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[CA Race] Nephilim - The Lesser Dragonkin (Amendment/Addition)


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Spoiler

This is a rewrite based on the previous post made by Spoons. After re-reading and gaining feedback upon its denial, there were numerous grammatical errors whilst the spell descriptions were unclear, having mechanics and fluff mixed together. As a solution, everything was rewritten to organize every spell, while creating a new mechanic upon the wipe of subtypes, that being limited choices CA holders are allowed to make in a 'pool' of spells. New ones were made, and some were taken from the previous rewrite and reworked. Feel free to contact me [Gamma#8181] or Jentos [Jentos#6646] should you have any questions.

Nephilim

Lesser Dragonkin

(Amendment + Addition)

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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 grow 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.  

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

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The Inner Flame

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Fickle yet formidable, the Inner Flame is a tricky thing, consisting 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 channeled. 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. 

 

Polymorphing

Nephilim are capable of a limited variant of Polymorphing, a feat unique to Dragonkin. With this, the Nephilim can change their hair color, skin tone, and eye color - however, this has limited capabilities, only meant to conceal their Draconic Form. While noticeably similar to their natural appearance, Nephilim may change aspects of their facial structure and body type, becoming skinnier or more muscular, growing and shifting their hair, making it messier, thin, or luscious. During this form, they can still cast the base spells of their Inner Flame.
 
Due to this being a form of Lesser Polymorphing, specific tells must be described throughout roleplay. This can be exhaled of smoke, cinders, and embers clawing at the edges of their form, infernal colored eyes - small details that denote their real identity. They may also choose to don various draconic features as they please, appearing like a descendant with draconic aspects; horns, scales, talons, etc.
 
To break away from their Polymorph, the Nephilim must begin morphing back to their Draconic form. This requires two uninterrupted emotes; one where cracks, embers, and flames dance across their physique, the next detailing the flaking of their skin, or something similar, to reveal the Nephilim.

 

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.

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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. 

 

A Nephilim has [12] 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 and atronachs. Descendants will not be affected by this effect.

 

Weapons engulfed in Dragonsflame will bear similar properties as Thanhium to these creatures, 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

Mechanics

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 [10] 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

Mechanics

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

Mechanics

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 third strike. 

 

Ranged armaments such as javelins, crossbolts, etc, also have this effect. Only three will be ignited at a time, following a collective [10] emote duration.

 

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

Mechanics

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.

 

The attack itself only has a maximum range of [4] blocks and a width of [1], lasting for [4] emotes. The Nephilim may cancel the spell at any time should they wish.

 

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.

 

Athin treatment is insufficient to dampen the heat and damaging effects of Flamebreath, however methods such as frost oil treatment of armor, or the utilization of a shield, may effectively mitigate the damage of this spell.

 

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.

 

Movement is limited to [2] block per emote during Flamebreath’s duration, and the Nephilim is unable to attack - only defend.

 

Flamespew

[3 Emotes: 1 connect + 2 cast | 3 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

Mechanics

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.    

 

Upon the completion of the cast, the spell will go on a [2] emote cooldown.

 

Should the target wish to dodge the projectile, they must dedicate an entire emote to dodging, meaning the individual cannot preform any other action.

 

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. 

 

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

 

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)

 

Description

The last of the primary techniques by which the Nephilim conjures flame around a single limb. They may use this to deliver searing punches no stronger than that of their regular attacks, or grapple an individual. While Immolation is active, undead that  are weak to flame will experience searing pain if they were to come in contact with the specified appendage.

 

Spoiler

Mechanics

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

Mechanics

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.

 

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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. 

 

The player is limited to two choices of the spells listed below, and must be listed on their CA.

 

Once chosen, the choices cannot be altered whatsoever.

 

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

Mechanic

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 only exude heat, unable to harm 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 is aesthetic only, exuding heat though not enough to cause actual harm.

 

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.

 

The nephilim’s strength is bolstered up to peak orc strength maximum, whilst weighing at most 400 lbs.

 

The tail may be used as a method of attack, but is not prehensile enough to grapple.

 

The wings does not allow the nephilim to fly or glide, but may be used to swat people away.

 

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.

 

 

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

Mechanic

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, bearing the durability of platemail. The volatile Dragonsflame allows their strikes to have the same strength and impact as a mace for four strikes, before going into a two 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 Azdrazi cannot wear armor over the specified limb should they wish to cast this spell. Should a shield or weapon be on the receiving end of a strike, it will be damaged accordingly as if a mace was swung against it. 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 [2] 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.  

 

Thanhium and Xannic magicks will pass through the silhouette without any resistance.

 

Blunt and piercing weaponry will require two direct hits to break the silhouette, whilst bladed weapons require three. Once broken, the effect ends.

 

Armor cannot be worn over the limb for this spell to be usable.

 

The ability cast may be interrupted if struck by holy magic, thanhium, or frost salt.

 

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

Mechanic

To begin the cast, the Nephilim uses up 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 tower-shield sized barrier. This ward will only defend against specific 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 bears weakness or immunity to flame. 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. Any other magical properties that aren’t specified such as earth, water, and xannic mists will be ineffective, 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 halved, only able to move two blocks per emote.

 

Cindering ward is a one time 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.

 

Spells that the ward is effective against include:

 

Naztherak: Kriviir, Rok-Dhurz, Rok-Heedz, Rok-Kirluk, Rok-Ladom, Rok-Niirk, Rok-Krimth

Necromancy: Darkening, Cauterization, and Darkstalker Abyssflame

Mysticism: Tyking Influence, Expulsion

Fjarriagua: Ice Projectile, Ice Spikes, Ice Weapon, Cursed Ice

Water [Ice] Evocation: Ice Projectile, Ice Spikes

Fire Evocation: Flame Projectile, Flame Trail, Flamethrower, Blue Fire

 

Any other magicks that are not listed will not be blocked by the ward.

 

The ward will not protect against physical projectiles and strikes suck as blades and arrows.  

 

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 is tower-shield sized at most.

 

The movement of the individual with the ward is slowed down to [2] blocks per emote.

 

 

Imbued Roar

[3 Emotes: 1 Connect + 2 Cast | 1 Dragonsflame Unit]

(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

Mechanic

One Dragonsflame unit is 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 one block per emote. 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 #roleplay. 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 will be afflicted, though it may be negated if one covers their ears or has sufficient ear coverings. 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 does wipe away fear for its duration. Upon its expiration, any effects of fear-inducing spells/curses will return. This imbuement’s effects last for four emotes.

 

Mitne 

A non-combative imbuement, as it brings little to no impact during times of combat. Any unlit sources such as torches, braziers, campfires, etc will be reignited instantly in a fifteen block radius. The light that comes from those sources will not be any brighter than if one were to ignite them in a mundane method. This imbuement may also snuff out lit sources within the range.

 

Imbued Roar requires [3] emotes to cast, and requires [1] Dragonsflame Unit. 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 #rp, cannot 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 harm to one’s ears.

 

The flames within this spell are aesthetic only, bringing no harm to those who touch it.

 

The imbuements will have no effect if sufficient 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 still feel the fear-inducing effects of L’gra, but Azdrazi won’t.

 

Creatures that do not have physical ears (Ghosts, Darkstalkers, etc) will still be affected by the imbuement if they are able to hear it.

 

If Templars are struct by this imbuement, they will become enraged as stated in their lore.

 

Kalith

Only Azdrazi and heralds will gain the morale boost.

 

Those affected by Kalith will not gain numbness to pain or an adrenaline boost, only to induce courage into their minds. 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.

 

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Rites of the Nephilim

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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.

 

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

Mechanic

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

Mechanic

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

Mechanic

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.

 

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Draconian 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.

 

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]

 

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.

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Weaknesses

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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.

 

All effects of weaknesses wear off overtime once out of combat, taking an OOC day.

 

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.).  

 

Whilst heated by other sources, the Nephilim cannot cast Enrapturements or any spells under the Augmented Flame.

 

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. Getting struck by Xannic magic during casting will also cause the spell to be interrupted.

 

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.

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Corruption

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

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Corruption Mechanics

Once a Nephilim has become corrupted, they no longer follow the same exhaustion systems as a normal Nephilim. They now hold two types 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.

 

Necromancy

Maledictions

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

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

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

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

 

Naztherak

Malflame

- Kriviir will corrupt 1 unit 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 1 point 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 1 unit per emote of contact.

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

- Rok-Niirk will inflict no corruption.

- Rok-Krimth will corrupt 1 unit per 1 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 infernal 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.

 

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 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.

 

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

Mechanic

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

Description

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

Mechanics

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

Mechanics

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.

 

 

HKXOckXQIOYsSOULQhPZHkPa7Y7f5d3OzgQcSsseZwEmr_fSqgSub_iJHtI8o8AO2nNMKSuCJlzXic0ti00xmmrba-60BbJyMbqwX_3k_3uS_ZGT_reyfvuGtjdWMWX3_Nlznu7wy0BmwAbZ_86HRbmHt7Uy_wyo_CxBeqZdNlzlhi7GF3f_pi5goPLWWA


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). 

 


 

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excited to read through all this again, good lucko

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1 hour ago, Gamma said:

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.

I've never been a fan of lore enforced fear rp for reasons I've stated in the past, such as encouraging lazy rp wherein players just expect the rules or magic to do the work for them instead of actually going through the effort of having an intimidating character and fostering genuine fear rp, on top of the fact that especially picky players could use things like this as a means to force reactions upon other ppl OOCly when they don't respond "properly."

 

im assuming that this spell is purely a self-contained illusion and doesn't actually induce fear in other people as the name suggests, so if that's the case I'd suggest possibly adding a redline that clarifies it as such if the intention isn't to make it actually influence the fear levels of other characters

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5 minutes ago, Unwillingly said:

I've never been a fan of lore enforced fear rp for reasons I've stated in the past, such as encouraging lazy rp wherein players just expect the rules or magic to do the work for them instead of actually going through the effort of having an intimidating character and fostering genuine fear rp, on top of the fact that especially picky players could use things like this as a means to force reactions upon other ppl OOCly when they don't respond "properly."

 

im assuming that this spell is purely a self-contained illusion and doesn't actually induce fear in other people as the name suggests, so if that's the case I'd suggest possibly adding a redline that clarifies it as such if the intention isn't to make it actually influence the fear levels of other characters

its just the name that shows that the spell is supposed to be frightening, but added the redline that you suggested

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looks great, actually really proud you guys were made to make sense of my old writing while adding a bunch of cool stuff yourself!

 

1 hour ago, Gamma said:

L'gra 

 

though please change  the name of the ligma roar

 

let's hope ST don't try to nerf the base, unchanged spells again

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This is written so well I'm gonna cry

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On The Augmented Flame:

 

I think to achieve each one of the 2 greater spells of choice, a Nephilim should develop themselves IRP, and that there should be a lasting effect to achieving them, that'd change the Nephilim forever. 

 

Ex:

 

1) Primordial Descent could involve the Nephilim going in a journey to connect further with their Draconic Roots, living for a brief while in the wilds like a draconic creature, instead of a descendent, thus shedding their polymorphed guises. This all the while also building their own strength, trying attain peak physical strength (instead of other "stats").

 

As a consequence, when wroth or when dealing with surges of emotion, this Nephilim could accidentally begin mixing in draconic words; or acting more "animalistic". Another thing being they could have a greater urge to sleep after combats, a "Dragonsleep" essentially. Or developing greater appetites ("Dragons Hunger").

 

2) Emboldened Strength could revolve around martial art studies and phylosophy, trying tie together as perfectly as possible the Inner Flame to the Nephilim's body, all the while making peace with the Mind (since there's the whole RP about it being a 'descendent mind' with a draconic concious and soul). This Nephilim should also seek physical equilibrium and control of their own body, pursuing a martial artist's path (especially given they'd fight with their hands).

 

Consequences could include them being more temperate than their fellow brethren, and peace of mind. Though they'd often have/seek meditation (which could tie into the World Lore about some of the Draconic Herbs Jentos wrote and what not), and dousing themselves in dragonsflame.

 

3) Not quite sure about the Cindered Ward, as I didn't think this through as I begun to write it. But it should imply a will to be the vanguard and to protect, and to combat/purge corruption (as reflected in the spell's effect). This could tie into Nephilim who uttermostly seek to honor the Horenic Path.

 

A consequence could be a more paternal/maternal mentality towards fellow Nephilim, Heralds and those they seek to protect.

 

4) Imbued Roar could revolve around development of the voice, introducing Draconic Throat-Singing as a Cultural mark in the azdrazi community, while also developping the Nephilim's own inner voice, seeking and figuring out ways to better express themselves and reach out to those who surround them through words and expression (a challenge for a draconic being). Why? Because if they are to protect humanity as per the Horenic Pact, they must better understand and commune with it.

 

A distinct taste for music, singing, poetry among other arts could spawn from this within the Nephilim, as a consequence.

 

I think all of the above are ways to make the Roleplay more interesting and in-depth than just "OOCly choose the ones you like the most"; and that's something I've been told the Azdrazi need and seek to build upon.

 

Pretty damn cool rewrite tho!

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17 minutes ago, Althea_ said:

snipy snip

 

all of that is actually very fine and good, but to limit people to doing that can be kinda meh. the current system that they propose is great since it allows for people to do that, and to build up on it for flavour if they chose to!

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4 minutes ago, PXY said:

 

all of that is actually very fine and good, but to limit people to doing that can be kinda meh. the current system that they propose is great since it allows for people to do that, and to build up on it for flavour if they chose to!

Fair enough, yeah. Maybe a list of ideas could be compiled to inspire the community to do that kinda RP!

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2 minutes ago, Althea_ said:

snipy snip

 

a culture post will always be more powerful for encouraging RP and creativity rather than a rigid lore post, ive found

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