ronin_champloo 5951 Popular Post Share Posted July 19, 2021 Spoiler To preface this, should this rewrite get accepted - I'd like for the current TA holders to be wiped and restarted. New TA holders will be discussed by myself and the ST. NephilimLesser Dragonkin Yaeger Edition (Spoon Patch 2.8 + Werew0lf Season Pass) “I just keep moving forward until my enemies (The ST) are destroyed.” 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. Spoiler - 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. 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. Spoiler - 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. -Nephilim will never willingly seek to be corrupted, as such is their anathema and is universally feared by all pure dragonkin. In this same vein, a Nephilim can never willingly corrupt itself, as even death is preferable to the throes of madness and degeneracies of Corruption. Draconic Physiology “In retrospect, the frailty of the Human form becomes exceptionally apparent.” 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. Spoiler - Revival: they are resurrected upon being slain through the alternative method of regeneration. Death & revival rules still apply (where applicable). They’ve long lives, and cannot die of natural causes. However, Event-PKs are still liable for them (where applicable); see more in Weaknesses. - They are immune to all forms of heat except Malflame and 'true' Dragonsflame. - Azdrazi are immune to all mundane poison excluding poisons such as Azhl, and Thanhic Poisoning, They cannot benefit from alchemy aside from blood clotting agents, ordinary stitching, suturing, and others of purely mundane nature. - 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, as a base, to disguise their true forms. - Nephilim gain peak strength of their original descendant race. Should a Nephilim be an orc, they do not gain this bonus. - Nephilim are unable to FTB 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. Spoiler Mechanics Upon successful completion of the ritual, the descendant is granted a temporary, though volatile inner flame. This is solely an internal transformation, allowing the Nephilim to only summon and banish their wardren alike to a Nephilim and their dracanium armory. Once they have acquired their inner flame and become full-fledged Nephilim, the Whelpling may expel this draconic power and allow themselves to revert to their descendant form, this ability explained under Polymorphing, yet to do so their wardren must be destroyed. The wardren they hold is now primed and bound to their newly kindled flame, prepared for the remaining trials. The Whelpling will be expected to complete a set of three 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. (This is about knowing their knowledge and understanding about Draconic Culture and History.) Strength - They must do battle with steel, ink or in the field that they chose to strike against a chosen foe or combatant for their Nephilim or chosen Dragaar or Drakaar; this must be something either equal or greater to them in strength or ideologies. Any other methods can be discussed and approved by ST. (This is about knowing their strength and ability to fight. A Nephilim who cannot fight for their ideals do not deserve the ideals granted before them. ) 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. (This is about showing their ability to survive and stay true to their ideals despite the countless trials that may come, it is meant to inspire insight and such upon one’s journey to become a Nephilim.) - 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. - These trials must be done alone. Whelpings cannot receive any help during them in any way. - If the whelping was a Herald for 10 weeks prior to beginning their wardren trials, 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. In this case, the whelping must complete three trials total to complete their wardren. - If the whelping is a new herald (lass than 10 weeks), or not a herald at all, each trial can only be completed tri-weekly. At the end of the third 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. In this case, the whelping must complete five trials total to complete their wardren. - 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 and Kharajyr can become Nephilim. - The Nephilim have a choice of breaking the Wardren at any point. - A Wardren must be ST-Signed at the start as an indication that the selected trials are suitable. It will also have to state how many trials are to be done, as well as who it’s meant to be given to. It does not need to be resigned with each completed trial, only at the start. 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 has been taught the Rite of Transference, this’ll be listed on their Creature Application. 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. Only 3 Nephilim CAs can be made every 3 months by a single individual with the Rite of Transference, with a slot refreshing 3 months after the last was made. - 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. - If a descendant, who was a Ordained Herald or Herald beforehand, undertook the ritual; they’d be able to call upon all spells alongside inscriptions even as a Nephilim. It is not mandatory to become a Herald before such, but it is recommended. However, they can’t use the spells listed; Yol Zahkrii, Dovra-kul, Mindoraan and Adrolazh. - Only descendants with a greater soul can become a Nephilim, and may become a whelping. - Lost appendages will be regained upon a descendant rebirthing into a Nephilim. Should the individual be born with a missing limb, it will not be replaced. - The teaching of the Rite of Transference is rather freeform, but the only requirement is that it must be taught one-to-one rather than reading information off a scroll or booklet. The Nephilim will draw out their inner flame, before bestowing the sacred art upon another - they, the information will course and burn itself through their mind and they’d have the ability to make Nephilim. The Inner Flame Fickle yet formidable, the Inner Flame is a tricky thing, comprised of a metaphysical network of dragonfire that spans the body in its entirety, thus manifesting the Nephilim’s powers. The core of this essence is supposedly housed within the very heart of the creature, intrinsically tied with their lifeforce and wellbeing. When drawing upon their draconic powers, this flame will swell, flowing its essence to wherever it is channelled. Overexerting this flame can prove to be deadly, exhausting not only the Nephilim’s corporeal body, but also their soul. It is thus critical that the Nephilim take great care to guard and foster this flame, as they are otherwise nothing without it. Spoiler General Mechanics The Inner Flame is the 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 twelve-units that they may draw upon every 24 Out-of-Character hours after a resting period or meditation. Exhaustion Table 8 unit(s): The Nephilim will feel slightly out of breath, though barely noticeable. 10 unit(s): The Nephilim’s breathing is slightly more strained, though still hardly inhibits them. 12 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. 14 unit(s): The Nephilim’s movement slows by about half and becomes two-meters rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion. 16 unit(s): The Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves. 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 three IRL days after respawning. This means they are stuck in their draconic form for its duration. - Nephilim still adhere to all general rules regarding character death, including suicide PKs. - Mechanical death (popping) does not count for the cooldown unless execution is roleplayed, however, should the Nephilim default to PVP then it counts. Severance Mechanics “To reject the form is to blaspheme.” To sever the Nephilim’s flame is to strip them of their very soul, effectively killing them. Though improbable to mortal knowledge, the deep cabals of Azdromoth know otherwise, being privy to two distinct methods of dividing the flame from the flesh. Such would involve the willingness of the Nephilim to render their flesh and blood stagnant, turning their own body into stone and rendering them comatose. Few permit themselves to be taken by a fate so tame, but those that choose to smother their flame do so to stave off impending tragedies such as corruption — for 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 three 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. Spoiler - 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 two 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, revealing their true form. Spoiler - Polymorphing requires [2] emotes to shift, and 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 must bear similarities in facial structure and body type. - 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 appear as other existing characters. - Nephilim flesh/scales are only as strong as regular mortal skin, offering no natural armor from this state. - 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. General Weaknesses The alteration which Nephilim undergo is just as much physical as it is spiritual, thus subjecting the creature to a myriad of weaknesses and detriments of both magical and mundane nature. Though certainly potent creatures in their own right, encountering any of these detriments is certainly a disheartening, if not worrisome experience for the Nephilim. Spoiler Weakness Mechanics [Magical poisons/disease: Azhl, Necromantic curses, etc] 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. - Refer to Corruption, should the Azdrazi be inflicted by any necromantic sourced pestilences. - The Azdrazi are susceptible to Azhl Poisoning in the same manner of a descendant. [Frost: Ice-Based Magic, Cold metals, etc] 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 cold metals or frost-based magic, such as ice evocation, will have them succumb from its bitter cold at a hastened rate than most mortals. Their forms would begin crumbling and cracking their afflicted spot onto a state of disrepair with continual attacks - over the course of six attacks: - The cold grants a Nephilim discomfort at most, this is for flavour and can be extended further should the player wish for it. Furthermore, only supernatural frost can injure them, normal cold will just be unsettling. - 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. This effect stops when only a single unit of Dragonsflame remains. - The cold property from specific metals, such as Salium, Frost Oil, etc, will also prove detrimental to a Nephilim. Every strike siphons a unit of Dragonsflame per successful attack should the wound inflicted be deep. This effect stops when only a single unit of Dragonsflame remain. - 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. [Antimagic: Thanhium] Furthermore, if the bite of Thanhic-Steel finds itself upon a Nephilim, they’d be 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. - Thanhium, more commonly Thanhic-Steel is detrimental to a Nephilim. It prohibits one of Dragonsflame from being used for every successful strike, 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 revealing flesh over the course of [6] emotes of constant exposure to an open wound. [Xannic Mists: Paladinism] 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 towards those who dealt the blow. Continued exposure causes the chill to get worse; suffocating and enveloping them from the warmth that they’ve grown accustomed to, forcing a state of anxiety and fear upon their souls. This causes their Inner Flame to get siphoned out of their body, making them weaker. - Nephilim who were struck by Xannic magic would be forced to shift out of their Polymorph, should it penetrate their body. - Per successful attack or injury, upon a Nephilim’s flesh; two units of Dragonsflame is siphoned out and the Xannic Magic prohibits the return of those units until the next OOC day. This effect stops when a single unit of Dragonsflame remains. - This weakness cannot be used in Metagaming ways, etc. Random Mist Casting. If it’s suspected, ST can be contacted. Enrapturement Once Transference is complete, the Nephilim are incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying solely upon their innate Dragonsflame. This fire possesses many unique traits, the most notable of which is its ability to inflict combustive damage upon phantom creatures and other undead, even if they are incorporeal. The means by which it may be shaped are listed below. Spoiler 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 mana reliant beings such as phantoms and constructs of the arcane. 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. - A Nephilim has [16] Dragonsflame Units in total. This will regenerate after an OOC day. - Nephilim's Dragonsflame is not a true Dragonsflame, but rather a lesser variant of it. - Nephilim's Dragonsflame bears the effect of mana disruption - meaning they are able to harm entities that are reliant on mana or are completely made of mana, such as ghosts, atronachs, golems, etc. Descendants will not be affected by this effect. - Weapons engulfed in Dragonsflame will bear similar properties as Thanhium to entities reliant on/made of mana, in terms of anti-mana. Limbs touched and seared by Dragonsflame will cause control to be lost in that area for two emotes. - Should a Nephilim’s Dragonsflame come into contact with ectoplasmic mist such as Deadbreath, it will sear through the fog 4m in each direction with the flame at the center. - Nephilim spells count as T5 spells against Thanhium, granted as they’re the most potent form of magic. If struck against Thanhium, they’d find the steel lighting up. All redlines and guidelines of that lorepiece apply. - While casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines. - Utilizing Dragonsflame does not require concentration unless stated in the redlines. Each spell requires a specific amount of units per cast, lack of units will result in the spell failing. - If underwater, the Nephilim is unable to cast. Rain is not enough to snuff out Dragonsflame. - The tells for casting Dragonsflame must be visible around the Nephilim, varying between flame, smoke, and ash. Flame-Weaving (Passive/Non-Combative) Description The first ability that a Nephilim will find they’re capable of doing, is the act of Flame-Weaving; effectively being able to manipulate their own Dragonsflame skillfully, as if it was an extension of their own body. Unlike the herald’s ability Zil Kresh, they may create large and moving images out of their fire without the need of another, its usage ranging from illusions, fiery performances, intimidation, etc. Additionally, their range of control is far greater, as long as the Nephilim maintain line of sight. Spoiler Flame-Weaving is a freeform passive, allowing an Azdrazi to control their own Dragonsflame to the extent of creating vivid images that may shift around their forms, weave a harmless projectile around in the air, ignite an unlit brazier from a distance, etc. They may only manipulate their own fire. If the Azdrazi lights a torch for example, the fire will turn mundane and will no longer be able to be controlled. The Dragonsflame will not be able to harm, being warm to the touch at most - though not warm enough to allow one to comfortably traverse through the frigid north. The flame is also unable to blind an individual, nor is it able to ignite flammable objects save for unlit fire sources. - The range of manipulation is a [20] block radius around the Nephilim, them being in the center. They are unable to perform Flame-Weaving from any other sources, other than their own Dragonsfire. - The flames bear little effect within combat, meaning that while one could conjure it amidst a fight, they’d find that it does not singe, nor burn their opponent. At most, it is warm to the touch, and is unable to aid one through the cold. - The flames aren’t opaque which means that the Nephilim cannot blind someone with it. - All illusions must be connected to and obviously composed of a fire. They are not intended for subversion, but storytelling and mystique. Forgotten Heritage (Passive) Description Due to the Nephilim’s draconic nature, they are able to perceive what many cannot. This effectively allows one to see the temperatures of their being, as a passive. Most importantly, they will delve and peer into prophecies albeit in flame as their eyes begin to leak cinders. Another ability of theirs is to quickly learn any descendant language, barring ones created by Aenguldaemonica. Spoiler Forgotten Heritage allows the Azdrazi to see prophecies should they be made, causing cinders and flame to leak from the corners of their eyes as they perceive the vision. They are also granted heat sight, able to see temperatures akin to a heat map. Warmer temperatures would be seen as red and orange, whilst colder temperatures are purple and blue. This does not allow them to see through walls, through material thicker than light plate, nor are they able to assume any disembodied presence of temperature is tied to a creature, such as an invisible phantom, unless known prior. This is a toggleable ability, forcing only their eyes out of polymorph should it be used. Another innate skill they gain is the ability to learn languages at a quicker pace, as if it was a piece of knowledge they knew in the past but had forgotten it. - Forgotten Heritage allows the Nephilim to see prophecies, following the redlines of Prophecy Lore. - Forgotten Heritage allows the Nephilim to see temperatures akin to a heat map, but it does not allow them to see through walls, non-porous materials thicker than light plate, or assume or pinpoint the presence of an invisible phantom. This cannot be used to metagame 'cold' CAs in disguise. - Forgotten Heritage cannot be used with Cat's Eye treated lenses or potion, or will result in heavy dizziness and migraines. - Should heat sight be used, their eyes will be forced out of disguise. - The Nephilim cannot instantly understand all languages. They must roleplay learning, though at a faster pace compared to a descendant. Enwreathe [2 Emotes: 1 connect + 1 cast | 1 Dragonsflame Unit] (Combative) Description The most notable ability of the Nephilim, by which they may summon Dragonsfire around their weapon over the course of two emotes, the effects lasting eight emotes after ignition or is forcibly quelled by some other means. The flame itself brings no harm to the blade should it not be made of flammable material or is doused in oil, though certain materials will prevent the weapon from igniting should it bear anti-magical or cold properties. If the Nephilim wants to ignite ranged projectiles such as bolts or arrows, only a small portion will catch aflame. Spoiler The first emote will be the Azdrazi conjuring up their Dragonsflame, and the second will be setting their weapon or projectiles aflame. The fire around the weapon will not be hotter compared to mundane flame, though will sear flesh in the same manner. Burns inflicted by the Dragonsflame will begin as first-degree burns, scaling up in severity the more times the area is struck. On the third hit, the wound’s state worsens to that of second-degree, requiring three more to become third-degree. Projectiles that are enwreathed will ignite three at a time, each following a collective ten emote burn-time before extinguishing. If the Azdrazi loses their grip on their flaming weapon, the fire will remain lit until its duration runs out or is doused in some other manner. Should a non-Azdrazi pick it up, they will feel a searing effect on their hand - forcing the individual to drop it. The pain will not cause any physical damage. Even if metal is immune against the flame, does not mean it will catch on fire. Any weapon of antimagic such as thanhium, or bears a cold property such as being treated in salium or frost oil will not ignite. The flame may be easily doused when in contact with water. - Enwreathement costs [1] Dragonsflame Unit. - One act of Enwreathement lasts [8] emotes, requires [2] emotes to ignite a weapon or ranged projectiles. - Upon contact with descendant flesh, Enwreathe will instantly offer a first degree burn on the applied area, becoming more severe every consecutive strike. - Enwreathing ranged armaments such as javelins, crossbows, etc, also have this effect. Only four projectiles will be ignited at a time or for that total duration, following a collective [12] emote duration before returning to normal. - Striking metal armour or weaponry that isn’t immune to heat will yield a heating effect, with each consecutive strike past the first heating the metal to follow the same damage as descendant flesh. - Treated, but not immune, items (leather, frost oils, etc) will afford another strike, requiring [2] successful strikes before the [3]rd would cause the same burn as descendant flesh. - Items such as armour or weapons vulnerable to heat after the 3rd emote would burn into unusable slag. - When enwreathing Dracanium, each successful strike counts as 2 for burns/melting. - Weapons treated with cold such as salium, frost oil, etc will not ignite. Weapons with an antimagic property such as thanhium will not ignite. - No movement restrictions, save for current CRP rules. Flamebreath [3 Emotes: 1 connect + 2 cast | 2 Dragonsflame Units] (Combative) Description An offensive technique by which a Nephilim can channel flame from their mouth and spew it out for up to four meters in front of them, lasting for four emotes. Due to the volatile nature of this spell, the Nephilim are unable to recast this spell for a duration, sputtering up harmless smoke as their inner flame needs time to recharge. Whilst spewing flame, they are unable to move properly, resulting in a slow walk or stumble. Spoiler Flamebreath requires three emotes to cast, the first requiring the visual of an bright spark or flame that originates from the Azdrazi’s mouth. Over the course of the next two emotes, buildup of Dragonsfire occurs in their throat, lighting up the area significantly as flames leak from their jaws. The torrent of flame will be four blocks long in a straight line, and can be sustained for four emotes. During the duration of this spell, movement is restricted to two blocks per emote, whilst only being able to defend themselves. Flamebreath may be interrupted if the Azdrazi were to be struck in the head or pierced in the throat, either by a projectile or weapon. The force behind a strike must be hard enough to stagger or incapacitate. Once the duration ends, the spell is put on a two emote cooldown. Upon the release of Flamebreath, it will ignite anything flammable, resulting in at least second-degree burns, up to third-degree should they remain in range. On the first emote, the target will recieve insteant second-degree burns upon the affected area should they be wearing only clothes, resulting in third-degree on the second should the fire not be put out in a single emote. If they remain in the flamebreath upon the third emote, their flesh will char and sear, perhaps resulting in a slow death. If an armored individual was struck by the flame, the damage will vary depending on what they wear. Those wearing platemail will be immune to the Dragonsfire, as it cannot melt through metal. Though should one stay within range of Flamebreath for over an emote, the searing flame will heat up the metal accordingly. On the first emote, the armored individual is unaffected to the flame, no burns forming over their body. On the second and beyond, should their skin/cloth press against the platemail, they will recieve instant second degree burns, worsening to third degree upon the next emote. On the fourth, the air within their armor will scald, searing them from the inside out. Should it be flammable like leather, they may avoid severe burns should they leave the range and put out the fire in one emote. Otherwise, the Dragonsflame will sear through the hide, reaching skin. On the first emote, the individual will recieve first degree burns, lighting the leather aflame. If it is not extinguished in time, the burns will worsen to second degree upon the next emote then third degree following after. - Flamebreath requires [3] emotes to cast, and [2] Dragonsflame Units. - Once the duration ended, the spell will go on a [2] emote cooldown. - Movement is limited to [3] blocks per emote during Flamebreath’s duration. The Nephilim is only unable to attack during charging, but may while casting. - The attack itself only has a maximum range of [6] blocks and a width of [1], lasting for [4] emotes. The Nephilim may cancel the spell at any time should they wish. A nephilim may choose instead to empower their flamebreath at the cost of stamina, extending the maximum range to [10] blocks and a width of [3], lasting for at most [2] emotes. This is decided upon the first emote of affect and cannot be changed. - 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. If protection is worn, the damage will differ if the material is flammable or not. - Metal: If the target remains in range of Flamebreath whilst wearing platemail or any metal that conducts heat, the armor will begin heating up. On the first emote, the temperature does not differ too much. But on the second emote and beyond, their armor will begin matching the heat of the fire, causing second-degree burns, growing in severity the longer the individual stays in range of Flamebreath. On the third emote, the burns will become third-degree. On the fourth, will result in the target being cooked alive within their armor. - Leather/Flammable material: First degree burns are still applied, but the target may avoid getting severe burns should they leave the range of Flamebreath and put out the fire over the inflicted area over one emote. It can be put out with water, rolling, or stamping on the flame. The first emote results in first-degree burns, worsening to second-degree on the second emote if the fire is not extinguished. If the flame continues to burn, the affected area grows to third-degree. - Channeling 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, such as a closed helm. The Nephilim cannot speak during the duration of Flamebreath. Flamespew [3 Emotes: 1 connect + 2 cast | 2 Dragonsflame Units] (Combative) Description 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 Dragonsflame for three emotes. It’d travel up to twenty five meters, and where it lands - it'll expand in a plume of flame. The shape and detail of the projectile can be fitted onto what a Nephilim wishes, as example; one can opt to manipulate it onto a spear of flame rather than a fireball. Spoiler Over the course of three emotes, the Azdrazi will gather and condense their Dragonsflame into a single mass within their hand or mouth, growing in brightness and size. The shape can vary for pure aesthetic purposes, from a flaming spear to a ball of fire. Upon impact, Flamespew will implode into a three block radius of fire upon contact, resulting in second-degree burns. Flammable objects will be ignited, lasting for three emotes if left unattended. It can be put out by mundane methods such as dousing in water, or rolling, etc. The flame created upon impact is not strong enough to quickly heat up metal, nor will it ignite items treated with the cold, such as frost oil, etc. Should an individual be wearing armor whilst struck, the flame will heat the metal over the course of two emotes. On the first emote, they may be unaffected as the flame engulfs their form. On the second, the platemail gains some of the heat of the flamespew, causing second-degree burns upon their skin should it touch the armor they wear. The temperature and burn severity will go no higher past the second emote. The hand must be kept empty for this spell to work if the Azdrazi conjures one from their palm, or there cannot be any mouth covering if it is meant to be shot from their maw. A strike strong enough to stagger or incapacitate in either option’s respectable method of casting will interrupt. Upon the completion of the cast, the spell will go on a two emote cooldown. Should the Azdrazi wish to sustain the projectile after the three emote casting time, it will cost an addition one Dragonsflame Unit. - Flamespew requires [3] emotes to cast, requires [3] Dragonsflame Units. - Sustaining for a singular emote costs a [1] Dragonsflame Unit. - There is a concussive effect similar to being struck by an arrow to this spell. - Upon the completion of the cast, the spell will go on a [2] emote cooldown. - On contact, the 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 such as cloth, leather, etc should it not be put out by then. - Should the projectile make contact with any person or object, they will give them second-degree burns upon touch, worsening should the area be struck once more or if the flame is not extinguished. Contact against armor will require [2] emotes to cause any damage. On the second emote, the armor will heat up and result in second-degree burns should skin/cloth come into contact against the heated platemail. - Should the target be struck by the projectile, it would take [1] emote to pat the flames out to prevent them from becoming more severe. While patting down or extinguishing the flames, they cannot cast and can only move at half pace, having to choose between defending themselves or extinguishing. The target may also ignore this, though the burn affect will progress as per the spell effects. - The flames, if not tended to, will go away after [3] emotes. Otherwise, it can be put out by water, no oxygen or stamping on it. - No movement restrictions, save for current CRP rules. Immolation [2 Emotes: 1 connect + 1 cast per specific part of the body | 1+ Dragonsflame Units] (Combative) The last of the primary techniques by which the Nephilim conjures flame around a single 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. Spoiler An Azdrazi may ignite a limb of their choice over two emotes, the flames lasting a duration of eight emotes. Should they wish to increase the duration, an additional emote will cost one Dragonsflame Unit, and so forth. The Dragonsflame that exudes from their appendage is capable of easily searing flesh should it come into contact, offering first-degree burns. Same goes with undead that are susceptible to fire. Should contact be maintained past the first emote, the severity will grow to second-degree upon the second emote, third-degree upon the third emote, then the searing of skin and flesh upon the fourth. This spell does not increase the strength of the Azdrazi, and each limb may only be ignited once per combat encounter. Whilst ignition, the Nephilim's movement is halved to two blocks per emote. Should the target be wearing armor and if contact is maintained over three emotes, the third emote will result in the affected area to heat up - such as the entirety of an armor piece, but will not spread throughout the rest of the platemail. If skin/cloth comes into contact against the metal, it will cause second-degree burns. The temperature and burn severity will go no higher past the third emote. - One act of immolation lasts [8] emotes, and requires [2] emotes to cast. Casting it further in spite of such draws an additional unit of Dragonsflame. (The cost turns from One to Two, and so forth), etc. - 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. Contact against armor will require [3] emotes to cause any damage. On the third emote, the armor will heat up and result in second-degree burns should skin/cloth come into contact against the heated platemail. - Each limb can only be immolated once per combat encounter. Once the duration is over, it cannot be reignited. - Immolation cannot be used at the same time as Flamebreath or Flamespew. - Whilst casting, movement is slowed down to [2] blocks per emote. Cleansing [4 Emotes: Freeform | 1+ Dragonsflame Units] (Combative/Non-combative) Description The Nephilim may cleanse the corruption of their fellow Dragonkin with the aid of their inner flame and another, either with draconic origin or alignment. An additional Nephilim or Ordained Herald at least is required, though more may participate. To aid, they must channel their energy into the one preforming Cleansing. 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 several days. If the Nephilim gain assistance, the burden will be shared upon all who participated in Cleansing. 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. Spoiler Cleansing a draconic sibling requires four emotes, requiring at least another Azdrazi or Ordained Herald. Should Heralds participate, there must be at least two. They must channel their flame or Draan into the one cleansing their kin, strengthening the purifying Dragonsflame. The amount of Dragonsflame Units required is the same amount of Corrupted Units the target bears to completely purge them of their ailment. Additionally, the Azdrazi will find it impossible to utilize their lost units for three OOC days and drained completely of their energy. If they received aid, the exhaustion is shared amongst all who participated instead. Contact with their fire must be made for the cleansing to be effective. Alternatively, the Azdrazi may take on half of their ilk’s burden, halving the target’s Corrupted Units as they take the other half into themselves. - Cleansing requires [4] emotes, and requires at least an additional Nephilim or Ordained Herald outside of the one who wishes to preform Cleansing. Should Heralds participate, there must be a minimum of two. There is no set limit on how many can aid. - 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. The amount used will be lost for [3] OOC days, regenerating once the duration is over. - If a Nephilim, Ordained Herald, or more helps the one performing Cleansing, the exhaustion will be split between them. - 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. - This cannot be done on yourself. - No movement restrictions, save for current CRP rules. General Redlines: Spoiler - Dragonfire cannot melt metal in combat under any circumstance. - Each spell has a full-cast time, meaning you have to connect each individual spell. - All abilities consume 1 unit of Dragonflame per use unless stated otherwise. - Should a Nephilim’s Dragonsflame come into contact with ectoplasmic mist such as Deadbreath, it will sear through the fog 4m in each direction with the flame at the center. - Nephilim spells count as T5 spells against Thanhium, granted as they’re the most potent form of magic. If struck against Thanhium, they’d find the steel lighting up. All redlines and guidelines of that lorepiece apply. - While casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines. - Utilizing Dragonsflame does not require concentration unless stated in the redlines. Each spell requires a specific amount of units per cast, lack of units will result in the spell failing. - If underwater, the Nephilim is unable to cast. Rain is not enough to snuff out Dragonsflame. - The tells for casting Dragonsflame must be visible around the Nephilim, varying between flame, smoke, and ash. The Augmented Flame From the moment that a Nephilim is made – the prior self is burnt away and scarred, and from the remnants of that person, Dragonsflame is shaped to reform what was lost in Azdromoth’s image. With the Nephilim’s instinct to gather knowledge and expand their hoard, so does their drive to seek out the limits of their heritage and flame. Spoiler - The player is limited to two choices of the spells listed below, and must be listed on their CA. - Selecting the abilities must be done out of combat. Primordial Descent [4 Emotes: 1 Connect + 3 Cast | 4 Dragonsflame Units] (Combative) Description A Nephilim, emboldened by the history and what they were, may allow flame and fire to course through their body – strengthening it beyond mortal belief. A glimpse of the prior form that they once had. In this state, they grow as large as an Olog (9 ft maximum) with a thick tail and perhaps wings. They are unable to speak in anything but Draconic, whilst also being locked to their baseline abilities. Spoiler Upon using this spell, the Azdrazi’s form will slowly be overtaken by a large torrent of flame, leaving only a silhouette in the center from an outside point of view. The silhouette will grow in size, allowing the individual to burst out upon the completion of their transformation. If they sustained any injuries prior, it will transfer over to their draconic form. Whilst in the vortex, the Azdrazi is grounded - meaning they are immobile, nor can they attack or defend themselves. This process will take four emotes to complete, and is able to be interrupted if the Azdrazi is staggered, winded or incapacitated. The flames of the torrent will exude heat, bringing mild harm to anyone should they come into melee range. If the individual was wearing armor prior to transformation, it will disappear - exposing the chitinous scales that cover the entirety of the lesser dragon’s form. Their draconic form will last for seven emotes, requiring one Dragonsflame unit to maintain it for an additional three emotes and so on. As the completed transformation of the Azdrazi is revealed, they will gain two additional feet in height, capping at nine feet. Their form mimics that of a dragon’s - growing talons, a tail, and perhaps even wings. Their horns gain the durability of bone, whilst scales and spikes may not be more resilient than ceramic. In this form, the Azdrazi is unable to cast any advanced spells, limited to their Enrapturements. They are locked to speaking in only draconic tongue, whilst losing comprehension of common until the transformation is undone. - Primordial Descent requires [4] emotes to cast, requiring concentration in the first emote, costing [4] Dragonsflame Units. - This lasts for [7] emotes. The nephilim can extend the transformation duration by [3] emotes at the cost of [1] Dragonsflame Unit. This extension may be continuously used if the nephilim has enough Dragonsflame Units. - The spell may be interrupted mid-way, if the nephilim is incapacitated or staggered by a blow. The nephilim cannot move during transformation, nor can they attack or defend themselves. - The vortex surrounding the nephilim exudes an intense heat that causes first-degree burns to those within a four block radius, save for Heralds and Azdrazi. - Upon transforming, the nephilim’s armor is lost but ‘stored’, able to be reclaimed after they revert to their original form. They are unable to wear armor while maintaining this form. - Injuries prior to transformation transfers over, same goes for any injuries gained whilst in their draconic form. - Whilst in this form, the nephilim is able to only cast Enwreathe, Flamebreath, Flamespew, Immolation, and Cleansing. - Nephilim’s strength is bolstered up to peak orc strength maximum. - The tail may be used as a method of attack, but is not prehensile enough to grapple. - The natural armor will have the durability of ceramic, allowing protection against bladed weaponry, whilst weak to blunt and piercing weapons/projectiles. - Blades will chip off parts of their armor, without reaching flesh. Hammers, maces, etc will easily crack and expose flesh beneath. - While in their draconic form, the nephilim loses the ability to comprehend common, only able to speak in Draconic. - The Nephilim’s wings in this form allow them to glide midair in a straight line, should there be open and constant airflow in their surroundings. They cannot perform complex maneuvers, traveling 3 blocks forwards and 5 blocks downwards every emote. - They cannot carry individuals or heavy items while midair, nor can they use this ability to get to places they cannot access mechanically. Should their wing joints be pierced or broken during flight, the Nephilim will fall, resulting in injuries. - Azdrazi are able to access their draconic forms out of combat using [2] Dragonsflame Units, with no upkeep cost or duration. Upon entering combat, they are forced back to their descendant form. Emboldened Strength [3 Emotes: 1 Connect + 2 Cast | 2 Dragonsflame Units] (Combative) Description Should a Nephilim wish to use their new-found heritage for combative purposes, they may harness the power of their long-forgotten forms into specific parts of their body. When used, flames begin to weave over the limb, creating a tangible silhouette over it with fire and ash. Upon completion, the next strikes will gain increased strength and force before dissipating. Spoiler Upon the initial emote, flames or ash is conjured over the specified limb, weaving around it. Over the course of the next two emotes, the silhouette begins to gain more defined features along with solidification. The silhouette can take the shape of a gauntlet or draconic talons, though is simply aesthetic choice and variation as the limb becomes as durable as plate. The volatile Dragonsflame allows their strikes to have the same strength and impact as a olog, before going into a one emote cooldown where the Azdrazi is unable to cast whilst rendering that appendage fatigued. While fatigued, they are unable to attack and only defend. The spell may be interrupted should the nephilim be struck in the arm with holy magic, or cold-based magicks/metal. - Emboldened Strength requires [3] emotes to cast, lasts for [4] strikes before going on a [1] emote cooldown. Whilst on cooldown, the nephilim is unable to cast or attack with the specified limb due to fatigue. This costs [2] units of Dragonsflame. - This spell will only cover one limb at a time, requiring another complete cast to cover the other. When striking, to achieve an olog-strength strike would require that appendage to be the main force of power behind the attack. - Blunt weaponry will require two direct hits to break the silhouette, whilst slashing/piercing weapons require three. Once broken, the effect ends. - The ability may be interrupted if struck by azdrazi weaknesses such as extreme cold, holy magics, or corrupting magics, breaking the silhouette. - No movement restrictions, save for current CRP rules. Cindering Ward [2 Emotes: 1 Connect + 1 Cast | 2 Dragonsflame Units] (Combative) Description A Nephilim may conjure a portion of their flame, channeling and condensing it into one area before allowing it to spread forth. Imbuing it with ancient high draconic, it gains protective properties, searing certain magic and consuming such - before demanifesting. The barrier will take the size of a tower shield, remaining in front of the individual. Any physical attacks will cleave through the flame with ease, as the flame may only protect against the magical. Spoiler A Nephilim may conjure a portion of their flame, channeling and condensing it into one area before allowing it to spread forth. Imbuing it with ancient high draconic, it gains protective properties, searing certain magic and consuming such - before demanifesting. The barrier will take the size of the target, remaining in front of the individual. Any physical attacks will cleave through the flame with ease, as the flame may only protect against the magical. To begin the cast, the Nephilim uses two units of their Dragonsflame, condensing it into a mass in front of themselves, or another target. Over the course of the second emote, the tangible flame or ash spreads and solidifies into a large barrier. This ward will only defend against magicks, but will be useless against physical projectiles and strikes such as blades and arrows. The ward is able to negate a single spell that is overpowered by powerful drakaarsflame. Corrupting magicks are consumed, before dispersing. For example, if the barrier is struck by a mass of malflame, the barrier grows corrupted instead of the Nephilim before extinguishing into ash. Ice will melt, flame negated, ectoplasm burnt. Spells with channeling effects such as flamethrowers will only grant protection against the first emote, before breaking. Xannic mists or magics which affect dragons/drakaar (or darkspawn) specifically would be unaffected, shattering the ward as the projectile strikes into the caster. This spell may be maintained for two additional emotes before expiring, needing to be recasted. If casted on someone else, the Azdrazi must keep line of sight to the target. This spell will only shift to protect the individual from attacks that are visible to the individual. Upon expiration, this spell will go into a three emote cooldown. The individual with the ward will have their movement slowed, only able to move three blocks per emote. - Cindering ward is a temporary spell, meaning once the barrier demanifests, expires, or breaks, this spell will go on a [3] emote cooldown. - This spell requires [2] emotes to cast, requiring [2] Dragonsflame units to create. The ward will last an additional [2] emotes before expiring. - The ward will protect against effective spells that last for a duration, but for only the first emote before breaking. - Magics which are specifically effective against dragons/drakaar or darkspawn would ignore cindering ward. - The ward will not protect against physical projectiles and strikes such as blades and arrows. The exception is enchanted projectiles and strikes, which are blocked if Cindering Ward is responsive to it’s specific type of magic. - The ward will only protect against spells that are visible to the player. Any spells not in their field of view will not be blocked. - The Azdrazi must maintain line of sight on an individual to cast this ward upon the target. After the ward is completed, it cannot be transferred to another. - The ward would stand a meter in front of the target, as a [1] block wide wall from head to toe.. - The movement of the individual with the ward is slowed down to [3] blocks per emote. - While Cindering Ward is up, the target and/or Azdrazi casting may begin to cast other spells or take other actions. Imbued Roar [3 Emotes: 1 Connect + 2 Cast | 2 Dragonsflame Units] (Combative/Non-combative) Description The draconic tongue, ancient yet mysterious. A nephilim may imbue power behind their words, roaring or chanting loudly to bring out its effects. Flame builds up within their throat, weaving over their forms before bursting out in a wave. If specific words are used within the chant, individuals who hear will be afflicted with various ailments or blessings. If no words are used, the spell will be that of a loud roar, causing no physical harm to the ears of those in range. Spoiler Two Dragonsflame units are used upon the initial casting of this vocal spell, the three emotes required being a buildup of fire within the Azdrazi’s throat. During this buildup, the Azdrazi’s movement is restricted to two blocks per emote in a ritualistic channel. The flame that dances over their form is for pure aesthetic purposes, ranging from a silhouette of a dragon’s head or jaws forming over their body or head to a faint vortex condensing within their mouths. Upon the release of the spell, a wave of harmless flame is sent out, requiring the emote to be made in #shout. The words for the roar to bear an imbuement must also be included in the emote, for its effects to take place. Any player within range of the emote (20 or 60 blocks) will be afflicted, though it may be negated if one covers their ears beforehand or has sufficient ear coverings that deafen sound. If an object is hurled at the Azdrazi’s head or throat with enough force to stagger or incapacitate, the spell will be interrupted. L'gra If the Azdrazi uses the term L’gra in their roar, those who hear the emote will experience primal fear and intimidation for a single emote as if one were to be met against the presence of a dragon, causing a flight response and disconnecting any concentration based spells. Azdrazi will be immune to this spell, but heralds will not. Kalith Kalith means courage in the draconic tongue, and those of draconic affiliations and nature will be influenced with a morale boost. This does not allow one to ignore the pain of their injuries, though it would allow them to ignore the physical effects of their injuries or exhaustion for [2] emotes, as well as negating fear. Upon its expiration, any effects of fear-inducing spells/curses will return. This imbuement’s effects last for four emotes. Mitne Any unlit sources such as torches, braziers, campfires, etc will be reignited instantly in a [20] or [60] (if in #rp or #s) block diameter. The light that comes from those sources will range from a mundane low flame to as bright as a brazier depending on the volume spoken. This imbuement may also snuff out lit sources within the range. Draconic or Heraldic flame which had been recently extinguished would be reignited, requiring [1] emote dedicated to extinguishing to put out. - Imbued Roar requires [3] emotes to cast, and requires [2] Dragonsflame Units. If Mitne is used out of combat, it may be cast in [1] emote and will not require any Dragonsflame Units. - While casting, the player’s movement is restricted to [1] block per emote. - The emote made for its effects to take place must include the specified word, and can only be made in #s. - Imbued Roar may only have one imbuement at a time, requiring a recast to imbue another effect. - The roars/chanting will not be loud enough to cause permanent harm to one’s ears. - The flames within this spell are aesthetic only, bringing no harm to those who touch it other than warmth. - The imbuements will have no effect if sufficient deafening-specific covering is over the ears. - The imbuements will not stack if numerous Azdrazi use the same imbuement. The duration will only be reset if used continuously. L’gra - Heralds will not feel the fear inducing effects of L’gra if they are allied with the Azdrazi casting the spell. - Creatures that do not have physical ears (Ghosts, etc) will still be affected by the imbuement if they are able to hear it. - Target’s affected by the fear are unable to cast or attack for [1] emote, with defense or movement unaffected. If in the middle of a cast, it is interrupted. - If Templars are struck by this imbuement, they will become enraged as stated in their lore and are unaffected. Kalith - Only Azdrazi and heralds will gain the effects of this spell. - One should not ignore or forget the fear of death whilst under the influence of Kalith. Mitne - The fire reignited by Mitne does not bear any magical properties unless they were magical beforehand. - Draconic or Heraldry flame which has been extinguished for more than five emotes cannot be reignited. - If a flame, even magical, had something preventing it’s lighting (Such as being submerged fully in water), then it would not re-light again. Rites of the Nephilim Known to each and all Nephilim upon their rebirth, these rites of their kin are only enacted with purpose. Often performed in bouts of fury and wrath to duel in truly honored settlement of feuds or in times of grace, esteem, and kindled acclaim amongst one's own. These rites exhibit the Azdrazi in their purest image, and only in passion and fervor are they performed, testaments to their ardent quintessence. Spoiler Should one wish to make more Rites, they may create one with the acceptance of a MArt. Ritual of Strength [3 Emotes: 1 Connect + 2 Cast | 3 Dragonsflame Units] (Combative) Description In moments of rage and disagreements, a Nephilim can challenge their kin to a one-on-one duel. In this state, any outsiders are barred from interfering, instead forced back with a volatile fire, as if they were struck by an Uruk’s punch. To begin the ritual, two other Nephilim or two Ordained Heralds are required, each funneling their Dragonsflame into a ring that surrounds the arena. Should the Nephilim challenge another dragonkin, they will find that all spells and abilities can be done in quick succession without the depletion of their flame, bolstered by their demands and means to claim superiority. If the challenge is sent to a lesser such as an Ordained Herald or below, flaming shackles will form around both participant’s wrists. The two will decide on a set of rules, and upon agreeing - the duel will begin. The shackles will cause intense searing pain around their wrist should one intend to break a rule, though will not burn flesh whatsoever. They are barred from speaking at all, nothing more than ash and fire spewing from their maw. Victory is decided once the losing individual yields, the flames surrounding the area bursts - forcing the two participants apart. Any damage – be it the severing of limbs remains upon the end of the duel, only flesh wounds will cauterize and scar with the aid of the lingering Dragonsflame around the arena, lasting permanently if they wish to. Should either be slain, the ritual will come to an immediate end. Spoiler To initiate the ritual, two Azdrazi or two Ordained Heralds is required. At the site where the duel is to take place, the dragonkin must weave their flame around the ‘arena’, taking three Dragonsflame Units each. Alternatively, should Ordained Heralds create the barrier, it will drain them of their draan and energy instead. The first emote will be to conjure their inner fire, whilst the second and third will be to surround the area in a translucent wall of flame. Once the barrier is created, those who seek to step through would instead be met with a force akin to an orc’s strike, pushing them back, same goes for those within. If one of the participants isn’t an Azdrazi, they and their challenger must decide on a set of rules. Upon agreeing, they must tell the Azdrazi that created the barrier. Once the rules are acknowledged, fiery shackles will be created with the usage of fire and draconic, onto the wrists of both. If one intends to break the rules during the duel, the shackles will begin to shimmer and glow - causing intense searing pain. This does not burn or harm the individual whatsoever, intended to act as a warning. If both participants are Azdrazi, they may utilize their flame as they see fit. All spells and abilities can be done in as little as one emote, requiring no Dragonsflame Units. Once the duel begins, both sides will lose their ability to speak, returning upon the completion of the fight. They will gain the ability to use their words once more if they have the thought or intent of surrender. Neither individuals may leave the area, the walls bursting into harmless flame should one declare their loss - knocking each back from each other by one block. Any minor injuries such as cuts, scrapes, etc or exposed flesh will be cauterized by the surrounding Dragonsflame. Major and lethal injuries like limb loss, organ damage, death, etc will not be affected by cauterization. - The Ritual of Strength requires [2] Nephilim or [2] Ordained Heralds. [3] emotes are needed to erect the barrier, and requires [3] Dragonsflame Units. - Should one intend to pass through the barrier, they will be met with a force akin to an orc’s punch. This affects those both inside and outside the barrier. - Xannic Light and Thanhium will be able to pass through the flame without any force. - This ritual requires both IRP and OOC consent from both participants. - Should the duel be Nephilim vs. Nephilim, both will be able to use their spells in [1] emote with no cost, but must follow the redlines of the spells. This effect may only happen during the duel within the ritual, nowhere else. The moment the duel ends, the effects disappear. - Should the duel be Nephilim vs. Descendant/Creature, a set of rules must be agreed on by both. The shackles created will only cause mental pain if one intends to break a rule, and will not cause physical injuries. The shackles will disappear once the duel ends. - The ritual will end the moment one declares their loss, or is no longer able to fight. The barrier will then shatter, causing both participants to be knocked back from one another by [1] block. - Any minor cuts, scrapes or exposed flesh will be cauterized by the Dragonsflame that made up the barrier, but will not mend any lethal injuries or severed limbs. If one were to die during the duel, normal death rules will apply. Cauterization will only happen once the barrier breaks. Ritual of Death [4 Emotes: Freeform | 4 Dragonsflame Units] (Non-combative) Description The most graceful act for a Nephilim is the gift of communication. Once per day, they may commune and talk to the dead draconic beings of time’s past for advice, guidance or aid by weaving their Dragonsflame within the stone-clad statue of a fallen Nephilim. Spoiler The statue of the Azdrazi is required, along with four Dragonsflame Units. Over the course of four emotes, the dragonkin must maintain contact with the statue, allowing their flame to pour into the cold stone. Cinders and ash then begins to leak at the base, growing thicker as it forms a silhouette of the deceased Azdrazi. They may offer the knowledge they’ve collected in their lives, though cannot mention anything related to their deaths, nor can this be used as a method to teach others. The soul is not able to retain memories of past communication attempts. The moment contact is broken or if the dead dragonkin decides to end the conversation, the ritual ends. - The Ritual of Death requires the statue of a PK’d Azdrazi, and [4] Dragonsflame Units. A total of [4] emotes is required to successfully start the communion, though the PK’d Azdrazi may choose to ignore the call. This ritual has a cooldown of [1] OOC day. - To commune with a specific Nephilim, the player of the PK’d character must give OOC consent, and will be roleplayed by them. - Any information pertaining to their death such as who killed them cannot be disclosed unless all parties present in their death gives explicit OOC consent to the information being shared. - The Ritual of Death cannot be used to learn magic, alchemy, feats, etc. - The PK’d Nephilim is unable to retain any memory of past communication attempts. - Statues of Non-distinct nephilim, Dragons, Drakes, Dragaar, and Drakaar may only be roleplayed by ST/ST Management as an event resource, and cannot be outrightly reached out to. The requirements of a successful communion is up to ST/ST Management’s discretion. - This ritual can only be done out of combat. Ritual of Warding [3 Emotes: Freeform | 3 Dragonsflame Units] (Non-combative) Description A Nephilim may grant a blessing upon a Descendant, acting as a shield against the mental influences of Dark Magick, be it Siliti Thralling, geists of Mystics, etc. This requires one Nephilim, engraving an inscription on any part of their body with a portion of their flame - searing it onto their skin. One Nephilim may bestow this boon upon three individuals at the max. Spoiler This boon takes three emotes total, requiring the Azdrazi preforming the ritual to conjure their flame and carve it into their target’s flesh. The dragonkin must use three Dragonflame Units to begin the imbuement, implanting one of their Units into the individual. This process will be far from painless, as skin and flesh is seared. The effects of the blessing is that of a mental ward, preventing any attacks to the consciousness and mind. This boon may only be granted one per descendant, and may only be given once per day. One Azdrazi may only grant this gift to a maximum of three individuals. Should the individual wish to erase the ward, the Azdrazi may clear the marking of flame by siphoning their Dragonsflame from the tattoo, wholly erasing the mark and its effects - leaving a scar. Alternatively, Xannic mists will purge it completely, leaving no remnants behind, along with other deific sources. Should the boon be removed by the latter, the Dragonsflame Unit will still return to the original Azdrazi. Alternatively, should the Azdrazi seek to retrieve their blessing by force, they may take it back should they maintain contact with the marking for two emotes. - The Ritual of Warding requires [3] emotes and [3] Dragonsflame Units. This rite may only be performed once per day. Upon the completion of the ritual, the Azdrazi loses [1] Dragonsflame Unit permanently until it is returned. The ward may only be given out of combat. Only three wards may be given per Azdrazi. An individual cannot have more than one ward on them at the same time. - Should the Descendant wish to remove the mark, they are given two options. Either to ask the original Nephilim to remove it, or have it be purged by Xannic mists. Should it be purged, the Dragonsflame Unit will return to the original Nephilim. - If the Nephilim wishes to retrieve their unit, they must maintain contact with the engraving for [2] emotes. - This can be applied only once per Descendant, and cannot be applied to a Nephilim. - If the Descendant was under the influence of dark magicks, such as Silit Enthrallment, prior to the ritual, the ward will not function. - Curses and Mental Influences include that of the Naztherak, Frost-Witches, Siliti, and Mystic Hexes, and Phantom Possession. - The amount of Dragonsflame Units lost, and those who have it must be recorded on the Nephilim’s CA. - More boons may be written with the acceptance of a MArt/Lore Addition. Ritual of Bloodlines [6 Emotes: Freeform | 16 Dragonsflame Units] (Non-combative) Spoiler In the model of their father, Azdrazi change and evolve over time. As does their perception and perhaps even Asioth itself, they may change too in their specialty and combative prowess. A rare ritual sought only by those seeking this change in path, The Ritual of Bloodlines is once scarcely performed across decades. The Azdrazi present must forfeit their defense willingly, as they are surrounded by at least two of their kin upon either side. Forfeiting their spells, a visible warmth would leave them as their scales would shed and peel, the changing Nephilim feeling particularly cold, and empty as the other two Azdrazi would attempt to warm them within their flame. Expending all but one dragonsflame of the changing Azdrazi, and sixteen total dragonsflame of the other two (or more), they would sustain their flame in brotherhood over the course of the ritual as they would all be left colder than when they had begun. In spite of this, room was allowed for change as the Azdrazi central to the ritual would then be freed to master new abilities. - The Ritual of Bloodlines requires at least [3] Total Azdrazi, being the one undergoing change and the two (or more) supporting. - The central azdrazi undergoing the ritual would forfeit their two capstone abilities, allowed then to change to whichever of the four they would like after [3] OOC days via /sreq. - Dragonsflame units spent by this ritual as normal would recover the next day. - During this ritual an Azdrazi is required to go under an immense psychological outlook or change to reflect this ritual. Draconic Fallalery As the Nephilim grow in age, so do their bodies. Immortal in terms of time, their forms begin to take on more draconic traits. They are able to resist this eventual transformation should they wish, or embrace it. The pronounced features may vary; be it the addition of horns, talons, a scaled tail, etc. This transformation tends to vary between Nephilim to Nephilim, gaining more characteristics as they age. The features that they gain may be chosen from the list below, receiving one choice per tier. These characteristics are purely for aesthetic, as they are optional and cannot be used to gain any advantage during combat. - Extra pairs of horns - Rigid/scaled tail - Elongated talons - Rigid/spiked scales - Colored Dragonsflame, ranging from red to yellow. - Battered Wings Each tier takes a specific amount of time to go up. The Nephilim is tier 0 upon the date of their CA acceptance. Unlike other tier systems, Draconian Fallalery only has three tiers. - Tier 0-1: 1 month [4 weeks] - Tier 1-2: 2 months [8 weeks] - Tier 2-3: 3 months [12 weeks] Spoiler - Rigid scales and horns cannot be used as protection during combat. They will break off easily upon a weapon’s strike. - The talons do not offer an advantage in combat, unable to pierce skin - The tail is not prehensile enough to grapple, nor is it strong enough to knock back an individual if swung. - If the tail were to be severed, the Nephilim will bleed and feel pain accordingly.- The wings cannot be used to gain any advantage during combat, nor do they allow flight. They are the same color as the Nephilim’s scales, stretching at most 4 feet in width. This option can only be taken when an Azdrazi is T3.- As stated in the redlines of this ability, all objects of Draconic Fallalery are incapable to be used in combat and are purely aesthetic. Should someone swing upon the back of a Nephilim it would easily tear through the wings, they are too weak to be used to block hits or move things away. Draan Binding The final step in the creation of a Nephilim's personal weapon or piece of equipment, which binds it to them for their (indefinite) lifetime. Binding is relatively simple in practice: requiring that the Nephilim must take the Dracanium object, which has been warmed by dragonfire, and engrave their name into two places upon it. First is the Nephilim’s ‘true’ name, which they take upon their rebirth, and the second is the name of the weapon, which the drake-smith chooses upon its creation. Once both names are etched into the metal, the Nephilim may weave their dragonfire and create an ethereal link which tethers the object to their very soul. From then on, they are never to be parted. A Nephilim without their vehement equipment will feel unmistakably miserable and dreary, and in the instance that they are slain it shall turn to ash along with their body and regain its form as its owner does as well. Binding imbues no other effects into the weapon besides that they may summon it at will at the same speed one may draw a regular weapon. Up to two weapons may be bound, though alternatively, or additionally, a single increment of armor can be summoned as well, whether that be the torso equipment (including arms), greaves, legging pants, or helmet. Each area of armor counts as one of the two maximum allotted binding slots of the Nephilim. These objects cannot be stolen or looted, and may be mechanically soulbound. Should the owner lose them upon mechanical death, the other party is obliged to return the item mechanically. Spoiler - Only weapons, tools, or individual pieces of armor may be Draan-bound. - Cannot be used while restrained. - Armor cannot be summoned as a means to avoid a blow at the last moment. - You cannot attack with a Draan-bound weapon in the same emote that it is summoned. - Only two specific items may be Draan-bound, and these cannot be changed unless the prior bound item or items are permanently destroyed. - Only one item at a time may be summoned in combat. - 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. 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 twelve 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. Spoiler Shrine Overview Shrines are locations or monuments built by Nephilim in honor of Azdromoth, serving as a ritual ground or den where the Nephilim and their Heralds may assemble. These locations are rather freeform in terms of their make, so long as their overall theme pertains to earth, fire, and the draconic; allowing it to be anything from a mere altar atop a mountainous peak, to a great temple built within the heart of a volcano. Though much freeform is allowed, in order for a shrine to be considered valid, it must be at least seven by seven meters in size, whether that be the altar, pedestal, or chamber itself. Typically, magma, nether, and fire-themed blocks are appropriate for such builds, though so long the build pertains to the overall theme, other blocks may be applied. Once the shrine structure is built, a Nephilim or Ordained Heralds must ignite a pyre with their own draconic flame or draan, 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. - Drakeshrines will now be personal, with them only being able to be bound to one Nephilim at a time. - A Nephilim can only bind themselves to one Drakeshrine, and should it be destroyed, then they’ll need to make a new one bind themselves to. - These should be mechanically represented with a build, and require a [ST-Approved] Sign to validify it. - Should a Nephilim perish, or die via CRP or conflict that they chose to switch to PVP, and they are not bound to a Drakeshrine, then they are temporarily PK’d until their kin, or followers, make a Drakeshrine for them to respawn in. In order to create a drakeshrine for someone else, they must speak the draconic name of the nephilim in order to grant it for them. - There is no requirement of PRO or RO permission to build a drakeshrine, as long as the player has access to the build. - Should a Nephilim perish in CRP or PVP, they respawn in their Drakeshrines – should it be standing, and not destroyed – rather than at Cloud-Temple for the Monks abhor them. - To fully create a shrine, one Nephilim must grant two units of Dragonsflame to it or two Ordained Heralds must channel their draan onto it, making them unable to cast their magicks for [3] OOC days. - The units of Dragonsflame is player-tracked via a sign stating how much Dragonsflame is within it. If abuse of this freeform and simple system is found, punishment is granted. ST will only approve them via a locked sign. The Heralds Just as the Nephilim are the product of the Firstborn’s blood fully transforming the descendant body and mind, it may also be applied to a lesser extent upon descendants; bringing about more loose changes that occur externally through a particular ink. Those who followed closely in the footsteps of the Nephilim were considered living wardrens, capable of storing draan in the ink of their skin through the formulation and development of tattoos. Spoiler Herald Overview The initial creation of a Herald is a simple process. At the hands of a full-fledged Nephilim, the Dratho Rihk inscription ability may be used to etch upon the flesh of a willing mortal their initial Azdromothian mark, the sigil of an eye wreathed in flame both branded and tattooed upon their flesh; always over the heart or somewhere on the centerline of the body. This manifests in the form of a mark, tattoo, or 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. Corruption “Two shall be united as one. Woven by these strands of ash." 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. Spoiler - 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. - 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. - Corrupted Nephilim are not bound to a Nephilim or Naztherak until they want it to be so, requiring OOC consent to bind them. 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. Rather than being PK’d, the points of corruption tie into the amount of time that it takes for the body to reknit itself with two units being one OOC day. Should the amount of units corrupted be an odd number, the number of OOC days will be rounded up. Example; bearing [3] units of corruption mean that the Nephilim is soft PK’d – as the body reforms itself – for [2] days. Spoiler 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. Darkstalker Paramount - Enwreathe Abyssfire will corrupt 1 unit per hit. - Invoke Abyssfire will corrupt 1 unit per hit. - Khôr Blades will corrupt 0.5 unit per hit. 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 12 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 0.5 units. These can only be cleansed once the effects of the potion have passed. Spoiler - Every [2] Dragonsflame Units corrupted will result in [1] OOC day where the character is soft PK’d. If the number of units is odd, the number of OOC days will be rounded up. - A Nephilim will take six points (half of their current inner-flame which is twelve) in order to have the physical attributes of corruption set into play (i.e the aesthetical skeletal appearance). - Once a Dragonsflame Unit is corrupted, it may not be uncorrupted unless cleansed. - Infernal Alchemy may only corrupt 11/12 units of an Azdrazi's inner flame, always leaving them with 1 unit un-corrupted. - Should a Nephilim exhaust their normal Dragonsflame entirely, they are subject to a [6] day soft PK. Corrupted Exhaustion Table 6 unit(s): The Corrupted Nephilim will feel slightly out of breath, though barely noticeable. During this, they’ve four-blocks of movement per emote. 7 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. 9 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. 11 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. During this, they’re unable to don armor. 12 unit(s): The Corrupted Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves. 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 twelve 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. Spoiler 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. - Drakeshrines will now be personal, with them only being able to be bound to one Nephilim at a time. - A Nephilim can only bind themselves to one Drakeshrine, and should it be destroyed, then they’ll need to make a new one bind themselves to. - These should be mechanically represented with a build, and require a [ST-Approved] Sign to validify it. - Should a Nephilim perish, or die via CRP or conflict that they chose to switch to PVP, and they are not bound to a Drakeshrine, then they are temporarily PK’d until their kin, or followers, make a Drakeshrine for them to respawn in. In order to create a drakeshrine for someone else, they must speak the draconic name of the nephilim in order to grant it for them. - There is no requirement of PRO or RO permission to build a drakeshrine, as long as the player has access to the build. - Should a Nephilim perish in CRP or PVP, they respawn in their Drakeshrines – should it be standing, and not destroyed – rather than at Cloud-Temple for the Monks abhor them. - To fully create a shrine, one Nephilim must grant two units of Dragonsflame to it or two Ordained Heralds must channel their draan onto it, making them unable to cast their magicks for [3] OOC days. - The units of Dragonsflame is player-tracked via a sign stating how much Dragonsflame is within it. If abuse of this freeform and simple system is found, punishment is granted. ST will only approve them via a locked sign. - 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. Spoiler - 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. Binding a corrupt Nephilim requires OOC consent. However, most of the Corrupted loathe their chains of their body and will seek freedom should it come to burden them. Corrupted Enrapturement Though now corrupted, the Nephilim is able to cast spells using their corrupted dragonsflame, holding a new arsenal of devious, insidious abilities. However, they are still unable to use 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. Spoiler - Upon being corrupted, a Nephilim is barred from using spells under the Augmented Flame, though still may use Enrapturements should they lack enough uncorrupted Dragonsflame Units. - If a Corrupted Nephilim does not have enough Corrupted Units to cast any spells listed below, they will be unable to use the ability. Corrupted Units will replenish in [1] OOC day. Fear Inducement [Freeform | 1 Corrupted Unit] (Non-Combative) Description The fallen dragonkin is able to morph their appearance to be perceived as an assortment of other monsters. Their inner flame will seep out of their bodies and cast over their skin to appear more frightening. This ability is more free-form, though the Corrupted does not grow in height. Spoiler A corrupted Azdrazi may seek to create a delicate guise over their bodies, morphing them into monstrous beasts and creatures. The illusion lasts for ten emotes, longer should they be granted permission by the opposing party. Tainted flame must be cast from their body, weaving over their skin. The disguise must have an ashen, flame-like aesthetic, and does not grant the Azdrazi additional height. - Fear Inducement lasts for [10] emotes. However, it can last for longer should they be given OOC permission. This requires [1] Corrupted Unit to use. - 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 body, and so on. However, their height remains the same and the illusion must have a flame-like or ashen aesthetic. This does not force fear upon those who see this form, only granting a frightening appearance. - 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 [ 4 Emotes: 1 Connect + 3 Cast | 3 Corrupted Units] (Combative) Description 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 three points of their Dragonsflame. Spoiler Over the course of four emotes, the corrupted Azdrazi may conjure forth a projectile wrought of purple and black fire. The miasma will build in their open palm in the first emote, growing and condensing over two emotes. On the fourth, it may be thrown. The shape can vary for pure aesthetic purposes, from a flaming spear to a ball of flame. Upon contact with another Azdrazi, four Dragonsflame Units will become corrupted, though may be blocked should the spell strike into a shield or wall. To cast this spell, the hand must not be holding any sort of object and needs to be free to hold the miasma. Corruption Instillment may be interrupted should a strike be sent to their arm with sufficient force, or incapacitation/stagger. - Corruption Instillment requires [4] emotes, and [3] Corrupted units. - The range at which their flames can be thrown is four blocks. - The hand that holds the corrupted flame must be open. The corrupted flame may be blocked by a wall or shield. - 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 nothing, nor will they burn. - The Nephilim who is hit by said flames will be corrupted for [3] units. - Should the spell successfully corrupt a Nephilim, it cannot be used again for [1] OOC day. - No movement restrictions, save for current CRP rules. Stygian Mount [1 Emote: Freeform] (Combative/Non-Combative) Description The fallen Nephilim is able to give rideable mounts the aesthetic of a creature made entirely of black ash or fire. For example, the corrupted Nephilim may mount a horse and cause it to be engulfed in flames of black. Of course, these flames will purely be aesthetic and hold no benefit in combat. Spoiler In a single emote, a corrupted Azdrazi may coat their mount with their miasma - granting it a harrowing guise. Contact must be maintained for the spell to work, and it will not grant any combative advantages. It will look as if the beast was made of black flame or ash, and will not harm anyone who comes into contact with it. - This takes [1] emote. This first turn should be a detailed description of the mount / creature's transformation. - This ability does not work on players. - This is purely an aesthetic spell for mounts. It does not reap any combat benefits. - Will not work on creatures any larger than a bear. Chains of the Undying [3 Emotes: 1 Connect + 2 Cast | 3 Corrupted Units] (Combative/Non-Combative) Description The corrupted dragonkin is able to muster volatile miasma into their palms, taking the shape of chains. Through these chains, a Nephilim may utilize it in many ways: as rope, to drag items or people, or to act as a whip. Should the fire meet flammable materials thinner than leather itself, the target will be met with searing pain in the area, causing an unsettling scar to form. Spoiler Over three emotes, a corrupted Azdrazi may conjure forth their flame, letting it grow into a chain-like shape. On the third emote, features will be defined as the chain solidifies - able to be used. The chain itself is four blocks long and lasts for five emotes. If swung as a whip, it will bear the same force of a chain swing made by the user. Alternatively, it may be used as a replacement for rope, or grapple individuals or items. Should one wish to break the chain, it will crack and dissolve into ash if met with two swings of any weaponry with sufficient force. Antimagic and Xannic mist will shatter it upon contact. If the chain is met with a flammable material that has the same durability of leather or below, it will cause an intense searing pain in the area. The strike will not cause skin to break, but will mark it with a black scar. The scar is for aesthetic purpose, and will fade over a OOC week or more should the bearer wish. If a victim seeks to rid themselves of the marking before the week ends, they may purge it with the aid of a paladin, druid, or shaman. - Chains of the Undying requires [3] emotes to cast, requiring [3] Corrupted Units. - This spell will last for [5] emotes, having the length of [4] blocks. - Chains of the Undying can be used as a whip in combat. If swung, it bears the same force of a chain/whip swung by the user. - The chain will break if struck by any weapon for [2] emotes. Xannic light and Thanhium will shatter it instantly. - If the chain is met against any flammable material that bears the same durability as leather or below, the impacted area is left in excruciating pain. This will not break skin, only imprinting a black scar. How it looks is up to the Nephilim’s discretion. - The effects of Chains of the Undying may be cleansed by a Paladin, Druid Blight Healing, Farseer and Witchdoctor or Lutauman before the week's duration. - The scar left by the chain will last [1] OOC week before disappearing, though the individual may emote it lasting for a longer duration should they wish. - No movement restrictions, save for current CRP rules. Corrupted Polymorphing 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. Spoiler - Polymorphing requires two emotes to shift and two 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. Credits KILL_MAPS, Gamma_Byte. 2022-2023. Nephilim - Lesser Dragonkin (Clarifications & Fixes) PXY, Gamma_Byte, Jentos, Agentkhov (Collaborated Work). 2022. Nephilim - Lesser Dragonkin (Rewrite) PXY (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). nameistaylor (Writer). 2019. Azdrazi - Azdrazi, Children of Azdromoth (Rewrite). 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). Guide: 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. 11:41 - 03/08/2021. Applied ST feedback and changes. Spoiler [✓] [Feat + Magic Lore] Heralds of Azdromoth [✓] [Addendum] Azdrazi - Severance Nephilim - Lesser Dragonkin [✓] [CA Race Lore] Azdrazi, Children of Azdromoth An Excerpt On The Archdrakaar Azdromoth [✓] Into the Trees Dragonkin [✓] [Lore Addition] [World Lore] [Nephilim] Azdrazi Smithing: Dralachite and Vehement Weaponry 53 Link to post Share on other sites More sharing options...
AnonymousAlexa 3877 Share Posted July 19, 2021 Indubitably epic lore 1 Link to post Share on other sites More sharing options...
Werew0lf 12091 Share Posted July 19, 2021 yeah it’s pretty pog 3 Link to post Share on other sites More sharing options...
Honourary 651 Share Posted July 19, 2021 Fight. Fight.Fight. 5 Link to post Share on other sites More sharing options...
ronin_champloo 5951 Author Share Posted July 19, 2021 Fight. Fight. Fight. 3 Link to post Share on other sites More sharing options...
Archipelego 2095 Share Posted July 19, 2021 Amongus 3 Link to post Share on other sites More sharing options...
Songwitch 1441 Share Posted July 19, 2021 pog rewrite 1 hour ago, Undubitably said: Over the course of one IRL day, their soul would return to the nearest Azdromothan shrine and gradually rebuild its vessel from the flames. though i've got a lil question,,,, if there were no shrines (should it be possible) where would the Nephilim's soul go to? Would it just linger around the realm aside from mundane souls until a shrine is brought back? Or do they just die? 2 Link to post Share on other sites More sharing options...
ronin_champloo 5951 Author Share Posted July 19, 2021 On 7/19/2021 at 11:32 AM, Vi said: though i've got a lil question,,,, if there were no shrines (should it be possible) where would the Nephilim's soul go to? Would it just linger around the realm aside from mundane souls until a shrine is brought back? Or do they just die? The Shrines are meant to be a device for conflict and RP - otherwise, they'll MCly re-spawn as normal. 3 Link to post Share on other sites More sharing options...
_Sug 2572 Share Posted July 19, 2021 I just wanna rp again man.... Big +1 5 Link to post Share on other sites More sharing options...
King_Kunuk 889 Share Posted July 19, 2021 There are many things I like and dislike about this Azdrazi re write. Most of my dislikes are how this write has come to somewhat... I suppose 'neuter' the azdrazi to some extent by giving them some unnecessary weaknesses (my opinion at least). The most striking one though I find is their weakness to Xanic magic. Yes, I understand xan hates dragons, so it would make sense for their magics to effect them in a negative way, but being unable to cast their magic upon being struck by a single xanic attack (successful mind you) feels a bit overkill? (however void magi get their mana sapped from them the moment they get a simple cut from thanium, but magi are already weak so false equal?) A new strength I like is the clarification that they get to keep their herald abilities if they had them in life, as in the last lore that was something confusing to me that I could not exactly understand clearly or not. A final note I feel like I should make is my confusion about corruption. It feels... vague? or rather, very easy for a dark mage to corrupt a Azdrazi. It seems (and rightfully so) that a fully corrupted azdrazi is weaker then their uncorrupted counter parts, but does the azdrazi 'cleansing' ability allow them to cure the corruption from a fully corrupt azdrazi? or are they damned forever Ether way, I find this rewrite clears up some issues the old one had, even if I myself am a bit confused by some mechanical things within it. Link to post Share on other sites More sharing options...
Werew0lf 12091 Share Posted July 19, 2021 6 minutes ago, King_Kunuk said: A final note I feel like I should make is my confusion about corruption. It feels... vague? or rather, very easy for a dark mage to corrupt a Azdrazi. It seems (and rightfully so) that a fully corrupted azdrazi is weaker then their uncorrupted counter parts, but does the azdrazi 'cleansing' ability allow them to cure the corruption from a fully corrupt azdrazi? or are they damned forever Ether way, I find this rewrite clears up some issues the old one had, even if I myself am a bit confused by some mechanical things within it. You’ve already stated here that, rightfully, an Azdrazi should be easily corrupted (as all dragonkin are weak to the machinations of dark magic per lore. Iblees was the first source of corruption against the creation of Dragur, being the forefather of the Drakaar and other lesser corrupted dragonkin such as the drakes). That already answers your question. Cleansing is able to cure a fully corrupted Azdrazi should it spread the cost. If an Azdrazi expunges all 8 units of dragons flame by themselves, as stated in the exhaustion table, they will die. The redlines for cleansing specifically state that an Azdrazi can split the costs (i.e one could give up 4 dragonsflame units, and another could give up 4 dragonsflame units to fully cleanse an Azdrazi who is corrupt by 8 points). Hopefully that answers your question. 2 Link to post Share on other sites More sharing options...
King_Kunuk 889 Share Posted July 19, 2021 2 minutes ago, Werew0lf said: You’ve already stated here that, rightfully, an Azdrazi should be easily corrupted (as all dragonkin are weak to the machinations of dark magic per lore. Iblees was the first source of corruption against the creation of Dragur, being the forefather of the Drakaar and other lesser corrupted dragonkin such as the drakes). That already answers your question. Cleansing is able to cure a fully corrupted Azdrazi should it spread the cost. If an Azdrazi expunges all 8 units of dragons flame by themselves, as stated in the exhaustion table, they will die. The redlines for cleansing specifically state that an Azdrazi can split the costs (i.e one could give up 4 dragonsflame units, and another could give up 4 dragonsflame units to fully cleanse an Azdrazi who is corrupt by 8 points). Hopefully that answers your question. yes it does ty! Link to post Share on other sites More sharing options...
Archangelic 212 Share Posted July 19, 2021 Please… 1 Link to post Share on other sites More sharing options...
NotAPan 471 Share Posted July 19, 2021 nice lore bro 1 Link to post Share on other sites More sharing options...
Ryloth 4316 Share Posted July 19, 2021 just accept it already 4 Link to post Share on other sites More sharing options...
Recommended Posts