-
Posts
1022 -
Joined
Content Type
Profiles
Personas
Wiki
Rules
War
Systems
Safety
Player Conduct
Roleplay Leadership Guidelines
- Roleplay Leadership Guidelines
- Roleplay Leadership Guidelines Comments
- Roleplay Leadership Guidelines Reviews
Forums
Everything posted by ronin_champloo
-
The seat near the table's always warm, stay in touch bro
-
Heyo, if you want to know how Lore and whatnot's been in your absence - feel free to PM me at kneeil#1694 or join the Story Discord; https://discord.gg/rgpj4zjX
-
The man - once a timid and cautious boy - heard the news with a cold feeling of apprehension. He had fled long ago, and yet snippets of what once had arrived, continuing to remind him of who he truly was. The cold and expressionless mask, wrought of steel, betrayed no emotion; merely the featureless face that he chose to don. Orange eyes, once blue, remained - unmoving and changing, for this was the guise he chose. Ronwe, not Mikhail. And it refused to show the cries of the child. The abyssal feeling grew, enveloping the man in a disheartening sorrow. Yet, it refused to let him show the effects of this revelation. He grasped the Jar that he carried along with him, placing it within a dark room where no light was shed. The lid was grasped, undone as soon as azure smoke filled his surroundings - with it, he delved deep within it; retreating where none may see him. Mikhail, no longer Ronwe. And he allowed himself to cry. Alone, he lived. Alone, he heard of this news. Alone, he wept. The others relented, allowing the boy to cherish what was lost and what could've been. Estranged, he may've been -- yet he didn't allow that to change what he was. And on that night, away from prying eyes did Mikhail Ruthern sob where none may hear it, within the world he wove for himself.
-
[✗] [World / Tech Lore] Musketry - to Gunsmithing
ronin_champloo replied to Werew0lf's topic in Denied Lore
This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.- 67 replies
-
17
-
[✗] [World / Tech Lore] Musketry - to Gunsmithing
ronin_champloo replied to Werew0lf's topic in Denied Lore
Finally, a gun/musket lorepiece that respects and confirms to pre-existing lore. Thank you, I'll look forward to voting and RPing this. You did a great job once more, and I hope you'll write many additions to this. -
I don't think this is finished. This'll need ALOT of work before it's able to be released. Sorry, Tri - you lost this one! : /
-
The Step Towards Physical Perfection
ronin_champloo replied to King_Kunuk's topic in Silver City of Taliyu'lin
Allant uses the reflection of his glistening abs to read the missive. He smiles. -
which 1 are u
-
[✗] [Magic Lore] Bardmancy - to Whimsical Storytelling
ronin_champloo replied to Werew0lf's topic in Denied Lore
On a more serious note, I'm glad to see your little project - that you worked on while you were away from LOTC - blossom into this; really shows what time and dedication can do. The draft is completely different from the finished product. It looks good and some balancing issues can be fixed with some ST and community feedback. Good job, bro! -
ALLANT turned towards Helane, intoning with a low chuckle. The ashen man folded his arms, before adjusting the crimson mantle that hung upon his shoulder. "Then so be it - stray from the cold, and may Asioth find you."
-
Nephilim Lesser Dragonkin Yaeger Edition (Spoon Patch 2.8 + Werew0lf Season Pass) “I just keep moving forward until my enemies (The ST) are destroyed.” Origins “Within the span of millennia, a lapse in judgement is expected. You are meant to minimize the damage.” In times of yore and antiquity, an ancient compact was forged between the Archdragaar Azdromoth and King Horen and his descendants. The first dragonflight, renowned in these bygone times as the Order of Nephilim, accepted many souls into their ranks and taught them to fight and revere their sire the Black Titan Azdromoth, chiefest among dragons. It is thought that the reason for this pact was the inability of dragonkin to have trueblood children of their own, so Azdromoth devised a ritual - The Transference - to bestow the draconic gift upon worthy mortals-turned-dragons that he dubbed his flight. The Nephilim Born of embers and bound to the service of Azdromoth, the Nephilim are an advent breed of dragonkin who have sworn themselves to the pursuit of knowledge and the defense of mankind since antiquity. Both feared and revered by descendants, these creatures possess the innate and unique power of Dragonflame, granting them boons which set them apart from unkindled men. Purpose To live forever is to hunger and to indulge in ravenous consumption. The world in itself is finite, whereas the Nephilim are infinite. This hunger for more presents itself in many ways and impels the Nephilim to seek a myriad of different things to fill their emptiness; whether it be battle, gold, artwork, theological texts and etcetera. The keenness of a draconic mind truly is infinite, yet also so limited in what it can process. That is the essence of mortality, to struggle and build a better world despite the ravenous compulsion within. Breaking this, shedding the mortal coil, is to remove yourself from the natural order of life and death. Nephilim are granted a near infinitude of moments to live, as a result of their curse of immortality. To be Nephilim is to become an imitation of life in the most personal way possible. By separating themselves from natural life and death, they have irrevocably separated themselves from the Descendant they once were. Instead, they are blighted creatures of immortum, cursed to live and struggle without the vices of mortals; ignorance, a short life, freedom of mind, and a firm identity. In truth, they are little more than pretenders inhabiting the body of the person they once were. This discomfort within one's own skin begins the Nephilim on the long path to Enlightenment, an arduous and lifelong journey as they exist in perpetuity in a kind of physiological stasis. There is a hunger that presents itself in many ways due to their awoken mind. The path to Enlightenment is the path to achieve death itself, the final chapter to their immortal life. This Enlightenment through Death is the only true way for a Nephilim to break the chains of perpetual eternity that bind them. This is not to achieve respite, but to merely achieve an end. What it means to be "Dragon", and what it means to be "Man", are two questions that sit within the minds of every Nephilim from the moment of their rebirth. A constant missing piece in their minds, almost a sort of philosophical ache. They seek to fulfill this through their service to a Drakaar or Dragaar, namely Azdromoth. This service can be done in many ways; preaching the word of their Lord and spreading His influence, culling those who stand against them, or by rejecting mortal society entirely. No matter what they choose to do, all Nephilim are chained to the sake binding fate, as they will be until death. However, as with all things, there is an end. At the end of the long path of Enlightenment, over centuries or eternity itself, they will have found a way to answer their questions. Yet, at the end upon having their epiphany, they'll find their internal flame slowly burning out. They shall slowly harden into stone, becoming statues of themselves and the person they were. They become a monument to their life, path, and eventual Enlightenment. The end is always death, even among the most peaceful of them. Draconic Mind Upon their manifestation - when a Nephilim are created, their very minds go under a large amount of psychological and cognitive restructuring. In effect, this is different from individual to individual. In short, the Nephilim often find themselves disoriented at first, gradually alienated by mortal and moral concepts that typical Descendants cling to so dearly. Over the years, the Nephilim come to acclimate themselves to their new environment, yet they find themselves reminiscing about the person they used to be. Nephilim are plagued by these persistent and haunting recollections of memories from their past life, from it do inescapable traits cling onto their mind; a nature that they must obey, for it becomes their punishment. A Nephilim who dreamed of exploring must wander the earth as it becomes ruined and jagged, if their legs are broken beyond repair, then they must crawl in agony. One who’d yearn for battle must do so, drowning himself in ichor and meaningless combat as every second becomes dull without the drums of war. Another who’d speak of cunning must lie and hoard, until every last treasure is lost within the depths of their chasms. This, in effect, is the last fragments of their mind battling against their draconic own. The inner turmoil grows for all as they’d find themselves split in perpetual battle even after the death of their former psyche, perhaps taking on old habits as they’re lost in glimpses of their old memories. Some Nephilim take to this in rage, in hatred at what they cannot control, others take to accepting and wallowing in their lack of control, perhaps sharing some general mannerisms without paying mind to it. With this also comes an inclination towards wrath, making many Nephilim hot-headed as a common response and bear little patience in regards to conflict - this can be seen in many ways, be it a battle of ideologies or steel. Even those who have truly mastered themselves cannot truly quell this burning zeal. However, this is not the same for most as other Nephilim have different manic responses to such which can be seen in an overwhelming fear, rage and whatnot. Additionally, the Draconic Mind is not neurotypical, and manifests in numerous different ways the glaring differences between Dragons and Descendants. The Nephilim are by nature neurotic and cognitively strained, and possesses Possesses limited focus or interest for subjects that are outside the purview of their obsessions, or hoarding. Foremostly, with agelessness comes an immortal mind, allowing the Nephilim to retain and recall knowledge to a much more proficient degree than would any mere man, making them excellent scholars and orators. Additionally, Nephilim show remarkable receptiveness to other Dragonkin due to their rarity, and are able to communicate with sentient Dragonkin by way of the High Draconic tongue. Over time, it becomes entirely possible for the Draconic Mind to evolve or undergo a tremendous amount of change. With age, a once extroverted nephilim with a heavy tongue might become a pale recluse, lost in deep caverns with what treasures it possesses, flipping through all knowledge it could find, and lost, entranced in the merit of its fiery arts. But to be a dragon is to embody fire, and therefore constant evolution and change. Nephilim are essentially highly dynamic individuals, with evolving states of mind that come with a draconic soul stuck within the confines of an understandably small, humanoid shell, slowly coming to embody a strand of fire as Ideologies old and new are taken and discarded, minds forever changing as it’d shift and change along the path of immortal life - memories of old and new are often mixed up, and time may have its effect on them, forcing them onto states where they cannot remember which memory was which, their identity slowly lost from them. Draconic Physiology “In retrospect, the frailty of the Human form becomes exceptionally apparent.” When not assuming a disguise, Nephilim appear much alike to their father Azdromoth, bearing rigid red or black skin riddled with scales. Their eyes are nigh serpentine, made as slits rather than pupils; irises and scleras replaced by fiery tones of red and orange. Whatever flesh or scales they bear will feel somewhat warm, though not at all harmful to mortals. Fully fledged Nephilim, upon their transformation, will find themselves to be up to a foot higher than they had been as a descendant, though this caps at 7’6” — meaning that an individual already of that height, or just below, would not be any higher upon being transformed. All Nephilim also possess a set of horns which are crowned upon their head, varying widely in appearance. These horns, though unique to each Nephilim, may only manifest in shades of red, shades of black and gray, or a horn-exclusive bone-white. Enkindling Dictated by vigorous trials and unyielding affirmation of self-worth, an aspirant deemed worthy may be christened as an Nephilim. Such is done through a grand ritual in which their mentor must partake, requiring that the teacher yield a Wardren: a relic sphere or cube of steel capable of fitting a human hand within. This artifice must be blessed with the draan of Autmei Laas, being then bathed in the blood of the descendant and their draconic mentor of which it will soon attain the properties of Dracanium. The gem will then absorb the ichor, taking on an intense orange glow as the wardren is then completed. The wardren must then be handed to the apprentice, at which it would blaze with furious draconic energy, engulfing the descendant and transferring its essence unto them. The Inner Flame Fickle yet formidable, the Inner Flame is a tricky thing, comprised of a metaphysical network of dragonfire that spans the body in its entirety, thus manifesting the Nephilim’s powers. The core of this essence is supposedly housed within the very heart of the creature, intrinsically tied with their lifeforce and wellbeing. When drawing upon their draconic powers, this flame will swell, flowing its essence to wherever it is channelled. Overexerting this flame can prove to be deadly, exhausting not only the Nephilim’s corporeal body, but also their soul. It is thus critical that the Nephilim take great care to guard and foster this flame, as they are otherwise nothing without it. Severance Mechanics “To reject the form is to blaspheme.” To sever the Nephilim’s flame is to strip them of their very soul, effectively killing them. Though improbable to mortal knowledge, the deep cabals of Azdromoth know otherwise, being privy to two distinct methods of dividing the flame from the flesh. Such would involve the willingness of the Nephilim to render their flesh and blood stagnant, turning their own body into stone and rendering them comatose. Few permit themselves to be taken by a fate so tame, but those that choose to smother their flame do so to stave off impending tragedies such as corruption — for most would sooner take this form than being bound by such ill afflictions. The other means by which a Nephilim may be disconnected is through the draan of Pruzah Tuz, or the Rite of the Immaculate Blade. Through this process - that occurs over the course of three emotes - three Nephilim who know of the ritual must be present. Working in unison, the three must begin the rite and have one of the Nephilim, who knows the performance of the ritual, summon forth a blade of ethereal fire. They may then skewer the offending Nephilim through their core, the fire searing them as it saps away their Draconic ichor. Over the course of 7 OOC days, the severed Nephilim will begin to experience great bouts of emotional distress as their body relinquishes its draconic form. They would find their powers to be useless and would exhale only embers and ash, with their disguises wearing away to reveal their mortal form. By the third day, the Nephilim would be reduced to strength equivalent to that of an arcane mage, becoming incredibly sickly and frail; their flames forwent and for what remains is soot. This begins their end, dedicated by their kin for by the seventh day their gifts are fully stripped, and what remains is a stone statue of what they once were. Performing severance requires no necessary prerequisites save only that the participating Nephilim grant a reasonable in-character explanation for why they had disconnected the other. Though in-character tenets and creeds could be applied and set as a precedent, so long as the ritual is not acted upon metagamed or OOC information, then disconnection is free-reign. It may only be performed by Nephilim who have been taught the draan of Pruzah Tuz. Polymorphing Lastly, Nephilim are capable of Polymorphing, a unique capability granted to Azdromoth’s favored. With this, the Nephilim are able to change their hair color and skin tone and eye colour - however, this is an imperfect form as this ability is only meant to conceal their Draconic Form. As such, they’d find their Polymorph bearing similarities such as facial structure and body type. However, over the course of two emotes of attempting to draw upon their Inner Flame, they’d find themselves slowly morphing back onto their true form. Their Draconic Form will always resemble their Polymorphed form, as such there are details that cannot be changed; If their Draconic Form has a Beard - so must their Polymorph. Even so, this is a form of Lesser Polymorphing; they’ll have specific ‘tells’ that they have to often do; this can be exhales of smoke, cinders and embers clawing at the edges of their form, infernal coloured eyes - small details that denote their real identity. To break away from their Polymorph, they’d have to begin morphing back to their Draconic form. After about one emote, their skin will begin to dry and crack; cinders and glowing wounds form under the cracks. Upon the second emote; the skin turns the color of scales, revealing their true form. General Weaknesses The alteration which Nephilim undergo is just as much physical as it is spiritual, thus subjecting the creature to a myriad of weaknesses and detriments of both magical and mundane nature. Though certainly potent creatures in their own right, encountering any of these detriments is certainly a disheartening, if not worrisome experience for the Nephilim. 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. 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. 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. Ascent [2 Emotes: 1 connect + 1 cast] (Non-combative) Description By channeling their inner flame to amplify the strength of their wings, a Nephilim can- with immense focus- augment their wings with further blazing strength to launch themselves upwards through the air- and to crash down into another location, emerging from a cloud of embers and smoke. The exact aesthetics of their flight and landing vary greatly; be it from wings enraptured by sweeping flame to take off, or plumes of smoky haze that erupt when the Nephilim returns back to the ground. 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. 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. Flamespew [3 Emotes: 1 connect + 2 cast | 2 Dragonsflame Units] (Combative) Description An ability where the Nephilim to project a direct baseball-sized fireball from their maw, or throw from their hand, over the course of casting and drawing upon their Dragonsflame for three emotes. It’d travel up to twenty five meters, and where it lands - it'll expand in a plume of flame. The shape and detail of the projectile can be fitted onto what a Nephilim wishes, as example; one can opt to manipulate it onto a spear of flame rather than a fireball. Immolation [2 Emotes: 1 connect + 1 cast per specific part of the body | 1+ Dragonsflame Units] (Combative) The last of the primary techniques by which the Nephilim conjures flame around a single appendage (i.e. an arm) over the course of two emotes. They may use this to deliver searing punches no stronger than that of their regular attacks. This may prove effective against magical creatures who may experience a heavy searing pain which may compromise balance. 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. General Redlines: 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. 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. 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. 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. Imbued Roar [3 Emotes: 1 Connect + 2 Cast | 2 Dragonsflame Units] (Combative/Non-combative) Description The draconic tongue, ancient yet mysterious. A nephilim may imbue power behind their words, roaring or chanting loudly to bring out its effects. Flame builds up within their throat, weaving over their forms before bursting out in a wave. If specific words are used within the chant, individuals who hear will be afflicted with various ailments or blessings. If no words are used, the spell will be that of a loud roar, causing no physical harm to the ears of those in range. Rites of the Nephilim Known to each and all Nephilim upon their rebirth, these rites of their kin are only enacted with purpose. Often performed in bouts of fury and wrath to duel in truly honored settlement of feuds or in times of grace, esteem, and kindled acclaim amongst one's own. These rites exhibit the Azdrazi in their purest image, and only in passion and fervor are they performed, testaments to their ardent quintessence. 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. 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. 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. Ritual of Bloodlines [6 Emotes: Freeform | 16 Dragonsflame Units] (Non-combative) Draconic Fallalery As the Nephilim grow in age, so do their bodies. Immortal in terms of time, their forms begin to take on more draconic traits. They are able to resist this eventual transformation should they wish, or embrace it. The pronounced features may vary; be it the addition of horns, talons, a scaled tail, etc. This transformation tends to vary between Nephilim to Nephilim, gaining more characteristics as they age. The features that they gain may be chosen from the list below, receiving one choice per tier. These characteristics are purely for aesthetic, as they are optional and cannot be used to gain any advantage during combat. - Extra pairs of horns - Rigid/scaled tail - Elongated talons - Rigid/spiked scales - Colored Dragonsflame, ranging from red to yellow. - Battered Wings Each tier takes a specific amount of time to go up. The Nephilim is tier 0 upon the date of their CA acceptance. Unlike other tier systems, Draconian Fallalery only has three tiers. - Tier 0-1: 1 month [4 weeks] - Tier 1-2: 2 months [8 weeks] - Tier 2-3: 3 months [12 weeks] Draan Binding The final step in the creation of a Nephilim's personal weapon or piece of equipment, which binds it to them for their (indefinite) lifetime. Binding is relatively simple in practice: requiring that the Nephilim must take the Dracanium object, which has been warmed by dragonfire, and engrave their name into two places upon it. First is the Nephilim’s ‘true’ name, which they take upon their rebirth, and the second is the name of the weapon, which the drake-smith chooses upon its creation. Once both names are etched into the metal, the Nephilim may weave their dragonfire and create an ethereal link which tethers the object to their very soul. From then on, they are never to be parted. A Nephilim without their vehement equipment will feel unmistakably miserable and dreary, and in the instance that they are slain it shall turn to ash along with their body and regain its form as its owner does as well. Binding imbues no other effects into the weapon besides that they may summon it at will at the same speed one may draw a regular weapon. Up to two weapons may be bound, though alternatively, or additionally, a single increment of armor can be summoned as well, whether that be the torso equipment (including arms), greaves, legging pants, or helmet. Each area of armor counts as one of the two maximum allotted binding slots of the Nephilim. These objects cannot be stolen or looted, and may be mechanically soulbound. Should the owner lose them upon mechanical death, the other party is obliged to return the item mechanically. Shrines Much like their progenitor, Azdromoth, the Nephilim are naturally inclined towards earth, fire, and the shaping of stone. The hardy, near-infinite substance emulates the undying will of the dragons and the ferocity of their impenetrable scales. It represents timelessness and sacrifice, immortality, and rest. For this reason, many Nephilim find themselves tasked with arts and crafts ranging from simple shrine construction to the creation of grand, towering monuments of stone. Rare earth metals and precious gems are even more treasured and appreciated, often used to decorate and trim these marvelled creations, serving as both the den of the Nephilim and a place where they might enact their service and praise to Azdromoth. Shrines bear twelve units of Dragonsflame, per each revival; one unit is lost. Should it have no more units, it is not able to be used as an RP respawning area and Nephilim must grant it back the units to continue using it. The Heralds Just as the Nephilim are the product of the Firstborn’s blood fully transforming the descendant body and mind, it may also be applied to a lesser extent upon descendants; bringing about more loose changes that occur externally through a particular ink. Those who followed closely in the footsteps of the Nephilim were considered living wardrens, capable of storing draan in the ink of their skin through the formulation and development of tattoos. Corruption “Two shall be united as one. Woven by these strands of ash." Bound to shackles of their twisted and tormented history, the Nephilim were inveigled by dark sorcery casted by their draconic overlords. The adroitness of Necromancy, Naztherak and all other gifts pertaining to weaponizing life-force will result in the Nephilim’s inner-flame being warped and corrupted - a tumultuous crisp of violet or black replacing their brisk orange flare. No longer esteemed, their immortal bodies fall acquiescent to vileness and cruelty, now left as a corrupted husk of malevolent flames. The Nephilim lose themselves to the shadows of their overlords, now machinations of darkness. Dragur, the Daemon of Knowledge, saw the suffering of His immortal creation. Though unable to extricate them from their disastrous ruin, he gave them the means to slip through their ill-fated demise. Once corruption has settled in, the Nephilim - in moments where their mind is tender and conscious - is able to make a noble sacrifice to wash away their sins. Those turning corrupt will be able to rend into stone, flesh and bone turning solid. However, a Nephilim who is bound by the shackles of corruption and completely submerged will only be able to turn into ash, brushed away by soughing winds. Corruption Mechanics Exhaustion Once a Nephilim has become corrupted, they no longer follow the same exhaustion systems as a normal Nephilim. They now hold two units of dragonsflame; their normal dragonsflame as listed above, and their corrupted dragonsflame. Units of corruption are preceded by specific abilities and spells casted on a Nephilim by either a Necromancer or a Naztherak. Rather than being PK’d, the points of corruption tie into the amount of time that it takes for the body to reknit itself with two units being one OOC day. Should the amount of units corrupted be an odd number, the number of OOC days will be rounded up. Example; bearing [3] units of corruption mean that the Nephilim is soft PK’d – as the body reforms itself – for [2] days. Corrupted Shrines A corrupted Nephilim are no longer bound by their old shrines, though still hoisted by systems of revival, they are not to spawn at their normal shrines. Instead, a corrupted Nephilim will now respawn at a corrupted shrine. Shrines are places where Nephilim may assemble, usually points of respawn once they have fallen victim to their demise. Reconstruction of a Nephilim begins at their shrines, designated by the consistent shrine. As stated above, all shrines and altars must be seven by seven blocks in order to be given ST approval. Unlike normal shrines, which consist of an overall orange-red theme, exhausted by flames and being extremely warm. Corrupted shrines differ in appearance, given the aesthetic of sickly, mossy and dark shrines, grim and with flames of black or violet replacing their natural hue. Shrines bear twelve units of Dragonsflame, per each revival; one unit is lost. Should it have no more units, it is not able to be used as an RP respawning area and Nephilim must grant it back the units to continue using it. To corrupt it, Corrupted Nephilim - or any other dark magic shown - must corrupt and overpower the ratio of Dragonsflame to Corrupted Dragonsflame. Corrupted Physiology The true form of a corrupted is discernible from that of an undead, yet also distinct to those of the dragonkin, though not as close to lesser dragonkin, i.e the Nephilim. Usually humanoid, they’d be as tall as their descendant self, showing no increase in height nor weight. Due to being under the influence of ancient prowess, they’d look like their mortal husks, lacking fragments of flesh or muscle, only visible with frangible bones. They still possess some essence of life-force, usually visible as black shadows surrounding their ashen form from the ailments of corruption. On top of this, they’d hold two large bone-like horns sprouting out from their cranium. Though normally two, some have come to also grow bone-like tusks from the front, thus giving them a maximum of four horns. These horns hold nothing of value outside of being present aesthetically, perhaps even crumbling at times. As their forms are culprit to dark sorcery, many lack visible organs through their bones, outside of their inner flame. Due to this, many have their innards replaced with wreathes of black flames. As they lack any vital organs, the Corrupted fall to the same benefits of other undeads, no longer able to be harmed by illness, venoms and poisons. Sadly, this is due to their lack of veins and blood. Their strength is hard-struck to their old descendant selves, though they grow weaker in durability as they are now brittle and bone-esque. However, they are still harmed by gelid air or cold atmospheres, even more-so with their inner-flames bursting out of their skeletal forms. Corrupted Mentality Forged from the insidious hatred, the corrupted are lost and failed dragonkin that roam the land with lackless purpose outside of servitude to their vices and loathsome minds, or attempting to reach the higher echelons of strength. However, they take spirit from their resembling dragonkin; the greed for power, wealth and value -- they will take what is considered beautiful in their lackless eyes. However, the effects of hoarding do little to sate their starvation. Envious of mortality, they seek the same honours as any descendant, to taste food, to drink and to feel joy but are ultimately cursed to never attain it - from this comes not the path of Enlightenment, but a rebellion of rage and hate. Most hold negative emotions and feed into them. This includes: depression, resentment, failure, sadness, jealousy, guilt and helplessness. Those bound to necromantic, or corrupted servitude will always follow their overlords, much like golems and atronachs are unable to disobey their masters. Binding a corrupt Nephilim requires OOC consent. However, most of the Corrupted loathe their chains of their body and will seek freedom should it come to burden them. Corrupted Enrapturement Though now corrupted, the Nephilim is able to cast spells using their corrupted dragonsflame, holding a new arsenal of devious, insidious abilities. However, they are still unable to use mana. The flames of a corrupted Nephilim hold similar properties to their old self, though seem to have a more destructive property against their own kin, which makes them machinations of corruption. 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. 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. 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. 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. Corrupted Polymorphing Though corrupted by their necromantic or demonic forefathers, a Nephilim may still intend to polymorph. Unfortunately, the polymorphing of a Nephilim is imperfect and does nothing to shield them of their disguise and corruption. A Corrupted Nephilim who attempts to polymorph will find their horns still in place, with only half of their body covered by shredded flesh in order to attempt in their disguise. A horrible attempt of concealing their corrupted draconic forms, they remain as undead and as blighted as their prior form, with only fake flesh to lazily cover half of their body, and to be filled by some mortal recognition with one-side filled by remade organs. Yet, flames will still spew on the other-half, though not enwreathing their whole form. Corrupted polymorphing is truly useless, it does nothing to garner them any form of concealment. Credits KILL_MAPS, Gamma_Byte. 2022-2023. Nephilim - Lesser Dragonkin (Clarifications & Fixes) PXY, Gamma_Byte, Jentos, Agentkhov (Collaborated Work). 2022. Nephilim - Lesser Dragonkin (Rewrite) PXY (Organization, Structure, Writing), Werew0lf (Weaknesses, Corruption & Clarifications), Excitedly (Organization, Structure, Writing), Norrthh (Weaknesses & Clarifications) & Creative Consultation (Nivndil, Philposting, Firespirit44, Remeron, Milenkhov, Archipelago, Werew0lf, Sorcerio, Squakhawk). 2021. Nephilim - Lesser Dragonkin (Rewrite) Yeagerist (Writer). 2020. Azdrazi - The Inner Flame and Severance (Addition). nameistaylor (Writer). 2019. Azdrazi - Azdrazi, Children of Azdromoth (Rewrite). Numirya. (2016). Collaboration with Lore Writers & provided Creative Assets (Paintings, Sketches). Excitedly, Freema, Key_Of_Solomon. (2016). Nephilim - Lesser Dragonkin. Remeron (Writer). 2014-2016. Dragur (Daemon). Guide: OOC NOTES: 11:36AM - 19/07/2021. Clarified respawning if there are no Shrines. 11:29AM - 21/07/2021. Removed 'Nephilim do not benefit from the effects of Alchemical Potions'. Added clarifications on corrupting and restoring Shrines. Buffed Flamespew and clarified some stuff. 11:42 - 21/07/2021. Removed 'erection of grand, towering monuments of stone.' lmfao. 11:41 - 03/08/2021. Applied ST feedback and changes.
- 25 replies
-
53
-
"Their biggest.. - Hah - weakness is that you mustn't go outside. They can't survive if they have nothing to eat." A decrepit man muttered, opting to raise a hand to scratch the flaky skin that ran upon his neck. The elf's hair was slick with sweat and grease, a vibrant red band around his thinned locks. "I won't be killed, my skin worn by these.. Darkspawn. Never."
-
[✗] [Realm Lore] The Forgotten Veil, the Edge of Crimson
ronin_champloo replied to NightOfTheWind's topic in Denied Lore
manager denying this for your attempts to make dael lore canon -
wheres the mortal fear of orbs? (my balls)
-
Personally, while it'd seem like a good idea on paper. I don't think it'll translate well when implemented as some players have waited hours for nodes, when it's random - sure some might accidentally stumble on it, most of the time; it'll just be people camping it for longer. This'll either be done by alts, or alternative personas logged out on that spot - only to log on hourly to check. If it's 'OFF CD', then they'll send a bird. I find that having a random CD only increases the problem that you described with not having CDs on Signs, since it'll either have two effects. Either the dedicated people who've come to monopolize it will dedicate themselves harder, making it harder for normal players. Or the people, who're already disadvantaged due to IRL obligations, will be disadvantaged further. It's rather difficult finding a solution that both respects the playerbase and their time on the server. Nonetheless, it's a good suggestion but I don't think it'll translate well on LOTC. EDIT: I've actually had ET experiment with making Nodes more accessible. Those who've experienced a Battle-Node may grant some light on this. Basically, it's a system where it's an Event - particularly by some mutated beast, or something guarding a node. Succeed and you're able to mine it. It's been regarded favorably by those who've tried it since it's a guaranteed material that you've to earn via CRP or preparation, and it could be something to steer things in the right direction.
-
Not trying to downplay or put down your argument, but there's just a misconception - even in Arcas, CD time was never on the sign. It either said 'OFF CD' or 'ON CD', and you'd /sreq to interact with it if it was 'OFF CD'. And speaking from experience, there has been weekly groups of nations fighting over nodes - or even bringing rallies up to 10 people for them; something that'll arise more should the time for these nodes be shown. Etc, [!] The bell rings, signaling for a Node Expedition. (Meet at Square) And suddenly, you've gigantic nations rallying and hoarding nodes. Maybe even turning an ST Event into just a PVP fest. Most times, they'll sit on them rather than do anything with them which is just as bad as only one person using it. Personally, I'm of the mind that there should be some aid granted to the players, either by way of a time-frame or day on the CD, but that also becomes a problem - since I've seen players camp nodes for at least 5 hours and it favors those who spend 24/7 on the server, something that I was guilty of in Arcas to be frank. It's a hard system to balance since either option will tip the Node-Wars in their favour. I'd like to see other people's suggestions though, if possible. Perhaps, with community input - a more lax and enjoyable solution can be figured out. Just my thoughts.
- 13 replies
-
12
-
Content Creation & You: Player PEX, Media Team, Oh my!
ronin_champloo replied to Treshure's topic in Announcements
time to do lotc lore videos for pex prepare to cry: joel WE'ing out fenn -
oh yeah baby wooo
-
They wouldn't let me post this, may I be granted my (well-deserved) rep?
- 14 replies
-
11
-
I've become so much like Avaeramos Yaeger it's scary. I wear black armor, verbally assault women, and physically assault my friends. When I look in the mirror, I can't help but say "戦い, 戦い" (which means fight, fight in common.) I grew my hair out long because I don't care so now I have to wear it in a bun and I don't care what people think so shut **** up Spoon! I always leave an open wound on my hand, and go out of my way to show it to everyone so they are reminded that I am in control. When I see kha being taken on walks I get mad at them for not being free like I am. I can't ftb with my girlfriend anymore without forcing her to dress up as Rhaella or Naeri, both of whom remind me of Dael. When I order fast food, I refuse to call them french fries and insist on calling them freedom fries. I just keep moving forward, until my enemies are destroyed.(edited)
