Kalehart 1065 Popular Post Share Posted June 24, 2021 I've contended as best I can with the forums in formatting this, but I admit the result is still not great. I would strongly recommend reading this piece via the google doc located here. All edits and updates will be kept consistent between versions. P.S. @Lyonhartedgive me my page function back please and thank you. I apologize for how unwieldly this ends up without it. I've been liberal with spoilers to try and remedy it. | Darasvira | Disciples of the Aspects’ Hand (Art by sandara) “Keep an eye on them for me, would you? Just- make sure they do it right.” -Taynei’hiylu addressing her siblings. Index: Spoiler §1: Forward §2: Origin §3: Creation The Viridian Seed Development §4: The Demi-Dragon Classification Physiology Weaknesses Psychology Draconic Traits §5: Culture Purpose Relationships Darasvira & Druidism Language §6: Mechanics The Aspects’ Flame Energetic Manipulation Corruption Death & Revival Exhaustion §7: Features & Abilities Passive Features Active Abilities Etchings Ritual Abilities §8: Teaching §9: Compatibility §10: Credits §11: Citations §1 Forward: This piece has been developed with the intention to create a new niche of both druidic and draconic roleplay which goes counter to the existing establishments of either, and provides a productive, interesting opportunity for interaction between them and with the world of LotC at large. I’m well aware that comparison to the Azdrazi is inevitable, and I have written this entire piece with that in mind. What parts of that lore I have echoed for the sake of keeping things tied in and thematically consistent, I have also been very conscious to adjust and twist to ensure that sufficient distinction is kept. All tie-ins and interactions with Druidism have been verified with relevant Story Team members and community leaders, to help try and ensure their suitability. §2 Origin (By Keefy): Her task had been made clear from the beginning; a simple bidding to serve. Taught and taught, told to care, of course she did just as she was told. Fight, they said, for her “brothers” and her “sisters”, and so by nature, and despite the suffering it wrought, she did. Her only reward, centuries of ceaseless slumber, a lonesome home within the solitude of the Forest. Woken then, briefly to do her part, a single empathetic hand outstretched for her- before she was set to sleep once more. Another rousing, lifetimes later, this time to a world torn asunder by those who cared only to rip and plunder all in their path. Before she could even gather her senses, the next task was provided. She gathered the Stones before the Infernal masses could so much as consider their theft, and brought three worn souls back with her into the quiet of the Forest; one, a familiar friend. The stones reforged and a key provided to the “brothers” and “sisters” she had been told to cherish, it struck her that they were not at all as she had thought. She heard of how they spilled one-another's blood, saw as they fled from the duties she had so thoroughly embraced, taking their own task about as seriously as a joke worn stale. Disappointed, and with but a shred of encouragement, she would deign to choose a task of her own. Seeds, scattered for the worthy. She knew that her “brothers” and her “sisters” would falter, and require her once more- but this time, she would see that she wouldn’t return to a Grove unappreciative and uncaring. No, she would return next to a truer sort of family, the kind for which she had always yearned. Now, it was but to wait until she next was needed. In her absence, the seeds sown and the family they created would grow, and she knew finally, that she might reap a real reward, for this first self-given task. §3 Creation: The Viridian Seed: The method used by Taynei’hiylu to forge her own draconic kin is a clever one indeed, devised to circumvent the limitations on her power which, otherwise, would prevent her from causing the same sort of wholesale metamorphosis that her elder sibling enables. Drawing inspiration from her duty, and taking notes from the practices of the Arch-Drakaar, the Nature Dragaar utilizes a form of metaphysical fragment known as a Viridian Seed in the creation of her siblings, a coalescence of her energy which is placed within each aspiring Darasvira in the form of a wisp of flickering green flame and a waxing, waning mark. Comprised not only of her draan, but of every energy that characterizes Taynei’hiylu; namely aspectual power, chi, and even her own soul essence, this living shard of the Green Dragaar is given its name for the method in which it functions; taking root within the body and soul of the aspirant and sustaining itself from them as a seed would from rich soil, enabling even the meager infusion to flourish and grow. Of course, it is no simple task even then for such extreme alteration of the mortal form and spirit to take place. It requires time for the seed to absorb and convert enough of the descendant’s energy to enact its change, a process which exacts a significant cost upon the one subject to it; the Viridian Seed absorbing their vital essences faster than they are able to replenish, and making them weaker over time- even preventing them from any spell use, at its later stages. Though this energy is sourced from Taynei’hiylu herself, it is within the capability of a trio of those who have fully developed their own Viridian Seeds and been taught the requisite process, imbue a part of their own upon another, enabling the creation of a new Viridian Seed without the Green Dragaar’s direct assistance. This topic is expanded upon in §7: Features & Abilities. Spoiler -The process begins with the creation of a Viridian Seed within the aspirant, a metaphysical fragment composed of the various energies characteristic of Taynei’hiylu. -This so-called Seed feeds off of the essences of the aspirant as a mundane one would nutrients from soil, converting them into more of its own energy. -This is far from a simple or painless process, as it takes a significant toll on the aspirant through the depletion of their essences. -Though originating from Taynei’hiylu, Darasvira who have been taught the appropriate process are able to create a Viridian Seed from their own energies. Development: The development process of the Darasvira is one both lengthy and painstaking. Though the final result shall leave the aspirants greater than they once were, the path to get there is one that will bring them near to the edge of death; the Viridian Seed acting, in effect, as a parasite upon all of their vital energies, from mana, to lifeforce, anything it can acquire and convert to bolster its own resources within them. The development of the Viridian Seed takes 1 OOC week with a new stage reached on the second, fourth, sixth and seventh elven days. Each stage constitutes the further weakening of their physical bodies, as well as the appearance of more and more draconic characteristics. Day One Spoiler At the beginning, when the Viridian Seed has first been planted, the only noteworthy physical change that manifests is the appearance of a green draconic mark, not unlike those found on Azdromoth’s Heralds, upon the sternum, waxing and waning with a flickering light. Perceptible is a slight warmth where it lingers, though only to them; pleasant and comforting, in this first stage, with no other discernible changes to be found. If at any point in this process of development this mark is destroyed, the process is ended and must begin from the beginning. All draconic features later gained are purely aesthetic and cannot be used for any kind of benefit. Day Two Spoiler Upon the second elven day of its placement, the Darasvira-to-be will find themselves feeling somewhat sluggish and weighed down, their energy noticeably diminished. Their teeth may begin to appear slightly sharper, and the flesh of their brows may distort with the beginnings of horns; soon to breach painfully through the skin. An itching rash will appear upon portions of their bodies where, in the next stage, scales shall begin to form. The Viridian Seed’s once comforting heat now feels a bit overwarm. Day Four Spoiler With the fourth elven day, the aspirant is altered in far more notable fashion. Nub-like horns emerging through the skin of their brow, and their teeth- either multiple or just the canines- gain significant points. Where the prior rash had lingered, pale green scales now begin to grow from their flesh; fragile and slick like those of a serpent, patchy, sparse and not yet in a solid pattern. Their strength diminishes further, and the Viridian Seed’s perceptible warmth burns hotter; leaving the aspirant feverish and faint, now incapable of utilizing any form of spellcasting that draws from internal sources. Day Six Spoiler The second to last elven day of the transformation process leaves the aspirant exhausted, their horns now elongated to short, blunted points, and the previously patchy scaled sections of their flesh now fully covered in those smooth, thin green scales. By this point, they have neared the end of their fledgling state, as the Viridian Seed’s energies near outweigh their own. Though the soreness they’d experienced from the growth of their new scales and horns is gone, they now suffer a sweltering, inescapable heat which could easily lead to dehydration, and find themselves incapable of anything but the most leisurely tasks- far beyond being able to fight, or even run or jog. Day Seven & The Conversion Spoiler Their transformation nigh, on the seventh elven day of the Viridian Seed’s leeching growth, the Darasvira is left bedridden and too weak to do much but linger in semi-consciousness and try to drink enough to prevent themselves from becoming critically dehydrated from contending with the sensation of intolerable heat brought about by the mark now vibrantly alight on their sternum. With the Viridian Seed now threatening to consume the last of their vital essences and lead to their demise if left beyond this point, now comes the time that intervention is needed for the process to safely complete. This may be done in two ways; either through a fully fledged Darasvira feeding their own power into the seed, or through the aspirant being brought to and laid before one of Taynei’hiylu’s beacons, that she, through it, might do the same. Otherwise, the aspirant would surely perish. Once the Darasvira or beacon has begun to feed energy into the aspirant, interruption will prove truly lethal; resulting in their permanent demise through complete destabilization of their spirit in this transitory period. For Darasvira performing this task, it is no more complicated than placing one’s hand upon the aspirant’s mark, and allowing their own power to be drawn into the Viridian Seed over the course of 3 substantial emotes, with a beacon taking the same amount of time. The transformation, once sufficient energy is fed by the beacon or Darasvira, is a swift one; with the aspirant’s body spasming, Taynei’hiylu’s green flame catching alight upon their flesh as the Viridian Seed runs rampant in its final act of alteration. In this process, all final Darasvira traits take form, as outlined under §4: The Demi-Dragon. It is at this point that a CA is created. Should OOC circumstances prevent this from being done on exactly the 7th day, some leeway is provided, but the character cannot be played until it is performed. Spoiler -Once the Viridian Seed is planted, the development process is a matter simply of time as it converts the aspirant’s energies into more of its own, parasitically leeching off of them. -This process takes 1 OOC week, with new stages reached on the 1st, 2nd, 4th, 6th, and 7th elven days. -Day 1 -The seed has just been planted. The only notable change is the appearance of a green draconic mark on the sternum, perceived by the aspirant to give off a mild comforting warmth. -If at any point this mark is destroyed, it must be restarted from the beginning. All features that develop through later stages of this process are purely aesthetic. -Day 2 -Mild fatigue sets in, leaving the aspirant sluggish and weary. -Teeth will subtly begin to sharpen, either several or just the canines. -The flesh of the brow will distort with the beginnings of horns under the skin. -A rash will appear on various areas of their body, itchy and unpleasant; the locations where scales will soon begin to grow. -Day 4 -Nub-like horns break through the skin of the brow. -Teeth now appear obviously altered and sharper. -Pale green scales begin to grow on rashy areas, sparse and in no consistent pattern, slick and fragile like those of a snake. -The perceived heat of the mark on the aspirant’s sternum increases, leaving them feverish and uncomfortable. -Fatigue increases from the drain on their energy. They are now unable to utilize forms of spellcasting dependent on internal energetic sources. -Day 6 -Exhaustion has set in, leaving the aspirant faint and unable to perform any strenuous activity; they cannot fight, or even move beyond a walk. -Horns elongate into short, blunted points. -Previously patchy sections of scale are filled in, the rash gone and a smooth layer of fragile green scales remaining. -The perceived heat of the abdominal mark is now sweltering, leading to dehydration if the aspirant is not cautious. -Day 7 & The Conversion -The aspirant is now bedridden with exhaustion, unable to move without aid. They must be extremely cautious to avoid dehydration, as the intolerable heat of their mark, now glowing significantly brighter, leaves them constantly and severely overheated. -The Viridian Seed now threatens to absorb the last vestiges of the aspirant’s energy, necessitating intervention lest they perish from the drain. -This is done either by a Darasvira feeding their own energy into the seed via making direct contact, or the aspirant being brought to a beacon so that, through it, Taynei’hiylu may do the same. -This process, once started, requires 3 substantial emotes to complete. If interrupted, it will result in the permanent death of the character subject to it, their spirit destabilized and destroyed. -Once complete, the aspirant’s body will convulse and spasm, green flame bursting from their mouths as the Viridian Seed runs rampant, finalizing its transformation. All standard Darasvira traits are acquired during this, outlined in §4: The Demi-Dragon. -A CA is now created, with the development process complete. -If OOC circumstances prevent the transformation from being performed on the 7th day, some leeway is provided, but the character cannot be played until it is. §4 The Demi-Dragon: (Artist Unknown) “This land will suffer your negligence no longer, fool.” -A Darasvira Brother in defense of the balance. Classification: Before touching on the specific traits of the Darasvira, it is important to define the state of being which they are elevated to, for it is an unusual one indeed. While featuring many draconic traits and capabilities, the Darasvira are not wholly draconic in the same fashion as their cousins the Azdrazi. Instead, the Darasvira are more aptly described as half or, as they are referred to henceforth, demi-draconic. This, simply because only the Firstborn of Dragur might hope to create true dragons from naught but his own power and a mortal body and soul. This means that the soul of a Darasvira is not entirely that of a dragon, nor is their physical form. As such, the associated traits and abilities of dragonkin are diminished as well, both negative and positive alike, denying the Darasvira a number of capabilities inherent to greater dragons- so far as to even prevent them from manifesting dragonsflame. Atop this peculiar merger of states is the addition of Taynei’hiylu’s various unique influences, set upon them through the Viridian Seed in the same manner as their draconic ancestry is. They are, in effect, not merged with the natures of dragons in general, but of Taynei’hiylu specifically. Amongst these more specific inheritances is the Dragaar’s connection to the Aspects and their Fae Realm. Certain fragments of knowledge are carried over to the Darasvira from their maker as well, and so too are some of their draconic traits altered to reflect their representation in the Nature Dragaar. Spoiler -Darasvira are not wholly draconic, but rather half or demi-draconic. -This means that they lack some draconic abilities, such as access to dragonsflame. -Alongside their draconic nature are Fae and Aspectual influences, inherited from their maker. -This binds them to the Fae Realm and the Aspects, and even provides them some inherited fragments of knowledge. -Rather than being generic in their draconic influence, they are instead more directly reflective of Taynei’hiylu; some of their traits altered to suit this. Physiology: Once the Viridan Seed has reached its full maturity and the Darasvira has emerged in their full form, they will find their bodies suddenly altered with some more distinctive features than even those obtained in the initial stages of development. An initially subtle but very meaningful change instated by the transformation is that time no longer wears so heavily, allowing the Darasvira to, while not enjoying true immortality, live for a period of time equivalent to an elf, if not already of that race. What’s more, up to this point, they are protected from true death by their ties to the Eternal Forest and the will of Taynei’hiylu, as explained under §6: Mechanics. Rather more striking, however, are the core draconic features of the Darasvira, realized in full. Anywhere between one and three quarters of the Darasvira’s body will be covered in a layer of purely aesthetic green scales, sometimes featuring ridges or protrusions. Though tangibly rigid and tough, they in reality offer no meaningful additional resistance to damage. In addition, their entire bodies become moderately flame resistant, this quality expanded on under §7: Features & Abilities. Previously stub-like horns will elongate into a proper draconic mantle, their shape highly varied and their color by default either matching their scales or hued in the color of bone. These horns can be pointed and may be used freely in combat, as durable as those of a bull, and taking 3 OOC days to regrow if damaged or snapped off. More minor amongst their draconic traits are the appearance of slitted pupils or even eyes rendered luminously in green or blue, exaggerated canine teeth and sometimes the sharpening of others, as well as black nails akin to small talons. These lesser features are all alterable or removable through the use of their limited polymorphic ability, however, and for the greater features, the color and placement of scales can also be changed, as well as the shape and color of horns; though neither can be wholly removed with the ability. Expanded in greater detail under §7: Features & Abilities, this meager polymorphism is frequently used to adapt features reminiscent of animals, from goat-like eyes to webbed fingers, or much in-between. As a final note adjacent and consequential of the nature of dragons, Darasviras’ elf-like lifespan is also coincidentally paired with elf-like infertility, leaving even humans who are converted with an effect effectively equivalent, and indeed in some ways more severe than the elven racial curse. This increase in severity is represented only in that two Darasvira cannot have children together. Spoiler -The Darasvira have lifespans equivalent to elves, and are prevented from true death by their ties to the Eternal Forest and Taynei’’hiylu. This is explained in §6: Mechanics. -Between one and two thirds of the Darasvira’s body is covered in green scales, and their entire bodies become moderately fire resistant. This is expanded on under §7: Features & Abilities. -The Darasvira will acquire draconic horns which vary widely in shape, and may naturally be either green or bone-colored. They have durability equal to those of a bull, and it takes 3 OOC days for them to regrow if damaged. -Eyes may feature slitted pupils, or become solid blue or green, often featuring a subtle glow. -Teeth will have exaggerated canines, and may become sharper in general. -Nails turn black and become akin to small talons. -The Darasvira’s polymorphic ability allows them to alter all of these minor features, as well as to change the color/placement of scales, and the shape/color of horns. -This polymorphing ability is also often used to adapt animal-esque features, expanded under §7: Features & Abilities. -Darasvira are afflicted by infertility near equivalent to that suffered by elves. It is more severe, in that two Darasvira may not have children together. Weaknesses By nature of their peculiar state, the Darasvira inherit a number of draconic and fae-related weaknesses, making them vulnerable to a broader number of sources than either would be on its own. To cover the draconic portion of their weaknesses, the most prominent and noteworthy is susceptibility to Ibleesian corruption from a number of sources, which is expanded on in its own section under §6: Mechanics. Beyond this, they inherit a natural weakness to the deific magic of the Aengul Xan and his Paladins, their spells instilling an inherent sense of fear when witnessed, a skin-tingling, pins-and-needles sort of discomfort when experienced through non-combative sources, and suffering damage from their direct attacks equivalent to the effects of aurum upon undead, alongside an agonizing, burn-like sensation. Due to the potent energetic composition of their bodies, primarily their draan, Thanhium is an effective weapon against these demi-dragons, as it will prevent the use of any draan-expending ability (any ability with a cost measured in draan points as described under §6: Mechanics) alongside the standard negative effects of thanhic poisoning. On the side of their fae and Aspectual inheritance, the Darasvira have inherited a severe susceptibility to Azhl steel, a wound from which will not do quite as much harm to them as it would a true fae, but will nonetheless be excruciatingly painful and lead to symptoms of Azhl Anemia within about a narrative minute and, if untreated for more than 2 OOC hours or 1 narrative day, an excruciating death. In the same vein, the presence of Voidal magic is one that the Darasvira struggle to tolerate. Being within 15 meters of any active Voidal magic or creature will instill a headache and a sense of acute anxiety or agitation. Hearing Moonspeech causes a similar effect, and entering the radius of a Voidal Tear or Node will inflict this effect as well. This cannot be used to metagame any voidal presence that the Darasvira could not normally perceive. The direct radius of a Voidal Tear specifically would inflict near-instant panic and splitting migraines in the Darasvira, effectively disabling them entirely, with a similar effect occurring upon direct contact with any Voidstalker. Finally, the Darasvira find their general resistance to fire entirely bypassed by the touch of voidal flame; scorched by it as easily as any mortal might be. Spoiler -Darasvira are susceptible to corruption, expanded under §6: Mechanics in its own dedicated section. -Xannic magic is particularly dangerous to the demi-dragons, with its presence making them uneasy, non-combative effects causing a pins-and-needles discomfort, and attacks affecting them equivalently to aurum upon undead, producing an agonizing burning sensation. -Thanhium functions on the Darasvira akin to how it does on a mage, preventing the use of any abilities with a draan point cost, as explained under §6: Mechanics. -Azhl steel is deadly to Darasvira, with any wound resulting in Azhl Anemia symptoms within about a narrative minute. If it is not treated within 2 OOC hours or 1 narrative day, it will be fatal. -Voidal magic causes a headache and sense of anxiety when within 15 meters of the Darasvira. Moonspeech causes this effect as well, as does being in the range of a Voidal Tear or Node. -The more acute direct radius of Voidal Tears can disable Darasvira entirely, inflicting near-instant panic and a migraine. Direct physical contact with any Voidstalker also causes this effect. -This cannot be used to metagame the presence of voidal magic. It does not reveal anything the Darsavira couldn't already perceive. -Voidal fire can burn the Darasvira as normal, bypassing their resistance to heat and flame. Psychology: A number of features characterize the mind of any dragon, and even those who carry but a portion of their nature will find their behaviour tending towards these consistent qualities; if only to a lesser extent. The Darasvira in particular, through their altered state of being, inherit mild but specific forms of these draconic tendencies- mimicking not just other dragons, but specifically Taynei’hiylu herself. Inherited Traits Pride Amongst the most recognized of draconic features, pride is a trait and a flaw that presents itself in the Darasvira in a number of ways, though often it avoids the same sort of general, consuming self-appreciation that is the tendency for other, greater dragonkin. There is one particular representation of pride that is integral to the mindset of the Darasvira, one which is both very distinctive of their maker, and indeed, an intentional facet of their design. Within the realm of the Aspects, nature and their balance, the Darasvira hold their own opinion as paramount; tending to give extremely little credence to the teachings or beliefs, let alone the instructions, of even the most experienced mortal druii; usually treating them, relatively speaking, like children. This, naturally, leads frequently to a significant amount of friction between druii and the Darasvira, which is expanded on under §5: Culture. Beyond this primary representation, a Darasvira’s main source of personal pride is usually in their draconic features, tending to be quite proud of what they have become and the qualities that come with it. This is not generally to the extent of being overly pompous or egotistical, but rather that they will rarely shy from speaking of their state of being, will almost never opt to conceal it, and will take care to ensure their draconic features are kept in good condition. A cracked horn or tarnished scale could be viewed as a rather severe defect, something to be covered up and hidden until it’s presentable again. Lastly it is relatively common, though not universally so, for Darasvira to have some particular skill or practice in which they find fulfillment and further pride, often related to art or craftsmanship, or sometimes sport and performance. These crafts and practices are usually aimed to be mastered, sparing no effort in gaining as much information and as much experience as they can within them. Spoiler -The primary representation of pride in the Darasvira is centered around nature and the balance. -They believe on this topic, that they know best, and will have little care or regard for the word of any mortal druii, often treating them akin to children. -Darasvira take pride in their draconic features, prone to tending them carefully, and being eager to discuss the gift they have been given. They will almost never choose to try and conceal them, and damage to these features is often regarded with significant embarrassment. -They may, though do not always, take up a particular craft, skill or artistic practice which they pride themselves on, and will spare no expense or effort in trying to become as talented as possible in, seeking perfection and mastery. Hoarding Hoarding is, perhaps, the most distinct and well-known mental quirk of dragonkin. A compulsion to collect and covet anything from trinkets to knowledge or all in-between. Though the Darasvira do not suffer the same sort of compulsive, irresistible urge to gather often inane items, they present this trait in a few ways of their own. The two most consistent and ever-present forms of the hoarding mindset within the Darasvira are those relating to knowledge, and to people. Curiosity is an aspect of every Darasvira that they find quite difficult to neglect; prone to prying for information, or seeking it out wherever feasible, sometimes in less than considerate fashions, or even recklessly. Though information pertinent to nature or threats against it is most tempting, any knowledge that isn’t entirely mundane has a good chance of piquing the Darasvira’s interest, especially if relating to any potential chosen craft, practice or skill relating to their pride. In regards to people, this particular portion of their hoarding mindset is one inherited directly from Taynei’hiylu. Isolated from her own kind, a certain deep-seeded loneliness is inherent to the Green Dragaar, and it is one felt by her siblings as well. Darasvira will tend to collect individuals whom they wish to consider family, and will also often tend to denote ‘favorite people’ upon whom they may fixate to greater or lesser extremes. This is a partially intentional aspect of their mentality; serving Taynei’hiylu’s desire for her family to go. Usually, the creation of new Darasvira is tied to this compulsion. These adopted or favored individuals are almost always provided with a Mark of Draconic Favor; bearing no benefit to them beyond that it provides them the ability to comprehend their language, and lets others of their kind know that they are not to be harmed, explained under §7: Features & Abilities. Atop these two predictable tendencies is a more standard draconic habit, to collect some variety of item as a sort of hobby. Not as pressing or consuming as it may be for fully-fledged dragons, it is nonetheless a behaviour that brings the demi-dragons some fulfillment. There is a tendency, though it is by no means a rule, for these items to relate to nature in some fashion; be it a pressbook of flowers, or a collection of feathers, or even pelts of animals slain in service of the balance. Should the Darasvira’s pride be tied to a particular craft or practice, the items they choose to collect are also likely to be related to it. Spoiler -Darasvira hoard two primary things; knowledge, and people. -They are inherently very curious, prone to seeking out any information they find interesting, often to the point of unwelcome prying or reckless investigation. They find information on or relevant to nature most tempting. -The Darasvira inherit Taynei’hiylu’s deeply seeded loneliness, and thus have a tendency to collect individuals as their adoptive family. They also have a tendency to pick a ‘favorite person’ and may be somewhat fixated or possessive of them. This compulsion is usually how more Darasvira are made. -These individuals are usually provided with a Mark of Draconic Favor, as outlined under §7: Features & Abilities. -Though not as strong of a compulsion as the prior two, Darasvira do still find enjoyment in the more standard form of draconic hoarding, making it a hobby to collect specific items, especially those relevant to nature or their chosen craft or hobby. Volatility Whilst it is the nature of some dragons to be prone to a certain bestial wrath, this feature has been quelled by both the Darasvira’s demi-draconic nature, and the temperament of the Dragaar from which they inherit their power. Rather than an outright, burning wrath, the Darasvira instead tend towards a certain, more general instability of emotion, often proving reactive and even somewhat juvenile in their behaviour, displaying a sort of adolescent ire and moodiness reflective of their maker. Though not veering so severely into instability that they are beyond reason or are unreliable, the Darasvira can nonetheless prove somewhat difficult to deal with for those not within their familial group. Grudges, spiteful behaviour, depressive episodes, and various other generally ‘immature’ behavioural tendencies aren’t uncommon. This said, it is standard for Darasvira to set these traits rather staunchly aside when performing their duties, often engaging in a rather deliberate and distinct shift of disposition when they consider themselves to be ‘at work’. Again, a trait echoing the Dragaar that created them and whose natures inform their own. Spoiler -Darasvira tend towards a slight instability of emotion, reflective of a juvenile or adolescent disposition. -This means that Darasvira may be prone to holding unnecessary grudges or being somewhat spiteful, as well as experiencing depressive episodes, and other generally teenaged or immature behaviour. -Despite this, the Darasvira will generally be quick to take on a more serious, business-like disposition when performing the jobs expected of them by Taynei’hiylu. §5 Culture: (Art by Linda Lithén) “Strange? Well, perhaps, but this form is a gift from my Sister! I cherish it dearly.” -A Darasvira Sister proudly displaying her scales. Purpose: Born in equal parts of the Nature Dragaar’s dissatisfaction and her simple desire for company, the Darasvira are a family of peculiar make. By practice and the will of their maker, the most easily definable job of these demi-dragons is to serve as Taynei’hiylu’s direct agents within the mortal realm, and to uphold the values and duties to nature and Druidism in the fashions she rather strictly ordains. Beyond this pragmatic duty, which is in essence just an extension of Taynei’hiylu’s own, the Darasvira are posed as confidants, aids and indeed, siblings of the Dragaar, serving to provide her with a family truly her own; something she had been denied since her very creation. An indulgent purpose, but a measure of self-service earned by the Dragaar’s diligent work. Relationships Familial Framing The kinship between Darasvira is, in part, an aspect of Taynei’hiylu’s design; but so too is it the simple consequence of their creation. Sharing between them the same natures and a very similar, if not identical essence, the Darasvira cannot help but relate to one-another on an instinctual level. It is through this combination of factors that arises the sibling bond of the demi-dragons, an innate familial connection that pervades their perception of each other. This doesn’t necessarily mean that all Darasvira get along, as surely do siblings fight and bicker, but the understanding of relation remains all the same. Within this context, Taynei’hiylu herself is viewed equally as a sister to all Darasvira- if an elder one, by whom it is generally wise to abide. The sole exception to this sibling-like perception is in the case where two individuals have a stronger pre-existing bond before they come to share this state. A father or mother would not come to view their child as a sibling, nor would a husband suddenly find himself conflicted about his feelings for his wife. Though perhaps still strange in the eyes of other Darasvira, context is understood and a measure of leniency in this social structure permissible where necessary. Without an extenuating circumstance however, it’s noteworthy that no two Darasvira would ever view each other outside of this sibling context- to pair off as partners would be a deeply unsettling idea to both, and as if to reinforce this- though it is only coincidence in reality- it is impossible for two Darasvira to have children together, with the infertility inherent to dragonkin compounding against it. At most, as far as flexibility goes once this bond is set, a Darasvira that has betrayed their kin or otherwise proven severely distasteful may be considered ‘disowned’ and shunned. Though they are all siblings, there is nothing to say that siblings are always good to or considerate of one-another, or that strong negative emotion cannot arise between them. Darasvira who betray their allegiance to nature, the Aspects, or Taynei’hiylu are almost always treated in this fashion. Spoiler -Darasvira inherently view one-another as siblings, and frame Taynei’hiylu as a wise elder sister. -This does not mean that they always get along or cannot conflict, as siblings may feud, fight, and bicker. Though they share this perception, not all siblings are kind or considerate of one-another. -Strong pre-existing connections may override this instinctual bond. Parents will not consider their child a sibling, and lovers would not suddenly find themselves in a very awkward situation. This variability in context is understood and accepted. -Outside of these sorts of circumstances, no Darasvira would ever be inclined to pair off romantically, the very thought would be repulsive. -It is impossible for two Darasvira to have children together, due to the infertility inherent to dragonkin. -The only potential variance of this sibling bond is through betrayal or shunning, ‘disowning’ a sibling for poor behaviour. This is most commonly the result of a betrayal towards nature, the Aspects, or Taynei’hiylu herself. Broods As is the nature of dragonkin, Darasvira tend to congregate in broods, groups of Darasvira and often those mortals they have chosen to ‘adopt’ through their hoarding behaviour. This serves a somewhat pragmatic purpose, specifically for druidically attuned Darasvira, in that their common distaste for druidic circles tends to necessitate them working together instead to achieve their ends and support one-another, but so too is it simply their nature that they appreciate being amongst their own kind. The relationship between different broods is largely variable based on context, but it is rare indeed for any feudes to arise between them. Though two Darasvira from different broods may not view each other with as much familiarity as two from the same, the perception of kinship is inherent nonetheless, and Darasvira are usually rather enthusiastic to meet a new member of the family. These broods are closely-knit as one might expect any family to be, and congregate within often cavernous lairs where, even if they do not all live there at all times, they will often come together to meet and linger. These are secure and private places to the Darasvira, wherein those not ‘adopted’ by them are rarely permitted, and where any individual hoards are commonly kept. For this reason, they are usually well-defended. For a group of Darasvira to be considered a proper brood, they must have five or more of their own kind within it; this, a limit set simply to prevent excessive splintering of the family, and based on the minimum number of Darasvira required to create the core feature of any demi-draconic lair; the beacon. Beacons & Lairs Beacons are stone structures initially utilized by Taynei’hiylu in her trials of the druii, but which have since been repurposed for the Darasvira as means to return from death, to communicate with Taynei’hiylu, and to enable certain rituals. Whilst one may expect the lair to be chosen and the beacon made to accommodate it, this is not necessarily the case. Beacons are created using pieces of deeply infused natural matter, long-since dead fragments of life that have spent countless years steeping in the energies of the balance; fossils, to be precise. Though it is possible to collect sufficient amounts of these and bring them to a location to form a beacon, it is more common for Darasvira to take a similar approach to their elder sibling in her initial creation of the beacons, and meditate within a Fae Ring to seek a sense of where such deeply marinated natural energies may reside, inherently able to effectively scry for these concentrations when bolstered by the Fae Ring. As such, once they have honed in on a place replete with the requisite materials, the Darasvira will often opt to set themselves to mining out large caverns to collect their quarry and, in respect of the disruption they have created, settle there as well. Fossils gained from the land will be put to use, undergoing a shaping ritual which forms a beacon in the very same caverns from which they were mined; then, over time, refined into often cozy abodes and gathering places for that brood. Given their importance, these beacons tend to form the centerpiece of any brood’s lair, most often situated in the main congregation space of the lair; a gesture of respect and inclusion for the Dragaar whose power infuses it, that she may listen in on her kin’s goings-on through the structure. This said, she will never intervene if there is trouble in a lair, and rarely interacts directly with her family unless her audience is deliberately requested or she has been given a task which takes her out of the Fae Realm. Beacons’ relevancy to the revival of Darasvira is explained under §6: Mechanics, and more on their creation can be found under §7: Features & Abilities. Spoiler -Darasvira are naturally inclined to group together in broods, simply because they enjoy the company of their own kind, and it is pragmatic to be in proximity to aid one-another. -These broods often include mortals that have been ‘adopted’ through the Hoarding behaviour of the Darasvira. -When a brood has a minimum of 5 Darasvira members, they are enabled to create a beacon. -Beacons are created from fossils, and lairs usually located in caverns dug to acquire them after being located with the use of a Fae Ring. -This beacon is the ‘spawn point’ of any Darasvira that has been killed and returned from death. (See §6: Mechanics.) -The beacon can be used to contact Taynei’hiylu, as she is usually aware of what goes on around them. She will, however, not aid any trouble that occurs in a lair, nor is she likely to directly interact without specific reason to, or if her audience is directly requested. -This beacon is usually situated in the area of a brood’s abode where they congregate most often. Darasvira & Druidism Outlook Unsurprisingly, given their inherent tendency towards a superiority complex surrounding the duties entrusted to their elder sister, and them, by the Aspects, the Darasvira are quite staunch and definite in their uncompromising approach to serving the balance- as druids, or even if they aren’t themselves attuned. Concern with mortal matters is something distant, or at the very least adjacent, to the priorities of the Darasvira. It is their general stance, to greater or lesser extremes, that the balance comes before everything else, and that the best interests of nature should be abided even if they conflict with the physical or political well-being of descendants, as the descendants themselves are not part of the natural cycle. Morals, similarly, are often disregarded in favor of doing whatever is most pragmatic to preserve the balance. For this reason, Darasvira will rarely opt to involve themselves in druidic circles, largely viewing them as counterproductive political entities that care more for their own well-being than that of the natural world, though some may be more staunch in this belief than others. This is not to say that they will always refuse to become involved in one, but it is usually under the belief that they are keeping an eye on the mortal druii that they would do so. Usually, Darasvira prefer to stick to their broods. What’s more, it would be likely and common for the Darasvira to find conflict within such an organization if they were to participate in it, given their innate disregard of druidic authority and disinclination towards political worries, as well as their proclivity to doubt mortal druiis’ abilities. Spoiler -All Darasvira are staunch in their service of the balance, even if not attuned. -Darasvira are broadly, to greater or lesser extents, unconcerned with moral or political matters, or the well-being of most descendants. -They rarely choose to join circles, due to this disregard for mortal concerns and doubt in the capability of mortal druii. If they do, it is usually to keep an eye on the descendant druii, and conflict is quite probable. Attunement & Duty Though one needn’t necessarily be attuned to become a Darasvira, nor must all Darasvira become attuned, it is of course a very common practice for these demi-dragons to seek out further gifts from the Aspects to undertake their work more fully. Though the Darasvira are not always druii, it should not be mistaken that this means that those who are not would disregard the Aspects, or their balance. Indeed, even the unattuned amongst them will inherently, and must by their elder sister’s expectation, have a proactive approach and mind towards the well-being of nature. Though Taynei’hiylu will not force her own path upon her family, she nor other Darasvira will abide disrespect to it. Even an unattuned Darasvira will do what they are able to preserve the design of the Aspects, even if it is not the sole focus of their lives as it may be for some of their siblings. For those Darasvira who are attuned, however, it is a power which meshes inherently and flawlessly with their state of being. Relieved of the mental strain that such power may place upon descendants, Darasvira feel no more fulfilled than when their bond with the Aspects is realized in this fashion. It is, in their perception, a missing piece that has been set in place within them, almost making them feel ‘more themselves.’ It’s no surprise, then, that the practice of druidism comes as second-nature to them, particularly with regard to basic Communion, where their natural abilities provide a number of benefits. This is expanded under §7: Features & Abilities. As a side note, one tradition kept by the Darasvira when attuned, is the adoption of totems focused around concepts and actions, rather than individual parts of nature such as plants or animals. This, because they themselves are already so closely entwined with the natural world that they needn’t take the effigy of another of its parts, and also as a means to echo their elder sister- known herself as the Transcendent Druid. For the same reason, Darasvira are disabled from learning Shapehifting, as they have no need nor desire to take upon the nature of animals; they are as in-tune with nature as they could ever hope to be, already. Spoiler -One does not have to be attuned to be a Darasvira, nor are all Darasvira attuned. -However, all Darasvira, attuned or otherwise, must act with consideration for the Aspects and their balance. -When attuned, Darasvira find the deepened connection to the aspects perfectly natural, adapting to it easily and feeling as if it is a ‘missing piece’ of them which has been set in place. -Darasvira are inherently talented in druidism, expanded under §7: Features & Abilities. -They tend to take totems relating to concepts or actions, rather than individual parts of the natural world. -Darasvira also cannot learn Shapeshifting. Language Intrinsic to the Darasvira are some fragments of knowledge from their maker and bestowed by their nature, notable amongst them the ability to comprehend and speak (if somewhat roughly) the languages of the fae, as well as to speak the lower tongue of the dragons, and comprehend the higher. Communion, too, comes as innate to them, though in form more limited than that of a seasoned Druid. It is through this blend of languages that the Darasvira are able to speak their own peculiar tongue. Blending the use of each in an intricate web of bastardized dialect, they form a tongue fully comprehensible only to one-another and those bearing the Mark of Draconic Favor. Oddly enough, the language also carries with it a certain predictable inconsistency, as mundane words from any variety of origins may be mixed in in conversation between two Darasvira that can comprehend them. If asked, no Darasvira could quite describe how it is they manage this sort of improvised communication, or how they instinctively know what mortal languages might be used with any given Brother or Sister, but they find it second nature either way. In reality, it is best described as a consequence of how closely matched the natures, though not necessarily personalities, of any two Darasvira are; allowing this fragment of situational, intuitive insight into each other. Spoiler -The Darasvira have inherent knowledge of most fae languages, may speak Low Draconic and understand High Draconic, and have inherent communion. -These various languages are used together to construct the basis of their own language, comprehensible only to one-another, and those with the Mark of Draconic Favor. -The language is unreliable, as Darasvira who both know a common tongue may add in its words, their connection permitting a sort of intuitive awareness that they both speak it. §6 Mechanics: The Aspects’ Flame The fires wielded by Taynei’hiylu are a distinctive and powerful thing; rumored to be the origin of druidic blight healing, and carrying many more powers still within them- highly subject to the intent with which they are brought about. Alas, this power is one too far beyond the Darasvira for them to leverage it in any reliable fashion; a shortcoming most characteristic of their half-mortal state, for what is a dragon if it lacks even its mastery over flame? Only in very specific circumstances might this druidic fire be brought about, making brief appearance in the conclusion of the Viridian Seed’s development, wherein it catches their bodies alight, and also an aesthetic aspect of their revival process, where a burst of it heralds their return from the Fae Realm. So too does it present itself in the formation of the Viridian Seed, this ethereal fragment presenting itself as a wisp of this green fire. Spoiler -The Aspects’ Flame is a power too great for the Darasvira to control in any large or meaningful way, manifesting only in very specific circumstances such as in their creation or revival, or in the manifestation of a Viridian Seed. Energetic Manipulation Factoring into a number of the abilities of the Darasivra is the capability to direct and channel the energies provided to them through the Viridian Seed (draan, chi, aspectual power, and Taynei’hiylu’s soul essence specifically) for various purposes; from creating a Living Armory, to forming a new Viridian Seed, creating Etchings, and so on. This function has no combative use, but is rather simply a facet of their skillset necessary for other abilities to be made possible; equivalent, in essence, to the way that a mage may freely manipulate and direct their mana. Darasvira do so as second nature, needing tutelage only in the different ways it can be applied. Energy harnessed by the Darasvira tends to manifest in shades of either green or blue, skewing towards gray or black if they are significantly corrupted. This energy has no meaningful independent use, unless applied as one of their outlined abilities. Spoiler -The Darasvira have an inherent capability to direct and manipulate their energetic makeup, functional only for its use in enabling their other various abilities. It functions akin to how magi may direct and manipulate their mana. Corruption The bane of all dragonkind, corruption is an effect to which they are, by their very nature, dangerously susceptible. The Darasvira are no exception, and where other strengths and weaknesses of dragonkin impact them only in part, their vulnerability to corruption is not so vestigial. Thankfully for their sake, however, the various Aspectual and Fae influences that define them provide the opportunity to recover from this vile ailment over time, or through the use of blight healing’s Beast Purging. Corruption Levels Corruption is measured through the use of a 10-point system, with every 2 points causing an escalation of its symptoms in what is referred to as a Corruption Stage. The scale of severity breaks down as follows: Corruption Stage 1 Spoiler At their mildest with only 2 points of corruption, a Darasvira will display no outward signs of the paracausal sickness. Instead, this meager corruption is experienced internally, through the development of mild psychological symptoms. The symptoms each Darasvira gains at this stage are always the same, and as corruption increases, will worsen; in this respect, each Darasvira experiences corruption differently. Psychological symptoms vary widely and are broadly defined throughout these stages by the amount of disability they inflict, with a few possible examples of their earliest stages being: Unsettling dreams causing slight insomnia. Low-level, constant uneasiness. Loss of energy and low mood. Mental fog or haze. Corruption Stage 2 Spoiler At 4 points of corruption, the first physical symptoms of corruption become visible, but are relatively subtle. Scales will noticeably lose their luster, appearing more matte than polished, and horns may seem mildly discolored or less smooth. Mental effects gained in Stage 1 are increased in severity, now a meaningful inconvenience, with examples being as follows: Unsettling dreams shift into outright nightmares. Uneasiness becomes pervasive anxiety. Loss of energy and low mood matures to mild depression. Mental fog escalates to outright forgetfulness. Corruption Stage 3 Spoiler At this stage, with 6 points of corruption, the Darasvira is quite clearly ill. Their scales have lost all of their polish and now appear in obvious disrepair, chipped and sometimes warped, often tarnished with dark splotches and rough to the touch. Horns may seem significantly discolored, or even develop minor stress fractures webbing their surface. The Darasvira’s non-draconic features are no longer exempt from effect, as skin may seem clammy and paler, eyes may develop bags, and flu-like symptoms will be experienced, including a significant loss of strength and energy akin to a moderate case of the common ailment. An itchy grey rash will appear around the edges of scaled areas. Mental symptoms continue to worsen to the point of being significantly hindering in their day-to-day lives, in fashions equivalent to: Nightmares are now so severe that sleep is very fragmented. Anxiety and agitation now approach outright paranoia. Depression deepens, heavily hindering motivation and mood. Forgetfulness may leave the Darasvira briefly blanking on information like where they are, what they’d been talking about, etc. Atop these pre-established psychological symptoms, the Darasvira will begin experiencing a constant, irritable agitation, leading them to behave aggressively with little provocation, or even for no apparent reason at all; though this doesn’t necessarily skew to violence, albeit the temptation to lash out may be present. At this stage, their reserve of draan points for ability use (see the lower subsection on Exhaustion) is diminished from 10 to 6. Corruption Stage 4 Spoiler Approaching a critical, life-threatening level of corruption with 8 points out of 10, the Darasvira is now severely debilitated due to their sickness. Scales will actively begin to fall out, and can be plucked free with little effort, itchy and sore such that the Darasvira may begin inadvertently shedding them in their efforts to alleviate the sensation; they are now almost entirely an uneven grey or black color and have a texture akin to old sandpaper, weak and coarse. Horns will be severely discolored and brittle, and may form large cracks and fractures, with even mild impacts having the potential to snap them. The Darasvira now feels as if they have a very severe flu, afflicted by nausea, congestion, chills or hot flashes, headaches and migraines, and feelings of exhaustion and weakness; now unlikely to effectively engage in combat or any other strenuous activity. Their mortal flesh is afflicted by a dark grey rash that spreads from the borders of their scales, seeming to web through their veins on its advance to cover their bodies. This rash feels akin to a late first degree burn and is extremely sensitive yet oddly cold to the touch. Mental symptoms now become almost entirely debilitating, preventing normal function equivalent to: Nightmares now blend with reality, resulting in hallucinations and a near complete inability to sleep. Paranoia is now consuming, with panic attacks easily provoked or ongoing. Depression is severe, and may make it difficult to summon the will to perform almost any task- even potentially skewing towards suicidal tendencies. Forgetfulness has escalated to constant confusion, leaving them uncertain of basic information, with moments of clarity rarer than those without. Prior aggression has become even more severe, and makes the Darasvira very likely to physically lash out at the slightest provocation, or even just as a result of their mental symptoms. Though not entirely senseless, they are approaching a seemingly feral state. At this stage, all active ability use and spellcasting of any kind is disabled. Corruption Stage 5 Spoiler With all 10 points of corruption in effect, the Darasvira has reached a critical state from which they cannot recover without the help of blight healing- specifically Beast Purging- or other Darasvira redistributing the taint with their Consume Corruption ability (outlined under §7: Features & Abilities.) If left untreated for 1 OOC day after the onset of Stage 5 corruption, the Darasvira will perish, and a period of 1 OOC week will be required for Taynei’hiylu to force their spirit into slumber within the Fae Realm and painstakingly cleanse it of the taint that was inflicted. This is expanded in the next subsection on Death & Revival. All scales have fallen out and appear visibly corroded, with horns similarly toppling from the Darasvira’s head, clearly rotten and crumbling. Previously scaled portions and mortal flesh alike are consumed in a splotchy black rash that inflicts constant, extreme pain equivalent to a second degree burn. Darasvira may struggle to breathe, drink or eat as their airways are swollen and they salivate excessively. Given the severity of their state, mental symptoms effectively converge and become somewhat irrelevant; leaving the Darasvira in a constant state of extreme stress, unable to sleep or rest, or even discern what is real from what is imagined. They are, at this point, completely and totally disabled both physically and mentally. The Darasvira now behaves as if rabid, lashing out at anyone and anything that comes near, though they lack the strength to cause much harm. They cannot differentiate friend from foe, or even begin to comprehend the bestial, unnatural rage that consumes them alongside the sheer maddening pain of their state. Spoiler -Stage 1 begins at 2/10 corruption points. -Symptoms are only psychological, and are of mild severity. -These symptoms are highly variable, but will be consistent and worsen as corruption escalates. Mental symptoms for each stage are quantified in how debilitating they are. -Stage 2 begins at 4/10 corruption points. -Symptoms are now physical, leading to scales losing their luster and horns becoming slightly rough or discolored. -Mental symptoms escalate from mild to moderate, proving a meaningful inconvenience. -Stage 3 begins at 6/10 corruption points. -Symptoms are now easily apparent, scales are in clear disrepair, colored with dark splotches and chipped or warped. -Horns may be more discolored, or develop stress fractures on their surface. -Mental symptoms now cause difficulty in almost all aspects of day-to-day life. -Flu-like symptoms are onset, equivalent to an average case of the sickness. -Strength and energy are significantly decreased. -A constant agitation becomes prevalent, making the Darasvira prone to aggression with little or no provocation, though they may not necessarily be violent. -The Darasvira’s reserve of draan points for ability use is lowered from 10 to 6. -Stage 4 begins at 8/10 corruption points. -Symptoms are now severely debilitating. Scales colored mostly in uneven grey begin to fall out, and are easily plucked free with a rough, fragile texture. They are itchy and sore, often leading the Darasvira to shed them through scratching. -Horns are extremely brittle, and may form large cracks or fractures. Even mild impacts are capable of breaking them. -Sickness worsens akin to a very severe case of the flu. -Exhaustion sets in, and the Darasvira is left quite weak, hindered in combat or any other strenuous activity. -A painful grey rash spreads from the border of scaled areas, feeling akin to a low second degree burn. -Mental symptoms escalate to an extreme degree, leaving the Darasvira’s mental state badly altered and largely preventing them from normal function. -Aggression becomes more mindless, leading the Darasvira to lash out violently with little or no reason, though not entirely without discretion. -The Darasvira can no longer utilize any active abilities or spells of any kind. -Stage 5 begins at 10/10 corruption points. -Symptoms have now left the Darasvira completely disabled, and cannot be cured without the use of blight healing’s Beast Purging, or through redistribution of corruption through the ability Consume Corruption, as explained in §7: Features & Abilities. -Death will occur within 1 OOC day if the Darasvira is not treated. If this occurs, it will take 1 OOC week for the Darasvira to be reformed. -All scales have fallen out and are clearly corroded, and horns have fallen as well, appearing rotten. -The entire body is covered in a splotchy black rash that causes extreme pain akin to a late second degree burn. -Flu symptoms remain severe, and the Darasvira can no longer eat or drink, and may struggle to breathe, as their airways have begun to swell. -Mental symptoms converge, the Darasvira can no longer discern what is real from what is imagined, cannot sleep nor rest, and is in a constant state of extreme stress. -Aggression has reached feral levels, the Darasvira will lash out thoughtlessly at anyone that comes near, unable to contain the unnatural rage that has taken root. They are, however, now too weak to threaten any real harm. Corruption Sources Now that we understand the frightful effects of corruption, we may specify the various things that can result in a Darasvira accruing it both accidentally, and even intentionally. Corruption points can either be permanent or temporary, or last for specific periods of time, depending on the nature of the source. Dark Magic Both Necromancy and Naztherak pose a significant risk for the Darasvira, and serve as the most likely sources of severe corruption that they may experience. Necromancy Spoiler Maledictions Darkening will inflict 1 corruption point per 2 emotes that it is sustained. Cauterization will inflict 1 point of corruption per 2 emotes that it is sustained. Bursting’s tainted gore will inflict 1 point of corruption if it makes contact. All Pestilence plagues will inflict 2 points of corruption for their duration, but will never last beyond 2 OOC weeks. Through use of Consume Corruption they may be absorbed from others, but not each other, at the cost of accruing 2 regular corruption points. Naztherak Spoiler Malflame Kriviir will inflict 2 points of corruption per application, regardless of emote count. Vhiit will inflict 1 point of corruption per strike which makes contact. Rok-Dhurz will inflict 1 point of corruption per hit. A direct hit from a large sized projectile will cause 2 points of corruption instead. Rok-Heedz will inflict 1 point of corruption per hit. Rok-Kirluk will inflict 1 point of corruption per emote of contact. Rok-Ladom will inflict 1 point of corruption per hit. Rok-Argal will inflict 2 points of corruption per emote of contact. Rok-Norrvut will inflict 2 points of corruption per emote of contact. Rok-Niirk will inflict no corruption. Rok-Krimth will inflict 1 point of corruption per 2 emotes of contact. Rok-Zevik will inflict 1 point of corruption per hit. Cursed Idols The presence of any Cursed Idol will inflict 2 points of corruption that then cannot be cleansed until the Idol’s effective radius is escaped, but disappear immediately once it is. Through use of Consume Corruption an idol may be destroyed, inflicting 2 regular corruption points. Boons & Banes Any Boon or Bane will inflict 2 points of corruption that cannot be cleansed until it is removed. Through use of Consume Corruption they may be absorbed from others, but not each other, at the cost of accruing 2 regular corruption points. Zar’akal Abilities Areas affected by Ra’Ilkgarokk will inflict 3 immediate points of corruption, for as long as the Darasvira remains in them. After departure, these points are immediately cleansed. Being subject to a ritual of Kehrlagashk will result in complete corruption, inflicting 10 corruption points. Blood Magic Spoiler Acquisition of Blood Magic results in 2 permanent points of corruption, unless the magic is dropped. Infernal Alchemy Any potion or concoction utilizing inferic or necrotic reagents will, alongside its regular effects, inflict 2 points of corruption. These can only be cleansed once the potions effects have passed. The Accursed Tongue Ilzakarn has a corrupting effect on the minds of Darasvira, imparted through their inborn affinity for absorbing language as explained under §7: Features & Abilities. For every 3 emotes of the language that are heard within 1 OOC day, 1 point of corruption will be accrued. This language, should the Darasvira learn it, will contribute 1 permanent corruption point, the demi-dragon afflicted by dark knowledge that they cannot erase. This, however, spares them from further corruption upon exposure to the language. Absorption Through the use of Consume Corruption, Darasvira may cleanse the aforementioned effects of Naztherak and Necromancy. More commonly, they may utilize this ability on one-another, allowing for a brood to aid a particularly corrupted member by distributing the blight amongst themselves, absorbing corruption points from their siblings to suffer in their place. This function is outlined fully under §7: Features & Abilities. Cleansing Corruption A blessing of the Darasvira’s mixed natures, corruption points that are gained (except those caused by effects classified as permanent or otherwise abnormal in duration) will naturally be filtered out at a rate of 1 per OOC day. Even a Darasvira who has reached 9/10 corruption points can recover with enough time, though the process would be long and exceptionally unpleasant. Only when Stage 5 corruption has been reached with 10/10 points of corruption does this time-based cleansing effect cease to be effective. When a Darasvira has reached this state, their only salvation is either through the use of Beast Purging, or through their fellow Darasvira using Consume Corruption to shoulder some of the corruptive burden before they expire from the lethal dose. Of course, these methods may also be used to aid Darasvira in lesser states corruption as well. Death & Revival For their personal value to Taynei’hiylu and practical value to her work, the Dragaar has seen fit to ensure that her siblings cannot be so easily vanquished by those that would seek to spite her, through them. Contained within the Viridian Seed is, as aforementioned, not only draan, but a wide variety of different energies that characterize the Nature Dragaar. Amongst them, is a concentration of Aspectual influence which ties the altered spirits of the Darasvira to the Fae Realm, even if they are not druidically attuned. Upon the event of their bodily destruction, the Darasvira will perish as any other, their corpses left to decompose and feed back to nature what energy had comprised them. Their soul, however, is left not to fade into the ether, but rather guided by metaphysical tethers that draw it into the realm of the Fae, as any parting Druid would be. The difference, then, lies in the Darasviras’ ability to be returned to the realm of the living. Should their death have been mundane, it takes little time for Taynei’hiylu’s influence within the Fae Realm to ready them for reformation. Once prepared, the Dragaar will send them out of the Fae Realm through either one of the beacons erected by their respective brood (expanded on in §5: Culture and §7: Features & Abilities) or, lacking such a thing, through any Fae Ring. This reformation presents itself as a burst of harmless green fire, from which the Darasvira emerge. However, as a consequence of their body needing to acclimate and their energies to resurge, they will be prevented from any active spellcasting which relies on an internal source, for 1 OOC day. Passive effects, however, remain functional, and all previously set polymorphic traits remain in place. Not always is it so simple, however, for when a Darasvira has been fatally corrupted, their spirit is left in a state of woeful disrepair. In this instance, as once the Aspects did to Taynei’hiylu herself, the soul of the Darasvira is ferried to the Fae Realm and forced into a deep slumber. In this stasis of sorts, a full year (1 OOC week) will pass as Taynei’hiylu works with the Aspects’ aid to reconstruct and restore their spirit from the blight that threatens to permanently warp it. When complete, the previously corrupted Darasvira will emerge as normal, but may find that certain aspects of themselves have shifted in the process. Anything from the alteration of minor or major personality traits, to the change of favorite flavors or colors, or even the loss of memories and skill sets is possible, for the reparation of a corrupted soul is a naturally inexact and difficult process. These consequences are left entirely up to player discretion. Notably, despite these processes taking the Darasvira to the Fae Realm, they are unable to recall any time spent there, and cannot interact with any of the spirits within. This is not a substitute for Druidic Transcendance. Spoiler -The Aspectual influence inherited from the Viridian Seed ties Darasvira to the Fae Realm in a fashion similar to druids, even if unattuned. -On death, Darasvira will linger and decay as normal physically, but their spirit is taken to the Fae Realm. -After being tended to by Taynei’hiylu, they are returned to the mortal world either through their brood’s Beacon, or through a Fae ring, visualized as a flourish of green fire which the Darasvira appears in. -They are prevented from any spellcasting for 1 OOC day afterwards. -If the Darasvira has died from Stage 5 corruption, they are instead put into stasis in the Fae Realm, and over 1 OOC week their spirit is restored by Taynei’hiylu. -This restoration process is inexact, and at player discretion, features of a Darasvira’s personality or tastes may change, and memories may be lost. -No memory of experiences within the Fae Realm is kept upon revival. Exhaustion A number of the Darasvira’s abilities, though not all, expend meaningful portions of their energy. Similar to Corruption, the Darasviras’ ability use functions on a 10-point system. For the sake of simplicity, the coalescence of energies that they use are referred to by their primary component part; draconic draan. Each Darasvira has 10 draan points to expend, which regenerate at a flat rate of 1 per 30 OOC minutes or 2 narrative hours. This regeneration only takes effect when RP is in progress, meaning that if it is paused for any reason, they cannot regenerate draan points until it is resumed. As this energy is expended, the Darasvira will experience a combination of physical and mental fatigue proportional to how much is used, with complete draan expenditure ultimately rendering them unconscious until 1 draan point is regenerated. §7 Features & Abilities: (Artist Unknown) “Here we are; this emerald nexus. Mind yourself, she may well be listening.” -A Darasvira warning a guest of Taynei’hiylu’s beacon. Format used is: Name (Combat/Non-Combat) & if applicable (Druidic) Summary -Details -Emote guide & cost -Redlines -Moderation notes (if necessary) Abilities marked as (Druidic) are only applicable to Darasvira who have been attuned. These are organized at the bottom of each section. Passive Features Passive Features are those qualities of the Darasvira that do not require active effort or action to bring about. Dragonblood (Non-Combat) Through their demi-draconic nature, Darasvira are recognized by other dragonkin. They may also pass on a whisper of their natures to any children that they have. Spoiler -Lesser dragonkin recognize the Darasvira as fellow draconic beings, and are less likely to aggress upon them because of it. This, however, does not mean that they won’t if they have any particular reason to, simply that it is not their automatic response when encountering them. -Given their demi-draconic nature, they will inspire the same instinctive response from Siliti that other dragonkin would. -Children born to Darasvira will exhibit minor draconic traits such as small sections of scale, slitted pupils, mildly sharper teeth, pointed black nails, or even nub-like horns, and so on. -In addition, they tend to exhibit draconic behavioural traits as well. These can often be quite problematic, exhibited akin to personality disorders such as bipolar or borderline, or even unhealthy compulsions like kleptomania, excessive risk-taking, or reckless curiosity. These often mellow out as they age and gain better control over their draconic impulses. -These children can only be sired with one Darasvira parent, as two Darasvira cannot procreate together. -This feature is passive and thus constitutes no particular emote count or cost. -Dragonkin will still attack the Darasvira if they have a reason to, they simply do not view them as prey by default as they would normal mortals. -Draconic features inherited by children are minor and have no benefit beyond aesthetics, and are, if anything, inconvenient to them. -Draconic personality traits inherited by children are usually problematic in some way or another, though the relative severity is variable. -These children can only be born to one Darasvira and one descendant, as the demi-dragons’ inherent low fertility prevents them from procreating together. -All children of Darasvira must be brought to the attention of the ST, and their choice of features, both physical and mental, must be approved before they are played. Draconic Hide (Combat) Owed to their demi-draconic heritage, Darasvira find their flesh moderately, though not entirely, resistant to flame and heat. Spoiler -The entire body of the Darasvira is capable of resisting heat and flame for up to 2 emotes of sustained contact, after which they will burn like any normal person might. If it is hotter than normal fire, it can only be resisted for 1 emote. -Normal fire may be resisted for up to 2 emotes, and any hotter variant or substance for 1. Past this point, Darasvira burn as normal descendants would. -This feature is passive and thus constitutes no particular emote count or cost. -Anything hotter than regular fire can only be resisted for 1 emote. This includes white or blue flame, magma, and so forth. In the instances of exceptionally hot substances used in events, ST may have it bypass this resistance. Speaking Tongues (Non-Combat) Through their draconic nature the Darasvira may speak Low Draconic, comprehend but not speak High Draconic, and through their inherited knowledge from Taynei’hiylu, may communicate roughly in various Fae languages. So too do they learn new ones quickly. Spoiler -As a consequence of their demi-draconic state of being, the Darasvira are instinctively capable of conversing in Low Draconic, and may grasp but not speak High Draconic. -Through the knowledge inherited from Taynei’hiylu, the Darasvira may communicate in the various languages of the Fae, excluding the ineffable tongue of the Unicorns. This comprehension is functional but not quite fluent, leaving such communication somewhat stilted in the perception of natural speakers. -Darasvira may learn new languages very quickly, their minds naturally adjusted to catch patterns and implications that make piecing them together second-nature. This is not, however, in the Darasvira’s control, and some languages are best left unknown. -As covered in §6: Mechanics, exposure to Ilzakarn contributes to corruption, equating to 1 corruption point per 3 emotes of the language that are heard within an OOC day. It contributes 1 permanent corruption point if learned, but this ceases its corrupting effect from exposure. -Though not contributing to corruption, exposure to Moonspeech is immediately painful, its sound provoking an equivalent effect as proximity to voidal magic. -This feature is passive and thus constitutes no particular emote count or cost. -High Draconic may be understood but not spoken, due to the Darasvira not being fully draconic in spirit and body. -Fae languages spoken by the Darasvira are rough and imperfect in their recreation, but functional. -Learning new languages is regulated through common sense, based on amount of exposure and ability to practice. The process is fast, but not instant or able to occur within a single conversation. -The Darasvira will accumulate 1 corruption point per 3 emotes of Ilzakarn that are heard. Learning it prevents this effect, but causes 1 point of permanent corruption. Library Pass (Non-Combat) Another capability inherited from Taynei’hiylu is her unique method of accessing the contents of Singing Trees, allowing the Darasvira to read their leaves as if they are pages of a book, accessing the information stored within. Spoiler -Darasvira are able to browse through the leaves of any Singing Tree and read them to gain access to its store of knowledge, without the use of an Index, and without need for the relevant Feat. -This feature is passive and thus constitutes no particular emote count or cost. -Though able to read the contents of Singing Trees, they are unable to store information in them, or alter the contents in any fashion, without acquisition of the proper Feat and the use of an Index. Druidic Affinity (Non-Combat) (Druidic) The practice of druidism is one that comes second-nature to the Darasvira, and for this inborn purpose, as well as their inherent capability with Communion, they inherit a number of developmental benefits by comparison to mortal druii. Spoiler -Darasvira, when attuned and taught Communion, gain an immediate tier boost to the abilities Communion, Tuning, and Beastspeak. Communion is buffed to Tier 5, and Tuning and Beastspeak are both buffed to Tier 4. All other spells within the subtype progress and become available as normal, starting at Tier 1. -Druidism causes no mental strain upon the Darasvira, the voices of nature and energies of the Aspects being something which they are, in essence, designed to welcome and coexist with. -This feature is passive and thus constitutes no particular emote count or cost. -No mechanical buff is provided to any abilities except the three listed. -Darasvira may roleplay as taking more naturally to the practice of druidism, but progress at a standard rate in all abilities not listed as having a tier boost. -Tuning and Beastspeak remain locked at Tier 4 until the Darasvira reaches Tier 5 in the magic through normal progression starting from Tier 1. -This is only applicable to druidically attuned Darasvira. Secure Connection (Non-Combat) (Druidic) A safeguard from their maker, predicting the unstable relationship her siblings are likely to have with mortal druii, Darasvira who have become attuned to druidism cannot be unattuned by normal means. In turn, Darasvira are incapable of learning traditional unattunement, or even assisting in the effort. Spoiler -When a Darasvira is druidically attuned, this stronger bond to the Aspects becomes guarded by the Nature Dragaar’s influence, preventing Darasvira from being disconnected by mortal druii. This, a safeguard for the likelihood that the Darasvira’s single-minded focus on the balance is likely to lead them to conflict with the more political interests of Circles. -By consequence of this effect, Darasvira are also incapable of learning the standard unattunement ability, disabling them from unattuning mortal druii in turn. They are incapable, even, of supporting the effort as those knowing attunement normally might. -This feature is passive and thus constitutes no particular emote count or cost. -Darasvira possess their own unattunement ability that can be used on one-another, outlined under the Ritual Abilities subsection. -Darasvira cannot learn unattunement nor unattune mortal druii by any means. They are incapable of even assisting in an unattunement. -This is only applicable to druidically attuned Darasvira. Active Abilities Active Abilities are the spells and capabilities that must be consciously invoked or acted on to make use of them. -Any variety of significant physical interruption can halt the casting of active abilities. Minor Polymorph (Combat) An inherent draconic trait, diminished by their half-mortal nature, the Darasvira are capable of polymorphing certain features, as well as taking on some animal-esque characteristics. Spoiler -Given that they are only demi-draconic, the Darasvira’s polymorph cannot contend with that of dragaar, or even Azdrazi. Rather than changing their entire form, they are able only to adjust minor features, those being: -Scale color and placement. -Horn shape and color. -Hair color, length and texture. -Eye color. -Beyond these minor, normal features, Darasvira have the unique ability to take on animal-esque ones as well. This is limited to 3 aesthetic alterations, none of which may provide any practical benefit to one’s capability. -Only minor animal features can be taken. One cannot give themselves a full coat of fur, change their skeletal structure, gain additional appendages, or anything of the sort. If in doubt, ask the ST. -Alterations to teeth, horns, and nails are excluded from the aesthetic limitation, insofar as they do not constitute a significant increase in effectiveness over what the Darasvira may normally possess through their inherent traits. -This means that if a Darasvira’s horns normally point back, they could be changed to point forward for greater offensive use, as they could have been this way to begin with, and so on. -Minor Polymorph requires 3 emotes. -Changes to features may be done over 1 emote of concentration, 1 emote of the features shifting, and 1 of them taking proper form. -This ability expends 2 draan points. -Minor Polymorph cannot be used for large features such as adding extra appendages, changing skeletal structure, covering the body in fur, adding extra scales beyond the normal limit, etc. It is the responsibility of the Darasvira to ask the ST what is acceptable if they are uncertain whether or not their desired polymorphic trait qualifies. -Minor Polymorph cannot make someone unrecognizable. Even with features altered, facial structure cannot be changed, allowing anyone sufficiently familiar with the individual to pick them out. Lesser Communion (Non-Combat) Akin to the Fae, the Darasvira possess an inherent communion ability. They may passively sense the mood of the natural world around them, and focus to converse with individual parts of it. Spoiler -Within a 10 block radius, the Darasvira may passively sense the general mood and state of nature, able to perceive if it is happy, or upset, healthy or ill, and so forth. -Within a 5 block radius, the Darasvira is capable of tuning into individual parts of nature, exchanging thoughts, feelings and images. -Awareness of the state of nature within a 10 block radius is passive and constitutes no particular emote count. -Focusing on a single voice requires being within a 5 block radius, and 2 emotes for plants, or 3 for animals. -Tuning to a voice takes 1 emote of concentration upon it, and 1 emote for the conversation to begin. -1 extra emote of attempting to communicate is required when speaking with animals. -This is a free-to-cast ability, and has no cost. -No detailed information is given through the passive 10 radius version of communion; nature may be startled, afraid, or tense, but it cannot warn the Darasvira of attackers, or anything of the sort. -This ability cannot be used to request the aid of nature in the same fashion that a druidic equivalent may. Animals will not fight on request, and nature will not move or alter itself. -Only 1 voice may be tuned to at a time, and the conversation halts if the 5 block radius is left. -When attuned, this ability is overwritten with the relevant guidelines of druidism. Consume Corruption (Non-Combat) A natural disadvantage can rarely be leveraged for the benefit of others, allowing Darasvira to sap any corruption related to Iblees from items, people, or each other, and take it upon themselves. Spoiler -Darasvira are capable of absorbing Ibleesian taint intentionally, in exchange for accruing corruption points upon themselves. Due to the specific nature of this susceptibility, this ability’s uses are niche- its main function being to allow the demi-dragons to save heavily corrupted siblings, distributing their burden throughout the brood. -The only magical effects susceptible to consume corruption are: -Necromantic plagues may be absorbed at the cost of gaining 2 corruption points. Notably, if the plague is beset upon a fellow Darasvira, it cannot be absorbed. -Naztherak boons and banes may be absorbed at the cost of gaining 2 corruption points. Notably, if the boon or bane is beset upon a fellow Darasvira, it cannot be absorbed. -Naztherak cursed idols may have their corruption absorbed at the cost of gaining 2 corruption points. -When absorbing corruption from one-another, the Darasvira may take on as many of their sibling’s corruption points as they wish. Commonly, if a Darasvira has reached critical corruption levels, the entire brood may come together to spread it evenly and ensure that no individual carries too great a burden. -Consume Corruption requires 4 emotes, or 3 if absorbing 3 corruption points or less from a sibling. -Consuming Corruption takes 1 emote of making physical contact with the target, 1 emote of concentration, 1 emote of the corruption beginning to be absorbed, and 1 emote of the process completing as any corrupted traits are set in place on the caster. -The emotes of the corruption being absorbed and the process finishing may be merged, if a Darasvira is absorbing 3 corruption points or less from one of their siblings. -This is a free-to-cast ability, and has no cost. -This ability cannot be used for anything except the four specified applications. It cannot cure blight, or natural sickness, or any taint caused by magics of non-Ibleesian origin. -Darasvira cannot absorb Necrotic plagues or Naztherak boons and banes from each other. -Consume Corruption can only absorb, it cannot impart the corruption upon anything or anyone else. Summon Secretary (Non-Combat) A trick taught to Taynei’hiylu by a particular druid has found further use in the hands of her siblings, as the dragaar grants them use of her near endless supply of woodmen. Spoiler -Woodmen are short wooden constructs animated by the will of Taynei’hiylu, possessing a sort of semi-consciousness that makes them largely disposable to the ends of the Dragaar and her siblings. Generally characterized by a somewhat standoffish, business-like attitude, they are designated amongst themselves by number rather than name, with each Darasvira being assigned one specific woodman. -Should a Darasvira’s respective woodman be killed, it will take 1 OOC week for a replacement to be provided, a measure taken by the Green Dragaar to prevent her siblings being too careless with them. -Though slow and entirely disinclined towards combat of any kind, these peculiar beings are nonetheless handy assistants for the Darasvira; able to carry supplies, take dictated notes, deliver messages, handle menial tasks and even simply provide their company, amongst other utilitarian purposes. -Summoning a woodman is freeform in aesthetic, from plucking them out of the earth, to calling them into existence with a snap of one’s fingers, or having them emerge from nearby trees, etc. It must only match the general aesthetic of druidism and the Darasvira. -Summon Secretary requires 2 emotes. -Regardless of aesthetic, it requires 1 emote to perform the summoning action, and 1 emote for the woodman to appear. -This ability expends 2 draan points. -Woodmen provide no combative utility what-so-ever. They cannot fight, or even block blows on behalf of the Darasvira. -Each Darasvira may possess only 1 woodman at any given time. -Woodmen follow standard rules for sending letters or delivering messages, treated identically to birds in all applicable scenarios. -Woodmen cannot be used to metagame in any fashion, or to bypass standard death rules. Leafmending (Combat) (Druidic) Leveraging ancient druidic knowledge, the Darasvira are capable of utilizing leaves as a potent healing tool. Sealed over a wound, they will stave off and cure infection, and greatly speed the healing process. Spoiler -An ability lost to mortal druii is one maintained in the mind of the Nature Dragaar, and passed unto her siblings. Darasvira may use leaves to effectively seal and treat wounds, using their magic to adhere them over injuries and impart them with antiseptic qualities. -Any leaf will work, provided that it isn't torn, toxic or unsuitably brittle, with multiple able to be applied for larger injuries. Once adhered over a flesh wound, the magics imbued into the plant material will begin to fight infection and speed the healing process. -Localized infections of natural, non-magic origin are halted in their progress immediately after application. They and/or any flesh wound, will then heal at 4x normal speed as long as the leaf bandage is not removed. -Once healed, the leaf or leaves will simply fall from where they had been placed. -Leafmending requires 2-4+ emotes. -Small injuries such as localized burns, stab wounds, short cuts, etc. may be treated with 1 emote of layering the leaves atop them, and 1 emote of sealing them in place. -Medium injuries such as lacerations, more expansive burns, rashes etc. require 2 emotes of layering the leaves, and 2 emotes of sealing them in place. -Large injuries such as burns that cover much of the body, full abdominal incision, amputations, etc. are freeform but can only be performed outside of combat. -Due to the fragility of the leaf material, the treated individual in these extreme cases will be unable to engage in combat or vigorous activity until healed. Attempts to do so will tear the leaf bandages and halt healing progress. -This ability expends 1, 3, or 5 draan points based on scale. -Leafmending cannot cleanse infection that has spread to the blood, become necrotic or gangrenous, nor can it heal internal injury, or any damage to bones. -Leaves remain fragile, meaning that the bandage is easily torn or destroyed if one is careless. Instances of large injuries requiring significant coverage thus prevent individuals from engaging in combat or strenuous activity. Etching Abilities Combining the draconic skill of branding with the influences of nature, the Darasvira may place various marks upon mortals which can provide either benefit or detriment. A variety of these so-called Etchings exist, each with their own guidelines and functions. All Etchings, also called Marks, appear as patterns of luminous green or blue energy upon the skin where they are placed, and are effectively minute conduits of the Darasvira’s energetic blend, primarily their draan. All Etchings share a few particular redlines: -Only 2 marks may be applied to an individual at any given time. The Mark of Draconic Favor is the only exception to this, not counting towards the total. -Darasvira may not apply these etchings to themselves or each other. -An etching does not need to be outwardly visible for its effects to manifest. -Any variety of significant physical interruption can halt the casting of etching abilities. -Physical mutilation of the relevant area can cause an Etching to cease its function. -Paladin Purging, Shamanic Farsight, and other such abilities may cleanse Etchings. -Mark of Mage's Folly and Mark of Nature's Ire cannot both be placed upon the same individual. Mark of Draconic Favor (Combat) By placing this etching upon a descendant, a Darasvira designates them as a member of their kind’s extended family, resulting in a pair of minor effects. Spoiler -Those bearing the mark of Draconic Favor will find themselves capable of comprehending but not speaking the language of the Darasvira, though they cannot grasp any of the other languages that comprise it on their own. -These individuals will be immediately recognized by other Darasvira as ones that should be kept from harm, though it does not outright prevent Darasvira from causing harm if they so choose. -This effect lasts indefinitely, until it is removed. -This etching must be placed over the heart. -Mark of Draconic Favor requires 2 emotes. -Placing this etching takes 1 emote of making physical contact with the individual, and 1 emote for the mark itself to appear. -Removal of this etching requires the same emotes, but erasing the mark rather than having it appear. -This is a free-to-cast ability, and has no cost. -Though the marked individual may understand (but not speak) the language of the Darasvira, they cannot individually understand any of the languages that comprise it- being fae, low draconic, or communion. -The Mark of Draconic Favor does not prevent Darasvira from harming those bearing it, it only informs them that they are considered kin to one of their siblings; equivalent, essentially, to a request that they be protected. -This etching will have no effect if the character it is intended to be applied to does not desire to possess it, the mark simply failing to manifest. Mark of Mage's Folly (Combat) By placing this etching upon a voidal mage, a Darasvira exposes them to the effect that their magic has on nature, allowing them to hear its pain when they cast. Spoiler -Those bearing the Mark of Mage’s Folly will find, when they connect to the void, that they become aware of the voices of nature around them in an effect akin to but lesser than what is experienced in a Fae ring. These voices are nonsensical and provide no useful information, and may be quite grating. -When a spell is conjured, the Mage will hear nature cry and wail in protest, able to directly perceive the pain and discomfort that the voidal magic causes to the natural world. -This mark comes in two variants, one which does not prevent casting, and one which does through the breaking of concentration. -This effect lasts for 3 OOC days if it does not prevent casting, or 3 OOC hours if it does. Either may be extended for longer if the affected player chooses, or shortened at the Darasvira’s discretion. -The version which does not break concentration and prevent casting simply does so through not being intense enough, but it is still exceptionally unpleasant to experience. -The version which can break concentration and prevent casting does so through its intensity, briefly overwhelming the senses once a spell starts to be cast. -This etching must be placed on the forehead. -Mark of Mage’s Folly requires 4 emotes. -Placing this etching takes 1 emote of making physical contact with the individual, 2 emotes of concentration, and 1 emote for the mark itself to appear. -Removal of this etching requires the same emotes, but erasing the mark rather than having it appear. -This ability expends 4 draan points. -This etching cannot be applied to anyone that is not a voidal mage. -This cannot be used to 'magic test' nor is it a tool for metagaming voidal magi. -As physical contact with Voidstalkers disables the Darasvira, they are immune to having this Etching placed upon them. -It will cause no effect what-so-ever unless voidal magic is being used or a voidal connection is being maintained. -Enchanted items do not trigger this effect. -The awareness of nature gained when connected to the void does not provide any information, it is simply nonsensical static. -If an area has very little or no nature, the effect will be less notable. The concentration break may be avoided if one is in a space that is bereft or very nearly bereft of any surrounding nature, such as a barren cavern or desert. -Mark of Mage's Folly and Mark of Nature's Ire cannot both be placed upon the same individual. Mark of Nature’s Ire (Combat) By placing this etching upon an individual, a Darasvira causes nature to respond to them with hostility, though not necessarily outright violence. Spoiler -Those bearing the mark of Nature’s Ire will find that nature turns against them in various minor ways. Cats will hiss at their passing, dogs will bark, insects may seem particularly inclined to sting and bite, and in general animals will seem to exhibit a distinct distaste for them. -Attempts to interact directly with such creatures, such as trying to pet a dog or cat, will lead to the animal lashing out to try and keep them away, often inflicting minor injury. Alternatively, they may just flee. -This effect is best described as causing animals to be agitated by the one bearing it, it does not necessarily make them immediately violent- in fact, they may prefer to flee than to fight, depending on their instinctual nature. -This effect lasts for 3 OOC days, it may be extended for longer if the affected player chooses, or shortened at the Darasvira’s discretion. -This etching may be placed on any part of the body. -Mark of Nature’s Ire requires 3 emotes. -Placing this etching takes 1 emote of making physical contact with the individual, 1 emote of concentration, and 1 emote for the mark itself to appear. -Removal of this etching requires the same emotes, but erasing the mark rather than having it appear. -This ability expends 3 draan points. -This mark does not cause individuals to be attacked by every animal in sight. It makes animals distinctly less friendly and prone to fight or flight, but will not cause them to hunt or go after the individual without provocation, unless they would otherwise be actively hostile anyway. -Animals already familiar to the individual, such as pets, will appear more wary of them, but will not become as hostile as unfamiliar animals. -Mark of Mage's Folly and Mark of Nature's Ire cannot both be placed upon the same individual. -This effect should be made known where relevant, to individuals roleplaying as having pets, or to ST during any events involving animals, etc. Otherwise, it is up to the bearer of the Etching to roleplay, but it should not be ignored. Mark of the Springmother (Non-Combat) (Druidic) By placing this etching upon an individual, a Darasvira gifts them with a ‘green thumb', causing plants to respond unusually well to their care. Spoiler -Those bearing the mark of the Springmother will find that plants flourish under their care, thriving and healthy even if tended by the hands of a novice. Wilting leaves may perk up at their touch, or flowers may spontaneously bloom, nature drawing easy sustenance from the energies the individual has been gifted with. -This effect lasts for 3 OOC days, it may be shortened at the Darasvira’s discretion. -This etching must be placed on the palm or on the back of the hand. -Mark of the Springmother requires 2 emotes. -Placing this etching takes 1 emote of making physical contact with the individual, 1 emote of concentration, and 1 emote for the mark itself to appear. -Removal of this etching requires the same emotes, but erasing the mark rather than having it appear. -This ability expends 2 draan points. -Does not increase the yield of valuable ingredients, but may make them easier to keep healthy if they are particularly temperamental or unsuited to their surroundings. -This effect is only present in plants being actively interacted with by the individual, specifically with their hands. Flowers will not bloom where they step, but may do so if one reaches down to touch them, and so forth. -Cannot be used to make plants grow faster or larger than normally possible, only ensuring that they may be easily coaxed to be as healthy as is possible through expert care. -Plants incapable of surviving in a given environment cannot be sustained only by care under this mark, they must at least be somewhat compatible with their surroundings. -This is only available to druidically attuned Darasvira. Mark of the Huntsman (Non-Combat) (Druidic) By placing this etching upon an individual, a Darasvira provides them with a natural affinity for tracking animals, signs of their presence easily perceived. Spoiler -Those bearing the mark of the Huntsman are able to easily spot signs of an animal’s presence in their environment. Tracks, disturbed greenery, even lingering scents will stand out to the individual, allowing them to track their quarry with skill equivalent to a masterful, trained hunter, even if they are not. -This effect lasts for 3 OOC days, it may be shortened at the Darasvira’s discretion. -This etching must be placed on the back of the neck. -Mark of the Huntsman requires 3 emotes. -Placing this etching takes 1 emote of making physical contact with the individual, 1 emote of concentration, and 1 emote for the mark itself to appear. -Removal of this etching requires the same emotes, but erasing the mark rather than having it appear. -This ability expends 3 draan points. -The Mark of the Huntsman does not aid in the tracking of anything except animals of wholly natural origin. Other creatures of any description, descendants, or anything else are strictly unaffected by this ability. -Animals altered through blights, sickness, corruption or alchemy may still be tracked. -Mark of the Huntsman cannot be used to metagame the location of messenger animals. -Use in events is determined by and subject to the preferences of the presiding ST member. -This is only available to druidically attuned Darasvira. Mark of the Spider (Non-Combat) (Druidic) By placing this etching upon an individual, a Darasvira grants them resistance to natural toxins, as well as sickness gained through consumption of spoiled food items. Spoiler -Those bearing the mark of the Spider will find themselves unharmed by all natural venoms, poisons, and toxins of any sort, as well as sickness from the consumption of spoiled foodstuffs. -This allows the individual to survive off of almost any organic matter, from otherwise poisonous mushrooms, to rotten meat, though it does nothing to remedy potentially foul flavors and scents, and options with low nutritional value will not suddenly become more nutritious. -It also permits safer travel and presence in otherwise dangerous areas, as naturally toxic or poisonous animals and plants also pose no threat; from the bite of a snake to the sting of a bee, or the spores of a mushroom, none will bring the marked individual harm. This may also apply to harvesting dangerous herbal alchemical reagents. -This effect lasts for 1 OOC day, it may be shortened at the Darasvira’s discretion. -This etching must be placed over the stomach or on the tongue. -Mark of the Spider requires 3 emotes. -Placing this etching takes 1 emote of making physical contact with the individual, 1 emote of concentration, and 1 emote for the mark itself to appear. -Removal of this etching requires the same emotes, but erasing the mark rather than having it appear. -This ability expends 5 draan points. -Alchemical or magical toxins are still as effective as usual upon the marked individual. -Processing will negate the immunity as well, meaning that if foods would be toxic normally, it must be eaten as-is, not cooked. Distilled natural toxins also bypass this magical resistance. -Toxins and poisons from metals or non-natural substances are not resisted. -This is only available to druidically attuned Darasvira. Ritual Abilities Ritual Abilities are those which require more time for Darasvira to enact, or require more than a single Darasvira. -Any variety of significant physical interruption can halt the casting of ritual abilities. Living Armory (Non-Combat / Combat) Through an extended infusion process, a Darasvira may awaken a plant with their energies, granting it greater sentience, and the ability to provide them with a token weapon in its image. Spoiler -With lengthy meditation and focus, the Darasvira may impart a plant of their choosing with sentience and definite purpose, born through an infusion of their characteristic energies akin to the process of awakening. Only one such plant per Darasvira may carry this blessing. -Druids may commune and converse with these plants, their sentience identical to that brought about through the process of Awakening. -Portions of this plant, be it seeds, nuts, individual flowers, leaves, or anything else which might be carried with the Darasvira, maintain this imbuement of purpose and may thus be used by that specific Darasvira, reacting to their power in an effect akin to surging, to create a weapon or stave. -The plant is capable of creating two items, a staff or a weapon, simply by channeling a bit of energy into it. The items are always the same whenever brought about, and only one can be manifested at a time, though one may be freely turned into the other. -This flow of energy must be maintained, or the item will dissolve into mulch, leaves, or other natural material. This will occur after 2 emotes of being out of the Darasvira’s grasp, whether it is disarmed or thrown. A new one cannot be created until this period passes. -These function akin to fully Awakened items, carrying an extension of the parent plant’s sentience. By default, they have no special properties, formed of wood or freeform plant matter with qualities and strength equivalent, at most, to Ironwood. -With a MArt submission, this weapon / stave may take on unique effects. Different effects may be present for the staff and weapon, but both must of course be outlined in the MArt for this to be the case. -Creating a Living Armory is freeform, but requires at minimum one narrative hour of meditation with the relevant plant, wherein the Darasvira feeds it a steady supply of their energy. This can only be done out of combat. -This process is exhausting, and expends 6 draan points. -Creating a weapon from portions of the Living Armory in combat requires 2 emotes. -Weapon manifestation takes 1 emote of retrieving the piece, and 1 emote of it reacting to an infusion of energy and transforming into the item. Outside of combat, it is freeform. -This must be repeated if the item demanifests or is destroyed. -This ability expends 1 draan point. -Only one Living Armory can be maintained by each Darasvira, and they are usable only by their makers. -Only one item from the Living Armory may be wielded at once. -Weapons or staves from the Living Armory disappear after 2 emotes out of the Darasvira’s grasp. -Living Armory items cannot be created when bound or restrained. -Weapons are limited to those that one could otherwise reasonably carry and use. -Siege weapons are disallowed. -Weapons requiring flexibility like bows must have lower durability than Ironwood, otherwise they would be unable to bend and flex. Vines, reeds, etc. may substitute strings in these instances. -Ammunition cannot be made with the Living Armory. -Armor, excluding shields, cannot be made with the Living Armory. -The sentience of the Living Armory and its weapons may communicate with their Darasvira, or others only via druidic Communion. -The sentience of Living Armory weapons cannot be used to metagame or gain any advantage that would not exist without it. It is purely an aesthetic / flavor quality. -Weapons or staves created by the Living Armory cannot be stolen, as they will demanifest after a short time outside of the Darasvira’s grasp. -Living Armory weapons and staves must be ST signed and ideally soulbound. They must include in their description a section explaining their qualities. -If acquired, the items representing these weapons or staves must be returned to the player or, failing that, the Story Team. Failure to do so is grounds for an infraction. This must be noted in the item description. -Destruction of a Living Armory does not require any sort of RO permission, but must be overseen by a Moderator. Raise Beacon (Non-Combat) A brood of at least 5 Darasvira may come together to erect a beacon, through which they may be returned from death, as well as communicate with Taynei’hiylu from her place within the Fae Realm, amongst other things. Spoiler -Once the requisite materials for the Beacon have been gathered, that being a significant number of fossils well-steeped in natural energy, they may be gathered into a pile for conversion into a beacon. -With a minimum of 5 Daravira surrounding it, each must work to infuse the collection with a significant fragment of their power, these energies swarming the collection as it then begins to warp and contort, shaping slowly into the stone-like form of a beacon, then set alight as its connection to the Fae Realm is secured. -This beacon serves as a respawn point for Darasvira of the brood that possesses it, slain members emerging from it after their brief (or not-so-brief) stint in the Fae Realm. -Taynei’hiylu may be contacted through this beacon, and may also freely witness anything that occurs in its vicinity. -Raise Beacon requires 4 emotes. -Raise Beacon takes 1 emote from each Darasvira of gathering their energies, 1 emote of channeling them into the collection, 1 emote of the fossils starting to fuse, and 1 emote of them forming into a beacon. -Beacons are no more durable than any other similar structure formed of common stone. -Taynei’hiylu will not prevent their destruction or intervene in anything she witnesses through it, as that is the responsibility of the Brood that made it. -In lieu of a beacon, Darasvira will simply be returned from death through the nearest Fae Ring. -ST Manager approval is required for interactions with Taynei'hiylu. -These beacons must be verified with a sign locked by the ST after proof of roleplay to create it is provided. -Destruction of a beacon does not require any sort of RO permission, but must be overseen by a Moderator. -RO permission is required to raise a beacon on any nation, lair, or settlement tile. Viridian Coalescence (Non-Combat) Once properly taught, a trio of Darasvira may come together to recreate the process of implanting the Viridian Seed within an aspirant, starting them on the path to rebirth. Spoiler -The placement of a new Viridian Seed is a taxing endeavor when undertaken by Darasvira themselves, for though meager by comparison to the infusions used in the creation of their cousins, the amount of energy required for the initial formation of the Viridian Seed is still formidable. As such, no less than 3 Darasvira who have been taught the technique are required to do so. -This is performed by the trio of Darasvira gathering around a given Aspirant, usually laid on the ground, and meditating to bring about and focus their power together. Hands extended, their draan and other essences are ushered forth to gather within the air between them, condensing until finally, a timid spark of the Aspects’ Flame is brought into being, the Viridian Seed itself. -This wisp of ethereal flame is then lowered to place it within the aspirant’s core, their sternum between the ribs. This is experienced as a brief sensation of burning, which rapidly reduces to a simmering warmth as a green draconic mark forms over where the Seed had once been placed. -Viridian Coalescence requires 4 emotes. -Viridian Coalescence takes 1 emote of concentration and meditation, 1 emote of their energies being focused towards a central point, 1 emote of these energies sparking into a wisp of green flame, and 1 emote of it being planted within the aspirant. -This ability expends 8 draan points. -If at any point the mark representing the Viridian Seed is destroyed during the development process (see: §3: Creation) it disappears and must be replanted. -All features brought about in the development process, before the creation of a CA, are purely aesthetic and offer no additional function. Aspectual Severance (Non-Combat) (Druidic) Though they may not be unattuned by normal means, the Darasvira maintain their own internal method of disconnecting their kin from the power of the Aspects; sometimes, at the cost of their very lives. So too may this method rob one of their draconic nature. Spoiler -The unattunement or reversion of Darasvira is a rare and serious thing, requiring that the offending dragonkin be brought to a beacon and attended by 3 Darasvira possessing Viridian Coalescence. -Typically, a trial of sorts is held to ascertain the nature of the situation, with the individual made to answer to either the 3 Darasvira capable of performing the disconnection or reversion. Though this plays no direct mechanical function, the result of it may determine which path of disconnection is taken. -There are two ways for a Darasvira to be disconnected from Druidism, and both are more severe than common disconnection. -The first, usually used in the case that the Darasvira simply wishes to end their service to the Aspects or seek another path, will result in their complete reversion to mortality alongside disconnection from Druidism. It also results in an inability to ever re-learn it or any magic that will reject a permanently scarred soul such as theirs. -If a Darasvira is not attuned and simply wishes to return to mortality, this is the only possible outcome of the ritual, and inflicts the same costs. -The second, usually used in cases where the Darasvira has done something so egregious that the only path is to take their power from them by force, is far more dire. In this case, the dragonkin have deemed not to be so merciful; for the subject has failed and betrayed the very foundation of its making. In this final act of punishment, the Darasvira is disconnected from Druidism, and permanently put to rest through the effective destruction of their spirit. They are perma-killed. -This process is performed through the Darasvira essentially taking hold of and unraveling the energies of the Viridian Seed; either stopping short to allow the Brother or Sister to live on as a mortal, or relying upon the beacon itself to deprive them entirely and lead to their permanent demise. -Aspectual Severance require 3-5 emotes. -Aspectual Severance takes 1 emote of the three presiding Darasvira placing their hands upon the sternum of the (probably restrained) subject, 1 emote of them focusing as they work to unravel the power once placed within, and 1 emote of the individual starting to shed their scales and horns. -If death is deemed necessary, 1 additional emote from each Darasvira of voicing a request to the beacon is made, and then 1 of the beacon obliging and setting the subject ablaze in Aspects’ Fire, concluding the ritual and ending their lives as they are reduced to mere ash. -If not, the Darasvira will rapidly lose their draconic features and be left exhausted, deaf to the song of nature, and mortal once more. -This is a free-to-cast ability, and has no cost. -There are no actual prerequisites for either version of disconnection to be performed. Trials are a purely cultural factor. -If interrupted physically, the disconnection will fail. -The soul-scarring of disconnected former-Darasvira must be properly roleplayed. -All three attending Darasvira must deliberately voice their agreement that the subject should perish in order for the beacon to activate and bring them to an end. -This ritual must be performed within sight of a beacon, regardless of intended outcome. -Non-druidic Darasvira undergoing this ritual are only subject to the mortality reversion, and suffer all of the same costs- unable to become druids later, and having scarred souls. §8 Teaching & Slots: The Darasvira do not utilize a standard tier progression system, nor a standard TA system, with every Darasvira capable of passing on knowledge in how to perform each ability they themselves possess. A handful of abilities are inherent and need not be taught, including all passives, as well as Lesser Communion and Minor Polymorph, which can both be used intuitively. All others must be taught. Alongside a wide-reaching magic lockout, Darasvira itself consumes 1 magic slot, allowing them to gain all Druidic magics aside from Shapeshifting- which they cannot learn- or to collect the various other magics which they remain capable of acquiring. §9 Compatibility: Darasvira are compatible with: Spoiler Druidic Communion Druidic Blight Healing Druidic Herblore Druidic Transcendance Singing Trees Sycophants of Boletius Chi Manipulation Feat-level Seer Housemagery Blood Magic Alchemy Kani Darasvira are incompatible with: Spoiler Druidic Shapeshifting All Voidal Magics & Feats All Non-Druidic Deity Magics All CAs (inc. Soul Trees) Affliction Necromancy Mysticism Naztherak Vivification Magic-level Seer §10 Credits: Writing: Kalehart Keefy (Origin) Consultation: Keefy TimberBuff Nivndil Nightcastor WestCarolina Geidleth TelvanniMagister KaiserThoren Cmmdr_Jester Platypusmania Altiar1011 §11 Citations: Spoiler https://www.lordofthecraft.net/forums/topic/186719-%E2%9C%93-hub-page-druidism-servants-of-the-aspects/ https://www.lordofthecraft.net/forums/topic/191706-%E2%9C%93-ca-race-lore-sprites/ https://www.lordofthecraft.net/forums/topic/196551-%E2%9C%93-druidic-feat-singing-trees/ https://www.lordofthecraft.net/forums/topic/193394-%E2%9C%93-world-lore-amendment-fae-and-azhlblighted-steel/ https://www.lordofthecraft.net/forums/topic/150738-tayneihiylu/ https://www.lordofthecraft.net/forums/topic/161000-%E2%9C%93-the-fae-realm/ https://www.lordofthecraft.net/forums/topic/163263-%E2%9C%93-lore-the-origins-of-druidism/ https://www.lordofthecraft.net/forums/topic/185797-%E2%9C%93-ca-race-lore-azdrazi-children-of-azdromoth/ https://www.lordofthecraft.net/forums/topic/194951-%E2%9C%93-feat-magic-lore-heralds-of-azdromoth/ https://www.lordofthecraft.net/forums/topic/166951-%E2%9C%93-rewrite-~~fairy-rings~~/ https://www.lordofthecraft.net/forums/topic/193163-%E2%9C%93-magic-lore-paladins-champions-of-xan/ https://www.lordofthecraft.net/forums/topic/196105-%E2%9C%93-dark-magic-lore-playable-ca-naztherak/ 38 Link to post Share on other sites More sharing options...
Kalehart 1065 Author Share Posted June 24, 2021 Changelog: -Darasvira can no longer learn Unattunement, nor aid in performing it. -Darasvira are no longer capable of learning or even assisting with standard druidic Unattunement -Alterations to height and strength have been deleted, they maintain size and strength equivalent to what they had before the transformation. -Scales no longer provide any additional defensive benefit. -Void magic susceptibility cannot be used to metagame anything the Darasvira cannot normally perceive. -Removed the taming of pygmy dragons. -Various minor redline and ability adjustments. -Contacting Taynei'hiylu now explicitly requires ST manager permission. -Darasvira no longer require druidism to revert / unattune other darasvira. -Voidal fire now bypasses resistances to heat and flame. -Paladin attacks now effect them equivalently to aurum upon undead, and cause an intense burning sensation. -Mark of Mage's Folly and Mark of Nature's Ire can no longer both be placed upon the same person. 5 Link to post Share on other sites More sharing options...
NomadGaia 924 Share Posted June 24, 2021 LETS ******* GO 3 Link to post Share on other sites More sharing options...
SoulReapingWolf 2258 Share Posted June 24, 2021 Man Kale you really outdone yourself. I'll give this a read and tell you what I think of it. 6 Link to post Share on other sites More sharing options...
excited 10834 Share Posted June 24, 2021 I have a feeling Joel will pass this just to spite me. 13 Link to post Share on other sites More sharing options...
Nug 1886 Share Posted June 24, 2021 now this is epic 2 Link to post Share on other sites More sharing options...
Tentoa 1997 Share Posted June 24, 2021 Reading it now, but angrily. 5 Link to post Share on other sites More sharing options...
Valannor 6346 Share Posted June 24, 2021 Kale, is this repayment for the torture I gave you with Cleric lore? I look forwards to reviewing this one. Even if it hurts me to think about writing an in-depth review for it. Don't make me regret it Kale! 5 Link to post Share on other sites More sharing options...
AfroJoeTheOlogBro 1093 Share Posted June 24, 2021 Man now I wana be a plant dragon 1 Link to post Share on other sites More sharing options...
Kaiser 1357 Share Posted June 24, 2021 The irony if this gets accepted but Azdrazi don't 16 Link to post Share on other sites More sharing options...
glassyskies 235 Share Posted June 24, 2021 this is evil 4 Link to post Share on other sites More sharing options...
Commander_Jester 162 Share Posted June 24, 2021 AY 1 Link to post Share on other sites More sharing options...
rathat 614 Share Posted June 24, 2021 Overall I like the idea of having a more bestial relationship with the aspects, with the bonus of it not being limited to druidic circles. However, I do think it's a lot and that the connection to the druii is just about a requirement for them to reach their written full potential, and gives the druids access to yet even more closed off lore. Some of the abilities like the funny wood-puppet secretaries seem a little unnecessary, but balance issues goes alongside my opinion on a lot of already existing CA lore, in that the advantages are usually overwhelming in comparisons to weaknesses as they're both unknown and unavailable to the broader playerbase. I don't mind the dragon bit personally; I get green dragonflight vibes and I wanna see the dragon people beef. +1 (but only if I get my hands on it. Otherwise -100 and I'll be mad about it until the day I die.) 2 Link to post Share on other sites More sharing options...
Ryloth 4316 Share Posted June 24, 2021 bruh 7 Link to post Share on other sites More sharing options...
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