ronin_champloo 5951 Popular Post Share Posted June 20, 2021 Spoiler To preface this, should this rewrite get accepted - I'd like for the current TA holders to be wiped and restarted. New TA holders will be me, Milenkhov and EXCITEDLY. NephilimLesser Dragonkin Spoon Patch 1.6.28.8 Origins “Within the span of millennia, a lapse in judgement is expected. You are meant to minimize the damage.” 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 sire 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 Nephilim are an advent 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. Purpose To live forever is to hunger and to indulge in ravenous consumption. The world in itself is finite, whereas the Nephilim are infinite. This hunger for more presents itself in many ways and impels the Nephilim to seek a myriad of different things to fill their emptiness; whether it be battle, gold, artwork, theological texts and etcetera. The keenness of a draconic mind truly is infinite, yet also so limited in what it can process. That is the essence of mortality, to struggle and build a better world despite the ravenous compulsion within. Breaking this, shedding the mortal coil, is to remove yourself from the natural order of life and death. Nephilim are granted a near infinitude of moments to live, as a result of their curse of immortality. To be Nephilim is to become an imitation of life in the most personal way possible. By separating themselves from natural life and death, they have irrevocably separated themselves from the Descendant they once were. Instead, they are blighted creatures of immortum, cursed to live and struggle without the vices of mortals; ignorance, a short life, freedom of mind, and a firm identity. In truth, they are little more than pretenders inhabiting the body of the person they once were. As a result of this, many Nephilim suffer from a form of Identity Dysphoria after they are reborn as Nephilim. This discomfort within one's own skin begins the Nephilim on the long path to Enlightenment, an arduous and lifelong journey as they exist in perpetuity in a kind of physiological stasis. There is a hunger that presents itself in many ways due to their awoken mind. The path to Enlightenment is the path to achieve death itself, the final chapter to their immortal life. This Enlightenment through Death is the only true way for a Nephilim to break the chains of perpetual eternity that bind them. This is not to achieve respite, but to merely achieve an end. What it means to be "Dragon", and what it means to be "Man", are two questions that sit within the minds of every Nephilim from the moment of their rebirth. A constant missing piece in their minds, almost a sort of philosophical ache. They seek to fulfill this through their service to a Drakaar or Dragaar, namely Azdromoth. This service can be done in many ways; preaching the word of their Lord and spreading His influence, culling those who stand against them, or by rejecting mortal society entirely. No matter what they choose to do, all Nephilim are chained to the sake binding fate, as they will be until death. However, as with all things, there is an end. At the end of the long path of Enlightenment, over centuries or eternity itself, they will have found a way to answer their questions. Yet, at the end upon having their epiphany, they'll find their internal flame slowly burning out. They shall slowly harden into stone, becoming statues of themselves and the person they were. They become a monument to their life, path, and eventual Enlightenment. The end is always death, even among the most peaceful of them. Spoiler - When a Nephilim is made, they lose their original identity; retaining only the memories of their former self. Their souls are changed and made anew, and their burnt remains to act as a vessel for this newly birthed creature. - At their birth, they form a longing in their mind for something. This is something that they cannot reach in their current state and through worship, battle or artificery - they seek to reach it. When they do, they’re given the option to PK and turn into stone as the final step for their Enlightenment. - Nephilim are infertile and are therefore incapable of spawning children. - Heralds are seen as students to these eternal warriors; fragments of the Nephilim’s self that they chose to part from and endow unto mortals. These fragments can be lessons of philosophy, battle, theology, and so on so forth. In a sense, Heralds act as mortal vessels or agents of the Nephilim. Draconic Form Draconic Mind Upon their manifestation - when a Nephilim is created, their very minds go under a large amount of psychological and cognitive restructuring. In effect, this is different from individual to individual. In short, the Nephilim often find themselves disoriented at first, gradually alienated by mortal and moral concepts that typical Descendants cling to so dearly. Over the years, the Nephilim come to acclimate themselves to their new environment, yet they find themselves reminiscing about the person they used to be. Nephilim are plagued by these persistent and haunting recollections of memories from their past life. Additionally, the Draconic Mind is not neurotypical, and manifests in numerous different ways the glaring differences between Dragons and Descendants. The Nephilim is by nature neurotic and cognitively strained, and possesses limited focus for subjects that are outside the purview of their obsessions, or hoarding. 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, Nephilim show remarkable receptiveness to other Dragonkin due to their rarity, and are able to communicate with sentient Dragonkin by way of the High Draconic tongue. However, Nephilim inherit other draconic traits, and they make immersion in a world surrounded by Descendants difficult. By nature Nephilim are compared to hoard and establish troves, where they keep the accumulated valued prizes that are the objects of their fascination that borders on obsession. These objects can range from paintings to stamps, to ancient artifacts or bottles of wine. If a Nephilim ignores hoarding the itch will only grow stronger and turn into maddening, obsessive thoughts that cannot be quelled - their attention and patience squandered to the point that they can no longer focus on matters besides hoarding. It drives paranoia and agitation in the Nephilim and results in a reduction of the ability to manifest Inner Flame for Enrapturements. With this also comes an inclination towards wrath, making many Nephilim hot-headed and bear little patience in regards to conflict - this can be seen in many ways, be it a battle of ideologies or steel. 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. Nephilim 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. Spoiler - Should a Nephilim reject their affinity to hoard, they’ll find that their attention and mind go amiss to the point where they’ll be unable to focus and think clearly, or cast enrapturements to their full extent; being limited to only Flamebreath. - A Nephilim CA holder has to list on their application what it is they wish to hoard. Any player found abusing or not fulfilling such is liable for their CA to be revoked. - Nephilim have to hoard at least one item per two OOC weeks. - There is no limit to what a Nephilim has to hoard as long as it’s sensible. They’re free to discuss this with ST to confirm it. Draconic Physiology “In retrospect, the frailty of the Human form becomes exceptionally apparent.” When not assuming a disguise, Nephilim appear much alike to their sire 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. Spoiler - Nephilim are blessed with immortality. They’ve long lives, and cannot die of natural causes. - They bear as much physical strength as an Orc at peak strength, but are incapable of overpowering one by brawn alone. - They are immune to all forms of heat, radioactivity, and mundane poisons. Enkindling Dictated by vigorous trials and unyielding affirmation of self-worth, an aspirant deemed worthy may be christened as an Nephilim. 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 Nephilim to only summon and banish their wardren alike to a Nephilim and their dracanium armory. Once they have acquired their inner flame and become full-fledged Nephilim, 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 six to more of these trials, each handpicked by their mentor; to set these tasks in motion, the mentor must speak the instructions to 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 partway, 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 Nephilim. 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. - There are three types of trials requiring completion for an acolyte to become a Nephilim. A trial of knowledge, a trial of strength, and a trial of fortitude. These trials can be interpreted in any way. - Two of each type of these trials - therefore six in total - must be carried out. The Whelpling’s wardren glows gradationally for each trial completed. - These trials must be done alone. Whelpings cannot receive any help during them in any way. - Azdromoth’s TA and bestowment of rituals can only be activated in times of inactivity. These times are decided by ST. - Only descendants can become Nephilim. - A Wardren must be ST-Signed. It will also have to state how many trials have been completed, as well as who it’s meant to be given to. On every completed trial, screenshots must be taken and provided to an ST - who’ll edit the item’s description to show its progress. Etc, [!] The Wardren, which belongs to Kneeil/Allant is filled with minuscule amounts of Dragonsflame [2/6]. - After the ritual is complete, the Wardren becomes obsolete and a new one must be used for another Whelping. 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 a Nephilim, 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 a Nephilim 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 Ordained Herald FA on their 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 channeled. 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 latent energy created through the combustion of their draconic ichor, powering their Enrapturements. Their use of Inner Flame is tied directly to their own physical health, and thus they exert themselves while using Enrapturements consistently within combat role-play. Each Nephilim possesses a limited amount of “essence” from which they may draw upon their Inner Flame without harming themselves, and they are limited to eight-units that they may draw upon every 12 Out-of-Character hours after a resting period or meditation. To exhaust more than eight-units of essence from the Inner Flame will consequently result in the character’s Perma Kill. Exhaustion Table 2 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 notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and shortness of breath. 7 unit(s): The Nephilim’s movement slows by about half and becomes two-meters rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion. 8 unit(s): The Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves. They will then turn to stone and will undergo a forced Perma Kill. Additionally, being intrinsically flame-borne beings, Nephilim are capable of quelling and igniting an aesthetic fire in non-combat scenarios, whether that be a candle, torch, hearth, bonfire, or kiln. It must be small and if you have questions you may ask a Lore Sect member from the Story Team. 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. - Nephilim are capable of learning every feat, barring Seer of Vaseek, and are incapable of learning any magic at all. Respawn Mechanics Empowered by their Inner Flame, the Nephilim is unlike descendants in the sense that death is a permanent road. For a Nephilim, 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, however, should they default to PVP then it counts. Severance Mechanics “To reject the form is to blaspheme.” 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 Nephilim 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 Nephilim 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. Spoiler - Valid in-character reasoning should be presented to disconnect another Nephilim. - Nephilim will have a draconic soul for the purpose of other magics or events and are considered draconic beings. - This is listed on a Nephilim’s CA should they know the ritual. Polymorphing Lastly, Nephilim are capable of Polymorphing, a unique capability granted to Azdromoth’s favored. With this, the Nephilim are able to change their hair, face, skin tone and even ears - however, this is an imperfect form as this ability is only meant to conceal their Draconic Form. As such, they’d find their Polymorph bearing similarities such as facial structure and body type. This also means that they’re not able to shift to a race that’s too abstract for them; a Human cannot shift onto an Orc, etc. During this form, they’re reverted to their mortal level of strength rather than their Draconic one. However, over the course of four emotes of attempting to draw upon strength superior to that of their race, they’d find themselves slowly morphing back onto their true form. 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 Nephilim’s horns and body fully reveal upon the fourth emote. Spoiler - Polymorphing requires two emotes to shift and one to revert. - Nephilim can only change their hair, face, skin tone, and ears. They cannot add parts such as tusks. - All of a Nephilim’s Polymorphs would bear similarities in facial structure and body type. This ability is only meant to hide their true form, rather than make new ones. - Polymorph does not heal/create/hide any wounds nor change the 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 sexes. - Polymorphing cannot be used to appear as other existing characters. - Nephilim flesh/scales/bones are only as strong as regular mortals. - Only one polymorph can be actively maintained at a time until it is ‘killed’ - a new one cannot be made beforehand. This is kept track of by ST. - Polymorphing is not a way of "disguising" oneself. It is intended to be a way for Nephilim to pass as a regular descendant, rather than try and fit into different kinds of societies, groups, and RP ecosystems. - Nephilim are incapable of drawing upon their Inner Flame should they be in a Polymorph. 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 Nephilim 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. - Nephilim are only immune to mundane poisons. This also includes Alchemical ones; potions of Acuity, Luminosity, Water Breathing, Cat’s Eye, and Dragon's Breath. Basically, anything that affects their body. Being flame-based creatures, Nephilim are weak to their 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. Additionally, Nephilim will find it difficult to traverse inherently cold regions, such temperatures weakening their inner flame. Though Nephilim may bundle themselves to avoid more severe detriments of the cold, freezing temperatures will oftentimes inhibit their dragonflame abilities. - Nephilim are susceptible to cold climates. They’d find themselves growing weaker and weaker in them, being stuck at six units of Dragonsflame. Furthermore, their once-immense physical strength dwindles to that of a regular human. - The magic of a Frost Witch or an ice mage is severe for a Nephilim. Not only does it harm them, but it also siphons a unit of Dragonsflame per successful attack should the wound inflicted be deep. However, this stops when the Nephilim only has one unit of Dragonsflame left. - Thanhium, more commonly Thanhic-Steel is detrimental to a Nephilim. It siphons a unit of Dragonsflame, however stops when the Nephilim has only one unit of Dragonsflame left. And unlike its effect on a regular descendant; spreads to the rest of the Nephilim’s body. Cracking and crumbling it into ash over the course of five emotes of constant exposure to an open wound. - These weaknesses can be mitigated if a Nephilim devises a means to keep their body temperature up. (i.e an enchanted set of garb, a zone of heat, etc.). - For ET events, it is up to ET discretion if the cold is too much for a Nephilim.- The knowledge that Frost-based magics and Thanhium can drain Dragonsflame from Nephilim has to be learned IRP and cannot be metagamed. - It costs one unit of Dragonsflame to hold a Polymorph in a cold climate. 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 direct 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. - Nephilim who are affected by Xannic magic would find themselves unable to call upon their Inner Flame during, nor shift into their Polymorph. - This weakness cannot be used in Metagaming ways, etc. Random Mist Casting. - Mist cannot leak into the helmet eye-slits of a Nephilim. 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 and Naztherak, 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. They’d find themselves stuck in their polymorphed form as a disgusting amalgamation of Dragon and Human - at times finding themselves warping and growing grotesque; having hunchbacks, ruined and cracked skin as their features dull akin to the pigment of stone. They’d perhaps walk with a limp, have misshapen features or limbs - a testament to their accursed state. Furthermore, their strength would be akin to that of their prior descendant form and it’d only grow weaker as the time that they spend in their afflicted state grows. 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. Furthermore, the mental effects of Dark Magics - such as Naztherak, Necromancy and Mysticism - are heightened onto a maddening effect. Their need to horde would be utterly replaced by this, drawing them onto an obsession that they cannot escape from themselves. The only means by which such an affliction may be healed is through cleansing performed by other Nephilim. - Should a Nephilim undergo corruption, its player has an option of PKing by turning it into stone. - Only spells that affect the soul may damage them in a fruitful manner. - The negative effects above are heightened, effectively turning the Nephilim into Glass Cannons against such. - Ilzakarn, or the "Chaotic Tongue", is unpleasant to hear. It sounds like voices layered against another and deliberately agitates the Nephilim. - If a Nephilim is corrupted and turned into an Inferi (with OOC consent, of course), their character will be given up and handed over to the ST. - Draining and Pestilence are severe detriments to a Nephilim and will aid to corruption. The final weakness, one that’s served as perhaps fate for these ill-fated creatures, is stagnation. - Following two months of inactivity, Nephilim are forced into a state of comatose, where they turn to stone. If a character has been inactive for too long - three months at most - they are liable to undergo a forced PK by the Story Team. If players are caught abusing this system (by briefly logging, for example), then they are also liable for a forced PK. - To reawaken them, three Nephilim must breathe their Dragonsflame onto them to grant life onto the stone once more or you may use any way approved by the ST. 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 Nephilim, 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. - An Enwreathed weapon does not gain extra weight from its Dragonsflame, it merely sets it alight. - One act of Enwreathement lasts five emotes. Casting it further in spite of such draws an additional unit of Dragonsflame. (The cost turns from One to Two, and so forth), etc. Flamebreath is an offensive technique by which a Nephilim can channel flame from their mouth and spew it out for up to four meters following three 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. - After casting Flamebreath, to cast it again would cost an additional unit of Dragonsflame (The cost turns from One to Two, and so forth), etc. Casting it back to back will make it cost more and more. - If one is hit from it, it feels as if they’re hit in the chest by an Uruk-Strength punch - Channelling fire from the mouth/maw requires that the Nephilim be able to breathe. In this regard, they cannot project fire through the armor that obstructs one's mouth. Flamespew allows the Nephilim to project a direct fireball from their maw, or throw from their hand hand, over the course of casting and drawing upon their Inner Flame for five emotes, It’d travel for up to ten 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 three meters backwards. - If one is hit from it, it feels as if they’re hit in the chest by an Uruk-Strength punch - The fireball has a speed of 5 meters per second, and it begins to drop by one block during the fifth meter, and two by the tenth. Immolation is the last of the primary techniques by which the Nephilim 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. - This lasts for five emotes.- This merely conjures flames over a bare appendage, it does not grant extra weight to strikes. - No fiery attacks will combust on their own, though they may deal with 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 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. Draan Binding The final step in the creation of a Nephilim'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 Nephilim’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 Nephilim 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. A Nephilim 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. Spoiler - Only weapons, tools, or individual pieces of armor may be Draan-bound. - Cannot be used while restrained. - Armor cannot be summoned as a means to avoid a blow at the last moment. - You cannot attack with a Draan-bound weapon in the same emote that it is summoned. - Only two specific items may be Draan-bound, and these cannot be changed unless the prior bound item or items are permanently destroyed. - Only one item at a time may be summoned in combat, requiring 2 emotes to bring forth both or 4 to retrieve them. - Ammunitions such as arrows or bolts cannot be draan-bound, nor can things such as bombs, relics, etc. If there is any doubt about the legitimacy of what one wants to bind, the ST will assess this before signing the item. - Weapons that could not be carried for a prolonged period by the Nephilim alone cannot be draan-bound. This includes things like siege equipment, oversized weaponry, etc. - If a Draan-bound item is destroyed before it can be banished, it will lose its draan-bound properties. This means that if a shield is shattered, or a spear’s haft is snapped, the item cannot be summoned, dismissed or retrieved. - No damage done to Draan-bound items is ‘healed’ upon their banishment and summoning, they are still subject to damage and repair, possessing a continuous physical state like any other weapon. Draan-bound blades must still be sharpened if they go dull, armor must be repaired if dented, etc. 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 marveled 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 Nephilim 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 group of 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-Nephilim 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 Shrines may be purged through the intervention of Paladin magic, and maybe 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 Nephilim. It may be cleaned 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.- To fully create a shrine, three Nephilim must grant two units of Dragonsflame to it.- Should a shrine grow corrupted, if a Nephilim respawn within it; they’d find themselves growing weaker and slowly corrupted themselves. They'd also find themselves respawning with one less unit of Dragonsflame than they did prior, to the point where they've only a single unit of Dragonsflame. They still, however, be cleansed from this with the aid of other Nephilim. However, should they wish to PK then they've the option to turning into stone. The weaknesses in General Weaknesses apply to this. 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 Nephilim 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 or Ordained Herald upon a descendant or creature with greater soul, etc. A Kharajyr. - Heraldry is compatible with many things; all voidal magics except Unsound, all misc magic, all feats except Seer, Afflicted. - It is incompatible with all Dark magics, except Blood Magic, and all Deity magics. CHANGELOG: 22/06/2021 - Changed Hoarding mechanics, turned it from 'per one OOC week' to 'per two OOC weeks'. 25/06/2021 - Changed Azdromoth's bestowment of his TA in times of inactivity to include rituals. OOC NOTE: This is meant as a return to form for Nephilim, reworking and talking to community leaders to try and balance them out. As such, this may not be a perfect rewrite but it's one that I'm willing to continue to work on. If you've any qualms or suggestions, I'll be happy to talk and consider them for this. Thank you, and I hope you enjoy it. 31 Link to post Share on other sites More sharing options...
excited 10833 Share Posted June 20, 2021 Credits Kneeeil (Organization, Structure, Writing), Excitedly (Organization, Structure, Writing), Norrthh (Weaknesses & Clarifications) & Creative Consultation (Nivndil, Philposting, Firespirit44, Remeron, Milenkhov, Archipelago, Werew0lf). 2021. Nephilim - Lesser Dragonkin (Rewrite) Yeagerist (Writer). 2020. Azdrazi - The Inner Flame and Severance (Addition). Numirya. (2016). Collaboration with Lore Writers & provided Creative Assets (Paintings, Sketches). Excitedly, Freema, Key_Of_Solomon. (2016). Nephilim - Lesser Dragonkin. Remeron (Writer). 2014-2016. Dragur (Daemon). 7 Link to post Share on other sites More sharing options...
Xx_BloodStalk_xX 2123 Share Posted June 20, 2021 @Norrthh 5 Link to post Share on other sites More sharing options...
Honourary 650 Share Posted June 20, 2021 les gooo 2 Link to post Share on other sites More sharing options...
yandeer 731 Share Posted June 20, 2021 ah... a true cute boy with horns... 4 Link to post Share on other sites More sharing options...
rukio 8910 Share Posted June 20, 2021 That was fast, but interesting. The stagnation PK.. what if someone has something irl come up and can't log in for a few months? I'd feel bad for them. 2 Link to post Share on other sites More sharing options...
Ryloth 4314 Share Posted June 20, 2021 4 minutes ago, rukio said: That was fast fastest rewrites in the west meanwhile garrett is still 4 years late 3 Link to post Share on other sites More sharing options...
rukio 8910 Share Posted June 20, 2021 Just now, Ryloth said: fastest rewrites in the west meanwhile garrett is still 4 years late Something something Johann wrote better lore than we've had in years in a few months somethin something Link to post Share on other sites More sharing options...
excited 10833 Share Posted June 20, 2021 10 minutes ago, rukio said: That was fast, but interesting. The stagnation PK.. what if someone has something irl come up and can't log in for a few months? I'd feel bad for them. They're fine. Lore Team steps in and makes sure they're good. 2 Link to post Share on other sites More sharing options...
Heero 4078 Share Posted June 20, 2021 54 minutes ago, Ryloth said: fastest rewrites in the west meanwhile garrett is still 4 years late i just want the shelf 😔 edit: @Kneeil came for the polymorph, stayed for the CBT 3 Link to post Share on other sites More sharing options...
Ryloth 4314 Share Posted June 20, 2021 2 minutes ago, Heero said: i just want the shelf 😔 i want a lot of things but here we are.. 1 Link to post Share on other sites More sharing options...
IsaaKc 1225 Share Posted June 20, 2021 Lore is still largely interesting with the addition of some fair weaknesses that promote RP. Good stuff. 2 Link to post Share on other sites More sharing options...
ronin_champloo 5951 Author Share Posted June 20, 2021 5 hours ago, rukio said: The stagnation PK.. what if someone has something irl come up and can't log in for a few months? I'd feel bad for them. There'll be communication with the ST in regards to this, I'd hate for IRL being a reason of why you'd lose a CA - this is merely an IRP explanation for those who are inactive, etc. While allowing ST an opportunity to get rid of people misusing the CA. Please let me know if you've any other issues, I'll be glad to discuss them with you in full - I'd like to get the community in this since it's been a sore spot for ages. Cheers! 4 hours ago, Heero said: edit: @Kneeil came for the polymorph, stayed for the CBT Like a dog, I keep coming back for seconds. This is still my second lore-post so there'll be things that I've missed, haven't thought of, etc. If anyone has issues or suggestions, my discord is kneeil#1694 if you wish to discuss them in private or here if needs be! 3 Link to post Share on other sites More sharing options...
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