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[✗] [Magic Lore] Herald and Azdrazi Spell / Enrapturement Rewrite


Aelesh
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Introduction

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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.

 

Spoiler

Abilities

 

BODAKURNon-combative

 

- A gift passed down from Dragur himself, BODAKUR is the ancient art of speaking stories into flame using High Draconic. The art’s name is also in High Draconic, and roughly translates as “To write/carve history/memory/the past”. Those who are able to speak the language find that they are capable of influencing flames, causing illusions to spring forth from them through speech alone. As a divine language, High Draconic shares a primal relationship with fire in the same way that the souls of dragons do, having been shaped by Dragur himself.

 

- These illusions are obviously illusions. Unlike Sensory Illusion, the generated images will always appear as fire does. Even auditory illusions will sound as if composed of a fire’s crackling. Touching an illusion will amplify the effect, emotions and memories swirling down into the soul through the fire’s heat.

 

- Each and every word draws an image unique to it, making the weaving of words a precise craft. Some words cause images to appear of esoteric significance to the ancient dragon worshippers, images that the worshippers of today might have no knowledge of. As such, the study of Bodakur is as much about discovery as it is about entertainment.

 

- This ability is available to both Heralds and Azdrazi.
- All illusions must be connected to and obviously composed of a fire. They are not intended for subversion, but storytelling and mystique.
- Generated illusions are hot to the touch, but not enough to burn.
- Conveyed emotions are not overpowering, but tempting. They can be easily resisted.
- The intent of this ability is simply to enhance the storytelling capabilities of Heralds and Azdrazi, since the lore of the world is such an important part of their roleplay.


Madfire - The Heart-magics

 

Madfire spells are concerned with the instincts of a dragon, their innate sympathy with the world and their ability to manipulate information. Spells related to Madfire generally allow the wielder to retrieve and communicate information, or in some way affect the nature of mortal entities.

 

UZBODAH: 1 Dragonfire, 1 Emote, flame channeled to mouth and eyes, Non-combative
The Herald makes manifest their will, shaping letters or images with only their voice by causing their dragonfire to char or carve letters into a surface.

 

- The Herald chars or carves letters and images into any surface within 5 blocks of them. Whilst they must speak in High Draconic to create these inscriptions, they may cause any language to appear, providing that they know that language.

 

- This spell cannot be used to effect descendants unless their player OOC’ly agrees.

- The Herald must be able to see the location they wish to affect.

 


HVINLOR: 1 Dragonfire, 1 Emote, flame channeled to hands and eyes, Non-combative
The Herald uses their dragonfire to gain insight into a text, be it a book, scroll, tablet or otherwise, reading its contents by way of magical empathy rather than sight.

 

- With the name of the spell spoken, the exact contents of the target object is related to the Herald in a flood of information that briefly clouds their mind. This includes words and images.

 

- The Herald may comprehend the meaning of any written text this way, regardless of whether or not they know the language written within the book.

 

- The Herald must touch their target.
- Reading certain magical language, primarily Blackspeech, incurs the same effects that would otherwise occur.

- The Herald does not gain practical knowledge from the target. Though they may know what is written within it, they do not necessarily know how to act on any advice given. Nor, are they capable of translating or intuiting the meaning of obscure cultural sayings, for instance. They know what the text literally says.

 

NAGHOZ: 1 Dragonfire, 1 Emote, flame channeled to eyes, Non-combative
The Herald communicates with a target by way of magical empathy, focusing their eyes on them before relaying words, images, memories or emotions. The Herald may also read the thoughts of the target if they are willing, allowing two way communication.

 

- The Herald meets the eye of a target before speaking the spell’s name. For the next 6 emotes, the caster will be capable of sharing simple thoughts and ideas with the target.

 

- Equally, the Herald will be capable of reading basic surface thoughts, allowing the target to communicate with the Herald simply by thinking.

 

- Breaking eye contact immediately nullifies the spell. Equally, eye contact is absolutely necessary to begin the spell.
- The target must be within 15 blocks of the caster, even if eye contact can be established. Leaving this range interrupts the spell.
- This spell is meant specifically for the communication of ideas. It cannot be used to generate ‘mind palaces’, enter dreams, or steal thoughts. It is limited to open and consented communication only.

 

TAHU’TAMN: 2 Dragonfire, 3 Emotes, flame channeled to heart and eyes, Non-combative
The Herald uses their empathy to sense the history of the world, feeling out any important events that might have occured in a location. Whilst they are unable to actually see those events, they are able to feel their presence, sensing the sorrow of death, the tragedy of betrayal, the glory of victory, and so on.

 

- With the spell’s incantation spoken, the Herald is assailed by a sudden wave of visions that lasts between 2 and 4 emotes, recounting the history of the location to the caster. This vision can be uplifting or shocking, glorious or tragic.

 

- The vision will eventually centre on one particular event. This event will be random, and is decided by a roll. Rolling 1 - 5 will reveal some of the locations ancient history, where rolling 15 - 20 will reveal some of the locations most modern history (the last 50 years). Rolling 6 - 14 will reveal history between those two points (generally somewhere in the last 200+ years).

 

- The vision does not reveal faces, names or otherwise identifying information unless a presiding ST decides to reveal said information for story reasons. In regular roleplay, the vision will depict featureless silhouettes and general ideas. It might for example, demonstrate that an elvish mother has recently lost a child, but not who the mother was specifically, or when specifically this occured.

 

- The roll occurs entirely OOC’ly, thus, the Herald is unable to know exactly when the vision they witness occured.
- Equally, the vision tends to be poetic rather than literal. It may show images of flags to demonstrate clashing armies, or sparks to demonstrate forging. Roleplaying the vision as overly specific is grounds for both power and metagaming.
- This ability is intended for Heralds to partake in the history of the world, acting as augurs and seers. ET are allowed to classify an event as being of great historical importance, allowing them to override the roll if they so wish and show a particular vision of their choosing. This vision, as always, must not be used for metagaming the information of player characters.

 

FAUZEð: 2 Dragonfire, 3 Emotes, flame channeled to hands and eyes, Combative
The Herald draws dragonfire into their mouth, screaming a battlecry before unleashing a fireball.

 

- The Heralds mouth will slowly begin to glow as they draw dragonfire into their mouth.

 

- Once the prerequisite dragonfire has been drawn into the mouth, the Herald will announce the name of the spell on the 2nd emote, expelling a fireball from their mouth. The fireball may travel up to 10 blocks.

 

- The fireball will explode with some force, though the radius of the explosion will never exceed 2 blocks. Armoured individuals hit by the explosion will be staggered, and those who already have unsure footing are likely to fall over. Unarmoured, unprepared individuals are likely to be knocked over by the blast, but are quite capable of getting up quickly.

 

- The expelled flames will be as hot as mundane fire, starting other fires and burning exposed flesh. Such burns tend to be minor, but should fires start in clothing or hair, they will quickly worsen.

 

- The explosion will never throw targets back by any substantial distance unless their footing is already unsure.
- When the fireball reaches the 10 block limit, it will explode regardless of whether or not it collides with a surface, preventing it from travelling any further.
- The fireball will interact with spells, knocking them off course or breaking them down.

 

HRENLA: 3 Dragonfire, 2 Emotes, flame channeled to hands, Non-combative
The Herald draws a nearby incorporeal entity closer to the mortal realm, binding them to it with their dragonfire, making them susceptible to mundane weapons if they would be otherwise immune or resistant.

 

- The Herald targets a visible incorporeal entity within 5 blocks of themselves, launching a cloud of sparks from their hands that coalesce into a dense, fiery smog. Using both hands increases the range of the cloud to 10 blocks. Should the target be caught in the cloud, they will become temporarily corporeal for the next 4 emotes.

 

- Though the target will still float if they are able to, mundane weapons will harm them just as they would a regular mortal target. Also, due to their new corporeality, the target will be incapable of moving themselves through solid objects if they are otherwise capable of doing so.

 

- A hand is free when it is holding nothing. A Herald may wield a shield on their arm, but they may not hold a sword for their hand to be considered free.
 

Hearthfire - The Root-magics

 

Hearthfire spells are concerned with the community of mortal life, the descendant races and the natural world both. These spells draw upon dragonfire’s quintessentially eternal nature to protect target’s from the flow of time, undoing damage or painful thoughts. This discipline is dedicated to the study of healing and soothing magics, numbing pain and emotions, curing diseases or poisons, and healing wounds.


KIRUNAB: 1 Dragonfire per 2 targets, 1 Emote, flame channeled to hands, Non-combative
The Herald channels their flame to purify food and water, their flame targeting rot, decay or taint before burning it out.

 

- With the name of the spell spoken, flames spread outward from the Heralds hands, seeking out rot, disease or taint within the targeted objects. Over the next 2 emotes the targets are cleansed, making them suitable for consumption. Taint requires 4 emotes to be cleansed, due to its magical nature.

 

- A hand is free when it is holding nothing. A Herald may wield a shield on their arm, but they may not hold a sword for their hand to be considered free.
- The cleansing begins on the emote following the casting of the spell; including the incantation of the spell, it will take 3 emotes to cleanse the spell's targets.
- The Herald targets each object with one free hand. If only one hand is free, the Herald may only target 1 object.

 

FAGA: 3 Dragonfire, 3 Emotes, flame channeled to heart and eyes, Non-combative
The Herald generates an aura of influence by focusing dragonfire in their heart, within which peace is spread by the light of flames. Fires more quickly drive out cold and negative emotions, magically numbing pain and bringing peace to the soul.

 

- Once cast, this spell generates an aura around that caster that lasts so long as they remain beside a flame. This flame should be more than a torch's worth; a hearth, bonfire or oven suffices.

 

- Within the 10 block aura, the light of flames is made less harsh, and their warmth more quickly drives out cold from those who sit close.

 

- Those who sit close by for 4 emotes or longer begin to experience a numbing effect that lessens pain and disconnects oneself from one's current worries. This state can be resisted if one so chooses.

 

- Should the caster leave the side of the fire, the aura will immediately end, necessitating that it be recast to begin working again.

 

SCATUM: 3 - 7 Dragonfire, 4 Emotes, flame channeled to hands and mouth, Non-combative
The Herald channels dragonfire into their target using its power to close shut flesh wounds. Azdrazi’s bones are also able to be healed, since they resist heat to some extent, allowing them to be reforged like steel.

 

- The Herald must keep their hands placed over the target’s wound, cupping them around it to create a kind of ‘kiln’, into which they blow further dragonfire from their mouth.

 

- Following the 4 emotes required to cast the spell, another 3 emotes must pass before the target’s wound will be totally closed shut.

 

- Small, simple wounds no larger than one’s palm require 3 dragonfire to be closed. Deeper, larger wounds require 4 dragonfire, and serious, life threatening wounds require 5 dragonfire. Mending the bones of Azdrazi, regardless of the complexity of the damage, requires 7 dragonfire.

 

- Like those healed using NUMMAL, those healed with this spell will suffer from the Cindersickness to varying degrees (elaborated upon below). Those healed of minor, 3 dragonfire wounds will suffer very little, but graver wounds quickly scale up the effects. Those suffering from this form of Cindersickness will also experience a constant, burning pain around the healed wound, and rather than smelling smoke, will instead hear the crackling of flames wherever they go, likely inducing a kind of paranoia.

 

- The healing performed on Azdrazi bones is very weak. Any serious, jarring impact will break the bone almost immediately, preventing the Azdrazi from effectively taking part in manual labour or combat for the next year. They will, however, still be able to perform other jobs, like cooking, cleaning, writing and so on.

 

- A hand is free when it is holding nothing. A Herald may wield a shield on their arm, but they may not hold a sword for their hand to be considered free.
- The effects of the spell will halt prematurely if the Herald’s hands leave the wound, likely leaving it half-healed, or bones half set.

 

NUMMAL: 5(8) Dragonfire, 4 Emotes, flame channeled to hands and eyes, Non-combative
The Herald channels dragonfire into the soul and blood of the target cleansing their body of foreign agents with their soul as a guide.

 

- With the name of the spell spoken, another 3 emotes must pass before the target’s ills are totally burnt from their body. Overall, seven emotes are needed for the spell to be cast and have finished taking effect.

 

- The Herald must touch both hands to their target's torso, focusing their attention on their heart and using that as a root from which to spread their flames, moving through the target’s body like the limbs of a tree.

 

- The more poison, disease or taint that the target is cleansed of, the more that the target will suffer from the aptly named Cindersickness. Cindersickness is characterized by varying levels of fatigue, blurry sight, an inability to coordinate oneself and persistently being able to smell smoke though none may be present. This sickness will last about a year no matter how much is cleansed from the target's body, but its intensity will increase depending on how much work the spell originally did. If they were suffering from a simple, infected wound, the effects of the sickness will be minimal, but if they were suffering from a magical taint that had riddled their whole body, the sickness will leave them essentially incapacitated for the next year.

 

- Nascent shade parasites that have not yet developed into true parasites can also be cleansed with the OOC consent of the targeted player. Cleansing such parasites causes a more serious form of Cindersickness to set in for the next year, exhausting the patients mana reserves as they are forcefully cleansed of the shade’s corruption, leaving them incapable of casting any form of magic.

 

- ‘Affliction parasites’ can also be cleansed in the same way, also causing the same breed of Cindersickness.

 

- A hand is free when it is holding nothing. A Herald may wield a shield on their arm, but they may not hold a sword for their hand to be considered free.
- The effects of the spell will halt prematurely if the Herald's hands leave the torso of their target.
- Roleplaying Cindersickness is mandatory. Whilst no hard guidelines are given, taint is a generally more difficult substance to cleanse, and will likely cause a sickness that prevents the target from walking because of the incredible strain put on the mortal body by the use of the spell.
- Azdrazi suffer from the Cindersickness just as mortals would, and are expected to roleplay as such. Disrupting the network of dragonfire within their body leads to similarly tiring consequences despite their immortal nature.
- This spell cannot heal children cursed by the powers of a Naztherak, nor can it purge fully developed shade parasites or ‘afflicted parasites’.

 

OZZA’OKUB: 8 Dragonfire, 6 Emotes, flame channeled to mouth and hands, Non-combative
The Herald lulls their patient into a trance by way of crackling fire and High Draconic, before lowering them into an enchanted sleep. The patient's eyes burn with silvery dragonfire that shows them wondrous dreams to ward away physical, mental or spiritual agony.

 

- The Herald whispers continuously in High Draconic and must place their hands about the head of the target, holding it still as they gaze into their eyes. This number of focuses and connections with the target is what allows the Herald to pour their influence so deep into their being.

 

- Upon the completion of the 6th emote, the target is considered asleep, and will remain so for an IRP year. During this time they will heal particularly well, wounds leaving no scars and bleeding less whilst painful memories slip away from their sleeping mind. The dreams they experience will prevent them from feeling any further pain, though such pain can and will wake them from their dream if it is excessive.

 

- The purpose of this spell is to facilitate interesting roleplay surrounding magical healing, letting characters wander the far off realms of the Heart of the World whilst recovering from serious injuries.

 

- A hand is free when it is holding nothing. A Herald may wield a shield on their arm, but they may not hold a sword for their hand to be considered free.
- The target must be complicit both IC’ly and OOC’ly for this spell to take effect.
- The Herald must maintain contact with their target, and continuously speak in High Draconic to lull them to sleep. The spoken High Draconic is meant to be soothing, calming, etc, helping to lull the target into their enchanted sleep. Without such chanting, the spell will simply not work.
- The target will travel to the Heart of the World in their sleep, but, they will not have any meaningful encounters with dragon spirits unless an ST presides over an event detailing such.

 

Forgefire – The Crown-magics

 

Originally developed by draconic craftsmen of yore, spells concerned with Forgefire are devoted to the basic act of creation. These spells allow the Herald to start fires, create artefacts and aid other craftsmen in their work. This is the largest and most diverse list of spells, as this kind of work has always been of great significance to dragons, who are famously interested in stonework.


GHORUTA: 1 Dragonfire, 1 Emote, flame channeled to eyes, Non-combative
The Herald fills their eyes with dragonfire and attunes it to the nature of metal, allowing them to see through smithed metals as if they were glass. This allows them to see impurities and identify areas that require attention, valuable information for any smith.

 

- For the next 6 emotes, the Herald is able to see through up to a foot’s thickness of metal, identifying its internal structure.

 

- The internal structure of the metal will appear as if alive with fire, its light picking out the intricacies of the target. Fire will congregate particularly around weaknesses and faults within the target, making them particularly obvious.

 

- The Herald's vision stops at the furthest edge of the targeted object, preventing them from seeing whatever may be on the other side of it.

 

HTUZAR: 1 Dragonfire per 2 targets, 1 Emote, flame channeled to heart, Non-combative
The Herald uses their draconic influence to cause one or more sources of fire to set alight or extinguish, such as fireplaces, ready made bonfires, torches or ovens.

 

- With the incantation spoken, the Herald causes any 2 sources of fire within 10 blocks to immediately begin burning or extinguish themselves.

 

- Fire briefly gathers around the targeted sources before descending upon them to signal that they have been targeted. When putting out flames, they begin to smoke briefly, before quietly fizzling out in a cloud of cinders.

 

- This spell can be chain cast to hold back rampaging fires, but this necessitates that the Herald have an unbroken focus, the ability to continuously chant the name of the spell and that they be able to stand totally still.

 

- Valid fire sources must be in some way, man made; for example, a bonfire is constructed from gathered wood. The spell cannot be used to set anything flammable on fire, like living trees or grass.
- If a fire source is currently being held by another character, they must accept the spell, holding the item still to allow the Herald’s dragonfire to descend upon it. Otherwise, they may simply move the item to prevent the Herald from setting it alight.
- Rampaging fires can be slowed, but they cannot simply be snuffed out with this spell. More potent means of putting out fires will be necessary to extinguish them completely, such as multiple Heralds casting the spell, mundane or evoked water, or other spells. To quantify this, each cast of the spell puts out roughly ‘2 blocks worth of fire’.
- This spell cannot extinguish spells, since the Herald cannot accurately target them
.

 

YURNAð: 2 Dragonfire, 3 Emotes, flame channeled to mouth and hands, Non-combative
The Herald breathes dragonfire into a piece of smithed metal, dracanium or a gemstone, giving it life of its own. This creation follows beside its creator, floating at shoulder height unless commanded in High Draconic to float slowly to another location.

 

- The Herald must have both hands free to cast this spell, wrapping them totally around the targeted object before blowing dragonfire into the ‘kiln’ made by their hands. This process will bind the object to the Herald, conveying its new magical properties. Heralds may also make these objects for Azdrazi, though the Azdrazi must be present for the spell’s casting to be bound to the object.

 

- The item has a store of 2 dragonfire. Every 10 emotes of use depletes 1 dragonfire from the item's reserves. The Herald or Azdrazi may repeat the spell to refill the item’s stores of dragonfire, the spell now only taking 2 emotes to complete.

 

- Once activated, the item will float at the shoulder of the Herald, and may be verbally commanded to move anywhere within 5 blocks of the Herald, including vertical movement. The object’s flame will burn reasonably brightly whilst in use, illuminating the Herald’s immediate surroundings.

 

- A hand is free when it is holding nothing. A Herald may wield a shield on their arm, but they may not hold a sword for their hand to be considered free.
- The Herald may not bind these objects to non-Heralds or Azdrazi.
- The item does not move particularly quickly, making it ineffecient for combat usage. Equally, the flames are unlikely to spread, though they may cause burning if touched with bare skin or light clothing. Leather or thicker will easily protect one from all of the object’s heat.
- The enchanted item can be no bigger than a fist.

 

LUGKLALOR: 3 Dragonfire, 4 Emotes, flame channeled to heart and hands, Non-combative
The Herald raises a piece of carved stone, worked metal, or a gemstone to their dragonfire infused heart, cradling it to their chest as they confer a precious memory into it which can be experienced by holding the item and speaking a password. The quality of the material adds additional layers to the illusory capabilities of the item.

 

- Once cast, this spell takes another 4 emotes to complete, during which time the Herald holds the targeted object to their chest and focuses on the memories they wish to endow within the object, chanting in High Draconic all the while.

 

- The greater the quality of the material used, the greater the number and quality of memories that can be stored within becomes. Stone can hold 1, mundane metal can hold 2, gem stones can hold 3, and dracanium is capable of holding 4. Each memory is locked behind a High Draconic password. Once spoken, the illusion will materialise over the next 2 emotes, and will affect only the holder of the idol.

 

- The quality of the stored memory translates to the quality of the created illusion. Stone idols simply overlay sounds and images over the real world. For example, the memory of a conversation might simply materialise the conversation participants before the holder, suddenly materialising them and any meaningful objects (say, the table the conversation was had at). Idols of mundane metal improve slightly upon this, allowing the memory to modify the apparent time of day and season.

 

- Gemstone-based idols actively disconnect their holders from the real-world, allowing them to witness the memory as it actually happened by drawing them into a dream. Dracanium-based idols go beyond even this, allowing the holder to remain in this dream-state as long as they wish, and actively interact and add to the stored memory.

 

- A hand is free when it is holding nothing. A Herald may wield a shield on their arm, but they may not hold a sword for their hand to be considered free.
- Dracanium-based idols cannot contain information that the original creator was not aware of. One may be able to speak with someone in the memory to ask them basic questions, but their personality and answers will be entirely determined by the creator’s knowledge of them.

 

URN’DALUM: 4 Dragonfire, 3 Emotes, flame channeled to hands and mouth, Non-combative
The Herald infuses a gem stone with a sizable portion of dragonfire, creating a crystalline ward that fills the holder with warmth and protects them from cold. Should the holder be seriously burned, the ward will break, expending its energy to provide a one-time protection from heat.

 

- Similarly to other spells, this spell requires that the caster create a ‘kiln’ with their hands in which they hold the gem stone, breathing into it with further dragonfire.

 

- Once the spell has been cast on the 3rd emote, another 3 emotes must elapse before the gem stone has absorbed enough dragonfire to become a ward. This time is also necessary for the Herald to craft their dragonfire into an enchantment, lacing it into the gemstones many surfaces with High Draconic.

 

- Once created, whoever holds the ward is constantly filled with warmth, protecting them from the effects of hypothermia wherever they should go. Likewise, the intense heat of the Sun is curtailed, preventing them from overheating.

 

- Should the holder come into contact with an intense heat that would otherwise burn them (a thrown fireball, for instance), the ward will break, using its reserves of dragonfire to provide a one time protection from the effects of heat. Once this has occurred, the ward will be useless, losing all effects; a Herald will have to recast the spell upon the gem to renew its powers.

 

- A hand is free when it is holding nothing. A Herald may wield a shield on their arm, but they may not hold a sword for their hand to be considered free.
- Whilst one can theoretically hold multiple wards on their person, they serve no further effect. They will all break upon one's first exposure to heat, rendering multiple wards useless.
- A ward only ever has one use, regardless of circumstances.
- The holder may choose to suppress the wards activation, preventing it from triggering if they were to, say, burn themselves whilst cooking. This is simply to make the ward more usable.

 

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.

 

Spoiler

Fire Manipulation

 

Fire Manipulation: Non-combative

 

- When outside of combat, an Azdrazi’s calm allows them to manipulate fire in limited ways:


- Azdrazi may exhale a small stream of dragonfire meant for igniting or heating objects. They may target any object within 3 blocks of them and exhale a stream of fire towards it.
- Azdrazi may use their body to harbour fire. They might, for instance, place their fingers in a bonfire to ignite them, before transferring the fire elsewhere.
- Like Heralds, Azdrazi may practice BODAKUR by speaking High Draconic, following the same redlines as a Herald would.

 

- These abilities are subtle, and require that the Azdrazi be calm for them to function. They cease function as soon as combat begins.
- An Azdrazi must touch a fire to briefly harbour it.

 

Mountainfire – The Earthen-magics


FARAKA: 3 Dragonfire, 2 Emotes, flame channeled to legs, Combative
The Azdrazi channels their dragonfire into legs, stomping the ground, creating an undulating bubble of magma that surges forwards, knocking over or flinging away those in its path.

 

- The Azdrazi slams or kicks the earth, causing it to quickly heat and liquify into a bubble of magma. This bubble of magma surges forwards beneath the earth, causing the ground to warp and move as it travels, finally cooling as it reaches 10 blocks from its starting location.

 

- The bubble travels 10 blocks over the course of 1 emote, throwing away those in its path, or at the very least, destabilizing the footing of the very heaviest targets. It will likely cause a mage to lose their focus, or an archer to miss their shot.

 

- This spell requires that the Azdrazi actually be in contact with the earth, so that they can draw power from it. Whilst casting this spell, the Azdrazi must stand still with both feet on the ground. This does not mean that their feet must be naked.
- There is a thin layer of non-liquid earth over the bubble, preventing it from burning those it touches. The spell is intended to disrupt, rather than to wound.

 

ROTVYX: 3 Dragonfire, 3 Emotes, flame channeled to legs, Combative
The Azdrazi channels their dragonfire into the earth beneath their feet, creating an enchanted trap that spews forth magma to trap those who draw near.

 

- The Azdrazi must stand totally still for the casting of this spell, as they focus and channel dragonfire through their legs into the earth beneath them.

 

- Over 3 emotes, the Azdrazi channels their dragonfire to a 2x2 block space within 10 blocks of themselves. On the 3rd emote, the space becomes magically enchanted with the heat of dragonfire. This heat is noticeable as a haze, but is otherwise quite difficult to see.

 

- For as long as the casting Azdrazi remains nearby, any who step into the space will trigger the spell, briefly melting the earth and causing it to fountain forth, trapping the legs of the target. The target may receive moderate to severe burns from this, but the issued magma will quickly cool and harden, preventing any further burns.

 

- Those captured by the spell may struggle for 2 emotes to break free of the stone’s thin casing, breaking free at the end of the 2nd emote.

 

- This spell requires that the Azdrazi actually be in contact with the earth, so that they can draw power from it. Whilst casting this spell, the Azdrazi must stand still with both feet on the ground. This does not mean that their feet must be naked.
- The created pool of magma does not grow or move in any way.
- The enchantment dissolves entirely once activated. It may only activate once.
- The enchantment may capture up to 2 people who step into the 2x2 space the enchantment occupies.
- The magma issued from the pool is only flung so far, preventing it from landing on, say, the face of someone who walks into the enchantment’s area. It will only cling to what is immediately presented to it.

 

DRINURZ: 4 Dragonfire, 4 Emotes, flame channeled to legs and arms, Combative
The Azdrazi lifts a wall of molten rock from the earth, protecting themselves and allies.

 

- Like ROTVYX, the Azdrazi must stand totally still for the casting of this spell; they must also lean down towards the earth with their hands, touching it and pulling upwards as if miming lifting the wall they are to create.

 

- The wall the Azdrazi summons can appear within 3 blocks of them, and is 2x3 blocks wide, and 2 blocks tall. It quickly cools once it has been raised from the ground, but those who are in its area as it is lifted from the earth are likely to be burnt. These burns are equivalent to the burns caused by other magics. They are also thrown either forwards or backwards out of the area into which the wall is formed.

 

- The Azdrazi may choose which direction those who are in the area when the wall is formed are thrown, either towards the Azdrazi, or away from them.

 

- This spell requires that the Azdrazi actually be in contact with the earth, so that they can draw power from it. Whilst casting this spell, the Azdrazi must stand still with both feet on the ground. This does not mean that their feet must be naked.

 

Starfire - The Shield-magics


ORAK’NAHL: 3 Dragonfire, 3 Emotes, flame channeled to blood, Combative
The Azdrazi infuses their blood with dragonfire, causing it to bubble and boil beneath their skin before pouring forth from between their scales. Though their dexterity is greatly hampered, the affected limbs are blessed with protection and strength.

 

- The area targeted by the Azdrazi begins to smoke profusely and growl with the sound of magma bubbling beneath the skin, an obvious tell as to where the spell is about to be used.

 

- Once cast, the Azdrazi finds the targeted area almost impossible to flex, preventing their joints from easily moving as the targeted part of their body becomes stonelike. This would prevent an Azdrazi from easily swinging a weapon if an arm was targeted, or from walking if their legs were targeted.

 

- The targeted area is made essentially impervious to damage for the following 6 emotes, the congealed blood flaking away from the targeted area at the end of the 6th emote. Mundane arrows, blades or otherwise will bounce off of the Azdrazi’s skin, and most spells will also find the limb as impervious as stone.

 

- Targeting either leg makes the Azdrazi totally incapable of walking for the duration of the spell, as they are weighed down by the sudden stone-like quality of their limb. This spell’s defense comes at the cost of almost all of one’s dexterity, and regularly leaves the user open to attacks to other parts of the body.
- This spell only targets one area of the body at a time; either leg, or either arm. Using this on the head, neck or torso will kill the user, as it prevents them from breathing.

 

NAð’NABA: 4 Dragonfire, 3 Emotes, flame channeled to blood, Combative
The Azdrazi focuses their dragonfire into the flesh of a particular part of their body, shrouding it in a coat of flame that protects the area from magic, also allowing them to burn those they touch.

 

- A variant of ORAK’NAHL, this spell instead coats the Azdrazi’s arm, leg or torso in a blaze of dragonfire, lasting for 6 emotes.

 

- These flames are quite ferocious, burning whatever they touch. Prolonged exposure can cause ever more serious burns, and can heat metal to the point that it burns those who touch it. Heating metal to this point would necessitate at least 2 emotes worth of exposure.

 

- The targeted area of the Azdrazi’s body becomes somewhat resistant to the effects of magic, as dragonfire is capable of burning upon and disrupting the magical energies of the world. Hurled magic will break apart as it contacts the limb, protecting the Azdrazi from much of the spell’s impact, just as a shield might.


- Small, fast projectiles, like fireballs, arcane missiles or thrown icicles, are easily broken apart by the Azdrazi’s flames. They may receive light wounds from such, but these spells will mostly break apart before they can damage the Azdrazi.


- Larger, slower and more constant spells, like arcane beams or gouts of evoked fire, break down the Azdrazi’s shield. Upon first impact, the Azdrazi is protected in much the same way as they are protected from smaller spells, but leaving oneself exposed to these spells for long will quickly break down and end the Azdrazi’s protection, leaving them as vulnerable as they would usually be.


- Seriously large, potent spells, like thrown boulders or masses of ice, easily break through the Azdrazi’s protection. Though they may be protected from whatever splinters off of such projectiles, if they are hit by the main mass, they will easily take the full damage of the spell, as they normally would.

 

- This spell provides protection from all categories of magic, whether the spell used is voidal, necromantic, shade-based, or otherwise.
- This spell provides protection from physically thrown magic. It does not protect from mind-altering spells in any way.
- The targeted limb is the only part of the Azdrazi’s body that is protected from magic. That is to say, if the Azdrazi cannot raise that limb to defend themselves in time, they will be damaged by the spell as they normally would. Equally, being a single limb, it will provide little resistance against powerful spells, like arcane beams.
- Exposed metal cannot be heated to the point that it melts with this Enrapturement. The Azdrazi’s targeted limbs simply do not burn hot enough because their flames are not focused enough.

 

WARDIRINð: 3(6) Dragonfire, 3 Emotes, flame channeled to heart and mouth, Combative
The Azdrazi exhales a gout of dragonfire, focusing it in such a way that it fans out in a short range blast, casting aside oncoming spells and arrows, and knocking over those who advance into it.

 

- Once the spell is cast, the Azdrazi will begin to exhale a rolling wave of dragonfire, focused down at the earth, limiting its range to 3 blocks, but covering much of their lower body and those close beside (1 block either side) them from ranged attacks. Relatively small, ranged spells (such as fireball’s or gusts of wind) will break around the flames, and arrows or crossbow bolts will also be cast aside.

 

- Those who walk into the flames are likely to be knocked over by the force, or at the very least, prevented from advancing through them. Exposed skin is also likely to be burnt, but, because the Azdrazi must focus their flames in a dissipating fan, the heat of their flames is slightly less than if it were focused to a point, allowing relatively thick armour to protect an individual from serious burns (leather, chainmail, and upwards).

 

- The Azdrazi will find it difficult to advance forwards whilst channeling this spell, preventing them from moving more than 2 - 3 blocks forwards for as long as they breath fire.

 

- The Azdrazi may choose to spend an additional 3 dragonfire (6 total) to extend their breath by an additional 1 emote, allowing the blast to contend with the likes of an arcane beam.

 

- The Azdrazi must be facing that which they aim to protect themselves from.
- Should the Azdrazi stumble and fall for some reason, the wall of flames will be disrupted, leaving them vulnerable to attack from the front.
- Should the Azdrazi attempt to focus these flames forwards, they would not travel any more than 2 blocks and would not burn particularly hot; that being said, it is likely they would still knock away individuals who walk into the flame, and some thrown projectiles. Focusing them in this way would prevent the flame wall from forming, leaving them open to attack from the front.

 

Sunfire - The Solar-magics


ONDLARA: 4 Dragonfire, 3 Emotes, flame channeled to heart, Combative
The Azdrazi draws their flame into their heart, exuding an aura like the Sun which instills hope and resolve in allies, also allowing the Azdrazi to protect the minds of those near them from magical tampering.

 

- The aura around the Azdrazi appears like a golden haze, their body (particularly their heart) bursting with ethereal, sunlit flames that lasts for 8 emotes.

 

- The aura radiates from the Azdrazi by 5 blocks in all directions. Those standing within the aura have their minds focused towards the task at hand, and find it easier to hear and understand the words of their allies and the casting Azdrazi, should there be any loud noise. So long as the group remains focused on their task, they find it much more difficult to feel fear, acting quickly and decisively.

 

- Those who attempt to cast magic to forcefully affect the minds of those within the aura can be fought by the casting Azdrazi. Should the Azdrazi become aware of any mind-altering magic being cast upon a target within their aura, the Azdrazi can spend another 2 dragonfire to immediately break the spell, necessitating that the casting magician cast the spell again. Target’s broken out from a mind-altering spell cannot be targeted by such a spell for the following 2 emotes, thanks to the dragonfire still lingering within them.

 

- The Azdrazi is not made supernaturally aware of mind-altering magic being cast on those near them.
- The Azdrazi must spend 2 dragonfire for each individual spell being cast on targets near them.
- The Azdrazi must spend an emote to dispel a mind-altering spell, necessitating that they target 1 individual per emote.

 

EðEON’UZ: 4 Dragonfire, 3 Emotes, flame channeled to hands, Combative
The Azdrazi condenses their flames into a burning spear that explodes when thrown.

 

- The generated spear looks like a beam of condensed fire, burning a scalding orange colour at its centre. It can vary in length depending upon the Azdrazi’s wishes.

 

- The spear functions identically to a dracanium spear. It burns hot enough to burn exposed flesh, but not to cause serious damage to an armoured target. Metallic surfaces can be cut through with sheer effort, assuming the Azdrazi is able to leverage their strength and maintain contact with their target for a full 3 emotes.

 

- When thrown, the spear enters a fireball like state, exploding violently rather than piercing its target. This explosion is about 2x2 blocks wide, throwing those hit to the ground. The spear will explode either when striking a target, or when it has travelled 8 blocks.

 

- Metal must be exposed to the spear for 3, uninterrupted emotes before it is broken through, and even then, the heat of the spear does not spread, being focused on the immediately exposed area.
- The heat of the explosion is much less than the heat of the spear itself. The explosion may cause mild burns to those struck, but little more than that. It is most effective as a disruptive tool.

 

RAKAMOR: 6(8) Dragonfire, 5 Emotes, flame channeled to heart and mouth, Combative
The Azdrazi exhales a roaring, long range torrent of dragonflame to decimate their enemies.

 

- The Azdrazi cannot move whilst channeling this spell, thanks to the immense force of the flames being ejected from their mouth.

 

- The Azdrazi may choose to extend the torrent of dragonfire by an additional emote by spending an additional 2 dragonfire, bringing the total up to 8 dragonfire.

 

- The exhaled flames extend from the Azdrazi in an 8 block long, 1 block wide beam. Whilst this beam can and will deflect spells and arrows, it is quite hard to aim, as compared with WARDIRINð, and is not meant for such a purpose. It will also throw most if not all off of their feet if they are struck.

 

- The exhaled beam is incredibly hot, causing life threatening burns to those unprotected from the heat. Should the Azdrazi channel the beam for 2 emotes, any metal exposed to the beam for the full length of those 2 emotes will be reduced to slag. Otherwise, the metal will simply become incredibly hot, burning those that touch it.

 

- The overwhelming power of this Enrapturement temporarily exhausts an Azdrazi’s flame. They will smoke profusely, and will be unable to cast Enrapturements for the next 4 emotes.

 

- The Azdrazi may not move their lower body, even to defend themselves, whilst channeling this spell.
- Metal armour, whilst it will become very hot, does not necessarily burn those within it. That is to say, metal armour can and will provide valuable protection from the heat of this spell.
- Metal armour does not begin to melt until the end of the 2nd emote. It should not be roleplayed as immediately turning to slag.
- This spell affects a 1 block wide area. Whilst it may hit targets standing in a straight line, it will not fan outwards to damage those standing beside the immediate target.

 

 

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.

 

Spoiler

Lexicon Abilities


A Glimpse of History:
The lexicon is commanded to relay its knowledge by way of powerful illusions that fill whatever installation the lexicon may be installed within.

 

- Lexicons are given a single command in High Draconic (like, ‘Watch the Stars’, or ‘Learn of the Roots’) when made. They will follow this command until they are destroyed, quietly watching their surroundings. There is no limit on how far they may see, or in what detail they may see, though they are more attuned to the length of history rather than individual moments. That is to say, the lexicon will not recall every conversation had in its midst, every minute change. They cannot and should not be used to metagame information that is not immediately tied to their duty, and doing so warrants a blacklist.

 

- Lexicons can be commanded in High Draconic to reveal their knowledge. The walls of that forest temple might melt away to reveal an autumn four hundred years ago, or the roof of that heavenspeering temple might suddenly vanish to reveal a quiet night, one summer, two centuries ago. These illusions are incredibly powerful, and dragons have been known to get completely and totally lost within the length and breadth of history. These illusions necessitate that the temple in which the lexicon is placed be carefully woven with dracanium runes and images, instruments into which a lexicon can pour its dragonfire.

 

- The command given to a lexicon must be documented, including the exact meaning of that command.
- Lexicons are capable of recording conversations when commanded to, but this must be done in roleplay, and it must be obvious that it is being done.
- The illusions created by a lexicon can be passed through without breaking them but they are, always, incorporeal.

 

The Naming:
The lexicon is used to bless a dracanium item with a new name, binding it to a master in the process. Bound items have the capacity to be enchanted and to be summoned from the hoard.

 

- Drawing upon the ancient wisdom of dragon’s, a smithed dracanium item is named with their guidance, binding it to the wielder’s soul and story. This process tends to be revelatory, the wielder-to-be receiving visions and hearing distant chants that slowly reveal the item's true name to them.

 

- Once named, the soul of a dragon is restored to it. Whilst the item is by no means intelligent, it is more magically potent than before. It may whisper profusely whilst in use, or cause strange dreams in the wielders sleep.

 

- The item may only be wielded by one who knows its name; otherwise, the item will seem overly heavy, always dull and generally impractical.

 

- Named items will gain 1 of the enchantments listed below.

 

- Unless overseen by the ST for story/event purposes, dracanium items cannot ever have any more than 1 enchantment.
- Once they have been named, dracanium items cannot have further enchantments from other magics placed upon them, regardless of what that magic is. The soul within the dracanium prevents any further magic from taking hold of the item.

 

Growing the Hoard:
The lexicon is used to open a gateway into the Heart of the World, allowing a Herald or Azdrazi’s bound relic to be placed within. Once added to the hoard, the item may be summoned to the owner by speaking its name.

 

- The opened portal is created and sustained using ancient draconic hymns, which must be spoken continuously to maintain the portal. The hymns must be chanted for at least 4 emotes before the portal appears.

 

- Named items can be summoned by uttering their name. Depending on the nature of the item being summoned, the time taken for the item to be summoned will lengthen:
   - Melee and ranged weapons take 1 emote, in line with the number it would take to draw them
   - Minor pieces of armour like a helmet, greaves or gauntlets take 2 emotes to materialise
   - Breast plates, chain mail, or any other large covering take 3 emotes to summon

 

- Heralds and Azdrazi may share the names of their relics amongst themselves, allowing them to summon the relics of others. The weight of their names are great, and must be meditated upon for one to attune to them; Heralds and Azdrazi may only be attuned to 3 relics at a time, including their own personal relic. They may only summon 1 artefact from the Hoard at a time.

 

- Heralds and Azdrazi are considered permanently attuned to their personal relic, and cannot unattune themselves from them.
- The portal cannot cause harm. Should it close on a limb, the limb is simply expelled from the portal, knocking the owner over.
- The portal cannot be stepped in to.
- Only arms and armour can be summoned.
- The summoned items are not copies. Once summoned, others cannot summon them until they have been replaced within the Hoard.

 

Gaining Passage:
A group of Azdrazi and Heralds gather to create a portal into the Heart of the World, allowing entrance into the draconic afterlife.

 

- A group of at least 1 Azdrazi, and any number of further Heralds or Azdrazi (enough to total 3 participants in the ritual) use an artefact enchanted with the powers of Mountainfire to carve an entryway into the Heart of the World. This ritual requires the presence of a lexicon to pour dragonfire into the artefact, similarly to other rituals.

 

- The portal appears after 6 emotes of continued chanting in High Draconic; interrupting this ritual will stall or prevent the portal's creation. The portal lasts for as long as the chanting continues, and can be passed through by any number of people.

 

- This spell must be overseen by an ST, as well as the ensuing adventure into the Heart of the World.
- The portal cannot cause harm. Should it close on a limb, the limb is simply expelled from the portal, knocking the owner over.

 

Living in a Moment Eternal:
A great illusion is cast, causing an area to appear disconnected from the flow of time, constantly reliving a day from the past.

 

- By taking an artefact enchanted with the powers of Sunfire, a group of 3 Heralds or Azdrazi perform a ritual over 6 emotes that causes a permanent illusion to take hold of an area.

 

- The casters will choose a particular moment in the life of the lexicon that they wish to become permanent. That moment will be constantly cast over the area, causing an endless day or night to begin.

 

- Certain events from the chosen day, should they be accepted by the ST, can also repeat. Perhaps the day chosen was the day of a great battle, and so whilst within the range of the lexicon, the sounds of battle will echo from outside.

 

- This illusion is so powerful that, inline with the reality warping effects of dragonfire, the flow of time seems to have less control for as long as this illusion persists. Whilst it has no practical effects on characters, they may feel that they are indeed out of time. The location itself will decay much slower, items left within the lexicons range seeming to remain as they were when they first arrived there. Metal will not rust, food will not rot, and so on.

 

- The time-stalling effects of the illusion will not affect characters in any way.

 

Peering Passed the Present:
Using an artefact attuned to the powers of Skyfire, a ritual is performed that reveals a glimpse of the future.

 

- A lexicon is awakened, sung to in High Draconic, causing huge amounts of dragonfire to pour forth and flow into the targeted artefact.

 

- The artefact then relays a wave of powerful visions to whoever holds it, drawing from the ancient wisdom of dragons.

 

- The offered visions are suggestions of the future, not the future itself. What is shown may not come to pass.
- Such huge amounts of dragonfire can only be conjured to perform this ritual, and cannot be used to assault others.
- The visions revealed by this spell must be totally non-specific. This spell is intended to be used during eventlines, allowing the ST to oversee and provide more specific information.

 

Reading the Winds of History:
Using an artefact attuned to the powers of Madfire, a ritual is performed that reveals a glimpse of the past.

 

- A lexicon is awakened, sung to in High Draconic, causing huge amounts of dragonfire to pour forth and flow into the targeted artefact.

 

- The artefact then relays a wave of powerful visions to whoever holds it, drawing from the ancient wisdom of dragons.

 

- The offered visions are suggestions of the past, not the past itself. The visions shown may be poetic rather than literal.
- Such huge amounts of dragonfire can only be conjured to perform this ritual, and cannot be used to assault others.
- The visions revealed by this spell must be totally non-specific. This spell is intended to be used during eventlines, allowing the ST to oversee and provide more specific information.

 


 

Spoiler

Dracanium Enchantments


Madfire: For both melee and ranged weapons, and armour

 

- Enchanted items burn with slightly redder flames with deeper, more noticable shadows.

 

- Once infused with dragonfire, these artefacts can have their infusion expended to activate their effects for the next 4 emotes. The item's flames completely cessate by the end of the 4th emote, necessitating that the wielder reinfuse it with their flames.

 

- Once activated, the wielder will find that the item's flames accelerate the item, making it feel lighter and easier to wield. Additionally, these accelerating flames will allow them to more easily maintain the strength of their attacks. When parried, blocked or otherwise interrupted, the wielder will have a much easier time regaining their composure as their weapon actively conforms to their will.

 

- The effect of this enchantment on armour is significantly lessened. It provides a brief burst of dexterity, lessening the burden of one’s equipment for the 4 emote duration.

 

- The items' flames make them easier to wield, they do not in any way increase the wielder's strength.
- These flames do not increase the wielder's speed if used on greaves. Rather, they allow the wielder to more easily run at their normal top speed.

 

Hearthfire: For armour

 

- Enchanted items burn with a warm, hazy flame that breaks away into a mist-like heatwave.

 

- The item’s infusion may be expended to generate a 6 emote long aura that numbs pain within 4 blocks of the wielder. The item's flames completely cessate by the end of the 6th emote, necessitating that the wielder reinfuse it with their flames.

 

- This pain numbing does not totally erase the feeling of pain. Rather, it pushes it to the back of the mind to improve focus. A bowman might find it easier to draw back their arrow and aim, or a mage might find that they are able to maintain their connection where they otherwise would be unable to.

- Very serious, life threatening injuries will cause pain that this spell can only partially dampen, maintaining sanity rather than composure. That is to say, should the bowman have his stomach torn out, should the mage lose an eye, neither will be doing much other than holding it together.

 

Forgefire: For armour or bows

 

- Enchanted items burn in such a way that the steel appears to be molten, the dragon blood within the dracanium alive and moving beneath the surface of the metal.

 

- When used on armour, the wielder can expend their dragonfire infusion to activate the item’s effects for the next 3 emotes, at the end of which the item's flames completely cessate. During this time, those who touch the armour are stuck to it by the suddenly molten qualities of the dracanium. Weapons swung at the steel will stick there, arrows will find it harder to penetrate and those unfortunate enough to touch the item will have to struggle somewhat to break away. That being said, it is fairly easy to break away from the dracanium’s grasp, only requiring 1 emote’s worth of struggling to extricate oneself or one’s weapon.

 

- When used on a bow, the bow will ignite arrows fired from it whilst the bow is infused.  The wielder can also expend their dragonfire infusion to create arrows composed of flame. Since the wielder does not have to draw an arrow from their quiver, this accelerates the speed at which they can draw and fire an arrow to 2 emotes, at the expense of their lethality. These arrows lack any of the piercing capabilities of a true arrow, and instead impact bluntly. They might wind or otherwise deter a target, but they will never kill them or cause significant damage beyond bruising. The wielder may create 2 of these flame arrows with a single infusion; when the second is made, the infusion will end, necessitating that it be recast.

 

- Enchanted armour only ever holds a target for a short period of time. Significant movement on the part of the wielder will easily break the armour’s grip, preventing them from using the armour to drag someone around (though, it may help them briefly in doing so).
- The fire arrows shot from a bow can never pierce a target.

 

Skyfire: For melee weapons or armour

 

- Enchanted items spark with electricity when infused with dragonfire, their steel seeming to roil with tempestuous black clouds.

 

- When used on armour, infusing the item causes it to emit a viscous black smog alive with volcanic lightning, obscuring the identity of the wielder. Looking to their face reveals a terrifying, ever changing visage that can be defined by the wielder, composed of clouds and lighting. Whenever an attacker swings a weapon or launches a projectile at the wielder, they must roll a d20. Should they roll a 15 or above, they are suddenly struck by an image of their demise, filling them with fear. This may cause them to misfire an aimed arrow or lose the strength in their arms as they swing. This can only occur for each combatant once. The fear of seeing such an omen may linger, but that is left entirely up to the attacker’s discretion.

 

- Enchanted weapons do not obscure the identity of their wielder, but still emit a black, volcanic smog. The wielder may choose to expend the item’s infusion to let loose a blast of red lightning, extending the reach of their weapon slightly. Swords, daggers and axes gain 1 blocks worth of range, where polearms gain an additional 2 blocks. This blast is accompanied by an omen of the defender’s demise. The wielder must roll a d20, and should they roll a 15 or above, their victim witnesses an image of their demise. This has the same effects as the above, and can also only affect a particular target once.

 

- Instructing the victim of this enchantment's fear effect as to what their character's reaction should be is grounds for a powergaming rulebreak. The caster can suggest ideas, but they should not try to control the actions of the target.
- The intent of this enchantment is not to give the wielder a number of free swings or dodges. A collaborative solution should be reached that is satisfactory for both parties.
- The blast emitted from an enchanted weapon is essentially equivalent to a swing of the enchanted weapon, just at an increased range.

 

Mountainfire: For melee weapons

 

- Enchanted items drip with magma rather than burning with flame.

 

- The item’s infusion can be spent whilst drawing the weapons blade across the ground to cause an eruption of magma. This magma quickly cools, making it ineffective for burning targets any more than they would regularly be burnt by the weapons heat. Rather, the force with which the magma erupts from the ground will aid the weapons swing, increasing the wielder's strength for 1 attack, allowing them to break through guards and more effectively parry weapons.

 

- Once used, the item’s flames go out completely, necessitating that it be reinfused with flame to burn again.

 

- The item's ability can be used 2 times a day. Using it more than this is likely to disrupt the dracanium’s rejuvenating quality, breaking the weapon.

 

- The item's magma is functionally identical to regular flames.
- The increase in strength occurs only once per use.
- The increase in strength is ‘somewhere close to or above orc strength’. It cannot truly be categorised, but it is not enough to break through platemail or perform any other action that would be otherwise impossible.

 

Starfire: For both melee and ranged weapons, and armour

 

- Enchanted items burn with bright, silvery flames that regularly break into star-like globules of light.

 

- For melee weapons and armour, the item’s infusion can be expended to expel a blinding flash of light that affects all looking at the item, who are standing within 8 blocks of it. This blindness lasts 1 emote.

 

- Ranged weapons can instead infuse a projectile with light, causing it to expel a blast of light at a distance. This blast of light is equal in size and strength to the light expelled from a melee weapon or piece of armour, the only difference being that it is instead centered around the launched projectile.

 

- This enchantment can never cause permanent blindness.

 

Sunfire: For armour

 

- Enchanted items burn with mighty, gold and silver flames.

 

- Whilst infused, the item slowly rejuvenates the wearers stamina. This might allow them to last slightly longer in a fight, or trek long distances without having to stop. The infusion can be immediately expended to provide a brief burst of vigour once a day. This burst of vigour might allow them to stand back up if totally exhausted and continue to fight or work for a short while, perhaps 6 emotes, varying depending on the difficulty of the work.

 

- The provided burst of vigour does not provide the wielder with additional strength or speed. It is intended as a ‘last ditch effort’ effect.
 

 

 

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Dragon go brrrr

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ha ha dragon go brrrr

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+1 very nice. glad to see this posted

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+1 big win 

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2 hours ago, Hindsightmancy said:

 

- 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.

 

2 hours ago, Hindsightmancy said:

- 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.

mmmm disconnection war brewing cringe

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Just now, Zacho said:

 

mmmm disconnection war brewing cringe

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.

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37 minutes ago, Zacho said:

 

mmmm disconnection war brewing cringe

you just posted cringe. excellent post btw

Edited by Bagley
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i am ender dragon

 

nice lore

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