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About Malaise

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  1. You used the words real life far too often for a debate regarding what one should do in role-play, which was the entire point of my comment. Clearly you didn’t read it or pay close enough attention, dawg. Clear the cobwebs out and get your head in the game and out of the pander pot. Your constructive criticism didn’t offend anybody. I was plenty polite with you and responded accordingly. The fact alone you would bring that conversation here, to a completely unrelated thread, is pure brain melt.
  2. Please, please God, make it end. The inane fear of role-play. The asinine hatred of conflict. The escapist pipe dreams of a perfect world, here on this Minecraft server. We, each and every one of us, are on a role-play server. That means we are supposed to insert ourselves into the role of a fictional character and act out their lives – every part of it. If your character is homosexual, they are homosexual. If your character is homophobic, they are homophobic. If your character identifies as a female but was born a biological male, if your character has no sexual urges whatsoever, if your character is bisexual, etc. etc. etc. You do what they would do. That is what role-play is. It is all role-playing has ever been. You make the script. You make the decisions. You act on the outcomes. We are role-playing. I pray anybody keeping their eyes on this thread reads this comment and commits it to memory. It is not unethical to be homophobic in role-play. It is not unethical to commit violence upon homosexual characters. It is not unethical to despise the very notion of love itself. These are real character traits and our world is not a safe one. It never has been. Nearly every single event hosted on Lord of the Craft will involve in some way or form: death, misfortune, and suffering. What difference does it make to your character, who is homosexual, whether you are killed by an angry clergyman who is homophobic, or a roving band of demons that wish to devour your soul? You are harassed by both and must act accordingly as a result. The difference between these two situations lies in the reality of one and the fantasy of another. You should be prepared for homophobia. You should not be prepared for a demon attack. The former hates you for who you are. The latter wishes to consume your soul and annihilate your world. The demons are the worse enemy – not the offender in holy vestments. This is a role-play server. It will never be anything else. Homophobia should always be a facet of our universe and will never cease to be. The second it leaves our universe and spills into OOC, it is a problem, and one that will be fixed quickly if addressed through the proper channels. Do not make yourselves out to be the weak, ineffectual role-players that crying about adversity in-character will make you.
  3. The section you’ve quoted is written with specific diction to make clear that the trait is a completely optional part of Azdrazi roleplay. There is no reward gleaned from combat, thus no incentive.
  4. I appreciate your continued focus on the potential errors in our lore, but want to clarify that this “incentive” to engage in combat does not exist. Draconic wrath is a simple, flavor-adding trait that any Azdrazi can choose to roleplay. It is by no means an incentive to fight someone. You deciding to spare an Azdrazi because you do not want to be a jerk (which you wouldn’t be, they either attacked you or you had reason to attack them) is your own decision to make. Regardless of the merit behind it as a weakness, it is a long-standing facet of the Azdrazi toolkit and remains by popular demand from our playerbase.
  5. Thank you for your comment. I want to make it very clear that orc strength is no exceptional nor enforceable benefit to being an Azdrazi. Orc strength is simply strength. It will not save them from a blade being stuck through their gullet or a hammer swung at the back of their head. It might make them swing their sword or hammer a bit harder, sure, but it makes them no more difficult to kill. Their draconic wrath is a simply a roleplay trait, and provides zero benefit to any combat encounter. It might make them more likely to get into a combat encounter, which puts them at risk of death, and the following week of absence from the game. One whole real week’s time of being unable to roleplay said character. Personally, I feel that this is a major weakness, made no less severe by an Azdrazi’s toolkit.
  6. Azdrazi are no more durable than any descendant race. Though Orc strength is their typical level of comparison, there is no rule or outlier in common role-play that makes them any more durable than a typical descendant with a sword and board set up. I would personally argue that being a descendant-tier combatant with fire magic which lacks, say, voidal fatigue, is set back by the fact that Azdrazi revival takes an entire week’s time to be fulfilled. A voidal mage, though not as strong as an orc, can be revived within 30 minutes time. An Azdrazi, capable of dying like any other creature to sword wounds or otherwise lethal damage, will not be able to be played again for quite some time, comparatively. This strict adherence to a more rigid death structure seems a fitting weakness to me. Thank you for your feedback! After post edit: In saying this, I mean to emphasize that the weaknesses you provided as examples are used to counter a creature’s greatest strengths. Gold, for creatures that cannot be struck by normal weapons. Fatigue, for creatures that have magical powers but otherwise mundane life rules. Physical weakness, for creatures with immense powers outside of their physical capabilities. etc.
  7. The times mentioned are all IRL time equivalents — I will add a note stating this. Thank you for your feedback! Azdrazi leadership has agreed that a CA wipe would be a good way to start fresh with new mechanics. It was a decision reached by a majority consensus. The weakness to cold climates was removed in the last rewrite for Azdrazi and left in the dust. It just didn’t make enough sense for creatures with internal space heaters to be slowed down by the cold. We opted for a weakness to thematically relevant magics instead.
  8. WHAT’S CHANGED? Added: A defined weakness to Sunlight Forge artifacts A defined weakness to Shade magic Fire Shaping ability via bound staff or libram Fireball ability Removed: Smoldering Spear ability Scorching Scales ability Channeled firebreath Access to heraldic draan
  9. This document serves to revamp and further polish the mechanics, redlines, strengths, etc. of the Azdrazi race. No history or significant lore has been touched upon herein -- solely the abilities and buffs/debuffs of the creature have been subject to change. Credit is owed to Malaise_, Valayron, Kalehart, Jentos, Numirya, Gwynnbleidd, Yandoe, and DumbBlondeElf. All art featured in this post was created by the talented Numirya. If accepted, this lore’s implementation will result in a complete CA wipe for all present Azdrazi. AZDRAZI -- PREFACE Azdrazi, known commonly as dragonkin and less commonly as nephilim, are humanoid draconic beings born of the blood of the First Dragon, Azdromoth. Since antiquity, dragons have captured the attention and praise of mortal beings. Chiefest amongst them all was and is the titan Azdromoth, firstborn son of the Daemon of Knowledge, Dragur. As lord and master of his kin, Azdromoth was made idol by ancient men and elves. Intrepid man, ever the ambitious and curious race, was the first to make contact with the dragons. In awe of their resilience and fiery spirit, Azdromoth made covenant with these first men and elevated them to a state not yet seen by the likes of the world. They were the first Azdrazi, men reborn by the potent blood of the First Dragon and given life anew by the radiance of his flame. These newborn scions of the firstborn son spread their lord’s word across the world and carried out leal service in his name. In time, so too came the elves, who saw fit to emulate the dragons and the terrible might they wielded. They were all come unto Azdromoth and born again, horned and in the image of their titanic maker. CREATION -- APPEARANCE The process of creating an Azdrazi is one dictated by vigorous trials, in which aspirant dragonkin must prove their ultimate worth to an Azdrazi knowledged in the process of draconic rebirth and wardren crafting. Draconic rebirth is facilitated through the creation and satiation of a wardren. (Wardren creation and satiation are knowledge-locked techniques. Any player wishing to accomplish either task must have an accepted TA.) Wardrens are complex devices of metal and stone resembling totems or lanterns. They typically fit in the palm of one’s hand but can be no smaller. When empty, wardrens are mundane works of draconic design. To breathe power into the wardren and begin the rigorous process of draconic rebirth, the aspirant will spill their blood into it, binding the device to themselves and making it their own. The Azdrazi responsible for its creation will begin to trial the aspirant, rewarding them with a portion of their blood, the blood of Azdromoth, for their eventual successes. With each addition of the Azdrazi’s blood, the wardren’s contents become more potent. Come the presiding Azdrazi’s final contribution to the wardren, the aspirant will be ready to undergo their rebirth. In a form of ritual self-immolation, the aspirant will ignite their wardren with its maker’s dragonfire, permitting the device to bathe them in it so that it might reshape their form and soul. The process is agonizing as their form is reduced to ash by the maker's flame. From the ashes rises an entirely new being, birthed from the sacrifice of flesh and blood. A new, wondrous soul, shaped from the aspirant’s former, mundane soul now feeds the inner flame of the new Azdrazi. All that remains of the once-aspirant is the half-blood beating within their veins and the memories and passions they cherished before their transformation. Azdrazi share many visible traits with Azdromoth when un-polymorphed. Their skin is rigid and scaly, ranging from deep reds to plain black. Their eyes are serpentine in appearance — round pupils are replaced with dark slits. Irises and scleras are replaced with fiery shades of orange, yellow, and red. Their teeth (particularly their canine teeth) grow longer and sharper. Their fingernails and toenails are replaced with short talons; entirely meek in comparison to those of true dragons. When the newborn Azdrazi emerges from the flame, they will find themselves approximately a foot taller than their former mortal coil. (This growth is limited to 7’6”— therefore, if an individual stands at 7’0”, they would only grow six inches as opposed to a standard full twelve. If an individual is taller than 7’6”, they will remain the same height.) Lastly, an Azdrazi’s horns may vary in appearance, but must abide by the same rules as their skin, being that they must remain a variation of red, black, gray, or a horn-exclusive bone white. DEATH -- REVIVAL Azdrazi death is unlike mortal death, a reality conferred by their draconic souls and inner flames. To destroy an Azdrazi’s body is to temporarily throttle their inner flame's resources, snuffing it out. Such a sudden lack of vital essence sends the body into a state of degeneration, rapidly breaking it down until it is naught but ash. This destructive reaction is rationalized by the inner flame pulling resources from a body that is no longer able to provide any, thus devouring it in its entirety. Azdrazi are not revived in a manner conventional to typical descendants. When the time comes for an Azdrazi to return to the world of the living, their draconic soul’s inner flame ignites once more, beginning the process of their body’s reconstruction. This reunion typically takes one week to resolve fully and occurs in places with great quantities of dragonfire, such as shrines to Azdromoth or transient martyr-pyres constructed by their expectant kin. Upon being fully regenerated, an Azdrazi will find that their inner flame has not yet fully recovered and will struggle to evoke invocations as it stabilizes. This debuff occurs for one week’s time and prohibits the use of all invocations, including polymorph. DRACONIC MINDS -- AZDRAZI QUIRKS Hoarding As established, once a descendant begins their draconic lives they take on a likeness to dragons. Hoarding is one of the most prominent draconic quirks to manifest. As Azdrazi age, they often find themselves more obligated to collect and hoard items which they valued in their previous life. These items vary from one Azdrazi to the next, but the urge is ever-present, lingering as a sort of draconic-itch that they feel compelled to scratch. The significance of the desired items is subjective and can range from swords and axes to vintage bottles of wine. There are ultimately few, if any, limits to what can be hoarded. Eternal Mind Upon completion of their rebirth, an Azdrazi’s mind undergoes a transformation, becoming more powerful than their previous mortal one. It grants them the ability to store knowledge and information in a fashion similar to the immortal dragaar, as well as an advantage towards learning and knowledge retention. For this reason, Azdrazi are revered to be excellent scholars and orators, as well as apprentices. They are capable of recalling their memories with ease, spanning months and years of spent time. Draconic Wrath Azdrazi are powerful creatures, much like their predecessors. This power will sometimes manifest as a wrathful demeanor, engendered by the sword-logic that is might maketh right. Though any Azdrazi of sound mind and patient temperament can overcome this base quirk, those more prone to violence and anger may succumb to it quickly, eager to draw their blade or bare their fangs. Monument Making Much like their maker, Azdrazi are naturally inclined towards stone and the shaping of stone. The hardy, near-infinite substance emulates the undying will of the dragons and the ferocity of their impenetrable scales. It represents timelessness and sacrifice. Immortality in rest. For this reason, many Azdrazi find themselves tasked with arts and crafts ranging from simple shrine construction to the erection of grand, towering monuments of stone. Rare earth metals and precious gems are even more treasured and appreciated, often used to decorate and trim Azdrazi creations. INVOCATIONS -- AZDRAZI SPELLS Forenotes: Dragonfire is produced only by the firebeath invocation Concussive force is equivalent to a strong gust of air, the force behind a human punch Polymorph Azdrazi are capable of polymorphing, a technique employed by the dragaar and drakaar of the world. When polymorphing themselves, Azdrazi channel their inner flame to take a new shape, concealing their draconic forms beneath a magical facade. Azdrazi may take the form of any descendant race, able to change their hair, face, and size by up to one foot. An Azdrazi’s polymorphed form will not wane or exhaust their inner flame for its duration, but repetitive use of the invocation will result in dwindling energy. In addition, a polymorphed Azdrazi’s use of this ability will reveal them to their fellow Azdrazi within 20 blocks range. Though an Azdrazi could not pick a head from a crowd this way, they would sense their presence nearby. This invocation requires one emote to charge and one emote to cast. The form will last for so long as the Azdrazi wills it and will be dispelled if the Azdrazi suffers serious damage or is struck with a weapon from a sunlight forge. - Redlines: Polymorph cannot be cast in combat Polymorph is not capable of replicating missing limbs or body parts Polymorph cannot be used to exceed an Azdrazi’s maximum height (7’6”) Firebreath Perhaps the most iconic invocation accessible to Azdrazi, firebreath is an offensive technique performed by channeling one’s inner flame from within their body and towards their mouth, spewing a gout of smoldering dragonfire from their maw. An Azdrazi’s neck and mouth will glow with fiery light as this process commences and smoke will seep from their nostrils and lips. This invocation requires two emotes to charge and one emote to cast, with varying results depending on the range of the target. Because the attack is reliant upon a sudden expenditure of their inner flame, it cannot be cast more than twice in any same combat encounter. This clause is to be followed per conventional server rulings on role-play combat durations. One block range: Extreme burns, moderate concussive force, ignition of flammable objects Two block range: Serious burns, some concussive force, ignition of flammable objects Three block range: Moderate burns, ignition of flammable objects Four block range: Moderate burns - Redlines: Firebreath cannot be cast if the caster cannot breathe Firebreath cannot be cast through armor that obstructs one’s mouth Firebreath cannot be charged or cast while moving more than one block’s distance per emote Fireball A simple and uncomplicated offensive technique, fireball permits an Azdrazi to lob a basketball sized ball of fire towards their opponents. The fireball collides with its target and explodes, applying fire damage and mild concussive force to whatever it hits. This invocation requires two emotes to charge (one, if using a bound staff/libram) and one emote to cast. Azdrazi fireballs are subject to gravity and do not fly straight. After traveling 5 blocks distance they will begin to drop, making long-range precision impossible. - Redlines: Fireball cannot exceed the projectile size of a basketball Fireball cannot be charged or cast while moving Fireball can only be cast from an Azdrazi’s hand or bound staff/libram Bound Dralachite Weapons A favored technique of their many heralds, Azdrazi are capable of summoning bound weapons to themselves from thin air. By willing their inner flame to bind with a tangible melee weapon, bow/crossbow, staff, or libram, the Azdrazi may summon and banish it at will. This invocation requires one emote to perform. For so long as it is bound, the weapon will not exist outside of the Azdrazi’s inner flame, incapable of being wielded by another until a time comes that it is unbound from its owner. The bound weapon, when summoned, will take on the appearance and make of dralachite. Dralachite, though flammable, conveys no benefits to the melee weapon or bow/crossbow bound to an Azdrazi. An Azdrazi wielding a bound stave or libram, however, will gain access to the ancient art of fire shaping and an enhanced fireball. This mastery over flame is limited to mundane fire found within the natural world only, as dragonfire and fire under the influence of an elemental are too powerful to be tamed by dragonkin. With this control over mundane fire, an Azdrazi has the ability to shift or reshape fire at their will. Fire Shaping: The user must be within 20 blocks of the fire they are attempting to control and they must emote once to shape it before emoting again per each 5 block movement. The shape they conjure may only be maintained for the 5 block radius of their previous movement before needing to be shaped again. If the Azdrazi conducting this technique is struck or loses focus, the fire and its shape will dissipate, returning to its original vessel. Fire shaped by a bound staff or libram carries a concussive force with it, inflicting physical damage to its targets as well as the damaging effects of fire; i.e., a fire whip would create a blunt impact upon its target and burn them where they are struck. A fan of fire would collide with its target, instead of cascading over them. Fire shaped into a point will condense and strike more precisely, but cannot pierce or maim flesh as a spear would. Superior Fireball: Bound dralachite staves and librams permit their Azdrazi wielders to better focus and expel their fireballs. Any Azdrazi wielding a bound staff or libram will be able to cast the invocation fireball with one less emote. This buff is available only to Azdrazi who have already bound a staff or libram to themselves and cannot be accessed during a fight that began prior to the weapon’s binding. - Redlines: Bound weapons may not be summoned mid-attack Bound weapons may not be summoned within a space they would not fit Bound weapons may not be summoned under water Bound weapons may not summoned in motion Bound weapons must be understood by their wielder; i.e, an Azdrazi may not summon a bow if they are not familiar with how to operate it Kindling A quintessential ability in the Azdrazi arsenal, kindling is the act of setting one’s weapon ablaze with the smoldering fire of their inner flame. Though their inner flame is dragonfire based, the fire they confer to their armaments is mundane. This invocation requires one emote to cast and will last for 5 emotes. Kindling will not damage the weapon it is cast upon but will still imbue it with the heat conventional of an object that has been set on fire. - Redlines: Kindling may not be applied to a weapon not presently held by the caster Kindling will not spread from the weapon it has been cast upon Kindling will not remain active if the weapon it is cast upon is not held by its caster Burning Heat A simple but convenient ability accessible to all Azdrazi, burning heat is a supportive technique that allows one dragonkin to heal another. Through focusing their inner flame upon their comrade, they are able to evoke its cleansing properties and seal minor wounds and abrasions. For example, burning heat would close a knife or sword wound, but would not be effective in the treatment of axe wounds or broken limbs. The flesh affected is seared shut, left to resemble scorched stone or ash until ample time has been given to allow it to heal. This invocation requires two emotes to charge and one to cast. Burning heat cannot heal internal wounds or blunt trauma. - Redlines: Burning heat may only be used on Azdrazi Burning heat cannot treat internal bleeding Burning heat cannot be used for any offensive purposes Burning heat cannot be used to treat broken limbs Draconic Branding Azdrazi are capable of branding descendants with their hands, searing the area of contact and leaving in their wake a red-hot palm print. The brand’s name must first be spoken aloud by the Azdrazi, at which point the energies necessary to conduct the branding will coalesce in their palm. This brand negatively affects an individual’s mind, crippling their ability to move or recall information pertaining to an Azdrazi’s chosen subject matter. These brands do not cause pain upon being created and are visible to all, pervading any clothing or fabrics layered over them. This invocation requires one emote to charge and one emote to cast. By default, these brands will last one week’s time before vanishing without a trace. However, with out-of-character consent from the target player, these brands may last as long as is agreed upon. Tozein: When one is branded with tozein, they will find that they unknowingly make glaring mistakes while carrying out tasks relating to an Azdrazi’s chosen subject matter. This lasts for one week following draconic branding. Lotgral: When one is branded with lotgral, they will find themselves unable to carry out proper bodily operations; i.e. muscle spasms, mental impairment, sensitivity to light/sound. This lasts for one week following draconic branding. Faaz: When one is branded with faaz, they will find that associating with and partaking in an Azdrazi’s chosen subject matter brings them constant physical pain akin to a burn. Said pain occurs throughout the area of the body that has been branded. This lasts for one week following draconic branding. - Redlines: Draconic brands can only be placed on bare flesh Draconic brands can only be applied through physical contact Draconic brands cannot last longer than one week’s time without consent from the branded individual Draconic brands cannot be removed once placed and must expire with time DISCONNECTION -- DRACONIC TENETS This lore will abide by the presently accepted Azdrazi severance lore, with the “Pruzah Tus” draan being adopted as an invocation. Strengths: Invocations: Azdrazi are able to manipulate their inner flame, polymorph, and breathe fire. Enhanced physical prowess: Azdrazi are capable of contesting an average orc’s strength and fortitude. Enchanted resistance: Azdrazi are immune to all forms of heat and poison, owing to their draconic being. Longevity: Azdrazi are nigh timeless creatures, capable of living for thousands and thousands of years. Azdrazi do not undergo any physical changes as they age. Dragonsoul: Azdrazi possess draconic souls, granting them the status of dragonkin. Weaknesses: Azdrazi are temporarily debuffed upon revival, unable to polymorph or perform an Invocations for one week following their death. Azdrazi cannot by any means use mana to perform deific, arcane, or dark magics. Their mana pool is replaced entirely by their inner flame. Azdrazi are vulnerable to the energies of the aengul Xan — particularly those of Sunlight forges and the weapons blessed by them. Azdrazi, like all dragons, are susceptible to madness when corrupted by a dark force. Shades in particular, owing to their Ibleesian origins, are able to awaken the ancient curse of draconic corruption, causing Azdrazi to lash out at all things, friend or foe, for a day's time. Azdrazi are infertile and incapable of reproducing biologically.
  10. Treshure continues to produce pure fire for LotC related media content. Somebody give this man a media team to work on.
  11. A public return of address The Black Dragon of Caledor To whom it may concern of The Silver Wordsmith, My name is Keledan. For all intents and purposes, you may consider me the Titan Azdromoth’s trusted ambassador to the nation-state of Haelun’or and its radiant Silver City – Lareh’thilln. I write to you to reject your offer of interview. The Firstborn would not deign to be recorded in the annals of your thus far shamefully libelous publication. You have sown seeds of distrust and seek to nurture them further through whatever means of deception you may have laid in waiting. The Firstborn’s children and chosen heralds have brought fire to the high elven state; a warmth shown in its bolstered defenses and continued prosperity. We have acquiesced entirely to your Silver Law and have aided your blessed soldiery in their endeavors against the infernal monsters that plague our realm. We have educated those that would listen on subjects lost to all minds but that of a dragon’s. We have done all this and more with intent alone to please our great and generous father. We shall continue to do so, per his decree, so that the accord struck between dragonkin and high elves might live on. I give you this counter-offer. Should your journalists find the courage to debate our generosity and merit, I welcome each to do so publicly, for all to see and hear. Bare your fangs. I anticipate your answer. Keledan Immortal Agent ALEMDROM SIN UZOTH
  12. Keledan looked to the Maheral as he made comment on his own remark towards the address. ”You are right. The public may find me dangerously inclined towards public discourse.”
  13. Keledan perused the address from the shaded, ivory confines of whatever public forum he frequented within the Silver City. A wry grin crept across his face as he entertained the reasonable and far more palatable wit of the incumbent Sohaer. ”Ah, such magnificent reason. I commend you, goodly Sohaer.”
  14. Keledan read the pamphlet with a discontented sneer on his face. He set it neatly aside before grumbling aloud to himself and those nearby. ”Another letter full of embarrassing conjecture and misguided disdain. The author covets a reputation of shoddy journalism and agenda-setting. For shame. Where were Aegrothond’s wards? They cannot be serious. Where is my feature article, author mine? The one I did not ask for nor deserve. Where is it, I wonder?”
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