Ryloth 4321 Popular Post Share Posted July 29, 2021 Spoiler VEHEMENT SMITHING “Ta’ coal moiners call et ‘Dragon-stone’. If ye foind it yer too far feckin’ deep.” For millennia, great weapons have been forged to aid dragonkind in their mission to defend descendants from the otherworldly, forged from draconic fire in the deepest and darkest of the earth’s refineries. Such a raw and primordial power as that of pure dralachite is not found commonly, wrought from the smoldering remains of a slain draconic beast in its purest form. However, with the creeping progress of the Dragonkin and their Herald companions, a second derivative was also achieved, this being key to a new line of vehement artificery known as Drakeforging. Legend has it, metal forged of dragaar and drakaar still lives on, their life reborn. As if anew, its wielder is the one to decide their new tale. RAW DRALACHITE To the inexperienced eye, one might mistake this elusive ore for simple volcanic stone: a dark and glossy-black material found rarely in the igneous wilds of the world. However, those keen of eye may derive subtle details which hint towards its true nature, those being sulfurous veins which run along the rock, as well as its incredible resistance to heat. Due to its unnaturally high melting point, it cannot be at all refined by mundane smithing by any means, often leaving it disregarded as an impractical material due to its brittleness and relative rarity. The truth of this material however makes it far more valuable than it would seem, being the marrow of a deceased draconic behemoth which has begun to decay within the earth. Raw Dralachite forms from a very particular set of events -- the death of a dragon, and therefore it takes the shape of its corpse. The flesh, scales and hides rot and decay when left untreated, leaving bones to calcify from their core. A fresh dragon bone is ivory-white, and upon decaying will calcify to a stained yellow hue. The entire bone will never turn to dralachite. When a bone’s marrow has fully decayed, it will slightly expand -- and the bone around it will crack and split like an egg, birthing forth the stone of dragons. The color of dralachite may drastically vary: Dralachite harvested from a dragon or dragaar may appear chromatically-colored to the hue of the felled beast’s scales, veins of white streaking through the ore. Dralachite harvested from a drake or drakaar may only appear jet-black or ashy-gray in color, sometimes with intermittent streaks of sickly-green or blazing-red along the surface. Dralachite is said to be ghostly, as if the inner-flame of the creature inhabits the very stone produced from their corpse. Raw dralachite harvested of the dragon will whisper hissing words of unintelligible language into the air, audible only with an ear pressed to the ore. If fractured, each fracture will still hiss independently -- and will only stop once pulverized to dust. Spoiler - Dralachite may only form from the bone marrow of a draconic creature of these types: dragaar, drakaar, dragon, drake. The bone must be fully in-tact and not damaged or destroyed. A damaged bone with exposed marrow will not calcify correctly and will decay to dust. - Dralachite will begin to form one year (1 OOC week) after the death of a dragon within its bones. It will complete its decaying process after thirteen years (3 OOC months). - Dragon bones harvested from dragaar, drakaar, dragons, and drakes may be granted in any quantity at the determination of the ST after the death of a dragon or at the site of a dragon’s skeletal corpse, only following ST Administrator approval. - Fresh dragon bones must be ST-signed with the OOC date listed in its description in DAY/MONTH/YEAR format. This date will be used to track the progression of the marrow calcification process. Already-slain dragons discovered in events must be ST Administrator approved to allow harvesting, and the date may be modified to fit the event in question. - Dragon bones collected from the corpse of a dragon must be given a size identifier in their item name. Dragon bones that may be collected may only be small, medium, or large. For example, a dragon’s toe segments would be small. A dragon’s rib would be medium. A dragon’s entire skull would be large. These may change at the discretion of the ST based upon the dragon’s size. - Dragon bones must include the name, species and personality traits of the dragon (dragaar, drakaar, dragon or drake) in its description for ST Reference. - Dralachite is non-magnetic. - Dralachite is an ST Event only material and will never have nodes. - Dragon bones from which to obtain Dralachite must be ST-signed. - ST creating the dragon bone are given creative liberty to describe its spiritual contents within. This should at least coincide with the theme and personality of the dragon these bones originated from, if it had any. This does not have to abide by any complex details as at this point, the bone is neither harvested nor refined. Only hissing will be heard. An example is below using a commonly-known Dragaar for ease of reference: Spoiler Spotted Bone A white, green-speckled rib of some great felled behemoth, fresh from the corpse. Its surface is chipped by the strike of a weapon, but intact. A strange hissing sound is heard when the bone is placed to the ear, distant yet ever-present. You feel as if someone is watching you. [Medium-sized Rib, Taynei'hiylu, Dragaar -- 9/8/2021] HARVESTING METHOD The process of obtaining dralachite is harrowing and long, few even living to tell the tales of these procedures should a dragon be slain. However, once the dragon has been felled the process is simple -- only once the bones have lain dormant for a number of years. Patience with this ore is a virtue. To harvest dralachite, one must wait a total of thirteen years with an in-tact dragon bone to harvest its calcified marrow, the dragon-stone within: dralachite. The bone will decay as the dralachite inside expands, allowing for the lucky soul who claims ownership to simply pick the brittle stone from its cracking shell. One would be wise to maintain caution, for the mere act of dropping the ore from a height of one meter would crumble it to dust. The ore is not recoverable in this form. If an impatient individual sought to remove the dralachite from an incompletely calcified dragon bone before it had completely calcified, one would find that if they managed to penetrate the outer ‘shell’ or bone substance, they irreversibly damage the dragon-stone within from the force applied, and in addition disturb the calcification process. Undeniably, the ore becomes useless and crumbles to dust. Like the dragon bone before it, dralachite hisses in the same unintelligible manner as if clinging on by a thread. Spoiler - The yield of a dragon bone depends on its size. A dralachite ore piece must be given its respective size in the item name, small, medium, or large. A small dragon bone will yield a small measure of dralachite, equivalent to 1 chunk of ore. A medium dragon bone will yield a medium measure of dralachite, equivalent to 3 chunks of ore. A large dragon bone will yield a large measure of dralachite, equivalent to 5 chunks of ore. - Raw dralachite is pure and will never produce any slag. - The excess dragon bone after extracting the dralachite will begin to decay without its marrow, and will turn to dust within hours. It will not serve any useful purpose. - Dralachite must be ST-signed. - Dralachite must have the name and species of the dragon it is extracted from (dragaar, drakaar, dragon, or drake) in its description for ST reference. This information will be on the dragon bones it was extracted from and should be copied exactly as stated from the dragon bones. - ST creating the dralachite items are given creative liberty to describe its spiritual contents within. This should at least coincide with the theme and personality of the dragon the dralachite originated from, if it had any -- and is especially encouraged to be derived from the bone it is harvested from, including any lore publicly available or hidden. Still, only hissing will be heard from this item. An example is below: Spoiler Dragonstone A brittle ebony rock, as fragile as a stick of chalk. It is speckled with dark-green dots, a remnant reference to who this came from. A strange hissing sound is heard when the stone is placed to the ear, distant yet ever-present. You feel as if someone is watching you. [Dralachite Ore, Taynei'hiylu, Dragaar -- 9/8/2021] DRACANIUM REFINEMENT Dracanium’s creation has only ever been observed and recorded by the drake-smiths of the Mathic Era. Deemed to be extraordinarily rare due to the vastly unknown method of refinement, dracanium takes on a mythicality shrouded in legend. Dralachite will not correctly heat in the fires of a standard forge, and will instead fracture and break down -- it requires the magical touch of dragons flame to melt accordingly for otherwise, the marrow of the dralachite will not break down under the non-draconic flames of magic or mundanity. To create a dracanium ingot the blacksmith must themselves be a draconic being, or the blacksmith must be aided by a draconic being. The forging process is initiated by placing the dralachite chunk onto a solid surface (so as to not accidentally melt the casting basin with dragons flame). The draconic being present will breathe dragons flame once upon the ore chunk, rapidly heating the stone to a shocking 5,990°F (3,310°C or 3,583.15K). Quickly and carefully so as to not fracture the heated ore, the blacksmith will transfer with a set of tongs or via the draconic being’s bare appendages the dralachite chunk into an ingot-shaped steel casting basin pre-treated with a meager amount of fresh draconic blood (10-20mL) across its entire interior surface. Alternatively, the blacksmith may use a carbarum casting basin due to its incredibly high melting point of 5,722°F (3,161°C or 3434.15K). Otherwise, the draconic blood will create a barrier to prevent the casting implement from melting down. The draconic being will then breathe the second and final time onto the ore chunk, rapidly heating it to a white-hot liquid state at 10,980°F (6082.22°C or 6355.3722K). The draconic being will then add a moderate amount of fresh blood (100mL) directly from their palm to the basin, which will combine with the molten dralachite to form molten dracanium in a chaotic puff of black smoke. This mixture will cause the molten metal to unnaturally and rapidly cool to a solid over the course of five narrative seconds through a method called the “burn-off effect” to a constant but stable 102°F (38.88°C or 312.03K). After the black puff of smoke fills the air, the blood will intermix with the white-hot dracanium liquid and begin a terrifying process of radiation dumping, a 2m tall jet of white-hot plasmatic fire erupting from the casting basin and into the air. This is due to the alchemical law of equivalent exchange, and for the heat energy to escape the molten metal, it erupts in a plasmatic display of flames. By this time, the ingot mould would be hotter than the dracanium ingot itself -- most moulds by this point are red-hot, unless they are carbarum and therefore visibly unaltered. Thus results in the creation of a single ebony-colored ingot of refined dracanium. The blacksmith must make as many necessary for the weapon or armor they are forging. Once they have enough, they must create their quenching: it is a mixture of draconic blood and pure water. The ratio is nine parts water to one part fresh dragon’s blood (9:1), so not much is needed for a barrelful and it carries a deep, ocherous and reddened hue once mixed to sufficiency. The smith must then simply forge their weapon as any other: their own dragonfire will be necessary to re-heat the metal enough for shaping, but it is important to keep on quenching it within the barrel of dragonsblood. Enough treatments gives the weapon an innate resistance to heat, making for fine material for the Azdrazi to light aflame without worry for the armament’s integrity. Notably, the draconic blacksmith may become greatly fatigued with the use of their inner flame’s draconic fire to refine and thereafter treat the metal during shaping. One might take time to rest in between smithing sessions. This is, after all, a metal for the patient of the heart. Spoiler - True dracanium can only be wrought from ST approved dralachite obtained from the bones of a deceased dragon through either an event or direct ST supervision. - The process for forging Dracanium is not innate to draconic beings and must be learned. - It should be noted how unnaturally hot these temperatures are. The blacksmith in question should be extremely well-prepared if they are not a draconic being. Athins-treated clothing, thanhium plate armor, obsidian glass goggles to prevent blindness, or damp clothing are recommended when forging this metal. Looking into the jet produced by the dracanium at the conclusion of refinement at a distance of 5m will cause permanent blindness. This can not be used to intentionally and forcibly blind another persona, and is purely a consequence of accident or ignorance of the then-blinded persona in question. - Plasma produced from the jet of flame can not be used for any means, but will undeniably destroy the interior ceiling of a forge if its ceiling is within 2m of the basin. - Refined dracanium may be cold-forged into items by any blacksmith. Warm-forging can be accomplished by the greatest of dwarven crucibles without a dragon, but only a vehement forge utilizing draconic fire may be used for hot-forging dracanium. - Dralachite can only be melted down under a dragon’s flame. An Azdrazi breathing fire on this ore must account for their expended units in the Azdrazi exhaustion table. This will account for [1] unit of dragon's flame per breath, totaling to [2] units of breath expended to forge 1 ingot. In thus, an Azdrazi must emote 3 times per breath of fire, 1 connect and 2 cast. They will repeat this for the second blast of fire required in this smithing process. - Voidal and mundane fire will not break down the marrow that is dralachite. Heating with these to melt the dralachite into an ingot will simply not work. - Malfire and holy fire will destroy the dralachite and its spirit within. - When quenching the metal, it is required that it be done in nine parts water, one part dragon's blood (9:1) ratio measured to a standard keg/barrel/drum of water. This is due to dragonsflame sticking to dracanium, and the blood will help to strip the fire from its surface and properly cool it with water. - Dracanium ingots must be ST-signed. - Dracanium must have the name and species of the dragon it is extracted from (dragaar, drakaar, dragon, or drake) in its description for ST reference. This information will be on the dralachite it was created from and should be copied exactly as stated from these items. - ST creating these dracanium ingots are given creative liberty to describe its spiritual contents within. This should at least coincide with the theme and personality of the dragon the dracanium originated from, if it had any -- and is especially encouraged to be derived from the bone it is harvested from, including any lore publicly available or hidden. Finally, a voice can be heard from the metal -- but just barely out of comprehension. An example is below: Spoiler Vehement Ingot A jet-black dracanium ingot forged under the fires of a dragon. It is incredible it exists at all. An ethereal tone might erupt from the ingot at random, unpredictable and intelligent. The remnant voice of Taynei'hiylu speaks to you in incomprehensible low draconic, cunning, and wishful to be released from their prison of this ingot. You feel as if someone watches you in the presence of this metal. [Dracanium Ingot, Taynei'hiylu, Dragaar -- 9/8/2021] DRACANIUM METAL Dracanium is an exquisite metal with properties extraordinary and almost otherworldly. Combined with melted-down calcified draconic bone marrow, dragon’s blood and flame, the midnight metal is shrouded in a veil of myth and legend. Mundane Properties Dracanium is a metal that has strangely adopted a hardness superior to steel. It is also equally as malleable, as if by design it were adjusted in such a way. This allows for the metal to be a highly sought-after material for weapons and armor, and allows for it to find use as a tool all the same. The black metal however bears some unique, magical properties alien to the mundane steel of your typical high-carbon ferrum ore. Unnatural Properties Refined dracanium metal has a few incredible properties impossible to the more mundane steels of the world. Dracanium is a metal which bears an impossibly high melting temperature which can only be reached by the flame of a dragon or otherwise impossibly powerful individual capable of exuding such energy so as to match the draconic being’s. Heat does not conduct through the black surface of this metal, and is instead absorbed with net zero increase to its surface, whilst flame sticks to its surface. Any fire that touches the surface of Dracanium will catch and burn for eternity, lest snuffed and extinguished by some manual means - be it a pail of sand, a torrent of water or simple smothering. This makes Dracanium a curious metal to wield, given it may accidentally burn its wearer lest they have some form of protective barrier or grip. Further, per its absorption, Dracanium amidst combat may absorb a source of evoked flame ONCE PER COMBAT and redirect it either as a fireball or an arc of fire. The Mechanics are as followed: Emote 1: With Focus [i.e. no other action], Dracanium may be used to block and absorb evoked Mundane, Draconic, Deific, Infernal, Voidal or Abyssal flame. This causes the Dracanium to glow vibrantly akin to red-hot steel. Emote 2: The Dracanium may then redirect the absorbed flame towards a target, manifesting in one of two ways: The wielder may conjure a beach-ball sized mundane fireball and lob it up to [16] blocks. When striking a single target, the Fireball will combust and push the target with a force equivalent to a human shove, ignite flammable materials, and/or manifest 2nd degree burns upon exposed flesh. The wielder may arc a wash of mundane flame [6] blocks forward and [3] blocks wide. Though lacking concussive force, this arc is capable of striking up to [3] targets and will ignite flammable materials, and/or manifest 2nd degree burns upon exposed flesh. It is noted that the Fire targets the first obstacles in its path, nor will it stack upon a single target. Even more curious is that Dracanium is recorded to be alive. The Draconic body that has since passed to produce the metal rekindles to a marginal degree via dragon’s flame and mixture of blood, allowing for regenerative properties to be retained. This causes Dracanium to maintain a perpetual razor-edge, and may even self-repair minor damage such as nicks and small cracks, barring catastrophic failure. This makes Dracanium an ample tool for day-to-day use, given it requires little maintenance. Some even go as far as to name the metal “Immortal’s Metal”. Dracanium, per its previous Dralachite state, has been known to whisper into the ears of those who listen closely. Once refined, the bearer of Dracanium will find that the metal was capable of speaking as if restored to its former self. Dracanium weapons and armor thus maintain a lesser level of semi-sentience, and may quietly chant strange hissing tones in low draconic or common, inaudible lest within normal talkingrange of the metal. Azdrazi and their Heralds take a fondness to the metal, capable of understanding and interpreting the words of the blade; however, some grow maddened by those chaotic whispers of both drakes and drakaar. Spoiler - Dracanium is possesses durability superior to that of steel, though inferior to that of Thanhic-Steel and Verdantium. - The flame produced by Dracanium is mundane but hot, and may vary depending on oxygen content. A flame in the open air of a city may burn at 500F, whereas in a low-oxygen cave it may burn 350F-400F. Any flame produced by this sword will stick to other fuel sources such as wood, clothing, etc and will violently interact with water to produce steam before suffocating. Rain will not suffocate this flame. Dracanium will not “burn away” once it is lit aflame. - Dracanium’s Absorption abilities are Mundane in nature, and thus flame retardant materials may ward away the burns. This absorption and redirection is reactive rather than proactive, meaning that one cannot simply bathe their sword in a camp-fire to fling fireballs. Rather, the wielder must actively be defending from a Fire-Based attack by another individual for the flame to be redirected. In the event the wielder chooses NOT to redirect their absorbed fire in the following emote, the Dracanium will instead find itself ignited if inert; if the Dracanium is already alight, the absorbed flame may simply be nullified. - Dracanium can not self-repair catastrophic weapon or armor damage. If an item is deemed as “destroyed”, it will not repair itself. This feature is intended to allow for the weapon or armor to require little to no maintenance, not for the weapon or armor to avoid damage. Manual repair is required for any damage deemed greater than minor. In effect, a dracanium weapon will maintain its edge. - Dracanium will retain a lesser state of semi-sentience based upon the personality and mind of the dragon, dragaar, drake, or drakaar that it is produced of. This is purely for flavor and to produce RP. The sword may be used to communicate with, but it may not store information or be used for meta-gaming. The metal may speak in common, but only with the #rp chat radius. - The wielder of a dracanium sword produced of a drake or drakaar might optionally become maddened or scared of their own sword as it mocks them or drives them on, whereas the wielder of a dracanium sword produced of a dragon or dragaar might feel empowered or brave due to the words of encouragement it whispers. - Dracanium, when subject to different types of flame by the wielder, may optionally and temporarily alter the personality of the dragon within. For example, Templar Holy Flame may make the personality more bold and courageous, whereas Malflame may cause the remnant voice to speak more demonically. This ability shall NOT apply to Dracanium forged from Dragaars or Drakkars, per their lore importance. - Dracanium armor will burn like any other dracanium item when it touches a flame. The user will burn with it, unless the armor is treated via an over layer and/or an under layer or through some other magical or alchemical means. Athins-treated clothing will help to protect the wearer. Notably however, heat will not conduct through a solid layer of dracanium -- only its fire will wrap around. - Dracanium metal is non-magnetic. - Dracanium metal items follows the same standard guidelines in the ST material compendium when creating items. - Dracanium items must include the name, species and personality traits of the dragon it is extracted from (dragaar, drakaar, dragon or drake) in its description for ST reference. This information will be on the dragon bones, dralachite ingot, etc. it was extracted from or created from and should be copied (or within the spirit of it mimicked) as stated from these items. Dracanium metal weapons, armor, trinkets, etc. must have the name and species of the dragon it is extracted from (dragaar, drakaar, dragon, or drake) in its description for ST reference. This information will be on the dragon bones, dralachite, ingot, etc. it was extracted from or created from and should be copied exactly as stated from these items. -In the event the wielder chooses NOT to redirect their absorbed fire in the following emote, the Dracanium will instead find itself ignited if inert; if the Dracanium is already alight, the absorbed flame may simply be nullified. - Finally, players are given the opportunity to describe what it is they have created. The weapon is of their design after the pain-staking process of creating the item, and what description they give it will be its final. However, it is required to adhere to the spirit's lore that inhabits the weapon for in the event it changes hands, the next player must be able to understand the gravity of its tale. A player who comes into contact with a weapon made of these metals may at any time contact an ST for clarification. An example of a completed dracanium item is below with examples of how it might interact with players per its spirit: Spoiler Zahkrii Do-Fiin Rey'th An immaculate bastard sword is held within your grasp, equipped with a jet-black blade wreathed in the ethereal words of a draconic spirit trapped forevermore. Taynei'hiylu speaks to you from within the metal, wanting for the release of her spirit. Druids and Fae creatures would feel drawn to the weapon as she speaks, and if wielded by one, empowered with great courage. A Rune of Binding is burned into the crossguard. [Dracanium Sword, Taynei'hiylu, Dragaar. Abides by all Vehement Smithing redlines, bound to the scabbard "Rey'th Praan".] - An example of interactions orchestrated by the above item's owner is below. Spoiler As the Azdrazi levels his sword with the kneeling and defeated druid before him, he asks, "What are your last words, heretic?" A voice interjects from thin air, emanating from the weapon pointed toward the Aspectist. Rife with disgust, it spoke with a mother's sudden rush of fury and vitriol to its own wielder, irrefutably mocking. "Complete the cycle, lesser dragon -- body to earth. You do them no harm in their slaughter. You complete them." Spoiler "Wow .." Lofting the sword from the burning corpse of the Azdrazi, it was finally returned to home. Still imprisoned, but yet in good hands. The druid unclips the scabbard from the corpse before them, lofting both objects to house blade in sheath, Runes of Binding hissing as they met. A doting voice emanated from within the scabbard as the weapon changed hands, the wheel turning on in its cycle. "At last -- a friendly hand. Take me, wielder, to your grove. Call upon the Aspects, and see me home." Alas, the voice held a shred of doubt. Could they ever be released, reborn anew? DRACONIC ARTIFICE & INSCRIPTION In their vast years of roaming the world of men, the Dragonkin are privy to many languages which they have learned to master with time. With such a feat present in their eternal mind, Azdrazi and their Heralds may inscribe such esoteric languages upon forged artifice, crafting weapons that draw upon the primordial power of dragonfire. This would etch draconic runes into the object as it is forged, burning upon it like scars that glow with ember and ash. These runes may activate certain effects when utilized. There are two primary methods of inscription: Lesser Draconic and High Draconic. Lesser Draconic refers to the inscription method of Heralds, which is often simpler than High Draconic, which is the inscription method of the Azdrazi upon dracanium. Both require that the rune be etched into the object as it is being forged, or at the very latest, while it is still freshly forged and hot. Once the trinket is forged and the runes inscribed, the Herald must quench the object in a vat of nine parts water to one part fresh dragon’s blood (9:1). This would require the Azdrazi to often be present with their Herald whilst conducting artifice. The inscription that may be chosen need not be specific, though it should pertain to the nature of the enchantment it seeks to activate. For example, the runic inscription upon an igniting sword would have to pertain to fire and perhaps mention a “blessing” in the draconic tongue. This is meant to grant creativity with the inscriptions, allowing psalms, prayers, hymns, or verses to be used in accord with certain abilities. Despite the freeformity of the inscription, there are some basic requirements, most notably that the inscription must be a minimum of three words in length and must be written in Draconic. Unless the mechanics state otherwise, it typically will require one emote for the inscription to activate before it may be used, at which the inscription will glow a brighter ember hue and will envelop the object in an ashen aesthetic. Spoiler - Unless stated otherwise, all inscriptions require ST signing to be valid. - Custom inscriptions may always be made via a MArt or through an addition lore piece. - All dracanium artificery requires a ratio of 9:1 water and fresh draconic blood in which to quench the metal. This would require an Azdrazi to be present -- or dragon of some kind. - Draconic artifcery requires an Azdrazi or herald, but can also be accomplished by other dragons of the world. - In effect, this allows for dragons, drakes, dragaar, and drakaar such as Azdromoth, Malghourn, Taynei'hiylu, Mordring, etc. to produce these artifacts. In addition, these dragons can teach these forms of artifice including the blacksmithing of dralachite. However, non-heralds and non-Azdrazi would require their direct aid to accomplish any of this, or another dragon's. LESSER INSCRIPTION These inscriptions are made by Heralds or Azdrazi, and other dragons capable of intelligence. Rune of Binding “WAH HEI FIN ZAHKRII, WAH HA FIN ZAHKRII!” Spoiler Heralds may inscribe a dracanium sword with the ability to bind to a scabbard. The rune shall be placed upon the blade of a sword or other weapon capable of having a scabbard. Upon quenching the weapon, placing the sword into a dracanium scabbard will seat it into position. Then, the artificer shall place a rune onto the scabbard to bind the weapon to its vessel. This will allow the user who owns the scabbard to recall the weapon at any point from anywhere. In effect, this allows for the sword to be “soulbound” in a sense, though only to the individual in possession of the weapon. To recall the sword, the user will place a firm hand onto the scabbard where the rune is present. This firm grip will activate the rune, and in the next turn the sword will manifest inside the scabbard from where-ever it is in the world. It will initially take on an ashen aura before becoming mundane once more. - This rune may only be used once every 8 OOC hours, and it will begin recharging immediately after its first use. - The weapon will always return to the scabbard when summoned, requiring a drawing action only after the turn it is summoned within to wield the sword. - The weapon and its scabbard must be individual ST-signed items. Only the scabbard owner may be able to recall this sword. - The scabbard must name the sword bound to it by item name in its description. The sword must also reflect the item name of the scabbard it is bound to in its description. - All Rune of Binding weapons require at least 1 dracanium ingot to forge a dracanium hilt for the Rune of Binding. - All Rune of Binding scabbards require at least 1 dracanium ingot to forge a dracanium surface for the Rune of Binding. - Weapons or scabbards produced of this type may not be sold on the auction house. They must be sold IRP, and exchanged IRP. - Bound weapons of this type may not be stolen or looted unless the scabbard is also acquired. If a weapon is acquired, it must be returned OOC to the owner of the scabbard which can be accomplished through a GM or ST if the player is unknown. If the player cannot be contacted, it should be handed over to the ST via an SReq. - If a scabbard is acquired but not the weapon, a player may contact the ST to acquire the other player’s weapon. - Summoning a scabbard-bound weapon will not repair any damage, nor will it repair a destroyed sword. If either scabbard or sword are destroyed, the weapon may not be summoned. - A weapon scabbard may not be stored in an ender chest. - A thanhium part can not be used on weapons of this enchantment as it will cancel out the rune's mana. - This scabbard-binding rune is intended to replicate draan-binding but for non-heralds and non-azdrazi. In effect, this allows for other player groups to obtain bound weapons, though first requiring true dracanium to do so. The entire blade of the weapon does not need to be dracanium to accomplish this binding. Only the hilt must be dracanium at the very least, though a dracanium hilt risks burning the hand should it be set aflame, and therefore a boomsteel blade may be dangerous. In addition, the rune upon the scabbard must be placed onto a dracanium part. Impetus Charm “KOGAAN ZU’U HOTH HIIN VIING!” Spoiler Heralds may inscribe a dracanium trinket with the ability to forcibly knock back an opponent in combat. The charm when activated will begin to charge for a duration of 5 turns, exuding an increasingly more distorted aura of heat around its surface before unleashing a wave of hot air in the direction it is pointed towards. This wave will extend in a 1x3 meter line in front of the user and will stagger and stun all individuals within the target area, pushing them away from the user by 2m. In addition, the hot air will lightly burn exposed skin, though will cause no injury and only extreme discomfort. The affected individuals will be stunned by this attack for 1 full turn. - This charm will be expended after 1 use, and will regenerate after 8 OOC hours. - This charm can not knock-back any heavy-weight entity larger than a large orc, olog, golem, or atronach. - As the charm charges following activation, it will grow uncomfortably warm to the touch. This will not negate cold or frost effects of an environment or magical spell. - This charm may be placed only on dracanium jewelry, preferably a ring, amulet, necklace, bracelet, or crown. - This charm takes 1 emote to activate, displaying a tell of clutching the jewelry piece at its rune. The user will perform 3 charging actions over 3 turns, and upon the 5th turn they may cast the charm. - A thanhium part can not be used on charms of this enchantment as it will cancel out the rune's mana. Drake Charm of Firelight “AAK ZU’U DII BORMAH, GEIN KIIN!” Spoiler Heralds may inscribe a dracanium trinket with the ability to produce a harmless light at a constant rate akin to a bullseye lantern in appearance. The cone of light produced will only light the direction the charm is facing, therefore if hanging from the neck as a necklace, only the area directly ahead of the wearer. This light will brightly extend 10m before fading within the next 5m, granting a maximum range of 15m. The color of the light produced is yellow-orange, like a torch but without any wavering effect of a flame due to its constant rate. This light can be used to penetrate the thick fog of mystical Deadbreath, granting the user a maximum 10m of visibility within the cloud, though only directly ahead of the user in a perfectly straight line. Effectively, the user will have “tunnel vision” within the cloud -- but it is better than no vision at all. - This charm will remain active for the duration of a combat encounter, but at maximum 2 narrative hours, and will regenerate after 8 OOC hours. - As the charm produces light, the rune will grow uncomfortably warm to the touch. This will not negate cold or frost effects of an environment or magical spell. - Directing the light into a deadbreath cloud will allow a maximum of 10m of visibility in a straight line. The user may “sweep” the light left-and-right to scan for and locate enemies in a singular action, though may only focus on one enemy at a time to maintain eyesight. For exact mechanics, the beam will be 1x10 blocks directly ahead of where the user directs the light. - This charm may be placed only on dracanium jewelry, preferably a ring, amulet, necklace, bracelet, or crown. - This charm takes 1 emote to activate, displaying a tell of clutching the jewelry piece at its rune. The charm will begin its 2 narrative hour usage length upon the following turn. - A thanhium part can not be used on charms of this enchantment as it will cancel out the rune's mana. Drakesflame Bow “KOMEYT HIN YOL, DII BORMAH!” Spoiler Heralds may carve a bow with a Drakesflame inscription, granting the weapon an affinity for fire which activates upon firing a projectile. Any arrow or bolt fired from the bow should the projectile itself meet any flammable surface (such as cloth, skin, wood, etc) would begin to spread fire from the point of contact. This fire would spread and be only as hot as mundane fire, and may also be put out via similar methods such as rolling, dowsing it in water, or quick suffocation of the flame. To place this inscription, two dracanium metal clasps or tips should be placed on the ends of the bow’s arms, both inscribed with the rune. If a crossbow of some type, the metal arms must be forged of dracanium. - Cannot be placed on the projectiles, must be placed on the bow/firing mechanism itself. - Projectiles fired from these bows trail small embers/ash as a sign, tell, or aesthetic. - If the arrowhead itself is brittle or particularly flammable (i.e. bone), it will be less likely to successfully light whatever it makes contact with. Steel or metals similar with wooden shafts will perform best. - A thanhium arrow can not be set aflame if fired from this bow as it will cancel out the rune's mana. - Firing multiple arrows before activating the enchantment does not activate all of the fired arrows. It will only activate the most recent arrow fired. - Fire produced by this enchantment is mundane. It will spread to flammable clothing, burn puncture wounds, and flammable structures or flora. - Projectiles fired from this bow will only set a target aflame once activated, affording the target a moment of opportunity to remove the arrow. - This rune takes displaying a tell of clutching the bow tighter at its midsection during one of the emotes required to shooting the bow. The dracanium part(s) upon the bow will aesthetically glow red-hot for a brief moment. Upon the following emote the arrow will be set aflame. As it must be ordered in this method, an arrow must first be fired from the bow before it will set aflame. - As an example, a shortbow requiring 3 emotes to fire will still require 3 emotes to fire mundane arrows. However, to activate the rune placed upon this shortbow, it will require an additional emote (emote 4) to activate before the following emote (emote 5) ignites the arrow, totaling to 5 emotes when utilizing the rune. The user may then begin another mundane sequence of firing thereafter, and the rune will be expended for the duration of the encounter and furthermore following 8 OOC hours. GREATER INSCRIPTION These inscriptions are made by Azdrazi alone for dracanium equipment. Forge of Dragons “FIN BO AMATIV FEN KOS HEIM NAAL DII YOL ARHK HIN -- AHRK FIN RAH FIN QIILAAN US MU!” Spoiler Azdrazi who come upon dracanium may employ it to perform a greater feat of artifice, allowing them to create custom enchantments of dragonfire far superior to that of lesser herald inscription. These custom enchantments, though theoretically limitless in application, do require a MArt submitted and approved to and by the ST. The possibilities are endless so long as they pertain to some draconic or flame-based theme that would make sense with the enchantment. - Only Azdrazi who have learned the artificery process can successfully forge with greater inscriptions. - Enchantments from this form of inscription necessitate an accepted custom MArt. Hi, this is just a rewrite of dralachite & dracanium as suggested by the ST when Azdrazi was soft-shelved. I hope this is better and puts it in line with other metal lore pieces, and that it's proper and deserving of it being an ST Event-locked metal! Credits: Author: Rylothh Consultation: SquakHawk, Spoons, Malaise_, Caelria, JoanOfArc, WereW0lf, Milenkhov, Sorcerio, Lhindir_ Changelog: Spoiler 7/30/2021 -- Removed a redline from Rune of Binding lesser inscription due to duplication of the redline. It was already described in the list. Also fixed a discrepancy on how long it takes to form dralachite. 8/9/2021 -- Specified what item material shall represent dracanium metal in-game. 9/8/2021 -- Per request of ST for classification of pending: Added redlines restricting use of thanhium in draconic artifice enchantments on all enchantments due to conflicting lore. (Self-addition) Vehement Talisman has been removed. Rune of binding weapons & scabbards now require at minimum of 1 ingot each to forge before enchantment. Drakesflame bow is now an activatable enchantment with required tells and mechanics limitations. An example has also been added for clarity on techlock armaments emote requirements to avoid confusion. Added redlines requiring ST signatures on dragon bones, dralachite ore, and dracanium ingots. Added redlines requiring dates of extraction, collection or creation of dragon bones, dralachite, and dracanium. All items will also contain the species and name of the dragon for ST reference. Added examples of how items should be written and explained in their descriptions. Also added interaction examples for when the spirit is used in RP. Added a small reason for why dragons flame is required, including two redlines mentioning mundane & voidal fire, and malflame & holy fire and how they will react in forging. Added a redline on the requirement of dragon's blood and water when quenching, including an explanation for why. Increased the firelight charm usage time to 2 narrative hours. 36 Link to post Share on other sites More sharing options...
King_Kunuk 3025 Share Posted July 29, 2021 Use azdromoth's bones to make a tea cup 4 Link to post Share on other sites More sharing options...
Salium 178 Share Posted July 29, 2021 bet bet bet bet bet bet bet bet bet bet bet 1 Link to post Share on other sites More sharing options...
JoanOfArc 4604 Share Posted July 29, 2021 good lore. you are truly the best writer on here please remember me when you make based swords. plz. 3 Link to post Share on other sites More sharing options...
fetty bridgers 4492 Share Posted July 29, 2021 Ayy good **** yet again. Keep up the good work gamer +1 all the way. 2 Link to post Share on other sites More sharing options...
Werew0lf 24181 Share Posted July 29, 2021 based 1 Link to post Share on other sites More sharing options...
North 995 Share Posted July 29, 2021 very nice 1 Link to post Share on other sites More sharing options...
Tetho 140 Share Posted July 29, 2021 very pog, this is such a good read. 1 Link to post Share on other sites More sharing options...
aimsiie 991 Share Posted July 29, 2021 love it, very well done kitty 1 Link to post Share on other sites More sharing options...
hotbox_monk 1049 Share Posted July 29, 2021 L F G 1 Link to post Share on other sites More sharing options...
Slorbin 2932 Share Posted July 29, 2021 more like vent sussing 2 Link to post Share on other sites More sharing options...
Panashea 3326 Share Posted July 30, 2021 On 7/28/2021 at 9:46 PM, Ryloth said: This will allow the user who owns the scabbard to recall the weapon at any point from anywhere. In effect, this allows for the sword to be “soulbound” in a sense, though only to the individual in possession of the weapon. To recall the sword, the user will place a firm hand onto the scabbard where the rune is present. This firm grip will activate the rune, and in the next turn the sword will manifest inside the scabbard from where-ever it is in the world. It will initially take on an ashen aura before becoming mundane once more. What is draconic about teleportation and how does it work? Is this only for swords? What about swords or weapons without scabbards? Is this rune not feasible for those kinds of weapons and are they still theftable? Do these weapons still have to be on your person to be used, or are you literally using the VIP definition? Are there places or ways this sword couldn't be summoned: i.e distance, plane of existence, thanhium, or other magics? What happens to runes in general when they interact with other magic? Thanhium? Aurum? Can i curse or augment the scabbard or blade that I find? On 7/28/2021 at 9:46 PM, Ryloth said: This charm can not knock-back any heavy-weight entity larger than a large orc, olog, golem, or atronach. All of these things are drastically different weights. The largest orc is only going to be 500-650 pounds, an olog around 1000, and golems and atronachs not being made of flesh drastically weight change on what core or material is used for them. The wording makes it sound like it can knock back all of these things, so what can't it knock back? The player is - 2 Link to post Share on other sites More sharing options...
Ryloth 4321 Author Share Posted July 30, 2021 5 hours ago, Panashea said: What is draconic about teleportation and how does it work? Is this only for swords? What about swords or weapons without scabbards? Is this rune not feasible for those kinds of weapons and are they still theftable? Do these weapons still have to be on your person to be used, or are you literally using the VIP definition? Are there places or ways this sword couldn't be summoned: i.e distance, plane of existence, thanhium, or other magics? Draconic summoning (rather than teleportation) is explained by the Bel-Zahkrii summoning spell of base Feat Heraldry and Ordained Heraldry, along with the Azdrazi's capability; it is essentially soul-binding of a weapon (without a scabbard) and quite literally places the item into a soul armory, though in this case the scabbard is the "armory" and therefore multiples can't be bound. This sword can always be summoned no matter the area or plane of existence so long you have the scabbard. There is no limitation to it, because the scabbard is explained as the vessel in which the item is bound. In effect, it is the same as draan-binding but ONLY for dracanium weapons. While a dracanium weapon may have a dracanium hilt and a blade of some other kind, Draconic runes in all areas still function regardless of planes of existence, against thanhium, other magics, etcetera; there is no way to staunch it, as it's bound through the inscription itself. Theoretically you could damage the rune, or do what is described in the redlines (destroy the scabbard) and it would in thus also destroy the weapon if the weapon is not presently summoned into reality. I suppose you could argue that the sword is not summonable between realms if it is left behind, but I would beg to see anyone try to do this ... it'd probably and hopefully be stopped by the ST overseeing this dimension change. Likewise would this apply to draan-binding. I would have to talk to Kalehart about that one (and they're welcome to encourage the redline if they think it'd be good) but if I add it here, it'd need to be added onto heraldry magic as well. Not sure how that works so I'll wait. 5 hours ago, Panashea said: What happens to runes in general when they interact with other magic? Thanhium? Aurum? Can i curse or augment the scabbard or blade that I find? Nothing. As this lore is based off of inscription of Ordained Heraldry, nothing can stop the rune except physically damaging it. There is another rune in Ordained Heraldry called Dratho-Zha -- which is a defensive enchantment. The only thing that can break the rune is disconnecting the rune's contact with the second. In effect, you have very physical ways to destroy these runes, rather than magical methods. This allows for anyone and everyone to break these runes without necessitation of acquiring further magics or ST-signed materials. Logically, a paladin's weapons might instantaneously destroy a rune per discretion of the ST if it is a significant lore item, but otherwise magic will not impact them unless described. Cursing? I don't know, I honestly know very little about shamanistic magics. I do know the previous rewrite mentioned hex-warding but I removed it merely out of my own sheer ignorance of shamanism. 5 hours ago, Panashea said: All of these things are drastically different weights. The largest orc is only going to be 500-650 pounds, an olog around 1000, and golems and atronachs not being made of flesh drastically weight change on what core or material is used for them. The wording makes it sound like it can knock back all of these things, so what can't it knock back? Specifically it won't knock those back and anything larger. I don't want to apply a weight because then humans, dwarves, etc will argue their giant armored suit they should probably not be moving in will not knock them back. I would say it won't knock back anything over the weight of 500-600lbs but it's just too technical to start getting into that. Really, it's just a knock-up for people and I want to avoid it being used against structures and large monsters because if it isn't listed, it can be abused. I reckon if anyone has trouble figuring out if something can't be knocked back, an SReq could solve the problem with a quick verdict. 5 hours ago, Panashea said: The player is - Will fix, thank you! 4 Link to post Share on other sites More sharing options...
Panashea 3326 Share Posted July 30, 2021 29 minutes ago, Ryloth said: Will fix, thank you! Yep, hope i didn't come across as condescending or spiteful, moreso just wanted to hash things out/explanations. Thanks for clearing up stuff for me Good luck on the submission 1 Link to post Share on other sites More sharing options...
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