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[Shelved][✓] [CA Race Lore] Azdrazi, Children of Azdromoth


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[Change log located at the bottom of post; sorry for the word heavy lore revision.]

Written and formatted by @Taylor

 

Originally accepted lore:
https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3&tab=comments#comment-1626115

The Children of Azdromoth

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[Credit: quite simply, Calvin of stormbrush.com]

 

Brief History
Azdrazi—or Nephilim—are a species of dragonkin created by the dragaar during a time at which they ruled the sky. Following the Titan's venture into the mortal world, during his thoughtful quest for knowledge, Azdromoth and his relatives came upon the line of Horen, the father of Man. They took great interest in their ingenuity and believed them to be capable of astounding feats, forming a pact: promises of eternal guidance in exchange for their longstanding assistance and libraries of knowledge.

 

Azdromoth and his brothers and sisters offered his blood to those who consistently displayed prowess and reverence, allowing them to transcend to a state beyond man. This amalgam of dragon and descendant was commonly known and recorded as a Nephilim, named as such due to its old and now defunct status as a combination between mortal and god. Azdromoth, however, referred to them as Azdrazi, as they were no longer men but a species of dragons; as the ages went by and descendants grew more educated, this name became the norm, hence its use in contemporary times.

 

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[Credit: done by Numirya]

 

Creation and Appearance
Mortals who undergo the Transference—the ritual responsible for the transformation of descendant into Azdrazi—will go through two stages of change; these stages are Whelpling and Azdrazi. Both have their own set of prerequisites before partaking in a ritual, lest death upon mutation become certain.

 

The key to a successful Transference is a wardren: a kind of sphere or cube made of dralachite, capable of fitting in an individual's hand and typically worked by an aspiring apprentice or their mentor. Before proceeding with the rest of the process, the soon-to-be wardren must be blessed with the draan of atumei laas. The object is then bathed in a boiling solution of one part descendant to one part draconic blood, portions respectively from the apprentice and their mentor. Gradually, the gem will absorb the amalgamation of blood before taking on an intense orange glow, indicating the successful creation of a wardren. The wardren is then handed off to the apprentice, and upon taking it into their grasp, dispenses the blazing energy held inside directly into their body. The colorful glow that had previously overwhelmed the wardren rapidly depletes, the flame within now transferred into its wielder, thus transforming them into a Whelpling; this change marks the first of two rituals and grants the descendant their temporarily volatile inner flame. Additionally, a whelpling will find that they’re capable of summoning and banishing their wardren in a manner similar to Azdrazi and their dracanium armory. (Note: This is an entirely internal transformation, the growing inner flame being the only notable difference between descendant and Whelpling. Whelplings do NOT change in physical appearance.) After acquiring the inner flame and before becoming an Azdrazi, a Whelpling may expel this draconic energy and revert back to their descendant form, ensuring that they aren’t perpetually stuck as a Whelpling. To do so, their wardren must simply be destroyed—this, however, means that progress can be reset and wiped at any stage of their trials if they prove to be careless. The process is equally as painful as becoming a Whelpling and is typically followed by a momentary feeling of immolation. Thankfully, Whelplings are in control of their own wardrens, meaning failure will almost certainly be brought about by their own shortcomings.

 

The wardren they hold is now primed and bound to their newly kindled flame, ready for the remaining trials of the Transference. The Whelpling will be expected to complete a set of four to six of these trials, each handpicked by their mentor; to set these tasks in motion, the mentor must speak the instructions into the wardren in their native draconic tongue. Upon the Whelpling's completion of one of their designated trials, the dralachite sphere or cube will fill part way, reflecting their immediate progress. The wardren will continue to fill with the formerly mentioned radiance before eventually brimming with it, a state which indicates the conclusion of the trials and stabilization of the inner flame. The Whelpling is now ready for the final stage of the Transference, in which they and their wardren will be cast into a pyre of dragonsflame (following a brief, free form ritual), their skin burning away to make way for the forthcoming Azdrazi. As they emerge and sluggishly come to their senses, they'll find themselves a foot taller and riddled with scales, now possessing a set of horns and reptilian eyes.

 

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 replaced with dark slits; irises and scleras replaced with oranges, yellows, and reds. Their teeth—mainly the canines—grow a little longer and sharper. Nails are replaced with short talons, entirely meek when compared to those of flight-capable dragons, and when Azdrazi emerge from the flame, they’ll find themselves approximately a foot taller than they previously were (this benefit stops out at 7’6”—therefore, if an individual stands at 7’0”, they would only grow six inches rather than the full twelve, and if an individual is taller than 7’6”, they’ll remain the same height). Lastly, the horns on Azdrazi vary in appearance but must abide by the same rules as their skin, being that they must remain a variation of red, black or gray, and additionally the familiar milky hue of bones.

 

Strengths:

  • Enrapturement (Dragonflame Conjury, Polymorphing), Draan of Azdromoth
  • Typically physically stronger than descendants, courtesy of their draconic heritage. For reference, in terms of physical strength nearly all Azdrazi are capable of standing their ground against an uruk.
  • Temporal Resistance: Immune to all forms of heat, radioactivity, and poison.
  • Longevity: Exceptionally long-lived, capable of living for thousands and thousands of years. Azdrazi don’t undergo any physical changes as the years go by, however.
  • Azdrazi possess a draconic soul after the Transference is complete, and are thus considered draconic beings.

 

Weaknesses:

  • Azdrazi are temporarily punished upon revival, unable to use polymorph or any other enrapturement for 1-2 weeks following death.
  • Due to their draconic nature, Azdrazi can oftentimes be coerced and persuaded into carrying out mildly uncharacteristic deeds in exchange for knowledge or material items typically associated with their horde.
  • Cannot use mana to perform any kind of deific, arcane or dark magic. Exceptions and more specific explanations will be listed at the bottom of this thread. Upon transformation, an Azdrazi’s mana pool is replaced with the inner flame.

 

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[Credit: illustrated by Allison Healy]

 

The Inner Flame and Severance
An Azdrazi’s inner flame is a tricky thing, wholly comprised of a metaphysical network of dragonsflame. Said network spans the body in its entirety, beginning in an Azdrazi’s torso and twisting along the otherwise comparatively mundane circulatory system. In a relaxed state, the inner flame will remain static, having no reason to move ichor along the network; if an Azdrazi chooses to manipulate their inner flame, however, then it will seamlessly work to supply its vessel with enough of the substance to carry out desired tasks. That being said, the inner flame only operates as expected in hosts with functional organs, as it consistently transmutes mortal essence into draconic ichor: the substance that flows through the ethereal network of dragonsflame.

 

To sever an Azdrazi’s inner flame by force is to strip them of their source of being, killing them indefinitely. Such a thing is improbable, of course, lacking any form of traceable documentation and thus feasibility; Azdrazi, however, know otherwise. There are two ways to divide one's flame from their flesh, the first relatively common compared to the second. It involves willing oneself's flesh and blood into a state of stagnation, turning their own body into stone and rendering them comatose. Few Azdrazi allow themselves to be taken by a fate so tame, but those that choose to smother their flame do so to stave off impending tragedies such as corruption—most would sooner take this form for the coming centuries than be bound by ill afflictions.

 

The only method of severance is valid in its definition, undoubtedly and unforgivingly stripping an Azdrazi of their flame, and thus leaving them hollow. Tales of Azdromoth plucking the fire from excommunicated followers are few and far between, yet exist among those whom could be called his children. This fate takes the form of self-destruction: an unrelenting cancer of the draconic form that leads to the ultimate degradation of one's mind and body. If an Azdrazi chooses to betray their blood and fall out of faith, their flame will retaliate, gradually withering their bodies from the inside-out. In reality, such an illness occurs when an Azdrazi attempts to put their inner flame out entirely. Though one’s desperate attempt at expelling their inner flame may prove successful, the effects of such play out just as explained above. Though the inner flame is gone, the draconic body remains, and since such a transformation is a one-way street, the outcome is always a prolonged and painful death. Death typically comes one week after severance and is entirely irreversible.


Mechanics of Severance

Spoiler

True Severance - An Azdrazi that smothers their flame is grounds for a PK clause; this is due to the inevitable end they’ve put before themselves. As stated in the previous paragraph, an Azdrazi that successfully suffocates their inner flame is an Azdrazi without any form of proper sustenance. They’ll go through three phases of degradation, detailed below.

  • The first phase begins as soon as the flame is put out. An Azdrazi will immediately notice the beginning of the end as they fail to cast any enrapturements, their current disguise rapidly deteriorating and thus revealing their true draconic form. For the next three days, their muscles will shrink, leaving them weaker than they’ve been in recent memory—about as weak as a tier 3 voidal magic user—by the end of the third day.
  • The second phase begins shortly thereafter, on the fourth day. The flameless Azdrazi will find that their blood and lungs carry hints of ash, the ichor and lingering embers beginning to eat at what they deem to be the most expendable parts of the body. The affected Azdrazi will find themselves wheezing and retching on a more and more frequent basis, cold ash replacing heated breath. Additionally, their bones and muscles will grow even weaker, leaving them bedridden or wheelchair bound.
  • The third and final phase begins on the sixth day. With lungs of ash and bones of glass, an Azdrazi’s mind will begin degeneration, causing the brain to be devoured by the last remaining sparks within the Azdrazi’s body. This persists until they’re left as vegetables in the final moments of their seventh day.

 

Purpose
Azdrazi are outstandingly prideful creatures, holding themselves, their company and even those without their circle of acquaintanceship to relatively high standards. They’re convinced that greater knowledge should be reserved for greater people, and will consistently take it upon themselves to be these magistrates of tuition and insight, so much so that such judgement becomes nearly dogmatic. To them, for the betterment of mortalkind, those who prove reckless or ill-fit—and thus unworthy—for the knowledge they hold should be punished if not eliminated. Depending on the severity of one’s incompetence when assessed by an Azdrazi, justice can range from a simple branding to an all out hunt. Their mission is no longer strung on solely by a want to preserve the knowledge of years past but is instead a mixture between the aforementioned, and the desire to keep such out of the hands of those undeserving. They believe this will ensure a prosperous future, one in which they both directly and indirectly pave the path for mortalkind, educating and culling all the same.
 
Azdromoth also felt that these hybrids were the perfect substitute for children, the Titan incapable of producing his own spawn. As such, he continued to work on the formula up until the infection inflicted upon him by the Archdaemon, Iblees. Azdromoth never truly got the chance to refine his creations—evident by the Azdrazi’s lack of wings—but in the end, the mission was a success, his progeny carrying out their everlasting goal and acting as the intermediary force between dragonkin and mortalkind.
 
Unfortunately, however, Azdrazi lack the guidance Azdromoth once provided, his tainted shackles stripping him of his own sight. It's for this reason that Azdromoth's recent run-ins with humanity have been less than desirable, and it's for this reason that his brood long to free him. They actively search for a means to cure him of his illness, believing that with both time and research, the Father will be free to live amongst them and mortal-kind once more—but only if greater obstacles are dealt with on his path to glory.

 

Heralds Are integral to Azdrazi, as they allow their messages to spread quickly. The more heralds an Azdrazi has, the larger influence they have across the realm. Oftentimes Azdrazi will gather a variety of different individuals and personally selected heralds to create cult-like groups that share the same goal and preach the same message, creating a sort of draconic hierarchy amongst followers and peers alike. It is for this reason that heralds are still shown respect by their creators, as they’re not necessarily underlings, but valuable members of the hierarchy.

 

Heralds
 Azdrazi are the product of Azdromothian blood creating internal—and essentially irreversible—changes to a descendant’s body. Alternatively, the Titan's blood can also be used to bring about changes that occur externally through an ink. Those who followed closely in the footsteps of Azdrazi were considered living wardrens, capable of storing draan in the ink of their skin. Such a process was relatively simple, involving the formulation of ink and the creation of tattoos.

 

The ink used to mark Heralds is made of a basic concoction of one part draconic to one part descendant blood, portions respectively from the Azdrazi and their soon-to-be Herald; evidently, this is the same process used in the boiling solution of a basic wardren. The substance is then marked along the skin of at least two limbs before the individual whom bears it is blessed with the draan of nahl-wardren, the blood soaking into and searing their flesh. The process is unpleasant, though once complete, the blood that had previously stained their flesh will be no more, replaced with brazen red tattoos of a draconic origin.

 

Heralds are capable of storing draan within their tattoos—six draan, more specifically. These draan must be obtained from Azdrazi, allowing Heralds to start a draan's cycle on their own accord, or maintain a singular draan at the price of two of their six available slots. Heralds' tattoos will give off a faint glow depending on how many draan are being stored, and how many are being used, similar to wardren; for example, a Herald with a singular draan stored will have tattoos with faint glows, while a Herald with two draan stored and one maintained will have a fuller glow.

 

There are limitations when it comes to who can become a Herald, namely brought about by interactions with magic. Becoming a herald takes up a magic slot for fairness sake. Descendants who possess paladin magic will find themselves unable to complete the ritual, the blood remaining stagnant on their skin even throughout the draan of nahl-wardren. Dark and voidal mages can both become Heralds at the price of a magic slot.


Herald Redlines and Clarifications:

Spoiler
  • Heralds can learn and practice any magic except for Paladinism—every other magic is fair game and can be learned without consequence.
  • Herald magic takes up one magic slot and requires an MA to track and make sure the user understands how the magic works.

 

If a player notices draan rules being ignored then they should feel free to report the player (with screenshots, preferably) to their draan provider or a Lore Team member.

 

Azdromothian Draan
As draconic influence spread throughout the land of Horen in the days of old, Azdromoth and his children found themselves creating lesser gifts for those who pledged allegiance and gave aid to the flight—those most devout in their faith and those most skilled in the mundane. These gifts were less so incentives and more so a token of draconic gratitude, something given in exchanges and trades to show thanks. They came in the form of draan, a word or phrase laced with draconic influence. These phrases are considered words of power to most, yet to Azdrazi, they're much more: prayer.

 

The reason for such a discrepancy lies in the method in which Azdrazi create draan. They first arrange a proper space for creation, which must include the following: a personally bound dracanium item, at least one precious object from each sect of their horde (for instance, if they horde gems and dinner plates, they'd need one gem and dinner plate with a "high value" relative to the rest of their horde), a nearby source of fire, and their wardren. The way in which these items are incorporated and arranged within the process is up to the conducting Azdrazi, though the idea is the same. With these items arranged in an Azdrazi’s vicinity, they'll find themselves capable of a form of “religious meditation”, essentially freeing their mind of any overly material thoughts and making way for those of faith and heritage. Gradually, an Azdrazi’s wardren will fill with the same hue which overtook it toward the end and at the beginning of their trials, which are at this point a distant memory. Such a process will only prove effective once every 24 IRL hours.

 

A wardren has two draan slots, meaning two draan can be stored at any given moment until an Azdrazi undergoes the lengthy process of recharging their wardren once more. Though each Azdrazi is allowed the use of exclusively one wardren, there are ways to increase the amount of draan slots available. This is done in a manner similar to the creation of Heralds, wherein an Azdrazi will collect draconic blood—be it from themself or be it from a fellow Azdrazi—and tattoo their flesh, following up with a draan blessing. To actually function as a working storage for draan, at least half an individual's torso and their appropriate bicep have to be decorated in draconic tattoos, both sides having to undergo this process if the draconic canvas wishes to gain two extra slots. This will ultimately grant an Azdrazi one extra draan slot (or two if both sides are tattooed), with the downside of them being unable to polymorph the tattoos away. With each disguise, they’ll find that the crimson tattoo remains stuck to their flesh, regardless of skin changes or polymorphed markings. Almost needless to say, these slots, too, need to be recharged, and are done so along with wardren.

 

 Draan vary in length, some even taking up several slots. To grant Heralds draan, an Azdrazi must elicit the latent energy from the recesses of their wardren and transfer it into the tattoos of a Herald’s skin; it's a fairly open-ended process, though different approaches generally result in the same outcome. The idea is that Azdrazi are able to “fill” Heralds’ empty draan slots by transferring one slot of their own into a Herald’s tattoos, thus allowing the Herald to cast draan with their tattoos as the source. Azdrazi can cast draan at the expense of the listed amount of slots, or fuel their Heralds with a singular draan at the expense of one slot; however, an Azdrazi must be specific in declaring what draan they grant, as that specific draan will be dedicated to one of the Herald’s slots until it is used (unless the Herald chooses to maintain it upon casting, in which case two slots will be consistently spent up until the draan is deactivated).


[tl;dr, condensed clarification, and easier to follow hypothetical]

Spoiler

Azdrazi are able to grant themselves and Heralds different effects based on the draan they use. Wardren bound to Azdrazi hold two draan slots. The slots are exhausted in one way or another when an Azdrazi uses draan for whatever reason, be it for personal casting or for transferring to Heralds. Slots will be freed up and ready for use once again when an Azdrazi goes through the meditation process, which can only be carried out once every 24 IRL hours.

 

Think of draan as runes that can be activated by inserting them into slots. After a Herald activates one of these “runes” by putting it in a slot, they are free to reap the listed benefits of the “rune” they activate for the listed time frame. If a Herald activates the “Bel Zahkrii rune”, they are free to take advantage of its benefits as much as they want for the “rune’s” listed timeframe—one week, in this case. Let’s then say that the Herald wants to bypass the timeframe and would rather be allowed to reap the benefits even after its time has run out. They would allow the “rune” to take up two slots rather than one, giving it enough charge to use whenever they want at the cost of two slots.

 

Let’s then say that these Heralds come to a runesmith (an Azdrazi) because they don’t have any runes for themselves—they have (6) empty slots, but no runes to put in. The runesmith explains that they can only make four runes a day due to their physical limitations, and asks the Herald what sort of rune they’re looking for. The Herald can say that they want a “Bel Zahkrii” rune, and the runesmith can provide such. At this point, the runesmith can make three more runes before the day is up, and the Herald has a rune that they can fit into any one of their slots. The runesmith then explains that once the rune is activated, it can be used as many times as the Herald would like for 1 week. The Herald acknowledges this and activates the rune, seeing that it can, in fact, be used as many time as they would like for one week. However, they get a great idea and decide to let the rune take up two of their slots, meaning they now have 4 out of 6 of their slots available; additionally, they come across something interesting. As long as the rune takes up two slots, the Herald can cast its effect even once its 1 week lifespan has passed.


Draan Labeling and Rules

Spoiler
  • T - The amount of (realistic) time a singular draan can be used for after being activated by a Herald; generally, draan can be used within this specified window with one slot or used indefinitely with two slots. 
  • Draan are not single-use unless otherwise stated.
  • Draan must fit within the draconic theme in one form or another.
  • Some draan may be Azdrazi exclusive and will be clearly outlined in the list of draan.
  • Some draan (though few and far between) must be taught and will be clearly outlined in the list of draan.
  • If a Herald gives up two slots to have access to a draan indefinitely, they cannot “unslot” it until the minimum time listed has passed. For example, if a Herald decides to let Bel Zahkrii take up two slots to become a maintained draan, they wouldn’t be able to deactivate it until the default time listed (1 week) passes—they would still have to wait out (at least) the default 1 week before unslotting it. 
  • When an Azdrazi gives draan to their herald, they must post what draan they currently have access to on their MA in the form of a comment. If the Herald is granted a draan in exchange for another, the Azdrazi is responsible for going to the Herald’s MA, crossing out the previously held draan, and adding the newly acquired draan.

 

Draan List
T - 1 day, maintained
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 draconic conversation. Herald only.
[1 emote to activate]

 

T - 1 week, maintained
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. Herald only.
[1 emote to summon the weapon, 1 emote to banish the weapon; similar to sheathing a weapon]

 

T - 1 week, maintained
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. Herald only. Kindling casting emote time applies.
[1 emote to activate]

 

T - non-applicable, single-use
Nahl Wardren - This draan is used on those who’ve been marked with the draconic ink, turning them into true Heralds. Azdrazi only. Exhausts 2 draan slots.
[1 emote to begin ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)]

 

T - non-applicable, single-use
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. Azdrazi only. IF THIS DRAAN IS USED, ITS HERALD TARGET WILL HAVE TO RELINQUISH THEIR MA. Exhausts 2 draan slots.
[1 emote to begin the ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)]

 

T - lasts up until a Whelpling succeeds in their trials or their wardren is destroyed (aka up until they become a full-fledged Azdrazi or they are reverted back into a descendant)
Atumei Laas -  This draan is used to create wardren, and thus, Whelplings. Azdrazi only. Exhausts 4 draan slots. Must be taught.
[1 emote to imbue a wardren]

 

T - non-applicable, single-use
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. Azdrazi only. Exhausts 4 draan slots. Must be taught.
[1 emote to begin ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)]

 

Death and 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 the inner flame's resources, destroying its vessel. Such a sudden lack of vital essence sends the body into a state of degeneration, rapidly breaking it down until its naught but ash. The self-destructive reaction occurs due to the inner flame pulling resources from a body that's no longer producing such—a corpse—thus devouring it in its entirety.

 

The Azdrazi is not conventionally revived when such a thing happens, however. Although Azdrazi are revived in a manner similar to descendants, there’s one key difference. An Azdrazi’s inner flame must return to its owner, an event that typically takes one week to resolve. This caveat is necessary due to the vast internal difference between Azdrazi and descendants, as well as the inner flame's delicate nature. When an Azdrazi dies, the inner flame doesn't necessarily vanish; instead, it devours the energy left in the body and meanders back into the reconstructed host, a process which takes time.

 

Upon being fully regenerated, an Azdrazi will find that their inner flame has not yet fully recovered, struggling to evoke enrapturements as it stabalizes. For one week following death, Azdrazi are unable to use any form of enrapturement; this includes but is not limited to polymorph, kindling, and fiery breath.

 

The Draconic Mind, Inherent Azdrazi Quirks

Hoarding
As previously stated, once a descendant begins the draconic journey they take on a likeness to dragons, hoarding being one of the most prominent mental similarities. As Azdrazi age, they’ll find themselves more and more obliged 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 always present, manifesting 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 bottles of wine; there are ultimately few if any limits to what can be hoarded. If an Azdrazi is to reject this itch it’ll only grow stronger, turning into a constant nagging comparable to that of an unyielding tap against the skull. Once they take up the hobby, however, their thirst for stockpiling is sated, the itch—for the moment—satisfied. 

 

Eternal Mind
Upon completing the Transference, an Azdrazi’s mind undergoes a transition to become stronger than their previous mortal one. It grants them the ability to store knowledge and information in a fashion similar to the immortal dragaar, and also the advantage of learning and picking up different skills and feats at an increased pace. To complement these abilities, an Azdrazi—just like the aforementioned dragaar—is able to retain and recall information in relatively recent memory with uncanny yet not impeccable precision.

 

Dralachite and Dracanium
When a draconic creature’s corpse is left to decompose, the relatively basic process of dralachite formation begins. It starts with the environmental breakdown of their organs, flesh, and scales, decaying until they’ve degraded entirely. From there, a crystalline marrow substitute from within the bones hardens and expands, splitting said bone and exposing the substance to the surrounding environment. In the final stages of this process, the soon-to-be dralachite is now at the mercy of the elements, sitting still and gathering rock and crystal alike until it takes on a more traditional, rough look. This process generally takes anywhere from 250-500 years depending on the location, but if the bone is well kept, it’s entirely possible for the process to span even a thousand years. Once it’s completed, dralachite will be produced in its most basic form.

 
Once dralachite has settled, the only way to melt it down is with highly concentrated and high-temperature fire. Dralachite is rarely used by descendants for this reason, as conventional smelting hasn’t produced results. Azdrazi use this material in tandem with steel to create dracanium, an alloy used in both Azdrazi armor and weapons. During the process of weapon and armor creation with dracanium, Azdrazi quench and douse their works in a solution of nine parts water to one part draconic blood, binding their inner flame and granting them the ability to summon various pieces of their arsenal with ease. The alloy also allows for secure kindling, weapons and armor maintaining integrity, unlike conventional metals. Dracanium and dralachite imbued items give no extra benefit aside from this. If an Azdrazi is to die with their ichor-bound arsenal, the pieces will degrade to ash.

 

Redlines:

  • Only Azdrazi can bind these items because the weapons are bound to their inner flames and not their draconic souls.
  • Though a descendant could possess dracanium weapons and armor of their own (if they find a way to produce a hot enough fire), due to their lack of an inner flame, it wouldn’t be possible to reap the benefit of summoning.
  • Willing away and summoning one’s weapon is, in essence, a sort of aesthetic alternative to sheathing and unsheathing, and therefore takes one full emote to do.
  • If an Azdrazi’s hands or wrists are physically bound, they’ll find themselves incapable of summoning pieces of their arsenal.


Enrapturement
Once the Transference is complete, an Azdrazi is wholly incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying on dragonsflame: an innate element provided by their inner flame. This fire deals concussive force when coming in contact with any variety of spectral creature, regardless of origin; additionally, although incapable of easily melting worked metal, dragonsflame allow makes tasks such as blacksmithing a bit easier thanks to their inherent abilities.
 
Polymorph - A disguise is as named: a concealment of one’s true form. Polymorphing allows Azdrazi to more easily interact and work with descendants, but the ability acts as limiting shackles against one’s potential. As ichor heats and flows from the continued use of flame, an Azdrazi’s disguise will gradually fade. Long and intense breathing of flame will involuntarily reveal draconic fangs, eyes, and horns; kindling and scorching scales will immediately cast away parts of the fleshy costume, baring scales and talons on the hands or whichever part conveys dragonsflame. Protracted conflict will end with an Azdrazi completely free of a familiar disguise, the brilliance of one’s inner flame complemented by the powerful and noble grace an Azdrazi’s unconcealed form bears. Azdrazi are inherently capable of polymorphing due to their relationship with Azdromoth—since he’s a dragaar—but their slightly flawed nature as draconic beings prevents their guise from remaining intact, something evident when casting enrapturements. Emote length varies depending on the severity of one’s disguise.
(Redlines: cannot adjust physical prowess, i.e. increasing strength by gaining larger muscles; can’t regenerate using this spell; cannot polymorph to grow over one-foot from original descendant height.)
 
Kindling - A simple spell used by all Azdrazi, its draconic caster setting their weapon ablaze with dragonsflame. 
(Redlines: the weapon must actively be in an Azdrazi’s grasp to maintain the effect; therefore, things such as arrowheads cannot be kindled.)
[1 emote to ignite the weapon]
 
Fiery Breath - When an Azdrazi focuses and pulls from their inner flame, they can lead it through their body and release it in a torrent of fire up to four meters (four blocks) long—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.
(Redlines: insta-casting; sustaining a four meter torrent for over two emotes, a three/two meter torrent for over three emotes, and a one meter torrent for over four emotes.)
[2 emotes to build up the flame within, 1 emote to release it in the desired direction]
 
Burning Heat - Azdrazi are capable of using their dragonsflame on fellow kin and themselves, closing wounds to staunch the flow of blood in other Azdrazi. Additionally, burning heat can expel another Azdrazi’s corruption, though will prove ineffective if one attempts to purge such taint from their own vessel.
(Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing 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]
 
Scorching Scales - An Azdrazi can cast dragonsflame on their very person, setting certain parts of themselves aflame to make for improvised combat. 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 summoning emotes. Setting one’s entire body aflame will take 4 summoning 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 what is effectively a “breather.”
(Redlines: using this spell to produce projectiles; using this spell to heal/regenerate your body.)
[1-4 emotes to begin summoning the flame depending on what limbs are being targeted, 1 emote to actually set said limb(s) aflame.]
 
Dragon’s Spear - Through outstanding focus, an Azdrazi can draw from their inner flame and produce a tangible rod of draconic fire. This rod appears in the form of a javelin, allowing its caster to wield it as such. It can be used to block, parry, pierce, strike, etc.. On top of this, the weapon burns victims when they’re struck, as it’s, in essence, a flaming spear. This spear can be thrown, however, once the spell leaves its caster’s hands, it will disperse in a manner similar to a fireball once it comes in contact with anything physical (aka once the spell leaves the caster’s hands, it loses its tangible properties).
(Redlines: if the weapon is thrown, it will disappear the moment it comes in contact with any surface.)
[1 emote to conjure cinders, 1 emote to form said embers into a spear, 1 emote to give it tangibility and form]

 

Draconic Brand - Azdrazi are capable of branding descendants with heated hands, searing the area of contact—this means such an enrapturement can only be transferred by touch. This brand negatively affects an individual’s mind, crippling their ability to properly function with or recall information pertaining to an Azdrazi’s chosen subject matter. These brands don’t hurt upon being created and are visible to everyone, taking the form of a red hand in the touched space. By default, these brands will last one week before vanishing without a trace. However, with out-of-character consent from the targeted player, these brands may last as long as they would like.

 

If an Azdrazi deems an individual unfit for a specific craft or activity, they can set out to brand them. Brands will have different effects based on where they’re placed, and what an Azdrazi means for them to affect. If an individual is already affected by a draconic brand, an Azdrazi can not impose a second one upon that same person. They’ll find that their touch does nothing of note, causing no pain and leaving no impact. Additionally, one who is burdened by a draconic brand may get it removed either by an Azdrazi or by a Paladin, though there is a lasting alternative if the former is unachievable. One who has been branded by an Azdrazi may, in a sense, repent by cleansing the branded area with an active flame. Needless to say, this process hurts immensely, searing the flesh within the print. The brand’s effects will vanish entirely, although rather than its physical print disappearing after a week, it will instead become a full fledged burn. The handprint will take on a blackened appearance, requiring time and proper attention to heal. There are three types of draconic brands: tozein, lotgral, and faaz.

 

Tozein - When one is branded with tozein, they’ll find that they unknowingly make glaring mistakes when carrying out tasks relating to an Azdrazi’s chosen subject matter. This lasts for one week following contact with a draconic brand.
Examples:

Spoiler

An individual branded at the throat for preaching about Xan may find themselves unknowingly bad mouthing the deity or preaching for a different one altogether.
An individual branded at the arm for creating and giving weapons to mischievous and dark individuals may find themselves creating jewelry and vases rather than weapons.

 

Lotgral - When one is branded with lotgral, they may find themselves unable to carry out proper bodily functions; i.e. becoming physically/mentally impaired. This lasts for one week following contact with a draconic brand.
Examples:

Spoiler

An individual branded at the leg for fleeing from authority may find that trip over themselves and limp whenever they attempt to run from said authority.
An individual branded at the face for misuse of magic may find their vision impaired upon casting spells, making it difficult to hit targets and get a proper line of sight.

 

Faaz - When one is branded with faaz, they’ll find that associating themselves and partaking in an Azdrazi’s chosen subject matter brings them constant physical pain akin to a burn. Said pain occurs throughout the area around the brand. This lasts for one week following contact with a draconic brand.
Examples:

Spoiler

An individual branded at the forehead for spreading falsities about Azdromoth may feel a fiery headache whenever they attempt to speak rumors about him.
An individual branded at the forearm for losing a spar with an Azdrazi due to foolish mistakes may find their arm burning with intensity upon wielding a weapon.

(Redlines: forcing players to roleplay the reaction for more than 1 week; branding someone from afar or with a different spell.)
[1 emote to summon dragonsflame in hand, 1 emote to “imbue” it with its desired effect, 1 emote to physically brand target]

 

Magic Clarification
Azdrazi are capable of learning the following magics with the listed caveats:
Kani
All feats are feasible except for cognatism and voidal feeling due to the voidal connection that must be established.

 

Clarifications and General Redlines
A section meant to clarify misconceptions too strange or specific to properly slot into the lore.

- Azdrazi can only be made from the four original descendants (human, elf, dwarf, orc).
- Azdrazi blood is warmer than descendant blood courtesy of the inner flame which fuels them but is nowhere near hot enough to melt metal at any given point.
- Azdrazi do have to eat and drink, as their bodies typically function in a manner similar to descendants; the main difference is that their inner flame transmutes existing mortal essence (which includes blood, food, water, etc.) into draconic ichor, which they need to live.
- Azdrazi cannot become sick or poisoned in the normal sense. Illnesses and poison are effectively exterminated by the inner flame upon being processed.
- Azdrazi are incapable of having offspring; they are very sterile.
- Due to Azdrazi having draconic souls, they can not be kloned nor can they become machine spirits.
- Azdrazi scales don’t grant any discernible advantage in combat and don’t count as some sort of natural armor. The only situation in which Azdrazi scales may potentially grant a buff against any sort of “damage” would be against things such as small insect bites and stings.
- Dragonsflame IS NOT capable melting things such as metal and should be rp’d as normal fire.

 

Citations:
https://www.lordofthecraft.net/forums/topic/150782-an-excerpt-on-the-archdrakaar-azdromoth/
https://www.lordofthecraft.net/forums/topic/152956-✓-into-the-trees/
https://www.lordofthecraft.net/forums/topic/147870-dragonkin/
https://www.lordofthecraft.net/forums/topic/160818-✓-lore-addition-world-lore-nephilim-azdrazi-smithing-dralachite-and-vehement-weaponry/
https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3


CHANGELOG:
[6/7/2018 4:10 PM EST]

Spoiler

Added the third and fourth paragraph to elaborate on the Azdrazis’ goal to free Azdromoth; their goal to surpass and actively oppose the Paladin order; their pact with Horen and its significance on a larger scale.

Elaborated on dragonsflame, stating that it's not something to be abused and should generally be RP'd like normal fire in combat scenarios as to not infringe on others’ out-of-character enjoyment.


[10/7/2018 6:00 PM EST]

Spoiler

Superior form has been removed in favor of varying levels of personalization, customization, interactivity, and new concepts. New things have also been added to help them carry out their purpose.

Most of the existing lore has been revised and minor tweaks have been made to some of the wording yet again.

Explanation of the inner flame, draconic ichor, death, and revival have all been added and described in varying levels of detail.

Dragonsflame and true dragonsflame have been separated as to avoid the previously discussed issue of narrative detail.

Enhanced polymorph, enhanced burning heat, and enhanced dragon’s spear have all been added to the enrapturement list. They were added along with the addition of the enhanced form, and are variations of the originally listed enrapturements.

Draan, searing memories and Heralds were added to provide both incentive and interactivity between other roleplayers and Azdrazi, opening the doors to a variety of new interactions and scenarios between players.

Dracanium has been added once again, something that wasn’t a part of the last rewrite due to an oversight on my part.

The way Azdrazi are created has been changed to include some of the new systems and concepts that have been added.

Touched on disconnection by breaking of tenets or religious rebelling.

The Immaculate Blade concept has been removed entirely, and there’s currently no way for one Azdrazi to remove another; this will hopefully be self-maintained by the above mentioned disconnection method.

Changed most instances of “Nephilim” to “Azdrazi” as to avoid confusion.

Did away with temporary memory loss as per request.

Probably a few other things, but I can’t remember everything.


[1/11/2019 3:00 AM EST]

Spoiler

Spell and ability changes
Enhanced Polymorph has been removed due to it being the objectively best enhanced choice.
Searing Memories has been removed, seeing as the concept was difficult to define in its current form.
Fiery Breath now takes 3 emotes to cast rather than 2 for balance.
Burning Heat can now purge corruption within other Azdrazi, due to corruption such a large threat.
Scorching Scales now ranges from 2-5 emotes and has been better defined.
Dragon’s Spear’s interactions in combat have been better defined.
Enhanced Dragon Spear now takes 3 emotes to cast rather than 2 for balance.
Draconic Brand has been added and will allow Azdrazi to better carry out their new main purpose—refer to Enrapturements.

After a lot of deliberation, main Azdrazi purpose has been changed into something more direct, different, and perhaps even tyrannical—see first paragraph under purpose. Additionally, the last two paragraphs in purpose have been removed and will be left to IRP decisions.

As per request, Whelplings can now be reverted back to descendant form. This was an oversight on my part, and this will not prevent any Whelplings from being stuck as such.

The idea of disconnection has been removed.

Azdrazi are now temporarily punished upon revival, unable to use enapturements for 1-2 weeks following death (depending on the method of revival—refer to Death and Revival).

It’s now stated that Azdrazi can be coerced into carrying out uncharacteristic deeds in exchange for knowledge and items in the weaknesses section.

The corruption weakness has been expanded upon just slightly in the weakness section.

Purpose section moved to a more relevant place in the lore.

Draan mechanics have been changed as to not be so clunky and require much less micromanaging. In addition to this, wardren now have 2 slots, and more slots can be gained through the use of tattoos. Please refer to Azdromothian Draan for detailed list of changes.

Draan can now only be given to Heralds. 

Couple draan names have been changed, and Vahzah Laas has been added.

Heralds now have six draan slots.

Conflict of Mortality section beneath The Draconic Mind has been removed due to it no longer being relevant, as Whelplings no longer lose their memories.


[4/17/2019 3:40 AM EST]

Spoiler

History has been adjusted.

Whelplings and the wardren’s role in their transformation has been further defined and clarified.

Strength and durability has been better defined both in the strengths section and in the clarification section at the bottom of the post.

Weakness to corruption has been removed.

Stoning due to inactivity has been removed.

Death and suppression of the inner flame has been further clarified.

Draan has been better explained in a general sense.

Bel Zahkrii has been better defined to avoid any confusion with how the draan functions—you do not create a weapon, you summon an existing weapon.

Yolir has been better defined to avoid any confusion with how the draan functions.

Clarification that Rahus Mindah does not increase the speed at which an individual learns magic.

Yol Zahkrii has been better defined to avoid any confusion with how the draan functions—weapons take up the properties of dracanium; this draan can be used on weapons summoned by Bel Zahkrii.

Azdrazi interactions with kloning and machine spirits has been added.

Willing away one’s weapon has been given an emote count.

Fiery Breath has been minorly nerfed as well as better defined for its various torrent lengths.

Enhanced Burning Heat has been better defined and can no longer be used to heal descendants.

Scorching Scales has been given more specific time restrictions.

Enhanced Dragon Spear has been minorly edited to explain its burning capabilities.

Draconic Brand has been better defined and now has a means of removal.


[5/2/2019 11:45 PM EST]

Spoiler

Stoning has been removed due to it no longer being a necessary part of the lore while true severance has been better defined.

Heralds has been expanded to describe what magics they cannot use and how exactly they’ll be handled out of character.

Burning Heat redline has been mildly adjusted for clarification.

Shade and Blood Magic have been removed from list of learnable magics.


[12/24/2019 11:30 PM EST]

Spoiler

It’s been mentioned that Azdrazi can only be made from descendants.

Section added under “Clarifications and General Redlines” that clarifies the heat of dragonsflame.

Enhanced form and enhanced versions of spells have been removed.

Lotgral branding description has been edited to further clarify the difference between it and its counterparts.

Dracanium weapons can no longer be stolen, as an Azdrazi can simply summon them back.

Draan have been given casting emote lengths.

Yolir and Rahus Mindah has been removed due to its overpowered nature.

Whelplings can now summon their wardren to give them a little more control over their trials.

Faalvo-Nahl Wardren will relinquish its target’s MA.

Azdrazi now respawn at CT like any other entity.

Longevity under “Strengths” has been better defined.

 

[2/17/2019 6:00 PM EST]

Spoiler

Clarified that Azdrazi can only be made from the four original descendants.

Made required emotes to cast a spell easier to follow.

Added a mundane counter to reverse a brand’s effects.

Removed inactivity clause.

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Yeet

Jake just formatted and posted this for me btw, thats pretty much all he did. Gave it a once over too.

 

Not to discredit him, just if you want to PM someone about something PM me.

Just papa Taylor’s work at this point

Edited by Deer__
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I didn’t read this but I liked them when they was around

 

good luck

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Three things of note @Jake!:

 

-In writing a weakness to Paladin magic, you’ve failed to give it an actual weakness. Paladin’s only have a single damage-offensive spell, and your effects of how it hurts Azdrazi are essentially the exact same as what the spell does in its natural state; a lot of pain, and a lot of burning. There are other combat spells, though they are not necessarily damaging. Did you mean that these other spells would hurt if an Azdrazi touched them as well? Or that the previous spell dealt more damage than it would normally?

 

-In slight continuation of the first point; Paladin Mists only know what we know, so you should have no bonus damage or whatever dealt to you if you are disguised and we aren’t aware that you are an Azdrazi.

 

-Your rule on Azdrazi doing magics allows Paladin-Azdrazi. I’m going to assume this wasn’t on purpose.

 

Azdrazi are ******* dope though so good luck, I like them

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Eveything has a mandatory rewrite from lore games. if the last one was a-okay to stay, this wouldn’t be here.

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7 minutes ago, Boruto said:

What happened with the last rewrite?

Well, you see, after having to wait a whole year to get it even viewed at after the edits, the lore team decided it was hilarious to watch us suffer and put us through the lore games instead of leaving us as accepted creatures, even if our lore was accepted near the week of the lore games announcement.

 

@Fury_Fire Also, I changed some of the things on the post that you were asking about.

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Oh boy.

Really enjoyed how they rped before and honestly 10/10 rewrite tbh.

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giphy.gif

 

But actually, I love the concept and design of the Azdrazi and have always been too chicken to become one. I’m excited to see where they go from here! +1

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I saw some of the names for the stuff in this lore and now I’m really regretting conceptualizing this 3 years ago. Can you please find some names that don’t sound like someone choking on a chicken bone? Draan? Beyond that, weird to see this still kicking, but not unpleasant.

 

Best of luck.

Edited by Mumkey
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this is the only reason I'll come back to lotc 

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dragon isn’t a personality trait ?

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You say that dragon fire can't melt metal due to it needed a long constant channel of fire to do so. But what about other materials like wood, stone, flesh and possibly other stuff that is not metal. Saying that it is just stronger than normal fire confuses me since normal fire already has so many different levels of heat, atleast specifying what dragon fire can actually do instead of just saying what it can't do. 

 

Also what part will it play out of combat for Azdrazi smithing/forging? Isn't it needed to make dracanium? 

Edited by XxEnderking
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7 hours ago, XxEnderking said:

You say that dragon fire can't melt metal due to it needed a long constant channel of fire to do so. But what about other materials like wood, stone, flesh and possibly other stuff that is not metal. Saying that it is just stronger than normal fire confuses me since normal fire already has so many different levels of heat, atleast specifying what dragon fire can actually do instead of just saying what it can't do. 

 

Also what part will it play out of combat for Azdrazi smithing/forging? Isn't it needed to make dracanium? 

Typically, when you’re talking about fire on LotC, you’re talking about a typical reddish/orange fire, nothing over blue and higher. Assuming you know just about a reference when metal begins to heat up and melt, you should know when wood catches fire and flesh would begin to melt. It would be redundant to post the temperature of each materials melting points, but it’s good to clarify so good question!

 

It is, in fact, essential to forge Azdrazi weaponry and armor.

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