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[✓] [CA Creature + Non-Playable Creature Lore] [Naztherak] The Infernal Compendium


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[ Ambience ]

 

[ Accompanying Naztherak Lore ]


 

 

 

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The Infernal hordes of Moz Strimoza burst into existence in an innumerable and wicked variety. From the meagre yet numerous, the cunning and wily, to the brutal and gigantic, they are all born from a seething cauldron of chaos and as such reflect the many facets of eternal conflict. Each are soldiers in an unending war, played out across Moz Strimoza by the Pentacle, and more recently upon the realm of Arcas. In such skirmishes and sieges many new corrupted forms of monstrosity were observed, but there are a few consistent Inferi who are known to servants of the Light, demonslayers, witch hunters and practitioners of dark magics.

 

Of these more commonplace abominations, only few seem to manifest upon the mortal world without the assistance of a Naztherak. Those few who do roam free without a warband, quickly fall prey to the unwavering zeal of those Descendants with the courage to hunt them, or False Princes with a desire to fill a vacancy in their court. It is not unheard of for these Inferi to attempt to bargain for their lives, but surely only a fool would believe the forked tongue of a demon to be capable of producing any words with meaning more than ash.

 

 

 


 

Zevnka - Imps

Closed Playable [CA] + Independent Summon

 

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The most diminutive of all Inferi, zevn are typically thought to be a minor nuisance when alone, but can be more dangerous when appearing in a flock. Together a flock of winged imps may be able to carry an unwary individual off into the night, while a lone imp may otherwise serve as a distraction or sabotage various efforts of mortals. Although they are a perversion of their Faeish counterparts, they do seem to share a proclivity for mischief and mayhem. One should not be surprised to find the origins of housefires, destroyed machinery or other apparent acts of misfortune to be the work of imps.

 

 

Imps are small goblinesque creatures, which revel in causing as much chaos and mess as they are physically capable of. Although not particularly intelligent, they are known to employ a degree of low cunning, in the form of ambushing Descendants, setting traps, or other spiteful acts to otherwise make the everyday lives of mortals as bothersome and inconvenient as possible, if not downright dangerous.

 

Physicality

Although zevn come in a colourful array of wicked appearances, they often appear emaciated, or conversely very fat. Perhaps the most significant difference however, are those sorts with and without wings, although all imps have been observed to cause equal disruption and mayhem, regardless of their predispositions.

 

They are oft confused with the Faeish imps of the Aspects’ domain, perhaps simply for their namesake and diminutive size. Other than their origins and uniformly wicked and unnatural appearances however, a zevn is not dissimilar in its use of numbers to overwhelm a foe. Indeed during the Inferi Incursion, flocks of imps dropped carcasses onto Descendant patrols, and lifted civilians and livestock into the sky.

 

The profane and mutated bodies of all Inferi are almost exclusively carnivorous, with very little sustenance gained from plant-based foods. Were an Imp forced to survive only upon vegetation, they would grow sluggish and weary. Among some covens, it's thought to be a convenient means of disposal to cut up the corpses of victims drained of maleus and the pieces thrown to a Naztherak's Imps and beasts to fight over, as neither have any reservations about eating sapient beings, such as Descendants.

 

 

-  Imps may be no taller than 2 feet in height.

- They require a high protein meat-based diet to remain at their peak strength, and will wane should they be forced to subsist only upon plant-based foods. They may substitute animal protein for Descendant meat and so on without risk of prions disease etc.

-  Their builds may vary, from stringy and gangly, to rotund and fat or possessing some degree of musculature. None however, may lift more than 30lbs in weight alone.

-  All imps must possess an ugly demonic appearance of sorts, such as pig or bat noses, horns, viscous teeth, tails, claws, scales, fur and so on.

-  Tails are not prehensile enough to grip weapons or strong enough to cause any real harm.

-  Claws can scratch flesh and tear cloth, but can only mark leather and are incapable of damaging armour or coverings more substantial than that.

-  Those imps which possess wings, may not fly greater than [5] blocks high in combat, and their ability to ‘hover’ in flight is clumsy at best. 

-  CA imps may not use flight to bypass settlement defences, which they cannot otherwise mechanically bypass(e.g. parkouring inside) unless an RO permits so.

 

Strengths:

-  Functionally immortal.

-  May spit or throw small wads of Malflame.

- Imps may fly, if indeed they have wings.

 

Weaknesses:

-  Abilities such as Holy Affinity from Paladinism are substantially more painful to an Imp. Even mere contact with Xannic Mist or Tahariaean Light etc. will cause a burning sensation.

-  A Paladin’s passive aura and similar holy auras, will illicit discomfort in Inferi, akin to instinctual disgust.

-  For the purposes of Holy magics, Inferi are always considered a ‘revealed dark creature.’

-  Imps can also be poisoned in the same fashion as any Descendant might be, such as by Azhl.

-  This includes thanhium and thanic steel toxicity.

-  Unable to disguise demonic appearance.

 

Redlines:

- Imps must appear ugly and goblinesque. There are no pretty imps.

- Imps may not spit acid, or spread poison with their claws and so on.

- Scales or fur etc. may not provide protection from heat or attacks etc.

- Tails are not strong nor dextrous enough to operate weapons or deal any real harm.

- Claws are only strong enough to cut into flesh and tear through cloth. Leather and upwards will protect from them.

- Imps may possess wings, but may not fly more than 5 blocks off the ground in combat.

- Flight may not be used to justify bypassing defences in settlements etc. without RO consent.

 

Mentality

A notable difference between the Fae imp and the Inferi zevn is their intellect, where the prior is arguably comparable to that of a Descendant, the zevn is much less advanced. Imps are known to produce vocalisations and even to taunt their adversaries with seemingly witty and snarky jabs, but their capacity for speech is best described as ‘broken,’ as is demonstrated in their use of both Common and Ilzakarn.

 

Imps are incapable of reasoning cause and effect to a complex degree. Where a Descendant can foresee A leads to B, which leads to C, the imp sees only A leads to B. This is not to say they are incapable of forethought, but such low cunning is usually reserved for betraying one's superior to advance beyond them, and imps are otherwise all too often preoccupied with immediate chaos and turmoil. Indeed many would overlook a zevn and presume it too easily pleased to harbour sentiments of backstabbery, but they would be poorly mistaken; like all Inferi imps constantly seek to climb to greater rungs of power, but frequently squabble over the first few steps.

 

This interest in immediate gratification also means they are easily distracted, and could be lured away from their pranks and sabotage by certain promising rewards, such as vials of rakir. One is unable to ‘tame’ an imp, and even those Naztherak who bind them will find their chaotic energy can often disrupt otherwise carefully laid schemes. Suffice to say, one may take the imp from the chaos of Moz Strimoza, but may not remove the chaos from the imp.

 

-  Although imps possess a degree of trickery and cunning, they are not particularly intelligent. They may speak in broken Common, but are prone to repetitions such as “Good-good” “Yes-yes” and “Boom-boom!” etc.

-  Imps struggle to understand how their actions impact the world, beyond the immediate. They may harbour regicidal feelings for their Prince, and can attempt to deliberately sabotage the Warlock's own plans.

-  They may be distracted from their current actions, if something particularly enticing catches their eye, or ear for that matter, but players should not hope to placate an imp simply by waving food at it.

-  Imps do not have familial connections and so on. Any relationships they foster are merely of immediate convenience, such as a group working together to set a house on fire.

 

Redlines:

- Imps are not capable of fluent speech in any language.

- Imps are prone to disorganised thinking and cannot see far beyond their immediate actions. They will know for instance that sabotaging a wagon will cause its wheels to fall off in transit, but will not understand that the wagon’s inability to provide supplies to nearby places leads to hungry mouths or a lack of medicine etc.

- They may however employ backstabbing, betrayal and bargaining to acquire that which they covet. In such cases Imps are extremely shrewd and unfair in their deals.

- Any relationships an imp creates is of immediate convenience. They will not desire to be ‘adopted.’

- Seriously, if I see anyone playing an imp that asks to be adopted, I will scalp you IRL.

- Imps may be distracted from their task by the right bait, but it is up to the player to determine what would tempt their imp adequately.

 

 

Abilities

Rok-Dhurz [Combat]

A signature spell of Malflame wielders, a result of them compacting their Malflame into spheres which they may shoot or lob towards a target, burning any living skin which it touches, yielding a painful wound which many seldom recover from.

 

Mechanics:

An imp may create a sphere or ‘ball’ of Malflame no larger than a coin, to spit or throw towards an opponent. This takes [2] emotes to conjure and outside of combat may be used to summon small tongues of Malflame for aesthetic purposes. The projectile has a range of [5] metres.

 

When casting, the Imp must have some manner of tell to telegraph its attack. Such tells may include glowing in the chest or throat, the body exuding embers and smoke, or even an uttered incantation.

 

Redlines:

- Each projectile will travel at about the speed of an overhand baseball throw, regardless of size.

- They do not draw maleus upon contact.

- These may be cast at most 5 times per combat encounter.

- Outside of combat, imps may use this ability for aesthetic purposes to summon tongues of Malflame.

- When casting, the Imp must have some manner of tell to telegraph its attack.

- Must adhere to Malflame general redlines.

 

 

General Mechanics

-  Non-playable Independant Summon imps may be summoned using the Naztherak spell “Invocation — Zevn [T1]” and all imps may be bound by the spell “Subjugate — Shackle [T1]”.

-  CA imps should accompany their party into combat mechanically, and may not be summoned.

-  If an imp is slain, it may be resummoned by its Naztherak, but not during the same combat encounter in which it was slain.

-  In combat, bound Imps will de-manifest after eight emotes, unless their Naztherak spends an additional [10] maleus to extend this by a further eight emotes.

-  A Naztherak may only bind [5] total Imps, whether CA or non-CA.

-  Imps are considered a ‘category B’ CA.

 

General Redlines:

- Imps may not be more than 2 feet all.

- They must possess hellish and monstrous appearances of some kind.

- Imps may lift a maximum of 30lbs, whether flying or walking.

- Tails may not be used to cause substantial harm, or to hold weaponry etc.

- Claws may not tear anything greater than cloth and can be negated by leather and more substantial armour.

- Winged imps possess a wingspan permitting only themselves and the maximum burden of 30lbs. Which is to say one may not have excessive wingspans to justify carrying greater weights, or working around the height limit.

- Should thanhium or thanhic steel weaponry be used against Inferi, it will still have the frostbite/poisonous effects, but cannot corrupt the Inferis' mana pool, for it has none.

- Zevn may still be effected by Malflame and any Malice used.

- They may also be successfully cursed by Naztherak curses, or those of other magics.

- Holy magics are more effective against the imp, causing a burning sensation upon mere contact and additional pain and burns when struck with spells.

- Holy objects, artefacts and auras additionally elicit spiteful scorn from all Inferi.

- CA imps are subject to all normal resurrection rules, even if resummoned by their Naztherak.

- Imps may not be revived during the combat encounter in which they were slain.

- CA imps may not be summoned into or out of combat.

- An accepted CA is required to roleplay an imp character, whether it is bound or unbound.

- Although imps are meant to cause chaos and turmoil, if imp players use the creature to OOCly harass others, or for excessive ‘troll rp’ or ‘meme rp’ it is considered an abuse of the CA, which is grounds for a blacklist.

 

 

 

Zekulka - Beasts

Independant Summon

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Perhaps the most plentiful of Inferi, of greater stature and strength than their impish lessers. Resembling fauna of the mundane, exotic and magical variety, zekul roam the ashen plains of Moz Strimoza as gruesome game, or appear as monstrous beasts of burden and mounts in the eternal conflict between the numerous warbands of the High Hells. Like their natural counterparts, Beasts possess instinctual behaviours which make them both dangerous and desirable for a Naztherak’s court.

 

 

Beasts are monstrous animalistic creatures, which vary in size and oft resemble a perverse mimicry of their mundane bestial counterparts. They follow similar instinctual behaviours, and are known to be used in a number of capacities such as hellhounds, abominable mounts and so on. Like imps they are not particularly intelligent, perhaps even less so, but possess substantially more developed strength and stature.

 

 

Physicality

Beasts collectively occupy a variety of size, stature and build, such that they resemble any existing natural animal. Typically Zekul bound to Naztherak manifest in canine, feline, equine and ursine forms, although always grotesque in appearance. In place of a coat of fur, the Beast will have wiry hair growing in loose tufts, scarred or charred flesh, or even lack flesh entirely and appear as if only muscle, bone and sinew. A Zekul resembling a horse may possess horns, such that they resemble a mockery of Faeish unicorns, or bear-like Zekul may have overdeveloped jaws and so on.

 

Zekul resembling canines are often dubbed ‘hellhounds,’ for their likeness to many Canonist and occult imagery, and make for deadly pack hunters. Felines may instead stalk in quiet, while an equine might bear their Naztherak as a thoroughbred ferries its Prince.

 

-  Zekul may be no larger than a grizzly bear or a warhorse, and no smaller than a housecat.

-  Their height, mass and so on must resemble their animal counterpart. One may not have a dog-sized Beast with the muscle mass of a grizzly bear, and so on.

-  All Zekul must possess an ugly demonic appearance of sorts, such as lacking fur or skin, tumorous growths, insectoid mandibles or eyes, many eyes, no eyes, tails or no tails etc.

-  Tails are not prehensile enough to grip weapons, but may be swung or whipped for attacks.

-  Claws can scratch flesh, tear cloth and leather, but are incapable of damaging armour or coverings more substantial than that.

-  Those Zekul which possess wings cannot fly unless they are housecat-sized, and may not fly greater than [5] blocks high in combat, and their ability to ‘hover’ in flight is clumsy at best. All other Zekul are incapable of flight.

-  One may not use winged Zekul to carry oneself or other player-characters past settlement walls etc.

 

Redlines:

- Zekul must appear ugly and monstrous. There are no pretty Beasts.

- All must bear some resemblance to an IRL animal, or lore-compliant magical animal of sorts.

- They may not spit acid, or spread poison with their claws and so on.

- Scales etc. may not provide protection from heat or attacks etc.

- Chitin or bone-like plates will protect from slashing attacks, but may be crushed with blunt weaponry such as maces, or penetrated with arrows or crossbow bolts.

- Zekul can be destroyed like any other combat summon. They are by no means unstoppable.

- Tails are not dextrous enough to operate weapons etc.

- Claws are only strong enough to cut into flesh and tear through cloth and leather. Chainmail will protect from slashing attacks, while plate mail is sufficient protection from claws entirely.

- A Zekul’s strength will mirror that of its animal counterpart. For example a dog-like Zekul is unable to bite through platemail; a horse-like Zekul will be able to carry a rider etc.

- Beasts may possess wings, but may not fly if they are larger than a housecat. Beasts of this size may fly no more than 5 blocks off the ground in combat.

- Flight may not be used to justify bypassing defences in settlements etc.

 

 

Mentality

When compared to the Imp, a Beast has a similar level of mental acuity, but excels in differing capacities. Able to understand Ilzakarn, insofar that a dog understands ‘sit’ or ‘speak,’ the Zekul may be trained to act on certain commands, which is bolstered by the Naztherak’s binding of them. This means that a pack of ‘hellhounds’ could feasibly be sent to harry one’s foe, or brought to heel should they prove too aggressive.

 

Despite this capacity to be trained akin to their animal counterparts, the Zekul cannot be described as tame. They will still obey their base instincts for food, rest and survival over their Prince, but are not necessarily prone to ‘biting the hand which feeds them’ so to speak. One could not possibly have a panther-like Zekul draped over their lap for example, but a housecat-like Zekul is more feasible.

 

-  Bound Zekul may be commanded in Ilzakarn by their Prince and no other.

-  A Beast may not be docile and ‘cuddly’ unless it is housecat sized. In which case, it is still rather ‘wild.’

-  Although they are not totally mindless, they do not possess foresight beyond the immediate task before them and their survival. They are not able to understand what comes after a ballista is loaded by their foe and aimed at them, for instance.

-  Any connections with other Zekul are purely pack-based, with a dominant over its lessers. They are Inferi after all.

 

Redlines:

- Zekul are not capable of speech in any language.

- They are bestial in their intellect and will typically act on instinct. Equine Beasts may kick and flee from a foe for instance, while a feline Beast may stalk its prey.

- Beasts may not be docile. Even housecat-sized, they are untamable and cannot demonstrate affection.

- A Zekul may not be turned against its Prince, or commanded by another Naztherak.

 

 

Abilities

Rok-Skramutna [Combat]

The more powerful, but simple of Malflame conjurations. Breathing it in great tongues and gouts from the mouth or nose, this ‘flaming breath’ is capable of burning any living skin which it touches, yielding a painful wound which bleeds off Maleus- sometimes lapped up by the Beast, as a predator gorges upon its prey.

 

Mechanics:

A Zekul may breathe a cone of Malflame, projected out in front of them as a crude flamethrower. This funnel is no larger than a block in diameter, and cannot exceed five blocks further than its point of origin, that being the Beast themselves. This requires [3] emotes to perform, and may be sustained for up to [4] emotes.

 

When casting, the Beast must have some manner of tell to telegraph its attack. Such tells may include glowing beneath chitin plates, the body becoming wreathed in flames or embers, smoke pouring from the mouth etc.

 

Redlines:

- These may be cast at most 5 times per combat encounter.

- Outside of combat, Beasts may use this ability for aesthetic purposes.

- When casting, the Beast must have some manner of tell to telegraph its attack.

- Must adhere to Malflame general redlines.

 

 

General Mechanics

-  Non-playable Independent Summon Beasts may be summoned using the Naztherak spell “Invocation — Zekul [T2]” and may be bound by the spell “Subjugate — Shackle [T1]”.

-  If a bound Zekul is slain, it may be resummoned by its Naztherak, but not in the same combat encounter.

-  Only one [1] Beast may be summoned at any one time, during a combat encounter. Outside of combat, players may have multiple beasts for flavourful roleplay, but must demanifest should roleplay move to combat.

-  In combat, Zekul will de-manifest after six emotes of invocation, unless the Naztherak spends an additional [10] maleus to extend this by another six emotes.

-  A Naztherak may only bind [5] total Zekul.

 

Strengths:

-  Have access to a Malflame breath.

- Possess intellect up to and including that of a trained dog.

- May have natural armour not exceeding the strength of ceramic.

- Possess the strength of up to a grizzly bear.

 

Weaknesses:

-  Abilities such as Holy Affinity from Paladinism are substantially more painful to Zekul. Even mere contact with Xannic Mist or Tahariaean Light etc. will cause a burning sensation.

-  A Paladin’s passive aura and similar holy auras, will illicit discomfort in Inferi, akin to instinctual disgust.

-  For the purposes of Holy magics, Inferi are always considered a ‘revealed dark creature.’

-  Zekul can also be poisoned in the same fashion as any Descendant might be, such as by Azhl.

-  This includes thanhium and thanic steel toxicity.

-  As animalistic creatures, Beasts may be frightened into fleeing.

 

General Redlines:

- Zekul may not be larger than a grizzly bear or warhorse.

- Should a Beast be used as a mount, it should be mechanically represented with a horse mob.

- They must possess hellish and monstrous appearances of some kind.

- Beasts should ideally adhere to one of three archetypes: wolf/big cat, bear, horse. They inherit the strength and vague appearance of whichever they adhere to. Creative variation is allowed, so long as it is not used to justify invincible combat summons.

- Tails may not be used to hold weaponry etc.

- Claws may not tear anything greater than leather, and can be negated by more substantial armour.

- Winged Beasts possess a wingspan permitting only themselves and small burdens. Which is to say one may not have excessive wingspans to justify carrying greater weights.

- Zekul of any sort may not be used for ‘scent-tracking’ or similar roundabout means of metagaming.

- Should thanhium or thanhic steel weaponry be used against Inferi, it will still have the frostbite/poisonous effects, but cannot corrupt the Inferis' mana pool, for it has none.

- Zekul may still be effected by Malflame and any Malice used.

- They may also be successfully cursed by Naztherak curses, or those of other magics.

- Holy magics are more effective against the Beast, causing a burning sensation upon mere contact and additional pain and burns when struck with spells.

- Holy objects, artefacts and auras additionally elicit spiteful scorn from all Inferi.

 

 

 

 


 

 

Zar’eika - Twisted Ones

Closed Playable [CA]

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Perhaps the most unnerving of all Inferi, even despite the massive stature of those demons occupying greater rungs of power, the Zar’ei are a perversion of Descendants in all capacities. For mortal virtues such as kindness and patience are corrupted when a Zar’ei is made, and instead the appearance of charity is but bait for a trap, while restraint is employed to await the perfect moment to backstab another. Indeed it is woefully fitting then that these Inferi originate from the damned souls which descend into Moz Strimoza, too hurt and despairing to believe they deserve respite and healing.

 

Even those Zar’ei created by the dark ritual of Naz’kuthun are no less spiteful, devilish and perverse in their mimicry of all the worst facets of Descendant mortality. Regardless, these humanoid Inferi are a perilous foe to mortalkind and even those steeled against the worst of Moz Strimoza- for what more dangerous an opponent is there, than a creature as capable and calculating as its hunter?

 

Zezimar

Playable [CA]

 

Zezimar, or Seraph, also known as Zar’ei, are the most obscure of Inferi to the average Descendant, but typically the most sought-after by False Princes. For the capacity of intellect within a Zezimar is on par with that of man, Elf, Dwarf and Orc, making for uniquely equipped members of a Naztherak’s court. These humanoid monsters are equally devoid of goodness and selflessness as any other Inferi, but are crucially capable of both high-level thought processes and survival instincts to manipulate others to their benefit.

 

Mechanics:

-  Zezimar are playable CA Inferi of the Zar’ei class, meaning that they are humanoid and possess intelligence and physical prowess on-par with the stature of Descendants they most resemble.

-  No Zezimar may be roleplayed without an accepted CA and must be bound to a Naztherak with room in their court for a Zar’ei. In the case of Naz’kuthun, players must post the CA after the ritual is successfully performed, listing the Naztherak as the creator.

 

 

Physicality

Easily the most insidious of all Inferi, for their close resemblance to mortal Descendants, and their uncannily sharp mind. Their appearances typically harbour a perverse mimicry of Elves, Dwarves, man and Orcs, where hair and beards are substituted with tendrils, tusks are twisted and accompanied by horns, and whatever beauty their counterparts possess is mirrored as an unnervingly vile facade.

 

Indeed some Zezimar resemble a corrupted specimen of Descendants, while others have totally alien forms. Insectoid mandibles, eyes, limbs and antennae are not unheard of, while other Zar’ei are known to resemble a rotting statue with great clumps of flesh falling off in sloughs. Their stature similarly varies, but always more closely mimics those of Descendants and are easily sorted into the three ‘archetypes’ of Malda, Kozun and Rakaal.

 

The profane and mutated bodies of all Inferi are almost exclusively carnivorous, with very little sustenance gained from plant-based foods. Were a Zar'ei forced to survive only upon vegetation, their muscle mass and strength would wane, but they could survive in this diminished state. Woe to those who fall victim to these Inferi however, as they are known to consume the flesh, blood and bone of Descendant races. Indeed the Sultan of Inferi-occupied Al'Faiz M'ag'nus C'arne, was known to devour his captives and foes.

 

 

-  Like all Inferi, a playable Zezimar must be hellish and monstrous in appearance; snouts, elongated teeth, additional arms, chitinous exoskeletons, horns, fiery eyes, tails and so on are permitted.

-  Horns are made of bone, but are not exceptionally strong. If broken they will regrow steadily over time.

-  Any limbs beyond two arms and two legs will divide the total strength between those limbs.

-  Tails may be swung as an attack and so on, but may not be prehensile enough to grip weapons for example. Tails cannot feasibly crush a person to death.

-  Natural ‘armour’ may not be more resilient than ceramic and although may protect from bladed weapons, will still be harmed by polehammers and other blunt weaponry, or penetrated by crossbow bolts etc.

- Swords and axes will chip off pieces of this armour, without getting into the flesh beneath, while hammers, maces and so on will crack and crumble it and render it useless. One may not wear other armour over carapace/natural armour which is not streamlined to the body, such as spines, spikes or other protrusions.

-  Weapon-like limbs, teeth, claws etc. are on par with bone. They may not penetrate platemail.

 

-  Zezimar may be slain just as any other playable character, they are not invulnerable. They may be starved to death, beheaded, die from blood loss and so on.

-  Although Inferi do not die of old age, as a Zar’ei ages it will gradually take on a more ‘ashy’ appearance, like a fire burning low. Those in their first 100 years will be akin to a bright flame, those reaching 300 will begin to accumulate soot upon their body, and those around 600 will be cloaked in ash and cinders.

- Zar'ei require a high protein meat-based diet to remain at their peak strength, and will wane should they be forced to subsist only upon plant-based foods. They may substitute animal protein for Descendant meat and so on without risk of prions disease etc.

-  A slain Zezimar will take 1 IRL week of feasting upon its own maleus to reconstitute its body, unless the Naztherak it is bound to willingly casts “Invocation - Zar’ei [T3]” to revive them manually.

 

 

Mentality

When these creatures do emerge onto the mortal plane, they gain little opportunity to explore, before their very presence incites servants of the Light, and hopeful witch-hunters seeking to purge the Infernal from amidst the innocent. It is not uncommon then, that to satisfy whatever drives the Zezimar to escape Moz Strimoza, they may agree to pact with a Naztherak purely for self-preservation- although like all demonkin, their prices are far from fair. Even should they be bound, Zezimar will use their intelligence and cunning to sabotage the schemes of a Prince who pulls too readily upon a short leash, best placated by giving them at least the illusion of freedom.

 

Zar'ei are incapable of forming healthy, reciprocal relationships. Even if they conceal their hostility for their Prince or his allies, they do so out of what they gain from the interaction. Whatever relationships they form with Descendants are inherently toxic, and usually marked by manipulation, exploitation and eventual discarding of these accomplices to preserve oneself. Whatever niceties a Zar'ei fakes, are entirely to get what they want, as they are utterly incapable of genuine affection.

 

-  Zar’ei lack the mortal ‘lens’ of perception and comprehension. They are monsters with little regard for mortals who they see as souls to devour or playthings to manipulate.

-  They are inherently selfish and self-serving. All relationships are innately toxic, unless with individuals of similar goals and mentalities; even then a Zezimar’s cooperation is merely for their own convenience.

-  All Zar’ei are able to understand Ilzakarn by sheer ‘virtue’ of being Inferi. They may speak, read and write it freely, even if they were subjected to Naz’kuthun and have no prior experience with it.

-  Playable Inferi may not outright refuse orders or attack their Naztherak.

-  In turn a Naztherak should be wary of assigning an Inferis mundane tasks, or holding their leash too tightly. Should the Prince not give the Zezimar enough free reign, the latter will surely look for other means to ‘stretch their wings,’ such as loopholing commands to avoid busywork and so on.

 

Strengths:

-  Functionally immortal.

-  Have access to a few Malflame spells of their own.

- Possess intellect and physical strength on par with Descendant counterparts.

- May have natural armour not exceeding the strength of X

 

Weaknesses:

-  Abilities such as Holy Affinity from Paladinism are substantially more painful to Zar'eika. Even mere contact with Xannic Mist or Tahariaean Light etc. will cause a burning sensation.

-  A Paladin’s passive aura and similar holy auras, will illicit discomfort in Inferi, akin to instinctual disgust.

-  For the purposes of Holy magics, Inferi are always considered a ‘revealed dark creature.’

-  Zezimar can also be poisoned in the same fashion as any Descendant might be, such as by Azhl.

-  This includes thanhium and thanic steel toxicity.

-  Unable to disguise demonic appearance.

 

General Redlines:

- Playable Zar’ei possess an intellect on par with Descendants.

- Their general appearance must be somewhat humanoid, and may resemble one of the four main races if one so chooses.

- All Zezimar must however, be monstrous and demonic in appearance. They may not be smooth and beautiful.

- Demonic appearances may not be used to justify unreasonable durability of the character. They may be slain, die from blood loss, starve to death and so on.

- Although demonic qualities may provide a combat application, claws and weapon-like appendages may not puncture platemail, or slash through chainmail; tails are not prehensile enough to crush a person, or wield a weapon; natural armour may not be more protective than ceramic and may be destroyed by crossbow bolts, hammers and other blunt weapons; extra limbs(excluding a tail) will divide the character’s overall strength between all limbs.

- If a Zezimar is forced to subsist upon plant-based foods, such as while captured, they may not maintain their peak physical strength. Their appearance may deteriorate to connote this.

- Zar'ei may not form healthy, fulfilling relationships. Any comraderie or companionship they create is inherently exploitative, toxic and a vehicle for their own gain. Gaslighting, manipulation and abuse will be rampant in these exchanges, should they occur.

- When a CA Zar’ei is slain it will be unplayable for an IRL week, unless the Naztherak who bound it uses the appropriate ritual to reconstitute them manually. All normal resurrection rules apply.

- Although Inferi are meant to cause chaos and misery, if players use the creature to oocly harass others, or for excessive ‘troll/‘meme rp’ or poor-quality villainy or banditry roleplay it is considered an abuse of the CA, which is grounds for a blacklist.

- When casting, a Zezimar must have some manner of tell to telegraph its attack. Such tells may include glowing in the chest or throat, glowing underneath chitin plates, smoke or cinders peeling off from their body, incantations, flaming eyes and so on.

- Should thanhium or thanhic steel weaponry be used against Inferi, it will still have the frostbite/poisonous effects, but cannot corrupt the Inferis' mana pool, for it has none.

- Zar'ei may still be effected by Malflame not their own and any Malice used.

- They may also be successfully cursed by Naztherak curses, or those of other magics.

- Holy magics are more effective against Zezimar, causing a burning sensation upon mere contact and additional pain and burns when struck with spells.

- Holy objects, artefacts and auras additionally elicit spiteful scorn from all Inferi.

 

Subtypes

Just as there is a multitude of diversity amongst the demonic hordes, so there are specialisations amongst their ranks. Specialisations not unlike the castes of Descendants, but of far more devilish and unsavory professions than yeomen, merchants and scholars. These castes possess three archetypes, the Mage, the Knight and the Brute, named so by False Princes either for the roles they occupy within a Naztherak’s court, or perhaps for their counterparts in mortal society.

 

Whatever the case, each of these three subtypes of Zezimar excel in a capacity where its kin does not, but also possesses their own shortfall. Thus warbands of the Pentacle usually combine more than one type of Zezimar to compensate for their individual weaknesses in the field of cataclysmic infernal warfare.

 

[Mage Type] - Malda

Maldaka, or ‘Witches’ are slimmer and less physically robust than their peers. Typically originating from mortal souls privy to magic and sorcery before their death, or transformation, they excel at infernal pyromancy and may wield Malflame spells much like a Naztherak. Crucially however, they do not require a Grimoire.

 

Mechanics:

-  A Mage type Zezimar possesses physical stamina and strength on par with a modern Voidal Mage. They may not be taller than 6 feet in height, and may not possess significant muscle bulk.

-  These Zar’ei may use Malflame spells from T1 to T4, and possess a maximum usable pool of [70] maleus.

-  Aesthetic Malflame, such as cinders burning off from skin or embers escaping the nose while breathing etc. do not consume maleus.

-  Their maleus refreshes fully every 12 IRL hours.

 

Redlines:

- Mage-types must possess slimmer, less physically muscular builds. They may not weigh more than 150lbs.

- They may be no taller than 6 feet in height.

- They may only use the following Malflame spells: Kriviir, Vhiit, Rok-Dhurz, Rok-Heedz, Rok-Kirluk, Rok-Ladom, Rok-Argal, Rok-Niirk

- Malda have a max maleus pool of [70].

- They may wear full plate mail and cast Malflame spells, but will tire more quickly in prolonged physical combat.

 

[Knight Type] - Kozun

Kozunka are the footsoldiers and lieutenants of Inferi hordes, capable of tactical insight and martial strength comparable to their mortal counterparts. ‘Knights’ possess the peak strength of a human, with wits and wiles to match, making them a dangerous foe to confront alone or in groups. Their capacity for sorcery is reduced over their Witch cousin however.

 

Mechanics:

-  A Knight type Zezimar possesses physical stamina and strength on par with a fit and healthy human. They may not be taller than 7 feet in height, and must generally be equatable to at most peak human physicality.

-  These Zar’ei may use Malflame spells such as fireballs, cones, harvest and so on, and possess a maximum usable pool of [40] maleus.

-  Aesthetic Malflame, such as cinders burning off from skin or embers escaping the nose while breathing etc. do not consume maleus.

-  Their maleus refreshes fully every 12 IRL hours.

 

Redlines:

- Knight-types must possess builds no greater than peak human physicality. They may not weigh more than 300lbs.

- They may be no taller than 7 feet in height.

- They may only use the following Malflame spells: Kriviir, Vhiit, Rok-Dhurz and Rok-Kirluk.

- Knights have a max maleus pool of [40].

- They may wear full plate mail and cast Malflame spells.

 

[Brute Type] - Rakaal

Rakaalka or ‘Tyrants’ refer to the heavy shock troops of Moz Strimoza’s eternal strife and battle. Comparable to mortal Orcs, their strength and stature make them considerable adversaries, as walls of meat and muscle who absorb damage from enemy warbands and deal it in equal measure. While Knights and Witches will employ tactics, cunning or sorcery, the Rakaal knows brute strength is its greatest weapon, and will utilise it almost exclusively. As a result, their ability to manipulate Malflame is crude at best.

 

Mechanics:

-  A Brute type Zezimar possesses physical stamina and strength on par with the average Orc warrior. They may not be taller than 8 feet in height and no heavier than 400lbs.

-  These Zar’ei may only breathe gouts of Malflame or wreath their bodies with it, and possess a maximum usable pool of [20] maleus.

-  Aesthetic Malflame, such as cinders burning off from skin or embers escaping the nose while breathing etc. are still permitted and do not consume maleus.

-  Their maleus refreshes fully every 12 IRL hours.

 

Redlines:

- Brute-types may possess a build and stature no greater than peak Orcish(Not Olog) physicality. They may not weigh more than 400lbs.

- They may be no taller than 8 feet in height.

- They may only use the following Malflame spells: Vhiit and Rok-Kirluk

- Tyrants have a max maleus pool of [20].

- They may wear full plate mail and cast Malflame spells.

 

 

Evolution

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It is said that chaos is a ladder, and the demonic denizens of Moz Strimoza are all too familiar with such a concept. The drive to climb higher, surpass and consume those above them and crush those who fall beneath them, is intrinsic to the nature of an Inferis. It is of little surprise then that the Infernal Ladder consists of traps, schemes and plots of demonkin attempting to climb to greater rungs of power. This is how the Zar’rokul acquired and keep their position, and ensures their rule of law:

 

“Ra’drakurz raht roknoth kuul ra’vaznan amol tul.”

 

“The weak are meat and the strong do eat.” 

 

Stealing an Inferis from their spot upon this Ladder then, a Naztherak denies a Zar’ei the ability to climb higher and grow stronger through its usual means, much to the frustration and ire of the demon itself. For those who are willing to cooperate however, the Zezimar and Prince may come to a mutual understanding- by assisting the evolution of the Inferis, the Naztherak gains a more powerful ally. So it is that agreeing to such a pact, the Inferis and their Prince may together take the steps to provoke this evolution.

 

 

Inferi are inherently driven to become more powerful and overthrow those who are seated above them, it is for this reason they may seek to loophole their Prince’s commands, or otherwise harbour hostility. If they and the Naztherak can agree to a pact however, they can work together to achieve a mutually beneficial end.

 

- Upon creation, the Zezimar will inherently know how to undergo evolution, and may impart such knowledge to their Naztherak and strike a pact to achieve so.

- Only CA Zezimar may undergo evolution.

 

 

Consumption

The devouring of lessers is both symbolic and literal, as the consuming of souls and cannibalism are also intrinsic to Inferi nature. In attempting to forcibly evolve the Zezimar then, it must consume the souls of three mortals untouched by Infernal corruption. The Inferis may do so by either killing a mortal and snatching their soul as it departs its vessel, or stripping away chunks from the whole soul of a living victim. Upon achieving three, their infernal body is primed for metamorphosis.

 

-  The CA Zar’ei must consume three mortal souls not belonging to Naztherak, before proceeding to the next step in order to undergo evolution.

-  This can be achieved by killing soul-bearing player characters and consuming the soul, which does not require the victim to PK.

-  Alternatively, the Zezimar may bargain with soul-bearing player characters, to sup upon their soul essence, leaving the victim alive. In such a case the victim receives a permanent burn scar at the site of such siphoning and will periodically be subject to nightmares as a lasting reminder of their deal. Additionally they feel weakened, akin to a sickly malaise, for [1] IRL week before the soul regenerates.

 

Redlines:

- Players receive no additional benefit should a victim PK, and should not goad the other player into PKing.

- A slain victim may be resurrected by Monk Revival as per normal rules. They may choose to suffer from nightmares and so on if they desire character development from the experience.

- ‘Soul-supping’ may only be performed upon a consenting soul-bearing player character. It is up to the Zezimar to coerce the character into allowing this through roleplay.

- Although the sickly malaise lasts for only a week, the nightmares are semi-permanent, but not totally debilitating. They may be managed with mundane medicines.

- Scarring and nightmares may not be used as a vehicle to metagame information about individuals or lore.

 

 

Metamorphosis

Once primed for their transformation, the Zar’ei will slink into its lair and begin to change. In a truly perverse mimicry of nature’s butterfly, the flesh cracks and scars rapidly as their form shifts, leaving them vulnerable as agony racks the Inferis’ form. Their prior appearance will grow more grotesque and unnatural, and their bodies advance to compensate for the weaknesses of their archetype; the Witch becomes less physically vulnerable, the Knight inherits a greater competency for sorcery, and the Tyrant gains more fine control of Malflame.

 

-  Upon achieving such evolution, the ST should be notified so the corresponding CA can be updated. They may ask for confirmation of acquired souls.

-  CA Zezimar who achieve evolution remain as Zar’ei, but may change their physical form some to connote their more ‘advanced state.’ Examples are a lengthening of horns, a one-time regrowth of severed limbs, additional muscle mass etc.

-  Evolved Zezimar may gain no more than 1 foot in height, to the maximum of 9 feet in total.

-  All Zezimar may pick a Malice from the base list, or may adopt the Pact Malice of their Prince. In the case of the latter, their appearance will shift slightly to resemble the animal of the Pact Zar’rokul.

-  Malda types may reach physical strength and stamina on par with a physically fit Elf. They may reach up to 200lbs in weight.

-  Kozun types gain the Malflame spells Rok-Ladom and Rok-Argal, they also receive +[10] to their maximum pool of maleus.

-  Rakaal types gain the Malflame spell Kriviir and +[5] to their maximum pool of maleus.

 

Redlines:

- Evolved Zezimar do not become Zar’kiel, they remain as Zar’ei.

- This evolution should not be used as an excuse to break redlines and powergame the CA.

- Players may ‘puff up’ and otherwise develop the appearance of the Zar’ei via transformation, but must still be hideous and monstrous in appearance.

- Regrowing limbs through evolution may be used only once, and may regrow tails and wing stubs etc.

- Evolved Zezimar may gain no more than 1 foot in height and none may be taller than 9 feet.

- Upon evolution Witch/Mage Zezimar may develop physical strength and stamina on par with a fit Elf, and weigh up to 200lbs.

- Knight types receive 10 additional Maleus to their maximum pool and the Malflame spells Rok-Ladom and Rok-Argal; waves and walls respectively.

- Tyrant types receive 5 additional Maleus to their maximum pool and access to Kriviir harvesting.

- One may choose a Malice from the base list, or may adopt the Pact Malice of their Naztherak, if indeed the Prince possesses one.

 

 

True Evolution

There exists one final stage of evolution a Zezimar may strive for, with a far greater prize than the comparatively meagre growth spurt of acquiring a Malice. The temptation to climb even higher will always tug upon the twisted mind of a Zar’ei, and for their strivings they may be able to ascend to the stature of a Zentherak, or True Prince. The exact process for this is unknown, but Naztherak and Zar’ei alike may infer that it concerns the devouring of many more souls to fuel such a grand evolution- otherwise how to achieve it is something worth pursuing.

 

- The ascension of a player CA Zezimar to a Zentherak may be achieved through ST events and eventlines. In these cases the overseeing ST should have manager approval to enable such evolution.

- Should a player Zezimar reach the point of evolving into a Zentherak, the character will no longer be playable.

- Naztherak may summon the Zentherak during ST events when approved by the overseeing ST.

- By evolving into a Zentherak, the player is offering it up as an event character, which may be used in future lore and eventlines. This is as a means of satisfying narrative progression for the character.

 

Redlines:

- Evolution into a Zentherak surrenders the character to the ST as an event character, and will no longer be playable.

- The process for becoming a Zentherak may differ between ST events which grant the opportunity. B is not guaranteed the same list of requirements that A was, when they became a Zentherak etc.

- This path to progression will be difficult, but is a way to tastefully bring characters to a satisfying conclusion without death.



 

General Redlines:

- All Inferi do not die of old age.

- All Inferi require food, drink and must breathe, but do not need to sleep.

- All Inferi have no genitals and are forbidden from sexual FTBing.

- All Inferi are immune to their own Malflame, meaning they may wreathe their entire body in it for attacks.

- No bound Inferis may directly disobey or attack their Naztherak, but they may use half-truths or vague wording in order to avoid doing as instructed.

- All Malflame spells must follow their specific redlines and general Malflame redlines as stated in the Naztherak magic lore. Inferi using Malflame may substitute the Grimoire opening emote for another tell.

- Although Inferi do not require a Grimoire to cast, they may be prevented from casting by sufficient pain, being knocked out or otherwise being rendered physically incapable of speaking a spell's incantation.

 

 

 


 

 

Purpose

This piece serves as an accompaniment to the Naztherak magic submission. It details the specific physiology and abilities of Inferi used as independent summons, particularly fleshing out Beasts and Imps, but also serves as the CA submission for playable Inferi.

 

Dunstan’s attempt to introduce castes of Zar’ei was an interesting theme we carried over, that of noodly casters, stalwart knights and great lumbering brutes. Evolution has been scaled back slightly, offering a Malice and some small mechanical changes, but requires fewer souls to prevent ‘ghoul banditry.’ The more grand evolution allows a player’s Zar’ei to become a Zentherak and to be used by the ST for future eventlines or lore, at the cost of no longer being able to roleplay them. This was decided to prevent the issues previously seen with player Zar’kiel, but to still provide a satisfying narrative conclusion for a character; they grow in power until they are ‘free’ from obediently serving their Prince, and have more leverage to make their own pacts with Naztherak in future.

 

This submission also introduced open playable CA imps, which we felt was possible given their relatively minor abilities and strengths. As per a requested change by the ST, imps are now a closed CA, as a measure against abuse, but they can still lead to some amusing roleplay situations. Otherwise they serve as a largely harmless CA for players to cause mischief with.

 

Citations

 

 

Credits

Archipelego - Consultation

Frott - Consultation

Luci/Nivndil - Writing

Mordu - Consultation

Sorcerio - Writing

Zarsies - Consultation

 

Changelog

Spoiler

- Added redline against FTBing as an Inferi, because you know someone will try it.

- Clarified Inferi diet for CA Inferi.

 

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I can finally tame the Hellhound.

 

Yessssss.

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Looks great! 

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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.

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