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[✗] [Amendment + Addition] Nephilim Branding + Rituals


ronin_champloo
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Note: I understand that I’m not really considered ‘part’ of the Azdrazi Community anymore, however, I have a soft spot for this CA as I worked tirelessly on it to get it passed in the first place during the rewrite war. Just comment below if anyone has any objections or quarrels with anything here. I don’t want to write anything that the community doesn’t like.

 

However, should this be accepted; these spells are learned by ALL Nephilim through a dream in where they implore Marchosias, the Drakelord, and Eluitholnear, the Crimson King, to grant them rituals and gifts in his absence. The RP for this MUST be done, and it can be shown via a Forum-Post -- if the RP is sufficient, then it will be marked on your CA. I have sent SquakHawk, and the LT, a list of conditions that must be met for the rituals and brands to be granted should I no longer be on the ST.

 

Nephilim, that are made following the success of this, learn this instinctually.

 

NEPHILIM AMENDMENT + ADDITION

 

Following the crusade against their kin and Azdromoth, the Nephilim have worked – and dedicated themselves to utilising the means of their Dragonsflame. This has surfaced in new spells and rituals to benefit their race, all stemming from Marchosias, the fallen Drakelord.

_______________________________________________________________________

 

EMBOLDENED FLAMES

‘By Asioth is every world created.’

[2 emotes: 1 connect + 1 cast]

 

Seen in the advent of their creeds, and worship, the Nephilim have found ways to bestow maddening effects upon mortal ken; these benefit their worshippers, but at what cost? – the damning of their mortal body, the awakening of their sight of the end that’d soon occur.

 

This is an extremely personal act to do for a Nephilim, as in essence, they are granting a part of themselves to another; trusting them to wield it with honour.

 

- There is no limit to how many flames a Herald or a Nephilim can be granted. However, remember should a Nephilim have [0] units of Dragonsflame, they are effectively PK’d. This is listed on their CA, FA or MA. Duplicates of a 'Flame' counts as another.

- Placement of the 'Flames' cannot be vague, etc their arms, it has to be specific, like a forearm.

- These can only be granted by a Nephilim.

- Granting a Flame upon a Descendant, or a Nephilim takes away [1] unit of dragonsflame permanently until it is willingly returned. In a sense, one can give as many as they want, but they’ll slowly begin to wither away due to the decreased amounts of dragonsflame within them.

 

FLAME OF VITALITY

‘Light is greater than darkness, but there is no light without darkness. There is no first without second.’

 

A Nephilim may grant a unit of Dragonsflame upon a Descendant, creating a bond between the two. The flame doesn’t burn out, persisting itself upon the specific body part intended. The boon granted is it acts as a shield against the mental influences of Dark Magick, be it Siliti Thralling, or the geists of Mystics. This effect, itself, is a passive and its true effect comes in the ability to protect the wielder from Dark Magick spells – as the flames would devour, and engulf it, should it touch the flame-enwreathed part.

 

- This does not counter the illusions of Voidal Magick.

- The Fervent Fire is painful, and cannot be hidden, for the flame will persist on the body part until it is willingly surrendered.

- Curses and Mental Influences include that of the Naztherak, Frost-Witches and the Siliti.

- This does not dispel any form of magical darkness and has the illuminance of a Redstone torch.

- The flames cannot be hidden.

- This can be applied to a person as many times as they wish.

- The Fervent Fire can devour one Dark Magick Spell per 1 OOC day.

- This cannot be applied to a Nephilim.

 

FLAME OF SPLENDOR

‘Their souls: spectral branches hold these white-gold fires, and he is filled with mighty power over them.’

 

With the deaths of several Nephilim, their bodies succumbing to stone, others have fostered a means to harness and wield the preordained fate of their destined death; using it to accomplish feats that were dreamed of long ago, in the time where the Nephilim of eld stood in companionship with man. The boon granted is a slow transformation of their affected limb onto a stone-like talon. This painful procedure occurs during 3 OOC days, and multiple flames must be done separately. The Nephilim places their Dragonfire upon the intended spot, before effectively snuffling out the flame, only revealing stone. These can be moved, but all sense of touch is gone from it – barring pain, the weight and the creaking of their bones. 

 

This, however, grants a few uses as it provides itself as a blunt weapon to use on individuals, or talons to claw out at a person. Another effect is that people would find that Dark Magick cannot corrupt Nephilim, should it land on this stone limb.

 

- The Stone-Limb only grants a defence against Dark Magicks should it land on it. Otherwise, a Nephilim can still be corrupted.

- The Stone Limb bears the strength of Ferrum, at best, but is incredibly blunt. Wielding weaponry, ranged or melee will be tough as would more delicate tasks. It can, however, be broken with adequate force; etc, a Warhammer or pickaxe.

- Once bashed onto the ground, within a 2-meter radius of the wielder, casters and melee-compatriots may find themselves unable to focus, with their feet sightly stumbling. This requires [2] emotes.

- The stone limb cannot be hidden easily; a cloak, or something in that field,  must be used.

- This can be applied to a person as many times as they wish.

- This cannot replace lost limbs.

- You may not have a stone ****.

 

FLAME OF INSIGHT

‘His brothers hid at the edges of his vision; watching, they each lit their flames with his blazing eyes.’

 

The third eye dwells in all Nephilim, yet it is with An-Gho that was it fully realized and wielded. The Nephilim can grant the ability in their peers, or Heralds; bestowing upon them the ability of the awakened eye. This effectively allows one to see within the dark, and the temperatures of their being, as a passive. Most importantly, they will delve and peer into prophecies albeit in flame as their eyes began to leak cinders. Another ability of theirs is to translate any descendant language, barring ones created by Aenguldaemonica. With time, however, one may be unable to separate dreams from reality; a curse of the madness that comes with knowing the end.

 

- The wielder’s eye cannot translate any language made from supernatural means; deific languages, and whatnot.. This ability lasts for [5] uses before ultimately fading out, with each use being overcome by magma and cinder; completely incomprehensible.

- This can be applied to a person as many times as they wish.

- The breaking of their mind comes from the descendant's inability to comprehend the thoughts of the future, showcasing the gap between the draconic and mortal mind.

 

FLAME OF LOVE

‘Greater loves lesser; core loves periphery.’

 

Following the demise of their kin; their fleeting numbers and the hate of the Descendants, the Nephilim found that they could trust little, save for their own flames and people. From this, the conjurers of flame have devised a means of creating a ‘shadow’ of sorts; one woven by fire and brimstone. These creations, however, are fragments of the Nephilim’s prior life; of their memories when they were descendants. As such, they may speak or talk about what they once more, providing guidance and aid to the wielder like mortal agents – or lost souls, forgone long ago. They, however, do not grant aid in any combative purpose save for advice or even scathing remarks.

 

- The wielder’s ‘Shadow’ cannot grant any metagamed information or specific segments of their life. If anything, they are like a companion that always stalks the Nephilim, or Herald, that take up the appearance of brimstone or ash.

- They may be shadows, or more discretely hidden as ash-like segments that take up parts of their skin.

- The 'Shadow' cannot interact with the world physically at all.

- The Shadows, as stated prior, are fragments of the Nephilim’s old psyche, and may talk or give advice about what they once more, perhaps even disillusioned at times following the transcendence of their mortal coil.

- This cannot be applied to a Nephilim.

 

FLAME OF EXALTATION

‘Asioth held the power beyond all power.’

 

With the ongoing crusade against all of the Nephilim, they devised a more volatile and joyful use of their inner Dragonsflame – unbound by hate, anger or control. The conjurers of their flame could impart – or use – their cinders in a more defensive and beautiful form, lacking shape. These mark themselves as brilliant tattoos that are permanently glowing, unable to be hidden at all. When harnessed, be it via words or gestures, a flame-like wall spanning two meters in front of them is granted. It lingers for [3] emotes before ultimately dispersing, however should one peer into the flame for [2] emotes, then they are unable to think of anything else rather than joy, and exaltation; coerced and seduced by fire. Additionally, illusions or mirages may appear in the flame, only seen by the individual affected by it.

 

Etc, a King who has lost his child may see the life that his son could’ve lived; full of joy, happiness and pride.

 

- If applied to a Herald, they are constantly plagued by what they wish for most but are ultimately unable to have.

- The flames are akin to fire and can be put out just as easily.

- The Nephilim, or the Herald, cannot see what the individual wishes for in their fires. It is suggested that they communicate OOCly for what they’d see.

- The tattoos continually move upon the Herald, or Nephilim’s skin, as if it was dancing. It, however, stays in a specific part of the body.

- A person can easily look away.

- Should the limb be plagued by Dark-Magic, it turns into horrid nightmares of what they have lost instead.

 

_______________________________________________________________________

 

FLAMELIT RITUALS

‘For this is the golden gift of eternities.’

[Free-form]

 

Guided by the Stars, the Nephilim wept. Emboldened by it, they fought. Nurtured, they stand once more. With the passing of the Drakelord, he left behind notes and rituals to his kin – ready to use against the end of days.

 

To perform this, a Nephilim must stand or sit amidst a basin as his Heralds set him alight. In these brilliant flames, they must dance and sing as the gift is made from a Nephilim’s inner flame.

 

- All participants who are performing the ritual must do so with OOC, and IRP consent.

- Doing this consumes [4] units of  Dragonsflame, and bars the Nephilim from Combat for [1] OOC day.

 

GIFT OF ETERNITY

‘Without, white-gold hides ages in the bright heavens.

First-born tears down spectral branches: eternity.’

 

This ritual can be done with a singular Ordained Herald, or more, and a Nephilim. As a Nephilim grants their inner flame to a Herald – so does a Herald grant it back to a Nephilim; strengthening and emboldening one another in this beautiful partnership. This is relatively simple, but it allows for a Herald to permanently give up a Magic-Slot to a Nephilim, to bolster their units of Dragonsflame – doing this, links the two together, and the Herald and Nephilim may experience dreams, or nightmares, of one another’s life.

 

The Nephilim may experience dreams of a Descendant-Life, where they live the existence of their Herald. Whereas, a Herald may experience nightmares of a Nephilim’s demise – living through their death, again and again.

 

- One cannot metagame details within their dreams, and the individuals in their dreams are depicted as silhouettes of flame and fire.

- Please don’t dream of an FTB with your Herald/Nephilim’s wife.

 

GIFT OF KNOWLEDGE

‘Now comes Asioth of One word, eyes like crystals.

First, First-Born describes the shining thunder: knowledge.’

 

There is no greater feat of knowledge than the knowledge of the end. With this Ritual, they may bring a glimpse of it into reality – be it by the dark-ash sky, or pillars of cinders and flame. If performed, only the Heralds may experience the visions of the end with the Nephilim acting as the catalyst. It is recommended that the players discuss with an LT what type of knowledge they wish to know.

 

- One cannot metagame anything within their Gift of Knowledge; if it goes into any unknown terrority – OOC consent must be given.

- If done in an area where the individuals aren’t PRO or RO. They require consent for any terrain changes, etc; dark sky.

- A rollout of [20] must be done and rolling less than 16 means that it's a failure. 

- [2] rolls are granted.

 

15 or lower; A brand is marked onto the Nephilim’s eye, burning it yet not scarring their sight. This is also granted to the Herald, and the vision went by too fast for them to decipher it.

 

10 or lower; sigils and marks etch themselves onto the Nephilim amidst a volatile explosion – brands of the end – and the Herald will be plagued by any whispers and the damning cries of the Nephilim when they underwent their transformation.

 

5 or lower; Permanent marks, or scars may etch themselves onto the Nephilim and the Herald will be plagued by any possible death that they may undergo.

 

GIFT OF STRENGTH

‘Silver vessels are made full by their royal souls.

First-Born loves lovingly these white-gold fires: strength.’

 

A Nephilim may allow flame, and fire to course through their body – emboldening it beyond mortal belief. A glimpse of the prior form that they once had. In this state, they grow as large as an Olog with a thick tail. They are unable to speak in anything but Draconic, and their voice becomes overlapped numerous times – as if it was the striking of thunder.

 

In this state, a Nephilim is linked to their Heralds who continuously power him to their own pain. Being in this form for [5] emotes burns the heralds, for [10] it turns into third-degree burns that are permanent. Lastly, for [15] they have burnt away and PK’d in their quest to aid a Nephilim.

 

This requires [3] emotes to activate -- [1] to connect, [2] to begin the transformation as flames tether to heralds, and [1] final emote to complete the transformation.

 

- A Nephilim in this state has their prior strength, that of an Orc.

- They are unable to wield weaponry.

- Their skin is akin to tough leather, and only through striking their draconic heart will they be slain.

- In this state, should they perish – the Nephilim is effectively handled to ET for event-use, unable to be played by the players again.

- The burns are permanents, and cannot be left.

 

GIFT OF TRIUMPH

‘In silence, First-Born shines between them all like light,

the adversary of the fallen prince: triumph.’

 

A Nephilim, with their dragonsflame – emboldened by the will of their Heralds – may mark and strengthen the power of a Drakeshrine. For each participant, they are strengthened.
 

A Lesser Blessing is done with two Ordained Heralds, and two Nephilim. In a [10] block radius area, an Ordained Herald’s flame is strengthened to that of Dragonsflame, and Nephilim benefit from an increase in their units; being that of [2]. Additionally, Holy Mages may feel the wrath of Dratho Zha – though without the effect of stopping them; instead of making them feel powerless, scared and as if they are standing face-to-face with Azdromoth himself.

 

- A rollout of [20] must be done and rolling less than 16 means that it's a failure. 

- [2] rolls are granted.

 

15 or lower; A brand is marked onto the Nephilim’s eye, burning it yet not scarring their sight. This is also granted to the Herald, and the vision went by too fast for them to decipher it.

 

13 or lower; sigils and marks etch themselves onto the Nephilim amidst a volatile explosion – brands of the end – and the Herald will be plagued by any whispers and the damning cries of the Nephilim when they underwent their transformation.

 

10 or lower; Permanent marks, or scars may etch themselves onto the Nephilim and the Herald will be plagued by any possible death that they may undergo.

 

A Greater Blessing is done with a minimum of six Ordained Heralds, and six Nephilim. In a [25] block radius area, an Ordained Herald’s flame is strengthened to that of Dragonsflame, and Nephilim benefit from an increase in their units; being that of [5]. Additionally, Holy Mages may feel the wrath of Dratho Zha – though without the effect of stopping them; instead of making them feel powerless, scared and as if they are standing face-to-face with Azdromoth himself. Furthermore, they have knocked down 2 tiers in their respective Holy Magicks.

 

- A rollout of [20] must be done and rolling less than 16 means that it's a failure. 

 

15 or lower; A brand is marked onto the Nephilim’s eye, burning it yet not scarring their sight. This is also granted to the Herald, and the vision went by too fast for them to decipher it.

 

10 or lower; sigils and marks etch themselves onto the Nephilim amidst a volatile explosion – brands of the end – and the Herald will be plagued by any whispers and the damning cries of the Nephilim when they underwent their transformation.

 

5 or lower; Permanent marks, or scars may etch themselves onto the Nephilim and the Herald will be plagued by any possible death that they may undergo.

 

- This must be an area that the Nephilim owns OOCly, and if not – they have to be granted permission.

- To destroy the effect, the Drakeshrine must be demolished or suffocated in Xannic Mists.

 

GIFT OF GRACE

‘Now First-Born frees his students of deficiency,

inspiring artistry by Asioth: grace.’

 

The most graceful act for a Nephilim, or a Herald is the gift of Dragonsflight and Dragonhood. However, this is not permanent and can only have [5] uses; in this state, once per day, they may commune and talk to the dead Nephilim of time’s past for advice, guidance or aid.

 

- To commune with a specific Nephilim, the player – of such – must give OOC consent, and they’ll play their character.

- Otherwise, to talk to a non-distinct Nephilim, the characters are played by an ET.

_______________________________________________________________________

 

FLAME-BARRIER

‘Within, red-gold showed vigor in the darkest depths. First-born lapped up buoyant waters: vitality.’

[4 emotes: 1 connect + 2 connect + 1 cast]

 

The Nephilim may harness their Dragonsflame in erecting a barrier woven out of Dragonsflame. While this cannot stop melee, or ranged equipment – it’d provide aid in defending one from Magick. It bares a range of four blocks maximum, with one block thickness, and can last [4] spells – dark or voidal – before immediately burning onto ash.

 

- Paladin spells count as [2] hits.

- Casting this prohibits the Nephilim from moving at all.

- Should one attempt to cross the shield without proper equipment, such as armour; they’d find themselves burning for [2] emotes.

- This costs [1] unit of dragonsflame, and can only be used by a Nephilim.

- This lasts for one combat scenario.

 

_______________________________________________________________________

 

AMENDMENT

 

- A Nephilim is unable to use Voidal Enchantments, nor Voidal Creations, as their Draan would effectively burn out the body – or the magegold – within an item as it is too volatile and powerful.

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YA TU SABES!

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I am so glad that Marchosias returned

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marchosias with a ***** would be so breathtaking like dont get me started 

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As an ex member of the community as well I really think what you wrote here is rlly dope and will give the Azdrazi more of a fighting chance to actually be the dragons they are meant to personify.

 

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Marchosias with a ***** would NOT be breathtaking. It would be VILE. He didn't return for THIS.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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