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[Lore] Supplemental Naztherak and Inferis Amendment


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Preface:  

Spoiler

 

This amendment is not meant to conflict with Dunstan’s and Zarsies’ recent submission.  It is meant to act as a “patch”-like supplement to tie over a dying magic with some clarifications, hotfixes, and other other general ideas. When the time comes that full rewrites are accepted for Naztherak or Inferis, this amendment will be outdated and should be phased out of the magic’s current lore.  If Dunstan/Zarsies/other’s Inferis rewrite passes before this, their rewrite will override the Inferis section of this amendment (or any other additionally appropriate sections).

 

This amendment is meant to address the obvious issues the magic has that led to a core part of the magic being shelved, being Inferis, as well as other issues that has arisen in the magic.  Many clarifications are not intending to add anything new to the magic beyond clarifications and conciseness of what I believe in is the spirit of the lore.  Should something be missed in the preliminary stages of this amendment while it is in submissions, be that redlines or another issue entirely, it can be addressed, added or removed from this amendment.

 

The only notable new implement in this amendment is the use of spell slots and concrete system for tracking how one emotes malflame and its exhaustiveness based on its size.  Some things are repeats but are worth restating in the context of this amendment.  There was a refrain from in-depth overhauls which this amendment was not aiming to tackle.

 

Any future rewrites for Naztherak or Inferis are also welcome to use the clarifications, guidelines, spell slot system, and redlines in this post.

 

8
9


Naztherak

 

General Malflame Clarifications:

Spoiler

On those afflicted by malflame:

  • Malflame does not spread, it acts in a similar manner to that of an acid in that it eats away at the soul.  The spell that is used must be sustained for the soul-searing effect to continue, and any “one off spells” — also known as instantaneous, such as a fireball, will not deal persistent damage once having met their mark, rather making contact and then burning until smothered or until the spell simply runs out of malflame (this being dependant on the size of the cast).

  • Malflame will effect any being with a soul so long as it comes in contact with bare flesh in descendants, ectoplasm in spectres (such as ghosts, wights and gravens), bones in lichtypes (such as liches or darkstalkers), or in any case where the soul itself is “bare.”

    • Only soulless creatures are immune to the effects of malflame and being hit is simply akin to air hitting them without being imbued by a Havor or Revolt malice.  

  • Inferis (Zar’ei, Zar’kiel and Zar’akal) are immune to their own malflame effects, though just as vulnerable to another inferis or Naztherak’s malflame.

 

On the caster of malflame:

  • While conjuring and for four emotes after, a Naztherak is physically weak akin to a voidal mage from an esoteric sapping caused to one’s soul.  

    • Provided a Naztherak has not recently cast malflame, their body can wield armor and weaponry like any other nonmagical descendant.

    • This effects all CAs that are not of an inferic soul such as a normal wight or wraith

      • CAs with inferic souls, such as Zar’ei, Zar’kiel, and Zar’akal, retain their physical strength at all time, even while casting malflame.

  • Malflame can be conjured anywhere on the caster’s body that is uncovered, though it will burn with the same intensity as it would a potential victim if not upon a casting hand with the appropriate sigil.  

    • A sigil that prevents malflame from self-burning only can be placed upon the hands and nowhere else.  For creatures with more than two hands (such as as Zar’kiel), there is a limit of two sigils maximum.

  • For a Naztherak, Malflame requires the grimoire being open and on the Naztherak to cast.

  • For a Zar’akal, Malflame does not require a grimoire on the caster to be conjured, and their malflame may be cast at any uncovered point of their body to no detriment of being burned by their own magic.

    • Inferis must still be summoned via a grimoire for Zar’akal.

 

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5

 

 

Spellcasting System:

Spoiler

General Emotes and Size Reference: General use of of malflame requires a set procedure of emotes.  The emote count refers to the total amount of emotes without imbuing with a malice.

  • A Naztherak may cast diminutive conjurations of malflame (the size of a penny or smaller) in 3 emotes.  

  • A Naztherak may cast small conjurations of malflame  (between the volume of a human fist and a human head) in 4 emotes.

  • A Naztherak may cast may cast medium conjurations of malflame (between the volume of a full limb and a full torso) in 5 emotes.

  • A Naztherak may cast large conjurations of malflame (roughly the volume of a human) in 6 emotes.

  • A Naztherak may cast gigantic conjurations of malflame (ranging from a fully grown orc to a matured olog max) in 7 emotes.

 

An example emote would follow this structure:

A Naztherak opening his/her grimoire to find the spell and reciting it > A Naztherak begins to charge a shape of malflame emotes > (Optional: one may imbue a malice)  > A Naztherak can cast their spell

 

Spell Slots: Spells, as defined below with how many slots each uses and a general progression guideline, follow a system utilizing spell slots to track how many different spells can be cast.  After each roleplay scenario, a cooldown of two narrative hours must be undergone before spell slots are restored in full. If spells are utilized in this time, the refractory period resets.

 

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Exhaustion: Exhaustion via malflame targets the soul of its wielder itself to fuel spells.  All beings that utilize malflame in some fashion will feel their esoteric vitality deplete to the point where their will to continue and focus can no longer be maintained, extending from those with inferic souls to undead. This depletion also applies to the mana pool as it would for any other magic; depleting one’s spell slots in Naztherak would similarly deplete the mana one have available for other magics that rely on it.

  • This means one cannot “swap out” to different magics once they’ve worn themselves out wielding malflame.

 

Sizes and Costs: Depending on the size of the malflame, the user will be more exhausted or less exhausted. Spells are categorised by cost. Different tiers can produce different amounts of spells per encounter. Naztherak will grow physically fatigued scaling with their capability for spells; running out of spells during an encounter would render a Naztherak unconscious.

  • Diminutive spells cost half a spell slot for an instant cast spell. Diminutive sustained shapes are instead channeled for 6 emotes per spell slot once conjured (this does not include preparation and malice adding emote counts).

  • Small spells cost 1 spell slot each for an instant cast spell. Small sustained shapes are instead channeled for 4 emotes per spell slot once conjured (this does not include preparation and malice adding emote counts).

  • Medium spells cost 2 spell slots for an instant cast spell.  Medium sustained shapes are instead channeled for 3 emotes per spell slot once conjured (this does not include preparation and malice adding emote counts).

  • Large spells cost 3 spell slots for an instant cast spell. Large sustained shapes are instead channeled for 2 emotes per spell slot once conjured (this does not include preparation and malice adding emote counts).

  • Gigantic spells cost 4 spell slots for an instant cast spell. Gigantic sustained shapes are instead channeled for 1 emote per spell slot once conjured (this does not include preparation and malice adding emote counts).

 

 

 

Malice Clarifications:

Spoiler

 

  • General Guidlines: Malices require a set number emotes based on the size of the conjuration per malice added to a spell.  They do not consume any additional spell slots to imbue.

    • A diminutive or small conjuration of malflame requires one additional emote to imbue.

    • A medium conjuration requires two additional emotes to imbue.

    • A large or gigantic conjuration  requires three additional emotes to imbue.

     

  • Revolt: This malice imbues a spell with and causes an additional physical explosion upon impact. This staggers those hit and nearby back and scales with the size of the malflame conjuration.

    • A diminuitive or small conjuration of malflame would cause a minor concussive knockback akin to being shoved.  

    • A medium conjuration of malflame could cause abrasive injuries and bruising.  

    • A large or gigantic conjuration of malflame can cause at most broken bones at the concentrated source of the explosion.

 

  • Havoc: This malice causes malflame to take a physical property and bounciness akin to that of a rubber ball.  It will bounce upon any surface and sear the soul where it makes contact with the flesh like normal malflame.  

    • A diminutive or small conjuration of malflame would cause a minor concussive force akin to being pelted by a ball the size of the malflame.  

    • A medium conjuration of malflame could dent iron.  

    • A large or gigantic conjuration of malflame can cause at most broken bones at the impact.

 

15

 

 

Grimoire Clarification:

Spoiler

 

  • A Naztherak can only have one grimoire at a time.  Any additional grimoires that are attempted to be written in by a Naztherak will fizzle up and turn to ash while the existing grimoire is written with that same Prince’s true name in it.

    • CA pages cannot exist outside of a grimoire for longer than an hour. If they are torn from a grimoire and not housed within another within this time, they will spark and fizzle into ash, PKing the CA.

  • A grimoire must take the form of a fundamentally weak, paper-based material. Whilst most grimoires are usually books, they can also take the form of linen scrolls, decks of cards, folded sheets of paper et cetera.

    • Regardless of the form a grimoire takes, it cannot be separated for advantage. Should a book be used, pages cannot be torn out and stored separately, should a linen scroll be used, every spell and pact must be written on it, should a deck of cards be used, the cards must be kept together, should a folded sheet of paper be used, parts could not be torn off and stored separately et cetera.

    • Any grimoires not conforming to this criteria would require a MArt.

  • Naztherak are to track their own grimoires with a personal google document.  This namely is up to interpretation for the layout, though it is required to list the CAs and spells that are attached to it for ST lore purposes.

  • Naztherak are required to track their grimoire(s) with a physical MC item.  This must be LT signed.

    • If a grimoire is taken or destroyed, a player must inform any CAs that their ownership has been transferred.  If it is destroyed, the CAs must PK.

 

2

 

Inferis

 

General Inferis Clarifications:

Spoiler

 

  • Inferis cannot be physically attractive or sexy in any way.  They exist as grotesque abominations and living corruption as demons.  While they may be hard to distinguish between some other disgusting amalgamation or odd creature, they distinctly look abhorrent and abnormal in a normal descendant society.

  • Inferis are just as vulnerable to the effects of malflame as a soul-bearing creature is and are no more resistant to it due to their inferic soul.

    • As quirks, cantrips, or in combative purposes, a Zar’akal, Zar’ei, or Zar’kiel may immolate themselves with their own malflame without suffering the soul-burning.

      • An inferis is still vulnerable to other's malflame. 

  • Inferis are the corruptions of living things, therefore their anatomy must somewhat correspond to that of a living thing — namely, they have muscles, nerves and bones just as normal descendants of no greater or weaker detriment.

    • Inferis bear the same weaknesses that a living being would bear to things such as fire searing their flesh, electricity spasming their nerves and muscles, or simply being cut causing them to bleed.

 

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3

 

 

Zar’ei Clarifications:

Spoiler

 

  • Zar’ei are no faster or stronger than the average human in peak physical form.

    • Whilst Zar’ei can have multiple limbs, using them at the same time divides their strength by the number of limbs.

      • For example, a Zar’ei with four arms may hide away two of them and, whilst rendered useless, may utilise their full strength in the other two arms presently being used. If they were to use all four limbs at once, however, the strength of the aforementioned arms in use would be halved as strength is redistributed between them.

  • Zar’ei can make conjurations of malflame such as a medium cone of breath or small fireballs.  

    • Though it causes no exhaustion, a maximum of four malflame fireballs the size of a fist may be cast in any one given scenario, and a breath attack may be used once, each requiring three emotes to conjure up and launch.

  •  A Zar’ei's hide can be no thicker than gambeson or a thick leather.

 

5

 

 

Zar’kiel Clarifications:

Spoiler

 

  • Zar’kiel are just as strong and fast an orc in peak physical strength.

    • Whilst Zar’ei can have multiple limbs, using them at the same time divides their strength by the number of limbs.
      • For example, a Zar’ei with four arms may hide away two of them and, whilst rendered useless, may utilise their full strength in the other two arms presently being used. If they were to use all four limbs at once, however, the strength of the aforementioned arms in use would be halved as strength is redistributed between them.
  • A Zar’kiel’s hide is akin to gambeson and thick leather.

    • Zar'kiel may only wear rokadra that has been forged specifically to fit them.

  • Zar’kiel may have one dark magic and it does not degrade their form.

    • Zar’kiel can learn Naztherak and have their own grimoire with bound other player CAs, but they cannot have a TA or be “freed” by having their CA page given to them.  They are bound to the order of the person whose grimoire they exist in, and if they somehow obtain a grimoire page linked to their CA they must either choose to destroy it or give it to a new master.

 

6

 

 

Zar’akal Clarifications:

Spoiler

 

  • Only a Naztherak who has pacted can become a Zar’akal.

    • If a Naztherak was to become a Zar’akal before reaching Tier 5, their progression would continue at the same rate as if they were still a regular descendant.

  • A Zar’akal who consumes a Zentherak recieves the malice of the Zentherak that they consumed.  

  • Only a maximum of two malices additional can be gained this way.  After the maximum number of malices is obtained, any additional malice will overwrite the oldest Zentherak-obtained malice in a prince’s arsenal.
  • Zar’akal are no faster or stronger than the peak physical form of their original race (i.e. a human no stronger than a human, an orc no stronger than an orc).
    • Whilst Zar’akal can have multiple limbs, using them at the same time divides their strength by the number of limbs.

      • For example, a Zar’akal with four arms may hide away two of them and, whilst rendered useless, may utilise their full strength in the other two arms presently being used. If they were to use all four limbs at once, however, the strength of the aforementioned arms in use would be halved as strength is redistributed between them.

 

7

 

 

Zentherak Clarifications:

Spoiler

 

  • Zentherak eventlines must be planned with the ST actor with ST lore approval.  These eventlines consist of at minimum three separate scenarios that track a Zentherak’s movements in the mortal world, the spell to summon a Zentherak, or entering a Zentherak’s domain to hunt them (or any likewise similar scenario).

    • The last Zentherak in a rotation will require the dedication of at least five events aimed at a large party of 10.

    • As the number of Zentherak in each rotation is diminished, the remaining Zentherak grow in power and influence, scaling the difficulty of the eventline.

 

4

 

Red Prince Addition

 

Rokodra Clarifications:

Spoiler
  • Each signed item worth of rokodra is enought to forge one component of varying sizes (a sword, a suit of armor, a decorative crown, a shield, or likewise).

    • These forged items must also be signed by a ST lore member with either screenshots detailing the forging process or being actively monitored.

  • While malflame is used to forge rokodra, throwing a fireball worth of malflame at a suit of rokodra would not instantly render it into putty.  It will, however, compromise the armor and cause it to falter if that location is repeatedly struck with malflame.

    • To mold rokodra into armaments, one must apply constant malflame to it in the forging process.  In combat, applying similar channeled malflame usage on rokodra gear would bore a hole into it and strike whatever is beyond the metal.

  • Rokodra is immune to heat, but it acts as ferrum would fare in combat.

    • Magic, other than heat-based magic, effects rokodra just as it would ferrum.  For instance, electric evocation would still conduct just as well on rokodra as it would on ferrum.

  • Rokodra radiates a constant chill and is numbing cold to mortal flesh and skin, though inferic beings, undead, or creatures without a general sense of feeling are immune to this numbness.

    • The numbing effect of rokodra desensitizes the flesh it comes in contact with.

    • Rokodra cannot cause frostbite unless worn or held on bare flesh for extended periods of upwards of a narrative hour.  It cannot freeze anything in combat.

    • Normal descendants can wear and use rokodra with no issue provided they wear a layer of protection over their body, or, for instance, a sword’s hilt.

 

20
 

 

 

Bane of Infernal Mutation Clarifications:

Spoiler

 

  • The infernal mutation is a curse that requires OOC consent by the person playing a pregnant character that is afflicted with this bane, and cannot be played by an NPC.

  • The demonic mutation makes an unborn child cursed physically to bear a grotesque variant of horns, feathers, extra fingers, and otherwise similar physical mutations in addition to an inferic skin color augmentation the color of the curser’s malflame.

    • One cannot bear horns or other mutations without the skin color augmentation.

  • The infernal mutation curse cannot be removed by any magic and it is nonheriditary for any children the cursed character may later sire.

  • For racial purposes, a cursed character is the same race of their parents.

 

5

 

 

Credits:

Dardonas — Writer

Mordu – Writing and Consultation

Lockezi – Consultation

Hexe – Writing and Consultation

Deer – Consultation 

 

Post Citation:

Inferis

Naztherak

Red Prince Addition

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giphy.gif

 

it’s lit.

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1 hour ago, Dardonas said:

For a Zar’akal, Malflame does not require a grimoire on the caster to be conjured, though malflame conjured anywhere beyond the hands will still burn them as it would any other being.

An inferi being burned by its own Malflame is ******* stupid.

 

1 hour ago, Dardonas said:

Zar’ei can make minor conjurations of malflame such as a medium cone of breath or small fireballs.  

  • Though it causes no exhaustion, a maximum of four malflame fireballs the size of a fist may be cast in any one given scenario, and a breath attack may be used once, each requiring three emotes to conjure up and launch.

Making Zar’ei weaker is only going to encourage their use as a stop-gap until the player can become a Zar’kiel, which is the same mentality people complained about with ghouls becoming liches or whatever. You need to give Zari’ei players more to do with a Zar’ei that isn’t just “gotta eat souls, man.”

 

1 hour ago, Dardonas said:

A Zar’kiel’s hide is akin to gambeson and thick leather.

  • Zar'kiel may only wear rokadra that has been fitted specifically to fit them.

Does this mean Zar’kiel can only wear rokadra? Or only wear rokadra smithed for them? The wording is unclear.

If it’s the prior, why would an inferi be unable to wear mundane armour? There’s no logical nor lore explanation.

 

1 hour ago, Dardonas said:

Zar’kiel can learn Naztherak and have their own grimoire with bound other player CAs, but they cannot have a TA

Also ******* stupid, there’s no reason a Zar’kiel shouldn’t be able to make a TA

 

Quote

Each signed item worth of rokodra is enought to forge one component of varying sizes (a sword, a suit of armor, a decorative crown, a shield, or likewise).

So enough rokodra to make a sword, is also enough to make a full suit of plate armour?

 

You don’t seem to have read this through much, considering the spelling and grammar.

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1 hour ago, Aethling said:

An inferi being burned by its own Malflame is ******* stupid.

 

zar’akal aren’t inferi, their soul essentially merges with the slain zentheraks and so they’re still burnt by their own malflame. this also keeps **** balanced.

 

also inferi don’t get an immunity to malflame anyway now that i think about it because if they did how the **** would we ever subdue them, a good few of us are purely naztherak users. ontop of that it’d make **** like igniting your minions with revolt and lobbing them as an explosive not exist when that’s literally a written example of how the malice can be used.

 

1 hour ago, Aethling said:

Making Zar’ei weaker is only going to encourage their use as a stop-gap until the player can become a Zar’kiel, which is the same mentality people complained about with ghouls becoming liches or whatever. You need to give Zari’ei players more to do with a Zar’ei that isn’t just “gotta eat souls, man.”

 

this isn’t an inferi rewrite.

 

1 hour ago, Aethling said:

Does this mean Zar’kiel can only wear rokadra? Or only wear rokadra smithed for them? The wording is unclear.

If it’s the prior, why would an inferi be unable to wear mundane armour? There’s no logical nor lore explanation.

 

yes they can wear normal armour, awkward wording.

 

1 hour ago, Aethling said:

Also ******* stupid, there’s no reason a Zar’kiel shouldn’t be able to make a TA

 

this isn’t an inferi rewrite. that was something that was put in as of an amendment, i don’t know the reason but that’s what ive been told.

 

zar’kiel are also still minions, minions shouldn’t be able to teach, especially since they could just be abused as additional teaching slots for a teacher.

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1 hour ago, Aethling said:

-snip-

 

 

Inferi being burned by their own malflame has always been a thing. Imagine being able to self-immolate in this soul burning **** and just run at someone with no repercussions. Also like said, this is just a hold-over post made. Somethign quick and easy to look at to have implemented until the actual inferi rewrite goes through I guess. Finally, the whole TA thing. As far as I’m aware that’s in a separate, accepted amendment already.

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55 minutes ago, Aethling said:

An inferi being burned by its own Malflame is ******* stupid.

 

 

They should be more careful then because its whats currently in the current lore and it also prevents kamikaze malflame divers.

 

56 minutes ago, Aethling said:

Making Zar’ei weaker is only going to encourage their use as a stop-gap until the player can become a Zar’kiel, which is the same mentality people complained about with ghouls becoming liches or whatever. You need to give Zari’ei players more to do with a Zar’ei that isn’t just “gotta eat souls, man.”

 

This is a supplemental amendment, not a rewrite.  Overhauls on how Zar’ei function is not my intention, I don’t have time for that.  Dunstan and Zarsies have an Inferis rewrite at the moment that this amendment isn’t attempting to cuck.  Instead, when theirs is passed (regardless of if it does before or after this amendment), then – as I stated in the preface – Inferis will be replaced by their system and not this system designed to simply act as a “patch” and fix issues with current lore.

 

58 minutes ago, Aethling said:

Does this mean Zar’kiel can only wear rokadra? Or only wear rokadra smithed for them? The wording is unclear.

If it’s the prior, why would an inferi be unable to wear mundane armour? There’s no logical nor lore explanation.

 

It’s pretty clear in the wording to every other person.  There shouldn’t be balrogs running around in suits of impermeable spirit smithed bloodsteel and carbarum horn plating.  Originally I was gonna say no armor, but I figured custom rokodra would be a good way to settle on that.

 

59 minutes ago, Aethling said:

Also ******* stupid, there’s no reason a Zar’kiel shouldn’t be able to make a TA

 

 

Christ relax dude.  Current lore states that Zar’kiel can’t make a TA in an amendment.  Last I recall it was due to logistics reasons since these guys are enslaved.  Do you want to be forced to teach people if you had a TA?  Or just the fact that it adds more TA slots to your owner.  Unfortunately, that’s something that could happen without that provision.

 

1 hour ago, Aethling said:

So enough rokodra to make a sword, is also enough to make a full suit of plate armour?

 

 

Yep.  It would be too over complicated to start specifying a whole new system for forging gear beyond one rokodra LT signed item = one rokodra LT signed MC armament.   Nobody wants to keep track of “rokodra tennis shoes, your rokodra shorts, your rokodra kilt, your rokodra ballcap, your rokodra shirt, rokodra pauldrons, rokodra armguards, rokodra vambraces, rokodra gauntlets.”  This isn’t World of Warcraft.  One item will do.

 

1 hour ago, Aethling said:

You don’t seem to have read this through much, considering the spelling and grammar.

 

It would be “You have not seemed to have read this through much considering the spelling and grammar.”  

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6 minutes ago, Dardonas said:

They should be more careful then because its whats currently in the current lore and it also prevents kamikaze malflame divers

Then how do some Inferis passively drip with malflame and have it running through them aesthetically? An inferis burning itself with it’s own malflame is one of the most ridiculous things I’ve ever heard. It can’t consume it’s own soul, unless I am incorrect in that too.

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5 minutes ago, PosidonX7 said:

Then how do some Inferis passively drip with malflame and have it running through them aesthetically? An inferis burning itself with it’s own malflame is one of the most ridiculous things I’ve ever heard. It can’t consume it’s own soul, unless I am incorrect in that too.

 

1 hour ago, _Hexe_ said:

hate this magic

 

should probably be some sort of mark beasts and **** get for that sort, but so long as everything else is just aesthetics i can’t see it ever being an issue.

 

7 minutes ago, PosidonX7 said:

It can’t consume it’s own soul

 

malflame is discordant and chaotic, it don’t care.

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r e l a x 

also well done I like the writing but the colors give me aids

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1 hour ago, Dardonas said:

This is a supplemental amendment, not a rewrite.  Overhauls on how Zar’ei function is not my intention, I don’t have time for that.  Dunstan and Zarsies have an Inferis rewrite at the moment that this amendment isn’t attempting to cuck.  Instead, when theirs is passed (regardless of if it does before or after this amendment), then – as I stated in the preface – Inferis will be replaced by their system and not this system designed to simply act as a “patch” and fix issues with current lore.

 

Then this should have been posted months ago, when Dunstan began writing the inferi guide to “tide over the issues,” not now when there’s a whole new inferi rewrite. Like realistically if that rewrite doesn’t pass, the assumption is that this supplemental will, but there’s no guarantee of that either.

 

1 hour ago, Dardonas said:

It would be “You have not seemed to have read this through much considering the spelling and grammar.”

Cute

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42 minutes ago, Aethling said:

Then this should have been posted months ago, when Dunstan began writing the inferi guide to “tide over the issues” not now, when there’s a whole new inferi rewrite. Like realistically if that rewrite doesn’t pass, the assumption is that this supplemental will, but there’s no guarantee of that either.

 

I apologize that I can’t hop in my time machine and go post this short patchwork style amendment three months ago.

 

Also, isn’t all lore made and written with the assumption it’ll pass?  What’s the point of writing lore that you think won’t pass?

 

For whatever reason, you’re looking at this amendment like its aiming to usurp Dunstan’s and Zarsies’ post — which I actually helped consult on — when really they’d probably both pass and exist fine together after some minor tweaks as demanded by the LT.  The stuff in this post isn’t dependent on Dunstan’s stuff, nor is his dependent on mine, neither are they aren’t mutually exclusive. As I’ve stated in the comments and in the preface: rewrites take precedent over this amendment. 

 

I’m hoping Dunstan’s Inferis rewrite is passed because I prefer their system and want something new.  On top of that, it’d make things much easier if it passes first because I’ll have time to eject my Inferis proposals in this post and just keep the Naztherak and Red Prince clarifications which this entire amendment focuses on clarifying to a much greater extent.  If you read what is written, Inferis guidelines are a tiny part of this piece that just looks to existing lore and clarify vagueness and more of the glaring offenses seem to be in the actual Naztherak magic.  

 

While I am looking to fixing things, it seems you are taking issue with many things that are in current inferis lore, which you would know if you had took the time to know the lore before getting upset at me for what already exists.

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2 minutes ago, Dardonas said:

For whatever reason, you’re looking at this amendment like its aiming to usurp Dunstan’s and Zarsies’ post

 

Swing and a miss. There are aspects of Dunstan and Zarsies’ submission I do and don’t like.

 

3 minutes ago, Dardonas said:

While I am looking to it seems you are taking issue with many things that are in current inferis lore, which you would know if you had took the time to know the lore before getting upset at me for what already exists.

 

Maybe you should have patched those things, then.

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2 hours ago, _Hexe_ said:

also inferi don’t get an immunity to malflame anyway now that i think about it because if they did how the **** would we ever subdue them, a good few of us are purely naztherak users. ontop of that it’d make **** like igniting your minions with revolt and lobbing them as an explosive not exist when that’s literally a written example of how the malice can be used.

Zekul are capable of Malflame like any other though lack the means to throw it magically, instead opting to spew it or simply let it burn off of their forms. They are more difficult than Zevn to subdue and bind and make for an intermediary addition to the Prince’s Court.

Quoted directly from the Naztherak Lore. What’s more, after searching through that, each amendment, and even the OG Inferi jazz, I found no reference of “Inferi are burned by Malflame,” let alone their own Malflame. Heck, Dunstan’s rewrite directly references the ability to self-immolate for Zekul. One can only guestimate that it's strictly the explosive properties of the Malice blowing up the minion, because...what does being born out of a tub of Malflame got to do with surviving explosions. Still susceptible to bleeding out, dehydration, starvation, disease, falling, getting the ol’ stabby stabby, etc. Don’t have to use magic all the time.

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