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Taylor

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  1. Respectful is insane. Yeah, my question is [respectfully] are you guys ******* serious or? This isn't an acceptable stance and I find it hard to believe that administration as a whole thinks it is. The idea that you think this [respectfully] lukewarm response to highly explicit threats of both conversion therapy and rape against members of the community is anything but a lukewarm response to highly explicit threats of both conversion therapy and rape against members of the community is appalling. It shows how severely disconnected you are from what has taken place and that at the end of the day, you either don't care or don't understand the gravity of what's happening. It is fully within your ability and reasoning to retroactively punish players for something as inexplicably disgusting as this, but instead you've [respectfully] requested that Joel and Toni [respectfully] "hold these players accountable" for their actions, thereby completely bypassing the powers purposely put in place to handle these things accordingly. Their pleas for others to listen certainly won't be minimized by other members of the community and pigeonholed into other meaningless discussions such as "we were all edgy once, fellas!" like they have been on this thread. I don't care if it happened in 2018 and I don't care if it happened yesterday. If anyone EVER threatened something so heinous and reprehensible to my sister, my brother, my mother, my close friends—at any point—I would AT THE MINIMUM not allow that person back into the community [respectfully]. They're certainly free to become a changed person elsewhere, but they should by NO MEANS be allowed back into the very community that they so fervently and unapologetically transgressed upon despite being old enough to know better; they've lost their privilege, they do not need nor deserve to come back. I'm sure if someone close to you was hit with threats such as these you'd respond accordingly. If not, then let that person know! They need to cut contact with you immediately! [respectfully] Get a grip.
  2. gonna give some plain criticism in relation to this feat’s mechanics. I’ll leave aesthetics and narrative fluff out of this. the seed creation process is interesting, there’s some neat stuff thematically, just not what I’m gonna talk about here. the seed of fluctuance providing its host with a feat, void stalking in this instance, seems like the main appeal. I’d argue this is a negative aspect of the lore—the feat itself should be the main appeal, not the idea of getting a different feat. it’s a bit odd how you become a void stalker at tier five, but can’t reach tier four unless you’re a void stalker? could be a typo, but I digress. “the calling” is a problematic spell for one obvious reason: metagaming. pieces have been denied for similar mechanics on a lesser scale, and of course, birds have recently been reworked to prevent stuff like this. if it were a fixed location one could create, that might not be as much of a problem. “eldritch sight” would need some clarification when it comes to the phrase “all forms of energy.” you should flesh out the process and effects of “deep bonds” as well. I understand that you could do some kind of astral projection to represent an IRP absent player, but there are no redlines or guidelines that allude to such. it’s an assumption I’m making based on presented themes. to be honest, I was writing this as a response to the unedited piece with the “pale magic” section, but it’s since been removed. I’ll leave the feat feedback regardless, and I wish you luck.
  3. Skin Name: 2 - Yellow Knight Skin Skinner's Username/Discord: JAMES#2000 Bid: $25 Posting at the request of buyer.
  4. this is a sweet idea. really dope, fellas.
  5. please leave my friend Jacob alone, I wrote the last rewrite, he just posted it. First and foremost, I'd like to say that I think this rewrite is more defined and balanced than the last one, and I support it. It doesn't have the same vagueness that the one I wrote did, and I'm sure it'll be less confusing for players to use properly. That being said, I'd like to note that I wrote various iterations that included a cold weakness, weakness to Palladianism, and an inner flame corruptible by dark magic; you can read it here, for those who might think I'm just talking ****: https://www.lordofthecraft.net/forums/topic/173422-the-children-of-azdromoth/ I was asked to remove each of them. Every edit I made was at the behest of staff. I fully understand that staff teams go through changes to both their roster and leadership, but this lore specifically has been given the most roundabout requests since 2018. I haven't played on the server in a year at this point, but having spent an unexaggerated two years trying to get the previous iteration accepted, I'd hate to see these guys be forced into a similar pending-hell due to non-sensical and ever-changing balance philosophies further down the road. Regardless, I'm confident in Joel and his team—it's just a matter of who comes after. +1
  6. Taylor

    ???

    edibles at the meetup?
  7. haven’t been too into the server lately but Abresi rp with you and the boys was peak. I’m pretty **** at keeping in contact with people as you know, but I hope all’s well and that you keep doin big tings brother.
  8. Azdrazi and Herald Guide This piece is meant to summarize existing Herald and Azdrazi lore, and is also meant to help new and old players understand their mechanics. If additions or changes are made to the lore, they’ll be reflected here. Summary Azdrazi are a type of dragonkin created by the Archdragaar Azdromoth prior to his corruption. Although some view them as a descendant-dragonkin hybrid, they’re an entirely different subspecies of sentient dragons. Their bodies are changed internally and externally to accommodate the inner flame (their replacement for mana and main source for casting) and its many boons. Heralds, in a sense, are a hybrid between descendant and dragonkin. They’re descendants that have been granted limited draconic capabilities in the form of tattoos drawn with draconic blood that Azdrazi can effectively “charge” with prepared spells. Without Azdrazi, Heralds cannot exist. General Redlines Whelplings and Creation When a descendant pursues the Azdrazi transformation, they’ll first have to become a whelpling, which is, in essence, a stage in the transformation process dedicated entirely to proving your worth and devotion to the task. A descendant becomes a whelpling when an Azdrazi deems them worthy of training, crafting a wardren with their newly found apprentice and binding it to them, which in turn, grants them a relatively unstable yet workable inner flame. Unlike the Azdrazi inner flame, however, this flame is more like a spark, one that grows with each task completed by the whelpling. Being a whelpling grants no benefits or visible changes—the main purpose of their inner “ember” if you will is to allow them the ability to summon their wardren at will, and to plant a seed that will grow as they make progress. Azdrazi create wardren by creating a sphere or cube of dralachite, soaking it in an equal mixture of both their blood as well as their apprentice’s blood, and imbuing it with the draan of Atumei Laas (further explained in the draan section). Only those who know the Atumei Laas draan and are marked with draconic tattoos on both sides of their torso are capable of creating whelplings. After the descendant has been bound to the wardren and been made into a whelpling, the trials begin. The trials are fairly simple to initiate, requiring an Azdrazi to speak a task with instructions into their whelpling’s wardren. When the whelpling completes said task, progress will be displayed by the wardren in the form of a partial glow, one that becomes fuller with each completed task. Once a set of 4-6 tasks have been completed, the wardren should be full, indicating a whelpling’s ability to become a full fledged Azdrazi. The transformation from whelpling to Azdrazi is fairly simple, requiring an Azdrazi that knows the draan of Vahzah Laas that also has the tattoos mentioned earlier (which is elaborated on in the draan section) to cast said draan in the form of a ritual. This ritual always ends in the whelpling and their wardren being shoved into a pyre of dragonsflame, where they either perish or complete their transformation into an Azdrazi. Azdrazi Physical Changes Azdrazi are much different than descendants in both appearance and physical capabilities. In their natural draconic form, nails and teeth are slightly sharpened, skin is replaced with scales ranging from red to black, similarly colored horns protrude from the skull, and once normal eyes take on a reptilian look. An Azdrazi’s muscles will also grow larger, allowing them to go toe-to-toe with the likes of an uruk. This slight yet noticeable change in musculature forces the draconic body to undergo a change in height up to a whole foot upon transformation, but this height benefit stops out at 7’6. Mechanics and Redlines Mental Changes An Azdrazi will also undergo various mental changes upon transformation, oftentimes taking on various common draconic traits. This change can show itself in various ways, whether it be arrogance, conceit, or overconfidence. Some changes, however, extend to every Azdrazi—the hoarders mentality, and the ability to grasp concepts and memories with ease. If an Azdrazi fails to hoard items related to those they deemed important in their descendant life, the urge will only grow stronger until it becomes the only thing they think about, and thus, unavoidable. As for their ability to learn and recall information with ease, this is rather self explanatory; Azdrazi are capable of learning skills at an increased rate and thanks to their ability to recall information and events with uncanny precision. Mechanics and Redlines Dracanium Armory Dracanium weapons and armor are integral to an Azdrazi thanks to their ability to bind it to their inner flame with their blood, allowing them to summon and dismiss different pieces of their armory at will. Dracanium is an alloy created by steel and dralachite, a mineral that’s formed from the bones of dragonkin over the ages with an outrageously high melting point. Thanks to Azdrazi’s heritage and their inner flame, however, their dragonsflame is capable of melting dralachite rather easily, making it a conventional choice for smithing. Summoning weapons should be seen as a flavorful alternative to sheathing and unsheathing, meaning one emote is required for both summoning and dismissing a weapon. Summoning armor on the other hand requires a little more thought, ranging from 1-3 emotes depending on what’s being summoned. [1 emote to summon or dismiss a bound weapon or 1 or 2 pieces of armor, 3 emotes required to summon a whole set of armor.] Mechanics and Redlines Enrapturements Enrapturements are spells for Azdrazi, requiring the inner flame to cast. The fire produced by these spells is called dragonsflame, a fire that is only slightly hotter than fire produced by voidal mages. This fire deals concussive damage to entities of spectral origin, regardless of origin, and is also innately capable of smelting dracanium despite dralachite’s high melting point. Because of the very minor difference, it’s often hard to make a distinction. Anytime an Azdrazi summons fire, polymorphs, or grants draan, the inner flame is at work. Simple enrapturements and polymorph will be detailed below, draconic branding will be detailed below that (as it requires a bit more explanation) and draan will be detailed both below that and in the Heralds section (as it requires its own section). Polymorph Polymorphing is typically the first enrapturement an Azdrazi picks up once they complete their transformation. It’s typically used to maintain the look of a descendant, allowing one to more easily interact with them without instilling fear. Polymorph is sustained with minimal effort by the inner flame, however, this means that resources are, in fact, spent by polymorphing as long as one isn’t in their true draconic form. Because of this, when an Azdrazi casts more demanding enrapturements—fiery breath, kindling, scorching scales, etc.—if necessary, the disguise will break itself down to grant a more demanding enrapturement more resources to pull from. If an Azdrazi casts scorching scales on both arms, for example, they may find that the disguise that once replaced their scaled arms with skin fades, revealing those blackened scales. Polymorphing has few visual limitations, although larger scale disguises, i.e. ones that are not an Azdrazi’s own, typically take longer to produce. Additionally, an Azdrazi cannot polymorph themselves to modify their physical prowess, as this stays the same across all forms. Lastly, it’s good to note that Azdrazi can polymorph back down to their original height, but cannot make themselves taller than the transformation already has. [1-4 emotes depending on scale of changes.] Redlines and Examples Kindling This is the simplest enrapturement at an Azdrazi’s disposal, allowing one to set their weapon ablaze with dragonsflame. [1 emote to ignite the weapon.] Redlines and Example Fiery Breath Azdrazi are capable of rousing their inner flame, allowing it to build within themselves before releasing it in a continuous torrent from their mouth in any direction. This torrent can be released at a distance of up to 4 meters (or blocks). This torrent can be sustained at maximum range for a total of two emotes; three and two meters can be sustained for a total of three emotes; one meter can be sustained for four emotes. [2 emotes to build up the flame within, 1 emote to release it in the desired direction.] Redlines and Examples Burning Heat Azdrazi are capable of healing minor wounds on both themselves and other Azdrazi with specially purposed and concentrated dragonsflame. Minor wounds include things such as external lacerations and bruises. Internal damages and damages such as broken bones cannot be healed with this spell. It can, however, cleanse other Azdrazi of impending corruption, but not one’s own corruption. [1 emote to spark the dragonsflame in both hands, 1 emote to grow the flame, 1-2 emotes to close wounds.] Redlines and Examples Scorching Scales Azdrazi are able to set their own individual limbs on fire for improvised combat. Depending on the number of limbs an Azdrazi wishes to set on fire and maintain, the casting time will differ. Setting an arm or leg on fire will take 1 summoning emote while setting two arms or two legs (or a combination of the two) will take 2 focus emotes. Setting one’s entire body aflame will take 4 focus emotes. While 1-2 limbs can be sustained for several minutes, a full body cast will only hold for about thirty seconds due to the inner flame requiring a breath, similar to fiery breath. [1-4 emotes to begin summoning the flame depending on what limbs are being targeted, 1 emote to actually set said limb(s) aflame.] Redlines and Examples Dragon’s Spear This enrapturement allows an Azdrazi to produce a tangible rod of dragonsflame, allowing its caster to wield and use it as if it were so. Such a fiery weapon can be used like a normal spear, i.e. for blocking, parrying, striking, piercing, etc. Additionally, when this weapon comes in contact with flesh, naturally, it will burn. This spear can be thrown, however, once the spear comes in contact with any surface (and is no longer in the caster’s grasp) it will disperse in a manner similar to a fireball. [1 emote to conjure cinders, 1 emote to form said embers into a spear, 1 emote to give it tangibility and form.] Redlines and Examples Draconic Branding Draconic branding is a form of punishment crafted by the Azdrazi wherein an Azdrazi will imbue their inner flame with negative effects and mark an individual, forcing said effects onto them. These brands are visible to everyone, appearing as a red handprint in the desired space, but they don’t cause pain upon creation. There are three types of brands: Tozein, Lotgral, and Faaz. These brands last for one week by default, (though they can last longer with out of character consent) and each have slightly different effects. An individual branded with tozein will make mistakes when carrying out an Azdrazi’s chosen subject matter, those branded with Lotgral will experience physical and mental impairments, and those branded with Faaz will be stricken with a fiery pain. These effects can be removed in three ways: Paladins and Azdrazi are both capable of removing the brand painlessly, leaving no trace. A third form of removal is available in the form of repentance, requiring a marked individual to hold an active flame to the affected area. This hurts immensely, regardless of the flame’s size, and will turn the red handprint into a blackened burn which requires proper medical attention, but it also entirely erases a draconic brand’s effects. [1 emote to summon dragonsflame in hand, 1 emote to “imbue” it with its desired effect, 1 emote to physically brand target] Redlines and Examples Draan Draan are rituals and blessings that Azdrazi use for various reasons: creating whelplings, creating other Azdrazi, and for powering their Heralds. Draan have a cost that comes in the form of “slots” that recharge every day after personal meditation. Important draan may cost more than one slot to cast, such as the draan for creating whelplings and the draan for creating Azdrazi. By default, every Azdrazi has two slots in the form of their wardren, however, this number can be increased up to four if an Azdrazi tattoos both sides of their torso and its corresponding bicep with draconic blood, similar to Heralds, minus the descendant blood; this means they’d have three slots if they did one side, and four if they did both sides. Some draan require four slots to cast, meaning they require an Azdrazi to have both sides of their torso tattooed for extra storage. The main purpose for draan, however, isn’t for Azdrazi to cast them, but for Heralds to cast them. Azdrazi can expend slots and give Heralds access to a given draan for a limited amount of time. Two draan a day without tattoos, and three or four with tattoos. The way Heralds use these tattoos will be detailed in the Herald’s draan section further along in this guide. This is the list of draan currently available to Azdrazi—the Herald list will be in the Herald’s draan section to avoid confusion: Nahl Wardren This draan is used on those who’ve been marked with the draconic blood or ink (created by mixing descendant and draconic blood for heralds), turning them into true Heralds if they’re descendants, or granting them extra draan slots if they’re an Azdrazi—one extra slot if one side and the corresponding bicep are marked, two if both sides of the torso and both biceps have been marked. [1 emote to begin ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)] This draan costs 2 slots and can only be used by Azdrazi. Redlines, Mechanics, and Examples 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. [1 emote to begin ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)] This draan costs 2 slots and can only be used by Azdrazi. Redlines, Mechanics, and Examples Atumei Laas This draan is used to create wardren, and thus, Whelplings. This draan costs 3 slots and can only be used by Azdrazi—must be taught. [1 emote to imbue a wardren] Redlines, Mechanics, and Examples Vahzah Laas This draan is used in the final ritual, in which an Azdrazi tosses a whelpling into a pyre of dragonsflame, marking their transformation into a full fledged Azdrazi. This draan costs 4 slots and can only be used by Azdrazi—must be taught. [1 emote to begin ritual, followed by any amount of preparation emotes (the ritual is fairly open-ended)] Redlines, Mechanics, and Examples Heralds Heralds don’t require nearly as much explanation as Azdrazi, however, their mechanics are significantly different. So that Heralds don’t have to read through the Azdrazi section to understand their magic, I’m making this section separate from the rest. Creation Heralds are created when an Azdrazi marks a descendant with a mixture of one part descendant to one part draconic blood, carries out a ritual, and casts the draan of Nahl Wardren on their person. Heralds don’t differ very much from normal descendants—as they themselves are still descendants—however, being a Herald comes with the ability to store draconic blessings and words—called draan—within one’s tattoos, which they gain at the end of the aforementioned ritual. Heralds are considered an essential part of the Azdrazi hierarchy. Some are seen as equals, while others are seen as valuable acquaintances, but Heralds are rarely seen as inferior or burdens; they’re typically treated with respect from their draconic peers. Draan As stated above, Heralds store draan in their tattoos, allowing them to call upon draconic powers at a later date; it’s similar to prepared spell casting in the sense that you get your abilities from another entity so that you can cast them at your own discretion within a window of time. Heralds can store up to six draan in their tattoos at any given time. These draan will take up a slot until their window has closed. One draan will take up one slot (no matter how many slots it takes for an Azdrazi to use it) and can be casted at any given time within one week from casting it for the first time. An example would be, if a Herald was given Bel Zahkrii on January 1st, but didn’t cast it until January 3rd, they would be able to cast Bel Zahkrii all the way up until January 10th, as that’s one week AFTER they casted it. Alternatively, an Azdrazi can bypass this time restraint by allowing a draan to take up two slots rather than one, in which case they’d be able to cast it indefinitely until they themselves choose to expel it. Mechanics and Redlines Mindoraan Allows a Herald to understand the draconic language in its entirety and grants them the ability to form complex yet muddled sentences, making them capable of brief bouts of broken draconic conversation. [1 emote to activate] Herald only. Redlines, Mechanics, and Examples Bel Zahkrii Similar to Azdrazi, this draan allows a Herald to summon two draan-bound weapons of their choice; this can be done as many times as one would like, and cannot be used on/moved to a different weapon. Weapons of the Heralds blessed with this draan have an ashy aesthetic versus the fiery one Azdrazi have by default, allowing one to differentiate between a draconic and mock summon. You can not “conjure” weapons with this draan—you can only summon existing bound weapons. This is purely an aesthetic ability, and therefore takes one emote to summon; this is the same amount of emotes as it would take to unsheathe and sheathe a weapon. [1 emote to summon the weapon, 1 emote to banish the weapon; similar to sheathing a weapon] Herald only. Redlines, Mechanics, and Examples Yol-zahkrii Heralds blessed with this draan will find themselves capable of setting their weapons alight with mundane fire, the metal blades/heads of their weapons temporarily morphing into dracanium and thus preventing them from becoming worn. This draan can be used in conjunction with Bel Zahkrii, and weapons such as bluesteel, boomsteel, or any other sort of metal will take on the properties of dracanium and thus temporarily override properties of the previous material. [1 emote to activate] Herald only. Redlines, Mechanics, and Examples
  9. 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.
  10. stay hydrated my friends.

  11. Caleb and Nott are the dynamic duo. I love them both equally.
  12. CRITICAL ROLE! Really good stuff, always glad to see new art on the forums.
  13. proud. can i have some art gab? it would really help me out. it's my last wish before i kick the bucket.
  14. am i allowed to say this is genuinely funny
  15. 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.
  16. 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.
  17. [Change log located at the bottom of post; sorry for the word-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 the dragaar during a time at which they 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. They 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 and his brothers and sisters offered their 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 and now defunct 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. The key to a successful Transference is a wardren: a kind of sphere made of dralachite, capable of fitting in an individual's hand 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 Atuemi Laas. 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. (Note: This is an entirely internal transformation, the growing inner flame being the only notable difference between descendant and Whelpling. Whelplings do NOT change in physical appearance.) After acquiring the inner flame and before becoming an Azdrazi, a Whelpling may expel this draconic energy and revert back to their descendant form, ensuring that they aren’t perpetually stuck as a Whelpling. To do so, their wardren must simply be destroyed—this, however, means that progress can be reset and wiped at any stage of their trials if they prove to be careless. The process is equally as painful as becoming a Whelpling and is typically followed by a momentary feeling of immolation. Thankfully, Whelplings are in control of their own wardrens, meaning failure will almost certainly be brought about by their own shortcomings. The wardren they hold is now primed and bound to their newly kindled flame, ready for the remaining trials of the Transference. 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 speak the instructions into the wardren in their native draconic tongue. Upon the Whelpling's completion of one of their designated trials, the dralachite sphere 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, free form 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 (this benefit stops out at 7’6”—therefore, if an individual stands at 7’0”, they would only grow six inches rather than the full twelve). 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 physically stronger than descendants, courtesy of their draconic heritage. For reference, in terms of physical strength nearly all Azdrazi are capable of standing their ground against an uruk, yet are generally incapable of overpowering them with muscle alone. 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: Azdrazi are temporarily punished upon revival, unable to use polymorph or any other enrapturement for 1-2 weeks following death. Due to their draconic nature, Azdrazi can oftentimes be coerced and persuaded into carrying out mildly uncharacteristic deeds in exchange for knowledge or material items typically associated with their horde. 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. Exceptions and more specific explanations will be listed at the bottom of this thread. Upon transformation, an Azdrazi’s mana pool is replaced with the inner flame. Paladinism: Extreme 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. [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 only method of severance 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. In reality, such an illness occurs when an Azdrazi attempts to put their inner flame out entirely. Though one’s desperate attempt at expelling their inner flame may prove successful, the effects of such play out just as explained above. Though the inner flame is gone, the draconic body remains, and since such a transformation is a one-way street, the outcome is always a prolonged and painful death. Death typically comes one week after severance and is entirely irreversible. Mechanics of Severance Purpose Azdrazi are outstandingly prideful creatures, holding themselves, their company and even those without their circle of acquaintanceship to relatively high standards. They’re convinced that greater knowledge should be reserved for greater people, and will consistently take it upon themselves to be these magistrates of tuition and insight, so much so that such judgement becomes nearly dogmatic. To them, for the betterment of mortalkind, those who prove reckless or ill-fit—and thus unworthy—for the knowledge they hold should be punished if not eliminated. Depending on the severity of one’s incompetence when assessed by an Azdrazi, justice can range from a simple branding to an all out hunt. Their mission is no longer strung on solely by a want to preserve the knowledge of years past but is instead a mixture between the aforementioned, and the desire to keep such out of the hands of those undeserving. They believe this will ensure a prosperous future, one in which they both directly and indirectly pave the path for mortalkind, educating and culling all the same. Azdromoth also 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 mortalkind. 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 recent 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 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 dealt with on his path to glory. 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 an 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 flesh. The process is 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—six draan, more specifically. These draan must be obtained from Azdrazi, allowing Heralds to start a draan's cycle on their own accord, or maintain a singular draan at the price of two of their six available slots. Heralds' tattoos will give off a faint 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 paladin 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. Herald Redlines and Clarifications 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—those most devout in their faith and those most skilled in the mundane. 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. Such a process will only prove effective once every 24 IRL hours. A wardren has two draan slots, meaning two draan can be stored at any given moment until an Azdrazi undergoes the lengthy process of recharging their wardren once more. Though each Azdrazi is allowed the use of exclusively one wardren, there are ways to increase the amount of draan slots available. This is done in a manner similar to the creation of Heralds, wherein an Azdrazi will collect draconic blood—be it from themself or be it from a fellow Azdrazi—and decorate their flesh with it, following up with a draan blessing. To actually function as a working storage for draan, at least half an individual's torso and their appropriate bicep have to be decorated in draconic tattoos, both sides having to undergo this process if the draconic canvas wishes to gain two extra slots. This will ultimately grant an Azdrazi one extra draan slot (or two if both sides are tattooed), with the downside of them being unable to polymorph the tattoos away. With each disguise, they’ll find that the crimson tattoo remains stuck to their flesh, regardless of skin changes or polymorphed markings. Almost needless to say, these slots, too, need to be recharged, and are done so along with wardren. Draan vary in length, some even taking up several slots. To grant Heralds draan, an Azdrazi must elicit the latent energy from the recesses of their wardren and transfer it into the tattoos of a Herald’s skin; it's a fairly open-ended process, though different approaches generally result in the same outcome. The idea is that Azdrazi are able to “fill” Heralds’ empty draan slots by transferring one slot of their own into a Herald’s tattoos, thus allowing the Herald to cast draan with their tattoos as the source. Azdrazi can cast draan at the expense of the listed amount of slots, or fuel their Heralds with a singular draan at the expense of one slot; however, an Azdrazi must be specific in declaring what draan they grant, as that specific draan will be dedicated to one of the Herald’s slots until it is used (unless the Herald chooses to maintain it upon casting, in which case two slots will be consistently spent up until the draan is deactivated). [tl;dr, condensed clarification, and easier to follow hypothetical] Draan Labeling and Rules List of Draan T - 1 day, maintained Mindoraan - Allows a Herald to understand the draconic language in its entirety and grants them the ability to form complex yet muddled sentences, making them capable of brief bouts of draconic conversation. Herald only. T - 1 week, maintained Bel Zahkrii - Similar to Azdrazi, this draan allows a Herald to summon two draan-bound weapons of their choice; this can be done as many times as one would like, and cannot be used on/moved to a different weapon. Weapons of the Heralds blessed with this draan have an ashy aesthetic versus the fiery one Azdrazi have by default, allowing one to differentiate between a draconic and mock summon. You can not “conjure” weapons with this draan—you can only summon existing bound weapons. This is purely an aesthetic ability, and therefore takes one emote to summon; this is the same amount of emotes as it would take to unsheathe and sheathe a weapon. Herald only. T - 1 week, maintained Yol-zahkrii - Heralds blessed with this draan will find themselves capable of setting their weapons alight with mundane fire, the metal blades/heads of their weapons temporarily morphing into dracanium and thus preventing them from becoming worn. This draan can be used in conjunction with Bel Zahkrii, and weapons such as bluesteel, boomsteel, or any other sort of metal will take on the properties of dracanium and thus temporarily override properties of the previous material. Herald only. Kindling casting emote time applies. T - 1 week, maintained Rahus Mindah - Grants a Herald the ability to learn and read at a faster pace, their minds temporarily capable of processing information quicker than before. Along with this, they are also able to recall information in a manner similar to Azdrazi. In no way, shape, or form does this dran allow people to climb magic tiers at a quicker pace. Herald only. T - maintained Yolir - Undoubtedly one of the most powerful draan, Yolir grants a Herald or Azdrazi of whom is already missing a limb with one of draconic make. The only differences between a draconic limb granted by Yolir and a descendant one are appearance and a full resistance to normal fire. This means it has a minor resistance to true dragonsflame and absolutely no resistance against malflame. T - non-applicable, single-use Nahl Wardren - This draan is used on those who’ve been marked with the draconic ink, turning them into true Heralds. Azdrazi only. Exhausts 2 draan slots. T - non-applicable, 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. Azdrazi only. Exhausts 2 draan slots. T - lasts up until a Whelpling succeeds in their trials or their wardren is destroyed (aka up until they become a full-fledged Azdrazi or they are reverted back into a descendant) Atumei Laas - This draan is used to create wardren, and thus, Whelplings. Azdrazi only. Exhausts 4 draan slots. Must be taught. T - non-applicable, single-use Vahzah Laas - This draan is used in the final ritual, in which an Azdrazi tosses a whelpling into a pyre of dragonsflame, marking their transformation into a full fledged Azdrazi. Azdrazi only. Exhausts 4 draan slots. Must be taught. 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 conventionally revived 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. Upon being fully regenerated, an Azdrazi will find that their inner flame has not yet fully recovered, struggling to evoke enrapturements as it stabalizes. For one week following death, Azdrazi are unable to use any form of enrapturement; this includes but is not limited to polymorph, kindling, and fiery breath. If for one reason or another an Azdrazi’s location of prayer has been destroyed or simply doesn’t exist, they will instead revive at the location of their horde, though this will prevent them from using enrapturements for two weeks rather than one. 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. 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 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. Willing away and summoning one’s weapon is, in essence, a sort of aesthetic alternative to sheathing and unsheathing, and therefore takes one full emote to do. 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. True dragonsflame is still capable of melting most materials if something, organic or not, is exposed to it for a long enough period of time, while basic Azdrazi dragonsflame acts like hotter normal fire. This means it’s incapable of melting items such as rocks, gems and metal, but could potentially dull/soften them within two to four emotes of continuous exposure. 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 themself capable of selecting one enhanced enrapturement. This enrapturement is special in the sense that it’s the only enhanced one they can use throughout their lifetime. Polymorph - 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. Emote length varies depending on the severity of one’s disguise. (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.) 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] Fiery Breath - When an Azdrazi focuses and pulls from their inner flame, they can lead it through their body and release it in a torrent of fire up to four meters (four blocks) long—this torrent can be sustained at maximum range for a total of two emotes; three and two meters can be sustained for a total of three emotes; one meter can be sustained for four emotes. (Redlines: insta-casting; sustaining a four meter torrent for over two emotes, a three/two meter torrent for over three emotes, and a one meter torrent for over four emotes.) [2 focus, 1 preparation emote required] Burning Heat - Azdrazi are capable of using their dragonsflame on fellow kin and themselves, closing wounds to staunch the flow of blood in other Azdrazi. Additionally, burning heat can expel another Azdrazi’s corruption, though will prove ineffective if one attempts to purge such taint from their own vessel. (Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing one’s own corruption.) [2 focus, 1 preparation emote required] Enhanced Burning Heat - Similar to burning heat, enhanced burning heat allows an individual to heal a wounded 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 brought about by physical trauma (ex. crushed or punctured lung, internal bleeding caused by the aforementioned physical trauma, lacerations of one’s liver, etc.). (Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing one’s own corruption.) [Enhanced form (2 emotes), 1 focus, 1 preparation emote required] Scorching Scales - An Azdrazi can cast dragonsflame on their very person, setting certain parts of themselves aflame to make for improvised combat. Setting an arm or leg on fire will take 1 focus emote while setting two arms or two legs (or a combination of the two) will take 2 focus emotes. Setting one’s entire body aflame will take 4 focus emotes. While 1-2 limbs can be sustained for several minutes, a full body cast will only hold for about thirty seconds due to the inner flame requiring what is effectively a “breather.” (Redlines: using this spell to produce projectiles; using this spell to heal/regenerate your body.) [1-4 focus, 1 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 pain associated with being pierced or grazed by a javelin (depending on where they’re struck), yet their flesh won’t bare the wounds of such an attack. The only physical detriment would be that of a severe burn. (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.. On top of this, the weapon still burns victims just as it states in the basic version of dragon’s spear—the produced flame is by no means true dragonsflame, however, meaning all wounds caused by this enrapturement register in the same manner as fiery breath, kindling, and scorching scales. (Redlines: once the weapon has been thrown it vanishes a few moments after striking a surface, just like basic dragon’s spear.) [Enhanced form (2 emotes), 1 focus emote required] Draconic Brand - Azdrazi are capable of branding descendants with heated hands, searing the area of contact—this means such an enrapturement can only be transferred by touch. This brand negatively affects an individual’s mind, crippling their ability to properly function with or recall information pertaining to an Azdrazi’s chosen subject matter. These brands don’t hurt upon being created and are visible to everyone, taking the form of a red hand in the touched space. If an Azdrazi deems an individual unfit for a specific craft or activity, they can set out to brand them. Brands will have different effects based on where they’re placed, and what an Azdrazi means for them to affect. If an individual is already affected by a draconic brand, an Azdrazi can not impose a second one upon that same person. They’ll find that their touch does nothing of note, causing no pain and leaving no impact. Additionally, one who is burdened by a draconic brand may get it removed either by an Azdrazi or by a Paladin. There are three types of draconic brands: tozein, lotgral, and faaz. Tozein - When one is branded with tozein, they’ll find that they unknowingly make glaring mistakes when carrying out tasks relating to an Azdrazi’s chosen subject matter. This lasts for one week following contact with a draconic brand. Examples: Lotgral - When one is branded with lotgral, they may find that their general ability to function when carrying out tasks relating to an Azdrazi’s chosen subject matter has become incredibly unreliable. This lasts for one week following contact with a draconic brand. Examples: Faaz - When one is branded with faaz, they’ll find that associating themselves and partaking in an Azdrazi’s chosen subject matter brings them constant physical pain akin to a burn. Said pain occurs throughout the area around the brand. This lasts for one week following contact with a draconic brand. Examples: (Redlines: forcing players to roleplay the reaction for more than 1 week; branding someone from afar or with a different spell.) [2 focus, 1 preparation emote required] Magic Clarification Azdrazi are capable of learning the following magics with the listed caveats: Kani Chi Manipulation Runesmithing All feats are feasible except for cognatism and voidal feeling due to the voidal connection that must be established. Clarifications and General Redlines A section meant to clarify misconceptions too strange or specific 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. - Due to Azdrazi having draconic souls, they can not be kloned nor can they become machine spirits. - Azdrazi scales don’t grant any discernible advantage in combat and don’t count as some sort of natural armor. The only situation in which Azdrazi scales may potentially grant a buff against any sort of “damage” would be against things such as small insect bites and stings. Citations: https://www.lordofthecraft.net/forums/topic/150782-an-excerpt-on-the-archdrakaar-azdromoth/ https://www.lordofthecraft.net/forums/topic/152956-✓-into-the-trees/ https://www.lordofthecraft.net/forums/topic/147870-dragonkin/ https://www.lordofthecraft.net/forums/topic/160818-✓-lore-addition-world-lore-nephilim-azdrazi-smithing-dralachite-and-vehement-weaponry/ https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3 CHANGELOG: [6/7/2018 4:10 PM EST] [10/7/2018 6:00 PM EST] [1/11/2019 3:00 AM EST] [4/17/2019 3:40 AM EST] [5/2/2019 11:45 PM EST]
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