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Taylor

Game Moderator
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About Taylor

  • Rank
    The Most Spiffy
  • Birthday April 22

Contact Methods

  • Discord
    Taylor#9004
  • Minecraft Username
    SpiffyTaylor
  • Skype
    spiffytaylor497
  • Email
    tayloregger@hotmail.com

Profile Information

  • Gender
    Male
  • Location
    Colorado

Character Profile

  • Character Name
    Siawn and Asher Leivateinn
  • Character Race
    Azdrazi and Elf

Recent Profile Visitors

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  1. Mcname : Kanadensare, minaeordie UUID : c4fee194-1efe-4901-8307-84b1f4009f7e, 2c07c436-abe6-49f2-a344-64422f7942d5 Reason for blacklist : Poor villainy roleplay; repeated violation of the halt rules when partaking in road banditry. Conditions of Blacklist : In effect immediately, ends on December 1st , no appeal required.
  2. Taylor

    Zoe's Art/Commission Thread

    Caleb and Nott are the dynamic duo. I love them both equally.
  3. Taylor

    Zoe's Art/Commission Thread

    CRITICAL ROLE! Really good stuff, always glad to see new art on the forums.
  4. Minecraft Account Name(s): SpiffyTaylor Discord: Taylor#9004 How long have you played on LoTC?: Since 2011 or 2012, don't recall exactly. Timezone and Availability: MST, available pretty frequently. What lore are you versed in most?: The whole of creature and magic lore (shocker), most deity lore, draconic lore, descendant lore and world lore starting from Anthos and on. Give a summary of any staff positions you have held on LoTC: Was briefly on the lore team, was on the magic team and event team for an extended period of time, and am currently a game moderator. Have you ever written lore for LoTC?: I wrote and am writing the current iteration of Azdrazi with some assistance from other community members. Have you ever received a blacklist or ban?: Yeah, but not really. Who do you not get along with on the Lore Team?: Cool with everyone as far as I know.
  5. Taylor

    Taylor

  6. Taylor

    Taylor

  7. Taylor

    [Denied] [Pending] I always do this

    he's a good fella give him the job please +1
  8. proud. can i have some art gab? it would really help me out. it's my last wish before i kick the bucket.
  9. Taylor

    ggteixeira's GM Application (Time for Change)

    am i allowed to say this is genuinely funny
  10. Taylor

    The Children of Azdromoth

    Surely, but I'm not suggesting something so forced. Regardless of if the lore team wants Azdromoth to be an active presence on the server or not, the goal to cleanse him is still there. He's still acknowledged as the tainted entity he is and has been for a long while. The suggestion isn't a crutch, but a hopeful idea that can be explored in the future. With the viewpoint you've presented, it's not entirely fair for people to claim a lore piece can't stand because the "deity" (in this case, an Archdragaar instead of a deity) isn't "active". I'm not trying to force the lore team to inject our roleplay with deity interaction, but am instead looking at an avenue that can be explored in terms of the server's narrative. Perhaps I just didn't make that clear enough and left room for misconceptions.
  11. Taylor

    The Children of Azdromoth

    Firstly, genuinely appreciate the honest feedback. I've added the last two paragraphs in the "Purpose" section in hopes that it will either amend or soften the issues presented. As Alty/Jahr already said, we concede to the notion that we've turned into a sort of reskinned elf overtime since it's true. Alty and Numirya have actively been trying to change this IRP, but thus far it's been a struggle for either mass unavailability or reluctance on our part. Hopefully, having the Horen pact written down on this iteration, making IRP pushes on our part, and the explanation in the upcoming paragraph, we can fix it and encourage a playstyle that's different than "reskinned descendant". As for the other added paragraph, we created it to further explain Azdrazi goals, the two prominent ones mentioned being to cure (the admittedly MIA) Azdromoth and to try and overthrow or surpass Paladins in their role as guardians and guidance members. We can hopefully get in touch with members of the LT and try to make him more of an active presence to push along the kind of narrative that some want to see and to cement an active role that otherwise likely won't be taken. With the aforementioned purposes, the Azdrazi should become a more active presence on the server and amend misconceptions and fair judgments alike. Done my friend, and hopefully, this clarification will dampen the OP claim to some extent. For Slothtastic: I won't go on about the number of human Azdrazi vs. elven Azdrazi again, but I will say that hopefully the introduction/clarification that Azdrazi can be created without the Immaculate Blade will help prevent something like this from happening. The creation process will instead revolve around a ritual that can be taught to other Azdrazi.
  12. Taylor

    The Children of Azdromoth

    [Change log located at the bottom of post; sorry for the wordy heavy lore revision.] Originally accepted lore: https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3&tab=comments#comment-1626115 The Children of Azdromoth [Credit: quite simply, Calvin of stormbrush.com] Brief History Azdrazi—or Nephilim—are a species of dragonkin created by Archdragaar Azdromoth during a time at which dragaar ruled the sky. Following the Titan's venture into the mortal world, during his thoughtful quest for knowledge, Azdromoth and his relatives came upon the line of Horen, the father of Man. Azdromoth took great interest in their ingenuity and believed them to be capable of astounding feats, forming a pact: promises of eternal guidance in exchange for their longstanding assistance and libraries of knowledge. Azdromoth offered his blood to those who consistently displayed prowess and reverence, allowing them to transcend to a state beyond man. This amalgam of dragon and descendant was commonly known and recorded as a Nephilim, named as such due to its old status as a combination between mortal and god. Azdromoth, however, referred to them as Azdrazi, as they were no longer men but a species of dragons; as the ages went by and descendants grew more educated, this name became the norm, hence its use in contemporary times. [Credit: done by Numirya] Creation and Appearance Mortals who undergo the Transference—the ritual responsible for the transformation of descendant into Azdrazi—will go through two stages of change; these stages are Whelpling and Azdrazi. Both have their own set of prerequisites before partaking in a ritual, lest death upon mutation become certain: A descendant must create their wardren before becoming a Whelpling. A descendant must be in their peak physical condition before becoming an Azdrazi, a physique that’s generally brought about through extensive training. The key to a successful Transference is a wardren: a kind of rough cube made of dralachite, capable of fitting in an individual's hands and typically worked by an aspiring apprentice or their mentor. Before proceeding with the rest of the process, the soon-to-be wardren must be blessed with the draan of gorah-orkiindah. The object is then bathed in a boiling solution of one part descendant to one part draconic blood, portions respectively from the apprentice and their mentor. Gradually, the gem will absorb the amalgamation of blood before taking on an intense orange glow, indicating the successful creation of a wardren. The wardren is then handed off to the apprentice, and upon taking it into their grasp, dispenses the blazing energy held inside directly into their body. The colorful glow that had previously overwhelmed the wardren rapidly depletes, the flame within now transferred into its wielder, thus transforming them into a Whelpling; this change marks the first of two rituals and grants the descendant their temporarily volatile inner-flame. The wardren they hold is now primed and bound to their newly kindled flame, ready for the remaining Transference trials. The Whelpling will be expected to complete a set of four to six of these trials, each handpicked by their mentor; to set these tasks in motion, the mentor must simply speak the instructions into the wardren in their native draconic tongue. Upon the Whelpling's completion of one of their designated trials, the dralachite cube will fill part way, reflecting their immediate progress. The wardren will continue to fill with the formerly mentioned radiance before eventually brimming with it, a state which indicates the conclusion of the trials and stabilization of the inner-flame. The Whelpling is now ready for the final stage of the Transference, in which they and their wardren will be cast into a pyre of dragonsflame (following a brief ritual), their skin burning away to make way for the forthcoming Azdrazi. As they emerge and sluggishly come to their senses, they'll find themselves a foot taller and riddled with scales, now possessing a set of horns and reptilian eyes. 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 replaced with dark slits; irises and scleras replaced with oranges, yellows, and reds. Their teeth—mainly the canines—grow a little longer and sharper. Nails are replaced with short talons, entirely meek when compared to those of flight-capable dragons, and when Azdrazi emerge from the flame, they’ll find themselves approximately a foot taller than they previously were. Lastly, the horns on Azdrazi vary in appearance but must abide by the same rules as their skin, being that they must remain a variation of red, black or gray, and additionally the familiar milky hue of bones. Strengths: Enrapturement (Dragonflame Conjury, Polymorphing), Draan of Azdromoth Typically stronger than the average descendant, courtesy of their draconic heritage. Temporal Resistance: Immune to all forms of heat, radioactivity, and poison. Longevity: Exceptionally long-lived, capable of regenerating after death, although death rules still apply. Azdrazi possess a draconic soul after the Transference is complete, and are thus considered draconic beings. Weaknesses: Being in icy, wintry and gelid climates can kill Azdrazi over time since they are cold-blooded and unable to maintain body heat in low-temperature environments. In these environments, no Enrapturement but Kindling can be performed, unless an Azdrazi devises a means to keep their body temperature up. (i.e an enchanted set of garb, a zone of heat, etc.) Cannot use mana to perform any kind of deific, arcane or dark magic. Upon transformation, an Azdrazi’s mana pool is replaced with the inner flame. Paladinism: Susceptibility due to Xan’s desire to genocide Dragons; Paladin magic will wither away an Azdrazi in a manner similar to life-drain, heavily fatiguing them upon first contact and progressing from there. Azdrazi can be physically corrupted and will be wracked with agony as they're undertaken by whatever taint binds them. [Credit: illustrated by Allison Healy] The Inner Flame and Severance An Azdrazi’s inner flame is a tricky thing, wholly comprised of a metaphysical network of dragonsflame. Said network spans the body in its entirety, beginning in an Azdrazi’s torso and twisting along the otherwise comparatively mundane circulatory system. In a relaxed state, the inner flame will remain static, having no reason to move ichor along the network; if an Azdrazi chooses to manipulate their inner flame, however, then it will seamlessly work to supply its vessel with enough of the substance to carry out desired tasks. That being said, the inner flame only operates as expected in hosts with functional organs, as it consistently transmutes mortal essence into draconic ichor: the substance that flows through the ethereal network of dragonsflame. To sever an Azdrazi’s inner flame by force is to strip them of their source of being, killing them indefinitely. Such a thing is improbable, of course, lacking any form of traceable documentation and thus feasibility; Azdrazi, however, know otherwise. There are two ways to divide one's flame from their flesh, the first relatively common compared to the second. It involves willing oneself's flesh and blood into a state of stagnation, turning their own body into stone and rendering them comatose. Few Azdrazi allow 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—most would sooner take this form for the coming centuries than be bound by ill afflictions. Additionally, there’s the possibility that an Azdrazi will turn to stone if they become religiously, spiritually or physically inactive, a change represented by 2 months of IRL inactivity—exceptions can, of course, be made. The second method of severance—unlike the first—is valid in its definition, undoubtedly and unforgivingly stripping an Azdrazi of their flame, and thus leaving them hollow. Tales of Azdromoth plucking the fire from excommunicated followers are few and far between, yet exist among those whom could be called his children. This fate takes the form of self-destruction: an unrelenting cancer of the draconic form that leads to the ultimate degradation of one's mind and body. If an Azdrazi chooses to betray their blood and fall out of faith, their flame will retaliate, gradually withering their bodies from the inside-out. A lack of belief can be subjective, though is generally represented by a continuous disregard for tenets, or the act of worshipping a non-draconic or opposing power. Azdromothian Draan As draconic influence spread throughout the land of Horen in the days of old, Azdromoth and his children found themselves creating lesser gifts for those who pledged allegiance and gave aid to the flight. These gifts were less so incentives and more so a token of draconic gratitude, something given in exchanges and trades to show thanks. They came in the form of draan, a word or phrase laced with draconic influence. These phrases are considered words of power to most, yet to Azdrazi, they're much more: prayer. The reason for such a discrepancy lies in the method in which Azdrazi create draan. They first arrange a proper space for creation, which must include the following: a personally bound dracanium item, at least one precious object from each sect of their horde (for instance, if they horde gems and dinner plates, they'd need one gem and dinner plate with a "high value" relative to the rest of their horde), a nearby source of fire, and their wardren. The way in which these items are incorporated and arranged within the process is up to the conducting Azdrazi, though the idea is the same. With these items arranged in an Azdrazi’s vicinity, they'll find themselves capable of a form of religious meditation, essentially freeing their mind of any overly material thoughts and making way for those of faith and heritage. Gradually, an Azdrazi’s wardren will fill with the same hue which overtook it toward the end and at the beginning of their trials, which are at this point a distant memory. A wardren is capable of holding up to six draan charges, which are simply slots granted to and maintained by Azdrazi by means of the above-listed meditation. Draan vary in length, charges, and due to an Azdrazi’s inherent ability to grant these draconic words power, effects (within reason and with clearance, though it's advised to use only those listed; chances are additions will be submitted in the future). To grant descendants—or Heralds—draan effects, an Azdrazi must elicit the latent energy from the recesses of the wardren, and bless their target; it's a fairly open-ended process, though different approaches generally result in the same outcome. Draan can be cast with a singular Azdrazi prayer—which allows it to last for the listed cycle—or maintained by a string of prayers. When it comes to maintained draan, Azdrazi must spend time praying at least once every draan cycle multiplied by four, otherwise regular prayer has been disrupted, meaning maintained draan are made obsolete and must be reinstated. When used with the fixed cycle, however, prayer is only effective in providing draan charges after the cycle has completed, and isn’t required to maintain it. Azdrazi cannot manually disconnect draan until the default cycle has ran its course at least once, even if maintained. [tl;dr and condensed clarification] Draan Labeling and Rules List of Draan C; 1 - T; 2 days, maintained Mindoraan - Allows an individual to vaguely understand the draconic language and grants them the ability to form basic, muddled sentences, making them capable of brief bouts of draconic conversation. Herald Variation - Heralds blessed with this draan are able to understand the draconic language in its entirety and can create more complex—albeit still muddled—sentences. C; 1 - T; 1 week, maintained Bel-zahkrii - Similar to Azdrazi, this draan allows one to summon a single weapon of their choice; this can be done as many times as one would like, and cannot be used on/moved to a different weapon. The fiery aesthetic of the summon is replaced with materializing flakes of the object’s material, allowing one to differentiate between a draconic and faux summon. Herald Variation - Heralds blessed with this draan have an ashy aesthetic versus the one listed above, or the fiery one Azdrazi have by default; able to summon two weapons of their choice rather than one. C; 2 - T; 2 days, maintained Yol-zahkrii - Those blessed with this prayer will find themselves capable of setting their weapons alight with mundane fire. Kindling casting emote time applies. Herald Variation - Heralds blessed with this draan will have the metal blades/heads of their weapon temporarily morph into dracanium, preventing them from becoming worn. C; 2 - T; 1 week, maintained Rahus-mindah - Grants one the ability to learn and read at a faster pace, their minds temporarily capable of processing information quicker than before. Herald Variation - Heralds blessed with this draan are also able to recall information in a manner similar to Azdrazi and ignore the mortal downside of Searing Memories. C; 3 - T: maintained Yolir - Undoubtedly one of the most powerful draan, Yolir grants an individual of whom is already missing a limb with one of draconic make. When the maintaining Azdrazi ceases regular prayer, the appendage withers away within two days. Disclaimer: the appendage should be treated as normal, the only difference being its appearance; it is still harmed by fire. Herald Variation - Heralds blessed with this draan bypass the previously stated disclaimer, their draconic limb having a resistance to fire. C; 6 - T: nonapplicable, single-use Nahl-wardren - This draan is used on those who’ve been marked with the draconic ink, turning them into true Heralds. C; 6 - T: nonapplicable, single-use Faalvo-nahl-wardren - This draan is used to eliminate a Herald’s tattoos, stripping them of their Herald status and leaving temporary/permanent scarring where the tattoos once were. C; 2 - T: lasts up until a Whelpling fails or succeeds in their trials (aka up until they become a full-fledged Azdrazi). Wardren-laas - This draan is used to create wardren, and thus, Whelplings. Unlike most draan, this must be taught by an individual who knows it. Heralds Azdrazi are the product of Azdromothian blood creating internal—and essentially irreversible—changes to a descendant’s body. Alternatively, the Titan's blood can also be used to bring about changes that occur externally through a sort of ink. Those who followed closely in the footsteps of Azdrazi were considered living wardrens, capable of storing draan in the ink of their skin. Such a process was relatively simple, involving the formulation of ink and the creation of tattoos. The ink used to mark Heralds is made of a basic concoction of one part draconic to one part descendant blood, portions respectively from the Azdrazi and their soon-to-be Herald; evidently, this is the same process used in the boiling solution of a basic wardren. The substance is then marked along the skin of at least two limbs before the individual whom bears it is blessed with the draan of nahl-wardren, the blood soaking into and searing their skin. The process is decently unpleasant, though once complete, the blood that had previously stained their flesh will be no more, replaced with brazen red tattoos of a draconic origin. Heralds are capable of storing draan within their tattoos, or more specifically, four draan (not draan charges). These draan must still be obtained from Azdrazi, though it allows Heralds to start a draan's cycle on their own accord, or if no cycle is listed—meaning it's an exclusively maintained draan—maintain a singular draan at the price of two of their four available draan. Most draan also have Herald exclusive variations, which are explained in the list of draan. Heralds' tattoos will glow depending on how many draan are being stored, and how many are being used, similar to wardren; for example, a Herald with a singular draan stored will have tattoos with faint glows, while a Herald with two draan stored and one maintained will have a fuller glow. There are limitations when it comes to who can become a Herald, namely brought about by interactions with magic. Becoming a herald takes up a magic slot for fairness sake. Descendants who possess deific magic will find themselves unable to complete the ritual, the blood remaining stagnant on their skin even throughout the draan of nahl-wardren. Dark and voidal mages can both become Heralds at the price of a magic slot, though mages with dark magic that corrupts an individual or makes them susceptible to gold are unable to become Heralds due to the consistent agony they'd have to endure. Death and 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 the inner flame's resources, destroying its vessel. Such a sudden lack of vital essence sends the body into a state of degeneration, rapidly breaking it down until its naught but ash. The self-destructive reaction occurs due to the inner flame pulling resources from a body that's no longer producing such—a corpse—thus devouring it in its entirety. The Azdrazi is not revived through conventional methods when such a thing happens, and is instead, revived through alternative means. Their body is reconstructed along with their wardren at the place of their religious meditation. This alternative method is necessary due to the vast internal and external differences between Azdrazi and descendants, as well as the inner flame's delicate nature. When an Azdrazi dies, the inner flame doesn't necessarily vanish; instead, it devours the energy left in the body and relocates to the area it's most spiritually and physically acquainted with, hence the reason it reforms at an Azdrazi’s point of prayer. It typically takes one week for an Azdrazi’s body to reform in the aforementioned space. If said space is destroyed or simply doesn't exist, the inner flame will relocate to their host's horde, where they'll reform over a longer stretch of time; this typically takes two weeks. The Draconic Mind Hoarding As previously stated, once a descendant begins the draconic journey they take on a likeness to dragons, hoarding being one of the most prominent mental similarities. As Azdrazi age, they’ll find themselves more and more obliged 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 always present, manifesting 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 bottles of wine; there are ultimately few if any limits to what can be hoarded. If an Azdrazi is to reject this itch it’ll only grow stronger, turning into a constant nagging comparable to that of an unyielding tap against the skull. Once they take up the hobby, however, their thirst for stockpiling is sated, the itch—for the moment—satisfied. Conflict of Mortality Though Azdrazi are free thinkers, capable of formulating their own thoughts, there’s often an all too familiar discord within each of them: a conflict of mortality. This conflict stems from the resurgence of memories come the final trials—memories of the life they led prior to undergoing the Transference. They must accept that they’re no longer the mortal they once were, the diverging paths ahead forever parallel. These memories provide the Azdrazi with a mixed response, the mortal coil presented to them simultaneously stripped without a passing question. They no longer believe themselves to be linear servants of Azdromoth, but dragons who’ve been gifted with mortal consciousness, meant to carry out a grand task for the winged Titan as they learn, gather, and both assist with and indulge themselves in descendant affairs. Many generally struggle to strike a balance, hence their erratic mental unease. Eternal Mind Upon completing the Transference, an Azdrazi’s mind undergoes a transition to become stronger than their previous mortal one. It grants them the ability to store knowledge and information in a fashion similar to the immortal dragaar, and also the advantage of learning and picking up different skills and feats at an increased pace. To complement these abilities, an Azdrazi—just like the aforementioned dragaar—is able to retain and recall information in relatively recent memory with uncanny yet not impeccable precision. Dralachite and Dracanium When a draconic creature’s corpse is left to decompose, the relatively basic process of dralachite formation begins. It starts with the environmental breakdown of their organs, flesh, and scales, decaying until they’ve degraded entirely. From there, a crystalline marrow substitute from within the bones hardens and expands, splitting said bone and exposing the substance to the surrounding environment. In the final stages of this process, the soon-to-be dralachite is now at the mercy of the elements, sitting still and gathering rock and crystal alike until it takes on a more traditional, rough look. This process generally takes anywhere from 250-500 years depending on the location, but if the bone is well kept, it’s entirely possible for the process to span even a thousand years. Once it’s completed, dralachite will be produced in its most basic form. Once dralachite has settled, the only way to melt it down is with highly concentrated and high-temperature fire. Dralachite is rarely used by descendants for this reason, as conventional smelting hasn’t produced results. Azdrazi use this material in tandem with steel to create dracanium, an alloy used in both Azdrazi armor and weapons. During the process of weapon and armor creation with dracanium, Azdrazi quench and douse their works in a solution of nine parts water to one part draconic blood, binding their inner flame and granting them the ability to summon various pieces of their arsenal with ease. The alloy also allows for secure kindling, weapons and armor maintaining integrity, unlike conventional metals. Dracanium and dralachite imbued items give no extra benefit aside from this and can be stolen if taken far enough from their creator, the link dissipating in an instant. When a bound weapon is stolen, the Azdrazi it’s linked to will feel overcome with grief and forced to undergo a sort of withdrawal. If an Azdrazi is to die with their ichor-bound arsenal, the pieces will degrade to ash. Redlines: The weapon, if stolen while the Azdrazi is still alive, shall lose its binding to their body. They will be forced to either forge a new one or go through the painstaking effort of stealing the device back. Most Azdrazi would sooner commit suicide or melt the device down than allow somebody to take it. Only Azdrazi can bind these items because the weapons are bound to their inner flames and not their draconic souls. Any piece of an Azdrazi’s arsenal must be within 5 feet of their person if they wish to will it away unless they’re killed, in which case the object in question will always turn to ash unless the link is broken. Though a descendant could possess dracanium weapons and armor of their own (if they find a way to produce a hot enough fire ), due to their lack of an inner flame, it wouldn’t be possible to reap the benefit of summoning. Purpose Above all else, Azdrazi are meant to dedicate their lives to the pursuit of knowledge and documentation of the realm, honing their minds and bodies to become the perfect shepherd. To achieve this ideal state, they’re willing to dedicate exorbitant amounts of time to the study of a number of different crafts, cultures, and religions, in hopes that as the centuries progress, they’ll achieve their impossible form Because of this active and at times relentless search, Azdrazi have proven themselves to be worthy companions capable of great feats. It’s incredibly common to meet one who excels in multiple crafts, knowledgeable in most and then some. Due to this affinity for knowledge, Azdrazi rarely turn down the opportunity to learn that which they don’t know. Many are even willing to put aside conflicts and grievances to pursue the simple concept. In addition, Azdrazi tend to be fantastic mentors and teachers to those willing to listen, likely a product of their expansive wisdom and time dedicated to studying. Azdromoth felt that these hybrids were the perfect substitute for children, the Titan incapable of producing his own spawn. As such, he continued to work on the formula up until the infection inflicted upon him by the Archdaemon, Iblees. Azdromoth never truly got the chance to refine his creations—evident by the Azdrazi’s lack of wings—but in the end, the mission was a success, his progeny carrying out their everlasting goal and acting as the intermediary force between dragonkin and mankind. Unfortunately, however, Azdrazi lack the guidance Azdromoth once provided, his tainted shackles stripping him of his own sight. It's for this reason that Azdromoth's few run-ins with humanity have been less than desirable, and it's for this reason that his brood long to free him. They actively search for a means to cure him of his everlasting illness, believing that with both time and research, the Father will be free to live amongst them and mortal-kind once more—but only if greater obstacles are removed on his path to glory. The Paladins have shown their dissent against draconic ideals time and time again, displaying their discontent in the form of war for their god. To Azdrazi, they're nearsighted men and women beneath a god with nothing more than a thirst for violence; a god who feigns valiance in combat to put on a heroic guise in the eyes of the descendants. Not a true warrior—or even a god, in the Azdrazi’s eyes—Xan is denounced by Azdromoth and his kin, meaning to surpass him and his followers at every turn. On the path to the Titan's freedom, Azdrazi follow in the footsteps of their father's Horen alliance. With said alliance comes the alignment with and protection of the Horens. The friendly pact is seen as something that can't and shouldn't be diverted from, likely due to its significance in Azdrazi history. Azdrazidon't see the alliance as a meager tradition, however, and strongly believe in the partnership and everything it has to offer. To them, it's a symbiotic relationship, both parties aiding one another to further each other in the evolutionary process on a grand scale. Their alignment with the Horens oftentimes means they'll lend their arms and bodies to them in the pursuit of greatness. Enrapturement Once the Transference is complete, an Azdrazi is wholly incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying on dragonsflame: an innate element provided by their inner flame. This fire deals concussive force when coming in contact with any variety of spectral creature, regardless of origin; on top of this, with intense focus and enough time, dragonsflame has the potential to be immensely hotter than fire evoked from the void—true dragonsflame. To acquire such an extreme temperature, an Azdrazi must first allow the inner flame to course equally throughout their entire body, effectively becoming a sort of low draconic lantern; this is to be considered the first phase, known as the enhancing phase, which will become relevant later. From there, the Azdrazi must be willing and able to let their flame rouse within them, allowing their body to become a smokey kiln of dragonsflame; this is to be considered the second phase. In the third and final phase, the Azdrazi will be capable of producing true dragonsflame, able to mold it within the context of listed enrapturements. If an outside force is to disrupt the process at any time beyond phase one—whether it be disorientation, fear, unforeseen collision, etc.—then the Azdrazi will be forced to "stoke" the inner flame once more, meant to continue the process as if they began at phase two. To further define what this means, I'll designate emote lengths to the three phases listed. The first phase—to become enhanced—consists of two emotes, the second consists of three, and the third is any emote thereafter. After the first two phases, the conjuring Azdrazi will be capable of producing true dragonsflame in the coming emotes, (emote six, seven, and so forth) unless they're as mentioned above, disrupted. The reason for this change is to discourage and generally prohibit Azdrazi from abusing true dragonsflame in combat, yet in a way that doesn't strip their ability to use it during events or during dracanium molding/smithing roleplay. Enhanced enrapturements are stronger variations of existing spells that require the draconic caster to be in the enhanced state. Upon learning all enrapturements, an Azdrazi will find themselves capable of selecting one enhanced enrapturement. This enrapturement is special in the sense that it’s the only enhanced one they can use until they’ve been an Azdrazi for two months, in which case they’ll be able to select a second one. Polymorph - One of the most important spells at an Azdrazi’s disposal, polymorph is fairly straightforward, allowing an Azdrazi to change their appearance on the fly. (Redlines: cannot adjust physical prowess, i.e. increasing strength by gaining larger muscles; can’t regenerate using this spell; cannot polymorph to grow over one-foot from original descendant height, though just about anything else (within reason) is fair game.) Emote lengths vary depending on the severity of the changes, and a disguise is as named: a concealment of one’s true form. Polymorphing allows Azdrazi to more easily interact and work with descendants, but the ability acts as limiting shackles against one’s potential. As ichor heats and flows from the continued use of flame, an Azdrazi’s disguise will gradually fade. Long and intense breathing of flame will involuntarily reveal draconic fangs, eyes, and horns; kindling and scorching scales will immediately cast away parts of the fleshy costume, baring scales and talons on the hands or whichever part conveys dragonsflame. Protracted conflict will end with an Azdrazi completely free of a familiar disguise, the brilliance of one’s inner flame complemented by the powerful and noble grace an Azdrazi’s unconcealed form bears. Azdrazi are inherently capable of polymorphing due to their relationship with Azdromoth—since he’s a dragaar—but their slightly flawed nature as draconic beings prevents their guise from remaining intact, something evident when casting enrapturements. Enhanced Polymorph - Similar to polymorph, enhanced polymorph allows its user to manipulate their physical body with the use of their inner flame, but to a more extreme degree. Unlike regular polymorph, enhanced polymorph is used exclusively for bolstering a set of limbs strength and size. (Redlines: increasing the strength of more than two limbs at once; going beyond olog strength.) [Enhanced form required (2 emotes)] Kindling - A simple spell used by all Azdrazi, its draconic caster setting their weapon ablaze with dragonsflame. (Redlines: the weapon must actively be in an Azdrazi’s grasp to maintain the effect; therefore, things such as arrowheads cannot be kindled.) [1 focus emote required] Searing Memories - Azdrazi are capable of recording their experiences and knowledge in the form of items from their horde. This is done with this spell, binding experiences and information to individual items. The information can be elicited by descendants at a price of their temporary sanity, such vast knowledge not meant to be naturally processed in such a short stretch of time. (Redlines: using this spell as a means to record death at the last minute is considered metagaming, and thus, prohibited.) [2 focus emotes, 1 preparation emote] Fiery Breath - When an Azdrazi focuses and pulls from their inner flame, they can lead it through their body, releasing it in a torrent of fire up to five meters long. (Redlines: insta-casting.) [1 focus, 1 preparation emote required] Burning Heat - Azdraziare capable of using their dragonsflame on fellow kin and themselves, closing wounds to staunch the flow of blood in other Azdrazi. (Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on descendants.) [1 focus, 2 preparation emotes required] Enhanced Burning Heat - Similar to burning heat, enhanced burning heat allows an individual to heal a fellow comrade, but with minor additions. Unlike burning heat, enhanced burning heat grants an Azdrazi the ability to heal any wound of a fellow Azdrazi; this includes bones and internal wounds. In addition, they’ll find themselves capable of cauterizing lacerations of descendants without harming them, though internal damage and broken bones remain off limits. (Redlines: treating broken bones and internal wounds of descendants.) [Enhanced form (2 emotes), 2 preparation emotes required] Scorching Scales - An Azdrazi can cast dragonsflame on their very person, setting certain parts of themselves aflame to make for improvised combat. (Redlines: using this spell to produce projectiles; using this spell to heal/regenerate your body.) [1 focus, 2 preparation emote required] Dragon’s Spear - Through outstanding focus, an Azdrazi can draw from their inner flame and produce a tangible rod of draconic fire, one which bears the same weight as a javelin yet lacks its physical properties. When it comes in contact with an individual, said entity will feel the effects as if it were a physical javelin, but won’t bear any piercing/slashing wounds. (Redlines: chucking the javelin without proper preparation (listed in emote requirements below); treating it as if it can pierce creatures.) [2 focus, 1 preparation emote required] Enhanced Dragon’s Spear - Similar to dragon’s spear, enhanced dragon’s spear allows an individual to call upon their inner flame to produce a dragonsflame javelin. Unlike dragon’s spear, enhanced dragon’s spear removes the lack of true physical aspects, meaning the spear can interact with any surface or entity. It can be used to block, parry, pierce, strike, etc.. (Redlines: once the weapon has been thrown it vanishes a few moments after striking a surface, just like basic dragon’s spear.) [Enhanced form required (2 emotes)] Clarifications - A section meant to clarify misconceptions too strange or minuscule to properly slot into the lore. - Azdrazi blood is warmer than descendant blood courtesy of the inner flame which fuels them but is nowhere near hot enough to melt metal at any given point. - Azdrazi do have to eat and drink, as their bodies typically function in a manner similar to descendants; the main difference is that their inner flame transmutes existing mortal essence (which includes blood, food, water, etc.) into draconic ichor, which they need to live. - Azdrazi cannot become sick or poisoned in the normal sense. Illnesses and poison are effectively exterminated by the inner flame upon being processed. - Azdrazi are incapable of having offspring; they are very sterile. Citation: https://www.lordofthecraft.net/forums/topic/150782-an-excerpt-on-the-archdrakaar-azdromoth/ CHANGELOG: [6/7/2018 4:10 PM EST] [10/7/2018 6:00 PM EST]
  13. Taylor

    Grim's Lore Team Application

    I knew it was inevitable. +1
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