned away, they remain “alive” but are unable to move.
  • Only by smashing the skull, or by starvation of lifeforce for one week without a body will a draugar die.
  • Draugar do not feel pain with only dulled sensations at best.
    • Only aurum, sunlight, and holy magic are exceedingly painful.
  • Draugar are unable to be poisoned, drown, suffocate, and die by means of the flesh.
  • If a draugar is decapitated and the body still harbors locomotion after combat, it will slowly inch its way to meet the head and place it back on.
  • Draugar require to drain a count of lifeforce once every three weeks, or else they are unable to use their mask (detailed later) and are further enfeebled.
  • After a draugar is slain, they will respawn at their phylactery after thirty minutes. For a whole OOC day, their spellcasting is limited to T3 at most, even with their veils, and if their veil was destroyed in death, they must remake it.

 

 

On Crimson Veils

Purpose: Current Crimson Veil roleplay requires the Draugur to kill the victim, which I as a Necromancer, Draugur rpers, and sacrifice victims have come to regard as very boring to provide long term roleplay to the situation. This adds a flavorful curse to the sacrificed victim which can be used as a tipping point to potentially lead a character down the path of Dark Magic or similar fates, or as a motivation nightmare to have such characters fight against spooks. Also added an additional function to Draugur's with a Crimson Mask able to help with Necromancer Rituals.

 

 

Spoiler

Was

 

Mechanics:

The mask is necessary for a draugar to go from using tier 3 to tier 5 spells of the magics they once knew, acting as a crutch for their magical abilities. Wearing is not necessary for this magical empowerment, only a constant harbouring in their presence. Should they wear them however, it also doubles as a form of husking, utilizing illusion and lifeforce to fuel their rotted husk, rather than using a true corpse. A draugar may imbue a person's worth of lifeforce to act as a projectable image of their original self, with imperfections similar to a Darkstalker husk. This means that a draugar must be fed to cast the illusion, requiring them to drain a unit of lifeoforce once every three weeks. Casting dark magic or direct disruptions in the form of mask damage will dispel and disrupt this husk. The mask must always be visible for the effects to take place, both for magical empowerment, and for the illusion it must be worn directly on the face.

 

To increase spellcasting tier, the mask must simply be visible, and on the draugar’s body. It may be worn, or simply looped through a necklace that rests on their chest- either way, it cannot be hidden beneath robes or cloth.

To activate the illusion of life, the mask must be worn on the face of the draugar. The veil will remain under the illusion, on the visage of the draugar as it works the facade. The draugar appears as they did in life, with all visual features of their living form present- even their face. The illusion simply falls over the veil, and the illusion will break if the veil is taken from the face, or if it is severely damaged.

 

Creation:

Garnering a necromancer and the elder draugar, the two must surround a living sacrifice, and have the mask already carved out of a chosen substance. Blood of the victim must be slathered on the veil, hence its crimson moniker. With the draugar donning the mask, the necromancer tethers the sacrifice to the mask, as their essence is drained into the veil. Once the victim is fully drained, their soul is consumed as excess lifeforce pours from the crimson veil, binding itself to the soulless husk of the draugar, acting as a conduit for feats of wizardry. 

 

Redlines

  • Crimson veils are created individually for each draugar, and are required to raise their spell casting from T3 to T5.
    • Without a veil, a draugar cannot cast any spell greater than tier 3, for any magic they know.
    • A mask must always be visible when in use, unable to work when hidden.
  • A crimson veil is as brittle as stone, breaking with any hefty strike that is centered to hit.
  • Should a veil be shattered, a new one must be created.
  • Crimson Veils require an ST sign.
  • The illusion created by the mask is only visual. The illusion would not break, but rather 'glitch' or warble when directly touched, feeling the cold corpse beneath the illusion.
    • If gold touches the draugar, or if they utilize draining, the illusion will break.
    • If the mask takes direct damage of any kind, it will break the illusion.
  • To create a veil, a living sacrifice must have their blood placed onto the mask, before their lifeforce is drained into the object.
    • This ritual requires a necromancer, and the draugar.

 


 

Now

 

Mechanics:

The mask is necessary for a draugar to go from using tier 3 to tier 5 spells of the magics they once knew, acting as a crutch for their magical abilities. Wearing is not necessary for this magical empowerment, only a constant harbouring in their presence. Should they wear them however, it also doubles as a form of husking, utilizing illusion and lifeforce to fuel their rotted husk, rather than using a true corpse. A draugar may imbue a person's worth of lifeforce to act as a projectable image of their original self, with imperfections similar to a Darkstalker husk. This means that a draugar must be fed to cast the illusion, requiring them to drain a unit of lifeoforce once every three weeks. Casting dark magic or direct disruptions in the form of mask damage will dispel and disrupt this husk. The mask must always be visible for the effects to take place, both for magical empowerment, and for the illusion it must be worn directly on the face. Additionally, the attunement granted to a Draugar by wearing the mask allows the undead to aid Necromancers in rituals similar to a Darkstalker Paramount; adding life force and energy equal to one participating Necromancer.

 

To increase spellcasting tier, the mask must simply be visible, and on the draugar’s body. It may be worn, or simply looped through a necklace that rests on their chest- either way, it cannot be hidden beneath robes or cloth.

To activate the illusion of life, the mask must be worn on the face of the draugar. The veil will remain under the illusion, on the visage of the draugar as it works the facade. The draugar appears as they did in life, with all visual features of their living form present- even their face. The illusion simply falls over the veil, and the illusion will break if the veil is taken from the face, or if it is severely damaged.

 

Creation:

Garnering a necromancer and the draugar, the two must surround a living sacrifice, and have the mask already carved out of a chosen substance. Blood of the victim must be slathered on the veil, hence its crimson moniker. With the draugar donning the mask, the necromancer tethers the sacrifice to the mask, as their essence is drained into the veil. Once the victim is drained once, the excess lifeforce pours from the crimson veil, binding itself to the soulless husk of the draugar, acting as a conduit for feats of wizardry.

 

The surviving victim will then be met with constant nightmares of the Draugur which was used to create their mask, with nightmares involving ghoulish such as visions of their own face being dawned by the draugur, they themselves placing the dreadful mask on, and other grim visions which can slowly drive the weakest of willed men and women mad. This curse can be removed by the purging rituals of magics which target curses, requiring the work of two holy mages to do so.

 

Redlines

  • Crimson veils are created individually for each draugar, and are required to raise their spell casting from T3 to T5.
    • Without a veil, a draugar cannot cast any spell greater than tier 3, for any magic they know.
    • A mask must always be visible when in use, unable to work when hidden.
  • A Crimson Veil allows Draugur to aid in necromantic rituals similar to a Darkstalker Paramount.
    • The Draugur's CA + a Screen Shot of an ST Approved mask should be shown in any Sreqs made with participating Draugur
  • A crimson veil is as brittle as stone, breaking with any hefty strike that is centered to hit.
  • Should a veil be shattered, a new one must be created.
  • Crimson Veils require an ST sign.
  • The illusion created by the mask is only visual. The illusion would not break, but rather 'glitch' or warble when directly touched, feeling the cold corpse beneath the illusion.
    • If gold touches the draugar, or if they utilize draining, the illusion will break.
    • If the mask takes direct damage of any kind, it will break the illusion.
  • To create a veil, a living sacrifice must have their blood placed onto the mask, before their lifeforce is drained into the object.
    • This ritual requires a necromancer, and the draugar.

 

 

 


 

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you gotta bold and/or underline changes so its not so difficult to identify what's different between the two

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the amount of issues that will inevitably arise with this are insurmountable, at least on the Naz side of things.

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Naztherak [and mysticism] does not generally allow Dark CAs to practice the MA. I don't see the purpose of that redline. the rest looks fine ish, though I'd remove specifics about the nightmares - just open season for meta

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nazterak is incompatible with any ca afaık

Naztherak is not compatible with dark magic CAs or transformative CAs, such as Frost Witches, Liches, Wights, Anthroparians, Azdrazi, etc. 

says lore. With this thing, you break Nazterak's own connection redlines

Edited by tantuni445
added naz redline
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1 hour ago, King_Kunuk said:

Draugur are incapable of ascending to wightdom or Zar’akal. Due to the soul-binding nature of these dark magics, a Draugur must have their phylactery present at the time of connection as well as any disconnection.

 I missed this on the first pass LOL thats a bad mechanic.

 

So you get your buddy to connect you to naz - you are now an un-dcable, undying naztherak that only takes damage to the head alongside any other magics you might have?

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3 minutes ago, PrimnyaQuorum said:

 I missed this on the first pass LOL thats a bad mechanic.

 

So you get your buddy to connect you to naz - you are now an un-dcable, undying naztherak that only takes damage to the head alongside any other magics you might have?

so in the long distant past you did need the phylactery present to connect. I think it is fair to remove the part to have it be there for disconnect (but the idea is to DC them you just smash the phylactery)

 

As for allowing Naz to become Draugur, I personally see no issue with it. The whole intention of Draugur lore WAS to allow for Naztherak and mystics to become the CA (shackle them to the evil covens and such). Plus in BOTH lore drops of necro, Draugur are spoken to allow compatibility with Naztherak, which I think adds more variety to the world in how the CA can be employeed.

 

Besides, no hands == can't hold ur naztherak spell book right? so even if ur just a head you're basially done for

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27 minutes ago, King_Kunuk said:

so in the long distant past you did need the phylactery present to connect. I think it is fair to remove the part to have it be there for disconnect (but the idea is to DC them you just smash the phylactery)

 

As for allowing Naz to become Draugur, I personally see no issue with it. The whole intention of Draugur lore WAS to allow for Naztherak and mystics to become the CA (shackle them to the evil covens and such). Plus in BOTH lore drops of necro, Draugur are spoken to allow compatibility with Naztherak, which I think adds more variety to the world in how the CA can be employeed.

 

Besides, no hands == can't hold ur naztherak spell book right? so even if ur just a head you're basially done for

 

Necro is much older then all current Naztherak lore; you cannot overrwrite naztherak compatiblity through editing a necromancy CA page.

 

Unless you consulted some naz group about this and got their approval, im gunna go on a limb and say no naz wants this change

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doesn't make sense, i don't think any naz would want this change. Ibleesians and xionists are opposing forces, my draugar was blown up by Mordring for being too sympathetic towards naz LOL 

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This lore has been denied.

This went to a vote and did not pass.

Mysticism and Naztherak both are specifically very uncompatible with heavily soul altering things, such as CAs, as the comments pointed out.

You are a evil undead lord of undeath at the end of the day as-well, you're allowed to kill people, I know players and people really do not like to; But it is a trope within fantasy media that-- Evil Necromancer, is evil, and kills people.

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