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[✓] [CA Race] Nephilim - The Lesser Dragonkin


ronin_champloo
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i'd love to larp as a cute boy with horns once again...

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I'm a big fan of the corruption as I was since it became an idea a few writes ago for you guys - amazing job fleshing it out and adding some more interesting weakness to the Azdrazi.

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The TWRP in the signature is what sold me. +1

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Now, I am absolutely interested to see it and the story is very pog.

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Good luck with the rewrite gamers, I don’t know too much about dragonkin to provide useful feedback. +1

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On 7/19/2021 at 7:17 PM, Undubitably said:
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To preface this, should this rewrite get accepted - I'd like for the current TA holders to be wiped and restarted. New TA holders will be discussed by myself and the ST.

 

Nephilim
Lesser Dragonkin

Yaeger Edition (Spoon Patch 2.8 + Werew0lf Season Pass)

“I just keep moving forward until my enemies (The ST) are destroyed.”

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https://cdn.discordapp.com/attachments/761090813199384577/856051413762179072/9xJ8ADl.png

Origins

“Within the span of millennia, a lapse in judgement is expected. You are meant to minimize the damage.”

 

In times of yore and antiquity, an ancient compact was forged between the Archdragaar Azdromoth and King Horen and his descendants. The first dragonflight, renowned in these bygone times as the Order of Nephilim, accepted many souls into their ranks and taught them to fight and revere their sire the Black Titan Azdromoth, chiefest among dragons. It is thought that the reason for this pact was the inability of dragonkin to have trueblood children of their own, so Azdromoth devised a ritual - The Transference - to bestow the draconic gift upon worthy mortals-turned-dragons that he dubbed his flight.

 

The Nephilim

 

Born of embers and bound to the service of Azdromoth, the Nephilim are an advent breed of dragonkin who have sworn themselves to the pursuit of knowledge and the defense of mankind since antiquity. Both feared and revered by descendants, these creatures possess the innate and unique power of Dragonflame, granting them boons which set them apart from unkindled men. 

 

Purpose

 

To live forever is to hunger and to indulge in ravenous consumption. The world in itself is finite, whereas the Nephilim are infinite. This hunger for more  presents itself in many ways and impels the Nephilim to seek a myriad of different things to fill their emptiness; whether it be battle, gold, artwork, theological texts and etcetera. The keenness of a draconic mind truly is infinite, yet also so limited in what it can process. That is the essence of mortality, to struggle and build a better world despite the ravenous compulsion within. Breaking this, shedding the mortal coil, is to remove yourself from the natural order of life and death. Nephilim are granted a near infinitude of moments to live, as a result of their curse of immortality. To be Nephilim is to become an imitation of life in the most personal way possible.

 

By separating themselves from natural life and death, they have irrevocably separated themselves from the Descendant they once were. Instead, they are blighted creatures of immortum, cursed to live and struggle without the vices of mortals; ignorance, a short life, freedom of mind, and a firm identity. In truth, they are little more than pretenders inhabiting the body of the person they once were.

 

This discomfort within one's own skin begins the Nephilim on the long path to Enlightenment, an arduous and lifelong journey as they exist in perpetuity in a kind of physiological stasis. There is a hunger that presents itself in many ways due to their awoken mind.

 

The path to Enlightenment is the path to achieve death itself, the final chapter to their immortal life. This Enlightenment through Death is the only true way for a Nephilim to break the chains of perpetual eternity that bind them. This is not to achieve respite, but to merely achieve an end. What it means to be "Dragon", and what it means to be "Man", are two questions that sit within the minds of every Nephilim from the moment of their rebirth. A constant missing piece in their minds, almost a sort of philosophical ache. They seek to fulfill this through their service to a Drakaar or Dragaar, namely Azdromoth. This service can be done in many ways; preaching the word of their Lord and spreading His influence, culling those who stand against them, or by rejecting mortal society entirely.

 

No matter what they choose to do, all Nephilim are chained to the sake binding fate, as they will be until death. However, as with all things, there is an end. At the end of the long path of Enlightenment, over centuries or eternity itself, they will have found a way to answer their questions. Yet, at the end upon having their epiphany, they'll find their internal flame slowly burning out. They shall slowly harden into stone, becoming statues of themselves and the person they were. They become a monument to their life, path, and eventual Enlightenment. The end is always death, even among the most peaceful of them.

 

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- When a Nephilim are made, the prior descendant is effectively killed and burnt, from it does the new being arise; retaining only the memories of their former self. Their souls are changed and made anew, and their burnt corpse acts as a vessel for this newly birthed creature. In effect, the Nephilim may experience Ego Death as their psyche is fundamentally transformed in time.

- At their birth, they form a longing in their mind for something as Asioth is forever tied to their draconic longing. An endless search for most. This is something that they cannot reach in their current state and through worship, battle or artificery - they seek to reach it. When they do, they’re given the option to PK and turn into stone as the final step for their Enlightenment.
- Heralds are seen as students to these eternal warriors; fragments of the Nephilim’s self that they chose to part from and endow unto mortals. These fragments can be lessons of philosophy, battle, theology, and so on so forth. In a sense, Heralds act as mortal vessels or agents of the Nephilim. Some may take to obsessing over their Heralds as they hold the humanity that they so desire.

 

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Draconic Mind

 

Upon their manifestation - when a Nephilim are created, their very minds go under a large amount of psychological and cognitive restructuring. In effect, this is different from individual to individual. In short, the Nephilim often find themselves disoriented at first, gradually alienated by mortal and moral concepts that typical Descendants cling to so dearly. 

 

Over the years, the Nephilim come to acclimate themselves to their new environment, yet they find themselves reminiscing about the person they used to be. Nephilim are plagued by these persistent and haunting recollections of memories from their past life, from it do inescapable traits cling onto their mind; a nature that they must obey, for it becomes their punishment. A Nephilim who dreamed of exploring must wander the earth as it becomes ruined and jagged, if their legs are broken beyond repair, then they must crawl in agony. One who’d yearn for battle must do so, drowning himself in ichor and meaningless combat as every second becomes dull without the drums of war. Another who’d speak of cunning must lie and hoard, until every last treasure is lost within the depths of their chasms. This, in effect, is the last fragments of their mind battling against their draconic own. The inner turmoil grows for all as they’d find themselves split in perpetual battle even after the death of their former psyche, perhaps taking on old habits as they’re lost in glimpses of their old memories. Some Nephilim take to this in rage, in hatred at what they cannot control, others take to accepting and wallowing in their lack of control, perhaps sharing some general mannerisms without paying mind to it.

 

With this also comes an inclination towards wrath, making many Nephilim hot-headed as a common response and bear little patience in regards to conflict - this can be seen in many ways, be it a battle of ideologies or steel. Even those who have truly mastered themselves cannot truly quell this burning zeal. However, this is not the same for most as other Nephilim have different manic responses to such which can be seen in an overwhelming fear, rage and whatnot.

 

Additionally, the Draconic Mind is not neurotypical, and manifests in numerous different ways the glaring differences between Dragons and Descendants. The Nephilim are by nature neurotic and cognitively strained, and possesses Possesses limited focus or interest for subjects that are outside the purview of their obsessions, or hoarding.

 

Foremostly, with agelessness comes an immortal mind, allowing the Nephilim to retain and recall knowledge to a much more proficient degree than would any mere man, making them excellent scholars and orators. Additionally, Nephilim show remarkable receptiveness to other Dragonkin due to their rarity, and are able to communicate with sentient Dragonkin by way of the High Draconic tongue. 


Over time, it becomes entirely possible for the Draconic Mind to evolve or undergo a tremendous amount of change. With age, a once extroverted nephilim with a heavy tongue might become a pale recluse, lost in deep caverns with what treasures it possesses, flipping through all knowledge it could find, and lost, entranced in the merit of its fiery arts. But to be a dragon is to embody fire, and therefore constant evolution and change. Nephilim are essentially highly dynamic individuals, with evolving states of mind that come with a draconic soul stuck within the confines of an understandably small, humanoid shell, slowly coming to embody a strand of fire as Ideologies old and new are taken and discarded, minds forever changing as it’d shift and change along the path of immortal life - memories of old and new are often mixed up, and time may have its effect on them, forcing them onto states where they cannot remember which memory was which, their identity slowly lost from them.

 

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- There are clear tells that must be RP’d, these commonly range from the loss of human ‘aspects’ that they once had. Anything else can be spoken to ST about.

 

Examples can be; 

- The inability to feel hunger, yet still be affected by it.

- The inability to taste foods and wines.

- The obsession, and fixation, of the events in their memories. This can be seen as repetitive behaviors or mental actions that must be done to temporarily relieve feelings wrought of obsessive thoughts.

 

Draconic Physiology

“In retrospect, the frailty of the Human form becomes exceptionally apparent.”

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When not assuming a disguise, Nephilim appear much alike to their father Azdromoth, bearing rigid red or black skin riddled with scales. Their eyes are nigh serpentine, made as slits rather than pupils; irises and scleras replaced by fiery tones of red and orange. Whatever flesh or scales they bear will feel somewhat warm, though not at all harmful to mortals. Fully fledged Nephilim, upon their transformation, will find themselves to be up to a foot higher than they had been as a descendant, though this caps at 7’6” — meaning that an individual already of that height, or just below, would not be any higher upon being transformed. All Nephilim also possess a set of horns which are crowned upon their head, varying widely in appearance. These horns, though unique to each Nephilim, may only manifest in shades of red, shades of black and gray, or a horn-exclusive bone-white. 

 

 

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- Nephilim are blessed with immortality. They’ve long lives, and cannot die of natural causes. However, Event-PKs are still liable for them (where applicable).

- They are immune to all forms of heat except Malflame and Dragonsflame.

- Nephilim are immune to mundane poisons and diseases.

- Nephilim possess a draconic soul after the Transference is complete. They're considered full draconic creatures.

- Nephilim are sterile and are therefore incapable of spawning children.

- They have the gift of lesser Polymorphing to disguise their true forms.

- Revival: they are resurrected upon being slain through the alternative method of regeneration. Death & revival rules still apply (where applicable).

- Nephilim have peak level of strength of their mortal body, etc. A Human turned Nephilim will have Peak-Level Human Strength, and so forth.

- Nephilim Scales are no tougher than mortal flesh, they are purely aesthetic.

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Enkindling

 

Dictated by vigorous trials and unyielding affirmation of self-worth, an aspirant deemed worthy may be christened as an Nephilim. Such is done through a grand ritual in which their mentor must partake, requiring that the teacher yield a Wardren: a relic sphere or cube of steel capable of fitting a human hand within. This artifice must be blessed with the draan of Autmei Laas, being then bathed in the blood of the descendant and their draconic mentor of which it will soon attain the properties of Dracanium. The gem will then absorb the ichor, taking on an intense orange glow as the wardren is then completed. The wardren must then be handed to the apprentice, at which it would blaze with furious draconic energy, engulfing the descendant and transferring its essence unto them.

 

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Mechanics

Upon successful completion of the ritual, the descendant is granted a temporary, though volatile inner flame. This is solely an internal transformation, allowing the Nephilim to only summon and banish their wardren alike to a Nephilim and their dracanium armory. Once they have acquired their inner flame and become full-fledged Nephilim, the Whelpling may expel this draconic power and allow themselves to revert to their descendant form, this ability explained under Polymorphing, yet to do so their wardren must be destroyed. 

 

The wardren they hold is now primed and bound to their newly kindled flame, prepared for the remaining trials. The Whelpling will be expected to complete a set of six or more of these trials, each handpicked by their mentor; to set these tasks in motion, the mentor must speak the instructions to the wardren in their native draconic tongue. Upon the Whelpling's completion of one of their designated trials, the dralachite sphere or cube will fill partway, reflecting their immediate progress. The wardren will continue to fill with the formerly mentioned radiance until it eventually brims, a state which indicates the conclusion of the trials and stabilization of the inner flame. The Whelpling is now ready for the final stage of the Transference, in which they and their wardren will be cast into a pyre of dragonsflame (following a brief, free form ritual), their skin burning away to make way for the forthcoming Nephilim. 


The Whelpling’s progress can be reverted at any stage of the trial should they prove careless. Such a process is equally as painful as becoming a Whelpling and is typically followed by a momentary feeling of immolation. Thankfully, Whelplings are in control of their own wardrens, meaning failure will almost certainly be brought about by their own shortcomings. These shortcomings can be seen in the brands that they attain;

 

Tozein — This failure type causes the Whelping to make glaring mistakes when attempting to carry out the chosen subject matter of the Nephilim. Though not making it impossible to carry out the task, it will become increasingly difficult to fulfill, oftentimes leading the individual to unknowingly mess up or do the exact opposite of what they’d meant to do. For example, a priest branded for preaching about god may find himself to incite heresy or blasphemy in his teaching; whereas a smith who forges weapons for villains and crooks might find themselves to make the weapon brittle or of poorer quality than they might normally.

 

Lotgral — This brand type causes the Whelping to become physically impaired when attempting to carry out the chosen subject matter of the Nephilim. They may fumble over their words, stumble, experience vertigo, dizziness, and other such effects when attempting to perform said action. For example, an individual branded at the leg for attempting to flee from authority may find their leg to cramp up spontaneously; whereas an individual branded at the face for misuse of magic may find their vision to blur out and make it hard to aim. 

 

Faaz — This brand type causes the individual to experience an acute sense of burning pain in the location of the brand when attempting to carry out the chosen subject matter of the Nephilim. This pain, though not debilitating, is searing and unpleasant, often disincentivizing the individual to attempt the action further. For example, an individual branded at the forehead for spreading rumors about Azdromoth will experience searing headaches when attempting to do so again; whereas a mortal branded on the hand for attempting to steal from a Nephilim will result in their hand burning should they attempt to steal something else. 

 

 

- Should it be suspected that someone has done rather easy and simple trials just for the sake of nepotism, this can be reported to the ST - and the ritual would not transform the Whelping, rather burn and Hard-PK them onto ash.

- When an attempt, or rather, failure is what a Whelping can amount to; their skin would begin to burn, cracks apparent upon their forms as the burning Dragonsflame rages in utter hatred and rejection. These effects last for 1 OOC week, or longer with OOC consent, and must be carried out as a sign for their incompetence.

- Should all three brands be attained over the course of their trials, the Wardren breaks and cracks and the process of Enkindling is unable to be undertaken once more. During this, they’re allowed to keep the brandings with OOC consent or allow them to fade in 3 OOC weeks.

- These brands can be purged by Paladinism, or via the aid of another Nephilim.

- These marks of disgrace must be given or granted when a Trial is failed. An ST-Signed Item will be given during the duration of their trials, denoting of the sin that they must bare;

 

Etc, The brand of Lotgral lays upon the Individual’s arm, for their cowardice in fleeing from their chosen foe in the Trial of Strength; they’d find their leg cramping up spontaneously when they’d flee from a battle. This can be removed if a Whelping abandons their trials or completes their transformation.

 

There are Three Types of Trials that must be undertaken, each difficult in their own regard; that of Knowledge, Strength, and Fortitude. While there can be creativity set in these trials, they follow a strict and concise guideline as all Nephilim must undertake a similar journey with varying answers. Examples are;

 

Knowledge - They must know their understanding of Asioth and undertake the sacred journey of Um’ei. Any other methods can be discussed and approved by ST.

 

 

Strength - They must do battle with steel, ink or in the field that they chose to strike against a chosen foe or combatant; this must be something either equal or greater to them in strength or ideologies. Any other methods can be discussed and approved by ST.

 

 

Fortitude - Create something worthy in the eyes of your chosen Nephilim’s, this can be jewelry, a weapon, or whatnot; it just has to be worthy denoted in pride. Another thing that they must do is embark on a pilgrimage alone to a chosen area. Any other methods can be discussed and approved by ST.

 

 

- There are three types of trials requiring completion for an acolyte to become a Nephilim. A trial of knowledge, a trial of strength, and a trial of fortitude. These trials can be interpreted in any way.

 

- Two of each type of these trials - therefore six in total - must be carried out. The Whelpling’s wardren glows gradationally for each trial completed.

- These trials must be done alone. Whelpings cannot receive any help during them in any way.

- Each Trial can only be completed weekly. At the end of the week, the Whelping is to show their offerings and merit in whatever they’ve succeeded. If it is insufficient, then the Trial is forfeit and must be redone.

- Anyone found circumventing the trials by having simple and easy challenges will have their TA revoked, alongside the student having their CA revoked. These trials are something to overcome, rather than an easy task.

- Azdromoth’s TA, alongside his teaching of rituals, can only be activated in times of inactivity. These times are decided by ST.

- Only descendants can become Nephilim.

- The Nephilim have a choice of breaking the Wardren at any point.

- A Wardren must be ST-Signed. It will also have to state how many trials are to be done, as well as who it’s meant to be given to, furthermore, it must be stated on their Heraldry MA how many trials are to be done.

 

Etc, [!] The Wardren, which belongs to Kneeil/Allant, holds a faint brazen flame within it. The fire burns faintly amidst the night.

 


It bears three Trials of Strength: etc.

  • Hunt a monster and rend from it; flesh and skin. Carve a weapon with your creation and duel a pious man, prove your ideology outweighs his own, be it through blood or words. Show your struggle to exist in the Firelands and survive there for one OOC week.

 

[!] This follows all redlines and guides for Nephilim Lore.

 

Becoming a Nephilim requires a valid Creature Application which may be submitted once the acolyte completes all of their trials. Upon its acceptance, they will be able to roleplay the creature and its magic in alignment with the mechanics, lore, and progression listed below. Any mortal descendant is capable of becoming a Nephilim, requiring that they be turned directly by another Nephilim who possesses a Teacher Application and has been taught the Rite of Transference. It may also be bestowed by Azdromoth himself only with explicit approval from ST management should the lore die out and be in need of a grandfather. 

 

- The trials and tests which a mortal must undergo prior to becoming a Nephilim are mandatory and may not be evaded. This is an enforced roleplay mechanic that may not be ignored.

 

- To become a Nephilim, one must have an accepted Ordained Herald MA on their character.

 

The Inner Flame

Fickle yet formidable, the Inner Flame is a tricky thing, comprised of a metaphysical network of dragonfire that spans the body in its entirety, thus manifesting the Nephilim’s powers. The core of this essence is supposedly housed within the very heart of the creature, intrinsically tied with their lifeforce and wellbeing. When drawing upon their draconic powers, this flame will swell, flowing its essence to wherever it is channelled. Overexerting this flame can prove to be deadly, exhausting not only the Nephilim’s corporeal body, but also their soul. It is thus critical that the Nephilim take great care to guard and foster this flame, as they are otherwise nothing without it. 

 

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General Mechanics

The Inner Flame is the latent energy created through the combustion of their draconic ichor,  powering their Enrapturements. Their use of Inner Flame is tied directly to their own physical health, and thus they exert themselves while using Enrapturements consistently within combat role-play. Each Nephilim possesses a limited amount of “essence” from which they may draw upon their Inner Flame without harming themselves, and they are limited to eight-units that they may draw upon every 12 Out-of-Character hours after a resting period or meditation. To exhaust eight or more units of essence from the Inner Flame will consequently result in the character’s Perma Kill.


 

Exhaustion Table

2 unit(s): The Nephilim will feel slightly out of breath, though barely noticeable. During this, they’ve four blocks of movement per emote.

3 unit(s): The Nephilim’s breathing is slightly more strained, though still hardly inhibits them. During this, they’re limited to three blocks of movement per emote.

5 unit(s): The Nephilim notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. During this, they’re limited to two blocks of movement per emote.

7 unit(s): The Nephilim’s movement slows by about half and becomes one-meter rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion.

8 unit(s): The Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves. They will then turn to stone and will undergo a forced Perma Kill.

 

Due to the nature of their draconic soul, Nephilim are barred from learning various magics or becoming certain creatures. As their spirits are locked in tandem with their immortal bodies, Nephilim are unable to be transformed into striga, siliti, varg, wights, golems, and any other such transformative creature. In this vein, they are also disallowed from learning any form of Arcane Magic or any magic that would alter the soul (i.e. mysticism, druidism, etc). They may learn alchemical feats, though are not permitted to take on an afflicted symbiote in that regard. 

 

- Nephilim are capable of learning Alchemy and Further-Alchemy, and can learn all feats which do not conflict with the soul. They cannot learn any slotted magic or become another CA.

- Inner Flame cannot regenerate during combat.

- Their Inner Flame is merely used for calling upon their Dragonsflame. They can still drain their stamina in physical activity.

 

Respawn Mechanics

Empowered by their Inner Flame, the Nephilim are unlike descendants in the sense that death is a permanent road. For a Nephilim, the destruction of their body will only result in a temporary snuffing of their own spiritual flame, leaving their corpse to be left as a charred husk of ash and bone rather than decay beneath the soil. Over the course of one IRL day, their soul would return to the nearest Azdromothan shrine and gradually rebuild its vessel from the flames. Upon being restored, the Nephilim will find themselves to be unable to draw upon any of the powers of their Inner Flame for four IRL days following, including their polymorph ability.

 

- Nephilim cannot use any of their abilities, including Polymorph, for four IRL days after respawning. This means they are stuck in their draconic form for its duration.

- If there are no avaliable shrines IRPly, they'll just respawn at CT.

- Nephilim still adhere to all general rules regarding character death, including suicide PKs.

- Mechanical death (popping) does not count for the cooldown unless execution is roleplayed, however, should they default to PVP then it counts.

 

Severance Mechanics

“To reject the form is to blaspheme.”

 

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To sever the Nephilim’s flame is to strip them of their very soul, effectively killing them. Though improbable to mortal knowledge, the deep cabals of Azdromoth know otherwise, being privy to two distinct methods of dividing the flame from the flesh. Such would involve the willingness of the Nephilim to render their flesh and blood stagnant, turning their own body into stone and rendering them comatose. Few permit themselves to be taken by a fate so tame, but those that choose to smother their flame do so to stave off impending tragedies such as corruption — for most would sooner take this form than being bound by such ill afflictions.

 

The other means by which a Nephilim may be disconnected is through the draan of Pruzah Tuz, or the Rite of the Immaculate Blade. Through this process - that occurs over the course of five emotes - three Nephilim who know of the ritual must be present. Working in unison, the three must begin the rite and have one of the Nephilim, who knows the performance of the ritual, summon forth a blade of ethereal fire. They may then skewer the offending Nephilim through their core, the fire searing them as it saps away their Draconic ichor. 

 

Over the course of 7 OOC days, the severed Nephilim will begin to experience great bouts of emotional distress as their body relinquishes its draconic form. They would find their powers to be useless and would exhale only embers and ash, with their disguises wearing away to reveal their mortal form. By the third day, the Nephilim would be reduced to strength equivalent to that of an arcane mage, becoming incredibly sickly and frail; their flames forwent and for what remains is soot. This begins their end, dedicated by their kin for by the seventh day their gifts are fully stripped, and what remains is a stone statue of what they once were.

 

Performing severance requires no necessary prerequisites save only that the participating Nephilim grant a reasonable in-character explanation for why they had disconnected the other. Though in-character tenets and creeds could be applied and set as a precedent, so long as the ritual is not acted upon metagamed or OOC information, then disconnection is free-reign. It may only be performed by Nephilim who have been taught the draan of Pruzah Tuz.

 

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- Valid in-character reasoning should be presented to disconnect another Nephilim.

- This is listed on a Nephilim’s CA should they know the ritual.

- Once DC’d, a Nephilim begins the slow process of turning into a statue. On the first day, they’d find their flame going out and what remains is soot and ash. On the third day, they’d begin to find themselves sickly and frail as cracks are seen upon her body, a stone-like affliction upon them. On the seventh day, they’d transform slowly onto a stone statue of what they once were. This is a Hard-PK.

- The stone-like affliction is no means of defense, it is purely an aesthetic feature that cannot be used in combat.

- Each Nephilim, of the three, has to expend two units of Dragonsflame to perform the ritual, they’d find themselves tired as for the next two OOC days; they’d be unable to call upon their Inner Flame in spells, however, they’re still able to use their Lesser Polymorph.

 

Polymorphing

 

Lastly, Nephilim are capable of Polymorphing, a unique capability granted to Azdromoth’s favored. With this, the Nephilim are able to change their hair color and skin tone and eye colour - however, this is an imperfect form as this ability is only meant to conceal their Draconic Form. As such, they’d find their Polymorph bearing similarities such as facial structure and body type. However, over the course of four emotes of attempting to draw upon their Inner Flame, they’d find themselves slowly morphing back onto their true form.

 

Their Draconic Form will always resemble their Polymorphed form, as such there are details that cannot be changed; If their Draconic Form has a Beard - so must their Polymorph. Even so, this is a form of Lesser Polymorphing; they’ll have specific ‘tells’ that they have to often do; this can be exhales of smoke, cinders and embers clawing at the edges of their form, infernal coloured eyes - small details that denote their real identity.

 

To break away from their Polymorph, they’d have to begin morphing back to their Draconic form. After about one emote, their skin will begin to dry and crack; cinders and glowing wounds form under the cracks upon the second emote; the skin turns the color of scales upon the third emote; and the Nephilim’s horns and body fully reveal upon the fourth emote.

 

 

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- Polymorphing requires four emotes to shift and four to revert. 

- Possible and alternative ‘tells’ can be discussed with ST if there are any ‘tells’ that don’t fall within this region.

- All of a Nephilim’s Polymorphs would bear similarities in facial structure and body type. This ability is only meant to hide their true form, rather than make new ones.

- Polymorphing does not heal/create/hide any wounds nor change the height by more than one foot. This does not exceed the Nephilim’s maximum height of seven-foot-six.

- Polymorphing cannot be used to change sexes.

- Polymorphing cannot be used to appear as other existing characters.

- Polymorphing cannot be used to make another ‘character’.

- Nephilim flesh/scales/bones are only as strong as regular mortals.

- Polymorphing is not a way of "disguising" oneself. It is intended to be a way for Nephilim to pass as a regular descendant, rather than try and fit into different kinds of societies, groups, and RP ecosystems. 

 

Etc, in this example - you can still tell the identity of the person due to the facial structure. What's changed is just hair color and skin color.

 

The Most Intense Moments from Kanye West's TMZ Live Meltdown | Vanity Fair      r/Kanye - This is what kanye would look like if he was white.

 

- Nephilim are incapable of drawing upon their Inner Flame should they be in a Polymorph, lest they’d begin to break their ‘disguise’.

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General Weaknesses

 

The alteration which Nephilim undergo is just as much physical as it is spiritual, thus subjecting the creature to a myriad of weaknesses and detriments of both magical and mundane nature. Though certainly potent creatures in their own right, encountering any of these detriments is certainly a disheartening, if not worrisome experience for the Nephilim. 

 

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Weakness Mechanics

- Though Nephilim are immune to mundane poison and disease, they may still be afflicted by magical ones. Necromantic pestilences would manifest significantly quicker (immediately onset) upon an Azdrazi, and other similar magical-disease effects would yield similar results - these would last at maximum, three days. Azhl would as well effectively harm a Nephilim in a normal manner as it would a descendant.

 

- Being flame-based creatures, Nephilim are weak to their respective antithesis: cold and frost. Nephilim will find it difficult to traverse inherently cold regions, such temperatures weakening their inner flame. Though Nephilim may bundle themselves to avoid more severe detriments of the cold, freezing temperatures will oftentimes inhibit their dragonflame abilities. Additionally, any potent form of frost-based magic, such as ice evocation, will have them succumb from its bitter cold at a hastened rate than most mortals. Being plunged in the chest with an icy spike, cold weaponry such as pre-prepared Daemonsteel and Athin-Treated weapons, or being surrounded by a storm of conjured cold will cause them great harm and prevent them from drawing upon their fire; crumbling and cracking their afflicted spot onto a state of disrepair with continual attacks. Should they be stricken with magical frost, they’d find their body failing over the course of five attacks upon their body; With one emote, they’d find themselves being unable to call upon their Dragonsflame in a combat scenario. On the second, they’d find themselves unable to call upon Dragonsflame. On the third attack, their skin tone slowly turns into a stone-like colour as it’d begin to lose all sense of feeling, becoming numb and stiff. The fourth emote deteriorates their limb into a fragile state, as it’d be able to be broken and crumbled away with blunt trauma. The fifth deteriorates their affected injury as if it was quick-sand, crumbling away at the faintest touch.

 

Furthermore, If the bite of Thanhic-Steel finds itself upon a Nephilim, they’d find themselves unable to call upon their Dragonsflame, instantly breaking their Polymorph to reveal their true identity. Should they call upon their magicks while they suffer from Thanhic-Poisoning, they’d find their bodies slowly cracking and fading away onto ash as their ichor soon turns to droplets of soot. Should they continue to draw upon their Dragonsflame, they’d find their body crumbling; with one emote, their limb begins to crack and dry as their skin tone slowly turns into a stone-like colour. The second emote removes all feeling from their limb, hard strikes may crumble their afflicted spot as if it was brittle stone. The third deteriorates their entire limb as if it was quick-sand, crumbling away at the faintest touch.

 

- Nephilim are susceptible to cold climates. They’d find themselves growing weaker and weaker in them, being stuck at six units of Dragonsflame. Furthermore, their once-immense physical strength dwindles to that of a regular human.

 

- The magic of a Frost Witch or an ice mage is severe for a Nephilim. Not only does it harm them, but it also siphons a unit of Dragonsflame per successful attack should the wound inflicted be deep. However, this stops when the Nephilim only has one unit of Dragonsflame left.

- Thanhium, more commonly Thanhic-Steel is detrimental to a Nephilim. It siphons a unit of Dragonsflame, however stops when the Nephilim has only one unit of Dragonsflame left. And unlike its effect on a regular descendant; spreads to the rest of the Nephilim’s body. Cracking and crumbling it into ash over the course of five emotes of constant exposure to an open wound.

- These weaknesses can be mitigated if a Nephilim devises a magical means to keep their body temperature up. (i.e The spell of Bharoh from a Herald, or Voidal Enchantments.).

- For ET events, it is up to ET discretion if the cold is too much for a Nephilim.

- Cold regions are areas that are below freezing, this can be shown MCly via areas with snow or ice.

 

- As draconic beasts, the Nephilim are among the sworn enemies of Xan and his own progeny, thus subjecting them to heavy weakness under Xannic Magic. Should a Nephilim be at all wounded or otherwise come into direct contact with Xannic mist or another Paladin-based artifice, they’d feel cold, wintry scorn. Nephilim exposed to such mist or artifice by wounding or other means find the chill getting worse; suffocating and enveloping them from the warmth that they’ve grown accustomed to, forcing a state of anxiety and fear upon their souls. In effect, this is their Inner Flame slowly getting siphoned out of their body, making them weaker and during the duration of their injuries - until it is healed, those units of Inner Flame are unable to be used.

 

- Nephilim who are affected by Xannic magic would find themselves unable to call upon their Inner Flame during, nor shift into their Polymorph, should it penetrate their body.

- Until the injury has fully healed, their unit of Dragonsflame stays lost.

- Per successful attack or injury, upon a Nephilim’s flesh; a unit of Dragonsflame is siphoned out and the Xannic Magic prohibits the return of that unit.

- This weakness cannot be used in Metagaming ways, etc. Random Mist Casting. If it’s suspected, ST can be contacted.

 

- The final weakness, one that’s served as perhaps fate for these ill-fated creatures, is stagnation. 

 

- Following two months of inactivity, Nephilim are forced into a state of comatose, where they turn to stone. If a character has been inactive for too long - three months at most - they are liable to undergo a forced PK by the Story Team. If players are caught abusing this system (by briefly logging, for example), then they are also liable for a forced PK.

- To reawaken them, three Nephilim must breathe their Dragonsflame onto them to grant life onto the stone once more or you may use any way approved by the ST.

- If a Nephilim abuses the opportunity to play one of these creatures via inadequate RP, they will be subjected to an everlasting PK via the Immaculate Blade by the Story Team.

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Enrapturement

 

Once Transference is complete, a Nephilim are wholly incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying solely upon their innate Inner Flame. This fire possesses many unique traits, the most predominant of which is its ability to inflict combustive damage upon phantom creatures and other undead, even should they be rendered incorporeal. The means by which it may be shaped are listed below.

 

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The quintessential essence of draconic beings. Though similar to regular fire in most aspects, there are some distinct characteristics of dragonfire that separate it from its mundane counterpart. Firstly, it is inherently magical in nature, similar to enchantments or magic spells, damaging things that would be weak to such influence such as phantoms. Beyond this, dragonfire simply burns as normal fire would, causing damage to things that would normally burn otherwise, such as wood, cloth, and flesh. It may not burn underwater or where there is no air to fuel the flames, and is only ever hot as regular fire.

 

There are a few methods by which a Nephilim may draw upon Dragonfire, though are most primarily restricted to being directly projected or conjured around their body. 

 

- Nephilim keep the Ordained Heraldry Spells if they were one in their prior life. All redlines and guidelines still apply from that lore piece.

- Nephilim's Dragonsflame is not true Dragonsflame, but rather a lesser variant of it.

 

Enwreathe

[Combat]

[1 connect + 1 cast]

The most notable ability of the Nephilim, by which they may summon mundane fire around their weapon over the course of two emotes, the effects lasting for up to ten emotes after ignition or is forcibly quelled by some other means. Curiously, due to the powers of their Inner Flame, this ability does not corrode the weapon as normal fire would, assuming the weapon is not made out of flammable materials such as wood or is covered in oil.

 

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- Upon contact with descendant flesh, Enwreathe will instantly offer a second degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. 

- Only weaponry that’s actively in a Nephilim's grasp can maintain the effect; therefore, things such as arrowheads cannot be kindled.

- One act of Enwreathement lasts five emotes. Casting it further in spite of such draws an additional unit of Dragonsflame. (The cost turns from One to Two, and so forth), etc.

- Cannot move at more than 2 blocks per emote whilst connecting and casting it, afterwards they may move normally.

- Lasts 6 Emotes.

 

Flamebreath

[Combat]

[1 connect + 3 cast]

An offensive technique by which a Nephilim can channel flame from their mouth and spew it out for up to four meters following four emotes of charging, with varying results based upon range. This torrent can be sustained at max range for two emotes; three and two meters can be sustained for three emotes; one meter can be sustained for four emotes. However, as this is a volatile spell, Nephilim will find themselves unable to cast Flamebreath once more after two emotes as a cooldown of sorts, attempting to cast it once more will drain their Dragonsflame only to spew out splutters of useless smoke until two non-charging emotes have passed.

 

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- Upon contact with descendant flesh, Flamebreath will instantly offer a second-degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target.

- The attack itself only has a maximum range of four blocks and a radius of one. The shape of this is rather volatile, however, the shape and detail of the projectile can be fitted onto what a Nephilim wishes, as an example; one can opt to manipulate it onto a serpent that thrashes from their maw.

- Channelling fire from the mouth/maw requires that the Nephilim be able to breathe. In this regard, they cannot project fire through the armor that obstructs one's mouth.

- Cannot move at more than 2 blocks per emote whilst actively charging a fiery attack.

- Once it is cast, it cannot be cast again until two emote turns have passed.

- Performing Flamebreath at a range of four meters takes 1 unit of Dragonsflame.

 

Flamespew

[Combat]

[1 connect + 2 cast]

An ability where the Nephilim to project a direct baseball-sized fireball from their maw, or throw from their hand, over the course of casting and drawing upon their Inner Flame for three emotes, It’d travel for up to fiftheen meters at the speed of an arrow, and where it lands - it'll expand in a radius of three meters. The size of this is rather limited, the shape and detail of the projectile can be fitted onto what a Nephilim wishes, as an example; one can opt to manipulate it onto a spear of flame rather than a fireball.

 

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- Upon contact, Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials.

- Should the Fireball make contact with any person or object, they will give them second-degree burns upon touch, worsening should the area be struck once more.

- There is no impact from this, it is not concussive.

- The flames, if not tended to, will go away after three emotes. Otherwise, it can be put out by water, no oxygen or stamping on it.

- Sustaining for a singular emote costs an additional unit of Dragonsflame.

- Cannot move at more than 2 blocks per emote whilst actively charging a fiery attack.

 

Immolation

[Combat]

[1 connect + 1 cast]

The last of the primary techniques by which the Nephilim conjures flame around a single bare appendage (i.e. an arm) over the course of two emotes. They may use this to deliver searing punches no stronger than that of their regular attacks. This may prove effective against magical creatures who may experience a heavy searing pain which may compromise balance.

 

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- Upon contact with descendant flesh, Immolation will instantly offer a second degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target.

- One act of immolation lasts five emotes. Casting it further in spite of such draws an additional unit of Dragonsflame. (The cost turns from One to Two, and so forth), etc.

- Cannot move at more than 2 blocks per emote whilst actively charging a fiery attack.

- Lasts 6 Emotes.

 

Cleansing

[Non-Combat]

[3 turn casting (freeform) - N/A]

The Nephilim may cleanse the corruption of their fellow Dragonkin with the aid of their inner flame. They must temporarily give up their own Dragonsflame to burn and extinguish the corruption that dwells within their kin, during this time - they’ll find themselves unable to call upon those units for the duration of 4 OOC days as their Inner Flame slowly builds it up once more. Should they be unable to cleanse the Nephilim by any means, they’ve the option of splitting apart the corruption and bearing it alongside their kin to lessen the effects.

 

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- A Nephilim must give up their own Dragonsflame in correspondence to the amount that they wish to cleanse. Etc, 3 Units of Dragonsflame must be sacrificed to cleanse 3 Units of corrupted Dragonsflame. This can be done with the aid of other Nephilim to split apart the cost.

- If a Nephilim chooses to bear the Corruption with their kin, the units are effectively halved. Etc. 4 Units of Corruption become 2 Units for both the Nephilim.

 

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- Dragonfire cannot melt metal in combat under any circumstance.

- All abilities consume 1 unit of Dragonflame per use unless stated otherwise.

- These flames can be quelled by submerging yourself with water or any other mundane means.

- Dragonsflame effects the incorporeal just as it would a descendant.

 

Draan Binding

The final step in the creation of a Nephilim's personal weapon or piece of equipment, which binds it to them for their (indefinite) lifetime. Binding is relatively simple in practice: requiring that the Nephilim must take the Dracanium object, which has been warmed by dragonfire, and engrave their name into two places upon it. First is the Nephilim’s ‘true’ name, which they take upon their rebirth, and the second is the name of the weapon, which the drake-smith chooses upon its creation. Once both names are etched into the metal, the Nephilim may weave their dragonfire and create an ethereal link which tethers the object to their very soul. From then on, they are never to be parted. A Nephilim without their vehement equipment will feel unmistakably miserable and dreary, and in the instance that they are slain it shall turn to ash along with their body and regain its form as its owner does as well. 

 

Binding imbues no other effects into the weapon besides that they may summon it at will at the same speed one may draw a regular weapon. Up to two weapons may be bound, though alternatively, or additionally, a single increment of armor can be summoned as well, whether that be the torso equipment (including arms), greaves, legging pants, or helmet. Each area of armor counts as one of the two maximum allotted binding slots of the Nephilim. These objects cannot be stolen or looted, and may be mechanically soulbound. Should the owner lose them upon mechanical death, the other party is obliged to return the item mechanically.

 

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- Only weapons, tools, or individual pieces of armor may be Draan-bound.

- Cannot be used while restrained.

- Armor cannot be summoned as a means to avoid a blow at the last moment.

- You cannot attack with a Draan-bound weapon in the same emote that it is summoned.

- Only two specific items may be Draan-bound, and these cannot be changed unless the prior bound item or items are permanently destroyed.

- Only one item at a time may be summoned in combat.

- Ammunitions such as arrows or bolts cannot be draan-bound, nor can things such as bombs, relics, etc. If there is any doubt about the legitimacy of what one wants to bind, the ST will assess this before signing the item.

- Weapons that could not be carried for a prolonged period by the Herald alone cannot be Draan-bound. This includes things like siege equipment, oversized weaponry, etc.

- If a Draan-bound item is destroyed before it can be banished, it will lose its Draan-bound properties. This means that if a shield is shattered, or a spear’s haft is snapped, the item cannot be summoned, dismissed, or retrieved.

- No damage done to Draan-bound items is ‘healed’ upon their banishment and summoning, they are still subject to damage and repair, possessing a continuous physical state like any other weapon. Draan-bound blades must still be sharpened if they go dull, armor must be repaired if dented, etc.

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Shrines

Much like their progenitor, Azdromoth, the Nephilim are naturally inclined towards earth, fire, and the shaping of stone. The hardy, near-infinite substance emulates the undying will of the dragons and the ferocity of their impenetrable scales. It represents timelessness and sacrifice, immortality, and rest. For this reason, many Nephilim find themselves tasked with arts and crafts ranging from simple shrine construction to the creation of grand, towering monuments of stone. Rare earth metals and precious gems are even more treasured and appreciated, often used to decorate and trim these marvelled creations, serving as both the den of the Nephilim and a place where they might enact their service and praise to Azdromoth. 

 

Shrines bear eight units of Dragonsflame, per each revival; one unit is lost. Should it have no more units, it is not able to be used as an RP respawning area and Nephilim must grant it back the units to continue using it.

 

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Shrine Overview

Shrines are locations or monuments built by Nephilim in honor of Azdromoth, serving as a ritual ground or den where the Nephilim and their Heralds may assemble. These locations are rather freeform in terms of their make, so long as their overall theme pertains to earth, fire, and the draconic; allowing it to be anything from a mere altar atop a mountainous peak, to a great temple built within the heart of a volcano. Though much freeform is allowed, in order for a shrine to be considered valid, it must be at least seven by seven meters in size, whether that be the altar, pedestal, or chamber itself. Typically, magma, nether, and fire-themed blocks are appropriate for such builds, though so long the build pertains to the overall theme, other blocks may be applied. 

 

Once the shrine structure is built, the group of Nephilim must ignite a pyre with their own draconic flame, whether that be a great hearth, large censur, or other such object, which symbolizes the draconic power present within the altar. Once this is completed, the shrine may be activated and may be used as a point to “respawn” the Nephilim in accordance with their respawn mechanics. It may also be used as a hoard and a place necessary to forge weapons and perform rituals. 

 

 

Aesthetically, shrines may be hot, have embers idly floating about, or even a faint cloud of ash or smoke which lies on the ground. So long as aesthetics offer no combat advantage, nor pose any harm to non-Nephilim within, then the aesthetic options are virtually limitless. 

 

 

In order to be valid, shrines must be approved by an ST via a locked sign stating them as such. 

 

 

- Nephilim Shrines may be purged through the intervention of Paladin magic, and may be corrupted by the influence of any Dark Magic. Corrupted Shrines merely take on a dark and sickly aesthetic, turning the flame black and causing it to be uncomfortable to Nephilim. It may be cleansed via a ritual of three or more Heralds or two Nephilim.

 

- Though RPly Nephilim respawn at their shrine, they still follow all rules of character death and still will mechanically respawn at the Cloud Temple. Without one, they will also MCly spawn in Cloud Temple.

- To fully create a shrine, two Nephilim must grant two units of Dragonsflame to it.

- Should a shrine grow corrupted, should a Nephilim respawn within it; they’d find themselves growing weaker and slowly corrupted themselves. The weaknesses in General Weaknesses apply to this.

The Heralds

 

Just as the Nephilim are the product of the Firstborn’s blood fully transforming the descendant body and mind, it may also be applied to a lesser extent upon descendants; bringing about more loose changes that occur externally through a particular ink. Those who followed closely in the footsteps of the Nephilim were considered living wardrens, capable of storing draan in the ink of their skin through the formulation and development of tattoos. 

 

 

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Herald Overview

The initial creation of a Herald is a simple process. At the hands of a full-fledged Nephilim, the Dratho Rihk inscription ability may be used to etch upon the flesh of a willing mortal their initial Azdromothian mark, the sigil of an eye wreathed in flame both branded and tattooed upon their flesh; always over the heart or somewhere on the centerline of the body. This manifests in the form of a mark, tattoo, or another form of “brand” that appears upon their flesh, empowering the Herald through the draconic essence which the brand itself stores. It may appear to glow a bright crimson or orange hue, with briefly flickering embers that may fall away from it like ash upon occasion. In terms of shape and iconography, it is aesthetically freeform, allowing Nephilim to create various signs which may act as a mark of notoriety or some sign of their oath.

 

Nephilim may brand mortals with Feat-Level Heraldry, allowing up to three active heralds per Nephilim CA. This feat follows in alignment with all redlines, mechanics, abilities, and limitations outlined under the current Heralds of Azdromoth Magic lore, which can be found here

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Corruption

“Two shall be united as one. Woven by these strands of ash."

 

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Bound to shackles of their twisted and tormented history, the Nephilim were inveigled by dark sorcery casted by their draconic overlords. The adroitness of Necromancy, Naztherak and all other gifts pertaining to weaponizing life-force will result in the Nephilim’s inner-flame being warped and corrupted -- a tumultuous crisp of violet or black replacing their brisk orange flare. No longer esteemed, their immortal bodies fall acquiescent to vileness and cruelty, now left as a corrupted husk of malevolent flames. The Nephilim lose themselves to the shadows of their overlords, now machinations of darkness.

 

Dragur, the Daemon of Knowledge, saw the suffering of His immortal creation. Though unable to extricate them from their disastrous ruin, he gave them the means to slip through their ill-fated demise. Once corruption has settled in, the Nephilim - in moments where their mind is tender and conscious - is able to make a noble sacrifice to wash away their sins. Those turning corrupt will be able to rend into stone, flesh and bone turning solid. However, a Nephilim who is bound by the shackles of corruption and completely submerged will only be able to turn into ash, brushed away by soughing winds. 

 

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- Nephilim who undergo corruption are given the opportunity to render themselves into stone. This option will enforce a PK, meaning they are no longer able to play their character anymore. However, a Nephilim fully submerged by corruption will break away, withering into ash and no longer leaving any remnants of their former glory. This also enforces another PK.

- The prior units and redlines of Exhaustion will apply to their corrupted state. Due to the corrupted Nephilim gaining two different units of dragonsflame, they may use their normal dragonfire units and their corrupted dragonfire unit. However, exhausting all normal dragonfire units will lead to a Hard-PK.

- If you are fully corrupted with 8 units of corrupted Dragonsflame, a Nephilim no longer has the gift of immortality that keeps them shackled to the land. In other words, you may still be entitled to PK during events.

Corruption Mechanics

Exhaustion

 

Once a Nephilim has become corrupted, they no longer follow the same exhaustion systems as a normal Nephilim. They now hold two units of dragonsflame; their normal dragonsflame as listed above, and their corrupted dragonsflame. Units of corruption are preceded by specific abilities and spells casted on a Nephilim by either a Necromancer or a Naztherak.

 

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Necromancy

Maledictions

- Darkening will corrupt 1 unit per 2 emotes that it is sustained.

- Cauterization will corrupt 1 unit per 2 emotes that it is sustained.

- Bursting’s tainted gore will corrupt 1 unit if it makes contact.

- All Pestilence plagues will corrupt 2 units for their duration, but will never last beyond 2 OOC weeks unless they OOCly wish to.

 

Naztherak

Malflame

- Kriviir will corrupt 2 units per application, regardless of emote count.

- Vhiit will corrupt 1 unit per strike which makes contact.

- Rok-Dhurz will corrupt 1 unit per hit. A direct hit from a large-sized projectile will cause 2 points of corruption instead.

- Rok-Heedz will corrupt 1 unit per hit.

- Rok-Kirluk will corrupt 1 unit per emote of contact.

- Rok-Ladom will corrupt 1 unit per hit.

- Rok-Argal will corrupt 2 units per emote of contact.

- Rok-Norrvut will corrupt 2 units per emote of contact.

- Rok-Niirk will inflict no corruption.

- Rok-Krimth will corrupt 1 unit per 2 emotes of contact.

- Rok-Zevik will corrupt 1 unit per hit.

 

Cursed Idols

- The presence of any Cursed Idol will corrupt 2 units that cannot be cleansed until the Idol’s effective radius is escaped but disappear immediately once it is. 

 

Boons & Banes

- Any Boon or Bane will corrupt 2 units that cannot be cleansed until it is removed. 

 

Zar’akal Abilities

- Areas affected by Ra’Ilkgarokk will corrupt 2 units. After departure, these points need to be cleansed.

- Being subject to a ritual of Kehrlagashk will result in complete corruption, inflicting 8 corruption points and the OOC choice of being turned into an Inferi for an event resource.

 

Infernal Alchemy and Black Alchemy

- Any potion or concoction utilizing inferic or necrotic reagents will, alongside its regular effects, corrupt 2 units. These can only be cleansed once the effects of the potion have passed.

 

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- A Nephilim will take four points (half of their current inner-flame which is set to eight) in order to have the physical attributes of corruption set into play (i.e the aesthetical skeletal appearance). 

- A Nephilim will be able to use their other uncorrupted slot on normal dragonsflame enrapturement. For example, a corrupted Nephilim with four points of corruption will be left with four points of their normal dragonfire to use.

- Should a Nephilim exhaust their normal Dragonsflame entirely, they are subject to a Hard-PK.

- A Nephilim may fill up to seven slots to be considered lesser corrupted draconic creatures (or may fill up all eight if they so desire for roleplaying sake).

- A Nephilim who has filled up eight slots will be considered fully corrupted draconic creatures (which will be added as an addition with greater corruption).

- Exhaustion will follow all usual redlines of normal exhaustion;

 

Corrupted Exhaustion Table

2 unit(s): The Corrupted Nephilim will feel slightly out of breath, though barely noticeable. During this, they’ve four-blocks of movement per emote.

3 unit(s): The Corrupted Nephilim’s breathing is slightly more strained, though still hardly inhibits them. During this, they’re limited to three-blocks of movement per emote.

5 unit(s): The Corrupted Nephilim notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. During this, they’re limited to two-blocks of movement per emote.

7 unit(s): The Corrupted Nephilim’s movement slows by about half and becomes one-meter rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion.

8 unit(s): The Corrupted Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves. They will then turn to a pile of bones, withering away into ash and enforcing a permanent-death.

 

Corrupted Shrines

 

A corrupted Nephilim are no longer bound by their old shrines, though still hoisted by systems of revival, they are not to spawn at their normal shrines. Instead, a corrupted Nephilim will now respawn at a corrupted shrine. Shrines are places where Nephilim may assemble, usually points of respawn once they have fallen victim to their demise. Reconstruction of a Nephilim begins at their shrines, designated by the consistent shrine. As stated above, all shrines and altars must be seven by seven blocks in order to be given ST approval. 

 

Unlike normal shrines, which consist of an overall orange-red theme, exhausted by flames and being extremely warm. Corrupted shrines differ in appearance, given the aesthetic of sickly, mossy and dark shrines, grim and with flames of black or violet replacing their natural hue. 

 

Shrines bear eight units of Dragonsflame, per each revival; one unit is lost. Should it have no more units, it is not able to be used as an RP respawning area and Nephilim must grant it back the units to continue using it. To corrupt it, Corrupted Nephilim - or any other dark magic shown - must corrupt and overpower the ratio of Dragonsflame to Corrupted Dragonsflame.

 

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In order to be valid, shrines must be approved by an ST via a locked sign stating them as such. 

 

- Nephilim Shrines may be purged through the intervention of Paladin magic, and may be corrupted by the influence of Necromancers. Corrupted Shrines merely take on a dark and sickly aesthetic, turning the flame black and causing it to be uncomfortable to Nephilim; this is permanent until it is cleansed. It may be cleansed via a ritual of three or more Heralds or two Nephilim.

- Though RPly Nephilim respawns at their shrine, they still follow all rules of character death and still will mechanically respawn at the Cloud Temple. Without one, they will also MCly spawn in Cloud Temple.

- To fully create a shrine, two Nephilim must grant two units of Dragonsflame to it. Alas, the dominant unit of Dragonsflame used will dictate if it is corrupted or not.

- Should a shrine grow corrupted, should a Nephilim respawn within it; they’d find themselves growing weaker and slowly corrupted themselves. Each respawn corrupts a singular unit of Dragonsflame.

 

Corrupted Physiology

 

The true form of a corrupted is discernible from that of an undead, yet also distinct to those of the dragonkin, though not as close to lesser dragonkin, i.e the Nephilim. Usually humanoid, they’d  be as tall as their descendant self, showing no increase in height nor weight. Due to being under the influence of ancient prowess, they’d look like their mortal husks, lacking fragments of flesh or muscle, only visible with frangible bones. They still possess some essence of life-force, usually visible as black shadows surrounding their ashen form from the ailments of corruption. 

 

On top of this, they’d hold two large bone-like horns sprouting out from their cranium. Though normally two, some have come to also grow bone-like tusks from the front, thus giving them a maximum of four horns. These horns hold nothing of value outside of being present aesthetically, perhaps even crumbling at times. As their forms are culprit to dark sorcery, many lack visible organs through their bones, outside of their inner flame. Due to this, many have their innards replaced with wreathes of black flames.

 

As they lack any vital organs, the Corrupted fall to the same benefits of other undeads, no longer able to be harmed by illness, venoms and poisons. Sadly, this is due to their lack of veins and blood. Their strength is hard-struck to their old descendant selves, though they grow weaker in durability as they are now brittle and bone-esque. However, they are still harmed by gelid air or cold atmospheres, even more-so with their inner-flames bursting out of their skeletal forms. 

 

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- The horns of the corrupted form may not be used in combat, and are only for aesthetics.

- The ashen flames exuding the body may not be used in combat, and are only present for the purpose of aesthetics. 

- Due to lacking organs from the machinations of corruption, they are no longer damaged by being impaled. However, any blunt force will be able to bring a corrupted Nephilim down, their bones are weak and brittle -- only held up by their inner-flame.

- A corrupted Nephilim is unable to fall victim to poisons and sickness, though are already cursed with a weak physiology. 

- As present in the exhaustion system, the corrupted Nephilim will grow sluggish and may potentially collapse with hefty plates of armour. Read exhaustion for more information. 

- Their strength in their true-form is locked at the average descendant strength (i.e, will not be at their peak). 

- Corrupted Nephilim are immune to all forms of heat.

- Corrupted Nephilim are still considered lesser dragonkin, as they still possess draconic souls.

- Corrupted Nephilim are sterile and unable to spawn children.

 

Corrupted Mentality

 

Forged from the insidious hatred, the corrupted are lost and failed dragonkin that roam the land with lackless purpose outside of servitude to their vices and loathsome minds, or attempting to reach the higher echelons of strength. However, they take spirit from their resembling dragonkin; the greed for power, wealth and value -- they will take what is considered beautiful in their lackless eyes. However, the effects of hoarding do little to sate their starvation. Envious of mortality, they seek the same honours as any descendant, to taste food, to drink and to feel joy but are ultimately cursed to never attain it - from this comes not the path of Enlightenment, but a rebellion of rage and hate. Most hold negative emotions and feed into them. This includes: depression, resentment, failure, sadness, jealousy, guilt and helplessness. 

 

Those bound to necromantic, or corrupted servitude will always follow their overlords, much like golems and atronachs are unable to disobey their masters. However, most of the Corrupted loathe their chains of their body and will seek freedom should it come to burden them.

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Corrupted Enrapturement

 

Though now corrupted, the prominent Nephilim are still able to cast spells using their corrupted dragonsflame units, holding a new arsenal of devious, insidious abilities. However, they are still unable to use mana; the corrupted Nephilim are incapable of casting magics based with mana. The flames of a corrupted Nephilim hold similar properties to their old self, though seem to have a more destructive property against their own kin, which makes them machinations of corruption.

 

Fake Death

[Non-Combat]

[2 turn casting - 1 Corrupted Unit]

The fallen dragonkin is able to temporarily subdue their inner-flame. Through this, their bodies will collapse into a pile of bones (with whatever they were wearing left on the ground). Of course, the corrupted Nephilim will be able to eventually ignite their inner-flame once more. Once this is done, their bones and attire (or armour) will form back into one. 

 

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- Fake Death takes two turns to activate. On the first turn, their innerflame shrinks; the second turn is their body collapsing into a pile of bones.

- Fake Death will last until the inner-flame of the corrupted is reactivated. Once their innerflame is ignited once more, it takes two turns again to reform. 

- They can only move 2 blocks during this, and are able to attack during this. However, the spell of rotting ash will be included as a tell.

- The user will be unable to attack as they are reforming, leaving them open to strikes.

 

Fear Inducement

[Non-Combat]

[3 turn casting - 1 Corrupted Unit]

The fallen dragonkin is able to morph their appearance to be perceived as an assortment of  other monsters. Their innerflame will escape and cast their bones (or grow flesh) to appear more frightening. This ability is more free-form, though the Corrupted does not grow in height. An extremely weak illusionary spell casted through their corrupted flames. 

 

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- Fear Inducement takes three turns to build up (i.e the transformation) and will be completed on the third turn.

- Fear Inducement lasts four turns. However, it can last for longer should they be given OOC permission. 

- Fear Inducement is an illusionary spell that changes the appearance of the corrupted to appear more frightening. For example, they may grow numerous teeth, flaming red eyes, large claws, mouths across their bones, and so on. However, their height remains the same.

- Fear Inducement can only be used outside of combat. If the corrupted is attacked during fear inducement, their illusion will instantly break and they will return to their normal appearance. 

 

Corruption Instillment

[Combat]

[3 turn casting - 1 Corrupted Unit]

The corrupted dragonkin is able to slowly build up a miasma of violet or black flames. Once these flames have built up, it can be thrown and directed at another nephilim. On impact, the Nephilim will be corrupted for four points of their dragonsflame. 

 

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- Corruption Instillment takes two turns to build up. The first turn is building up black or violet flames into their hand, the second turn is slowly expanding the flames into their palm, and the third turn is casting said flames at the directed nephilim. 

- The range at which their flames can be thrown is four blocks. 

- This ability only works on Nephilim; it will be unable to corrupt anything else. If these corrupted flames hit any other target, they will feel like nothing, nor will they burn. 

- The nephilim who is hit by said flames will be corrupted for 4 units. 

 

 

Corrupted Polymorphing

 

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Though corrupted by their necromantic or demonic forefathers, a Nephilim may still intend to polymorph. Unfortunately, the polymorphing of a Nephilim is imperfect and does nothing to shield them of their disguise and corruption. A Corrupted Nephilim who attempts to polymorph will find their horns still in place, with only half of their body covered by shredded flesh in order to attempt in their disguise. 

 

A horrible attempt of concealing their corrupted draconic forms, they remain as undead and as blighted as their prior form, with only fake flesh to lazily cover half of their body, and to be filled by some mortal recognition with one-side filled by remade organs. Yet, flames will still spew on the other-half, though not enwreathing their whole form. 

 

Corrupted polymorphing is truly useless, it does nothing to garner them any form of concealment. 

 

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- Polymorphing requires four emotes to shift and four to revert. 

- Corrupted polymorphing is greatly imperfect. You will still look skeletal and corrupt, with only half of your body now repaired with some flesh (i.e half of your face may have skin, some hair, and eyes, whilst the other half will remain skeletal with no organs or eyes, covered by flames of violet or black.

- Corrupted polymorphing is mainly aesthetic and reaps no benefits outside of making polymorphing look useless. It is purposely a horribly failed design to show how a Nephilim who is corrupted will no longer be able to polymorph.

- Corrupted Polymorphing cannot hide their flames, or their other skeletal half by exerting more. 

- Corrupted Polymorphing cannot be used to change sexes.

- Corrupted Polymorphing cannot be used to disguise as another character (dead or alive). In other words, a Corrupted Nephilim cannot have half of their face appear as another dead character in order to pretend they have revived and returned as an undead.

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Credits

 

Kneeeil (Organization, Structure, Writing), Werew0lf (Weaknesses, Corruption & Clarifications), Excitedly (Organization, Structure, Writing), Norrthh (Weaknesses & Clarifications) & Creative Consultation (Nivndil, Philposting, Firespirit44, Remeron, Milenkhov, Archipelago, Werew0lf, Sorcerio, Squakhawk). 2021. Nephilim - Lesser Dragonkin (Rewrite)

 

Yeagerist (Writer). 2020. Azdrazi - The Inner Flame and Severance (Addition). 

 

Numirya. (2016). Collaboration with Lore Writers & provided Creative Assets (Paintings, Sketches). 

 

Excitedly, Freema, Key_Of_Solomon. (2016). Nephilim - Lesser Dragonkin. 

 

Remeron (Writer). 2014-2016. Dragur (Daemon)

 

OOC NOTES:

11:36AM - 19/07/2021. Clarified respawning if there are no Shrines.

11:29AM - 21/07/2021. Removed 'Nephilim do not benefit from the effects of Alchemical Potions'. Added clarifications on corrupting and restoring Shrines. Buffed Flamespew and clarified some stuff.

11:42 - 21/07/2021. Removed 'erection of grand, towering monuments of stone.' lmfao.

 

 

 

 

It scares me to think how long this took.

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i like cute dragon girls, this is great, no cap please just accept their rewrites already

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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