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[✗] Vehement Smithing / Artificery


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Vehement Smithing
Artificery
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Overview


For millennia, great weapons have been forged to aid dragonkind in their mission to defend descendants, forged from draconic fire in the deepest and darkest of the earth’s refineries. Such a raw and primordial power as that of pure Dralachite is not found commonly, wrought from the smoldering remains of a slain draconic beast in its purest form. However, with the creeping progress of the Nephilim and their Herald companions, a second derivative was also achieved, this being key to a new line of vehement artificery known as Drakeforging.

 

Raw Dralachite


To the inexperienced eye, one might mistake this elusive ore for simple volcanic stone: a dark and glossy material found often in igneous depths and regions of the world. However, those keen of eye may derive subtle details which hint towards its true nature, those being sulfurous veins which run along the rock, as well as its incredible resistance to heat. Due to its high melting point, it cannot be at all refined by mundane smithing, often leaving it disregarded as an impractical material due to its brittleness and relative rarity. The truth of this material, however, makes it far more valuable than it would seem, being the marrow of a deceased draconic behemoth which has begun to decay within the earth, causing the stone around it to slowly be corrupted into raw Dralachite as well over the course of many centuries.

 

Dracanium


An alloy created from the intensive fusion of raw Dralachite and steel, Dracanium’s creation has only ever been observed and recorded by the Drake-smiths of the First Age. Its rarity is chalked up to the fact it necessitates intense amounts of heat in a very brief period of time in order to fuse the steel and dark ore together, and so only Azdrazi have conventionally been able to smith it thanks to their innate gift of dragonfire: a flame that bellows with sweltering heat from their very bodies. The steps to create the alloy were marked by the ancient smith Anestrasz in the book Heat of the Heart: Dragonsmithing, written in the Draconic tongue.

 

I. Place the Dralachite within the cast-iron, enough to make up half the ingot.
II. Do the same with your steel, making up the other half.
III. Bathe the steel in your flame until it smolders and flows like the blood of the mountain.
IV. Let the Dralachite be swallowed in your fire: make this quick, and as soon as it slickens pour it into the molten steel. Dragon-stone will brittle and lose all value if left to the cool of the air for too long, so this must be hasty.
V. Once both have settled and become one, pour the ingot-mold and let set.

 

Thus results in the creation of a single ingot of the alloy. The would-be smith must make as many necessary for the weapon they are forging. Once they have enough, they must create their quenching: it is a mixture of dragonblood - possessed by the Nephilim forger - and simple water. The ratio is nine parts water to one of blood, so not much is needed for a barrelful and it carries a deep, ocherous and reddened hue once mixed to sufficiency. The smith must then simply forge their weapon as any other: their own dragonfire will be necessary to re-heat the metal enough for shaping, but it is important to keep on quenching it within the barrel of dragonsblood. Enough treatments gives the weapon an innate resistance to heat, making for fine material for the Azdrazi to light aflame without worry for the armament’s integrity.

 
- True Dracanium can only be wrought from ST approved dralachite obtained from the bones of a deceased dragon through either an event or direct ST supervision. 
- The process for forging Dracanium is not innate to Nephilim and must be learned.

 

Draconic Artifice


Endowed with the power of Dragonfire, the Nephilim are often seen as craftsmen prone to great feats of artifice, crafting powerful relics within the far depths of caves and scorching heat of forges. Yet only certain materials may be used to achieve this feat, and though many aspirant heralds and nephilim may seek it out, raw Dralachite is a rare find which often evades even elder Azdrazi. Thus, Pale Dracanium was derived via a ritual of heralds and nephilim, allowing a faux imitation of that precious resource to be used in their many articieries. With such, the nephilim are permitted to create a variety of relics that may prove vital in the enactment of their mission. 

 

Pale Dracanium


Pale Dracanium is a lesser derivative of true Dracanium. While it is considered inferior to material wrought of raw Dralachite, it still possesses a unique potency which the nephilim and their heralds may draw upon through means of artifice. Though not as remarkable as true Dracanium on its own, it does provide a viable conduit for draconic power unlike other metals, making it suitable for artificery. Outside of such enchantment, it holds few notable properties save for that its surface always feels warm to the touch, though not to any harmful degree. Refined, it appears ashen, as if engulfed in smoke, though is only as strong as any other steel.

 

To conjure the material requires a ritual of two attuned heralds and a fully-fledged nephilim who must come together at a Shrine or Drakeforge. The fulfillment of the creation requires an amount of raw iron ore which must be smelted in the Drakeforge and left as a molten liquid. The nephilim must then pour a measure of their own blood into the liquid, which the heralds must infuse with their own draan fire, mixing the solution once again. Once it is fully uniform, it must be poured into the mould and forged, appearing as an ashen metal with a faint tinge of red.

 

- Pale Dracanium, and anything made with it, must be ST signed in order to be valid.
- Pale Dracanium can only be made at an Azdrazi’s shrine.

 

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Draconic Artifice


Endowed with the power of Dragonfire, the Nephilim are often seen as craftsmen prone to great feats of artifice, crafting powerful relics within the far depths of caves and scorching heat of forges. Doing such requires a unique material known as Dralachite, which is intrinsically tied with the Draconic nature of the Nephilim, allowing them to create a variety of weapons and relics that may prove vital in the enactment of their oath. 

 

Draconic Inscription


In their vast years of roaming the world of men, the Dragonkin are privy to many languages which they have learned to master with time. With such a feat present in their eternal mind, Nephilim, and their heralds to a lesser extent, may inscribe such esoteric languages upon forged artifice, crafting weapons that draw upon the primordial power of Dragonfire. This would etch Draconic runes into the object as it is forged, burning upon it like scars that glow with ember and ash. These runes may activate certain effects when read and spoken aloud by either a herald or a Nephilim, as only they may read and attempt to speak aloud the runes.
 

Spoiler

There are two primary methods of inscription: Lesser Draconic and High Draconic. Lesser Draconic refers to the inscription method of heralds, which is often simpler than High Draconic, which is the inscription method of the Nephilim upon Pure Dracanium. Both require that the rune be etched into the object as it is being forged, or at the very latest, while it is still freshly forged and warm. This would require weapons being reforged in order to take on the effects of the inscription, as otherwise the draan will not be able to properly meld with it to an effective degree. Once the trinket is forged and the runes inscribed, the herald must quench the object in a vat of dragon’s blood mixed with oil, the blood itself being no older than a few narrative hours. This would require the Nephilim to often be present with their herald whilst conducting artifice.

 

The inscription that may be chosen need not be specific, though it should pertain to the nature of the enchantment it seeks to activate. For example, the runic inscription upon an igniting sword would have to pertain to fire and perhaps mention a “blessing” in the draconic tongue. This is meant to grant creativity with the inscriptions, allowing psalms, prayers, hymns, or verses to be used in accord with certain abilities. Despite the freeformity of the inscription, there are some basic requirements, most notably that the inscription must be a minimum of three words in length and must be written in Draconic. Unless the mechanics state otherwise, it typically will require one emote for the inscription to activate before it may be used, at which the inscription will glow a brighter ember hue and will envelop the object in an ashen/ember aesthetic.

 

- Unless stated otherwise, all inscriptions require ST signing to be valid.
- Custom inscriptions may always be made via a MArt or through an addition lore piece.

 

Lesser Inscription
These inscriptions are made by Heralds or Nephilim.

 

Draan-Bind


- Heralds may carve draan-binding runes on up to two weapons, allowing them to summon and banish the weapon at will (1 emote), similar to drawing and sheathing a weapon mundanely. Unlike other methods of inscription, this does not require audible incantation unless, of course, the weapon were to have other effects necessitating such. Weapons that are bound will take on an ashen aura which trails from it upon being summoned, a distinct tell between that of the Herald and the fiery aura of an Azdrazi-summoned weapon. These weapons cannot be stolen or looted, and may thus be mechanically soulbound. Should the Herald lose them upon mechanical death, the other party is obliged to return the item mechanically, or else moderation can.
- 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.


Yol-Flame


- Heralds may carve Yol-Flame inscription upon a weapon, allowing them to ignite said weapon via the power of draan. Upon successful incantation, the runed weapon would be set alight with mundane flame, whilst also being unable to sustain damage from the fire. This comes with the caveat that any other effects or properties of the metal are temporarily overridden for the spell’s duration. Said fire is entirely mundane and requires one emote to perform at the least. The effects last for up to one combative encounter, though can be dispersed beforehand.
- The fire possesses no unique properties that set it aside from mundane fire.
- The weapon must be in the user’s hands to be activated.
- Cannot attack in the same emote in which one ignited the blade.


Drakeguard Charm


- Heralds may inscribe a trinket with a ward against spiritual curses and blessings, guarding the soul of the wearer for as long as it remains intact. The effect is passive as long as the artifact is worn by the individual, absorbing the spiritual essence and incinerating it with dragonflame. This would result in the object illuminating with a bright embery or ashen glow which shows even through armor. Upon destroying the curse/blessing, the ward will become dormant and the glow will subside, placing the ward on an eight IRL hour cooldown.
- This does not ward the effects of spiritual magics/objects around it, only the effects of spiritual magics that would affect the wearer. This includes holy blessings and healing.
- The ward can only absorb one spiritual effect per eight IRL hours.


Drakesflame Bow


- Heralds may carve a bow with a Drakesflame inscription, granting the weapon an affinity for fire which activates upon firing a projectile. Should any arrow or bolt be fired from the bow, though it would not light the projectile itself a flame, should the arrow itself meet any flammable surface (such as cloth, skin, wood, etc), fire would begin to spread from the point of contact. This fire would spread and be only as hot as mundane fire, and may also be put out via similar methods such as rolling, dowsing it in water, or quick suffocation of the flame. 
- Cannot be placed on the projectiles, must be placed on the bow/firing mechanism itself.
- Projectiles do not automatically light aflame, but rather anything they make contact with, should it be flammable, will be set alight by mundane fire as if it were. 
- Projectiles fired from these bows still strail small embers/ash as a sign, tell, or aesthetic.
- If the arrowhead itself is brittle or particularly flammable (i.e. bone), it will be less likely to successfully light whatever it makes contact with.


Greater Inscription
These inscriptions are made by Nephilim alone from pure Dralachite.

 

Forge of Dragons


- Nephilim who come upon pure Dracanium may employ it to perform a greater feat of artifice, allowing them to create custom enchantments of dragonfire far superior to that of lesser herald inscription. These custom enchantments, though theoretically limitless in application, do require a MArt submitted and approved to and by the ST. The possibilities are endless so long as they pertain to some draconic or flame-based theme that would make sense with the enchantment. 
- Only Nephilim can successfully forge pure Dralachite.
- Enchantments from Dralachite necessitate an accepted custom MArt.

 

 

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Hahah imagine getting cucked into being weaker than paladins you absolute fool 

 

 

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Forged in Fire episode 2, The Drakeforge

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Spoiler

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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