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  1. gonna give some plain criticism in relation to this feat’s mechanics. I’ll leave aesthetics and narrative fluff out of this. the seed creation process is interesting, there’s some neat stuff thematically, just not what I’m gonna talk about here. the seed of fluctuance providing its host with a feat, void stalking in this instance, seems like the main appeal. I’d argue this is a negative aspect of the lore—the feat itself should be the main appeal, not the idea of getting a different feat. it’s a bit odd how you become a void stalker at tier five, but can’t reach tier four unless you’re a void stalker? could be a typo, but I digress. “the calling” is a problematic spell for one obvious reason: metagaming. pieces have been denied for similar mechanics on a lesser scale, and of course, birds have recently been reworked to prevent stuff like this. if it were a fixed location one could create, that might not be as much of a problem. “eldritch sight” would need some clarification when it comes to the phrase “all forms of energy.” you should flesh out the process and effects of “deep bonds” as well. I understand that you could do some kind of astral projection to represent an IRP absent player, but there are no redlines or guidelines that allude to such. it’s an assumption I’m making based on presented themes. to be honest, I was writing this as a response to the unedited piece with the “pale magic” section, but it’s since been removed. I’ll leave the feat feedback regardless, and I wish you luck.
  2. Skin Name: 2 - Yellow Knight Skin Skinner's Username/Discord: JAMES#2000 Bid: $25 Posting at the request of buyer.
  3. this is a sweet idea. really dope, fellas.
  4. please leave my friend Jacob alone, I wrote the last rewrite, he just posted it. First and foremost, I'd like to say that I think this rewrite is more defined and balanced than the last one, and I support it. It doesn't have the same vagueness that the one I wrote did, and I'm sure it'll be less confusing for players to use properly. That being said, I'd like to note that I wrote various iterations that included a cold weakness, weakness to Palladianism, and an inner flame corruptible by dark magic; you can read it here, for those who might think I'm just talking ****: https://www.lordofthecraft.net/forums/topic/173422-the-children-of-azdromoth/ I was asked to remove each of them. Every edit I made was at the behest of staff. I fully understand that staff teams go through changes to both their roster and leadership, but this lore specifically has been given the most roundabout requests since 2018. I haven't played on the server in a year at this point, but having spent an unexaggerated two years trying to get the previous iteration accepted, I'd hate to see these guys be forced into a similar pending-hell due to non-sensical and ever-changing balance philosophies further down the road. Regardless, I'm confident in Joel and his team—it's just a matter of who comes after. +1
  5. okay, this piece is a bit epic. very nice
  6. Taylor


    edibles at the meetup?
  7. haven’t been too into the server lately but Abresi rp with you and the boys was peak. I’m pretty **** at keeping in contact with people as you know, but I hope all’s well and that you keep doin big tings brother.
  8. Azdrazi and Herald Guide This piece is meant to summarize existing Herald and Azdrazi lore, and is also meant to help new and old players understand their mechanics. If additions or changes are made to the lore, they’ll be reflected here. Summary Azdrazi are a type of dragonkin created by the Archdragaar Azdromoth prior to his corruption. Although some view them as a descendant-dragonkin hybrid, they’re an entirely different subspecies of sentient dragons. Their bodies are changed internally and externally to accommodate the inner flame (their replacement for mana and main source for casting) and its many boons. Heralds, in a sense, are a hybrid between descendant and dragonkin. They’re descendants that have been granted limited draconic capabilities in the form of tattoos drawn with draconic blood that Azdrazi can effectively “charge” with prepared spells. Without Azdrazi, Heralds cannot exist. General Redlines Whelplings and Creation When a descendant pursues the Azdrazi transformation, they’ll first have to become a whelpling, which is, in essence, a stage in the transformation process dedicated entirely to proving your worth and devotion to the task. A descendant becomes a whelpling when an Azdrazi deems them worthy of training, crafting a wardren with their newly found apprentice and binding it to them, which in turn, grants them a relatively unstable yet workable inner flame. Unlike the Azdrazi inner flame, however, this flame is more like a spark, one that grows with each task completed by the whelpling. Being a whelpling grants no benefits or visible changes—the main purpose of their inner “ember” if you will is to allow them the ability to summon their wardren at will, and to plant a seed that will grow as they make progress. Azdrazi create wardren by creating a sphere or cube of dralachite, soaking it in an equal mixture of both their blood as well as their apprentice’s blood, and imbuing it with the draan of Atumei Laas (further explained in the draan section). Only those who know the Atumei Laas draan and are marked with draconic tattoos on both sides of their torso are capable of creating whelplings. After the descendant has been bound to the wardren and been made into a whelpling, the trials begin. The trials are fairly simple to initiate, requiring an Azdrazi to speak a task with instructions into their whelpling’s wardren. When the whelpling completes said task, progress will be displayed by the wardren in the form of a partial glow, one that becomes fuller with each completed task. Once a set of 4-6 tasks have been completed, the wardren should be full, indicating a whelpling’s ability to become a full fledged Azdrazi. The transformation from whelpling to Azdrazi is fairly simple, requiring an Azdrazi that knows the draan of Vahzah Laas that also has the tattoos mentioned earlier (which is elaborated on in the draan section) to cast said draan in the form of a ritual. This ritual always ends in the whelpling and their wardren being shoved into a pyre of dragonsflame, where they either perish or complete their transformation into an Azdrazi. Azdrazi Physical Changes Azdrazi are much different than descendants in both appearance and physical capabilities. In their natural draconic form, nails and teeth are slightly sharpened, skin is replaced with scales ranging from red to black, similarly colored horns protrude from the skull, and once normal eyes take on a reptilian look. An Azdrazi’s muscles will also grow larger, allowing them to go toe-to-toe with the likes of an uruk. This slight yet noticeable change in musculature forces the draconic body to undergo a change in height up to a whole foot upon transformation, but this height benefit stops out at 7’6. Mechanics and Redlines Mental Changes An Azdrazi will also undergo various mental changes upon transformation, oftentimes taking on various common draconic traits. This change can show itself in various ways, whether it be arrogance, conceit, or overconfidence. Some changes, however, extend to every Azdrazi—the hoarders mentality, and the ability to grasp concepts and memories with ease. If an Azdrazi fails to hoard items related to those they deemed important in their descendant life, the urge will only grow stronger until it becomes the only thing they think about, and thus, unavoidable. As for their ability to learn and recall information with ease, this is rather self explanatory; Azdrazi are capable of learning skills at an increased rate and thanks to their ability to recall information and events with uncanny precision. Mechanics and Redlines Dracanium Armory Dracanium weapons and armor are integral to an Azdrazi thanks to their ability to bind it to their inner flame with their blood, allowing them to summon and dismiss different pieces of their armory at will. Dracanium is an alloy created by steel and dralachite, a mineral that’s formed from the bones of dragonkin over the ages with an outrageously high melting point. Thanks to Azdrazi’s heritage and their inner flame, however, their dragonsflame is capable of melting dralachite rather easily, making it a conventional choice for smithing. Summoning weapons should be seen as a flavorful alternative to sheathing and unsheathing, meaning one emote is required for both summoning and dismissing a weapon. Summoning armor on the other hand requires a little more thought, ranging from 1-3 emotes depending on what’s being summoned. [1 emote to summon or dismiss a bound weapon or 1 or 2 pieces of armor, 3 emotes required to summon a whole set of armor.] Mechanics and Redlines Enrapturements Enrapturements are spells for Azdrazi, requiring the inner flame to cast. The fire produced by these spells is called dragonsflame, a fire that is only slightly hotter than fire produced by voidal mages. This fire deals concussive damage to entities of spectral origin, regardless of origin, and is also innately capable of smelting dracanium despite dralachite’s high melting point. Because of the very minor difference, it’s often hard to make a distinction. Anytime an Azdrazi summons fire, polymorphs, or grants draan, the inner flame is at work. Simple enrapturements and polymorph will be detailed below, draconic branding will be detailed below that (as it requires a bit more explanation) and draan will be detailed both below that and in the Heralds section (as it requires its own section). Polymorph Polymorphing is typically the first enrapturement an Azdrazi picks up once they complete their transformation. It’s typically used to maintain the look of a descendant, allowing one to more easily interact with them without instilling fear. Polymorph is sustained with minimal effort by the inner flame, however, this means that resources are, in fact, spent by polymorphing as long as one isn’t in their true draconic form. Because of this, when an Azdrazi casts more demanding enrapturements—fiery breath, kindling, scorching scales, etc.—if necessary, the disguise will break itself down to grant a more demanding enrapturement more resources to pull from. If an Azdrazi casts scorching scales on both arms, for example, they may find that the disguise that once replaced their scaled arms with skin fades, revealing those blackened scales. Polymorphing has few visual limitations, although larger scale disguises, i.e. ones that are not an Azdrazi’s own, typically take longer to produce. Additionally, an Azdrazi cannot polymorph themselves to modify their physical prowess, as this stays the same across all forms. Lastly, it’s good to note that Azdrazi can polymorph back down to their original height, but cannot make themselves taller than the transformation already has. [1-4 emotes depending on scale of changes.] Redlines and Examples Kindling This is the simplest enrapturement at an Azdrazi’s disposal, allowing one to set their weapon ablaze with dragonsflame. [1 emote to ignite the weapon.] Redlines and Example Fiery Breath Azdrazi are capable of rousing their inner flame, allowing it to build within themselves before releasing it in a continuous torrent from their mouth in any direction. This torrent can be released at a distance of up to 4 meters (or blocks). This torrent can be sustained at maximum range for a total of two emotes; three and two meters can be sustained for a total of three emotes; one meter can be sustained for four emotes. [2 emotes to build up the flame within, 1 emote to release it in the desired direction.] Redlines and Examples Burning Heat Azdrazi are capable of healing minor wounds on both themselves and other Azdrazi with specially purposed and concentrated dragonsflame. Minor wounds include things such as external lacerations and bruises. Internal damages and damages such as broken bones cannot be healed with this spell. It can, however, cleanse other Azdrazi of impending corruption, but not one’s own corruption. [1 emote to spark the dragonsflame in both hands, 1 emote to grow the flame, 1-2 emotes to close wounds.] Redlines and Examples Scorching Scales Azdrazi are able to set their own individual limbs on fire for improvised combat. Depending on the number of limbs an Azdrazi wishes to set on fire and maintain, the casting time will differ. Setting an arm or leg on fire will take 1 summoning emote while setting two arms or two legs (or a combination of the two) will take 2 focus emotes. Setting one’s entire body aflame will take 4 focus emotes. While 1-2 limbs can be sustained for several minutes, a full body cast will only hold for about thirty seconds due to the inner flame requiring a breath, similar to fiery breath. [1-4 emotes to begin summoning the flame depending on what limbs are being targeted, 1 emote to actually set said limb(s) aflame.] Redlines and Examples Dragon’s Spear This enrapturement allows an Azdrazi to produce a tangible rod of dragonsflame, allowing its caster to wield and use it as if it were so. Such a fiery weapon can be used like a normal spear, i.e. for blocking, parrying, striking, piercing, etc. Additionally, when this weapon comes in contact with flesh, naturally, it will burn. This spear can be thrown, however, once the spear comes in contact with any surface (and is no longer in the caster’s grasp) it will disperse in a manner similar to a fireball. [1 emote to conjure cinders, 1 emote to form said embers into a spear, 1 emote to give it tangibility and form.] Redlines and Examples Draconic Branding Draconic branding is a form of punishment crafted by the Azdrazi wherein an Azdrazi will imbue their inner flame with negative effects and mark an individual, forcing said effects onto them. These brands are visible to everyone, appearing as a red handprint in the desired space, but they don’t cause pain upon creation. There are three types of brands: Tozein, Lotgral, and Faaz. These brands last for one week by default, (though they can last longer with out of character consent) and each have slightly different effects. An individual branded with tozein will make mistakes when carrying out an Azdrazi’s chosen subject matter, those branded with Lotgral will experience physical and mental impairments, and those branded with Faaz will be stricken with a fiery pain. These effects can be removed in three ways: Paladins and Azdrazi are both capable of removing the brand painlessly, leaving no trace. A third form of removal is available in the form of repentance, requiring a marked individual to hold an active flame to the affected area. This hurts immensely, regardless of the flame’s size, and will turn the red handprint into a blackened burn which requires proper medical attention, but it also entirely erases a draconic brand’s effects. [1 emote to summon dragonsflame in hand, 1 emote to “imbue” it with its desired effect, 1 emote to physically brand target] Redlines and Examples Draan Draan are rituals and blessings that Azdrazi use for various reasons: creating whelplings, creating other Azdrazi, and for powering their Heralds. Draan have a cost that comes in the form of “slots” that recharge every day after personal meditation. Important draan may cost more than one slot to cast, such as the draan for creating whelplings and the draan for creating Azdrazi. By default, every Azdrazi has two slots in the form of their wardren, however, this number can be increased up to four if an Azdrazi tattoos both sides of their torso and its corresponding bicep with draconic blood, similar to Heralds, minus the descendant blood; this means they’d have three slots if they did one side, and four if they did both sides. Some draan require four slots to cast, meaning they require an Azdrazi to have both sides of their torso tattooed for extra storage. The main purpose for draan, however, isn’t for Azdrazi to cast them, but for Heralds to cast them. Azdrazi can expend slots and give Heralds access to a given draan for a limited amount of time. Two draan a day without tattoos, and three or four with tattoos. The way Heralds use these tattoos will be detailed in the Herald’s draan section further along in this guide. This is the list of draan currently available to Azdrazi—the Herald list will be in the Herald’s draan section to avoid confusion: Nahl Wardren This draan is used on those who’ve been marked with the draconic blood or ink (created by mixing descendant and draconic blood for heralds), turning them into true Heralds if they’re descendants, or granting them extra draan slots if they’re an Azdrazi—one extra slot if one side and the corresponding bicep are marked, two if both sides of the torso and both biceps have been marked. [1 emote to begin ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)] This draan costs 2 slots and can only be used by Azdrazi. Redlines, Mechanics, and Examples Faalvo-nahl Wardren This draan is used to eliminate a Herald’s tattoos, stripping them of their Herald status and leaving temporary/permanent scarring where the tattoos once were. [1 emote to begin ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)] This draan costs 2 slots and can only be used by Azdrazi. Redlines, Mechanics, and Examples Atumei Laas This draan is used to create wardren, and thus, Whelplings. This draan costs 3 slots and can only be used by Azdrazi—must be taught. [1 emote to imbue a wardren] Redlines, Mechanics, and Examples Vahzah Laas This draan is used in the final ritual, in which an Azdrazi tosses a whelpling into a pyre of dragonsflame, marking their transformation into a full fledged Azdrazi. This draan costs 4 slots and can only be used by Azdrazi—must be taught. [1 emote to begin ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)] Redlines, Mechanics, and Examples Heralds Heralds don’t require nearly as much explanation as Azdrazi, however, their mechanics are significantly different. So that Heralds don’t have to read through the Azdrazi section to understand their magic, I’m making this section separate from the rest. Creation Heralds are created when an Azdrazi marks a descendant with a mixture of one part descendant to one part draconic blood, carries out a ritual, and casts the draan of Nahl Wardren on their person. Heralds don’t differ very much from normal descendants—as they themselves are still descendants—however, being a Herald comes with the ability to store draconic blessings and words—called draan—within one’s tattoos, which they gain at the end of the aforementioned ritual. Heralds are considered an essential part of the Azdrazi hierarchy. Some are seen as equals, while others are seen as valuable acquaintances, but Heralds are rarely seen as inferior or burdens; they’re typically treated with respect from their draconic peers. Draan As stated above, Heralds store draan in their tattoos, allowing them to call upon draconic powers at a later date; it’s similar to prepared spell casting in the sense that you get your abilities from another entity so that you can cast them at your own discretion within a window of time. Heralds can store up to six draan in their tattoos at any given time. These draan will take up a slot until their window has closed. One draan will take up one slot (no matter how many slots it takes for an Azdrazi to use it) and can be casted at any given time within one week from casting it for the first time. An example would be, if a Herald was given Bel Zahkrii on January 1st, but didn’t cast it until January 3rd, they would be able to cast Bel Zahkrii all the way up until January 10th, as that’s one week AFTER they casted it. Alternatively, an Azdrazi can bypass this time restraint by allowing a draan to take up two slots rather than one, in which case they’d be able to cast it indefinitely until they themselves choose to expel it. Mechanics and Redlines Mindoraan Allows a Herald to understand the draconic language in its entirety and grants them the ability to form complex yet muddled sentences, making them capable of brief bouts of broken draconic conversation. [1 emote to activate] Herald only. Redlines, Mechanics, and Examples Bel Zahkrii Similar to Azdrazi, this draan allows a Herald to summon two draan-bound weapons of their choice; this can be done as many times as one would like, and cannot be used on/moved to a different weapon. Weapons of the Heralds blessed with this draan have an ashy aesthetic versus the fiery one Azdrazi have by default, allowing one to differentiate between a draconic and mock summon. You can not “conjure” weapons with this draan—you can only summon existing bound weapons. This is purely an aesthetic ability, and therefore takes one emote to summon; this is the same amount of emotes as it would take to unsheathe and sheathe a weapon. [1 emote to summon the weapon, 1 emote to banish the weapon; similar to sheathing a weapon] Herald only. Redlines, Mechanics, and Examples Yol-zahkrii Heralds blessed with this draan will find themselves capable of setting their weapons alight with mundane fire, the metal blades/heads of their weapons temporarily morphing into dracanium and thus preventing them from becoming worn. This draan can be used in conjunction with Bel Zahkrii, and weapons such as bluesteel, boomsteel, or any other sort of metal will take on the properties of dracanium and thus temporarily override properties of the previous material. [1 emote to activate] Herald only. Redlines, Mechanics, and Examples
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