Milenkhov 4522 Popular Post Share Posted June 15, 2021 NephilimChildren of Azdromoth Origins In times of yore and antiquity, an ancient compact was forged between the Archdragaar Azdromoth and King Horen and his descendants. The first dragonflight, renowned in these bygone times as the Order of Nephilim, accepted many souls into their ranks and taught them to fight and revere their father the Black Titan Azdromoth, chiefest among dragons. It is thought that the reason for this pact was the inability of dragonkin to have trueblood children of their own, so Azdromoth devised a ritual - The Transference - to bestow the draconic gift upon worthy mortals-turned-dragons that he dubbed his flight. The Nephilim Born of embers and bound to the service of Azdromoth, the Azdrazi are a powerful breed of dragonkin who have sworn themselves to the pursuit of knowledge and the defense of mankind since antiquity. Both feared and revered by descendants, these creatures possess the innate and unique power of Dragonflame, granting them boons which set them apart from unkindled men. Enkindling Dictated by vigorous trials and unyielding affirmation of self-worth, an aspirant deemed worthy may be christened as an Azdrazi. Such is done through a grand ritual in which their mentor must partake, requiring that the teacher yield a Wardren: a relic sphere or cube of dralachite capable of fitting a human hand within. This artifice must be blessed with the draan of Autmei Laas, being then bathed in the blood of the descendant and their draconic mentor. The gem will then absorb the ichor, taking on an intense orange glow as the wardren is then completed. The wardren must then be handed to the apprentice, at which it would blaze with furious draconic energy, engulfing the descendant and transferring its essence unto them. Spoiler Mechanics Upon successful completion of the ritual, the descendant is granted a temporary, though volatile inner flame. This is solely an internal transformation, allowing the Azdrazi to only summon and banish their wardren alike to an Azdrazi and their dracanium armory. Once they have acquired their inner flame and become a full-fledged Azdrazi, the Whelpling may expel this draconic power and allow themselves to revert to their descendant form, this ability explained under Polymorphing, yet to do so their wardren must be destroyed. The wardren they hold is now primed and bound to their newly kindled flame, prepared for the remaining trials. 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 until it eventually brims, 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. The Whelpling’s progress can be reverted at any stage of the trial should they prove careless. Such a 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. Becoming a Nephilim requires a valid Creature Application which may be submitted once the acolyte completes all of their trials. Upon its acceptance, they will be able to roleplay the creature and its magic in alignment with the mechanics, lore, and progression listed below. Any mortal descendant is capable of becoming an Azdrazi, requiring that they be turned directly by another Nephilim who possesses a Teacher Application and has been taught the Rite of Transference. It may also be bestowed by Azdromoth himself only with explicit approval from ST management should the lore die out and be in need of a grandfather. - The trials and tests which a mortal must undergo prior to becoming an Azdrazi are mandatory and may not be evaded. This is an enforced roleplay mechanic that may not be ignored. - To become a Nephilim one must have an accepted Herald FA on the character. The Inner Flame Fickle yet formidable, the Inner Flame is a tricky thing, comprised of a metaphysical network of dragonfire that spans the body in its entirety, thus manifesting the Nephilim’s powers. The core of this essence is supposedly housed within the very heart of the creature, intrinsically tied with their lifeforce and wellbeing. When drawing upon their draconic powers, this flame will swell, flowing its essence to wherever it is channelled. Overexerting this flame can prove to be deadly, exhausting not only the Nephilim’s corporeal body, but also their soul. It is thus critical that the Nephilim take great care to guard and foster this flame, as they are otherwise nothing without it. Spoiler General Mechanics The Inner Flame is the soul of the Azdrazi, powering their sorceries and actively converting their blood to that of draconic essence. Their use of the flame is tied directly to their own physical health, and overuse will thus result in them becoming exhausted and lethargic, unable to effectively combat after heavy exertion of their powers. Each Azdrazi possesses a certain amount of “essence” that they may draw upon without harming themselves, that being limited to eight units which replenish themselves every 12 OOC hours with adequate rest. Utterly exhausting one’s spiritual flame will result in them perishing and being forced to PK. Exhaustion Table2 unit(s): The nephilim will feel slightly out of breath, though barely noticeable. 3 unit(s): The nephilim’s breathing is slightly more strained, though still hardly inhibits them. 5 unit(s): The nephilim notices a slight lethargy, which their breathing becoming heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. 7 unit(s): The nephilim’s movement slows by about half, their breathing ragged and coarse. They will struggle to fight and may potentially even collapse should they be tired enough. 8 unit(s): The nephilim has completely exhausted themselves, quickly falling into a paralysis shortly after exerting themselves. They will then turn to stone and will undergo a forced PK. Additionally, being intrinsically tied with the nature of fire, Nephilim are capable of quelling and igniting minor aesthetic flames in non-combat, whether that be a candle, torch, hearth, or bonfire so long as the application is explicitly non-combative and benign (i.e. cantrip-esque). Due to the nature of their draconic soul, Nephilim are barred from learning various magics or becoming certain creatures. As their spirits are locked in tandem with their immortal bodies, nephilim are unable to be transformed into striga, siliti, varg, wights, golems, and any other such transformative creature. In this vein, they are also disallowed from learning any form of Arcane Magic or any magic that would alter the soul (i.e. mysticism, druidism, etc). They may learn alchemical feats, though are not permitted to take on an afflicted symbiote in that regard. Respawn Mechanics Empowered by their Inner Flame, the Nephilim is unlike descendants in the sense that death is a permanent road. For an Azdrazi, the destruction of their body will only result in a temporary snuffing of their own spiritual flame, leaving their corpse to be left as a charred husk of ash and bone rather than decay beneath the soil. Over the course of one IRL day, their soul would return to the nearest Azdromothan shrine and gradually rebuild its vessel from the flames. Upon being restored, the nephilim will find themselves to be unable to draw upon any of the powers of their Inner Flame for three IRL days following, including their polymorph ability. - Nephilim cannot use any of their abilities, including Polymorph, for three IRL days after respawning. This means they are stuck in their draconic form for its duration. - Nephilim still adhere to all general rules regarding character death, including suicide PKs. - Mechanical death (popping) need not count for the cooldown unless execution is roleplayed. Severance Mechanics To sever the Nephilim’s flame is to strip them of their very soul, effectively killing them. Though improbable to mortal knowledge, the deep cabals of Azdromoth know otherwise, being privy to two distinct methods of dividing the flame from the flesh. Such would involve the willingness of the Nephilim to render their flesh and blood stagnant, turning their own body into stone and rendering them comatose. Few permit 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 — for they most would sooner take this form than be bound by such ill afflictions. The other means by which a Nephilim may be disconnected is through the draan of Pruzah Tuz, or the Rite of the Immaculate Blade. Through this process, three Nephilim who know of the ritual must be present. Working in unison, the three must begin the rite and have one of the Nephilim, who knows the performance of the ritual, summon forth a blade of ethereal fire. They may then skewer the offending Nephilim through their core, the fire searing them as it saps away their Draconic ichor. Over the course of the next few IRL days, the severed Azdrazi will begin to experience great bouts of emotional distress as their body relinquishes its draconic form. They would find their powers to be useless and would exhale only embers and ash, with their disguises wearing away to reveal their mortal form. By the third day, the Azdrazi would be reduced to strength equivalent to that of an arcane mage, becoming incredibly sickly and frail until they have completely recovered by the seventh day and are thus rendered mortal. Performing severance requires no necessary prerequisites save only that the participating Nephilim grant a reasonable in-character explanation for why they had disconnected the other. Though in-character tenets and creeds could be applied and set as precedent, so long as the ritual is not acted upon metagamed or OOC information, then disconnection is free-reign. It may only be performed by Nephilim who have been taught the draan of Pruzah Tuz. - Valid in-character reasoning should be presented to disconnect another Azdrazi. - Azdrazi will have a “scarred” soul for the purpose of other magics or events. Azdrazi Physiology When not assuming a disguise, Nephilim appear much alike to their father Azdromoth, bearing rigid red or black skin riddled with scales. Their eyes are nigh serpentine, made as slits rather than pupils; irises and scleras replaced by fiery tones of red and orange. Whatever flesh or scales they bear will feel somewhat warm, though not at all harmful to mortals. Fully fledged Nephilim, upon their transformation, will find themselves to be up to a foot higher than they had been as a descendant, though this caps at 7’6” — meaning that an individual already of that height, or just below, would not be any higher upon being transformed. With this comes a brutish degree of strength starkly superior to that of most mortals and is more alike to that of an uruk, though nothing higher can be achieved on their own. All Nephilim also possess a set of horns which are crowned upon their head, varying widely in appearance. These horns, though unique to each Nephilim, may only manifest in shades of red, black, or a horn-exclusive bone-white. Lastly, Nephilim are capable of Polymorphing, a unique capability granted to Azdromoth’s favored. With this the Nephilim may assume the form or shape of any descendant, concealing their true nature. Nephilim are able to change their hair, face, and even their race through this, though will slowly revert to their mortal level of strength rather than their Draconic one. This takes place over the course of four emotes of attempting to draw upon strength superior to that of their race. After about one emote, their skin will begin to dry and crack; cinders and glowing wounds form under the cracks upon the second emote; the skin turns the color of scales upon the third emote; and the Azdrazi’s horns and body fully reveal upon the fourth emote. - Polymorph requires two emotes to shift and one to revert. - Nephilim can only appear like other descendant races. - Polymorph does not heal/create/hide any wounds nor change height by more than one foot. This does not exceed the Nephilim’s maximum height of seven-foot six. - Polymorphing cannot be used to change genders. - Polymorphing cannot be used to appear as other existing characters. - Nephilim flesh/scales/bones are only as strong as regular mortals. Mental Description Upon their manifestation - when an azdrazi is created, their very minds go under a large amount of psychological and cognitive restructuring, in effect, this is different from nephilim to nephilim. In short, those draconic men often find themselves disoriented at first, gradually alienated to many mortal and moral concepts that descendents hold so dearly. Though over the course of years the azdrazi comes to acclimate itself to its new environment, they nonetheless must deal with the persistent recollection of memories held by its past soul. Additionally, the Draconic Mind is prone to many afflictions manifest as a result of their draconic gifts colliding with their formerly mortal one. Though this does have its own merits, it also puts the Nephilim under a great amount of psychological and cognitive strain and restructuring, manifesting many of the same banes shared by their draconic kin. Foremostly, with agelessness comes an immortal mind, allowing the Nephilim to retain and recall knowledge to a much more proficient degree than would any mere man, making them excellent scholars and orators. Additionally, their great devotion to Azdromoth inclines them to erect grand monuments and shrines in his honor, whether as a sign of reverence or to function as a marker of worship. These are often filled with all varieties of jewels and riches, a trove crafted with utmost precision and skill, as the Nephilim seeks to employ all their knowledge to the best of their ability. However, the Nephilim also inherits the same sickness which dragons bear, urged by the obligation to collect items that the creature deemed valuable, almost to the point of illness; from vintage bottles of wine, to gold, to great artifacts. With this also comes an inclination towards wrath, making many Nephilim hot-headed and more prone to draw their blade rather than bear patience. Even those who have truly mastered themselves cannot truly quell this burning zeal. Over time, it becomes entirely possible for the draconic mind to evolve or undergo a tremendous amount of change. With age, a once extroverted nephilim with a heavy tongue might become a pale recluse, lost in deep caverns with what treasures it possesses, flipping through all knowledge it could find, and lost, entranced in the merit of its fiery arts. But to be a dragon is to embody fire, and therefore constant evolution and change. Azdrazi are essentially highly dynamic individuals, with evolving states of mind that come with a draconic soul stuck within the confines of an understandably small, humanoid shell. General Weaknesses The alteration which Nephilim undergo is just as much physical as it is spiritual, thus subjecting the creature to a myriad of weaknesses and detriments of both magical and mundane nature. Though certainly potent creatures in their own right, encountering any of these detriments is certainly a disheartening, if not worrisome experience for the Nephilim. Spoiler Weakness Mechanics - Though Azdrazi are immune to most forms of mundane poison and disease, they may still be afflicted by certain magical ones. Azhl steel can still effectively harm the Nephilim should it cut them, and necromantic plagues are also able to weaken the creature upon infliction. - Being flame-based creatures, Nephilim are weak to its respective antithesis: cold and frost. Thus, any potent form of frost-based magic, such as ice evocation, will have them succumb from its bitter cold at a hastened rate than most mortals. Being plunged in the chest with an icy spike or being surrounded by a storm of conjured cold will cause them great harm and prevent them from drawing upon their fire. Thanhium works similarly albeit to a slightly less extent. The true detriment of Thanhium is that it inhibits the Nephilim’s ability to draw upon their Inner Flame. Additionally, Nephilim will find it difficult to traverse inherently cold regions, such temperatures weakening their inner flame. Though a Nephilim may bundle themselves to avoid more severe detriments of the cold, freezing temperatures will oftentimes inhibit their dragonflame abilities. - As draconic beasts, the Nephilim are among the sworn enemies of Xan and his own progeny, thus subjecting them to heavy weakness under Xannic Magic. Should a Nephilim be at all wounded or otherwise come into contact with Xannic mist or other Paladin-based artifice, they would find such to burn alike to the very flames they are immune to. Nephilim exposed to such mist or artifice by wounding or other means find their strength weakened to levels akin to their former mortal coil, even should they be in their draconic form. - Bound to the history of the draconic lords, the Nephilim share one weakness that stands testament to the conniving of the dark. The art of Necromancy, or any other weaponization of such lifeforce, will result in the Nephilim’s flame being corrupted - rendering it sickening shades of violet or even black. Their mind will be wracked with confusion, and they will be forced to turn upon their own kin, seeking them as mortal enemies rather than brethren. The only means by which such an affliction may be healed is through cleansing performed by other Nephilim. Enrapturement Once Transference is complete, a Nephilim is wholly incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying solely upon their innate Inner Flame. This fire possesses many unique traits, the most predominant of which is its ability to inflict combustive damage upon phantom creatures and other undead, even should they be rendered incorporeal. The means by which it may be shaped are listed below. Spoiler Dragonfire Explanation The quintessential essence of draconic beings. Though similar to regular fire in most aspects, there are some distinct characteristics of dragonfire that separate it from its mundane counterpart. Firstly, it is inherently magical in nature, similar to enchantments or magic spells, damaging things that would be weak to such influence such as phantoms. Secondly, dragonfire possesses weight unlike regular fire; and while this means that a fireball could knock over an unsuspecting opponent, it also means that dragonfire projectiles will begin to fall from gravity after a certain distance. Beyond this, dragonfire simply burns as normal fire would, causing damage to things that would normally burn otherwise, such as wood, cloth, and flesh. It may not burn underwater or where there is no air to fuel the flames; and is only ever hot as regular fire. There are a few methods by which a Nephilim may draw upon Dragonfire, though are most primarily restricted to being directly projected or conjured around their body. - Enwreathe is the most notable ability of the Azdrazi, by which they may summon mundane fire around their weapon over the course of two emotes, the effects lasting for up to ten emotes after ignition or is forcibly quelled by some other means. Curiously, due to the powers of their Inner Flame, this ability does not corrode the weapon as normal fire would, assuming the weapon is not made out of flammable materials such as wood or is covered in oil. - Flamebreath is an offensive technique by which an Azdrazi can channel flame from their mouth and spew it out for up to four meters following two emotes of charging, with varying results based upon range. This torrent can be sustained at max range for two emotes; three and two meters can be sustained for three emotes; one meter can be sustained for four emotes. - Flamespew allows the Azdrazi to project a direct fireball from their maw, or throw from their hand hand, over the course of three emotes, travelling for up to twelve meters before falling to the ground. These projectiles hold a small amount of force, both lighting the target on fire should they be flammable and capable of knocking an unarmored foe up to four meters backwards. - Immolation is the last of the primary techniques by which the Azdrazi conjures flame around a single bare appendage (i.e. an arm) over the course of two emotes. They may use this to deliver searing punches no stronger than that of their regular attacks. This may prove effective against magical creatures who may experience a heavy searing pain which may compromise balance. - Channelling fire from the mouth/maw requires that the Nephilim be able to breathe. In this regard, they cannot project fire through armor that obstructs one's mouth. - No fiery attacks will combust on their own, though they may deal concussive force. - Cannot move at more than 2 blocks per emote whilst actively charging a fiery attack. - The fire seldom kills anything outright. It would require at least four to five emotes of continuous damage to a critical region, such as the head or chest, before one dies. Successfully hitting the head with a direct fireball might knock one out if they are especially weak. - Dragonfire cannot melt metal in combat under any circumstance. - All abilities consume 1 unit of Dragonflame per use unless stated otherwise. Branding Through channelling their Dragonfire through their palm, a Nephilim may effectively brand a mortal descendant to various effects. This brand influences the very mind of the mortal who has been branded, preventing them from performing certain actions pertaining to the Nephilim’s chosen subject-matter. To inflict the brand, the Nephilim must take three emotes to channel their Inner Flame around their palm (consuming one unit of Dragonflame), before physically pressing it to the flesh of their target, leaving a searing burn mark in the shape of the Azdrazi’s hand which glows a faint ember-hue. A mortal can only have one brand inflicted upon them at a time, the duration lasting for up to three IRL days after it has been inflicted. There are three primary types of brands which the Nephilim may apply: Tozein — This brand type causes the individual to make glaring mistakes when attempting to carry out the chosen subject-matter of the Nephilim. Though not making it impossible to carry out the task, it will become increasingly difficult to fulfill, oftentimes leading the individual to unknowingly mess up or do the exact opposite of what they’d meant to do. For example, a priest branded for preaching about god may find himself to incite heresy or blasphemy in his teaching; whereas a smith who forges weapons for villains and crooks might find themselves to make the weapon brittle or of poorer quality than they might normally. Lotgral — This brand type causes the individual to become physically impaired when attempting to carry out the chosen subject-matter of the Nephilim. They may fumble over their words, stumble, experience vertigo, dizziness, and other such effects when attempting to perform said action. For example, an individual branded at the leg for attempting to flee from authority may find their leg to cramp up spontaneously; whereas an individual branded at the face for misuse of magic may find their vision to blur out and make it hard to aim. Faaz — This brand type causes the individual to experience an acute sense of burning pain in the location of the brand when attempting to carry out the chosen subject-matter of the Nephilim. This pain, though not debilitating, is searing and unpleasant, often disincentivizing the individual to attempt the action further. For example, an individual branded at the forehead for spreading rumors about Azdromoth will experience searing headaches when attempting to do so again; whereas a mortal branded on the hand for attempting to steal from a Nephilim will result in their hand burning should they attempt to steal something else. Depending on where the brand was placed, it may take different effects in-line with the brand type. Branding on the legs would often result in a debilitation of movement, though never paralysis or stagnation. Branding on the hands or arms would cause an individual difficulty performing a craft or wielding a weapon, though never make it fully impossible. Branding on the neck or larynx would often result in debilitation or targeting towards speaking. And branding on the head would result in headaches, cognizant debilities, etc. The brands of a Nephilim may be removed by various means, such as that of a Herald or Azdrazi, or a Paladin or Cleric. This would be a fairly painful process, though at its end would result in the brand melting away and vanishing. - Branding roleplay cannot be enforced for more than three IRL days, though if the victim OOCly wishes for the effects to last longer they may choose to do so. - Branding cannot be used to prevent an individual from entering a region/area mechanically. It may dissuade them from doing so, but cannot make it ever impossible. - Branding requires direct contact with the skin to be incited. - Brands cannot be debilitating to the extent where it is impossible to perform a task. It should only make doing so far more difficult and strenuous, if not irritating. Draan Binding The final step in the creation of an Azdrazi’s personal weapon or piece of equipment, which binds it to them for their (indefinite) lifetime. Binding is relatively simple in practice: requiring that the Nephilim must take the Dracanium object, which has been warmed by dragonfire, and engrave their name into two places upon it. First is the Azdrazi’s ‘true’ name, which they take upon their rebirth, and the second is the name of the weapon, which the drake-smith chooses upon its creation. Once both names are etched into the metal, the Azdrazi may weave their dragonfire and create an ethereal link which tethers the object to their very soul. From then on, they are never to be parted. An Azdrazi without their vehement equipment will feel unmistakably miserable and dreary, and in the instance that they are slain it shall turn to ash along with their body and regain its form as its owner does as well. Binding imbues no other effects into the weapon besides that they may summon it at will at the same speed one may draw a regular weapon. Up to two weapons may be bound, though alternatively, or additionally, a single increment of armor can be summoned as well, whether that be the torso equipment (including arms), greaves, legging pants, or helmet. Each area of armor counts as one of the two maximum allotted binding slots of the Nephilim. These objects cannot be stolen or looted, and may be mechanically soulbound. Should the owner lose them upon mechanical death, the other party is obliged to return the item mechanically. - Conjured weapons cannot be bombs, projectiles, etc. Unrealistically large weapons such as cannons or siege weaponry cannot be summoned through this. - Draan-bound weapons must be ST signed and must detail its mechanics adequately. - Draan-bound weapons can still be damaged physically and can be broken. Shrines and Drakeforges Much like their progenitor, Azdromoth, the Nephilim are naturally inclined towards earth, fire, and the shaping of stone. The hardy, near-infinite substance emulates the undying will of the dragons and the ferocity of their impenetrable scales. It represents timelessness and sacrifice, immortality, and rest. For this reason, many Nephilim find themselves tasked with arts and crafts ranging from simple shrine construction to the erection of grand, towering monuments of stone. Rare earth metals and precious gems are even more treasured and appreciated, often used to decorate and trim these marvelled creations, serving as both the den of the Nephilim and a place where they might enact their service and praise to Azdromoth. Spoiler Shrine Overview Shrines are locations or monuments built by Nephilim in honor of Azdromoth, serving as a ritual ground or den where the Azdrazi and their Heralds may assemble. These locations are rather freeform in terms of their make, so long as their overall theme pertains to earth, fire, and the draconic; allowing it to be anything from a mere altar atop a mountainous peak, to a great temple built within the heart of a volcano. Though much freeform is allowed, in order for a shrine to be considered valid, it must be at least seven by seven meters in size, whether that be the altar, pedestal, or chamber itself. Typically, magma, nether, and fire-themed blocks are appropriate for such builds, though so long the build pertains to the overall theme, other blocks may be applied. Once the shrine structure is built, the Nephilim must ignite a pyre with their own draconic flame, whether that be a great hearth, large censur, or other such object, which symbolizes the draconic power present within the altar. Once this is completed, the shrine may be activated and may be used as a point to “respawn” the Nephilim in accordance with their respawn mechanics. It may also be used as a hoard and a place necessary to forge Draconic weapons and perform rituals. Aesthetically, shrines may be hot, have embers idly floating about, or even a faint cloud of ash or smoke which lies on the ground. So long as aesthetics offer no combat advantage, nor pose any harm to non-Azdrazi within, then the aesthetic options are virtually limitless. In order to be valid, shrines must be approved by an ST via a locked sign stating them as such. - Nephilim may only have one active major shrine at a time. Though they may erect lesser shrines or altars elsewhere, only one may be used for forging/rituals. - Azdrazi Shrines may be purged through the intervention of Paladin magic, and may be corrupted by the influence of Necromancers. Corrupted Shrines merely take on a dark and sickly aesthetic, turning the flame black and causing it to be uncomfortable to Azdrazi. It may be cleansed via a ritual of three or more Heralds. - Though RPly Nephilim respawn at their shrine, they still follow all rules of character death and still will mechanically respawn at the Cloud Temple. The Heralds Just as the Nephilim are the product of the Firstborn’s blood fully transforming the descendant body and mind, it may also be applied to a lesser extent upon descendants; bringing about more loose changes that occur externally through a particular ink. Those who followed closely in the footsteps of the Nephilim were considered living wardrens, capable of storing draan in the ink of their skin through the formulation and development of tattoos. Spoiler Herald Overview The initial creation of a Herald is a simple process. At the hands of a full-fledged Nephilim, the Dratho Rihk inscription ability may be used to etch upon the flesh of a willing mortal their initial Azdromothian mark, the sigil of an eye wreathed in flame both branded and tattooed upon their flesh; always over the heart or somewhere on the centerline of the body. This manifests in the form of a mark, tattoo, or other form of “brand” that appears upon their flesh, empowering the Herald through the draconic essence which the brand itself stores. It may appear to glow a bright crimson or orange hue, with briefly flickering embers that may fall away from it like ash upon occasion. In terms of shape and iconography, it is aesthetically freeform, allowing Nephilim to create various signs which may act as a mark of notoriety, or some sign of their oath. Nephilim may brand mortals with Feat-Level Heraldry, allowing up to three active heralds per Azdrazi CA. This feat follows in alignment with all redlines, mechanics, abilities, and limitations outlined under the current Heralds of Azdromoth Magic lore, which can be found here. - Heraldry is considered a Feat and requires an accepted Feat Application to be used. - Heraldry can only be bestowed by a Nephilim upon a mortal with a greater soul. - Heraldry is compatible with most all magics, including soul-altering magics. The only exception to this is Paladinism and Dark Magic, which cannot be learnt by Heralds. 77 Link to post Share on other sites More sharing options...
MRCHENN 3663 Share Posted June 15, 2021 Very articulate rewrite! Adds intricate details to the features of Nephilim, and even includes more reasonable weaknesses to other magics, alongside the exhaustion table. Big +1 3 Link to post Share on other sites More sharing options...
_Sug 2556 Share Posted June 15, 2021 (Reserved) 4 Link to post Share on other sites More sharing options...
FlemishSupremacy 4942 Share Posted June 15, 2021 Indubitably scrumptious 5 Link to post Share on other sites More sharing options...
Ryloth 4314 Share Posted June 15, 2021 Scrumptious 5 Link to post Share on other sites More sharing options...
Josef_Rippelberg 0 Share Posted June 15, 2021 (edited) very well written, we need more CA rewrites like this. big +1 Edited June 15, 2021 by Josef_Rippelberg 5 Link to post Share on other sites More sharing options...
Juli 1340 Share Posted June 15, 2021 +1 simply put 5 Link to post Share on other sites More sharing options...
Cobbler 618 Share Posted June 15, 2021 One of my favorite lore pages. Describes really well what it is and isn't an essay. Big +1 5 Link to post Share on other sites More sharing options...
sergisala 2794 Share Posted June 15, 2021 Very nice +1 3 Link to post Share on other sites More sharing options...
rukio 8910 Share Posted June 15, 2021 I don't see any change in weaknesses, to be honest, which was the issue beforehand. 14 Link to post Share on other sites More sharing options...
Honourary 650 Share Posted June 15, 2021 Extremely based rewrite. Definitely deserving of a +1! 3 Link to post Share on other sites More sharing options...
Luciloo 2653 Popular Post Share Posted June 15, 2021 Looks like the same lore y'all had for the past four years, I don't see any specifics on how weaknesses should be roleplayed, and polymorph still gives an Azdrazi unlimited disguises. There doesn't seem to be any addressing of the obviously broken facets Azdrazi have had since Jake's rewrite. 38 Link to post Share on other sites More sharing options...
JEEGK 1267 Share Posted June 15, 2021 5 minutes ago, Luciloo said: Looks like the same lore y'all had for the past four years, I don't see any specifics on how weaknesses should be roleplayed, and polymorph still gives an Azdrazi unlimited disguises. There doesn't seem to be any addressing of the obviously broken facets Azdrazi have had since Jake's rewrite. keep my name out of ur mouth, i like the rewrite, reading it can cause you to see the differences 13 Link to post Share on other sites More sharing options...
Luciloo 2653 Share Posted June 15, 2021 Just now, Jake! said: keep myu name out of ur mouth, i like the rewrite, reading it can cause you to see the differences It's a bad rewrite, get better taste. 20 Link to post Share on other sites More sharing options...
Recommended Posts