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Hindsightmancy

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About Hindsightmancy

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    Malren
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  1. The lore was written by a group of people, some of whom wanted this added in. The lore is subject to change. If people really don’t like this (something I totally understand), then it can and will get axed.
  2. Introduction (link) This amendment has two aims in mind: - To greatly improve the powers available to a Herald, turning it into a 5 slot magic that is aimed at supporting draconic religion with a wide range of spells - To generally enhance the cultural and spiritual roleplay available to Heralds and Azdrazi both, mainly by adding the creation of lexicons to dracanium smithing, and the Heart of the World as a dragon themed realm This lore piece makes no change to the existing attributes of Azdrazi, and so makes no mention of them. Rather, it changes the Enrapturements available to them. Much the same can be said of Heralds; they are created as they have always been created, but now have access to a range of new spells, within a new system. On Dragonfire - Dragonfire is the primary fuel and substance of any draconic being. Born originally from the aengudaemonic influence of Dragur, it was breathed into a great mountain and became the first dragon, Azdromoth. - Dragonfire is, like ectoplasm, a confluence of supernatural energies. It is composed of aengudaemonic energy, lifeforce, soul essence, and mana. It replaces the mana pool of draconic entities, performing roughly the same function. It sustains and maintains the draconic soul, providing it with lifeforce and structuring its soul blueprint. - Dragonfire can be focused to muster aengudaemonic influence. The many and varied magical feats of dragons were made possible through this influence. With enough time and study, a dragon may turn their divine influence upon the world in much the same way as their aengudaemonic cousins might, performing feats comparable to other magical disciplines. This influence is comparable to a kind of supernatural gravitas; dragonfire has a weight to it that warps the world around a dragon in accordance with their desires. - Dragonfire has a number of magical properties that differentiate it from mundane fire; - Dragonfire is considered quintessentially magical in nature, and like enchanted items and the spells of mages, it is capable of harming incorporeal beings like ghosts more effectively, or any other creature that is more susceptible to magic. - Dragonfire does not only draw upon mundane sources of energy, like wood or coal, to burn. It will also burn on spells and magical creations, tearing their energies apart. That is to say, when it is unleashed upon, say, an arcane shield, it will stick and burn there, damaging the shield over time. - Dragonfire has a tangible weight to it that mundane fire lacks. This allows an Azdrazi’s breath, for instance, to knock over an exposed target that has not properly braced themselves for the impact. On the Heart of the World - The Heart of the World is a realm produced by the energy breathed into the world by Dragur. It is the natural resting place for the souls of all draconic entities, so that even in death, they may continue to safeguard the mortal realm from invaders. Legend says that, should the time come, the age-old dragons that populate this place may one day walk beneath the Sun of the living world again. - No Sun ever rises in the sky of this world, left to be illuminated by starlight. Perhaps it was envisioned this way to remind dragons of their eternal duty, that they are the lighthouses that might shepherd mortalkind back to the shores of order should chaos ever raise its head again. - The Heart of the World’s geography is comparable to the living world. Besides dragons, nothing else lives here, leaving the stony foundation of the world bare, now illuminated by the quiet light of the stars. It is a cold place, perhaps, again, meant to remind the dragons of their smallness before the threats of the world beyond, reminding them always to be vigilant and cunning. Only dragonfire can ever provide warmth in this place, and even then, only a little. - Many draconic spells call upon this place implicitly, using the souls of dragons as a great library of knowledge from which to draw strength. The memories, magics, skills and insights of every dragon to have ever lived flows through this place, and flows also through both Heralds and Azdrazi. On the Connection of Heralds, and the Birth of Azdrazi - This document proposes no significant changes to the connection of Heralds. They are given High Draconic tattoos, specifically created using UZBODAH (a spell available to Heralds), which act as ‘spiritual antenna’ for their first forays into the secret energies beneath their feet. These tattoos kindle the first sparks of dragonfire in their soul, and are the primary mechanism by which the Herald transforms mana into dragonfire. - This ritual is separate to the usage of UZBODAH. Knowing the spell does not mean you know the required High Draconic to create another Herald. - Heralds are allowed to tattoo these symbols onto their students, allowing them to have TA’s. This can be taught to any T5 Herald. - Azdrazi are created through the use of a wardren, an orb of dracanium. Upon receiving a wardren stoked by the connection of their mentor’s blood alongside their own, a whelping must endure several trials which serve to kindle the dragonfire that is contained within the wardren itself. Upon the completion of these trials, if deemed worthy, a whelpling undergoes the ritual of transference wherein the wardren is destroyed along with their physical form to meld the aspects of mortal and dragonfire together in order to give birth to the new Azdrazi. - Azdrazi must be taught both the methods by which wardren are smithed, as well as the ritual of transference which are separate from one another. - Severance is the process in which an Azdrazi or Herald is forcibly removed from their connection to dragonfire. While it is fundamentally the same process for both parties, the toll it takes is drastically different. Severance is conducted through a ritual known as the Ritual of the Immaculate Blade, wherein four ritualists must carry out the act in unison. Upon invoking the sacred words, an ethereal blade of dragonsfire is conjured not unlike that of the enrapturement EðEON’UZ. The invokers, upon driving the weapon into the heart of the Azdrazi (or Herald) sever the ties which connect them to their own dragonfire or the Ateioth. While this simply causes the markings worn by a herald to vanish rendering their ability to invoke the Ateioth inert, the effects it has on an Azdrazi are much more severe as it snuffs the dragonsfire which burns in their very soul. This leads to mental and physical degradation as their physical form violently reconstitutes itself into a mortal husk, and while it can lead to the death of the former Azdrazi, the process albeit extremely debilitating can be survived. - The ritual requires either two Azdrazi or Heralds who have all been taught the ritual, as well as two supplicants of either to assist in the process. - Severance does not require prerequisite rules to be broken, and while the teachings and presence of the Titan are used as precedent, Azdromoth enforces no specific mandate on his children to that end. - Under no circumstances can the ritual be used to enforce a permakill on any character. Death as a result of the ritual is entirely opt-in based on the recipient’s desires and will otherwise cause them to simply reverse to whatever state of being they were prior to undergoing the Transference. On Heralds and High Draconic - Draconic Heralds were the ancient priest-sorcerers of dragons. Their magic was rediscovered in the modern era thanks to the return of Azdromoth and his Azdrazi. The redevelopment and rediscovery of this magic has continued as Azdromoth has taken more of an interest in his followers. - Heralds are given the ability to transform their mana into portions of dragonfire, using a reflection of the ancient spell once used by Dragur to create and breath dragonfire into the earth. This spell can only be wielded by those who truly and faithfully follow Azdromoth. Mortals are incapable of understanding the higher knowledge required to perform such a spell through any other means. Alignment of purpose and spirit with a dragon is absolutely vital, and to lose such would be to lose the ability to use the spell. Not only is this alignment necessary for the Herald to achieve the correct state of mind, but without such alignment, it would be impossible for them to draw upon the aengudaemonic energies that are necessary for them to generate dragonfire. - The aforementioned aengudaemonic energies are ever present in the earth. It is believed that, when Dragur breathed part of himself into the earth to birth Azdromoth, he also created a fountain of energy within the foundation of the world, slumbering eternally until there was need of it. This fountain of energy grew as he continued to create the first dragaar, and has since been fostered by their eternally burning souls. The energy imbued within the earth is identical to the Heart of the World. - Both Heralds and Azdrazi are capable of calling upon this energy for knowledge and power, though Heralds are more adept at doing so. Being immortal, Azdrazi are less connected to the subtle powers of the mortal world, and find it difficult to conjure powers beyond their own. They find their strength in their personal stores of dragonfire. - The spell used by Heralds is called “Ateioth”, coming from High Draconic, the original language spoken by all dragonkin. The word’s meaning is difficult to translate, but it can be roughly translated as “To awaken/start/begin the holy privilege/authority”. Low Draconic refers to a handful of dialects originally conceived by draconic supplicants and their masters to facilitate communication. These languages had more in common with mortal languages than they did draconic ones, but were of great significance to the dragon worshipping tribes of yore. Low Draconic is not used in the practice of draconic magic. - High Draconic can only be spoken by those with dragonfire burning in their soul, as the language is spoken as much with the tongue as with one's flame. The flame allows communication through kinship, broadcasting thoughts and ideas to all those who can sense and interpret the influence of dragonfire. Where High Draconic requires dragonfire to be spoken and understood, Low Draconic has no such limitation. In modern times, it has been used as a stand in for High Draconic, but with the return of Azdromoth comes the return of High Draconic and the spells that can be sung with it. On Draconic Magic - The casting of any draconic spell by a Herald is broken into two distinct parts; the gathering of dragonfire into the correct areas for the spell to be performed, and the incantation of the spell's name, which sets off the spell and uses up the accumulated dragonfire. - It is implied that in the emotes leading up to this final incantation, the Herald is performing an important process called Ateioth. Ateioth is the ritual chanting of High Draconic, intended to excite one’s draconic powers and transform mana into dragonfire. The Herald will chant personal hymns that reflect important moments from their life that link to the nature of the spell they are performing. Hearthfire spells might draw upon memories of love and affection, where Madfire spells might draw upon moments of personal revelation or realization, such as cresting the final precipice to look down at the world from the top of a mountain, and finally understanding the size of the world. The creation of these personal hymns is integral to the study of draconic magic. - To give an example, imagine a herald casting Tahu’Tamn, a spell in the Madfire section. Tahu’Tamn takes 3 emotes to cast. Over the first 2 emotes, the Herald would chant to themselves, gathering fire into their heart and eyes, beginning to glow in the process (an obvious tell that magic is being cast as they make use of the Ateioth). Upon the 3rd emote, the Herald would then speak the name of the spell, Tahu’Tamn, and finally cast the spell. Its effects would then take place. As a Herald increases in tier, the number of portions of dragonfire that they can produce also increases: Tier 1: 2 Dragonfire, attained at 1 week (1 week) Tier 2: 4 Dragonfire, attained at 3 weeks (2 further weeks) Tier 3: 6 Dragonfire, attained at a month and 3 weeks (a further month) Tier 4: 8 Dragonfire, attained at 2 months and 3 weeks (a further month) Tier 5: 10 Dragonfire, attained at 5 months (a further 2 months and a week) On Azdrazi and Enrapturements - Azdrazi are the chosen knights of Azdromoth. Their name literally translates as “Of the First Dragon”, a name which for linguistic reasons is incredibly boastful. By becoming part of Azdromoth’s dragonflight, the Azdrazi gain the ability to use the holy Enrapturements, powerful spells that draw upon their masterful control of dragonfire. They are however, unable to cast the many draconic spells available to a Herald, and are also unable to share their dragonfire as a Herald can. Being dragons, they do not need to perform the Ateioth to generate dragonfire, and so can cast their spells more easily. - Having draconic souls, Azdrazi naturally harbors much more dragonfire than a Herald could ever produce. Where Heralds can only produce 10 dragonfire, Azdrazi can produce 15 dragonfire. On Redlines - Dragonfire cannot burn where regular fire would not burn. It will not burn underwater, for instance, or where there is no air to fuel the flames. - Some spells do burn hotter than regular fire, being capable of melting metal if said metal is left exposed to the spell. However, unless otherwise stated, dragonfire only ever burns as hot as regular fire. - Dragonfire’s anti-magic attributes are defined entirely by the cast spell. Herald’s cannot produce enough dragonfire to provide any meaningful protection from magic, as their spells describe, and even Azdrazi cannot bend the rules of dragonfire to lend increased protection to spells that do not otherwise specify this protection in their guidelines (unless, said bending is for event purposes, overseen by an ST). - Heralds give up all 5 slots to learn this magic, and cannot learn other magics as a result. They may, however, learn other feats which do not clash with the magic, such as Arcane Displacement, Animii Crafting or Golemancy. - Azdrazi are not capable of learning any other magics, including Kani. They may not be afflicted with a shade parasite, or an ‘afflicted parasite’, since their dragonfire would destroy said parasites before they could establish themselves within the Azdrazi’s soul. They may learn feats that do not clash with their draconic nature, such as Golemancy or Animii Crafting, since they are practices rather than magics in of themselves. - The areas to which an Azdrazi or a Herald channels their dragonfire will always glow before bursting into flames. The caster’s tell should always include mention of these areas glowing/becoming infused with energy. - To be clear, the areas to which the caster channels their dragonfire will also be used by the spell; for example, if the caster channels dragonfire to their hands, they will no doubt need free hands to then use that dragonfire. Thus, the caster should be mindful that the targeted areas are not being used for anything else whilst they are casting, as this can be considered powergaming. They should not be swinging a sword whilst casting a spell from their hands, for instance. On Dralachite and Dracanium - Dralachite is a black, slightly reddish ore that forms from the bone marrow of draconic skeletons. Thanks to the eternal nature of dragons and their close relationship with the mortal world, even in death, some portion of the dragon's soul essence remains trapped within the ore. Dralachite constantly whispers in High Draconic, speaking of that last battle, those final, glorious moments of life; or perhaps, the terrible, tragic betrayal that lead to an untimely death. - Dralachite is totally resistant to heat, just as dragons are. Therefore, dralachite is forged not with heat, but with will. It responds to High Draconic and dragonflame, slowly turning molten as hymns fill the air, and cinders fall upon it from the mouths of living dragonkin. The congealed blood that slumbers within the ore is brought back to life by the touch of flames once so familiar. As it is forged, one can literally see pools of dragon blood flowing within the molten steel, swirling and coagulating into a new form. The whispers slowly become louder and more coherent, singing songs of more than death, now recounting the long tale of a dragon's life. Once the ore’s blood has cooled and coagulated, binding together this new, red-black metal, it will have completed its transformation into dracanium. - Dracanium is slightly stronger than steel, and is quite resistant to general wear and tear. When touched, it is constantly warm with the dragonfire of this strange, second life. Dracanium is capable of slowly healing itself, just as a living body would. Small nicks or chunks will fill themselves in over time, the metals blood flowing into these spaces and cooling to fill the gaps. It is not, however, totally impervious to damage. This mending process takes place over months and years, and will not ever be noticeable in use. Should dracanium be broken significantly, it will suffer a kind of second death that renders it little more than regular steel. Even reforging will not be able to restore its draconic qualities, what little soul essence that was in it now having departed for the other side. - Dracanium arms and armour are receptive to dragonfire. A Herald or Azdrazi can spend dragonfire to set their equipment alight. Regular dracanium equipment burns hot enough to burn exposed flesh or start other fires, but little else. Burning dracanium equipment will not cause significant damage to other metallic items. Burning equipment will also provide minor protection from magic, but this protection is very, very little when compared to the Enrapturements contained within Starfire. The protection is likely to lessen the impact of spells, helping one to keep their balance and composure, but little else. - Depending on the kind of equipment that the Azdrazi or Herald is attempting to infuse, the amount of dragonfire they will have to spend increases: - Melee and ranged weapons, like swords, spears, bows and crossbows require 1 dragonfire - Minor pieces of armour, like gauntlets, grieves, and helmets also require 1 dragonfire - Larger pieces of armour, like a breast plate or chainmail require 2 dragonfire On Lexicons and their Rituals - Lexicons are sorcerous creations that take advantage of dracanium’s nature. Though not all lexicons are made specifically from dracanium, each and every one of them draws power from draconic soul essence. They are strange artefacts, for they represent both the sorrow of a dragon’s passing and the glory of their eternal duty. They are living creations with minds born again through magic. Lexicons are central to the mission of every dragon; to uphold the song of Creation for eternity, to convey the hope of the stars to all mortal kind, and to stand vigilant against the coming Darkness, even if every other soul should forget the name of their oldest, truest foe. They are as much stores of knowledge as they are instruments for the greatest forms of magic available to dragons. - Lexicons can only be forged by those with draconic souls. Only dragons have the ability to naturally intuit the powers of the Heart of the World, and since lexicons draw upon the powers of a deceased dragon, this ability is necessary for their creation. Lexicons are made by drawing the whole of a dragon's soul back into the dralachite it left behind in the mortal world and then forging that soul imbued dralachite into a particularly potent form of dracanium. Lexicons tend to be geometric in design, a physically made soul-blueprint to structure the normally fragile soul of a departed dragon. The lexicon cannot recount any of the dragon’s knowledge unless permitted by an ST and given IRP through an overseen event, since their mind is instead used for the storage of new knowledge rather than the story of an old life. Like other dracanium creations, breaking a lexicon expels the dragon’s soul. - A temple atop a tall mountain, hidden amongst the clouds, studying the movements of the stars for thousands upon thousands of years. A shrine nestled in the heart of an ancient forest, learning the hearts and minds of its denizens, studying the changes of the seasons and the movements of the forest creatures. A sanctuary at the foot of a volcano, a holy spot for villages all around, to which many a pilgrimage has been made to learn if the volcano is close to erupting. These are all possible uses of lexicons, for they are used to study the world over long periods of time, recording the history of the once they have been forged and tasked.
  3. looking to get a dwarf skin made for minas, hmu with past skins + prices and i’ll get back to you

    1. PapaBjor

      PapaBjor

      Contact mateolog#1400, he’s great with skins. 

       

  4. There is a dedicated culture subforum for this purpose. This should be over there. The only part that might be voted on is the ET part, and even then, lore for ET usage doesn’t need to be passed to be used so long as it isn’t way out there.
  5. Fleshrunes, associated with the Doomforge – they were shelved some time ago.
  6. Somewhere in the distance, a once skeptical ‘aheral peers up at the stars. ”I wonder how it is, that one rickety soul met on the steps of a dead city, can rise to such heights? Perhaps there was more fortitude to that soul than I let on. Hmph – ay’Larihei.”
  7. What I’m querying with the Aspects is not that they now have some sway over them. What I’m querying is that Dresdrasil, a great and powerful daemon, is asking nicely for the Aspects to look after her children. If you’re a mother, totally enraptured with the thought of protecting your children, you never ask for anything. You make it happen, because these are your babies, and they will be treated well, they will be looked after. EDIT: And on top of that, surely, being amongst them in the waters herself, she has no good reason to ask the Aspects for anything? What need has she of the Aspects help? She is with her children. She is all the protection they could ever need. You can use whatever would help you, of course.
  8. The realm you have created for her is a city. Why does she live in a city, the antithesis of all that is beastial, all that is natural? What fish, live in cities? Surely it should be a massive coral reef or a light devouring ocean trench? Two of the images you give of her, are human. Only one is of her beastial form. Firstly, surely her beastial form should be at the top – she is the mother of sealife. That is her prime domain, her prime focus. Secondly, why does she have a human form at all? What possible reason could she have to care about a mortal following? When the original Sea Witch lore was written, it was Nerea who reached out to Men, not Dresdrasil herself. I am aware that Nerea is a result of Dresdrasil’s meddling with Men, but, she is the only one. “A brief but impassioned love”. Whatever happened between her and that elf man, Dresdrasil did not deem to stay. Dresdrasil is followed by her sea-dwelling children. There is no reason for her to have any interest in Men, or perhaps more specifically, any more interest in them now. She’s had her dalliances with them. You even talk about her being ‘bored’, that being the main reason for her falling into the mortal plane. She is a timeless entity. A goddess. Why is she ‘bored’? Surely, she is fervently interested in being with her children. Surely, she is driven totally mad by some inescapable desire to be here, in the seas. Deciding to fall because “you’re bored” is just... so human. So unimportant. Why is she “asking” the Aspects to look after her children? You don’t ask others nicely to look after what you believe to be the most important thing in the world, perhaps even the truth of all the world. You tell them to, you command them to, because if you don’t – you’re a DAEMON, you show up, and you pass divine judgement on these fools for not finding importance in what your entire existence is about.
  9. Our argument is not that what you have created is illogical or wrong. Sure, you can take Dresdrasil, and through writing up more background for her you can finangle her into just about any hole you want. Just as you can with any deity. Neither my nor Dingo’s criticism was that you’ve created something that doesn’t make sense – it’s just that what you’ve created, isn’t really the original vision for Dresdrasil. In fact, it’s so far outside of what was intended for her, that it may as well not be her at all. You have, as Dingo said, humanised her, when she was never intended to be human.
  10. Dresdrasil was considered to have filled the sea’s with life when she was created, certainly by the lore writer. There is no reason that patron Mani could not have come along later to shepherd and protect these many species. But that’s besides the point, all I mean to say is that certainly when Dresdrasil was written, she was considered to be the creator of all sea-life. What is done with this information, I really don’t mind, but that was the original intention.
  11. Whilst the deity post itself may have been short, Dresdrasil had a place in the mad machinations of Xionism. She was a symbol of something other than this, which Dingo puts perfectly. She is not meant to be this cookie-cutter sea goddess. If this was some new deity, I wouldn’t have an issue, but this treads on the age old problem of taking someone else’s work and turning it into something it’s not. You either have to respect the source material, or leave other people’s work well enough alone.
  12. Adding onto the above, you could honestly build on this to create a whole slew of body modification/enhancement stuff if you were working it into a full on rewrite. Might be a better idea.
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