This document serves to revamp and further polish the mechanics, redlines, strengths, etc. of the Azdrazi race. No history or significant lore has been touched upon herein -- solely the abilities and buffs/debuffs of the creature have been subject to change.
Credit is owed to Malaise_, Valayron, Kalehart, Jentos, Numirya, Gwynnbleidd, Yandoe, and DumbBlondeElf.
All art featured in this post was created by the talented Numirya.
If accepted, this lore’s implementation will result in a complete CA wipe for all present Azdrazi.
AZDRAZI -- PREFACE
Azdrazi, known commonly as dragonkin and less commonly as nephilim, are humanoid draconic beings born of the blood of the First Dragon, Azdromoth. Since antiquity, dragons have captured the attention and praise of mortal beings. Chiefest amongst them all was and is the titan Azdromoth, firstborn son of the Daemon of Knowledge, Dragur. As lord and master of his kin, Azdromoth was made idol by ancient men and elves. Intrepid man, ever the ambitious and curious race, was the first to make contact with the dragons. In awe of their resilience and fiery spirit, Azdromoth made covenant with these first men and elevated them to a state not yet seen by the likes of the world. They were the first Azdrazi, men reborn by the potent blood of the First Dragon and given life anew by the radiance of his flame. These newborn scions of the firstborn son spread their lord’s word across the world and carried out leal service in his name. In time, so too came the elves, who saw fit to emulate the dragons and the terrible might they wielded. They were all come unto Azdromoth and born again, horned and in the image of their titanic maker.
CREATION -- APPEARANCE
The process of creating an Azdrazi is one dictated by vigorous trials, in which aspirant dragonkin must prove their ultimate worth to an Azdrazi knowledged in the process of draconic rebirth and wardren crafting. Draconic rebirth is facilitated through the creation and satiation of a wardren. (Wardren creation and satiation are knowledge-locked techniques. Any player wishing to accomplish either task must have an accepted TA.) Wardrens are complex devices of metal and stone resembling totems or lanterns. They typically fit in the palm of one’s hand but can be no smaller. When empty, wardrens are mundane works of draconic design. To breathe power into the wardren and begin the rigorous process of draconic rebirth, the aspirant will spill their blood into it, binding the device to themselves and making it their own. The Azdrazi responsible for its creation will begin to trial the aspirant, rewarding them with a portion of their blood, the blood of Azdromoth, for their eventual successes. With each addition of the Azdrazi’s blood, the wardren’s contents become more potent. Come the presiding Azdrazi’s final contribution to the wardren, the aspirant will be ready to undergo their rebirth. In a form of ritual self-immolation, the aspirant will ignite their wardren with its maker’s dragonfire, permitting the device to bathe them in it so that it might reshape their form and soul. The process is agonizing as their form is reduced to ash by the maker's flame. From the ashes rises an entirely new being, birthed from the sacrifice of flesh and blood. A new, wondrous soul, shaped from the aspirant’s former, mundane soul now feeds the inner flame of the new Azdrazi. All that remains of the once-aspirant is the half-blood beating within their veins and the memories and passions they cherished before their transformation.
Azdrazi share many visible traits with Azdromoth when un-polymorphed. Their skin is rigid and scaly, ranging from deep reds to plain black. Their eyes are serpentine in appearance — round pupils are replaced with dark slits. Irises and scleras are replaced with fiery shades of orange, yellow, and red. Their teeth (particularly their canine teeth) grow longer and sharper. Their fingernails and toenails are replaced with short talons; entirely meek in comparison to those of true dragons. When the newborn Azdrazi emerges from the flame, they will find themselves approximately a foot taller than their former mortal coil. (This growth is limited to 7’6”— therefore, if an individual stands at 7’0”, they would only grow six inches as opposed to a standard full twelve. If an individual is taller than 7’6”, they will remain the same height.) Lastly, an Azdrazi’s horns may vary in appearance, but must abide by the same rules as their skin, being that they must remain a variation of red, black, gray, or a horn-exclusive bone white.
DEATH -- REVIVAL
Azdrazi death is unlike mortal death, a reality conferred by their draconic souls and inner flames. To destroy an Azdrazi’s body is to temporarily throttle their inner flame's resources, snuffing it out. Such a sudden lack of vital essence sends the body into a state of degeneration, rapidly breaking it down until it is naught but ash. This destructive reaction is rationalized by the inner flame pulling resources from a body that is no longer able to provide any, thus devouring it in its entirety.
Azdrazi are not revived in a manner conventional to typical descendants. When the time comes for an Azdrazi to return to the world of the living, their draconic soul’s inner flame ignites once more, beginning the process of their body’s reconstruction. This reunion typically takes one week to resolve fully and occurs in places with great quantities of dragonfire, such as shrines to Azdromoth or transient martyr-pyres constructed by their expectant kin. Upon being fully regenerated, an Azdrazi will find that their inner flame has not yet fully recovered and will struggle to evoke invocations as it stabilizes. This debuff occurs for one week’s time and prohibits the use of all invocations, including polymorph.
DRACONIC MINDS -- AZDRAZI QUIRKS
As established, once a descendant begins their draconic lives they take on a likeness to dragons. Hoarding is one of the most prominent draconic quirks to manifest. As Azdrazi age, they often find themselves more obligated to collect and hoard items which they valued in their previous life. These items vary from one Azdrazi to the next, but the urge is ever-present, lingering as a sort of draconic-itch that they feel compelled to scratch. The significance of the desired items is subjective and can range from swords and axes to vintage bottles of wine. There are ultimately few, if any, limits to what can be hoarded.
Upon completion of their rebirth, an Azdrazi’s mind undergoes a transformation, becoming more powerful than their previous mortal one. It grants them the ability to store knowledge and information in a fashion similar to the immortal dragaar, as well as an advantage towards learning and knowledge retention. For this reason, Azdrazi are revered to be excellent scholars and orators, as well as apprentices. They are capable of recalling their memories with ease, spanning months and years of spent time.
Azdrazi are powerful creatures, much like their predecessors. This power will sometimes manifest as a wrathful demeanor, engendered by the sword-logic that is might maketh right. Though any Azdrazi of sound mind and patient temperament can overcome this base quirk, those more prone to violence and anger may succumb to it quickly, eager to draw their blade or bare their fangs.
Much like their maker, Azdrazi are naturally inclined towards stone 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 in rest. For this reason, many Azdrazi find themselves tasked with arts and crafts ranging from simple shrine construction to the erection of grand, towering monuments of stone. Rare earth metals and precious gems are even more treasured and appreciated, often used to decorate and trim Azdrazi creations.
INVOCATIONS -- AZDRAZI SPELLS
Dragonfire is produced only by the firebeath invocation
Concussive force is equivalent to a strong gust of air, the force behind a human punch
Azdrazi are capable of polymorphing, a technique employed by the dragaar and drakaar of the world. When polymorphing themselves, Azdrazi channel their inner flame to take a new shape, concealing their draconic forms beneath a magical facade. Azdrazi may take the form of any descendant race, able to change their hair, face, and size by up to one foot. An Azdrazi’s polymorphed form will not wane or exhaust their inner flame for its duration, but repetitive use of the invocation will result in dwindling energy. In addition, a polymorphed Azdrazi’s use of this ability will reveal them to their fellow Azdrazi within 20 blocks range. Though an Azdrazi could not pick a head from a crowd this way, they would sense their presence nearby. This invocation requires one emote to charge and one emote to cast. The form will last for so long as the Azdrazi wills it and will be dispelled if the Azdrazi suffers serious damage or is struck with a weapon from a sunlight forge.
Polymorph cannot be cast in combat
Polymorph is not capable of replicating missing limbs or body parts
Polymorph cannot be used to exceed an Azdrazi’s maximum height (7’6”)
Perhaps the most iconic invocation accessible to Azdrazi, firebreath is an offensive technique performed by channeling one’s inner flame from within their body and towards their mouth, spewing a gout of smoldering dragonfire from their maw. An Azdrazi’s neck and mouth will glow with fiery light as this process commences and smoke will seep from their nostrils and lips. This invocation requires two emotes to charge and one emote to cast, with varying results depending on the range of the target. Because the attack is reliant upon a sudden expenditure of their inner flame, it cannot be cast more than twice in any same combat encounter. This clause is to be followed per conventional server rulings on role-play combat durations.
One block range: Extreme burns, moderate concussive force, ignition of flammable objects
Two block range: Serious burns, some concussive force, ignition of flammable objects
Three block range: Moderate burns, ignition of flammable objects
Four block range: Moderate burns
Firebreath cannot be cast if the caster cannot breathe
Firebreath cannot be cast through armor that obstructs one’s mouth
Firebreath cannot be charged or cast while moving more than one block’s distance per emote
A simple and uncomplicated offensive technique, fireball permits an Azdrazi to lob a basketball sized ball of fire towards their opponents. The fireball collides with its target and explodes, applying fire damage and mild concussive force to whatever it hits. This invocation requires two emotes to charge (one, if using a bound staff/libram) and one emote to cast. Azdrazi fireballs are subject to gravity and do not fly straight. After traveling 5 blocks distance they will begin to drop, making long-range precision impossible.
Fireball cannot exceed the projectile size of a basketball
Fireball cannot be charged or cast while moving
Fireball can only be cast from an Azdrazi’s hand or bound staff/libram
Bound Dralachite Weapons
A favored technique of their many heralds, Azdrazi are capable of summoning bound weapons to themselves from thin air. By willing their inner flame to bind with a tangible melee weapon, bow/crossbow, staff, or libram, the Azdrazi may summon and banish it at will. This invocation requires one emote to perform. For so long as it is bound, the weapon will not exist outside of the Azdrazi’s inner flame, incapable of being wielded by another until a time comes that it is unbound from its owner. The bound weapon, when summoned, will take on the appearance and make of dralachite. Dralachite, though flammable, conveys no benefits to the melee weapon or bow/crossbow bound to an Azdrazi. An Azdrazi wielding a bound stave or libram, however, will gain access to the ancient art of fire shaping and an enhanced fireball. This mastery over flame is limited to mundane fire found within the natural world only, as dragonfire and fire under the influence of an elemental are too powerful to be tamed by dragonkin. With this control over mundane fire, an Azdrazi has the ability to shift or reshape fire at their will.
Fire Shaping: The user must be within 20 blocks of the fire they are attempting to control and they must emote once to shape it before emoting again per each 5 block movement. The shape they conjure may only be maintained for the 5 block radius of their previous movement before needing to be shaped again. If the Azdrazi conducting this technique is struck or loses focus, the fire and its shape will dissipate, returning to its original vessel. Fire shaped by a bound staff or libram carries a concussive force with it, inflicting physical damage to its targets as well as the damaging effects of fire; i.e., a fire whip would create a blunt impact upon its target and burn them where they are struck. A fan of fire would collide with its target, instead of cascading over them. Fire shaped into a point will condense and strike more precisely, but cannot pierce or maim flesh as a spear would.
Superior Fireball: Bound dralachite staves and librams permit their Azdrazi wielders to better focus and expel their fireballs. Any Azdrazi wielding a bound staff or libram will be able to cast the invocation fireball with one less emote. This buff is available only to Azdrazi who have already bound a staff or libram to themselves and cannot be accessed during a fight that began prior to the weapon’s binding.
Bound weapons may not be summoned mid-attack
Bound weapons may not be summoned within a space they would not fit
Bound weapons may not be summoned under water
Bound weapons may not summoned in motion
Bound weapons must be understood by their wielder; i.e, an Azdrazi may not summon a bow if they are not familiar with how to operate it
A quintessential ability in the Azdrazi arsenal, kindling is the act of setting one’s weapon ablaze with the smoldering fire of their inner flame. Though their inner flame is dragonfire based, the fire they confer to their armaments is mundane. This invocation requires one emote to cast and will last for 5 emotes. Kindling will not damage the weapon it is cast upon but will still imbue it with the heat conventional of an object that has been set on fire.
Kindling may not be applied to a weapon not presently held by the caster
Kindling will not spread from the weapon it has been cast upon
Kindling will not remain active if the weapon it is cast upon is not held by its caster
A simple but convenient ability accessible to all Azdrazi, burning heat is a supportive technique that allows one dragonkin to heal another. Through focusing their inner flame upon their comrade, they are able to evoke its cleansing properties and seal minor wounds and abrasions. For example, burning heat would close a knife or sword wound, but would not be effective in the treatment of axe wounds or broken limbs. The flesh affected is seared shut, left to resemble scorched stone or ash until ample time has been given to allow it to heal. This invocation requires two emotes to charge and one to cast. Burning heat cannot heal internal wounds or blunt trauma.
Burning heat may only be used on Azdrazi
Burning heat cannot treat internal bleeding
Burning heat cannot be used for any offensive purposes
Burning heat cannot be used to treat broken limbs
Azdrazi are capable of branding descendants with their hands, searing the area of contact and leaving in their wake a red-hot palm print. The brand’s name must first be spoken aloud by the Azdrazi, at which point the energies necessary to conduct the branding will coalesce in their palm. This brand negatively affects an individual’s mind, crippling their ability to move or recall information pertaining to an Azdrazi’s chosen subject matter. These brands do not cause pain upon being created and are visible to all, pervading any clothing or fabrics layered over them. This invocation requires one emote to charge and one emote to cast. By default, these brands will last one week’s time before vanishing without a trace. However, with out-of-character consent from the target player, these brands may last as long as is agreed upon.
Tozein: When one is branded with tozein, they will find that they unknowingly make glaring mistakes while carrying out tasks relating to an Azdrazi’s chosen subject matter. This lasts for one week following draconic branding.
Lotgral: When one is branded with lotgral, they will find themselves unable to carry out proper bodily operations; i.e. muscle spasms, mental impairment, sensitivity to light/sound. This lasts for one week following draconic branding.
Faaz: When one is branded with faaz, they will find that associating with and partaking in an Azdrazi’s chosen subject matter brings them constant physical pain akin to a burn. Said pain occurs throughout the area of the body that has been branded. This lasts for one week following draconic branding.
Draconic brands can only be placed on bare flesh
Draconic brands can only be applied through physical contact
Draconic brands cannot last longer than one week’s time without consent from the branded individual
Draconic brands cannot be removed once placed and must expire with time
DISCONNECTION -- DRACONIC TENETS
This lore will abide by the presently accepted Azdrazi severance lore, with the “Pruzah Tus” draan being adopted as an invocation.
Invocations: Azdrazi are able to manipulate their inner flame, polymorph, and breathe fire.
Enhanced physical prowess: Azdrazi are capable of contesting an average orc’s strength and fortitude.
Enchanted resistance: Azdrazi are immune to all forms of heat and poison, owing to their draconic being.
Longevity: Azdrazi are nigh timeless creatures, capable of living for thousands and thousands of years. Azdrazi do not undergo any physical changes as they age.
Dragonsoul: Azdrazi possess draconic souls, granting them the status of dragonkin.
Azdrazi are temporarily debuffed upon revival, unable to polymorph or perform an Invocations for one week following their death.
Azdrazi cannot by any means use mana to perform deific, arcane, or dark magics. Their mana pool is replaced entirely by their inner flame.
Azdrazi are vulnerable to the energies of the aengul Xan — particularly those of Sunlight forges and the weapons blessed by them.
Azdrazi, like all dragons, are susceptible to madness when corrupted by a dark force. Shades in particular, owing to their Ibleesian origins, are able to awaken the ancient curse of draconic corruption, causing Azdrazi to lash out at all things, friend or foe, for a day's time.
Azdrazi are infertile and incapable of reproducing biologically.