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Milenkhov

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  1. Upon hearing the dire news, a Nephilim, rather acquainted with the Inquisitor far beyond companionship and creed had been found weeping. For this culminated the tale of two cousins turned brothers, two swords aligned with purpose, two champions that wrought demise to their opposing foes. Zahkriikyzer had been contemplating the future for days prior, yearning an escapade from the stagnant lifestyle that these humanoids lived, and once he had found solace in his thoughts the crumbling reality came knocking on his door. Such was the way of things, and no matter what he tried, no matter how many paid for what had been done to Eluitholnear; Ser Oliver Helane, there was nothing that Antonius could do to bring him back, a point of no return, a breaking point amidst their journey, his watch had ended, his flame had turned naught. After receiving the boons and words of courage assorted by this brother of his is that the neophyte Azdrazi ventured elsewhere, away from the amalgam of otherworldly beings and bureocracy, away from the duties and lashing of steel. He went alone like he had always had been, to be engulfed in this desolation of his. He sailed for the upcoming days, weeks and months even, retiring himself into the abyss of solitude that could only be fulfilled by his partner. What a terrible fate this was, for there was not a word or thought that could calm the raging frenzy within his mind, though a decision had been made; he would abandon his previous identity, for he was no more, if a pillar on their tale had crumbled then the story was long gone, thus Antonius and Zahkriikyzer was no more, a reminder of the cruel ending that stripped him of a portion of his desire to fight on, to live onward, to be free. A depiction remained tucked neatly within his garb; a reminder of their adventures and stories, such was the only remaining aspect that the once princeling would take upon his departure, his journey in loneliness.
  2. does vape lite work on 1.16.5??? asking for a friend
  3. Such a remarkable piece written by my dearest fellow; it is quite clear that his abilities to narrate and describe ideas are beyond of those around him, what my eyes gaze upon and the formatting before me is but exquisite and delightful. It would be no regret to accept such a piece within the confines of Almaris for the sake of better interactions and events of valiant grandeur.
  4. i'd love to larp as a cute boy with horns once again...
  5. Mr. Vilachia prepares to attend, he enjoys to watch these bouts, even partaking.
  6. Milenkhov

    On Grass VIP

    I endorse this missive
  7. Acharon does enjoy the read, he offers a thumbs up alike!
  8. A lot of players have already commented on the lore-piece, specifically from the Azdrazi community. I would first like to start off by complimenting your formatting and layout; though a lot of edits may be required, it is presented with aesthetic finesse. Now, onto the actual lore-post. I do not find it insulting -- yet rather saddening -- that another dragonic / draconic lore-piece was submitted without even one bit of contact with our community, the main show-runners for the dragonkin who have supported it’s rich lore and roleplay for over five years and counting. You have spoken to Spoon; he is a newer member of the Azdrazi community (although being a story-team member) and it could have been consulted to others. An example of this would be your very friend Malaise (who wrote the foundations to dragons and their lore), or Jentos (who is also skilled at writing and knowledgeable about the Azdrazi and dragonkin). Kalehart, you have been allowed to stay in our discord for many months and have been allowed to communicate with us. I know your opinion of our players as being goonish (and the other back chatting and trash talking you have done in the druid chat, specifically about Lhindir). I understand you agreed to your fault in this, so I’ll brush it off as a minor lack of communication. The druids are one the most - if not the most - strongest in terms of abilities and their general magic overall. This is likely due to the amount of story team members who play druids and allow minor aesthetic changes and or power-buffs to your community (not calling bias, it’s always prevalent). In the span of two years, you have had multiple additions to druidism, on top of having more than one CA for this specific magic as a whole. Druidism has spilled into many different genres outside of their nature aesthetic, as does this. Taynei’hiyli is a traitor dragaar who decided to follow the Aspects. She is also one of the weakest dragaars, if not the weakest. I would not care if Taynei’hiylu was able to make a pre-existing race set out by the Aspects, i.e Tree-Lords (something Werew0lf and Spoon kindly allowed to happen before in one of the events they raided, wherein a druid was killed and they summoned Taynei’hiylu who - kindly with the two Azdrazis agreement - turn the killed player into a treelord). However, the dragonkin are far superior in creation (not in terms of prowess, but in terms of refining their existence and actually creating them). I have seen roleplays with Taynei’hiylu, not only is she too immature to make any new race, she seems far too stupid (not quite literally, all dragaars are knowledgable, but if we’re talking about common sense then lol). I have seen Keefy reiterate this before in channels, correct me if I am wrong. If this does get accepted, great. I do not mind having conflict with the druids as the paladins have grown stale and do - quite literally - nothing. Of course, you should expect some Azdrazi players to get defensive about protecting their race. We attempt to keep unique; the amount of vampire lores coming out and now another dragonkin lore. You also follow the same mental principles of hoarding and other aspects of the Azdrazi which make no sense for some uncommon half-draconic being who is still mortal and living. The Azdrazi were recently nerfed for having strength, aesthetic scales and horns, and one set of abilities for dragonfire with certain immunities to fire (which makes sense). The Darasivra have strength (albeit not as strong as an Azdrazi), protective scales (even with the red-lines), horn usage, some non-combatant spells + their ability to learn the behemoth of other druidic spells which are powerful. You can even have children (lol?) Good luck to your lore.
  9. Most entertaining experiences on the server. Funniest meme. Are you a cute boy with horns?
  10. Hey there, Archipelego! It's always based to see a response from you. The Azdrazi community thank you for your kind words and suggestions. I'll clarify a few of your concerns below. 1) In terms of uruk strength, it is - as you've stated - something we have had for a long while. A lot of races which are more magically inclined have scraped, swung around and also given themselves brutish strength. The sad truth is: if we make it so that the 'original race' strength of an Azdrazi remains (i.e a human who turns into an Azdrazi in a 'neutral zone' is only at their peak strength, human). You will [I trust the Azdrazi not to do this] find a lot of members who discourage roleplay by making new personas (likely orcs) and then turning into Azdrazi to bypass this. However, in light of this suggestion, the Azdrazi do grow physically weaker in cold environments. 2) Polymorphing is an ability used by the Azdrazi for many reasons: first is to disguise in mortal cohorts to spread the faith of Azdromoth. As is for most races with horns, it is extremely hard to find roleplay without this. Of course, we can say 'it is a consequence of becoming powerful, scorned by other races due to having scales and horns, i.e looking part-time demonic'. I don't disagree, it does come with good roleplay, but it - as proven in histories calling - becomes a severe issue. In light of this, we have nerfed polymorphing so it is not a permanent shield. You will not find the Azdrazi using their powers whilst polymorphed as it wears off, even when using our uruk strength now! 3) I would not like to press all dark magics to be able to corrupt the Azdrazi. However, I will personally allow my own character to be corrupted by other magics not listed should they naturally be allowed to do so in their spells and abilities. Necromancy simply fits the aesthetic and the history, as per Iblees corrupting Azdromoth with his necromantic prowess. 4) Dragonsfire has been an iffy topic because it was never clarified to us by any story team member. Dragonsfire from large drakes and dragons are extremely hot, do not burn out and literally incinerate, being able to melt the strongest of metals without any care. Last map, we were confused and also told dragonfire is able to ‘harm spectral, incorporeal beings’, something we found as powerful, hence did not clarify, add or use. Dragonsfire in our rewrite is not OP. It is quite literally: mundane fire that can pack a punch (i.e holds weight). All abilities that use flames / fire (unless if it specifically states ‘MUNDANE’) should be dragonfire, I will clarify with the other Azdrazi and get back to you on this. I believe the current cooldown times for the dragonsfire abilities (well above 2-3 for concentration) is perfect, and anything above is unfair already with our new unit system. 5) I do not have anything to comment on flamespew. If ST wishes for us to nerf it should it be an issue, I will happily oblige. I personally think four blocks is perfect, but that may just be me! Once again, thank you for your comment!
  11. Vehement Smithing Artificery Overview For millennia, great weapons have been forged to aid dragonkind in their mission to defend descendants, forged from draconic fire in the deepest and darkest of the earth’s refineries. Such a raw and primordial power as that of pure Dralachite is not found commonly, wrought from the smoldering remains of a slain draconic beast in its purest form. However, with the creeping progress of the Nephilim and their Herald companions, a second derivative was also achieved, this being key to a new line of vehement artificery known as Drakeforging. Raw Dralachite To the inexperienced eye, one might mistake this elusive ore for simple volcanic stone: a dark and glossy material found often in igneous depths and regions of the world. However, those keen of eye may derive subtle details which hint towards its true nature, those being sulfurous veins which run along the rock, as well as its incredible resistance to heat. Due to its high melting point, it cannot be at all refined by mundane smithing, often leaving it disregarded as an impractical material due to its brittleness and relative rarity. The truth of this material, however, makes it far more valuable than it would seem, being the marrow of a deceased draconic behemoth which has begun to decay within the earth, causing the stone around it to slowly be corrupted into raw Dralachite as well over the course of many centuries. Dracanium An alloy created from the intensive fusion of raw Dralachite and steel, Dracanium’s creation has only ever been observed and recorded by the Drake-smiths of the First Age. Its rarity is chalked up to the fact it necessitates intense amounts of heat in a very brief period of time in order to fuse the steel and dark ore together, and so only Azdrazi have conventionally been able to smith it thanks to their innate gift of dragonfire: a flame that bellows with sweltering heat from their very bodies. The steps to create the alloy were marked by the ancient smith Anestrasz in the book Heat of the Heart: Dragonsmithing, written in the Draconic tongue. I. Place the Dralachite within the cast-iron, enough to make up half the ingot. II. Do the same with your steel, making up the other half. III. Bathe the steel in your flame until it smolders and flows like the blood of the mountain. IV. Let the Dralachite be swallowed in your fire: make this quick, and as soon as it slickens pour it into the molten steel. Dragon-stone will brittle and lose all value if left to the cool of the air for too long, so this must be hasty. V. Once both have settled and become one, pour the ingot-mold and let set. Thus results in the creation of a single ingot of the alloy. The would-be smith must make as many necessary for the weapon they are forging. Once they have enough, they must create their quenching: it is a mixture of dragonblood - possessed by the Nephilim forger - and simple water. The ratio is nine parts water to one of blood, so not much is needed for a barrelful and it carries a deep, ocherous and reddened hue once mixed to sufficiency. The smith must then simply forge their weapon as any other: their own dragonfire will be necessary to re-heat the metal enough for shaping, but it is important to keep on quenching it within the barrel of dragonsblood. Enough treatments gives the weapon an innate resistance to heat, making for fine material for the Azdrazi to light aflame without worry for the armament’s integrity. - True Dracanium can only be wrought from ST approved dralachite obtained from the bones of a deceased dragon through either an event or direct ST supervision. - The process for forging Dracanium is not innate to Nephilim and must be learned. Draconic Artifice Endowed with the power of Dragonfire, the Nephilim are often seen as craftsmen prone to great feats of artifice, crafting powerful relics within the far depths of caves and scorching heat of forges. Yet only certain materials may be used to achieve this feat, and though many aspirant heralds and nephilim may seek it out, raw Dralachite is a rare find which often evades even elder Azdrazi. Thus, Pale Dracanium was derived via a ritual of heralds and nephilim, allowing a faux imitation of that precious resource to be used in their many articieries. With such, the nephilim are permitted to create a variety of relics that may prove vital in the enactment of their mission. Pale Dracanium Pale Dracanium is a lesser derivative of true Dracanium. While it is considered inferior to material wrought of raw Dralachite, it still possesses a unique potency which the nephilim and their heralds may draw upon through means of artifice. Though not as remarkable as true Dracanium on its own, it does provide a viable conduit for draconic power unlike other metals, making it suitable for artificery. Outside of such enchantment, it holds few notable properties save for that its surface always feels warm to the touch, though not to any harmful degree. Refined, it appears ashen, as if engulfed in smoke, though is only as strong as any other steel. To conjure the material requires a ritual of two attuned heralds and a fully-fledged nephilim who must come together at a Shrine or Drakeforge. The fulfillment of the creation requires an amount of raw iron ore which must be smelted in the Drakeforge and left as a molten liquid. The nephilim must then pour a measure of their own blood into the liquid, which the heralds must infuse with their own draan fire, mixing the solution once again. Once it is fully uniform, it must be poured into the mould and forged, appearing as an ashen metal with a faint tinge of red. - Pale Dracanium, and anything made with it, must be ST signed in order to be valid. - Pale Dracanium can only be made at an Azdrazi’s shrine. Draconic Artifice Endowed with the power of Dragonfire, the Nephilim are often seen as craftsmen prone to great feats of artifice, crafting powerful relics within the far depths of caves and scorching heat of forges. Doing such requires a unique material known as Dralachite, which is intrinsically tied with the Draconic nature of the Nephilim, allowing them to create a variety of weapons and relics that may prove vital in the enactment of their oath. Draconic Inscription In their vast years of roaming the world of men, the Dragonkin are privy to many languages which they have learned to master with time. With such a feat present in their eternal mind, Nephilim, and their heralds to a lesser extent, may inscribe such esoteric languages upon forged artifice, crafting weapons that draw upon the primordial power of Dragonfire. This would etch Draconic runes into the object as it is forged, burning upon it like scars that glow with ember and ash. These runes may activate certain effects when read and spoken aloud by either a herald or a Nephilim, as only they may read and attempt to speak aloud the runes.
  12. Thank you for the feedback. I see a lot of things about how this hasn’t changed much from the old rewrite, this simply isn’t true. First and foremost, we have finally written an inherent weakness to frost-ice and the cold, something which did not exist in the prior rewrite. (Yes, the last rewrite did not state we were any stricken by the cold than a normal mortal. It will harm us more now). Secondly, we have added an inherent weakness to all Xannic mist, regardless of it being present in the paladin rewrite. (We were only weak to the xannic forges before, now weapons and etcetera harm us. If this is already apart of your new rewrite for paladins, fair enough). Thirdly, we are now weak to necromancy and other magic that toil with the mind. This means we can be corrupted, forced into subjugation / subservience and is a clear weakness and drawback presented to us. Fourthly, we are no longer able to keep our orcish strength in any polymorph without exposing ourselves. In the prior rewrite, we were able to essentially walk around as humans with Uruk strength, something that is no longer the case now. (the disguise begins to fade, making us less hidden.) Finally, we have added units to our dragonsfire. The prior rewrite allowed us to cast as many draconic spells or use our inner flame infinitely. With this, we are unable to constantly barrage spells or dragons breath even with the cooldown, with all eight units wasted leading to a hard PK. If you see this as the same as the old rewrite, I suggest comparing with the prior to visualize the changes.
  13. Nephilim Children of Azdromoth Origins In times of yore and antiquity, an ancient compact was forged between the Archdragaar Azdromoth and King Horen and his descendants. The first dragonflight, renowned in these bygone times as the Order of Nephilim, accepted many souls into their ranks and taught them to fight and revere their father the Black Titan Azdromoth, chiefest among dragons. It is thought that the reason for this pact was the inability of dragonkin to have trueblood children of their own, so Azdromoth devised a ritual - The Transference - to bestow the draconic gift upon worthy mortals-turned-dragons that he dubbed his flight. The Nephilim Born of embers and bound to the service of Azdromoth, the Azdrazi are a powerful breed of dragonkin who have sworn themselves to the pursuit of knowledge and the defense of mankind since antiquity. Both feared and revered by descendants, these creatures possess the innate and unique power of Dragonflame, granting them boons which set them apart from unkindled men. Enkindling Dictated by vigorous trials and unyielding affirmation of self-worth, an aspirant deemed worthy may be christened as an Azdrazi. Such is done through a grand ritual in which their mentor must partake, requiring that the teacher yield a Wardren: a relic sphere or cube of dralachite capable of fitting a human hand within. This artifice must be blessed with the draan of Autmei Laas, being then bathed in the blood of the descendant and their draconic mentor. The gem will then absorb the ichor, taking on an intense orange glow as the wardren is then completed. The wardren must then be handed to the apprentice, at which it would blaze with furious draconic energy, engulfing the descendant and transferring its essence unto them. The Inner Flame Fickle yet formidable, the Inner Flame is a tricky thing, comprised of a metaphysical network of dragonfire that spans the body in its entirety, thus manifesting the Nephilim’s powers. The core of this essence is supposedly housed within the very heart of the creature, intrinsically tied with their lifeforce and wellbeing. When drawing upon their draconic powers, this flame will swell, flowing its essence to wherever it is channelled. Overexerting this flame can prove to be deadly, exhausting not only the Nephilim’s corporeal body, but also their soul. It is thus critical that the Nephilim take great care to guard and foster this flame, as they are otherwise nothing without it. Azdrazi Physiology When not assuming a disguise, Nephilim appear much alike to their father Azdromoth, bearing rigid red or black skin riddled with scales. Their eyes are nigh serpentine, made as slits rather than pupils; irises and scleras replaced by fiery tones of red and orange. Whatever flesh or scales they bear will feel somewhat warm, though not at all harmful to mortals. Fully fledged Nephilim, upon their transformation, will find themselves to be up to a foot higher than they had been as a descendant, though this caps at 7’6” — meaning that an individual already of that height, or just below, would not be any higher upon being transformed. With this comes a brutish degree of strength starkly superior to that of most mortals and is more alike to that of an uruk, though nothing higher can be achieved on their own. All Nephilim also possess a set of horns which are crowned upon their head, varying widely in appearance. These horns, though unique to each Nephilim, may only manifest in shades of red, black, or a horn-exclusive bone-white. Lastly, Nephilim are capable of Polymorphing, a unique capability granted to Azdromoth’s favored. With this the Nephilim may assume the form or shape of any descendant, concealing their true nature. Nephilim are able to change their hair, face, and even their race through this, though will slowly revert to their mortal level of strength rather than their Draconic one. This takes place over the course of four emotes of attempting to draw upon strength superior to that of their race. After about one emote, their skin will begin to dry and crack; cinders and glowing wounds form under the cracks upon the second emote; the skin turns the color of scales upon the third emote; and the Azdrazi’s horns and body fully reveal upon the fourth emote. - Polymorph requires two emotes to shift and one to revert. - Nephilim can only appear like other descendant races. - Polymorph does not heal/create/hide any wounds nor change height by more than one foot. This does not exceed the Nephilim’s maximum height of seven-foot six. - Polymorphing cannot be used to change genders. - Polymorphing cannot be used to appear as other existing characters. - Nephilim flesh/scales/bones are only as strong as regular mortals. Mental Description Upon their manifestation - when an azdrazi is created, their very minds go under a large amount of psychological and cognitive restructuring, in effect, this is different from nephilim to nephilim. In short, those draconic men often find themselves disoriented at first, gradually alienated to many mortal and moral concepts that descendents hold so dearly. Though over the course of years the azdrazi comes to acclimate itself to its new environment, they nonetheless must deal with the persistent recollection of memories held by its past soul. Additionally, the Draconic Mind is prone to many afflictions manifest as a result of their draconic gifts colliding with their formerly mortal one. Though this does have its own merits, it also puts the Nephilim under a great amount of psychological and cognitive strain and restructuring, manifesting many of the same banes shared by their draconic kin. Foremostly, with agelessness comes an immortal mind, allowing the Nephilim to retain and recall knowledge to a much more proficient degree than would any mere man, making them excellent scholars and orators. Additionally, their great devotion to Azdromoth inclines them to erect grand monuments and shrines in his honor, whether as a sign of reverence or to function as a marker of worship. These are often filled with all varieties of jewels and riches, a trove crafted with utmost precision and skill, as the Nephilim seeks to employ all their knowledge to the best of their ability. However, the Nephilim also inherits the same sickness which dragons bear, urged by the obligation to collect items that the creature deemed valuable, almost to the point of illness; from vintage bottles of wine, to gold, to great artifacts. With this also comes an inclination towards wrath, making many Nephilim hot-headed and more prone to draw their blade rather than bear patience. Even those who have truly mastered themselves cannot truly quell this burning zeal. Over time, it becomes entirely possible for the draconic mind to evolve or undergo a tremendous amount of change. With age, a once extroverted nephilim with a heavy tongue might become a pale recluse, lost in deep caverns with what treasures it possesses, flipping through all knowledge it could find, and lost, entranced in the merit of its fiery arts. But to be a dragon is to embody fire, and therefore constant evolution and change. Azdrazi are essentially highly dynamic individuals, with evolving states of mind that come with a draconic soul stuck within the confines of an understandably small, humanoid shell. General Weaknesses The alteration which Nephilim undergo is just as much physical as it is spiritual, thus subjecting the creature to a myriad of weaknesses and detriments of both magical and mundane nature. Though certainly potent creatures in their own right, encountering any of these detriments is certainly a disheartening, if not worrisome experience for the Nephilim. Enrapturement Once Transference is complete, a Nephilim is wholly incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying solely upon their innate Inner Flame. This fire possesses many unique traits, the most predominant of which is its ability to inflict combustive damage upon phantom creatures and other undead, even should they be rendered incorporeal. The means by which it may be shaped are listed below. Shrines and Drakeforges Much like their progenitor, Azdromoth, the Nephilim are naturally inclined towards earth, fire, and the shaping of stone. The hardy, near-infinite substance emulates the undying will of the dragons and the ferocity of their impenetrable scales. It represents timelessness and sacrifice, immortality, and rest. For this reason, many Nephilim find themselves tasked with arts and crafts ranging from simple shrine construction to the erection of grand, towering monuments of stone. Rare earth metals and precious gems are even more treasured and appreciated, often used to decorate and trim these marvelled creations, serving as both the den of the Nephilim and a place where they might enact their service and praise to Azdromoth. The Heralds Just as the Nephilim are the product of the Firstborn’s blood fully transforming the descendant body and mind, it may also be applied to a lesser extent upon descendants; bringing about more loose changes that occur externally through a particular ink. Those who followed closely in the footsteps of the Nephilim were considered living wardrens, capable of storing draan in the ink of their skin through the formulation and development of tattoos.
  14. A neophyte, juvenile titanborne began to mutter words in an unorthodox yet guttural amalgam, a rare assortment of speech. Flashing thoughts of the encounter clouded his visage, forcing ashen wails of smoke to emerge from his nostrils. A balled fist sealed the memoir; he seeked change - he wished for the new Scorched Herald's quick recuperation, his recovery from unconquerable odds after acts of valiant grandeur.
  15. this a cruel world we live in
  16. the imposter from among us left us a message he said say sus backwards (sus)
  17. ooc: yo no cap where can i get one of those they look rather scrumptious my friend
  18. "Reivers" stated an old renatian cavalier of renown.
  19. A PROPHECY OF WAR From the Inquisitor Eternal As the Inquisitor Eternal sat in the confines of his cave, he stared out into a slit of wood; the pyres burgeon flames swayed back and forth. In his journey away from his brothers and sisters, he felt remorse. He felt remorse for being away from his kin and unable to stop the conflicts arising in the continent. He felt remorse for staying his hand against a Xannic Hunt and not indulging in prayers with his brothers and sisters. “O’Father Titan watching over me. You shine bright in the skies.” Eluitholnear muttered, his serpentine-orbs shifting into the night sky. “I miss my brothers and my sisters.” He spoke with despondency. “Antonius, Tytos, Haskir, Alric, Avaeramos, Krendogron, Gamling, Elathion, Midnetora, Keledan, Sand. I pray for your protection.” Oliver murmured slowly, a small tear dropping from his left eye into the flames nearest to him. A mighty roar echoed from the cavern's entrance in the form of gelid air; a streak of light flew by, and so came burning images engraved into the embers. They were fuelled by his tears of love. Staring intently, the drakaar held within the confines of his blade mocked. “You fool. Trust not the words of your Father. Trust in me.” It was hidden news that the influence of the sword had corrupted the dragonkin; the Inquisitor no longer sane. He scrambled to find his quil and began to write incoherently, mumbling crazed words instilled with power. A gout of smoke shifted out of his nostril, swirling around to mirror the images from the flames themself. Upon finishing the letter, he sent out copies - each written in repeat - to his brothers and sisters. An incensed, deranged process that lasted three suns and three moons of nonstop writing. First will come darkness; life will turn away. Second will come Prince; life will return. Third will come the dragon; death will come. O’Father, to hammer unto death. Prince will come, one to rule the dragons. Child to the Titan King; the Prince will rule. He will lead charge against the darkness. He will fall corrupt to darkness. Corruption shall take him, corruption shall take him. Prince will come, one to kill the dragons. Child to the Titan King no more; the Prince will rule. He will lead charge against our flames. He is corrupt to darkness. Mists of green, mists of blue. Darkness has arrived. Clad in steel, the dragons shall face. Look to the Sand, look to the Kharajyr. Look to the horns, look to the Horen. The Horen is Prince, bare child no more. The Horen is corrupt. What is left? War. The Inquisitor Eternal, Oliver Helane TO ANTONIUS; @Milenkhov Upon my return, I have forged a blade so beautiful it will shine as bright as your heart, Horen. TO TYTOS; @Valaryon Upon my return, I have forged a longsword so courageous it will instill you with strength, Horen. TO HASKIR; @Ryloth Upon my return, I have forged a spear so long it will reach the Titan above, Kharajyr. TO KRENDOGRON; @Spoons Upon my return, you will need nothing forged for you have richness that the Titan admires, Dragon. [OOC: This prophecy is only accessible to the Azdrazi and Heralds]
  20. Thanks, this is very nice!
  21. everyday a milestone

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