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Kalehart

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  1. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  2. I was there and closely involved at the time that this was going on and can personally confirm that he is telling the truth. We were all too young to realize what was going on back then, but Vardak and DecoLamb did some despicable shit and I'm ashamed to say that I stood by while it happened because I didn't realize how bad it was. It's pretty deplorable to claim someone who has faced this kind of hardship is lying just because you choose to take the accused's word over their own. Tentoa's anger at Vardak is wholly justified given what he has done and what he stood by, and whether Tentoa's actions in response were right or not, it makes no difference to what Vardak did himself. This is gross.
  3. Hey there! I'm glad to see you coming up with ideas and looking for ways to start developing content on the server, the enthusiasm is certainly welcome. I do need to explain a few things to you, but please keep in mind that I do want to encourage your desire to start working within the server's setting and developing your own ideas for it. Don't give up! The main thing here is that this isn’t a post we would qualify as acceptable lore, as all lore follows formats found here. Since you're trying to work on the concept still and get some help for it, I don't want to just deny it as normally we would, but this isn't really the place to put incomplete ideas and submissions. This would fit better in the Creative Writing subforum since you're looking for ideas, so I'm going to go ahead and move it there for now. Again normally we'd deny a post like this in this section, just so you're aware, but I'm happy to move it this time instead. Once you have it more complete, and adapt it to a suitable format, you could make a new post in Lore Submissions for it. A few notes on the actual content, however, to give you some input! -You need to be careful about involving the server's nations in your stories, as they are active communities of real players performing actions in roleplay- using Oren as an antagonist doesn't quite work, as it isn't reflective of anything that they as a group have actually done through real roleplay. You'd be better creating some less specific or made-up faction for it. Basically, these nations are real, so you can't say they've done things that they haven't, if that makes sense. -Muskets do not exist on the server, as we abide by what we call a 'techlock' basically limiting the level of technology that is allowed within the setting. Archers or crossbowmen are possible, but we don't allow any sort of gun to be used on the server or in its setting for stories. -Poisons don't exist as you might think of them, simply due to being hard to make fair. There are certain alchemical potions or special materials and other such things that have poison-like effects, but nothing quite like a deadly poison you might imagine. You'll need to account for that if you intend to write a poison-like effect for these. Best of luck in developing this idea, and welcome to the server! I hope to encounter you in-game sometime in the future. Unfortunately I don't have any name suggestions, but I'm sure the right one will come to you!
  4. The Voidal Hollow Awaits (Screenshot by SaviourMeme, build by Gamma) Silence, finally, after the last ripples of voidal energy cascaded from the anomaly and tore across its landscape, particles of corrupted ash and debris settled upon the warped and twisted earth. In the calamity’s aftermath, almost naught was the same; meager vestiges of familiarity all that lingered amongst a landscape rendered anew, dyed and tattered like mere fabric in the wake of the Void’s boundless and chaotic power. Stable would be a vast overstatement, but settled at least from its raucous adolescence- the Hollow awaited. But who was fool enough to bear witness? Within, the cries of nature, tormented beyond reason, rang for those keen to hear them. Such suffering, difficult even to fully comprehend. Order’s courage buckled in the presence of its bane, the Spirits themselves laid silent, and death lingered a threat seemingly tangible to all. Shapes, fleeting at the corners of vision, sounds never before heard, and beings never meant to be, abound. Truly, what heinous ruin and madness such mortal folly had wrought. The Hollow’s Inception As so many catastrophes, the ruin of Ando Alur began with simple hubris. Deep in its catacombs, protected from sight, a breach in the fabric of this world was born. A Voidal Tear, safekept within a fragile frame, granting power and utility- it was even leveraged to bring the city itself aloft into the sky, rendering it a bastion of magical power and practice, so bold as to evade the notice of none. Yet, this attention would prove to be its undoing. With eyes turned upon the city, a conspirer in its ranks sensed their chance. They revealed its secret, and rallied those who would see it undone. Though yellow-clad knights sought the its defense, and their Yellow King forewarned the greater folly to come, this band would not be deterred from their seemingly righteous purpose. Overwhelming the Tear’s defenders, the final nail would be set into the coffin of Ando Alur, and a vast swathe of the continent itself. The frame broken with a fateful strike, those volatile magics set free- ruin followed in an instant. Unwoven in a tide of power foreign to this realm, none could hope to survive such a cataclysm. As the city toppled from its seat in the clouds and a shockwave rolled across the realm from its collapse, so too did the near unfathomable outpouring of voidal power rewrite and erase what laws are meant to bind the world around its epicenter. So came the Voidal Hollow. OOC Information Hey folks! I’m happy to be writing this to, obviously, announce the opening of the Voidal Hollow Event Zone. I know it’s been a bit of a wait, but we’ve had a lot of amazing work go into this project, and I think you’ll all be more than happy with the result. Without further adieu, let me cover what you need to know! Zone Information The Hollow zone, seen with a comparative screenshot below, covers a large area of land around Ando Alur, as well as a coast of Oren and of Haelun’or. Adventurers questing into this corrupted region will be met with different sorts of encounters, threats, and intricacies to uncover as they explore its strange landscape, and the ST will be working hard to provide events for those entering the zone. To ensure that your presence is noticed please be sure to make a request for interaction via a /sreq and keep in mind that it may take some time for an event-runner to be available. The Voidal Hollow is a strange and unpredictable place where reality is not quite what it ought to be and almost anything can happen, and what interactions you have within it will reflect this. Event lines and random encounters, both combative and otherwise, will be running side-by-side, so you’ll never quite know what’s in store for your adventures within the Hollow. Be sure to prepare accordingly! Here you can find the lore of the Hollow! https://www.lordofthecraft.net/forums/topic/204962-world-lore-voidal-hollows/ https://www.lordofthecraft.net/forums/topic/204961-world-lore-manite/ Thanks To: Lore: Build: SquakHawk (Lore + Plan) Gamma_Byte (Primary Build) Johann / Geidleth (Lore) WestCarolina (Build Help) Minth_11 (Build Help) As well as all of the lovely ST who will be providing their time and their work to make this event happen.
  5. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  6. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  7. "All find solace... Upon the Shore." Some far-flung, long-lost vestige moans, its voices drowned by the corrupted cacophony that surrounds and consumes it.
  8. Wandering the streets of the Empire in to which he was born, an oddly-hued elf turns pearlescent eyes to the sky after hearing a few snippets of conversation in the dialect, visibly perplexed. A weary sigh escapes him. "Well, this place has certainly come a long way, but... This, is surely several steps too far, and too soon. Perhaps when mali may stand truly equal alongside the valah, such assimilation might be justified, but as it is..." A dejected huff escapes the fellow, as he leans himself against the counter of one famous, now foreclosed Sheep Shop, peering down now, at his own hands. "The valah must come to accept and respect us for who and what we are- not for becoming some lackluster reflection of them. Do these mali really care so little for the sanctity of their heritage, that they cannot seek proper education on their peoples' tongue?"
  9. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  10. OOC ((MC Name: Kalehart)) ((Discord: Kalehart#7563)) ((Timezone: PST)) IN-CHARACTER What is your name? Quindrel Divadri Why seek membership to the Mages Guild? To be amongst friends and colleagues, and ever to spread and advance knowledge of the arcane. What arts, if any, do you currently practice? I've currently gained mastery over the evocations of earth and air, as well as the arts of transfiguration, translocation, and the construction of atronachs. What position do you desire to attain upon acceptance? I don't have any particular desire for influence, I'll accept whatever position suits my experience. When should you be contacted for an interview? Now, presumably.
  11. I would say that the child's soul is wholly mortal and unchanged, with draconic features and characteristics effectively just being genetic due to the Darasvira being physically half-draconic as well. Same as someone would pass on hair or eye color, they pass on diminished versions of the traits built into their physiology. That said, it's an interesting question I hadn't considered, so I'd be open to going either way.
  12. Okay if I were to go through and reply point-by-point to all of these I'd have to write another fifty pages, so I'm just going to say that I have read what you say and appreciate the feedback, and have taken it into account. I've made a few adjustments with more to come, those now in place being: -Darasvira are no longer capable of learning or even assisting with standard druidic Unattunement -Alterations to height and strength have been deleted, they maintain size and strength equivalent to what they had before the transformation. -Scales no longer provide any additional defensive benefit. -Void magic susceptibility cannot be used to metagame anything the Darasvira cannot normally perceive. -Adjusted wording regarding Singing Trees. To address a few common themes in these replies, though- I'm not sure where the idea that dragonkin respect the Darasvira more than Nephilim comes from, the relevant ability doesn't say or even imply this. The specific line in the lore is this: -Lesser dragonkin recognize the Darasvira as fellow draconic beings, and are less likely to aggress upon them because of it. This, however, does not mean that they won’t if they have any particular reason to, simply that it is not their automatic response when encountering them. This is not a matter of respect, this is a matter of dragonkin realizing that they are not food. I further specify that pygmy dragons will not attack them because they regard them as stronger, which I think is reasonable. This is something I specifically saw roleplayed during a trip to the firelands, wherein the pygmy knew better than to attack the Azdrazi party passing through. I only extrapolated on this idea. I even went on to redline: -Dragonkin will still attack the Darasvira if they have a reason to, they simply do not view them as prey by default as they would normal mortals. Hopefully that answers that, I sincerely don't know where this perception came from. More importantly is the idea that this lore is in some form a jab at the Azdrazi community- quite simply, it is not. I created this piece because I am very fond of dragon-themed roleplay, and wished to try and do a version completely my own to expand the niche in an interesting way. I started this project more than two months ago, on a whim, because I was inspired by a drake event I heard of whilst in Elvenesse, to try and get some more dragon roleplay going. I accept fault for my lack of communication, and appreciate how civil you're all being, as well as the criticism you offer. I'm guessing this perception came from an RP interaction recently wherein my character watched his wife and child be murdered- and I'd just like to be clear that whilst he was absolutely ranting, raving, and spiteful as I think he should be, this is unreflective of my OOC feelings on the matter. I may or may not take pieces of this, if it's denied, to try something else in the future, but I'm not going to be converting this into a satyr or anything of the sort at the moment. If what is proposed here, and that's what it is- a proposal- is unfeasible within the bounds of Taynei's abilities, I will not make a fuss over it being denied on that standard. I am not staunchly asserting that she could and should be able to do these things, I'm presenting lore wherein she does, to see if it is deemed feasible or not. In that vein- I welcome criticism of the idea, but have no real comment on it. I recognize I'm leaving many other points out here but, I don't have the time or energy to break literally everything down. I've read all the comments, taken notes on the changes suggested, and I'll look at future edits to reflect those that seem fair.
  13. Appreciate the feedback fam, let's try to break this down, I'll just respond in order. That first point on the aspects is one I've heard of too and, frankly, don't have a real counter for. I was aware that this lore may be conceptually problematic when I started, and I'm willing to accept if it simply isn't feasible by that standard. All I can really say is that neither Timber nor Keefy, nor any of the druids I spoke to, had this interpretation. Granted, they are not the final authority on the matter. This said, I did attempt to account for Taynei's limited power both in the nature of Darasvira being only demi-draconic, unable even to use dragonfire, and that her method for doing so relies more heavily on leeching off of the descendant than on her having the raw power to cause them to transform. Ultimately, large-scale soul-based and physical change isn't particularly uncommon (see, a number of other CAs) and I had hoped that my measures would be sufficient to justify it. The strength issue is one thing that I had puzzled over a lot, and went through several different iterations of. I opted for percentage as I'd heard that it was done in other lore, but you're right, it may be wiser to specify just a peak weight that Darasvira based on each race could be capable of lifting, to be more definitive on the matter. I did give some thought to the horns, talons, etc as well, and ultimately came to the conclusion myself that these are relatively minor features that are an acceptable advantage for a CA that has no real offensive abilities built in otherwise. I should maybe add a passive ability to better flesh them out though, as I suppose they could be misused in some ways. As for the scales, even if minmaxed with placement, they won't via the redlines permit any real meaningful resistance anyway- they basically cannot help against direct hits at all. Perhaps I can redline them more heavily though, or yeah, just remove the leather-equivalent statement. I tried my best to counter possible cursed (lol) interpretations of the children aspect via the moderation guideline that all of them must first be approved by the ST before being played. This, to avoid any unwelcome approaches to the effect. Thematically, as I said in reply to kujo, I included this to further drive the point home that they are not fully draconic, and thus do not suffer all of the same afflictions a true dragonkin may- infertility being one of the most noteworthy. I suppose I could remove the physical traits, but, in my opinion these are harmless enough as flavor and aesthetic, with proper oversight. The Xannic magic thing should probably be adjusted I agree, frankly I was just uncertain how to quantify it, and I think(?) their lore itself specifies that it does extra damage to dragonkin in one form or another, so I was essentially just stating that they were subject to the full effects of that. This said, yeah, I should likely flesh this out more myself. I'll need to do more research on thanhium lore and see about that too. Voidal magic bit is a mistake in my wording, I did only intend that to matter for active voidal magic or things like atronachs. I'll redline that properly to avoid potential meta, good catch. As for learning magics, I'm gonna be honest, this I just don't especially agree with. I have deliberately given this CA almost no combative abilities (has a mark that sucks for void mages, a summoned weapon, and a healing spell mostly) in order to account for them being able to learn other things. Their only real combative buffs are the horns, claws, teeth and (what is intended to be) only mildly bolstered strength. I don't really view this CA as being all that powerful but, perhaps I'm blind from exposure. For dragonkin, I actually did more or less what you suggest here. I deliberately outline that they are indifferent, not friendly, to Darasvira- they will attack them if they have reason to, but simply not by default. Pygmy dragons can only be considered friendly if raised from an egg, because they imprint onto the Darasvira as their 'Queen' given their tendency to live in hives of that sort. I'd argue Nephilim should be able to do the same, and wouldn't mind seeing the effect replicated. They're just flavor pets, so, I don't think there should be much issue. Singing tree feature could stand to be adjusted, this was something done to mimic a piece of how Taynei info I was given. Honestly, I'd be fine just axing this ability entirely if the team wishes it. The druidic affinity is something I extensively discussed and checked with niv, delmo, keefy, timber and a few others, as I myself was slightly uncertain. To be clear, it is not a boost to progression in the entire communion magic but rather a boost to three spells within it, one of which happens to called communion. This was done exclusively to be consistent with their inherent Lesser Communion ability, as the way it is outlined left them in a very strange in-between space where it didn't make sense for them to be at the lower tiers. I also couldn't feasibly gimp it without making it useless to non-druidic Darasvira. The disconnection thing, as mentioned to amayo, definitely warrants some consideration- which I will give it. Thank you for the constructive and politely delivered criticism! Already talked this out in PMs but, for others who wish to know, @SoulReapingWolfpretty much got it. The main idea of the conflict between Darasvira an other druids is that they both disregard druidic authority, and have minimal consideration for the political interests of circles- meaning they could, and likely would, take actions that will harm circles in favor of prioritizing the balance over everything else. Darasvira would readily insult, disregard and disrespect any Archdruid, and often be quite willing to sabotage a druidic circle if it means doing something beneficial for nature. They are antagonistic, even if they share a purpose with mortal druii. It's kind of akin to how the police might conflict with vigilanties, in a sense.
  14. The note on disconnection is a fair concern, one I've debated myself. Ultimately after checking with a number of leaders in the druid community, they seemed to align with it being acceptable, so I kept it in. I'm not adverse to removing it if need be, but the purpose for it existing is that these creatures are intended rather specifically to cause conflict with druii- which means it would be rather likely, at least in theory, that they would run a high risk of just getting shot for performing this purpose. I tried to counter balance that by making their own unattunement rather severe (permanent druidic lockout and reversion to soul-scarred mortal), and I could perhaps also add in that they are incapable of learning normal unattunement themselves as well. I probably will actually. As for Darasvira moderating themselves with unattunement, the idea was that they should be quite severe in their stance on how they do things, and be pretty merciless to those who fail in that task. But, you're right, it could be an issue. As for the second point, the grandfathering issue is one that's troubled me as well. Ultimately the numbers needed to connect and disconnect are just digits that are easily changed, and may need to be. I don't want this CA to become locked down to a single community, and perhaps the internal disconnection should be made more accessible if it ends up staying- something I'll give some thought. Lastly, I appreciate that! All criticism is welcome, and I really value the input. sorry for the double-post, missed this while writing the last one.
  15. I've reached out on discord to discuss the matter. Obv you already know this but, just for anyone curious if I would be down for interactions- I am, just hadn't occurred to me at the time of writing since my intention was that these exist alongside, not replace the nephilim in any fashion. The disconnection dodge and singing tree points are quite fair, though I'll point out that beacons don't share any functions with fae rings beyond their potential use in Darasvira revival. I can consider full infertility, I just thought it would be an interesting and sensible way to hammer in the 'half-dragon' idea by not giving them the same detriment characteristic of fully fledged dragons, and the kids are just basically a naz cursed children / voidal tear corrupted children equivalent kind of shtick, just a bit of flavor that I felt was harmless. Already responded to these in DMs but in case anyone else is curious, Indeed they have a 10 point scale for draan. I'd say yes they would function off of two different 'pools' of energy, one for their inherent abilities, and one for other magics. That said, casting one or the other will still physically exhaust them, which is still going to have some negative impact on casting the other. Interesting question though, I'm open to changing my opinion on that- kind of a hard one to solve. Yeah this was an oversight I suppose. Frankly I wouldn't have expected any such collaboration to be well-received or welcome on the other end, but it would have been the better move to run this stuff by the nephilim community regardless. As mentioned, I've discussed it with spoon now. That said, I don't consider this lore to be all that similar to theirs. The dragon aesthetic is shared, yes, and certain features such as hoarding and whatnot carry over, but I was very deliberate in making sure that this lore fills a completely different niche, and that what things are similar are altered significantly- they hoard people and knowledge, with the collection of things just being an optional hobby, as an example.
  16. Changelog: -Darasvira can no longer learn Unattunement, nor aid in performing it. -Darasvira are no longer capable of learning or even assisting with standard druidic Unattunement -Alterations to height and strength have been deleted, they maintain size and strength equivalent to what they had before the transformation. -Scales no longer provide any additional defensive benefit. -Void magic susceptibility cannot be used to metagame anything the Darasvira cannot normally perceive. -Removed the taming of pygmy dragons. -Various minor redline and ability adjustments. -Contacting Taynei'hiylu now explicitly requires ST manager permission. -Darasvira no longer require druidism to revert / unattune other darasvira. -Voidal fire now bypasses resistances to heat and flame. -Paladin attacks now effect them equivalently to aurum upon undead, and cause an intense burning sensation. -Mark of Mage's Folly and Mark of Nature's Ire can no longer both be placed upon the same person.
  17. I've contended as best I can with the forums in formatting this, but I admit the result is still not great. I would strongly recommend reading this piece via the google doc located here. All edits and updates will be kept consistent between versions. P.S. @Lyonhartedgive me my page function back please and thank you. I apologize for how unwieldly this ends up without it. I've been liberal with spoilers to try and remedy it. | Darasvira | Disciples of the Aspects’ Hand (Art by sandara) “Keep an eye on them for me, would you? Just- make sure they do it right.” -Taynei’hiylu addressing her siblings. Index: §1 Forward: This piece has been developed with the intention to create a new niche of both druidic and draconic roleplay which goes counter to the existing establishments of either, and provides a productive, interesting opportunity for interaction between them and with the world of LotC at large. I’m well aware that comparison to the Azdrazi is inevitable, and I have written this entire piece with that in mind. What parts of that lore I have echoed for the sake of keeping things tied in and thematically consistent, I have also been very conscious to adjust and twist to ensure that sufficient distinction is kept. All tie-ins and interactions with Druidism have been verified with relevant Story Team members and community leaders, to help try and ensure their suitability. §2 Origin (By Keefy): Her task had been made clear from the beginning; a simple bidding to serve. Taught and taught, told to care, of course she did just as she was told. Fight, they said, for her “brothers” and her “sisters”, and so by nature, and despite the suffering it wrought, she did. Her only reward, centuries of ceaseless slumber, a lonesome home within the solitude of the Forest. Woken then, briefly to do her part, a single empathetic hand outstretched for her- before she was set to sleep once more. Another rousing, lifetimes later, this time to a world torn asunder by those who cared only to rip and plunder all in their path. Before she could even gather her senses, the next task was provided. She gathered the Stones before the Infernal masses could so much as consider their theft, and brought three worn souls back with her into the quiet of the Forest; one, a familiar friend. The stones reforged and a key provided to the “brothers” and “sisters” she had been told to cherish, it struck her that they were not at all as she had thought. She heard of how they spilled one-another's blood, saw as they fled from the duties she had so thoroughly embraced, taking their own task about as seriously as a joke worn stale. Disappointed, and with but a shred of encouragement, she would deign to choose a task of her own. Seeds, scattered for the worthy. She knew that her “brothers” and her “sisters” would falter, and require her once more- but this time, she would see that she wouldn’t return to a Grove unappreciative and uncaring. No, she would return next to a truer sort of family, the kind for which she had always yearned. Now, it was but to wait until she next was needed. In her absence, the seeds sown and the family they created would grow, and she knew finally, that she might reap a real reward, for this first self-given task. §3 Creation: The Viridian Seed: The method used by Taynei’hiylu to forge her own draconic kin is a clever one indeed, devised to circumvent the limitations on her power which, otherwise, would prevent her from causing the same sort of wholesale metamorphosis that her elder sibling enables. Drawing inspiration from her duty, and taking notes from the practices of the Arch-Drakaar, the Nature Dragaar utilizes a form of metaphysical fragment known as a Viridian Seed in the creation of her siblings, a coalescence of her energy which is placed within each aspiring Darasvira in the form of a wisp of flickering green flame and a waxing, waning mark. Comprised not only of her draan, but of every energy that characterizes Taynei’hiylu; namely aspectual power, chi, and even her own soul essence, this living shard of the Green Dragaar is given its name for the method in which it functions; taking root within the body and soul of the aspirant and sustaining itself from them as a seed would from rich soil, enabling even the meager infusion to flourish and grow. Of course, it is no simple task even then for such extreme alteration of the mortal form and spirit to take place. It requires time for the seed to absorb and convert enough of the descendant’s energy to enact its change, a process which exacts a significant cost upon the one subject to it; the Viridian Seed absorbing their vital essences faster than they are able to replenish, and making them weaker over time- even preventing them from any spell use, at its later stages. Though this energy is sourced from Taynei’hiylu herself, it is within the capability of a trio of those who have fully developed their own Viridian Seeds and been taught the requisite process, imbue a part of their own upon another, enabling the creation of a new Viridian Seed without the Green Dragaar’s direct assistance. This topic is expanded upon in §7: Features & Abilities. Development: The development process of the Darasvira is one both lengthy and painstaking. Though the final result shall leave the aspirants greater than they once were, the path to get there is one that will bring them near to the edge of death; the Viridian Seed acting, in effect, as a parasite upon all of their vital energies, from mana, to lifeforce, anything it can acquire and convert to bolster its own resources within them. The development of the Viridian Seed takes 1 OOC week with a new stage reached on the second, fourth, sixth and seventh elven days. Each stage constitutes the further weakening of their physical bodies, as well as the appearance of more and more draconic characteristics. Day One Day Two Day Four Day Six Day Seven & The Conversion §4 The Demi-Dragon: (Artist Unknown) “This land will suffer your negligence no longer, fool.” -A Darasvira Brother in defense of the balance. Classification: Before touching on the specific traits of the Darasvira, it is important to define the state of being which they are elevated to, for it is an unusual one indeed. While featuring many draconic traits and capabilities, the Darasvira are not wholly draconic in the same fashion as their cousins the Azdrazi. Instead, the Darasvira are more aptly described as half or, as they are referred to henceforth, demi-draconic. This, simply because only the Firstborn of Dragur might hope to create true dragons from naught but his own power and a mortal body and soul. This means that the soul of a Darasvira is not entirely that of a dragon, nor is their physical form. As such, the associated traits and abilities of dragonkin are diminished as well, both negative and positive alike, denying the Darasvira a number of capabilities inherent to greater dragons- so far as to even prevent them from manifesting dragonsflame. Atop this peculiar merger of states is the addition of Taynei’hiylu’s various unique influences, set upon them through the Viridian Seed in the same manner as their draconic ancestry is. They are, in effect, not merged with the natures of dragons in general, but of Taynei’hiylu specifically. Amongst these more specific inheritances is the Dragaar’s connection to the Aspects and their Fae Realm. Certain fragments of knowledge are carried over to the Darasvira from their maker as well, and so too are some of their draconic traits altered to reflect their representation in the Nature Dragaar. Physiology: Once the Viridan Seed has reached its full maturity and the Darasvira has emerged in their full form, they will find their bodies suddenly altered with some more distinctive features than even those obtained in the initial stages of development. An initially subtle but very meaningful change instated by the transformation is that time no longer wears so heavily, allowing the Darasvira to, while not enjoying true immortality, live for a period of time equivalent to an elf, if not already of that race. What’s more, up to this point, they are protected from true death by their ties to the Eternal Forest and the will of Taynei’hiylu, as explained under §6: Mechanics. Rather more striking, however, are the core draconic features of the Darasvira, realized in full. Anywhere between one and three quarters of the Darasvira’s body will be covered in a layer of purely aesthetic green scales, sometimes featuring ridges or protrusions. Though tangibly rigid and tough, they in reality offer no meaningful additional resistance to damage. In addition, their entire bodies become moderately flame resistant, this quality expanded on under §7: Features & Abilities. Previously stub-like horns will elongate into a proper draconic mantle, their shape highly varied and their color by default either matching their scales or hued in the color of bone. These horns can be pointed and may be used freely in combat, as durable as those of a bull, and taking 3 OOC days to regrow if damaged or snapped off. More minor amongst their draconic traits are the appearance of slitted pupils or even eyes rendered luminously in green or blue, exaggerated canine teeth and sometimes the sharpening of others, as well as black nails akin to small talons. These lesser features are all alterable or removable through the use of their limited polymorphic ability, however, and for the greater features, the color and placement of scales can also be changed, as well as the shape and color of horns; though neither can be wholly removed with the ability. Expanded in greater detail under §7: Features & Abilities, this meager polymorphism is frequently used to adapt features reminiscent of animals, from goat-like eyes to webbed fingers, or much in-between. As a final note adjacent and consequential of the nature of dragons, Darasviras’ elf-like lifespan is also coincidentally paired with elf-like infertility, leaving even humans who are converted with an effect effectively equivalent, and indeed in some ways more severe than the elven racial curse. This increase in severity is represented only in that two Darasvira cannot have children together. Weaknesses By nature of their peculiar state, the Darasvira inherit a number of draconic and fae-related weaknesses, making them vulnerable to a broader number of sources than either would be on its own. To cover the draconic portion of their weaknesses, the most prominent and noteworthy is susceptibility to Ibleesian corruption from a number of sources, which is expanded on in its own section under §6: Mechanics. Beyond this, they inherit a natural weakness to the deific magic of the Aengul Xan and his Paladins, their spells instilling an inherent sense of fear when witnessed, a skin-tingling, pins-and-needles sort of discomfort when experienced through non-combative sources, and suffering damage from their direct attacks equivalent to the effects of aurum upon undead, alongside an agonizing, burn-like sensation. Due to the potent energetic composition of their bodies, primarily their draan, Thanhium is an effective weapon against these demi-dragons, as it will prevent the use of any draan-expending ability (any ability with a cost measured in draan points as described under §6: Mechanics) alongside the standard negative effects of thanhic poisoning. On the side of their fae and Aspectual inheritance, the Darasvira have inherited a severe susceptibility to Azhl steel, a wound from which will not do quite as much harm to them as it would a true fae, but will nonetheless be excruciatingly painful and lead to symptoms of Azhl Anemia within about a narrative minute and, if untreated for more than 2 OOC hours or 1 narrative day, an excruciating death. In the same vein, the presence of Voidal magic is one that the Darasvira struggle to tolerate. Being within 15 meters of any active Voidal magic or creature will instill a headache and a sense of acute anxiety or agitation. Hearing Moonspeech causes a similar effect, and entering the radius of a Voidal Tear or Node will inflict this effect as well. This cannot be used to metagame any voidal presence that the Darasvira could not normally perceive. The direct radius of a Voidal Tear specifically would inflict near-instant panic and splitting migraines in the Darasvira, effectively disabling them entirely, with a similar effect occurring upon direct contact with any Voidstalker. Finally, the Darasvira find their general resistance to fire entirely bypassed by the touch of voidal flame; scorched by it as easily as any mortal might be. Psychology: A number of features characterize the mind of any dragon, and even those who carry but a portion of their nature will find their behaviour tending towards these consistent qualities; if only to a lesser extent. The Darasvira in particular, through their altered state of being, inherit mild but specific forms of these draconic tendencies- mimicking not just other dragons, but specifically Taynei’hiylu herself. Inherited Traits Pride Amongst the most recognized of draconic features, pride is a trait and a flaw that presents itself in the Darasvira in a number of ways, though often it avoids the same sort of general, consuming self-appreciation that is the tendency for other, greater dragonkin. There is one particular representation of pride that is integral to the mindset of the Darasvira, one which is both very distinctive of their maker, and indeed, an intentional facet of their design. Within the realm of the Aspects, nature and their balance, the Darasvira hold their own opinion as paramount; tending to give extremely little credence to the teachings or beliefs, let alone the instructions, of even the most experienced mortal druii; usually treating them, relatively speaking, like children. This, naturally, leads frequently to a significant amount of friction between druii and the Darasvira, which is expanded on under §5: Culture. Beyond this primary representation, a Darasvira’s main source of personal pride is usually in their draconic features, tending to be quite proud of what they have become and the qualities that come with it. This is not generally to the extent of being overly pompous or egotistical, but rather that they will rarely shy from speaking of their state of being, will almost never opt to conceal it, and will take care to ensure their draconic features are kept in good condition. A cracked horn or tarnished scale could be viewed as a rather severe defect, something to be covered up and hidden until it’s presentable again. Lastly it is relatively common, though not universally so, for Darasvira to have some particular skill or practice in which they find fulfillment and further pride, often related to art or craftsmanship, or sometimes sport and performance. These crafts and practices are usually aimed to be mastered, sparing no effort in gaining as much information and as much experience as they can within them. Hoarding Hoarding is, perhaps, the most distinct and well-known mental quirk of dragonkin. A compulsion to collect and covet anything from trinkets to knowledge or all in-between. Though the Darasvira do not suffer the same sort of compulsive, irresistible urge to gather often inane items, they present this trait in a few ways of their own. The two most consistent and ever-present forms of the hoarding mindset within the Darasvira are those relating to knowledge, and to people. Curiosity is an aspect of every Darasvira that they find quite difficult to neglect; prone to prying for information, or seeking it out wherever feasible, sometimes in less than considerate fashions, or even recklessly. Though information pertinent to nature or threats against it is most tempting, any knowledge that isn’t entirely mundane has a good chance of piquing the Darasvira’s interest, especially if relating to any potential chosen craft, practice or skill relating to their pride. In regards to people, this particular portion of their hoarding mindset is one inherited directly from Taynei’hiylu. Isolated from her own kind, a certain deep-seeded loneliness is inherent to the Green Dragaar, and it is one felt by her siblings as well. Darasvira will tend to collect individuals whom they wish to consider family, and will also often tend to denote ‘favorite people’ upon whom they may fixate to greater or lesser extremes. This is a partially intentional aspect of their mentality; serving Taynei’hiylu’s desire for her family to go. Usually, the creation of new Darasvira is tied to this compulsion. These adopted or favored individuals are almost always provided with a Mark of Draconic Favor; bearing no benefit to them beyond that it provides them the ability to comprehend their language, and lets others of their kind know that they are not to be harmed, explained under §7: Features & Abilities. Atop these two predictable tendencies is a more standard draconic habit, to collect some variety of item as a sort of hobby. Not as pressing or consuming as it may be for fully-fledged dragons, it is nonetheless a behaviour that brings the demi-dragons some fulfillment. There is a tendency, though it is by no means a rule, for these items to relate to nature in some fashion; be it a pressbook of flowers, or a collection of feathers, or even pelts of animals slain in service of the balance. Should the Darasvira’s pride be tied to a particular craft or practice, the items they choose to collect are also likely to be related to it. Volatility Whilst it is the nature of some dragons to be prone to a certain bestial wrath, this feature has been quelled by both the Darasvira’s demi-draconic nature, and the temperament of the Dragaar from which they inherit their power. Rather than an outright, burning wrath, the Darasvira instead tend towards a certain, more general instability of emotion, often proving reactive and even somewhat juvenile in their behaviour, displaying a sort of adolescent ire and moodiness reflective of their maker. Though not veering so severely into instability that they are beyond reason or are unreliable, the Darasvira can nonetheless prove somewhat difficult to deal with for those not within their familial group. Grudges, spiteful behaviour, depressive episodes, and various other generally ‘immature’ behavioural tendencies aren’t uncommon. This said, it is standard for Darasvira to set these traits rather staunchly aside when performing their duties, often engaging in a rather deliberate and distinct shift of disposition when they consider themselves to be ‘at work’. Again, a trait echoing the Dragaar that created them and whose natures inform their own. §5 Culture: (Art by Linda Lithén) “Strange? Well, perhaps, but this form is a gift from my Sister! I cherish it dearly.” -A Darasvira Sister proudly displaying her scales. Purpose: Born in equal parts of the Nature Dragaar’s dissatisfaction and her simple desire for company, the Darasvira are a family of peculiar make. By practice and the will of their maker, the most easily definable job of these demi-dragons is to serve as Taynei’hiylu’s direct agents within the mortal realm, and to uphold the values and duties to nature and Druidism in the fashions she rather strictly ordains. Beyond this pragmatic duty, which is in essence just an extension of Taynei’hiylu’s own, the Darasvira are posed as confidants, aids and indeed, siblings of the Dragaar, serving to provide her with a family truly her own; something she had been denied since her very creation. An indulgent purpose, but a measure of self-service earned by the Dragaar’s diligent work. Relationships Familial Framing The kinship between Darasvira is, in part, an aspect of Taynei’hiylu’s design; but so too is it the simple consequence of their creation. Sharing between them the same natures and a very similar, if not identical essence, the Darasvira cannot help but relate to one-another on an instinctual level. It is through this combination of factors that arises the sibling bond of the demi-dragons, an innate familial connection that pervades their perception of each other. This doesn’t necessarily mean that all Darasvira get along, as surely do siblings fight and bicker, but the understanding of relation remains all the same. Within this context, Taynei’hiylu herself is viewed equally as a sister to all Darasvira- if an elder one, by whom it is generally wise to abide. The sole exception to this sibling-like perception is in the case where two individuals have a stronger pre-existing bond before they come to share this state. A father or mother would not come to view their child as a sibling, nor would a husband suddenly find himself conflicted about his feelings for his wife. Though perhaps still strange in the eyes of other Darasvira, context is understood and a measure of leniency in this social structure permissible where necessary. Without an extenuating circumstance however, it’s noteworthy that no two Darasvira would ever view each other outside of this sibling context- to pair off as partners would be a deeply unsettling idea to both, and as if to reinforce this- though it is only coincidence in reality- it is impossible for two Darasvira to have children together, with the infertility inherent to dragonkin compounding against it. At most, as far as flexibility goes once this bond is set, a Darasvira that has betrayed their kin or otherwise proven severely distasteful may be considered ‘disowned’ and shunned. Though they are all siblings, there is nothing to say that siblings are always good to or considerate of one-another, or that strong negative emotion cannot arise between them. Darasvira who betray their allegiance to nature, the Aspects, or Taynei’hiylu are almost always treated in this fashion. Broods As is the nature of dragonkin, Darasvira tend to congregate in broods, groups of Darasvira and often those mortals they have chosen to ‘adopt’ through their hoarding behaviour. This serves a somewhat pragmatic purpose, specifically for druidically attuned Darasvira, in that their common distaste for druidic circles tends to necessitate them working together instead to achieve their ends and support one-another, but so too is it simply their nature that they appreciate being amongst their own kind. The relationship between different broods is largely variable based on context, but it is rare indeed for any feudes to arise between them. Though two Darasvira from different broods may not view each other with as much familiarity as two from the same, the perception of kinship is inherent nonetheless, and Darasvira are usually rather enthusiastic to meet a new member of the family. These broods are closely-knit as one might expect any family to be, and congregate within often cavernous lairs where, even if they do not all live there at all times, they will often come together to meet and linger. These are secure and private places to the Darasvira, wherein those not ‘adopted’ by them are rarely permitted, and where any individual hoards are commonly kept. For this reason, they are usually well-defended. For a group of Darasvira to be considered a proper brood, they must have five or more of their own kind within it; this, a limit set simply to prevent excessive splintering of the family, and based on the minimum number of Darasvira required to create the core feature of any demi-draconic lair; the beacon. Beacons & Lairs Beacons are stone structures initially utilized by Taynei’hiylu in her trials of the druii, but which have since been repurposed for the Darasvira as means to return from death, to communicate with Taynei’hiylu, and to enable certain rituals. Whilst one may expect the lair to be chosen and the beacon made to accommodate it, this is not necessarily the case. Beacons are created using pieces of deeply infused natural matter, long-since dead fragments of life that have spent countless years steeping in the energies of the balance; fossils, to be precise. Though it is possible to collect sufficient amounts of these and bring them to a location to form a beacon, it is more common for Darasvira to take a similar approach to their elder sibling in her initial creation of the beacons, and meditate within a Fae Ring to seek a sense of where such deeply marinated natural energies may reside, inherently able to effectively scry for these concentrations when bolstered by the Fae Ring. As such, once they have honed in on a place replete with the requisite materials, the Darasvira will often opt to set themselves to mining out large caverns to collect their quarry and, in respect of the disruption they have created, settle there as well. Fossils gained from the land will be put to use, undergoing a shaping ritual which forms a beacon in the very same caverns from which they were mined; then, over time, refined into often cozy abodes and gathering places for that brood. Given their importance, these beacons tend to form the centerpiece of any brood’s lair, most often situated in the main congregation space of the lair; a gesture of respect and inclusion for the Dragaar whose power infuses it, that she may listen in on her kin’s goings-on through the structure. This said, she will never intervene if there is trouble in a lair, and rarely interacts directly with her family unless her audience is deliberately requested or she has been given a task which takes her out of the Fae Realm. Beacons’ relevancy to the revival of Darasvira is explained under §6: Mechanics, and more on their creation can be found under §7: Features & Abilities. Darasvira & Druidism Outlook Unsurprisingly, given their inherent tendency towards a superiority complex surrounding the duties entrusted to their elder sister, and them, by the Aspects, the Darasvira are quite staunch and definite in their uncompromising approach to serving the balance- as druids, or even if they aren’t themselves attuned. Concern with mortal matters is something distant, or at the very least adjacent, to the priorities of the Darasvira. It is their general stance, to greater or lesser extremes, that the balance comes before everything else, and that the best interests of nature should be abided even if they conflict with the physical or political well-being of descendants, as the descendants themselves are not part of the natural cycle. Morals, similarly, are often disregarded in favor of doing whatever is most pragmatic to preserve the balance. For this reason, Darasvira will rarely opt to involve themselves in druidic circles, largely viewing them as counterproductive political entities that care more for their own well-being than that of the natural world, though some may be more staunch in this belief than others. This is not to say that they will always refuse to become involved in one, but it is usually under the belief that they are keeping an eye on the mortal druii that they would do so. Usually, Darasvira prefer to stick to their broods. What’s more, it would be likely and common for the Darasvira to find conflict within such an organization if they were to participate in it, given their innate disregard of druidic authority and disinclination towards political worries, as well as their proclivity to doubt mortal druiis’ abilities. Attunement & Duty Though one needn’t necessarily be attuned to become a Darasvira, nor must all Darasvira become attuned, it is of course a very common practice for these demi-dragons to seek out further gifts from the Aspects to undertake their work more fully. Though the Darasvira are not always druii, it should not be mistaken that this means that those who are not would disregard the Aspects, or their balance. Indeed, even the unattuned amongst them will inherently, and must by their elder sister’s expectation, have a proactive approach and mind towards the well-being of nature. Though Taynei’hiylu will not force her own path upon her family, she nor other Darasvira will abide disrespect to it. Even an unattuned Darasvira will do what they are able to preserve the design of the Aspects, even if it is not the sole focus of their lives as it may be for some of their siblings. For those Darasvira who are attuned, however, it is a power which meshes inherently and flawlessly with their state of being. Relieved of the mental strain that such power may place upon descendants, Darasvira feel no more fulfilled than when their bond with the Aspects is realized in this fashion. It is, in their perception, a missing piece that has been set in place within them, almost making them feel ‘more themselves.’ It’s no surprise, then, that the practice of druidism comes as second-nature to them, particularly with regard to basic Communion, where their natural abilities provide a number of benefits. This is expanded under §7: Features & Abilities. As a side note, one tradition kept by the Darasvira when attuned, is the adoption of totems focused around concepts and actions, rather than individual parts of nature such as plants or animals. This, because they themselves are already so closely entwined with the natural world that they needn’t take the effigy of another of its parts, and also as a means to echo their elder sister- known herself as the Transcendent Druid. For the same reason, Darasvira are disabled from learning Shapehifting, as they have no need nor desire to take upon the nature of animals; they are as in-tune with nature as they could ever hope to be, already. Language Intrinsic to the Darasvira are some fragments of knowledge from their maker and bestowed by their nature, notable amongst them the ability to comprehend and speak (if somewhat roughly) the languages of the fae, as well as to speak the lower tongue of the dragons, and comprehend the higher. Communion, too, comes as innate to them, though in form more limited than that of a seasoned Druid. It is through this blend of languages that the Darasvira are able to speak their own peculiar tongue. Blending the use of each in an intricate web of bastardized dialect, they form a tongue fully comprehensible only to one-another and those bearing the Mark of Draconic Favor. Oddly enough, the language also carries with it a certain predictable inconsistency, as mundane words from any variety of origins may be mixed in in conversation between two Darasvira that can comprehend them. If asked, no Darasvira could quite describe how it is they manage this sort of improvised communication, or how they instinctively know what mortal languages might be used with any given Brother or Sister, but they find it second nature either way. In reality, it is best described as a consequence of how closely matched the natures, though not necessarily personalities, of any two Darasvira are; allowing this fragment of situational, intuitive insight into each other. §6 Mechanics: The Aspects’ Flame The fires wielded by Taynei’hiylu are a distinctive and powerful thing; rumored to be the origin of druidic blight healing, and carrying many more powers still within them- highly subject to the intent with which they are brought about. Alas, this power is one too far beyond the Darasvira for them to leverage it in any reliable fashion; a shortcoming most characteristic of their half-mortal state, for what is a dragon if it lacks even its mastery over flame? Only in very specific circumstances might this druidic fire be brought about, making brief appearance in the conclusion of the Viridian Seed’s development, wherein it catches their bodies alight, and also an aesthetic aspect of their revival process, where a burst of it heralds their return from the Fae Realm. So too does it present itself in the formation of the Viridian Seed, this ethereal fragment presenting itself as a wisp of this green fire. Energetic Manipulation Factoring into a number of the abilities of the Darasivra is the capability to direct and channel the energies provided to them through the Viridian Seed (draan, chi, aspectual power, and Taynei’hiylu’s soul essence specifically) for various purposes; from creating a Living Armory, to forming a new Viridian Seed, creating Etchings, and so on. This function has no combative use, but is rather simply a facet of their skillset necessary for other abilities to be made possible; equivalent, in essence, to the way that a mage may freely manipulate and direct their mana. Darasvira do so as second nature, needing tutelage only in the different ways it can be applied. Energy harnessed by the Darasvira tends to manifest in shades of either green or blue, skewing towards gray or black if they are significantly corrupted. This energy has no meaningful independent use, unless applied as one of their outlined abilities. Corruption The bane of all dragonkind, corruption is an effect to which they are, by their very nature, dangerously susceptible. The Darasvira are no exception, and where other strengths and weaknesses of dragonkin impact them only in part, their vulnerability to corruption is not so vestigial. Thankfully for their sake, however, the various Aspectual and Fae influences that define them provide the opportunity to recover from this vile ailment over time, or through the use of blight healing’s Beast Purging. Corruption Levels Corruption is measured through the use of a 10-point system, with every 2 points causing an escalation of its symptoms in what is referred to as a Corruption Stage. The scale of severity breaks down as follows: Corruption Stage 1 Corruption Stage 2 Corruption Stage 3 Corruption Stage 4 Corruption Stage 5 Corruption Sources Now that we understand the frightful effects of corruption, we may specify the various things that can result in a Darasvira accruing it both accidentally, and even intentionally. Corruption points can either be permanent or temporary, or last for specific periods of time, depending on the nature of the source. Dark Magic Both Necromancy and Naztherak pose a significant risk for the Darasvira, and serve as the most likely sources of severe corruption that they may experience. Necromancy Naztherak Blood Magic Infernal Alchemy Any potion or concoction utilizing inferic or necrotic reagents will, alongside its regular effects, inflict 2 points of corruption. These can only be cleansed once the potions effects have passed. The Accursed Tongue Ilzakarn has a corrupting effect on the minds of Darasvira, imparted through their inborn affinity for absorbing language as explained under §7: Features & Abilities. For every 3 emotes of the language that are heard within 1 OOC day, 1 point of corruption will be accrued. This language, should the Darasvira learn it, will contribute 1 permanent corruption point, the demi-dragon afflicted by dark knowledge that they cannot erase. This, however, spares them from further corruption upon exposure to the language. Absorption Through the use of Consume Corruption, Darasvira may cleanse the aforementioned effects of Naztherak and Necromancy. More commonly, they may utilize this ability on one-another, allowing for a brood to aid a particularly corrupted member by distributing the blight amongst themselves, absorbing corruption points from their siblings to suffer in their place. This function is outlined fully under §7: Features & Abilities. Cleansing Corruption A blessing of the Darasvira’s mixed natures, corruption points that are gained (except those caused by effects classified as permanent or otherwise abnormal in duration) will naturally be filtered out at a rate of 1 per OOC day. Even a Darasvira who has reached 9/10 corruption points can recover with enough time, though the process would be long and exceptionally unpleasant. Only when Stage 5 corruption has been reached with 10/10 points of corruption does this time-based cleansing effect cease to be effective. When a Darasvira has reached this state, their only salvation is either through the use of Beast Purging, or through their fellow Darasvira using Consume Corruption to shoulder some of the corruptive burden before they expire from the lethal dose. Of course, these methods may also be used to aid Darasvira in lesser states corruption as well. Death & Revival For their personal value to Taynei’hiylu and practical value to her work, the Dragaar has seen fit to ensure that her siblings cannot be so easily vanquished by those that would seek to spite her, through them. Contained within the Viridian Seed is, as aforementioned, not only draan, but a wide variety of different energies that characterize the Nature Dragaar. Amongst them, is a concentration of Aspectual influence which ties the altered spirits of the Darasvira to the Fae Realm, even if they are not druidically attuned. Upon the event of their bodily destruction, the Darasvira will perish as any other, their corpses left to decompose and feed back to nature what energy had comprised them. Their soul, however, is left not to fade into the ether, but rather guided by metaphysical tethers that draw it into the realm of the Fae, as any parting Druid would be. The difference, then, lies in the Darasviras’ ability to be returned to the realm of the living. Should their death have been mundane, it takes little time for Taynei’hiylu’s influence within the Fae Realm to ready them for reformation. Once prepared, the Dragaar will send them out of the Fae Realm through either one of the beacons erected by their respective brood (expanded on in §5: Culture and §7: Features & Abilities) or, lacking such a thing, through any Fae Ring. This reformation presents itself as a burst of harmless green fire, from which the Darasvira emerge. However, as a consequence of their body needing to acclimate and their energies to resurge, they will be prevented from any active spellcasting which relies on an internal source, for 1 OOC day. Passive effects, however, remain functional, and all previously set polymorphic traits remain in place. Not always is it so simple, however, for when a Darasvira has been fatally corrupted, their spirit is left in a state of woeful disrepair. In this instance, as once the Aspects did to Taynei’hiylu herself, the soul of the Darasvira is ferried to the Fae Realm and forced into a deep slumber. In this stasis of sorts, a full year (1 OOC week) will pass as Taynei’hiylu works with the Aspects’ aid to reconstruct and restore their spirit from the blight that threatens to permanently warp it. When complete, the previously corrupted Darasvira will emerge as normal, but may find that certain aspects of themselves have shifted in the process. Anything from the alteration of minor or major personality traits, to the change of favorite flavors or colors, or even the loss of memories and skill sets is possible, for the reparation of a corrupted soul is a naturally inexact and difficult process. These consequences are left entirely up to player discretion. Notably, despite these processes taking the Darasvira to the Fae Realm, they are unable to recall any time spent there, and cannot interact with any of the spirits within. This is not a substitute for Druidic Transcendance. Exhaustion A number of the Darasvira’s abilities, though not all, expend meaningful portions of their energy. Similar to Corruption, the Darasviras’ ability use functions on a 10-point system. For the sake of simplicity, the coalescence of energies that they use are referred to by their primary component part; draconic draan. Each Darasvira has 10 draan points to expend, which regenerate at a flat rate of 1 per 30 OOC minutes or 2 narrative hours. This regeneration only takes effect when RP is in progress, meaning that if it is paused for any reason, they cannot regenerate draan points until it is resumed. As this energy is expended, the Darasvira will experience a combination of physical and mental fatigue proportional to how much is used, with complete draan expenditure ultimately rendering them unconscious until 1 draan point is regenerated. §7 Features & Abilities: (Artist Unknown) “Here we are; this emerald nexus. Mind yourself, she may well be listening.” -A Darasvira warning a guest of Taynei’hiylu’s beacon. Format used is: Name (Combat/Non-Combat) & if applicable (Druidic) Summary -Details -Emote guide & cost -Redlines -Moderation notes (if necessary) Abilities marked as (Druidic) are only applicable to Darasvira who have been attuned. These are organized at the bottom of each section. Passive Features Passive Features are those qualities of the Darasvira that do not require active effort or action to bring about. Dragonblood (Non-Combat) Through their demi-draconic nature, Darasvira are recognized by other dragonkin. They may also pass on a whisper of their natures to any children that they have. Draconic Hide (Combat) Owed to their demi-draconic heritage, Darasvira find their flesh moderately, though not entirely, resistant to flame and heat. Speaking Tongues (Non-Combat) Through their draconic nature the Darasvira may speak Low Draconic, comprehend but not speak High Draconic, and through their inherited knowledge from Taynei’hiylu, may communicate roughly in various Fae languages. So too do they learn new ones quickly. Library Pass (Non-Combat) Another capability inherited from Taynei’hiylu is her unique method of accessing the contents of Singing Trees, allowing the Darasvira to read their leaves as if they are pages of a book, accessing the information stored within. Druidic Affinity (Non-Combat) (Druidic) The practice of druidism is one that comes second-nature to the Darasvira, and for this inborn purpose, as well as their inherent capability with Communion, they inherit a number of developmental benefits by comparison to mortal druii. Secure Connection (Non-Combat) (Druidic) A safeguard from their maker, predicting the unstable relationship her siblings are likely to have with mortal druii, Darasvira who have become attuned to druidism cannot be unattuned by normal means. In turn, Darasvira are incapable of learning traditional unattunement, or even assisting in the effort. Active Abilities Active Abilities are the spells and capabilities that must be consciously invoked or acted on to make use of them. -Any variety of significant physical interruption can halt the casting of active abilities. Minor Polymorph (Combat) An inherent draconic trait, diminished by their half-mortal nature, the Darasvira are capable of polymorphing certain features, as well as taking on some animal-esque characteristics. Lesser Communion (Non-Combat) Akin to the Fae, the Darasvira possess an inherent communion ability. They may passively sense the mood of the natural world around them, and focus to converse with individual parts of it. Consume Corruption (Non-Combat) A natural disadvantage can rarely be leveraged for the benefit of others, allowing Darasvira to sap any corruption related to Iblees from items, people, or each other, and take it upon themselves. Summon Secretary (Non-Combat) A trick taught to Taynei’hiylu by a particular druid has found further use in the hands of her siblings, as the dragaar grants them use of her near endless supply of woodmen. Leafmending (Combat) (Druidic) Leveraging ancient druidic knowledge, the Darasvira are capable of utilizing leaves as a potent healing tool. Sealed over a wound, they will stave off and cure infection, and greatly speed the healing process. Etching Abilities Combining the draconic skill of branding with the influences of nature, the Darasvira may place various marks upon mortals which can provide either benefit or detriment. A variety of these so-called Etchings exist, each with their own guidelines and functions. All Etchings, also called Marks, appear as patterns of luminous green or blue energy upon the skin where they are placed, and are effectively minute conduits of the Darasvira’s energetic blend, primarily their draan. All Etchings share a few particular redlines: -Only 2 marks may be applied to an individual at any given time. The Mark of Draconic Favor is the only exception to this, not counting towards the total. -Darasvira may not apply these etchings to themselves or each other. -An etching does not need to be outwardly visible for its effects to manifest. -Any variety of significant physical interruption can halt the casting of etching abilities. -Physical mutilation of the relevant area can cause an Etching to cease its function. -Paladin Purging, Shamanic Farsight, and other such abilities may cleanse Etchings. -Mark of Mage's Folly and Mark of Nature's Ire cannot both be placed upon the same individual. Mark of Draconic Favor (Combat) By placing this etching upon a descendant, a Darasvira designates them as a member of their kind’s extended family, resulting in a pair of minor effects. Mark of Mage's Folly (Combat) By placing this etching upon a voidal mage, a Darasvira exposes them to the effect that their magic has on nature, allowing them to hear its pain when they cast. Mark of Nature’s Ire (Combat) By placing this etching upon an individual, a Darasvira causes nature to respond to them with hostility, though not necessarily outright violence. Mark of the Springmother (Non-Combat) (Druidic) By placing this etching upon an individual, a Darasvira gifts them with a ‘green thumb', causing plants to respond unusually well to their care. Mark of the Huntsman (Non-Combat) (Druidic) By placing this etching upon an individual, a Darasvira provides them with a natural affinity for tracking animals, signs of their presence easily perceived. Mark of the Spider (Non-Combat) (Druidic) By placing this etching upon an individual, a Darasvira grants them resistance to natural toxins, as well as sickness gained through consumption of spoiled food items. Ritual Abilities Ritual Abilities are those which require more time for Darasvira to enact, or require more than a single Darasvira. -Any variety of significant physical interruption can halt the casting of ritual abilities. Living Armory (Non-Combat / Combat) Through an extended infusion process, a Darasvira may awaken a plant with their energies, granting it greater sentience, and the ability to provide them with a token weapon in its image. Raise Beacon (Non-Combat) A brood of at least 5 Darasvira may come together to erect a beacon, through which they may be returned from death, as well as communicate with Taynei’hiylu from her place within the Fae Realm, amongst other things. Viridian Coalescence (Non-Combat) Once properly taught, a trio of Darasvira may come together to recreate the process of implanting the Viridian Seed within an aspirant, starting them on the path to rebirth. Aspectual Severance (Non-Combat) (Druidic) Though they may not be unattuned by normal means, the Darasvira maintain their own internal method of disconnecting their kin from the power of the Aspects; sometimes, at the cost of their very lives. So too may this method rob one of their draconic nature. §8 Teaching & Slots: The Darasvira do not utilize a standard tier progression system, nor a standard TA system, with every Darasvira capable of passing on knowledge in how to perform each ability they themselves possess. A handful of abilities are inherent and need not be taught, including all passives, as well as Lesser Communion and Minor Polymorph, which can both be used intuitively. All others must be taught. Alongside a wide-reaching magic lockout, Darasvira itself consumes 1 magic slot, allowing them to gain all Druidic magics aside from Shapeshifting- which they cannot learn- or to collect the various other magics which they remain capable of acquiring. §9 Compatibility: Darasvira are compatible with: Darasvira are incompatible with: §10 Credits: Writing: Kalehart Keefy (Origin) Consultation: Keefy TimberBuff Nivndil Nightcastor WestCarolina Geidleth TelvanniMagister KaiserThoren Cmmdr_Jester Platypusmania Altiar1011 §11 Citations:
  18. Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
  19. Hot damn what a nostalgia trip, great work my dude. Hard to believe it's been so long.
  20. This lore has been suspended/shelved. Contact an ST Manager or the ST Administrator for any questions or concerns.
  21. Kalehart

    TRIUMPH

    The former Okarir'tir, and now former Lord Marshal, looks over the notice with curious eyes and a pensive hum. Upon spotting the Sohaer's invitation at the bottom, however, his expression swiftly sours, and the elf crumples the paper, and looks about his private office, now nearly empty, "Beginning his reign by breaking bread with the tarnished state, is he? An ill omen indeed."
  22. "Oh, come now," the Lord Marshal mutters as he looks over the paper, alone in his office with a grimace on his features, "we had no part in his death. Evar'tir wasn't even present for much of what this speaks of." Shuffling through the papers on his desk, a dejected sigh leaves the 'aheral as he rests forwards with his head in his hand, "And as I'd feared, not even a single new applicant. How can we rise above these cruel indignities, if our people won't lend us their blades?" "Without the strength to hold firm, we bend, or we break." OOC:
  23. The application is received and looked over as the Sanethir ashes his cigarette into a tray. Nodding, he sets it alongside the others.
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