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[ Guide ] Naztherak


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Naztherak Lore

 

Inferi Lore

 

Ambience

 


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(Kjell, the Night Mother by Ire Azure)

 

Synopsis

Naztherak is a pseudo-deity dark magic, in which one of five Zar’rokul patrons lays claim to the soul of the character upon connection. The patron is not the source of such powers, but instead is able to pull upon their strings via a complex web of pacts and fealties. A Naztherak will not know of this ‘smallprint’ immediately. 

 

From connection and acquisition of Malflame and Demonology, a portion of the Naztherak’s soul is corrupted as their patron grooms them toward demonic ends, even to their own detriment, to say little of other Descendants. Each subsequent subtype offers additional rewards and powers, but the Prince’s soul becomes further warped, until they are eventually more infernal than mortal.

 

At no point may any of the slots dedicated to Naztherak be unslotted. Which is to say, one may not ‘drop’ Naztherak. Even if stripped of their powers the slot is forever lost, as one should expect when making deals with devils. The magic comprises four subtypes and one CA. Malflame and Demonology are acquired upon connection, together consuming two slots. Curses and/or Pacting may optionally be taken at T3, each consuming one slot. The Zar’akal CA consumes the fifth slot, and may only be taken only with all other subtypes slotted.

 

Naztherak may be combined with other dark, neutral or Voidal magic, allowing for diversity- or one may choose to Dedicate all five slots to Naztherak and truly descend into the demonic. Combining Naztherak with deity magics however, is not possible. The Zar’rokul will not share their prize.

 

 

Comptable magics, Feats and CAs: Housmagery, Voidal Evocations, Translocation, Transfiguration, Sensory Illusion, Vivication, Blood Magic, Mysticism, Seer, Golemancy, Kani, Arcane Displacement, Sorvian Sculpting, Animati Crafting, Animati Machine Spirits, Epiphytes, Kha and Hou-Zi

 

Incompatible magics and CAs: Druidism, Paladinism, Malchediael's Templars, Yeu Enaction, Chi Manipulation, Shamanism, Necromancy, Affliction, Tree Lords, Liches, Wights, Azdrazi/Nephilim, Golems, Sorvians, Siliti, Sprites, Treants, Strigae, Ghosts, Gravens, Vargs, Anthroparion CAs


 

Connection

To become a Naztherak, a hopeful Princeling must convince a Hzakhadlu (Tier 5 Naztherak posessing a TA) to offer them a deal of sorts. This is decided entirely through roleplay, and a Zar’akal may readily offer an enthusiast their dark powers, purely to see it destroy them, or to aid in their patron’s goals; alternatively they may seek some personal or symbolic gain in exchange. Be tasteful, don’t just ask for a thousand minas or have someone bring you a bunch of iron ingots. A good example of meaningful exchanges might be for the Zar’akal to request items of sentimental value, only to destroy them in front of the hopeful Princeling, or a gruesome trophy wrenched from an enemy.

 

To seal the deal, the Zar’akal may perform an elaborate ritual full of flavourful supernatural phenomenon, or simply offer a fiery handshake with the hopeful Naztherak. Invariably upon completion however, the newly-connected character will find a marking upon the palm of their dominant hand, as a reminder of their deal. At this point, the player may post an MA for Malflame Manipulation and Demonology, which together consume two magic slots. 

 

Remember you can never recover these slots, even if other magics can strip your abilities away. You bargained with your soul, those pieces are gone.

 

It’s important to note that any Naztherak may apply for a TA and teach, after possessing the magic for four IRL months, and one need not be a Zar’akal to do so. Similarly a student is not required to be taught by the one who connects them, and in some cases a Naztherak who chooses a new student may be the one who introduces them to the Zar’akal in order to strike a pact. Note that one may only teach spells and subtypes they have learned through roleplay; players may not teach Malflame barriers or walls if they were never taught how to conjure them for instance.


 

Progression

A player does not progress in the magic without lessons and practice. One may not go on hiatus at T1 and return in time to be T5 and post a TA and so on. Players are also reminded that they do not automatically unlock spells and abilities, and that they must be taught through roleplay.

 

Princeling - Tier 1 - Immediate

The Naztherak has sealed their pact and is connected to the magic. Their Brand begins as a mere blister upon their palm and when they cast it glows with the sickly colour of their Malflame. The Prince is able to conjure small tongues of felfire to harvest maleus from mortal victims, and may bind and summon imps to their court. They may imbue an aesthetic of ash, ember and smoke to whatever they touch at will.
 

Maximum Maleus [30]

 

Spells & Abilities

Malflame: Kriviir

Demonology: Subjugation Shackle, Invocation Zevn

 

 

Apprentice - Tier 2 - Two IRL Weeks Post-Connection

The Prince’s Brand has grown to encompass the entire hand and some of the wrist. At this point they may be taught to wreath their hand in Malflame, conjure wicked balls of spiteful fire and to bind and summon beastly Inferi for their court. When they use any of their dark powers, their cheeks may seem to sink, flesh discolour and their pupils may become slitted or narrow.

 

Maximum Maleus [35]

 

Spells & Abilities

Malflame: Vhiit, Rok-Dhurz

Demonology: Invocation Zekul

Malice’s symptoms begin to manifest


 

Adept - Tier 3 - One IRL Month Post-Connection

With their Brand now covering their arm to the shoulder, the Naztherak may wreath their entire arm in Malflame should they see fit. Additionally they are capable of more pronounced manipulation, leading them to be able to learn how to form discs, cones and even waves of seething soulfire. The Prince may attempt to bind Zar’ei and be taught how to revive them, should they be slain. At this point one may make additional pacts, if they are so inclined to further dark sorcery.

 

Maximum Maleus [45] +[15] per additional subtype

 

Spells & Abilities

Malflame: Rok-Heedz, Rok-Kirluk, Rok-Ladom

Demonology: Invocation Zar’ei

May opt to take Curses and/or Pacting

 

 

Expert - Tier 4 - Two IRL Months Post-Connection

The Naztherak may now be taught the dark ritual of Naz’kuthun, to infernalise not only small creatures and animals, but mortals too, as a means to further bolster their court. With their Brand now enveloping the half-torso of their body upon which it originated, their occult pyromancy makes them capable of summoning barriers, pillars and even whips of Malflame.

 

Maximum Maleus [50] +[15] per additional subtype

 

Spells & Abilities

Malflame: Rok-Argal, Rok-Norrvut, Rok-Niirk

Demonology: Naz’kuthun

 

 

Master - Tier 5 - Four IRL Months Post-Connection

Capable of conjuring chains and great infernos of Malflame, dealing with even Zentherak and later summoning them for their schemes and plots, the Prince is now a master of their dark powers. At this point the Brand covers their entire body, glowing when they call upon their occult sorcery. If the Naztherak has carefully avoided taking further pacts, they may still blend into mundane society, but the temptation to delve deeper may be all too much to resist. 

 

Maximum Maleus [55] +[15] per additional subtype

May create a TA.

 

Spells & Abilities

Malflame: Rok-Krimth, Rok-Zevik

Demonology: Invocation Zentherak   

     

Curses and Pacting do not have tier progression, but their effects on the Naztherak’s appearance and the abilities they provide are listed in their relevant section of the lore.

 

 


 

     

Mutations

From the moment of connection, the Warlock’s soul is forever marked due to the corruption inflicted upon it by the demonic patron gnawing away at its mass. This corruption enables the Naztherak to perform a number of supernatural abilities, but like a disease it also has a number of unsavory symptoms called “Thaznitaka” or “Mutations.”

 

These mutations are the outward expression of the soul’s suffering and turmoil. The first mutation to manifest upon a Naztherak will be their ‘Brand,’ which appears upon the palm of their dominant hand once connected to the magic. This Brand typically appears as a small burn scar, often silvery or dark and is at least initially, easy to conceal. When the Warlock casts any Naztherak ability however, this Brand will illuminate with the sickly colour of their Malflame and functions as a tell for other players to discern that they are casting magic. As a fortunate side-effect, wherever the brand appears will be immune to the Warlock’s own Malflame, preventing accidental burns of one’s own body.

 

Stemming from previous distrust between a Zar’akal and a soon-to-be Naztherak, there is a natural layer of unease between the teacher and their student. In a weak attempt to stop potential students from climbing the infernal hierarchy and ascending above their teachers, there is a stipulation inserted into every deal, be it knowingly or not. Every time a Naztherak is connected, their teacher allows the hells to restrict their body and naturally, their strength. Use of the hells is not free.



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    (The Anchor, by Deleted Account BariumBorate)

An example of a Brand at Tier One (left) to Tier Two (right)

 

As the character progresses through tiers in Malflame Manipulation and Demonology, this Brand grows over the hand and eventually the entire body. Players are permitted to have their brand resemble burns, loops and whorls like those of a fingerprint, or even Lichtenberg figures, and they may also passively glow if you wish, but must glow more brightly when casting.

 

Tier One - The Brand appears insignificant within the palm of the Naztherak’s hand, able to be easily concealed by something as simple as a glove or other hand-covering.

 

Tier Two - The Brand encompasses the Naztherak’s entire hand and part of their wrist, still easy to disguise with a glove, though quite noticeable upon bare skin.

 

Tier Three - The Brand comes to encompass the Naztherak’s entire arm up to their shoulder, now significantly more difficult to conceal, though not entirely.

 

Tier Four - The Brand spreads to the Naztherak’s half-torso upon which the Brand was initially applied, now impossible to conceal unless one is completely covered, as some of the Brand has even reached the lower portion of the Prince’s neck, requiring discretion.

 

Tier Five - The Brand has completely covered the Prince, perhaps appearing as strange tattoos or markings which have overtaken their entire form — a grizzly heraldry of true dedication.

 

Redlines:

Spoiler

 

- It is considered metagaming to assume a person of being a Naztherak by the brand alone, unless they have had genuine roleplay experiences with other Naztherak to inform the character.                    

- While the Brand offers the Naztherak protection from their own Malflame, it will not defend them from the Malflame of others even if it should make contact with the Brand directly.                     

- The Brand will always glow and become noticeable when one casts, even through clothing.    

 

 

 

In addition to their Brand, the Warlock will also find that when they cast Naztherak abilities, their skin will discolour and become pale or sallow, while their cheeks sink slightly. Their eyes may darken or lighten and their pupils may become more narrow, or even slitted. Like Voidal Mages of old, Warlocks will also experience a deterioration in muscle mass, resulting in their inability to participate in prolonged melee combat. Lastly, skin on skin contact will always cause the person the Naztherak is touching to experience an unpleasant squirm of the stomach, or a shiver down the spine, this even affects other Naztherak. As long as the character takes no further subtypes, this is the limit of the mutations they will experience.

 

Should they stray further into the infernal and opt to learn Curses or Pacting however, this corruption of the soul worsens. With each additional subtype taken, another piece of the soul is corrupted(represented mechanically by the slot each subtype occupies) and further mutations develop. Note that all mutations provide no combat advantage, appear only when casting and take two emotes to fade once casting ceases.

 

Emote examples:

Spoiler

 

The Warlock’s flaming eyes seethed until the last of the hellfire died out. His slitted pupils remained upon his reflection in the mirror, and the crown of horns twisting above his brow, disgusted in the visage before him.

 

The sickly green of his looping brand began to fade and even the horns seemed to slim and shrink down once more. His sullen cheeks filled out and his predatory teeth retreated into his gums.

 

The Prince’s twisting crown faded into his dark locks of hair, his brand resembled only a curious scar and the cinders flickering in his eyes were snuffed out. As his slitted pupils rounded, he resembled a man once more.

 

 

 

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(Pact of the Tome Warlock, Ashkan Ghanbari)

A Naztherak of four slots. 

 

Pact Progression 

 

First Pact - [2 slots] - The connection a character negotiates with a Hzakhadlu (Tier 5 Naztherak posessing a TA) on behalf of the Pentacle, establishing them as a Mortal Prince, or Naztherak. Upon casting their magic, their flesh will discolour, their cheeks sinking as their pupils might become only slightly more narrow and slitted. This may be disguised relatively easily through things as makeup or coverings.

 

Second Pact - [3 slots] - The first subtype the Naztherak has taken. Upon casting their magic, small horns appear at their temples, twisted and gnarled, as their fingernails might elongate, their flesh becoming a distinct discolouration. This may be disguised by complete coverings, and even then, this is hard to do.


Third Pact - [4 slots] - The second subtype the Naztherak has taken. Upon casting their magic, they would possess great twisted horns, their eyes raging like that of fire as they become nearly akin to a demon in all regards, save still distinctly humanoid and mortal. This is impossible to completely disguise even when fully covered.

 

 

It’s important to state here that mutations are always unnerving and grotesque. A Naztherak may not simply be conventionally attractive and possess horns, as was stigmatised in past Naztherak players. What is and is not acceptable for a character’s mutations is potentially very broad, but included below are a number of examples to help players pick an aesthetic they like, without veering close to “uwu demon girlfriend/boyfriend” territory.

 


DQEIxF5.jpg?1

(Satan is Waitin’ by Vashperado)

Example #1, a conventionally attractive character with minor demonic traits such as unnatural eye colour, horns, unnatural skin colour. This would not be allowed. Horns this long and pronounced should also be accompanied by more grotesque mutations. 

 


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(Warlock by
Matias Trabold Rehren)

Example #2, a character wrapped in head-to-toe to conceal his extensive brand. Alas it glows visibly despite his attempts when he casts, and his eyes grow fierce. This is acceptable, and is a good example of a 2-slot Naztherak.

 


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(OC portrait by
Fernmir)

Example #3, a character who's not innately attractive and has some grittiness to his features. His prominent brow ridge accompanies horns, sullen cheeks, ridges under his jaw and scarring about the chin. His nose is also sharp and pointed, and his skin is discoloured. This is acceptable for a 3-slot Naztherak.



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(Lilth by
Joker Y)

Example #4, a conventionally attractive character, whose appearance has degenerated. Her skin is pale, her cheeks are sunken, she has prominent brow ridges, she has no hair and instead a fleshed out crown of horns. The eyes are cold and cruel. This is allowed, and would feasibly be seen in another 3-slot Naztherak.

 


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(Portrait by
Aizel Kon)

Example #4, a character so physically degenerated that they appear almost corpse-like. Their face is visibly unsettling, the skin is the sickly colour of Malflame, the eyes are fiery and unnatural and even their horns look unpleasant. This is allowed and would be feasible for a 4-slot Naztherak.



 

Redlines:

Spoiler

 

- The first and second pacts’ mutations may be hidden or disguised, though the second to a much lesser degree and with much effort taken. The third and fourth pacts cannot be disguised by regular means whatsoever.

- This state emerges every time the Naztherak casts their magic, and only when they cast their magic. Upon mutations being visible, the character will be considered a 'revealed dark mage' for the purposes of Holy magics. Once they have finished casting, they will return to appearing as a regular mortal over the course of two emotes.

- Mutations will always make one appear noticeably disfigured after the second pact, appearing demonic and twisted and vile. By no means are these excuses to play “cute boys with horns,” but rather, these are distinctly gruesome and wretched forms which would set a Naztherak apart from any mundane mortal upon the sight of such.

- Generally speaking as one progresses through pacts, horns grow longer and more twisted, claws turn black, teeth become predatory fangs, eyes appear flaming, skin colour changes to that of Malflame, etc.

- Any mutation which occurs offers absolutely no combat advantage.

- All Naztherak must also roleplay a sense of unnerving experience in those who make skin-on-skin contact with them. This can be likened to a pang or squirm in the stomach, or a shiver down one’s spine. Other Naztherak are not immune to this.

- Even though a Prince is partially infernal, they still require food, water, sleep, must breathe etc. and will grow fatigued and so on as any other mortal character.

- A Naztherak will experience an effect that mimics Voidal poisoning experienced by Mages. This limits their ability to obtain substantial muscle mass, meaning although they may swing a sword and so on, they will quickly tire. 
- They are however capable of wearing half plate and casting while wearing it.

                               

 

 


 


 

The Prince

Naztherak, ‘False Prince’ in Ilzakarn, or commonly just ‘Prince’, are terms used to refer to the mortal sorcerers who wield Malflame and summon Inferi to do their bidding. Outside of such covens, many mortals are privy to superstitions, legends and old wive’s tales surrounding Warlocks and demonologists, which is to say that all Naztherak should be wary of revealing themselves in mundane society. Witch Hunters are e’er watchful.

 

At the point of connection, one of the five Zar’rokul who comprise a mysterious power-enclave called the Pentacle becomes the Prince’s demonic patron, and enables them to wield their infernal powers. A teacher may detail this, if indeed they’re privy to it, but may opt not to. They should, however, always explain about the paraphernalia surrounding their arts to the Princeling, namely Malices, Grimoires, Maleus and Ilzakarn. Reasonably this would be a newly-connected Naztherak’s first lesson, before they begin to delve into occult pyromancy or demonic conjuring.

 

Malices

A Malice is another symptom of the corruption within a Naztherak’s soul, which manifests as a magical mental affliction, gradually altering the Warlock’s mind. This is mostly for flavour, but in the past a Malice was known to be a title, such as Prince of Desolation, or Prince of Lies, as a pseudo-cultural facet. Upon connection the player chooses(OOCly) one Malice from the list below, and this will influence the character’s motivations, behaviours and quirks and so on.

 

On its own a Malice is just a negative side-effect of dabbling in dark magic, but has a tasty mechanical use to those who also learn Curses.

 

Lies

Sometimes white, but always wrong; breaks a heart and wounds the strong — Lies are a powerful tool when used strategically, but quickly unravelled without careful employ, causing pain and harm to both the recipient and the conceive of such a fabrication. Princes who take up the Malice of Lies will find themselves to be less inclined to tell the truth, this proclivity only worsening as they progress, and thus making such Princes often the most dangerous to encounter, as they may fabricate deceptions quickly in order to achieve what they most desire.

 

Revolt

Disgust is an inherently powerful reaction in Descendants, often used to discern what is right and wholesome from that which is unnatural. Yet a Prince who takes up this Malice brings such a concept, inherently to the reverse, making Revolt a thing which they have twisted to their own will, no longer establishing it as a concept of recognition, but rather a perverted practice. Such Princes find themselves to be disgusted with the world and even themselves, seeing focuses of their Revolt as things which must be cast from their very presence, much like how one would seek something vile to be removed from their sight.

 

Temptation

The compulsion for one to attain an object of desire, tying in with many others iniquities and often being the base for which true sins and wrongdoings are set, both in that of the Prince and even those untouched by the Infernal, for it is the fallacy of all mortals. Princes who take up the Malice of Temptation will oftentimes find themselves to be immersed, mesmerized even, by desires both material and immaterial, leading them to act quickly upon such desires with little thought, and allowing little to stop them from such, making them quite dangerous should one be so unfortunate as to stand between them and their deeply coveted prize.

 

Woe

A depressive and melancholic disposition comes far too readily with those exposed to this Malice, then perhaps more so Naztherak who take it as their own. Such Princes are plunged into great misery and distress as they fail to find even the faintest semblance of hope amidst their accursed lives. They are then brought to eternal melancholy, such despondency only growing more and more with every moment of their wretched existence, perhaps even unable to recall what it was like to feel contentment. But alas — one does not escape from the clutches of the Infernal so easily.                        

 

Desolation

As the plains of Moz Strimoza are oft a blasted wasteland, so it is that a Prince may inherit a similarly desolate mind, reflecting the agony which is experienced within the High Hells. Princes who take up this Malice may find themselves to be withdrawn from others, coming to forget that which they held dear and cherished, such memories of fondness being cast to oblivion. As a result, Princes of Desolation will often find it difficult to recall things, whether they be simple or complex, though when applied in more ruinous practices, it is a vice not to be underestimated. 

 

Madness

The mortal mind is complex and fragile, even amongst mundane matters the mind can only contend with so much violence, stress and pain, before it shatters. Princes who pursue such a Path are truly accursed, for within them is fostered a grave affliction, which they come to bestow upon others in some of the most malicious and cruel ways, even at times unintentionally. They are affected by vivid hallucinations, no longer able to conceptualize what is real and what is mere delusion, loosening the barrier between reality and their own twisted imagination. 


 

Tips:

Spoiler

 

- A Malice is about tasteful and subtle roleplay. Being stereotypically ‘crazy’ as a Prince of Madness is tiresome, instead try to be more nuanced, and explore the character’s struggle to discern reality from fantasy.

- Temptation doesn’t mean lust. Sometimes people are tempted to do small harmless things just to please themselves, and other times they’re tempted to do unlawful or dangerous acts for a rush. Steal a pack of gum~

- Revolt doesn’t have to be about the character’s appearance growing more grotesque. They could find certain words or actions revolting instead, like going to church or saying words like “love” or “kindness.”

 

 

Redlines:

Spoiler

 

- A Naztherak must take up one primary Malice at the beginning of their study, the effects of the Malice starting as subtle, but increasing as the Naztherak progresses in tier and slot dedication. This Malice will ultimately determine the general personality of the Naztherak, as well as their outlook upon the world and perhaps even their appearance at times.

- While on its own it has no other properties, other subtypes offer special interaction with the Malice.

- Any mental and/or physical effects of their primary Malice upon a Prince must be roleplayed along with the general effects of Naztherak. While the effects of any other Malice a Prince picks up should be roleplayed still, they do not need to be roleplayed to such a significant degree.

- Malices may not be changed later once acquired.       

 

                      


 

Maleus

Where a Mage uses mana to fuel their spells, or a Necromancer uses life-force, a Naztherak uses a foul substance called maleus. Appearing as a smoky plasma, maleus is a form of warped soul essence, usually found in the blood of Inferi or weeping off from Malflame burns. Crucially however, the infernal corruption of a Naztherak’s soul means that they are capable of producing, storing and manipulating maleus.

 

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(Magic Bottles by Vera Velichko)

 

A Prince may will a sliver of their maleus to their hands, and then by simply touching an object, imbue it with a purely aesthetic effect of ash, smoke and cinders. Metal may darken and blacken, while paper and wood may char, occasionally collecting ash and soot. All such objects may produce cinders and smoke, as if they were smouldering with fire - but cannot cause harm, blind or ignite anything. This only works on objects one can physically carry, and may not be used to damage buildings or people.

 

Tips:

Spoiler

 

- You can use this to create flavourful RP items, like stylising your Grimoire, your favourite quill or your sword.

- This effect is permanent and functionally harmless. It exists purely to make things fun, so have fun with it.

 

 

Redlines:

Spoiler

 

- A Naztherak may will their touch to cause held objects to take on an ashy appearance, and give off cinders and smoke. This takes one [1] emote to do so and consumes no quantifiable amount of maleus.

- This effect is purely aesthetic and serves no function other than to create visually flavourful roleplay items. These items do not require ST signing.

- Players may not use this to damage buildings or affect objects they cannot physically lift and so on. It will only affect small objects and personal effects.  

 

      


 

Mages do not have a precise quantity of mana, but upon expending all of it are physically exhausted. By contrast Naztherak have a quantifiable measure of maleus they can expend, and while they do not become exhausted by using all of their maleus, should they attempt to cast without enough of it, they will become afflicted with horrible Malflame burns - Should they attempt to do so again, this will consume the Naztherak’s soul and kill them, which is a PK by suicide rules.

 

The quantity of maleus a Prince has is determined by two factors: their tier, and the slots dedicated to Naztherak. As they progress through tiers and slot more subtypes, the quantity of maleus they have at their disposal grows incrementally. Maleus refreshes every 12 IRL hours, but there are ways for a Warlock to harvest maleus from other sources, so they may replenish themselves when necessary.

 

A character with Malflame and Demonology has [20] base maleus, and receives an additional quantity based on their tier as indicated below:

 

[T1] - 10 Maleus

 

[T2] - 15 Maleus

 

[T3] - 25 Maleus

 

[T4] - 30 Maleus

 

[T5] - 35 Maleus

 

So for instance, a T1 Naztherak of 2 slots, has a total maleus pool of [30], while a T3 Naztherak of 2 slots has [45] and so on. For every additional slot allocated to the magic however, in the form of slotted subtypes, the Prince gains a further [15] maleus, as per below.

 

[3 Slots] - 35 Maleus

 

[4 Slots] - 50 Maleus

 

A T4 Naztherak who takes Curses for example, will have a total maleus pool of [65], and a T5 Naztherak with both Curses and Pacting will have [85]. A Zar’akal, who has all five slots allocated to Naztherak will always have a maximum pool of [120] maleus.

 

Tips:

Spoiler

 

- Characters are rewarded for specialising in Naztherak, but it can be combined with other magics if you want to diversify a bit.

- Mix and match the subtypes you think you’ll enjoy. If Pacting appeals to the kind of roleplay you want, but Curses doesn’t, then just take Pacting and have fun with it.

 

 

Redlines:

Spoiler

 

- A Naztherak’s ability to cast depends on how much maleus they possess and they cannot cast without it. Should one attempt to cast after they run out of maleus, their body will be overtaken by Malflame burns, leaving them alive but in terrible pain. Attempting to cast without maleus again before it replenishes will result in their death and thus a PK by suicide rules.

- Maleus will naturally replenish over the course of twelve OOC hours, though a Naztherak may restore it forcefully through means of draining maleus from members of their court, their Striith(should they have one), or even inflicted Malflame burns upon mortals to draw the warped soul essence from the infernal wound. Details are listed in each section respectively.

- More slots dedicated to Naztherak does not increase the power of spells. E.g. The Malflame of a two-slot Naz is as strong as a four-slot Naz.

- A Naztherak may emote speaking a spell without physically typing out the name to avoid meta-gaming.

 

 

 

The Grimoire

Journals, books and tomes are a familiar tool for scholars and learned folk, and even some Voidal Mages are known to keep a book of their spells. Perhaps fittingly, study of the infernal and demonic also uses a tome of an esoteric sort called a Grimoire, in which the Naztherak records the spells they know and the Inferi within their court. Without it a Prince is incapable of casting any spells and it may be knocked from the character’s hands, held closed or destroyed by burning, waterlogging and so on, to prevent casting.

 

All Naztherak abilities must include an emote whereupon the Warlock opens their grimoire. This is always required, except for a Zar’akal who does not need a Grimoire at all, and may substitute the emote for another tell. If you cannot open the Grimoire or speak the incantation for a spell aloud, then you cannot cast the corresponding spell.

 

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(Recent MTG Illustrations by Igor Kieryluk)

 

Firstly a Grimoire is created by soaking pages in a mixture of blood and maleus, then bound into a suitable covering. Players may choose to have Grimoires as grotesque as their demonic benefactors, and bind them in flesh and sinew, while others may opt for a more subtle and easily-overlooked Grimoire. After assembling a tome, the Naztherak writes their name into the first page and may go on to inscribe their spells and notes, however ordinary ink will be burned clean off the page and the only writing medium which will stay is a substance called rakir.

 

For Naztherak, rakir is made by simply willing their maleus into a liquid suitable for writing or painting. Ink is the most common, but the blood of Inferi functions as rakir for this purpose and indeed some Warlocks are known to create a similar rakir by combining maleus with other blood samples. Players do not need to have roleplay item representations of rakir to write within a Grimoire, or for use in other rituals.

 

Lastly, because of their supernatural composition and contents, Grimoires are able to exhibit small flavourful feats of paranormal behaviour. They may levitate into the Naztherak’s hand, conveniently open themselves to specific pages, whisper occult ramblings and similar aesthetic properties. None of these however, may be used to prevent players from removing the Grimoire from the Naztherak’s person, or destroying it.

 

Grimoires do require RP item representation, which must be ST-signed as an enchanted object.


 

Tips:

Spoiler

 

- If the Grimoire is for example stolen and later appears on the auction house, and the player buys it back, they are permitted to roleplay that their Grimoire returned to them through some mysterious means.

- A Grimoire is a personal object, players are encouraged to personalise them. A Dwarven Naztherak may bind their Grimoire in iron plates with heavy latches, an Orc’s may be set with bone and bloodsteel and so on.

 

Redlines:

Spoiler

 

- Without a Grimoire, the Naztherak will be unable to cast. One cannot ‘memorize’ inscriptions. The only exception to this are the Zar’akal who may cast their magic without need for the Grimoire.

- Supernatural qualities of the Grimoire, such as opening automatically, floating, etc. exist only for aesthetic and flavorful purpose, and by no means grant any advantage against the Grimoire being removed from the Prince’s possession.

- The Grimoire is not impervious to harm. It can still be ripped apart, waterlogged, or destroyed through other means. Grimoires can always be stolen/knocked from a Prince’s hand.                    

- Even with the Grimoire, a Naztherak must still practice the necessary schools to use their spells. A Naztherak who does not possess the Cursing pact would not be able to imbue their Malflame with a Malice, for instance.

- Functionally identical grimoires may be made freely by the player as long as they are objects that can be written on / read from.
- No unique grimoire may be harder to knock out of your hand than a book would be.

- If a Naztherak is in an extreme level of pain, even with their Grimoire, they will not be able to cast. While they may be able to cast through things as cuts or scrapes or through movement, excessive dodging, stabs, and maiming will prevent casting still.

- Rakir may be made from mixing maleus with ink or Inferi blood for the purposes of writing in one’s Grimoire or performing Naztherak rituals. This does not require a set quantity of maleus to perform, nor item representation etc., though discretion should be practised. It is the only substance that may be used to inscribe spells within the Grimoire.

- Grimoires will receive the "significant magical item" tag when signed by an ST, which prevents their soulbinding.

- Note that should a player have to remake a Grimoire after it is stolen or destroyed, they need not be re-taught all of their spells.

 

 

Ilzakarn

Ilzakarn, “the chaotic tongue”, is the language used natively by the denizens of Moz Strimoza, or “High Hells”, and is chiefly spoken by Inferi of all rungs of power and influence. It is based upon Old Blah, and uses the grammar and(when written) script of Al’tahrn-Durngo(known more commonly as Blackspeech). Mortalkind are incapable of learning and interpreting Ilzakarn when written down, and even should one attempt, they will find their eyes grow dry and sting, as if looking into a bright flame. The glyphs will darken and even char the material they are scrawled upon and remain warm to the touch. If spoken or heard, Ilzakarn causes mortals to experience faint and brief hot flashes, even inducing sweating after prolonged exposure.

 

Due to the partial infernalisation of a Naztherak’s soul, a Prince is capable of not only deciphering, but also reading, writing and speaking Ilzakarn. A teacher may wish to roleplay teaching it to a student, or one may roleplay a gradual self-teaching of the language. Learning the language is necessary, as all Maleflame incantations are in Ilzakarn and many rituals use Ilzakarn scrawlings to function, so teachers should make the document containing the language available to students.


 

Redlines:

Spoiler

 

- Ilzakarn may only be read, written, and spoken by individuals who currently study and practice Naztherak or were users of it in the past.                    

- Mortals not studying Naztherak who come to hear the language will feel an uncomfortable warmth and anxiety, and reading it if transcribed would be as if looking painfully into a bright flame, their eyes becoming dry and agitated. Written runes in Ilzakarn may be uncomfortably warm to the touch, though not enough to burn an individual directly.

- Inferi may speak Ilzakarn as their native tongue, at will without any side effects.

- For a spell to be inscribed within a Grimoire, it must be written in Ilzakarn with Rakir. To then cast the spell, the proper incantation in Ilzakarn must be spoken aloud by the Naztherak.      

 

              

 

 


 

     

 

Malflame

The conjuring of fire is a common hallmark of Mages throughout history, and it is fitting that a Naztherak’s pyromancy is particularly spiteful. In place of Voidal or mundane fire, Princes summon a much more cruel ember called Malflame. The flame itself may have light or it may not, though it has no heat, nor can it burn objects. This is to say that any Malflame conjuration cannot penetrate paper or cloth, much less a wall or platemail. Unless the flesh is exposed then these wicked flames cannot harm an individual; so for instance a shirtless character is vulnerable if struck in the stomach or chest, while a character in full platemail or even gambeson with a face covering, is immune.

 

For those unfortunate enough to be touched by hellfire, it is incredibly painful, as if white hot metal is being pressed to their skin. This is enough to prevent an individual from casting, including other Naztherak, and otherwise burns slowly until the flame is smothered or submerged in water. The wounds and scars caused by Malflame usually darken as they heal, and may even possess an afterglow the same colour as the dark ember which caused the burn.

 

Malflame may appear in various colours depending upon the Naztherak who wields it, namely being alien colours such as shades of violet, putrescent pink, sickly green, and other vivid colours. but as long as they don’t look like mundane fire, it’s permitted.


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(Book of Rituals by
James Ryman)

 

Non-Combat Casting        

When in a non-combat circumstance, the Malflame capabilities of a Naztherak know almost no bounds, allowing them to employ their Malflame conjuration in any way which the Ilzakarn language would allow. While they are limited by tier, higher tier Naztherak, especially if in greater number, are capable of performing great feats of hellfire and malice, anything from creating an ember for a visual representation of agony, to decimating an entire landscape in a terrible display — baptizing it in infernal fire.

 

- Malflame may be applied in non-combat in any artistic way the Naztherak wishes so long as it can be invoked through a correlating word in Ilzakarn. While, of course, there is not a word for every shape or form, one might substitute the word ‘rodkar’ if the spell is being used as a small, artistic representation, such as forming a skull out of Malflame in one’s palm.

- If combat begins while the Naztherak is casting a non-combat spell, the spell will vanish and they will be forced to fall back to the explicitly listed combat arsenal.

- The amount of Malflame a Naztherak can summon is tier-based. A tier-one Prince could not possibly summon a storm of Malflame. Additionally, while emote counts are not explicit in non-combat, reason should be applied. In the event one is trying to summon a Malflame storm, several detailed multi-line emotes would need to be applied, around seven or eight at least.

 

 

Redlines:

Spoiler

 

- Malflame may only be conjured by a Naztherak, as they possess both the Brand and are able to read the Ilzakarn inscriptions within their Grimoire. One who is not a practising Naztherak would be unable to conjure Malflame even in the event that they know the Ilzakarn language for whatever reason.

- The exception is that Inferi can naturally use Malflame and are immune to only their own Malflame.

- A user may move at different speeds while channelling Malflame conjurations depending on the spell tier, but may not employ sudden movement without the spell ending, e.g. dodge-rolling.

- May move 4 blocks while channeling T1-3 Spells and 3 blocks during T4-5. 

- While Malflame projectiles do not always have a set range, the more they travel, the more they will weaken.

- Naztherak are not immune to the effects of Malflame, only immune to their own when conjured where the Brand is present.

- The burning from Malflame is extremely painful, like being pressed against white-hot metal. The pain from such may interrupt casting, and will likely last for several narrative days in the event that the person survives. The effects and pain of Malflame may be alleviated by Holy Magic and may be treated, to a lesser degree, by medicinal painkillers.

- Malflame will consume the victim until there is nothing left to consume, as long as there is continuous exposure. Simply landing the hit does not make it an insta-kill.

- It may be put out by smothering or submerging in water.

- Burns left by Malflame will darken, even blacken in some cases. After healing and scarring, they may still present a subtle glow the colour of the Malflame which caused it.

- Malflame cannot burn through cloth, armor, or any other protective material. It must make contact with living flesh or hair upon a victim in order to be effective.

- One may not guide or shoot Malflame through the visor, eyeholes etc. of helms, or similar small gaps in clothing. The skin must be exposed.

- Should Malflame conjurations make contact with air evocation spells of T3 or above, they may be blown out or redirected.

- Druidic Blight Healing is unable to alleviate the effects of Malflame burns, except in the case of Epiphytes, Soul Trees, or Fae, Treants and animals through the respective Beast-Purging ability. In the case of animals it does not heal the actual wound.

 


 

Combat Spells

In a combat scenario, you have access to a number of spells which have generic applications to harm or deter opponents, but sometimes small niche uses as well. These spells each cost maleus, meaning that it is a quantifiable resource a Naztherak must learn to manage; too many spells flung carelessly may mean you have no maleus to fend off a foe later.

 

Kriviir - [T1] [Combat]

A Naztherak may create a small, golf-ball sized sphere of Malflame which may be used to drain maleus from a soul-bearing victim upon sustained touch. This particular spell costs only [5] maleus to perform. It requires [2] emotes to charge, and can be sustained for up to [5] emotes, each emote where touch is maintained restoring [5] maleus. For example, sustaining touch for [2] emotes may yield [10] maleus, while [4] emotes restores [20]. 

 

Emotes of a Naztherak making contact worth [10] maleus.

Spoiler

 

The Prince opened her Grimoire and flicked through to a few pages in. There she rested her fingertip against a particular spot and uttered “Kriviir” in an unnatural tongue.

 

All over her left hand, the burn-like scars illuminated with a fel green light. As she turned her hand over then, embers of a similarly sickly hue sprung to life and formed a small tongue of wicked flame.

 

Turning her gaze upon the restrained man then, she spared his horrified face a glance, before setting the flame to his bare chest. As agony pulsed outward from the point of contact, the skin began to burn and melt and a vile haze of maleus wafted off- soon arcing toward the Naztherak herself.

 

Unable to break free, the prisoner could only scream and squirm as he was slowly burned alive. The Prince held her cruel flame to his flesh, burning deeper into muscle, as another glob of maleus leaked off and found its way to her own warped soul.

 

 

Tips:

Spoiler

 

- This ability has a small investment of maleus, with a potentially rewarding pay-off when used upon a victim. It can be used on all soul-bearing player characters, as long as it makes contact with living flesh.

- Using this to replenish maleus works by rewarding you for giving roleplay to others. Try to make the experience enjoyable to the other player too, such as by not killing them so they can keep scars and have character development.

 

 

Redlines:                    

Spoiler

 

- Cannot be thrown, must remain in the Naztherak’s hand.                    

- Must have constant contact with the flesh to draw maleus.                    

- If this ability is used to harvest maleus, it may not be NPC’d or ‘happen off-screen.’ It must occur during roleplay with another player-character.                    

- Using secondary personas or throw-away characters to ‘feed’ maleus to a Naztherak is strictly not allowed.                    

 

 

 

Vhiit - [T2] [Combat]

A Naztherak may create a wreath of Malflame around their Branded hand, which can be used primarily to inflict greater pain when performing physical attacks such as punches. This spell requires an initial [10] maleus to cast, with [2] emotes to conjure the Malflame around the marked hand. It may be maintained for [3] emotes, every additional [3] emotes requiring an extra [5] maleus.                

 

2 emotes of conjuring, then one of application

Spoiler

 

Opening his Grimoire against his left arm, the Warlock allowed it to open itself to a specific page. There his eyes fixated upon a single word, “Vhiit,” he then uttered in a foul speech.

 

From his right hand then, there erupted a flash of cinders and a flame spread from his palm. A pus yellow in colour, the wicked fire enveloped his hand and wreathed it in its spiteful ire.

 

He then looked to his victim, a man he had quarreled with, now bound and slumped against the wall. Then raising his palm wreathed in fel flame, pressed it to the man’s flesh and began to burn away at his soul.

 

 

Tips:

Spoiler

 

- Vhiit basically means ‘brand.’ You can use it to brand others as a punishment, or even make a thrown punch more painful.

- This is more of a ‘torturing’ spell than good for combat per se.

 

 

Redlines:                    

Spoiler

 

- Does not draw maleus from contact.                    

- If a Naztherak attempts to wreathe part of their body not covered by their brand, they will suffer Malflame burns and pain just like anyone else.                    

- Cannot be made into a projectile.

 

                   

 

Rok-Dhurz - [T2] [Combat]

A Naztherak can create a sphere or ‘ball’ of Malflame which they may cast towards an opponent, these projectiles come in three different sizes; small, which is golf ball sized; medium which is the size of a baseball; and large, which is the size of a standard 3ft diameter beach ball. Each of these requires [2], [3], and [4] emotes to conjure respectively. Projectiles also have ranges of [10], [20], and [30] meters, respectively, before dissipating. The maleus costs for each are [5]/[5]/[10].   

 

Emotes for a beachball-sized Malflame ball

Spoiler

 

Turning the leather of his occult tome and flicking through a few vellum pages marked with dark glyphs, the Prince tapped his finger upon a scrawling. As he spoke it aloud as an unholy incantation, “Rok-Dhurz!” blood red light spiralled up his entire left arm and there pulsed.

 

As he held his left hand aloft, the centre of his palm ignited as if a candle’s flame and soon the fire swelled to fill his cupped hand. The ball of unnatural red flame wavered and flickered briefly.

 

Swelling to the size of a watermelon, the sphere of seething fire floated lazily within the Prince’s hand as he reared it back behind his head threateningly.

 

With a sneer, his fierce and beastly eyes set upon his foe and the ball of Malflame reached the size of a beachball. In his hold it flickered and burned, eager to lap flesh from bone, as he then flung his arm forward and lobbed the great globe of flame after his foe.

 

 

Tips:

Spoiler

 

- This is your go-to combative spell, it’s simple, effective and you can change the size for a variety of situations.

- You can actually throw Malflame balls pretty quickly, making even a moving target possible to hit. Just remember that unless it touches exposed soul-bearing flesh it simply dissipates.

 

 

Redlines:                    

Spoiler

 

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

- They do not draw maleus upon contact.                    

- The ball of Malflame disperses upon impact and has no ‘splatter’.

- By spending [1] extra emote, this spell may have light combustive force added to it. It may dent plate armor, rip cloth, and will cause someone to trip if it strikes their feet.  

       

 

Rok-Heedz - [T3] [Combat]

A Naztherak can create a disc of Malflame which they may cast towards an opponent, these projectiles come in three different sizes; small, which is the size of a compact disc; medium which is the size of a large dinner plate; and large, which is the size of a bicycle wheel. Each of these requires [2], [3], and [4] emotes to conjure respectively. Projectiles also have ranges of [10], [20], and [30] meters, respectively, before dissipating. The maleus costs for each are [5]/[5]/[10].

 

Emotes for a dinner plate sized disc.

Spoiler

The warlock hurriedly leafs through the pages of his papyrus grimoire, eyes hurriedly darting between  his assailant and back down upon his profane book before he finds the passage he seeks. “Rok-heedz!” he enunciates whilst raising his left hand, level his shoulder, a sickly green light spiraling up his shoulder and arm and illuminating his hand. His face becoming sunken, and discolored a sickly pale green.

The green illumination on the warlock’s hand coalesces in his palm into a small ball of green flame, the warlock  stiffens into a jagged half-fist, which flattens and stretches the ball into a small flat disc of sickly flame, roughly the size of a dinner plate.

The warlock grabs hold of the disc of fel-flame, and holds it level with his head, before tossing it forward vertically in front of his face with a wave of his hand, sending the disc flying towards the unarmored head of his enemy.


Tips:

Spoiler

 

- Discs are essentially the same as spheres, but they're more advanced in terms of the ability to cast them.

- You might find a disc to be more appropriate for a particular niche than a Malflame ball.

 

                                     

Redlines:                    

Spoiler

 

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

- They do not draw maleus upon contact.                    

- The ball of Malflame disperses upon impact and has no ‘splatter'.

- Discs and spheres are similar in function, but discs require more fine control of Malflame, thus requiring a higher tier Naztherak to grasp adequately.

- By spending [1] extra emote, this spell may have light combustive force added to it. It may dent plate armor, rip cloth, and will cause someone to trip if it strikes their feet.                    


 

Rok-Kirluk - [T3] [Combat]

A Naztherak may create a cone of Malflame which may be projected forwards in the form of a flamethrower. This funnel is no larger than a block in diameter, and cannot exceed ten blocks further than its point of origin, that being the Naztherak themselves. This spell requires [3] emotes to perform, as well as a total of [10] maleus. It may be sustained for up to [4] emotes, requiring an additional [5] maleus every [2] emotes after that.

 

Emotes for Rok-Kirluk, sustained for 3 emotes

Spoiler

The prince opens his grimoire of spells with his left hand, and holds it briefly to his face, the pages supernaturally flipping themselves, as if turned by invisible hands, till the intended spell is found. “Rok-... Kirluk.” he hisses, immediately, his face would seem to sink in, cheekbones protruding, dark circles forming around his eyes as his skin discolors to a sickly shade of pale green.

The warlock extends his right hand forward, the brand covering his hand and arm pulsing a fel-chartreuse brightly. He balls his hand into a fist, fully extends his arm forward, and extends his index and middle finger to point at his intended target, a small bilious green spark of malflame appearing on his fingertips

For an ever brief moment, the glow of the warlock’s accursed brand and his wretched greenflame die down, yet such only harbinges the glow returning brighter, and from the place the ball of flame rested, a large cone of malflame shoots forth with an audible rumble, encompassing a meter in diameter, and shooting forth 5 meters directly in front of the prince before its lapping flames can go no further.

The prince maintains the gout of flame, taking a few careful steps towards his target, his lips curling into a disgusted snarl as the lurid flame burns forth in front of him.

Briefly diverting his focus to the loud man approaching from his left, the warlock turns his arm towards his newfound assailant, keeping his arm and fingers extended fully as he redirects his arm, and the flame it shoots, a full 45 degrees to hopefully bathe the approaching man in a shower of malflame, or at a minimum, dissuade his approach.

The warlock maintains the spurt of flames a while longer, though his tensed arm and hand begin to shake, and after a few moments more, the warlock drops his arm and hand, and the flames cease, the prince huffing and clearing his throat as the glow upon his arm subsides, and his features return from their sunken state to their former  vitality.


Tips:

Spoiler

 

- This is a spell you can use to deter or attack foes, it’s pretty flexible in that regard.

- Keep in mind, like all other Malflame spells, you can’t blast the cone at someone’s helmet and expect it to go through eyeholes and so on. You could however, allow an Inferis or another ally to remove the helmet first.

 

 

Redlines:

Spoiler

 

- The flamethrower must have its point of origin at the Naztherak themselves, and cannot be conjured anywhere else in proximity.

- Cones of Malflame may extend no further than 5 blocks ahead of the user, no wider than one block in width or height. Which is to say Rok-Kirluk may reach a maximum size of 1x10x1 blocks. 

- A Zar’akal may breathe the Malflame from the mouth or nose etc. by following the same emote count.

- This is more intensive on the user than other Malflame spells. They may move at a walk, but any sudden movements such as side-stepping an attack, or ducking behind cover will interrupt the channel.

- One may not redirect the flamethrower during its channel. For example, you can turn slowly to face a new hostile, but cannot suddenly have the flame shoot out to your right etc.

 


 

Rok-Ladom - [T3] [Combat]

A Naztherak may conjure a wave of Malflame which will move towards its targets, holding no solidarity nor force, yet completely dousing any it touches in Malflame. The wave itself has a maximum size of [2] meters tall and [3] meters wide. It requires [3] emotes and [15] maleus to conjure, and will continue to move forward either until it hits something, or it has exceeded a twenty meter distance from its point of origin, dissipating afterwards, not requiring sustenance to be sustained.

 

Emotes

Spoiler

The warlock reaches onto his waist bag, and pulls out his grimoire, flipping it open, and flipping through the pages quickly, he finds the spell he seeks. “Rok-Ladom!” he cries, his brand upon his arm alighting in a sickly green color, as his features seem to immediately sink in, dark bags forming about his eyes as his cheeks become sallow.

He holds out his right hand, and fully opens his palm, a single tongue of green flame appearing on his scarred palm, yet ever-quickly, the flame extends outward, snaking and growing up, down, and sideways  in front of the prince, eventually forming a large wall in front of him, 2 meters tall, and 3 meters wide.

A few moments after the malflame wall finishes forming, the prince draws his hands back, and then pushes it forward, sending the wall forward with an audible thrum, immediately taking a few wary steps backwards as the barrels forward along the ground, shooting forth 10 meters, before dissipating into nothingness with a evil hiss.

 

Tips:

Spoiler

- As this sweeps toward an enemy, you could turn and flee to attempt an escape from conflict, or you could use it as a distraction to find cover, or allow other casters to ready spells.

 

Redlines:

Spoiler

 

- The point of origin of the wave must be the Naztherak themselves.

- The wave has no force whatsoever, and will merely pass over any targets, leaving searing Malflame embers upon any unprotected skin. 

- After moving toward the target, the wave cannot be controlled such as turned/rotated or raised up etc.

- It may travel in any cardinal direction, including up and down, but may only move continuously in that direction.

 


 

Rok-Argal - [T4] [Combat]

A Naztherak may create a wall of Malflame in [3] emotes, which provides a deterring barrier in front of them or another, albeit not very defensive. The wall is purely composed of malflame, scaling up to [3] meters tall, and may be made at a minimum of [3] meters in length, and [1] in depth. It cannot be moved once charging begins, a spot glowing the colour of the Prince’s Malflame appearing in the location it is being conjured The overall cost of the wall is [15] maleus and the length of the wall may be extended by [3] meters for every [10] maleus added to the cost. The wall will last for 5 emotes, and may only be summoned within 16 blocks of the caster as long as they have direct line of sight with the location. Although the Prince does not need to channel the wall once summoned, it will dissipate should they leave the combat encounter, regardless of how many emotes until its expiration.

 

Emotes for a 6 meter wide wall sustained for 3 emotes

Spoiler

 

The witch opens her accursed grimoire, and lazilly flips through the pages, the grimoire itself seeming to work more than the witch herself, and turns itself to the intended page. The witch furrows her brow, before speaking out “Rok-Argal!” in a screeching voice, small curled horns erupting from her temples as the mark upon her left arm and visible torso glows a menacing crimson. Her face becomes ruddy, gaunt, and sallow as her pupils narrow. She holds her left hand level with her hip, palm upward.

[!] 4 meters in front of the witch, a glowing crimson line appears, measuring 6 meters long horizontally, and one meter wide.

The witch grins wickedly, before raising her left  hand upwards over her head, the crimson mark upon the ground erupting with a wall of vivid red malflame, creating a 6 meter long, 3 meter tall wall of wretched flame.

The witch keeps her hand raised, muttering and cackling quietly  to herself as she takes a few careful steps backwards, making distance between both herself and the wall of flame, and those on the other side of the wall.

 

The witch continues her careful retreat, lowering her hand as she lets the wall of malflame burn gasping for a few moments as she catches her breath, the glow of her brand and her horns receding, and her former vitality, what little of it she formerly showed, returning.

Now relatively safe, the witch turns, and runs from bother assailants, and the wall of her creation, which a few moments later, dissipates into nothingness, no longer impeding the advance of her attackers.

 

 

Tips:

Spoiler

 

- Conjure this on Christmas carollers at your door for an out-of-season surprise!

- You choose the size during casting, and cannot change the size once it's conjured.

 

 

Redlines:

Spoiler

 

- A Prince may summon it anywhere within 16 blocks of their current position.

- They must have direct line of sight with the location they wish to summon it.

- The wall has no force whatsoever, and one may pass through it, leaving searing Malflame embers upon any unprotected skin.                    

- One may not move the wall after casting begins. 

 


 

Rok-Norrvut - [T4] [Combat]

A Naztherak creates two pillars of Malflame in front or around them. They cannot be moved once charging begins, a spot glowing the colour of the Prince’s Malflame appearing in the location it is being conjured. They can be conjured in two [2] emotes, and lasts for up to five emotes afterwards. Only two may be conjured at a time by a Prince, and it is only one block in diameter. This spell requires ten [10] maleus to conjure at two blocks high; fifteen [15] maleus at three blocks high and twenty [20] maleus to conjure up to five blocks high. Pillars may not be summoned more than sixteen blocks away from the Naztherak, and they must also have line of sight with the location they intend to summon it at. Although the Prince does not need to channel the pillar once summoned, it will dissipate should they leave the combat encounter, regardless of how many emotes until its expiration.

 

Emotes

Spoiler

The warlock reaches to the book on his hip, and unclasps it from its casem holding it against his chest. He waves his hand over the book, which opens by itself, and flips to its required page. After a brief moment of scanning the page, he closes his eyes. “Rok-... Novvurrut’.” he enunciates, his features becoming sunken and the brand upon his arm and and visible chest glow a sickly pale green.

[!] Immediately upon the Ilzakarn’s utterance, a spot 15 feet in front  of the warlock glows a vivid pale green, making a small circle 1 meter in diameter that  pulses ever so slightly.

The warlock adjusts his footing, and widens his tance, squatting ever so slightly with his hands level his knees, looking as if holding an invisible object. The spot of glowing green on the ground begins to fester, small sickly embers wafting up from its place.

The warlock opens his eyes, and raises his hands upward, as if throwing the invisible object he was open into the air, his hands balling immediately into fists, as the spot on the ground explodes forth with a pillar of wretched malflame, shining a gaudy green light on its surroundings. The pillar extends a total of 4 meters up from the ground.

[!] The pillar remains burning, swirling and twitching in place, but remaining stationary.

 

Tips:

Spoiler

 

- Pillars do not require channelling once cast. You can leave a pillar in place until its emotes are up, and it will dissipate upon its own.

- Because there’s a tell, characters may spread out to avoid the incoming pillar. This can break up a group to be picked off one by one by Inferi or other allies.

 

 

Redlines:                    

Spoiler

 

- The pillar must originate from the floor or ground. It may not levitate in mid-air.

- It has no mass whatsoever, and may be passed through freely, but will scorch the soul at the location of exposed flesh.                    

- Only one may be conjured at a time by a single Prince. Should they attempt to cast another, the original will collapse in on itself.                    

- A pillar may be conjured at most [16] blocks away from the Naztherak.                    

- One requires line of sight with the position, in order to summon a pillar there.

- One may not move the pillar after casting begins.

 


 

Rok-Niirk - [T4] [Combat]

A Naztherak conjures a whip or lasso of pure Malflame into their hand. A whip-like conjuration functions as a bullwhip and may be lashed at a foe, while a lasso may be flung with the intention of ensnaring a target over the head etc. Summoning either takes three emotes to fully manifest and costs fifteen [15] maleus. Whips and lassos may be at most [8] metres in length, and last for five emotes.

 

Emotes for summoning

Spoiler

The warlock snarls as he opens his grimoire, quickly flipping through the pages, even briefly licking his index and middle finger to assist in leafing through the spellbook, before finding what he needs. “Rok-Niirk.” he enunciates, his features becoming sunken and discolored a sickly shade of green, as the brand which encompasses the entirety of his right arm, and visible torso alights chartreuse.

He lowers his right hand down, as embers of malflame flow forth from his palm. The warlock balls his hand into a fist, and embers begin coalescing into a thin stream, spiraling and weaving onto itself.

Finally, the malflame coalesces properly, forming itself into a long tapering chord of chartreuse fire. The warlock waves it aside, making a sickening, vaguely metallic crack with his newly formed whip, its end flopping onto the ground.


Tips:

Spoiler

 

- Zar’akal can use this for some premium Balrog roleplay. Beware of Grey Wizards.

- You can lasso Imps and Beasts with this spell.

- Ride a Beast while you round up other Inferi for demon cowboy RP.

 

 

Redlines:

Spoiler

              

- Zar’ei and greater may be lasso’d, but are capable of breaking free where their lessers are not.

- Although the ethereal whip/lasso will burn upon skin contact, it will not bind a mortal player-character.

                  

       

Rok-Krimth - [T5] [Combat]                            

Similarly to whips and lassos, a Naztherak may conjure chains of seething Malflame into their hands. These may be lashed at a foe in a manner similar to whips, or may be manually placed around the wrists, torso, legs etc. of one’s victim to continuously burn into their flesh. The links of the chain may be as large as the Warlock wishes, but may be no smaller than those of chainmail, and the chain itself may be no longer than [12] metres in length. When used, these chains assume material properties comparable to that of mild steel, providing strong restraints for most demons and nearly all descendants. The conjuration takes four emotes to fully manifest, and consumes [20] maleus whilst lasting for five emotes; this may be extended by spending an additional [5] maleus per two emotes.

 

Emotes

Spoiler

The prince waves his hand, and his accursed grimoire follows his wave, floating into his hand. He snaps with his other hand, causing the book to open itself, and flip to its required page. The warlock inspects the page briefly, before announcing in wretched Ilzakarn: “Rok-Krimth…” Small horns protrude from his head, as his features sink in, his pupils narrow into slits, and the brand that encompasses his entire body pulses with a crimson fel-light.

The prince holds his free hand out, level with his belly, a torrent embers of sickly malflame pouring forth from his branded palm. He grins wickedly, as the embers seem to move in continual figure 8s, coiling and folding in on themselves as they spread outward.

Finally, the prince balls his hand over the embers, the flame coalescing into dozens of interlocking squareish chain links. The chain of crimson flame flops down on either side of the warlock’s hand,falling to the ground with audible fel-clangs. 

 

Tips:

Spoiler

- More durable than a lasso, chains can bind Zezimar and stronger Inferi.

 

Redlines:                    

Spoiler

 

- Malflame chains have no mass whatsoever until the target is an Inferis.                    

- Imps, Beasts and Zar’ei may be bound with this spell, but Zar’ei/Zezimar may attempt to break free. 

- Brute Zar’ei may brute force chains to break them, while Malda and Kozun may loosen them to escape.

- Although the ethereal chains will burn upon skin contact, it will not bind a mortal player-character. 

- Whipped or thrown chains have no 'knockback' effect or similar.

 


 

Rok-Zevik - [T5] [Combat]

A mastered Naztherak, may conjure a large storm of Malflame which covers a wide radius of [7] blocks in a dome or column no taller than four [5] blocks inclusive. It must centre around the Prince. This is however, incredibly draining, requiring a large amount of maleus to perform. It costs [35] maleus to perform such a feat, requires [6] emotes to charge, and may be sustained for up to [7] emotes.

 

Emotes

Spoiler

The witch huffs, wiping her face briefly before drawing up her right hand, her grimoire of spells floating  to her palm as if attracted by a magnet.and resting in her palm. With a flick of her wrist, the book both flips open, and finds itself to the proper passage. The witch puts her index finger  upon the passage, before raising her hand up above her head and yells out, “Rok… Zevik!” The scarring on her body glowing a vivid jaundice yellow, as horns sprout forth from from her brow, and her face and body discolor to a  rotted flaxen hue.

The witch holds her hand out above her head, huffing, and muttering quiet, inaudible blasphemies as she takes a few careful, shaking steps forward, her eyes staring straight forward. Small embers of evil yellow flame drop forth, and fall to the ground like dying insects.

The witch continues her snail’s advance, huffings, and keeping her hand raised up her head, brow furrowed and eyes burning. The embers slowly coalesce into a swirling yellow flame, it burns ever brighter in the hand of the witch. The arm of the witch begins to shake slightly due to the strain.

Ever more, the witch remains on her chosen path, stepping forward slowly, still yet huffing, yet she makes a grim smirk, sweat beading down her rough horn-scarred brow. The sickly yellow flame grows slightly, seeming to form a vague ball in the witch’s hand.

The witch’s grin grows into an audible cackle, her eyes widening with hellish glee as she yet still remains uncontested, yellowed lips parting to let out hoarse guffaws of triumph, as the flame held over her head continues to burn. It seems to begin to shrink as the witch lowers her hand to shoulder level, holding it out in front of herself.

The witch quiets momentarily, holding the flame in hand, he curls the arm holding the flame, and balls her hand into a fist, covering the flame, before making one last triumphant cackle, as a storm of wretched yellow flame explodes outward from her hand, blowing and swirling as if at the bottom of an unseen tornado, it creates a large wide yellow vortex of malflame, encompassing a wide cylinder, measuring 4 meters tall, and 7 meters in diameter with the wretched witch in the center. It roars and thrums audibly as it swirls about the witch.


Tips:

Spoiler

 

- This is your ‘big bang’ spell. A whirlwind of Malflame which burns all living soul-bearing flesh within its radius. You could walk into a crowd and cast this to cause chaos, or you could use it to slow the advance of foes.

- Anyone caught in the storm doesn’t simply turn to ash, they suffer horribly painful burns, but may still escape its radius- assuming you didn’t smash their kneecaps.

 

 

Redlines:                    

Spoiler

 

- The firestorm still only burns exposed soul-bearing flesh.

- It must centre around the Naztherak and may not be repositioned.        

- Otherwise the flames pass harmlessly over covered persons.

- The storm has no mass and may be passed through easily.  

 

                  

                   

 

  

 


 

 

Demonology

The souls of the dead which are profoundly hurt or traumatised drift to the edges of the Soulstream, and there become vulnerable to the predations of other entities. In these throes of grief and turmoil, should the soul feel that it is undeserving of healing and peace, it will descend into the pits of Moz Strimoza. There upon planes of ash, marshes of bile and blasted mountains, the soul is sundered anew by its own guilt and pain, mutating and festering until from its fetid mass a new body is formed. A twisted vessel of flesh and bone, as repulsive and vile as the soul sees itself. For in believing itself damned, the soul has in fact damned itself and a new Inferis is born.

 

Demonology, or ‘Zakuzazevir’, is the dark art of binding, summoning and commanding Inferi, the monstrous and demonic denizens of the High Hells. Those who practice it assemble what is known as a ‘court’ composed of Inferi from varying rungs of power, skill and intellect, just as the courts of Kings may have advisors, knights and even fools. This court is kept together by the charisma, guile or at least dominance of its Prince, and should they be lacking in any one of such qualities, their command is at least magically bolstered so that none of their Inferi may directly turn upon its master.


 

2draWxwRFSeI3YUsO_IxrdiFAViOda5uysgwNDXjUPdRzI-QuXrj254oNijlXp6XW8ypRHQrqNnNb4GmQsyLckjjA5UMcT3RunDLpkGCXJULojDwNLvWjq7fqX6qHDgzIma8y3iA

(Portal by Sandara)

 

Each Inferis bound to a Naztherak has a page dedicated to them within the Prince’s Grimoire, which may be accompanied by occult symbols, drawings or even diagrams of the specific Inferis. Invariably the page will detail the Inferis’ name, typically one with a meaning in Ilzakarn. The power of a name is often steeped in superstition, and to Inferi who are so very chaotic and opposed to organisation, to be named is to be forced into some semblance of order or categorisation. Consult the Ilzakarn document to help you name your Inferi, whether you choose fitting, or even ironic names.


 

 General Redlines:

Spoiler

 

- Any aesthetic of summoning cannot change the function nor have any damaging influence, and it must also fit the general theme of Naztherak. It would not make sense to summon Inferi from a snowy portal.

- For aesthetic/flavor/environmental purposes, a Naztherak is not limited in the number of Inferi they may have wandering about their lair, though these will serve no combat or RP advantage, acting as NPCs.

- A Naztherak may not summon Inferi beyond Zevn and Zekul in combat. They may be accompanied by CA Inferi prior to combat, but these may not be summoned from the Grimoire at whim.

- Accompanying CA Inferi contribute to the player cap for raids and other unlawful or villainous roleplay.

- They may also not have more than five imps, NPC or CA, four beasts and three Zar'ei in their court.

 


 

Subjugation

A Naztherak has two means of dominating an Inferis in order to initially bind it with the powers of their Grimoire. The first is to physically exhaust the Inferis, such as by defeating it in combat, while the second means is to restrain it through mundane or magical bindings. Neither of these methods are for the faint of heart, and for the scholarly sorts typical of Warlocks, the latter option may be preferable.

                                         

Subjugate — Shackle [T1] [Combat]                    

The Naztherak summons forth fetters, shackles and chains of Malflame which immediately move to ensnare an Inferis within 10 blocks. These will immobilise a prior-exhausted Inferis, while those who have the strength to fight back can attempt to escape. Attempting to ‘shackle’ an Inferis takes three [3] emotes, one to open the Grimoire, one to speak the incantation and one for the shackles to move to the Inferis and begin binding. Additional emotes after that are more freeform as the Naztherak and Inferis fight.                

                                         

A Prince must expend [20] maleus to shackle and bind an Inferis in such a way. After a successful binding, a new page in the Naztherak’s Grimoire must be filled in with numerous scrawlings about the bound Inferis, and is completed by writing its assigned name at the head of the page. 

 

Emotes

Spoiler

 

The Warlock kept his serpentine gaze upon the Imp as it cackled overhead. Opening his Grimoire within his arms then, he flicked through the vellum pages until he halted at a spread. 

 

Despite the Imp’s sharp-tongued quips, the Prince sneered up at it. “Kramut za’zevn!” he hissed then, the scars all over his body illuminated with a pus yellow light. From the spread the tome then, a spark of equally fetid yellow fire began to emerge.

 

The flames then formed into links and the links into chains and fetters. Like the shackles used to bind prisoners, they lunged out toward the Imp, still too occupied with insults and rude hand-gestures than to foresee the need to escape. They would attempt to clamp about the creature’s arms and middle, to begin drawing him into the flames of the Grimoire.

 

 

Tips:

Spoiler

 

- The spell does not instantly capture an Inferis. They will struggle or may avoid being shackled by evading the chains appropriately. Should the spell land however, it will bind Imps and Beasts over several emotes.

- Zar’ei and more powerful Inferi however, will be capable of breaking free. Malda and Kozun may be able to slip free, and Rakaal may be able to break the bindings.

- A good place to find Inferi for binding would be a “Ilkgarokk” region created by a Zar’akal. Don’t expect to find them just in the woods, or in a street.

 

                         

Redlines:

Spoiler

 

-  NPC Imps and Beasts may be bound by wrestling them into submission and then Shackle cast upon them.

- Imps and Beasts are unable to resist the Shackle spell, but Zar’ei and anything more powerful may attempt to break free.                    

- Player CA Zar’ei and Imps must be roleplayed with, such as bargaining between them and the Naztherak to allow themselves to be bound, or combat to ensue etc. and to then be forcibly bound.

- A Naztherak may attempt to bind Inferi which appear in ST events, in which case a player may create a CA to play a Zar’ei bound in such a way. The overseeing ST may refuse and otherwise has discretion about how to handle such cases.                    

- Every attempt to bind an Inferi costs 20 maleus.                     

- This spell does nothing to non-Inferi etc.

 


 

Alternatively, a Warlock of particularly shrewd bargaining may be able to convince Inferi to be willingly bound. Typically this is only temporary such that the demon and Prince may cooperate toward a common goal, or to wreak havoc in a mutually beneficial fashion. It is only later that each may discover how true to their word the other is.                    

                                     

Redlines:                    

Spoiler

 

- A Naztherak and a CA Inferis may agree to a pact whereby the Inferis is bound in the Grimoire as if shackled. This may be as steeply-priced as the Inferis desires, as long as the agreement is based in RP.

- One may also negotiate with Inferi to cease hostilities or otherwise make bargains of a sort in ST events. In which case, the overseeing ST has the discretion to name a price, determine what the Prince receives in exchange etc. They may alternatively reject the chance to bargain. 

 

 

               

Invocation

A Naztherak may summon a bound, non-playable Inferis as an independent combat summon, though only to a particular tier of demon. Both Imp and Beast Inferi may be summoned interchangeably depending on the circumstance and how the Naztherak wishes to apply their court to the situation. To do this, they must speak the incantation correlating to the Inferis they wish to summon, which will then be brought forth. Aesthetic is left up to the Naztherak, allowing them anything from Malflame chains pulling the demon forth from the ground, to the Inferis appearing in an explosion of Malflame. Of course, such creatures must be coaxed, and thus the Prince offers a certain amount of maleus to bring them forth into the Material World and wreak the havoc both the Prince and their court so desire.


 

Invocation — Zevn [T1]                    

[Independant Summon] [Combat]                    

A Naztherak may call forth a bound imp, assuming they possess one. They may do this in three emotes; one to open their Grimoire to the right page, one to begin the incantation, and one to summon forth the imp, which can take anywhere from one to two emotes. Multiple imps may be summoned at once by taking two emotes for every additional imp, up to two being able to exist at once typically. They will last for up to eight emotes, at the cost of five maleus per imp, and can be sustained further by spending an additional five maleus, unless they are killed or dismissed prior to their maximum duration.                     

                                         

While the imps tend to follow the mechanics and behavior as listed in the Infernal Compendium, they do possess some minor differences. Imps summoned, while following the general commands of a Prince, follow them vaguely if at all, causing unnecessary destruction and chaos even in simple tasks. They are notably unintelligent, unable to wield more than rudimentary weapons such as clubs or crude maces, and also have a limited capacity to control Malflame. In the latter case, an Imp may use the Rok-Dhurz spell up to five times during the encounter it’s summoned in, and may be instructed to do so on command.               

 

Emotes to summon two Imps simultaneously

Spoiler

 

From within her satchel, the sorcerous withdrew a leatherbound tome. Placing it against the nearby lectern she unfastened its small buckle and opened it wide, quickly turning through the pages. The approaching footsteps of her adversary could be heard moving from room to room, looking for her.

 

“Zd’davrazi bur zevnka,” she spoke then in a guttural tongue, as the burns hidden beneath her gloved arms glowed with a lilac light from underneath. Her cheeks sank and a prominent ridge appeared above her brow then, as horns began to emerge from her blonde hair.

 

As the sound of footsteps outside seemed to come ever closer, she watched the glyphs within her Grimoire illuminate and pale purple flames erupt. Forming into lengths as if drawn by an unseen quill, the flames then formed a pentacle.

 

From the occult symbol of flame then, a column of flame rushed upward to the ceiling and from within its fel depths a grotesque little creature emerged. Flapping its bat-like wings and cackling from its stubby muzzle, its fiery eyes looked upon the sorceress as it clumsily hovered, long gangly limbs hanging down.

 

There came another creature then. As small and spiteful as the last, but rotund and lazy as it slipped free of the invocation. It too guffawed with laughter, freed from its confines and soon joined the first in struggling to maintain flight before their Prince, awaiting further orders.

 

 

Tips:

Spoiler

 

- In the example, the incantation reads “I summon two imps.” Incantations for such spells are flexible, and you don’t have to state exactly what was said, if it saves you continuously doing ctrl + F on the Ilzakarn doc.

- Imps are basically snot-goblins of chaos. Even something as simple as bird-emoting with them, they’re liable to burst through a window and smash up the room while delivering the message.

- They are small and neither particularly strong nor intelligent. Imps will however, serve as a good distraction or could feasibly work in a small group to achieve all manner of mischief.

- Player CA Imps can be created by RPing the finding and capture of an Imp, or performing Naz’kuthun upon Halflings or Sprites to transform them.

 

                                     

Redlines:                    

Spoiler

 

- Zevn may be conjured even if the Naztherak has not bound a player-character imp, though the roleplay of binding the NPC imp should still be present for one to summon it later on.                    

- Zevn summons follow their respective behaviors, redlines, mechanics, and abilities listed in the Infernal Compendium, unless explicitly stated otherwise.                     

- Zevn require five maleus to summon initially per imp. Expending five additional maleus will extend the summon by a further eight emotes.                    

- Although a Naztherak may have at most two imps in combat simultaneously, they may possess up to five under their command in non-combat scenarios.   

 

                 

                   

Invocation — Zekul [T2]                    

[Dependant/Independant Summon] [Combat]                    

A Naztherak may call forth a bound Zekul, a beast, assuming they possess one. Only one Zekul may be conjured at once, ranging from the size of a housecat to the size of a warhorse or grizzly bear at the very most. They will last for up to six emotes after initially summoning, though may remain longer should the Prince spend an additional ten [10] maleus, unless they are killed or dismissed prior to their maximum duration.        

 

The quantity of maleus and emotes used varies upon the size of the Beast, with larger Zekul requiring more bribery and coaxing. A Beast up to the size of a dog, may be summoned in three emotes, at the cost of [10] maleus; a wolf, big cat or horse-sized Beast, may be summoned in four emotes, costing [15] maleus; finally a Zekul up to the size of a grizzly bear requires six emotes to conjure, and costs [20] maleus.

 

Note that any Beast beyond the size of a housecat is not permitted to fly, and even those which can fly may only sustain flight up to [5] blocks above ground and have poor stability when hovering in place.            

 

Emotes to summon a big cat Beast

Spoiler

 

Pitted against another student then, the apprentice opened his Grimoire to a page near the front. As the yellowed paper rustled, his fingers traced over the glyphs and the occult symbols scrawled there.

 

While his opponent mirrored his actions, his pupils widened into horizontal slits, like those of a goat. Looking back to the page, he then spoke aloud in an unnatural tongue, “Zd’davrazi ra’zekul Rakulu!” His complexion paled as if he’d grown quite ill then, while an electric blue light raced up his arm from his left arm like a lightning bolt.

 

Before the young Warlock then, a circle of the same unnatural blue flame manifested before him, wider than he was tall and levitating off the ground. As it faced the other apprentice then, the circle formed a pentacle as if liquid metal filling a cast. From within the flames then, a rumbling snarl came and a figure began to emerge.

 

As if the pentacle were a window into the High Hells itself, a great monstrous beast climbed through and dropped to the floor with a thud. Its grotesque appearance resembled a lion, except its majestic mane was instead a plume of bone-like spines and fleshy tendrils, and its noble golden coat shredded and melted as if burned clean off. Its eyes wicked and a seething red.

 

 

Tips:

Spoiler

 

- You could feasibly keep a den of hellhounds for flavourful non-combative roleplay.

- A Naztherak who has a poor sense of security culture could have a mount which is a Beast, such as a monstrous horse and so on. That said a Zekul used as a mount should ideally still be vulnerable to being spooked and so on, no riding battlecat into the front lines.

 

 

Redlines:                    

Spoiler

 

- The roleplay of binding the NPC Beast should be present for one to summon it later on.

- Zekul summons follow their respective behaviors, redlines, mechanics, and abilities listed in the Infernal Compendium, unless explicitly stated otherwise.                     

- Zekul between the size of a housecat and dog require [3] emotes and cost [10] maleus.

- Those between the size of a wolf and a horse require [4] emotes and cost [15] maleus.

- Larger Beasts up to the size of a grizzly bear require [6] emotes and cost [20] maleus.

- Although a Naztherak may have at most one beast in combat simultaneously, they may possess up to four under their command in non-combat scenarios.

 



Invocation - Zar’ei [T3]

[Non-Combat]                    

Although a Naztherak may not conjure a Zar’ei as they do lesser Inferi such as imps and beasts, they may reconstitute bound ‘Twisted Ones’ who meet their demise by steel and sorcery. A Warlock requires only the most meagre remains of the Inferi in question, such as blood, charred bone or even ashes. Here the maleus does not act as a bribe for the Inferis, but is used to refuel them. This may be performed in no fewer than five emotes; one to open their Grimoire, one to speak the incantation, one to ignite the remains with Malflame and two for the Zar’ei to reform. It may not be performed in combat.                    

 

Emotes

Spoiler

 

The Prince placed the charred bone shard into a small gabbro mortar, then taking the pestle pulverised the bone into ash and dust. In her free hand she opened her Grimoire and thumbed through the pages to a spread displaying a demonic figure and various glyphs.

 

As her pupils swelled and encompassed her eyes, turning wholly a glossy black, she spoke aloud, “Zd’davrazi karazi ze’Zarei Malda.” The unholy speech seethed in the air, as the burns upon the Prince’s arms became alight with a rancid green.

 

Within the bowl-like mortar, the ashes and bone dust stirred. Without a sound, fel embers rose up and a small flame ignited within. The sickly green fire swelled and soon engulfed the bowl’s entire contents.

 

Rising up then in a lazy column of unnatural flame, cinders and sparks, the flames grew and erupted up from the bowl. Within the ensuing bonfire a figure then began to emerge, first as a pair of legs rising up and forming the lower half of a torso.

 

The column of flame swelled and the figure within continued to emerge from the embers and cinders. The sickly flame merged together, forming the upper torso and the head, as four arms erupted from the body with a seething rasp. Stepping down from the bonfire, which now began to die, the Zar’ei rolled its shoulders and hissed. It offered a begrudging nod to the Prince then, “Narhnka, zo’zak therak..”

 

 

Tips:

Spoiler

- If you do not perform this ritual to revive your Zar’ei, it will take a full week to reconstitute itself. This is to reward interaction between the characters and to limit the amount of ‘dead time’ on the Inferis persona.

 

Redlines:                    

Spoiler

 

- The roleplay of binding an NPC Zar’ei should be present for the creation of the player CA later.

- Zar’ei follow their respective behaviors, redlines, mechanics, and abilities listed in the Infernal Compendium, unless explicitly stated otherwise.                     

- Zar’ei require [50] maleus to be reconstituted.

- Reconstituting a Zar’ei in such a way must follow all rules of Monk Revival mechanics.

- One may not use this to summon a CA Zar’ei in combat. 

- A Naztherak may not have more than three Zar’ei.              

 

      

 

Invocation — Zentherak [T5]

[EVENT ONLY]                    

A skilled Warlock, or perhaps one merely charismatic and lucky enough to have bound a Zentherak to their court, may summon it as they do of Inferi several rungs below a ‘True Prince.’ The devastating power of Infernal beings of this stature however, is not to be taken lightly, and a Prince will likely have only a few permitted uses of such a summoning. To perform such a feat, the Naztherak may do so in six emotes; one to open their Grimoire, one to speak the incantation, then four for the Zentherak to emerge in all its fel glory.

 

Emotes for summoning a Zentherak during an event with a small offering

Spoiler

 

As the cacophony of battle echoed all around, the lone Warlock stood aback at a hastily-constructed shrine. His Grimoire opened to a spread as it lay atop the altar, and an eerie wind caught in his hair and robes. A clawed finger traced across the glyphs burned into the page. Taking a serpent into his left hand then, he began to strangle it, before slitting it open with a knife, allowing the blood to spill down into a bowl upon the altar.

 

His eyes turned milky white then, as if he had been suddenly blinded, but he read the wretched script from his unholy tome all the same. “Zd’dazthrak za’Zentherak kuul Zar’kiel zu’dazmauk,” he chanted then in that terrible speech, as the deep scarring of his flesh came alive with a fiery red glow, and a crown of dark horns emerged from his hair, his nose and chin growing pointed and cruel.

 

The ground seemed to shudder then and even the Sun became obscured behind a bank of dark cloud, plunging the battlefield into a gritty murk. Around the shrine, with the sound of clashing swords still ringing out, a pentagram rose up from the soil in seething red Malflame. The earth groaned and churned as something wicked stirred beneath.

 

From this pentagram the darkfire rushed upward in a great pillar of unnatural flame and cinder. Forming into a wall it obscured the Warlock himself and rose up into the sky as if it may tear the heavens down upon them all. Yet something worse began to emerge, as a monstrous growl rumbled out across the field.

 

Rolling again, the sound could be felt in the chest of all who heard it, as even the soldiers below paused here and there to gaze up at the unholy summoning. From within the pillar of flame then, a pair of clawed hands punched their way through and began to wrench the flames apart as to tear free from their grasp. Soon the arms emerged, the flesh marred and melted as if from horrible burns, joined shortly after by a torso.

 

With a blood-curdling shriek the pillar was torn asunder and dashed into embers upon the ground, as the Zentherak emerged. Soot and ash cascaded to the soil with each thunderous step, as the titan some twenty feet tall peered out over the conflict before it. Its reptilian jaws parted to shriek again, shoulders hunching up with a towering countenance, while a skeletal tail lashed against the burning air with a whip crack.

 

 

Tips:

Spoiler

 

- Should a CA Zar’ei of yours eventually evolve into a Zentherak, it’s possible to summon them in an ST event.

- The Zentherak should be played by an ST, not the player, so try to coordinate this with the ST prior to the event itself.

- Be open with the event ST about your intention to use this ability, it’ll make the organisation much easier on everyone, and allow the event to run more smoothly.

 

 

Redlines:                    

Spoiler

 

- The summoning of Zentherak is restricted to event-only encounters.                    

- An ST overseeing the event has the discretion to ask for additional reasonable requirements from the player, in order to summon a Zentherak, such as a living sacrifice, offerings etc. for the sake of fairness.

- A summoned Zentherak is permitted to stay for the entirety of an event, unless it is defeated, or withdraws due to injury etc.                    

- This drains the Naztherak’s entire pool of maleus, no matter how great or meagre.   

 

                 

 

Naz’kuthun

Finding Inferi to bring into a Prince’s court can be entirely due to timing and fortune, and at best one’s ability to wrestle such demonic creatures into being bound is inconsistent. For those who are a step closer to total damnation than their peers, a Warlock may take an existing soul, such as that of an animal or Descendant and subject it to an ungodly ritual, to transform it into a new Inferis, as a form of rapid infernalisation. Such a profane practice is surely given to Naztherak for a heinous purpose- but one cannot make an omelette without breaking a few eggs..

 

Using Naz’kuthun, a Prince may turn existing player-characters into Inferi, via the corruption of the character in all capacities. The soul warps to a demonic state, with the flesh taking on monstrous mutations, while the victim’s mind is similarly sundered. At the end of the ritual, the character will keep all of their prior memories, but will see the world through a new lens- no longer as a person, but as an abomination.

 

Such an Inferis may regard their prior lives with disgust in such sentimentality or weakness, while others may reflect on their experiences in a new light. In any case the Inferis will now be driven by chaos, spite and the desire to spread turmoil in their wake. This is not to say all will immediately seek to destroy a nearby village, and indeed these Inferi are much like their peers in the capacity for cunning and manipulation. Some will exist as a slow-burning flame, puppeteering great calamities from the shadows, while their more instantaneously gratified counterparts will burn brightly and revel in mayhem and bloodshed. 

 

Mechanics:

-  The victim must be submerged in a bath, basin or pool of blood and gore. A Naztherak may add additional blood and corpses etc. on top of them afterward.

-  A [T4] Naztherak performing Naz’kuthun will open their Grimoire and begin to read a prepared incantation, whilst infusing [50] maleus into the pool of gore.

-  The victim will begin to undergo a transformation of mind, body and soul. The process is agonising, but the character is incapable of preventing it at this point.

- A player must OOCly consent for the ritual to successfully corrupt the character.

-  Elves, Dwarves, Humans, Orcs, Hou-Zi and Kha will become Zar’ei.

-  Sprites and similarly small characters will become Imps.

-  Halflings may choose between the two, but may need to shrink to adhere to Imp size limits. 

-  When the new Inferis emerges from the pool, they are exhausted and easily bound by the Naztherak. At this point the player may create a CA for the playable Inferis.

-  A Prince may perform the same ritual upon animals to create Imps and Beasts, acting as sufficient roleplay to justify their later summoning.


 

Tips:

Spoiler

 

- Be considerate of other players involved. You might like everything in perfectly gory detail, but that kind of thing might make someone else very uncomfortable. If in doubt, ask if everyone’s cool with the roleplay.

- If roleplaying with yourself to bind Imps and Beasts gets tedious, you could instead perform Naz’kuthun upon them and make it into a small player event for your character’s friends or coven.

 

 

Redlines: 

Spoiler

 

- Only a Naztherak of at least T4 may perform Naz’kuthun. They must be taught the ritual through roleplay.

- OOC consent from all parties is required for a Prince to transform a player-character into an Inferis.

- Humanoid player-characters, including Kha and Hou-Zi become Zar’ei, and may choose their ‘type’ appropriately. For example an Elf may decide to be either a [Knight] or a [Mage] type, while an Orc may choose to be a [Brute] or [Knight] type etc.

- CA Sprites and other small creatures become Imps.

- Halflings may choose to become a Zar’ei or Imp, but must abide by all redlines of either, e.g. height limit of Imps.

- If an Olog undergoes Naz’kuthun, it may become a [Brute] type Zar’ei, but must adhere to the redlines of Zar’ei, including their height/build restrictions.

- The player-character must possess a soul and a body in order to be transformed by Naz’kuthun. Liches, Darkstalkers, ghosts, Sorvians etc. may not be turned into Inferi.

- Characters transformed in this way will lose their prior magics.                    

- Being transformed into an Inferi is utterly irreversible. 

- All Inferi are subject to the redlines and mechanics as outlined in the Infernal Compendium.

 

 

 


 

 

Curses

For many Princes, the power to conjure hellfire, command demonic soldiers, and even True Princes, is enough to quench their thirst for infernal knowledge and damnable potential. There are those however, who wish to pry further into forbidden arts, or who prefer a more subtle and yet more cruel means to enact their will upon the world.

 

Known as “Narthruzka”, Curses is a loose school of Naztherak sorcery which enables a Warlock to harrow their foes with a number of undesirable effects. Why duel your enemy in the open, when a curse of Misfortune causes him to take an unfortunate fall? Sabotage a rival noble house’s reputation by cursing their heir with Temptation, and watch as he steals from the jewelers, overcome with an insatiable greed. Perhaps a desirable position is already occupied, but easily supplanted by a Prince when the original occupant is suddenly stricken with Madness..

 

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(Disciple of Griselbrand by Clint Clearley)

 

Curses enables a Naztherak to make use of their Malice, by allowing its ire to burn through them and their maleus, embracing it as a diabolical disposition. While other Princes may fear or avoid the symptoms of their Malice, those who study Curses understand its true potential, even if they too accept its effects begrudgingly. Due to the use of the Malice however, one is restricted to the effects associated with the Malice or Malices they possess when creating flames- which is to say a Prince of Temptation may not create a wall with the curse of Madness, though they may create an idol of such.

 

General Redlines:

Spoiler

 

- A Naztherak must reach [T3] to be taught Curses/Nathruztar.

- Curses as a subtype has no tier progression, and occupies one [1] slot.

- One may teach Curses after [1] month of possessing it. They must also have been taught how to infuse their Malice into Malflame spells and how to create a cursed idol.

- The Prince's TA should be updated with this subtype, when the allotted time is reached, should they wish to teach it.

- Again, a Naztherak need not be a Zar'akal to possess a TA, only to connect one to the magic.

 

 

Cursed Fire

The more ‘active’ function of Curses involves the imbuing of one’s Malice into their Malflame conjurations. A Prince may perform this by the addition of [1] emote to any Malflame spell’s original emotes, which will cause their hellfire to burn with the spite of their Malice. Like all Malflame however, this can only take root should it meet living soul-bearing flesh, meaning that the curse cannot be passed to a target unless the Malflame burns the character.

 

Emote guide for Vhiit, while using the Malice of Desolation

Spoiler

 

A wicked grin curled at his mouth, as the Prince flicked through his Grimoire, coming to a page near the front. There his gaze fixed upon a single word and he spoke it in a fel tongue, “Vhiit.. za’vorzhnak” All at once the scars trailing up his arms and over his shoulders glowed with a brown-orange light, his skin turned sallow and his eyes turned wholly black.

 

Then within his palm a spark of seething hellfire burst forth and spread out to envelope his hand in its tainted orange flame. He looked to his accomplices, holding their victim down upon his knees, with his shirt pulled apart to expose his chest. As the Warlock advanced over, his hair parted for a pair of curling horns, growing from a prominent ridge of his brow.

 

His forked tongue lapped over his jagged teeth then, and the darkfire about his hand seemed to pulse as he allowed his Malice to smolder and seeth within the flames. There his black eyes looked to his palm and he appeared to ponder upon it for a moment, then soon looked back to his foe with a vicious sneer.

 

Reaching his hand out then, the Prince pressed it to the man’s chest and immediately a horrible burning pain would spread through his flesh. As the Malflame burned into his soul, it spread with it the Malice of Desolation, beginning to burn through the victim’s memory. The Warlock held his hand there for a long moment, then took it away again- leaving the man branded and cursed.

 


 

Should such “Cursed Fire” succeed in making its mark, it will cause an effect to occur within the victim as detailed by the descriptions below. All such curses will however, last for the entirety of a combat scenario and one hour afterward; if they occur outside of combat, they simply last for an hour. Just as Malflame burns may be soothed by servants of the Light such as Paladins, so curses may be drawn out and destroyed too.

 

Malflame Curses are as follows; note that it also includes the Malices gained from the Pacting subtype:

 

Woe

Spoiler

Malflame spells imbued with Woe cause the victim to experience existential despair. One might abandon whatever hope or conviction drove them, or merely feel that whatever victory they aim to achieve is far beyond their capabilities. Over two emotes they may become sluggish and feel weary, their armor feeling heavy, despite themselves being well-rested and healthy. Battles feel lost before they may even begin. Malflame imbued with woe will appear as if it has sad faces inside.

 

 

Lies

Spoiler

Malflame spells imbued with Lies cause the victim to feel compelled to lie in one fashion or another. These may be simple erroneous replies when asked yes or no questions, or they may attempt to spin elaborate falsehoods about themselves or others. Even when they have nothing to gain from such deceptions, they will still feel the need to spread fallacy and mistruth. In battle, it will become near impossible to communicate the truth, such as lying about your injuries, what the enemy is doing, or your want to continue a chase. Failure to speak or lie at all will cause a painful build-up within a victim's chest, as they suppress the strong desire. Malflame imbued with lies will appear as it snakes slither throughout.


 

Revolt

Spoiler

Malflame spells imbued with revolt will cause a victim to feel incredible amounts of disgust about themselves and others. One may toss their sword to the side because of a singular imperfection or may mock others should they not act perfectly. One may forcefully stay away from certain imagery such as certain cities, hospitals, or churches. Malflame imbued with revolt will appear as disgusting flames.


 

Madness

Spoiler

Malflame spells imbued with Madness cause the victim’s mind to be sundered by a supernatural psychological assault. This causes them to rapidly develop some manner of abnormal mental functioning, such as visual and auditory hallucinations, paranoia, schizophrenic-like delusions, other phobic or compulsive behaviors etc. These are always distracting and may easily earn the concern or disgust of observers. Casting spells may become additionally difficult as false realities manifest as unskilled mages tiers one or two will have to spend an extra emote realizing their surroundings. Malflame imbued with madness will appear as if familiar faces are in them.


 

Desolation

Spoiler

Malflame spells imbued with Desolation will cause the victim to experience amnesia, meaning that their short-term memory will be spotty at best. This may manifest as an inability to recall where they are, or why they are there; they may fail to adequately take in new information, causing them to be unable to learn a new skill or commit faces and names to memory. In battle, one may forget who they’re chasing or even which way someone turned a corner, even if they had just seen it a moment ago. Malflame imbued with desolation will appear as if everchanging figures are in them.


 

Temptation

Spoiler

Malflame spells imbued with Temptation cause the victim to begin feeling a tug within their consciousness, which leads them to seek out something of their immediate desire. They may well desert combat altogether if their desire to go home to creature comforts is stronger than to keep fighting. Otherwise, the victim will become vocally obsessed with something, or someone, or become distracted by things pertaining to hidden wants. Failure to verbalize these wants will feel like a pain building up in the chest. Malflame imbued with temptation will appear as if friendly faces are luring them in.


 

Dread

Spoiler

Malflame spells imbued with Dread immediately elicit a sensation of overwhelming fear as the felfire consumes the victim. This manifests as engaging the victim’s freeze, fight, or flight responses; particularly timid individuals may freeze, while most others will merely flee from the conflict, leaving a minority who will brace themselves to fight for their lives. Even those who successfully escape from or stand victorious over such an encounter will still find fear gripping their heart for the duration afterward. Even those who stay and fight would feel their heart beating in their chest and sounding in their ears uncontrollably. Malflame imbued with dread will appear as if skulls are within.


 

Venom

Spoiler

Malflame spells imbued with Venom will begin to elicit symptoms like those of a snakebite shortly after contact. This begins with a spreading numbness from the site of the burn, moving up to encompass the whole limb or abdomen over two [2] emotes. This numbness does not disable the use of limbs for combat. In the six [6] emotes afterward, a supernatural fever will begin to develop, which will lead to actual sweating and a danger of overheating if the victim is wearing many layers, such as gambeson beneath heavy platemail. These are merely symptoms and cannot kill the victim, but they may exacerbate pre-existing conditions. Skin will discolor and appear as if it was bruising, the blood vessels of a victim popping out. Malflame imbued with venom will appear as if it is swirling throughout.


 

Gluttony 

Spoiler

Malflame spells imbued with Gluttony immediately awaken a nigh insatiable appetite for food or drink within a victim. In particular, they will likely crave whatever is in front of them. After [3] emotes this sensation will need some sort of satiation from those affected. Victims far from food may bite at their own flesh, inanimate objects, or drink blood, requiring [1] emote to do so. This will cause the timer to go away until they are hit again, though the hunger will persist.  Walls, Pillars or Storms of Malflame imbued with gluttony may appear as if there are mouths within it.


 

Pestilence

Spoiler

Malflame spells imbued with Pestilence cause the victim to begin developing symptoms akin to those of pneumonic plague. This begins with a malaise, or feeling of sickness, over two [2] emotes; this does not inhibit combat or other exertive actions. Over the following [2] emotes, a bloody discharge will begin weeping from the nose and eyes, with a cough emerging then. The following emote after this, the victim develops a chill and their coughing produces bloody phlegm from the throat which may inhibit combat as it begins to get difficult to see and breathe. At this point, the weeping of the nose and eyes, chill, and coughing last until the 1 IRL hour is up, after which they will subside as the general sickness persists. It is not contagious and the combat prohibiting effects may be cured by spending [1] emotes to either rest or perform medical upon yourself. There is no specific manner in which one performs a medical check upon themselves, but rather it may  range from cultural aspects such as lighting an incense to doctoral procedures such as placing gauze in the nose. Malflame imbued with pestilence will appear as if there are nauseous clouds within.


 

Misfortune

Spoiler

Malflame spells imbued with Misfortune cause the victim to experience uncanny poor luck. This does not stack. During combat, the curse’s effect can be roleplayed as otherwise plaguing the unfortunate with any number of seemingly supernatural blunders and mistakes in their endeavors. This is not to say every swipe of a victim’s sword will be a glancing strike, or every arrow will miss, but rather what could have been a mighty or precise blow will be substantially lesser. For example, taking out a potion may slip and fall as someone drops it at their feet, or their sword may get stuck for a moment as they take it out. An unlucky effect will occur in every [3] emotes, though a victim may stop such a process by spending [1] emote to doublecheck their gear, weapons, etc. Malflame imbued with misfortune will appear as if there are general sights of unluckiness within, such as broken mirrors. The victim may choose the unlucky action that occurs and it will change depending on what the character is doing.

 

Tips:

Spoiler

 

- Cursed Malflame can be used in a number of ways, either to twist the knife into a foe, or to distract and disorient while the Naztherak escapes a combat scenario.

- These effects are not meant to outright kill and exist to add more flavour and fun so you’re not always just throwing spooky fireballs at people.

- Desolation could feasibly be used to conceal one’s identity, as the victim’s memory will struggle to remember fine details of such an encounter. You could use this to avoid creating a witness without the need to kill.

 

Redlines:

Spoiler

- If a Malice is imbued into Malflame conjurations, it requires one [1] additional emote to casting.

- Cursed fire malflame will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact if they are smaller than an arbalest bolt or a cannonball. 
- The associated effect of the Malice may last no longer than 1 IRL day.
- If this occurs within combat, the effect lasts the entirety of the encounter and for 1 IRL day after the conclusion of combat.
- A Prince may not imbue their Malice into the Malflame of others, or indeed any other mundane or magical fire.
- The effects of a Malice may be cleansed by a Paladin’s purge ability or any similar ability from other Holy magics.
-  Only the Beast-Purging ability of Druidic Blight Healing can alleviate the symptoms of a Malice in an animal. It does not heal the Malflame wound, however.
- Pestilence will prohibit someone from fighting upon emote [5] of it taking effect and may be cleared with [1] emote of dedicated self-care, though the lesser ailments will still persist. If one gets hit with another spell imbued with pestilence, the counter will begin once more.
- Upon emote [4] of Gluttony, one must spend [1] emote eating something within their vicinity, be it flesh or some nearby bread. Players are advised not to rp the potatoes in their inventory as this in order to promote unique roleplay. Faint hunger will persist but the countdown will not resume until they are hit once more.
- Upon emote [3] of Venom, one will begin to potentially overheat and feel extremely hot within their armor or garbs. They will appear sickly and their veins may pop out on their body.

- The pain in one’s chest from resisting temptation or lies is never enough to harm, rather a means to encourage players to verbalize the effects.
- One must have cursing to have a second Malice, as it is gained when they pact with their lord.

-The malice effects of Madness, Desolation, Temptation, Revolt, Lies, Dread, and Woe can be ignored after 4 emotes in combat but occur once more out of combat until healed. 

-Desolation may not make one entirely forget who they are fighting but may confuse them momentarily. 

 

Cursed Idols

More subtle still than the added ire of cursed Malflame, are the deceptively harmless trinkets, gifts and possessions a Naztherak might imbue with vicious properties. Similarly to their pyromantic counterparts, these curses also draw from one’s Malice, but where the prior burn bright and brief, these curses are a slow smouldering flame which builds to an all-consuming inferno.

 

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(Vessel of Malignity by Kieran Yanner)

 

These cursed objects, referred to as ‘idols’ are created through a ritual, which burns the Warlock’s Malice into the idol and fuels its effect with maleus. Although initially this comes from the creator, the curse is able to consume tiny proportions of maleus or healthy soul essence from whoever possesses the idol, thus sustaining itself indefinitely. 

 

To create such devilish devices, the Prince must prepare an area for ritual. This may be an elaborate altar with all manner of occult embellishments, or just a corner of a cave in moments of urgency. Preparing the ritual requires a complex pentacle of Ilzakarn script, scrawled in rakir, which details the Malice used and what manner of curse is being placed upon the idol. With an adequately prepared place to perform the deed, a Warlock places the idol in the pentacles’s centre, then opens their Grimoire and invokes their Malflame as a catalyst, whilst feeding the ritual with maleus to begin the process. Candles may flicker, alien whispers may be heard and other supernatural phenomena occur as the ritual is performed. The ritual burns the Ilzakarn into the object like a circuit board or a set of instructions, and uses the Naztherak’s maleus to initially charge the idol, finalising the curse laid upon it.

 

Mechanics:

-  Creating a curse requires the ritual as described above, a minimum of four good-quality multi-line emotes, and may not take place during combat.

-  One’s Grimoire must be present to create a curse, except for a Zar’akal.

-  Creating a cursed idol consumes forty [40] maleus from the Naztherak per object. Assuming one has enough maleus to do so, multiple objects may be simultaneously imbued with the same curse.

-  An idol may only be cursed with a single Malice.

                                   

The curses placed upon these idols follow a pattern in their development. After skin-contact with the idol, the curse will begin to take effect over the first IRL day; at this stage the effects are almost harmless, and so subtle that one could not reasonably think anything significant of them. Assuming the victim has consistent contact with the idol, which is to say they physically touch it here and there, it hangs in their work office or bedroom etc., or it sits in their pocket almost daily, then the curse will progress over the second IRL day; at this stage, the effects are more noticeable and typically more malicious, although discerning this as a supernatural attack is tricky still. If the victim continues to have consistent contact with the idol, then the curse will progress further over the third IRL day; at this point, the curse has reached full bloom; its effects are at their most debilitating and dangerous, and it is more reasonable to suppose there may be a nefarious force behind the curse’s effects.

 

These idols are however, just trinkets when all is said and done, and they may be destroyed as other mundane objects- smashing a cursed pocket watch, or burning a cursed book will end the curse’s terror after three days. It should also be noted that servants of the Light may purge the curse both from its idol(and keep the object in tact) and from those suffering its effects.


 

-  Curses provide long-term effects as detailed by the corresponding Malice. They take three [3] IRL days of possessing the idol to ramp up to their most debilitating effects.

-  They do not require recharging, and sustain themselves by gnawing at the bearer’s soul essence(alternatively maleus) periodically. No emotes are required.

-  An individual under the effect of a cursed idol may be alleviated of the curse by a Paladin’s purging ability, or any similar ability from other Holy magics.

-  Idols may be purged of their curse by the Paladin enchantment Sunlight’s Wrath, or a similar ability from other Holy magics, keeping the object itself intact.

-  The idol itself may also be destroyed by non-magical means. A cursed necklace may be melted down in a forge, a cursed pocket watch can be smashed with a hammer and so on. As long as the Ilzakarn ‘circuit’ upon the idol is destroyed, then the curse is broken.

-  When destroyed or purged, the dregs of maleus within the idol are released as a small curl of vile smoke, before dissipating entirely.

-  Although one may begin to realise that their behaviour changes after acquiring the cursed idol, or that they experience supernatural symptoms within its proximity, it’s considered metagaming to simply read the item’s description and immediately know it is cursed.


 

Woe

Spoiler

An idol cursed with Woe will cause the bearer to, over the course of the first few IRL hours, become progressively more miserable and depressive. They may merely take to brooding for hours, or may lack the motivation to cook and clean. As this progresses into the second IRL day many will find themselves unable to leave their bed, wallowing in self-loathing and turmoil. They may forgo cleaning, eating or other activities necessary to function. On the third IRL day, victims may not be capable of taking care of themselves, and even forgo activities which once brought them joy. Particularly susceptible personalities may even consider suicide.

 

 

Lies

Spoiler

An idol cursed with Lies will initially cause the bearer to begin responding to yes or no questions incorrectly on occasion. As this progresses into the second IRL day of the curse, a victim may attempt to weave a complex web of lies around themselves or others, which require further deception lest they be revealed as a sham. Developing further into the third IRL day, the cursed individual may even begin to believe their own lies, whether through sheer delusion or out of necessity to maintain this fragile fantasy they’ve constructed. A discovered liar may quickly realise the consequences of crying wolf.

 

 

Revolt

Spoiler

An idol cursed with Revolt will cause the victim to feel a gradually increasing sensation of disgust within themselves. Initially this may begin with merely a nudge to avoid certain individuals, objects, activities or even one’s appearance, as chosen upon creation by the Naztherak. After a second IRL day, this progresses toward an innate aversion to specific things, such as attending church, speaking certain words, or even possessions from one’s home. At its peak, after three IRL days, those cursed with Revolt may feel physically nauseous, skin-crawling sensations and other instinctual responses of disgust from the fixation of their Revolt. Some may be physically incapable of looking at their own reflection, for how utterly repulsive they find themselves to be.

 

 

Madness

Spoiler

An idol cursed with Madness will incite psychological discord within a victim. This begins with only minor symptoms, such as easily dismissed sensory hallucinations, or habitual and ritualistic behaviours. As the curse progresses into the second IRL day, the symptoms exacerbate, until friends and family would certainly notice the victim’s ‘disturbed’ nature from their usual selves. Paranoia may emerge here, along with more complex delusions, such as the belief others can hear their thoughts. After three IRL days the victim’s mental state deteriorates and they may become catatonic, or isolate themselves to avoid the triggers of their specific malady.

 

Removing the curse’s effect with Holy magic will not automatically undo the trauma this Malice causes. There is no quick fix and overcoming this trauma will take IRL weeks. Players are also reminded to be tasteful, and that mental illness is more likely to lead one to hurt themselves rather than others. This Malice should not be used as a means for edgy 'serial killer’ roleplay etc.

 

 

Desolation

Spoiler

An idol cursed with Desolation is a truly spiteful weapon. The first stage occurs within the first IRL day of possessing the idol, where the most recent of memories will begin to degrade in accuracy. This may lead to simple mis-remembering of events, or requiring triggers such as smells, or coaching from others to assist the victim. At this point, it can be easily dismissed as forgetfulness. Upon the second IRL day however, this curse begins to attack memories from further into the past and particularly those which hold significance to the victim, such as birthdays, their wedding day, or even the birth of their children. This likely leads to frustration from others and the victim, that they continuously fail to grasp these important aspects of their past. Finally in the third IRL day, the curse burns away at fundamental pieces of the victim’s personality, such as lifelong skills, names, remembered faces and to a lesser extent even language. In this final stage the victim experiences true Desolation, as they as a person are obliterated, destroyed without a drop of blood spilt.

 

 

Temptation

Spoiler

An idol cursed with Temptation will cause the bearer to become progressively more distracted and preoccupied with their desires. Within the first IRL day they may experience reduced impulse control, resulting in the stealing of valuables, if for example one is a material individual, or they may become vocally obsessed over a love interest. Moving into the second IRL day of the curse, a victim will experience a degradation of social inhibitions, resulting in poor etiquette, not respecting the personal space of a love interest, or even speaking uncouthly of another within earshot. Finally in the third IRL day, a victim of Temptation will find their willpower diminished and will be driven by the need to obtain objects of their desire; whether material goods, knowledge or even people.

 

 

Dread

Spoiler

An idol cursed with Dread inspires a growing terror and paranoia within its victim. In the first IRL day of the curse, this creeping fear will be akin to a feeling of being watched and being easily startled by sudden movement in the periphery, or loud noises. Progressing into the second IRL day, anxious symptoms intensify and will fixate upon one of a number of possible triggers, essentially causing the victim to develop a phobia. In the final stage of the curse(after 3 IRL days), this phobia will be allconsuming, the expectation of encountering its trigger will inspire paranoia and delusional thinking, such as an arachnophobe believing their mattress is filled with spiders. At this point the fear is far beyond rational and the victim will abandon almost all reason, save for self-preservation, should they encounter the trigger of their phobia.

 

A Naztherak creating a Dread-cursed idol may choose from the following phobias at creation, and may not change the phobia once the curse is created:

 

Fear of any given animal/creature including dragonkin, chimeras, manticores etc.

Fear of a specific inanimate object, as defined by the Prince

Fear of confined spaces/being buried alive

Fear of germs, dirt or the unsanitary

Fear of drowning/deep water

Fear of open spaces/crowds

Fear of thunderstorms

Fear of falling/heights

Fear of the dark/night

Fear of holy symbols

 

Fear is difficult to assuage in such victims and similar to Madness, even those who receive the help of Paladins or other Holy magics in purging their curse, will require IRL weeks to unlearn the phobia, such is the truly cruel facet of this Malice.

 

 

Venom

Spoiler

An idol cursed with Venom debilitates its victim with extreme symptoms, which mimic those of a toxic snake bite. Within two IRL hours of the curse, a clammy sweat sets in, followed by nausea and discomfort in the joints of the victim. One may easily dismiss these as symptoms of a mundane illness. They can be mitigated some by normal medicinal treatment, but won’t subside. During the second IRL day, the clamminess develops into a fever, accompanied by vomiting and in some cases mild delirium such as hallucinations. Dehydration is a potential danger here. After the third IRL day, the victim will experience difficulty breathing and abnormal functioning of the heart, such as palpitations. Were someone to have pre-existing conditions of the heart or lungs, this would be greatly aggravated and may even lead to death. The curse alone is unable to kill a physically healthy individual unless with OOC consent, otherwise only greatly weakening them.

 

 

Gluttony

Spoiler

An idol cursed with Gluttony is a dark totem indeed. Initially the victim will experience an increase in appetite and thirst, accompanied by nausea, which is a minor inconvenience and easily sated by simply indulging cravings. Upon the second IRL day of their curse, they will discover that mundane food and drink cannot satiate this gnawing demand within their body. The aroma or taste of blood will be more appealing than that of wine, and the smell of flesh will prove more appetising than seasoned meats. After three IRL days of possessing the idol, the victim will find their body’s need for mundane food and drink has been replaced by an unnatural hunger for the flesh and blood of their own race.

 

 

Pestilence

Spoiler

An idol cursed with Pestilence is a potent font of disease. Placed upon the person or in the home of one’s victim, it will begin to spread a malaise to those who come into direct contact with it, or those in frequent proximity to where it’s kept. Over the course of the first IRL day, victims experience this malaise as a general feeling of being unwell, accompanied by chills and a rising temperature. At this point, they will likely seek the assistance of a healer for what they believe is a mundane sickness. During the second IRL day, the supernatural plague advances to a persistent cough and shortness of breath, accompanied by blood in the phlegm and a weeping bloody discharge from the eyes and nose, while the temperature rises to a fever. At this point a healer’s attempts to manage symptoms will begin to fail. In the third IRL day of the curse, the prior symptoms persist and likely force the victim to remain in bed due to weakness. Necrosis may additionally begin to spread up the extremities, starting with toes and finger-tips, to begin consuming the victim with rot and disease.

 

If the idol is destroyed, or ‘Holy’ magic is used to cure the curse, tissue death can be reversed if the victim wishes(OOC consent required). Healers are also at risk of becoming cursed, if they enter a victim’s home to treat them while the cursed idol still functions.

  

 

Misfortune

Spoiler

An idol cursed with Misfortune will sabotage the efforts of the Naztherak’s victim in almost all capacities, from the everyday to the magical. During their first IRL day of the curse, the victim may stub their toe, cut themselves shaving or overcook their evening meal, minor inconveniences easily attributed to benign bad luck. Advancing into their second IRL day, alchemists may find their potions have spoiled, Mages fizzle their spells without explanation and mundane mortals may lose their possessions or otherwise encounter numerous and consistent inconveniences. Upon the third IRL day, more dangerous mishappenings will emerge, such as falling down the stairs, windows falling shut upon one’s head and other supernaturally suspicious accidents. In this state, a victim would start to feel like someone was out to get them.

 

It is up to the player to roleplay Misfortune appropriately, whether they choose to roll for the chance of Misfortune striking, roleplay a series of unfortunate outcomes, or indeed succumb to a tragic end during an event etc.

 

Tips:

Spoiler

 

- Although curses are outlined, players can adapt the effects to their character. For example a Curse of Temptation will not affect everyone in the same way, and while one person may be unable to help themselves but steal eye-catching trinkets, another may be more easily manipulated into taking ruinous bargains with a Prince.

- Players who receive a Curse of Woe may alternatively become very misanthropic and distrustful, ultimately isolating themselves from peers and loved ones, similarly leading to a depressing situation.

 

 

Redlines:

Spoiler

 

- Cursed idols require an ST-signed RP item as enchanted objects. They should adhere to the ST’s criteria for enchanted objects.

- One may not curse multiple objects with different curses within the same ritual.

- One may not stack multiple Malices upon the same object.

- Druidic Blight Healing has no effect upon cursed idols.

- Creating a curse is not possible in a combat scenario.

- Curses are not immediately detectable, but one may roleplay a gradual realisation that the idol is supernatural.

- The Paladin Purge ability, or similar abilities in other ‘Holy’ magics, will remove the effects of a curse from its victim.

- If the idol is not destroyed, the victim may find themselves cursed again, taking another 3 IRL days to ramp up to its full effects.

- The Paladin enchantment Sunlight’s Wrath, or similar abilities in other ‘Holy’ magics, are able to destroy the idol’s curse permanently.

- Cursed idols are not immune to damage. They are functionally ordinary objects and can be smashed, melted in lava etc.

- If an idol is destroyed, it takes a full 3 IRL days for its curse to pass, unless expedited by ‘Holy’ magics.

- Characters may not be used as a cursed idol, e.g. Shapeshifted Izkuthii

- Izkuthii and Sorvian masks may also not be cursed, but they can still be affected by Malice-infused Malflame spells.

- If an idol is placed within a player’s home, the inventory may not be locked to prevent access for its removal or destruction.

- Curses cannot affect constructs and non-soulbearing entities, with the exception of Sorvians, which possess Soul Essence to fuel a curse.

- Tree Lords can be affected by curses, but in place of ‘Holy’ magical intervention may be cured by the Purge ability of Druidic Blight Healing.

 


 

 


 

 

Pacting

There are Princes who when presented with the price or ruination of their dark tutelage, are abhorred and wish to be rid of such powers and to escape from their pacts. Many who are presented with the true cost however, are intrigued and ponder what further rewards they might bargain for. For these Warlocks, the first step to establishing this is to contact their patron, who until now has been beyond their reach, at least as far as they’re aware.

 

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(Thavius by Chris Rallis)

 

Should a Naztherak prove diligent enough, they may find others willing to instruct them in creating pacts of their own. The art of ‘Pacting’ is to draw up agreements between the Prince and other mortals, Inferi or indeed their patron, and the ability to bequeath small powers or curses as negotiable terms. This is to say that one who studies Pacting, has a few more tasty morsels to entice others with, than even other Naztherak.

 

To understand how best to draw up such pacts however, and to bargain for their own tools with which to do so, a Prince must first hold communion with their patron and agree to a pact with them.

 

General Redlines:

Spoiler

 

- An accepted Naztherak MA, and T3 is required to acquire Pacting.

- Pacting consumes one [1] magic slot.

- Like all Naztherak subtypes, one may not regain the slot offered to their patron. Ever.

- One may teach Pacting after [1] month of possessing it. They must also have been taught the properties of their Striith and how to apply boons/banes.

- Again, a Naztherak need not be a Zar'akal to possess a TA, only to connect one to the magic.

 


 

Communion

Nizarhuk, or “communion”, is the ritual performed by which one may make contact with their Zar’rokul patron. It is never to be undertaken lightheartedly, as even a favorable Naztherak may earn the ire of their fiendish financier. A Prince teaching the ritual to another, should assist in its assembly, and prior-warn their student of the process- least they falter when presented with the terms of their pact.

 

The Warlock must prepare a ritual pentacle drawn in rakir, not unlike those required for Curses, and similarly it may be embellished with candles and other occult objects if one desires. In this case, the Ilzakarn scrawlings call upon the Pentacle of Moz Strimoza to witness it, and in the centre of this pentagram an offering bowl is placed. 

 

Into the bowl, the Prince must offer their own blood such as by cutting the palm. This need not fill the bowl entirely, but the offering must not be wanting. After this the Prince then wills a sliver of their maleus into the bowl, to create a rakir of their own blood used only in this ritual. The rakir will shift and bubble as if being heated, until pale plasma-like fluid will appear to separate from the main body of the substance. This swirl of plasma will then form the likeness or name of the Zar’rokul who has chosen the Naztherak, revealing their identity.

 

At this point the Prince must then fill the remaining contents of the bowl with the blood of the animal corresponding with their patron, by means of slitting the creature open and spilling its blood as a sacrifice. A goat for Velkuzat, a bat for Drazhana, a snake for Kiiztria, a crow for Kholidav, or a black cat for Zathairn. Filling the bowl with animal blood, the Naztherak has made their offering and the Zar’rokul will answer. They may be played by an ST with manager approval, or the teacher if the prior is not available.

 

The patron will appear either in an avatar fitting their demonic nature, such as floating eyes in the dark, a vile spectral body more unsettling than most Inferi, or speak through the animal sacrifice. Drinking their fill of the Warlock’s pool of maleus, the Rokul will then acknowledge the Prince as chosen by them, makes their offer and names their price. The Naztherak may agree or refuse, the latter will cancel the ritual and the Prince receives nothing for their spent blood and maleus.

 

Upon striking their bargain a fresh page within the Prince’s Grimoire will mysteriously become inscribed with the pact. Written entirely in Ilzakarn, it details the terms agreed upon, including the price: a further portion of the Prince’s soul, allowing the Zar’rokul into their mind, and one permanent mutation. It also lists the prizes one has paid for: a familiar, the Rokul’s own Malice and the knowledge of and ability to use Boons and Banes.

 

 Mechanics:

-  Performing nizarhuk requires the ritual described above, in a minimum of four good-quality multi-line emotes, which may not take place during combat.

-  The Naztherak’s grimoire must be present throughout, unless they are also a Zar’akal.

-  The TA-holder teaching the Pacting subtype must be present throughout the ritual and guide the student through the process.

-  Players are encouraged to have various flavourful supernatural phenomena occur during the ritual, and are permitted to be creative insofar that it is not abused to seriously harm bystanders.

-  In their bargaining with the Zar’rokul, the Naztherak must allow them to consume the entirety of their pool of maleus, no matter how full or how large their maximum pool.

-  The Rokul will also demand a further sliver of the Prince’s soul, permanently slotting Pacting.

-  As a result of this further corruption upon their soul, the Naztherak will inherit a permanent mutation unable to be hidden, which bears a likeness to their patron. Such things may include scales, a bat-like nose, a forked tongue, fangs, cat-like eyes, vestigial wings etc., but may not grant any combat or mechanical advantage.

-  Lastly the Prince must allow their patron into their mind, causing vivid nightmares at least once a week. If one attempts to forgo sleep to avoid these, they will instead manifest as waking hallucinations. Either may be visions of their patron, Inferi or Moz Strimoza. These cannot be cured with medicinal aids, only ever granting temporary reprieve.

-  Upon successful completion of nizarhuk, the Prince may also adopt the Malice associated with their patron. Gluttony from Velkuzat, Dread from Drazhana, Venom from Kiiztria, Pestilence from Kholidav and Misfortune from Zathairn.

-  After acquiring Pacting, the patron may also telepathically contact the Prince to goad them into certain actions, such as interfering in world events, sabotaging the efforts of a rival Zar’rokul and their servants, or other flavourful means of grooming the Warlock into serving their patron.

-  Nizarhuk may be performed again for flavour roleplay after acquiring Pacting, or used for ST events where the Prince wishes to consult with their patron, but may not be used to metagame or stall combat etc.

-  An ST with manager approval may roleplay as a Zar’rokul for the purposes of communion rituals, eventlines or for telepathic communication to a pacted Naztherak.

 

Tips:

Spoiler

 

- Pacting provides more flavour for your Warlock-themed roleplay. Characters may choose to worship their patron, or only acknowledge them begrudgingly, they may attempt to break free from their patron even.

- Princes who pact under Velkuzat and adopt the Malice of Gluttony may become cannibalistic. Those under Zathairn may take joy in the Misfortune of others. A Warlock pacted to Kiiztria may be particularly spiteful.

- ST with manager approval may roleplay the patron as a voice in the Prince’s mind, instructing them to do great acts of brutality, or even small tasks to test their devotion and so on. Even if an ST is not available to do this, players have the discretion to roleplay hearing the voice in their head, if only providing vague suggestions.

- Perhaps your Warlock struggles to sleep due to their nightmares, so they are often exhausted. Perhaps they simply have shadows beneath their eyes. Some may even have an anxious avoidance of sleep. Have fun with it.

 

 

Redlines:

Spoiler

 

- An accepted Naztherak MA, and T3 is required to perform the ritual and thus acquire Pacting.

- One may not conduct the ritual during combat.

- If an ST member is not available to roleplay the Zar’rokul during the ritual, the teacher is permitted to play them instead only for the purposes of their student acquiring the Pacting subtype. In which case the Rokul is scripted to its offer and price, and may not make unique demands of the Warlock.

- After the pact is complete, the player must notify the ST to update their MA appropriately.

-  The Prince must wait the full 12 hours after the Zar’rokul has consumed their maleus, before it replenishes, as they have no maleus with which to cast kraviir.

- Permanent mutations are always visible and do not respond to casting. They must have some likeness to the Zar’rokul one has pacted under. Again these must be unsettling or grotesque.

- The nightmares and subsequent adverse effects upon the Prince must be roleplayed, whether that is as a disturbed mentality, extreme tiredness due to an inability to sleep, or other such symptoms.

- Alchemical, magical or herbal sleep aids have a diminished effect upon a Prince’s nightmares, at best working by half their typical strength. This may not be bypassed by taking extra doses.

 


 

Familiars

Although the price of a pact with a Zar’rokul is great, the rewards are not lacking. Perhaps the first of these to manifest is the Naztherak’s familiar, dubbed a “striith” in Ilzakarn. These creatures take on the appearance of the animal associated with one’s patron, as a disguise for the wicked Inferis concealed beneath the flesh, fur and feathers. Even then this deception is inherently flawed by the truly demonic nature of the striith, exhibited by traits such as albinism, melanism, uncharacteristic size, red or bleeding eyes, enlarged teeth and claws, or other such symptoms of infernal origins.

 

The striith is both a servant bound to the Naztherak, but also a means for the Zar’rokul to have a Prince under nigh constant observation. It is perhaps ironic that the striith is both jailor and prisoner in some regards, as like all Inferi bound to a Prince, they must obey.


 

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(Malakir Familiar by Alejandro Mirabal)

 

Possessing intelligence on par with a Descendant, these infernal familiars make for useful advisors and companions upon the dark path of the Naztherak. This intellect coupled with the inherent power struggle of all Inferi however, may prove to be one’s undoing, as the striith is innately manipulative. They will seek to subvert their relationship with the Prince if they can, preying upon fears or a weak will, to dominate the Naztherak for spiteful amusement by tugging upon the few chains they are able to.

 

Should the striith and the Prince be of alike personalities- finding kinship within deceptive, malicious, chaotic mentalities, or at least greed- then they can build a more amiable, symbiotic relationship, aiding each other in their respective endeavours without the explicit instruction of the Naztherak. In fact a Warlock is able to telepathically communicate with their striith, as long as it is within #w range, or within their line of sight. Lastly a striith is capable of meagre Malflame conjurations on par with those of an imp. Which is to say they may throw coin-sized balls, or spit small tongues of felfire, but do not possess a Malice of their own to utilise.

 

-  A striith is given to the Naztherak upon acquiring Pacting. It will invariably be the animal representation of the Zar’rokul; a goat for Velkuzat, a bat for Drazhana, a snake for Kiiztria, a crow for Kholidav and a black cat for Zathairn.

-  Each familiar will possess demonic physical traits such as melanism, albinism or other unnatural skin/fur/feather discolouration, horns, larger fangs, claws, talons etc. red or bleeding eyes, unnatural size etc. As long as the animal is unmistakable for its representation.

-  Familiars may emerge from the body of the animal sacrificed during nizarhuk, allowing a one-time transformation into the striith’s form, or it may merely be roleplayed as appearing mysteriously.

-  The striith may act as a servant for the Prince, akin to a pet or messenger bird, but all usual rules apply. E.g. 3 emotes to ‘bird’ with the striith.

-  The personality of the familiar can be roleplayed as one pleases, as long as it is of an inherently selfish, chaotic nature. Players are encouraged to treat the striith as a character, not just a pet.

-  Princes may communicate telepathically with their striith as long as they have line of sight with it, or it is within #w distance.

 

Tips:

Spoiler

 

- A striith is another facet of flavourful, subtle roleplay. Characters might pet and play with their striith, and it appear perfectly mundane to onlookers, or small actions by the striith may unnerve some and rouse suspicion from others.

- The relationship between Warlock and familiar is innately toxic. This doesn’t mean they constantly scream at each other or argue, and it is much more likely that one manipulates and undermines the other while maintaining a facade of civility or even helpfulness.

 

 

Redlines:

Spoiler

 

- ST guidelines concerning combat pets must be followed, concerning a striith. One may not use a goat familiar beyond the size of a golden retriever in combat, for example.

- Snake familiars must adhere to the ST’s policy for poisons and venoms.

- All other rules concerning pets or animal companions must also be followed with one’s striith, such as at least three ‘bird emotes’ to send a message.

- One may not use their striith to metagame information. For instance you may not ask the striith who killed you should it have witnessed so. Similarly it may not be used to spout exposition about lore the player-character is not privy to etc.

- A striith may possess demonic traits as listed above, or similar, but which may not give it outlandish abilities beyond those of their mundane animal counterparts.

- Their Malflame capabilities are on par with those of an imp.

- Although familiars are a device to encourage strongly aesthetic flavourful roleplay, one may not roleplay their striith as a totally docile pet. It must always at least be selfish, manipulative and chaotic, with room for them to be plenty spiteful and hostile as well.

 


 

In addition to a fellow traveller upon a dark path, the striith is also a potent source of maleus, when burned by Malflame, allowing a desperate Warlock to sacrifice their familiar for a fix of maleus to fuel further casting of their infernal powers. Alternatively it may be harvested for its Inferi blood, which acts as a unique form of iridescent rakir the colour of the Prince’s Malflame. This rich striith blood is known to be used by Warlocks in the creation of pacts with mortal man, and the conveying of magical boons and banes onto bodily flesh.

 

-  Should a Naztherak cast kraviir upon their striith, it will yield the fullest crop of maleus as the spell states in the Malflame section. This will destroy the striith however, and it may not reappear for an IRL week.

-  The Prince may instead choose to let the blood of their striith, to produce a shimmering rakir the colour of their Malflame.

-  The quantity of this does not change with the size of familiar, and always yields enough blood to inscribe a boon and a bane, without destroying the striith. If the Prince chooses to extract a further ‘count’ of blood within the same IRL week, they may at the cost of  destroying the striith and triggering a 1 IRL week for it to manifest again.

-  Striith do not like being destroyed and resummoned repeatedly, and will quickly foster hostility and toxicity toward a Naztherak who does so.

- If a striith is slain by mundane means, such as during an attack upon their Naztherak by other parties, it will remanifest after 3 IRL days.

 

Tips:

Spoiler

 

- You have the option to sacrifice your familiar for a fix of maleus, or an extra boon and bane per week, but if you enjoy the striith for its flavourful roleplay you might not wish to do so. Play your character, there are rewards for either choice.

- If your striith is slain by others, you could roleplay that it blames your Warlock, or if you’re able to inform it, the striith  could adopt a distrust for the race or group its killer belongs to. The striith is a character too, they have prejudices and are prone to spite and malice.

- Your striith might witness your own death, but don’t try to use this for metagaming. It’s strictly forbidden and otherwise poor form.

 

 

Redlines:

Spoiler

 

 - Striith who are repeatedly harvested, killed and resummoned by a Prince may not harbour an amicable relationship with their master.

- A Prince may cast a single spell of Kraviir upon their familiar to harvest it for maleus, which burns it away into embers and ash.

- A Prince may take enough blood from the familiar to create one (1) boon and one (1) bane, or any combination thereof without issue. Should they do so again within an IRL week, this will kill the striith.

- Should a striith be slain by mundane methods, it will remanifest after 3 IRL days. It may reassemble itself from ash, or otherwise mysteriously reappear.

- If a striith is destroyed by overharvesting blood or maleus it will take 1 IRL week to manifest itself again. It may reassemble itself from ash, or otherwise mysteriously reappear.

 


 

Boons & Banes

In following the theme of learning how to make pacts of their own, a Naztherak is gifted a few small tools to assist in this, although a particularly favorable Prince might develop a level of competency before seeking out their patron. To further ‘sweeten the deal’ when creating pacts with mortals, a Warlock with Pacting is gifted with the power of boons, small supernatural abilities, and of banes, minor non-progressive curses.

 

Many boons grant powers of convenience or whimsy(similar to cantrips in D&D), such as the ability to levitate or ignite and extinguish candles and small fires close to the caster. Banes, by contrast, force the bearer to suffer from a negative effect, but in doing so it will fuel a boon. These negative effects vary from an unsightly, squirming scar, to losing a sense or even one’s ability to read and write. Even if a Prince waives a price for a boon for a loyal servant or whatever passes for ‘friendship’ among Warlocks, a boon will not function without a bane.

 

At the point of creation, the Naztherak offering these boons and banes is able to choose them, and may discuss the ‘price’ with their pactee- or may choose without consultation, and let them discover the price only later. In any case the Warlock takes a measure of blood from their striith and infuses it with their own maleus, then either paints it onto the recipient, or tattoos it into the flesh; the prior being temporary and able to be washed off, and the latter is more permanent, but may be scored across or cut out to destroy it.

 

During the receipt of boons and banes, the individual will suffer from searing pain and hot flashes. For days afterward the marking will still burn, but they will be able to use the boon’s power and will suffer the bane’s price. The marking takes the form of Ilzakarn script painted or tattooed into the flesh, and such will always be warm to the touch and feel as though a scar or scab.

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An example of a boon and bane as they would appear tattooed into the skin.

Ascendancy(top) and Witch’s Mark(middle and bottom)

 

The currently known boons and banes are listed below, but more may be created via a Prince with a TA who submits them as a lore addition.

 

Boons

Ascendency(hahkduv) The character may passively levitate no greater than one foot from the ground though they otherwise benefit from no greater movement speed. Users with this may float in combat to avoid obstacles under a foot in height, or to avoid the slows of alchemical potions such as tanglefoot. This however, is not weightlessness as armor still weighs upon their person, encumbering them as it normally would. The use of alchemical or other magical powers to attempt to upgrade this will not work.

 

Redlines:

Spoiler

 

- The character may walk upon water for flavourful roleplay or in combat secnarios.
- If a player seeks to use this to bypass obstacles larger / deeper than 1 foot during an event, the overseeing ST has discretion to allow or deny its use for such a purpose.
- A player may not use this to justify bypassing settlement defenses they are otherwise unable to bypass mechanically.
- A player may float in combat, though only if such makes sense in the scenario. They may not suddenly float should they already be bound to the floor, for instance, and they may not float should they have their legs bound with rope or other adequate materials.

- Players may float above water or other liquid surfaces out of combat but not in such unless an event specifics otherwise.

- Tanglefoot and other alchemical potions may still affect and bind together the user's legs, though if they were already floating this will not cause them to fall to the floor as rope would. This is to say, one affected with Tanglefoot may continue to flee, though one bound with rope may not.

 

 

 

 

Clayface(telrotukar) The hair and/or eye colour of the character is chosen anew, and may include unnatural colours for either. The colour choice is detailed in the tattoo, and thus the Naztherak may choose.

 

 Redlines:

Spoiler

 

- Only the eyes and hair may change colour.

- This is not a sufficient disguise to conceal one’s appearance.

 

 

 

 

Devil’s Presence(zevirna’zak kortret) The character may will minor flourishes of supernatural flavour, such as turning pages of a book without touching them, crudely animating a doll, rattle door handles as if by unseen hands, and even open/close unlocked doors and windows akin to general ‘haunted’ phenomenon. Faces on paintings may turn to face a target and odd indistinguishable whispers may fill a room. Eye contact is required while doing this and objects may only be thrown as hard as a beachball and only one may be affected at a time. Affected objects will have harmless infernal traits such as ash flowing from them or small sparks.

 

 Redlines:

Spoiler

 

- This may not seriously injure or harm another player-character.
- All supernatural occurrences must be within 15 blocks of the player-character.
- One may not use this to create roleplay items, such as animated dolls etc.

- Objects may only be thrown at the speed of a thrown beachball. 

 

 

 

 

Eyes of Watyll(hontka za’Watyll) One may read any writing, etching, script, alphabet etc. at half their normal reading speed, and understand its meaning, but is not automatically granted the ability to write, speak or otherwise learn the language.

 

 Redlines:

Spoiler

 

- The character does not gain understanding of the language’s grammar etc., only understanding the written sentences before them.

- One may not combine this with synesthesia or similar conditions to understand spoken language etc.

 

 

 

 

Firetamer(rokvhiitlu) The character may create controlled sparks, such as with a snap of the fingers, sufficient enough to light a candle, a torch, or the kindling of a small bonfire no greater than 15 blocks away from them. They may also extinguish flames of the same size, within the same distance. Furthermore, a user may amplify flames once, increasing their size by double, which may cause the flames to spread to nearby surfaces if such makes sense. A user may also contort these flames slightly, for instance making a candle’s flame split in half like a snake’s tongue or point at someone like a finger. Flames may only be controlled if they are the size of a torch and controlling a flame requires two emotes - one to focus on it and one to contort or expand it.

 

Redlines:

Spoiler

 

- This may not be used for combat but may set things on fire with appropriate permissions.
- A tell of some description should be used, such as hand gestures or snapping of the fingers.
- The fire is a natural flame and thus provides light, warmth etc. It is functionally the same as a flint and steel.

- Flames may only be controlled if they are the size of a torch or smaller. 

- Once flames are doubled in size, the user must wait an additional 4 emotes before doubling another flame.

 

 

 

 

Regrowth(kakhurzu) Missing body parts such as a single finger, both ears, beard-bearing skin, teeth or tusks and so on, or a scar no greater than the size of a human’s palm, are restored to their original state over the course of an IRL week. 

 

Redlines:

Spoiler

 

- Limbs, eyes, multiple fingers, hands etc. are unable to be restored.

- The restored flesh and cartilage is no stronger than it was previously.

- This is a one-time restoration of one finger, pair of ears etc. If they are removed again, they will not regrow without the application of another regrowth boon.

- One may not repeatedly apply this boon to ‘farm’ ears, fingers etc. from a player character, such as for alchemical ingredients etc. Such will be considered an abuse of the MA and grounds for a blacklist.

- If the boon is destroyed or otherwise ceases to function, the restored finger, ears, tusks etc. will demanifest, while concealed scars will reappear.

 


 

 

Banes
Animal Antagonism(dughe’ilza) The bearer will give off an inherent aura of distrust to animals and creatures around them. This will lead such animals to be wary of, adverse to, or even hostile toward the character. It does not however, incite outright unprovoked attacks.

 

Redlines:

Spoiler

 

- A player may not use this as a means to ‘ward off’ creature attacks etc.

- One may not use this to detect or metagame Shapeshifted Druids.

- In the same vein, a Druid may not metagame knowledge of the bane, by Communing with an animal which responds to it. In such a case, the animal will merely state it distrusts the bane-bearer.

 

 

 

 

Illiteracy(utwatuvduv) The character loses all ability to read and write.

 

Redlines:

Spoiler

 

- Illiteracy occurs instantly upon completed creation of the bane.

- Should this bane be removed, literacy will return over the course of an IRL week.

 


 

 

Infernal Mutation(zevirlat thaznitnak) The individual is cursed to sire or bear children with demonic mutations, akin to the Naztherak’s own. The nails may be long and black or absent entirely, their teeth elongated and twisted, their nose resemble a bat-like snout, they may grow twisted horns, cloven feet, hairy palms, beastial eyes and similar abominable traits.

 

See the following lore for more information: Ra'liivengor Kreika | The 'Blessed' Ones

 

Redlines:

Spoiler

 

- Mutations may mimic those of the Naztherak who created the bane, or players may come up with their own.

- This bane does not only effect women, but men too. One need not be pregnant at the time of receiving it, as its effect will remain as long as the tattoo does.

- These mutations may not be attractive, and must be unsettling or ugly.

 

 

 

 

Stolen Mind(tiv da’nirhk zatk) One loses the ability to picture things within their mind’s eye, as if their imagination had never properly developed.

 

Redlines:

Spoiler

- The character’s other mental faculties remain intact. Although they may be unable to picture the face of a friend for example, they will still recognise them in person.

 

 

 

Taken Sense(tiv dag’nirhk shiizoh, khliir, zkuum, graur, hon) The character loses at least one of their senses from the list of taste, hearing, smell, touch and sight respectively. A Naztherak may choose which senses are taken, by inscribing them in the tattoo.

 

Redlines:

Spoiler

 

- No more than two senses may be removed by a single bane.

- One may not use prosthetics, animii etc. to substitute the senses taken by this bane. Animii eyes will not function etc.

- A Seer cannot have their sight taken away, for the Warlock is incapable of taking it from their Witness.

 

 

 

 

Witch’s Mark(malda’zak vhiit) The recipient develops a mark, not unlike the Brand of a Naztherak, upon a prominent place of their body such as the palm, arm, face, neck, chest, stomach or back. Never fading, it resembles a burn scar or lichtenberg figure upon the flesh, and will squirm and shift as if a parasite were moving beneath the skin.

 

Redlines:

Spoiler

 

- This mark may not be concealed anywhere inappropriate for the server, to prevent it being found.

- It does not grant immunity to Malflame as a Naztherak’s Brand does.

 


 

Mechanics:

 -  A Prince may offer boons to other soul-bearing player characters as a means of bribing them for cooperation, material goods, knowledge, promises of servitude or other such things as the Naztherak finds worthy of trade.

-  Even if they waive a price for the boon, such as to reward a loyal pawn, each must also be accompanied by at least one bane. A Prince may even choose to place a bane and no boon.

-  Imbuing their fresh harvest of striith blood costs the Prince a flat [50] maleus per one count of striith blood. They may imbue multiple counts of striith blood at once if they possess enough maleus to do so.

-  The roleplay for this process is freeform, but it must be roleplayed. Handing out boons and banes without roleplay will be considered OOC magic trading.

-  After one receives their boon and/or banes, the Naztherak must notify the ST to update their MA with a comment. The comment should detail which boons and which banes the character has been given.

-  A character may not have more than three boons and five banes at any given time.

-  Boons and banes have no expiration. The bane feeds on the bearer's soul essence to fuel itself and the boon indefinitely.

-  If the tattoo of the bane is scored or cut out, the boon will cease to function.

-  If the tattoo of the boon is scored or cut out, the bane will continue to function.

-  Boons and banes may also be destroyed by a Paladin’s Purging ability, or similar abilities in other Holy magics.

 

Tips:

Spoiler

 

- A Prince with a cruel sense of irony might grant a boon to regrow a musician’s finger, so they may play their instrument again, but take away their ability to hear with a bane.

- The boon “Regrowth” can be used to conceal scars for those vain enough to seek out dark magic to preserve their appearance. It also offers a little something to each race, vis a vis Dwarven beard shaving, the cutting of Elven ears etc.

 

 

Redlines:

Spoiler

 

- Striith blood must be used within 2 IRL hours of harvest unless an appropriate RP item is made and signed by the ST.

- When tattooing boons/banes upon a character, both they and the Naztherak must be in close proximity in roleplay. One may not be more than 5 blocks away mechanically or iRP and still receive boons/banes.

- One may not NPC the receipt of boons/banes. The roleplay should occur between two player characters.

- A character may not have more than three (3) boons and/or five (5) banes.

- To roleplay the received boons/banes, there must be a comment on the providing Naztherak's MA which details the boons/banes the player possesses. These may be updated by the ST when necessary.

- Although knowledge of boons and banes is magically conferred to the Prince, the TA-holder who is teaching them should also guide a student through the process in roleplay.

- To receive boons/banes the player character must have a soul to feed from. This means various constructs such as Sorvians may not receive boons/banes. Refer to the CA’s lore and ask the ST.

- An Azdrazi’s inner flame purges the striith blood from the tattoo/marking, thus preventing them from receiving boons/banes.

- Boons/Banes may be removed by Paladin purging, or similar abilities from other Holy magics.

- Alternatively the destroying of the tattoo/marking, such as cutting it out, will effectively remove it.

- If the boon is destroyed, the bane still produces its effect. If the bane is destroyed however, the boon ceases to function.

- One may not use banes to remove senses, literacy, or ability to imagine which a character did not already posses. For example, a blind person may not have "Taken Sense" remove the sight they don't have and so on.

- Boons/banes have no expiration and may be used indefinitely.

- The ST are entirely within reason to blacklist players who repeatedly abuse boons/banes, use them for poor-quality villainy such as roadside banditry(including meme/troll RP), or use them as a means to OOCly harass or bully other players.

 

 

 


Algzok Rokol 
To Smoulder Magic
The disconnection ritual.

 

An intense ritual that requires either one Zar’akal and two Naztherak or five Naztherak with two being at least tier five. Not to be taken lightly or as an escape from the hells, this ritual consumes the magic slots given to Naztherak while removing the ability to use the magic, scarring the soul as it does so. To perform this ritual, a group must draw a pentacle with rakir and place the unfortunate Naztherk in the center. From there, each Naztherak would stand within a corner of the pentacle before channeling their malflame and maleus into the center. Once all the flames converge upon the center and then the victim, they would flow over and throughout the brand, burning away the slots of magic and permanently damaging the soul.

 

Spoiler

- Does not require OOC consent.
- Leaves malflame burns atop the disconnected Naztherak’s brand.
- Does not give back the slots already given to the magic, these are permanently lost.
- Cannot be used in combat.
- If used upon a Zar’akal, their ability to cast malflame would become inert for 1 OOC month, they are not disconnected.
-Zar'akal who this rite is performed upon may not cast or use the Naztherak magic for this time period, such as casting malflame, making cursed idols, imbuing objects, etc.

-Results in the denial of one’s Naztherak MA.
- Requires either 5 Naztherak with two of them being T5 or 1 Zar’akal and 2 Naztherak.
- Is a somewhat freeform ritual that takes a minimum of 6 multi-lined emotes in total.

- After disconnection, Ilzakarn will be slowly forgotten over the next ooc day.
- The brand caused by disconnection may not be purged like other malflame burns, it is a permanent reminder of your past history.

- Should this ritual be interrupted via combat, it will fail as malflame rushes around the room and those involved.

- Any Naztherak may learn this ritual and teach it to others via word of mouth regardless of tier.

- All current Naztherak and Zar'akal will gain this ability from the acceptance of this amendment.

- A disconnected Naztherak may reconnect to the magic and will not lose more magic slots in the process although they will begin from T1 again.

 

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