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[ Guide ] Zevn & Zar'ei


Luciloo

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Inferi Lore

 

Naztherak Lore

 

Ambience



https://cdnb.artstation.com/p/assets/images/images/022/368/501/large/antonio-j-manzanedo-hell-manzanedo.jpg?1575197514
(Evil Book II by Antonio J. Manzanedo)

 

Synopsis

Many will be familiar with the Inferi Incursion eventline upon Arcas, and as such you may already know that Inferi are horrible, demonic creatures. This guide serves as a way to help support you in roleplaying CA Inferi.

 

Inferi are the denizens of Moz Strimoza, or the High Hells, a horrible patchwork-realm which lingers in the cosmos outside of the mortal world. Created from the warped souls of beasts and other mortals, Inferi tragically mirror the most vile parts of mortality, whether unreasonable rage, or nefarious cruelty.

 

As an Imp or Zar’ei, Inferi serve under a Warlock figure called a Naztherak, or ‘False Prince.’ The relationship between Inferi and Prince is often marked by the demon not wishing to carry out orders, but being incapable of outright refusing due to being magically bound to their Prince. This causes tension, or even hostility between each other, but it is possible for like-minded Princes and Inferi to cooperate more smoothly, although only insofar that it’s beneficial to the demon.

 

 

Comptable Magics/Feats: Vivication(Zar'eika only), Blood Magic(Zar'eika only), Seer Feat, Golemancy, Sorvian Sculpting,

     

Incompatible Magics /Feats: Any voidal magic magic, or magic which requires a healthy soul or mana, Heraldry of Azdromoth



 

Creation

Inferi, or an Inferis for singular, are formed when a mortal soul departs the body and enters the soulstream. If the individual the soul originates from experienced a particularly painful or traumatic life, this can leave scars upon the soul as a result. Due to this hurt, the potential self-loathing and other negative feelings one can acquire in response to trauma and suffering, the soul may come to believe itself to be unworthy, undeserving or incapable of the respite and healing which may await them in an afterlife.

 

Should the soul reach a point where it knows only self-torture, grief and pain, it will sink from the soulstream and descend into Moz Strimoza, the High Hells. There it is vulnerable to becoming sustenance for other inhabitants, but also falling victim to the influence of the hellish realm itself, which infernalises these miserable souls. This process is a level of pain and anguish beyond words, after which the soul forms a mutated body around itself, and a new Inferis is born. The abomination formed from the soul knows only the worst facets of mortality, such as spite and greed, and a fundamental lack of compassion.

 

A Naztherak player may well ask you to consider playing an Inferis for them, or you may wish to play an Inferis and must therefore find a Naztherak player who would like to expand their current court. In either case, a Naztherak is required to ‘create’ an Inferis for the player to roleplay as a [CA]. There are two ways to achieve this:

 

1. The Naztherak may roleplay ‘finding’ an Inferi at an appropriate location, and either strike a pact with it to serve them, or to essentially beat it into submission until they can subdue it and bind it to their Grimoire. This may happen during an ST event, for example.

2. The Naztherak takes a small creature, such as a cat or a monkey etc., or a player-character such as a Sprite, Orc, human, or even a Machine Spirit, and performs a ritual called Naz’kuthun upon them. This causes the soul, mind and body to be rapidly transformed into that of an Inferi, in which smaller creatures become an Imp and humanoid player-characters become a Zar’ei. This requires OOC consent from the player naturally.

 

When creating an Inferi character the two methods have some slight differences on how the character should be roleplayed. For instance if you previously played a character who was transformed into an Inferi, that character keeps all their prior memories and skills intact, but loses any magic they possessed which requires slots. This means they may still have a number of behaviours carry over and their monstrous perception of the world could bring about a new interpretation of their former identity and so on. By comparison, an Inferi native to Moz Strimoza might be a blank slate and you as the player get to pick their mannerisms, their motivations and so on, but they may have to learn how to to mimic mortal behaviours in order to not arouse suspicion when disguised for example. The differences aren’t huge by any means, but they can help to shape small facets of roleplay which you as a player may find interesting.

 

 

 


 

 

 

Zevnka

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(Imps by Gij Arentz)

 

Of the two playable Inferi CAs, Zevnka or ‘Imps’ are more inclined to mischief and sabotage. They are chaotic little snot-goblins, who are often used by their Naztherak to distract or harass an enemy, or to otherwise make the lives of others as inconvenient or outright dangerous as possible.

 

An Imp is created by either binding an existing Zevn, such as from an appropriately infernal area, during ST events, or by performing Naz’kuthun upon Sprites, Halflings and other small characters or creatures. Yes that’s right, your wholesome Proudfoots and Applebottoms can be turned into little monsters.

 

General Mechanics

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

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

-  If a CA imp is slain, it may be resummoned by its Naztherak, but not during a combat encounter.

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

-  Imps are considered a ‘category B’ closed CA.

 

 

General Redlines:

Spoiler

 

- Imps may not be more than 2 feet all.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 


 

 


 

 

Physicality

Imps are, as implied by the name, small. They may be no taller than 2’0 in height, but within that their builds can vary quite a bit. For instance you might have a 2’0 tall, skinny, gangly imp; or a 1’0 fat imp with wings too small to fly with. Additionally their skin tones can be of varying hues, like a muddy yellow or a dark red; as a rule of thumb if Orcs can come in that colour, so can an imp.

 

Concerning appearances, Zevnka are always hideous, and should generally elicit disgust when mortals look at them. They might have bat or pig noses, large bat-like ears, scales or fur, have only a few fingers or toes, large unsettling eyes or small shark-like black eyes.

 

Below are some good examples of Imp appearances to help:

 

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(Cliff Dwellers by Vablo)

 

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(Creature by Alvaro Ribeiro)

 

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(Hellboy Imps by Grigor Georgieve)

 

Like all Inferi, Imps are almost entirely carnivorous, and although they can survive on plant-based foods, they lose a lot of their strength, become slow and sluggish and tire quickly. They can however substitute traditional meat or animal protein for that of Descendants, and can eat flesh, bone, sinew and even brain to sate their dietary needs. This is to say that a Naztherak might throw a corpse to their imps to dispose of it by eating.


 

Mechanics:

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

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

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

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

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

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

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

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


 

Redlines:

Spoiler

 

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

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

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

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

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

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

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

 

 

 


 

 

Mentality

To put it bluntly, imps aren’t very clever. They typically have very disorganised thinking, which usually leads to them becoming distracted by immediate gratification. This gratification usually manifests as sabotage and mayhem, which imps excel at, frequently responsible for smashing lanterns to start a house fire, pouring water onto a forge to ruin metalwork, climbing into large clockwork mechanisms and prying them apart and so on. 

 

An imp’s capacity for speech is broken at best, in any language, including Ilzakarn as their native tongue. In any language they can grasp phrases of, they’re prone to repetitions such as “yes-yes” “good-good” and “boom-boom!”

 

When they can concentrate upon a task, it is to greedy and devious ends. Imps may squabble with other imps as they each fight over resources or whatever power they can get their sticky hands on. It’s possible for them to harbour jealousy or hostility for their Naztherak, who is essentially preventing them from climbing higher up the infernal ladder, and evolving into a more powerful form.

 

Cannibalism isn’t just a dietary possibility for imps, in fact if a particularly jealous Zevn sees another will be able to climb higher than them in terms of power or influence, the prior may kill and eat them purely to deny the latter this possibility. In this way, Imps create a ‘rat race’ among themselves, where they all squabble over the first few rungs of power as Inferi, and as a result few get very far. Those who do usually achieve so by working under more powerful Inferi such as a Zar’kiel, or become a Striith under a Zar’rokul. 

 

As a CA Imp however, serving a Naztherak does guarantee the imp some stability and frequent bribery with Maleus. As such a Zevn may be at least placated by their master, even if they are still reluctantly under the Warlock’s thumb.


 

Mechanics:

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

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

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

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


 

Redlines:

Spoiler

 

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

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

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

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

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

 

 

 


 

 

Abilities

Rok-Dhurz [Combat]

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

 

When casting, the Imp must have some manner of tell to telegraph its attack. Such tells may include glowing in the chest or throat, the body exuding embers and smoke, or even an uttered incantation. It may not move at more than a steady walk while casting, equating to [2] blocks per emote, or will be interrupted.

 

Emotes:

Spoiler

 

The Imp cackled and with snort of its pig-snout, it managed to produce a hiss of incantation “Rok-Dhurz! Dhurz-Dhurz!” Its emaciated ribcage then took on a fiery orange glow from within, as if a flame stirred in its abdomen.

 

Rearing back slightly, its greedy hands clutched the plinth upon which it sat and it seems to hack up something from the back of its throat. Opening its maw wide then, the hellish Imp spat forth a ball of electric orange Malflame, accompanied by no small quantity of stringy saliva. About the size of a large coin, the flame speeds toward the Imp's target below with the speed of a thrown baseball.

 

 

Tips:

Spoiler

 

- You have limited uses of this ability, up to 5 times per combat encounter, use them to harm or to distract.

-  Imps are pretty nimble and tricksy. You can’t move at more than a walk while casting, but you could hide up somewhere out of reach and harass someone with fireballs from above.

 

 

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.

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

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

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

- Imps may not more at more than a walk while casting.

- The maximum range for this spell is [5] blocks/metres.

- Must adhere to Malflame general redlines.

 

 

 


 

 

 

Zezimarka

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(Joker by Milan Tofel)

 

Zar’eika, or ‘Twisted Ones’, are the more humanoid of the Inferi CAs. Another term used interchangeably is Zezimar, which means ‘Seraph’ as an ironic moniker. They are capable of varied roles in the service of a Naztherak, but typically serve as soldiers or other forms of combatant for their Prince. Their choice of doing battle is typically determined by the subtype they fit into, of which there are three.

 

Maldaka, or ‘Witches’ are the casters of the Zezimarka. They are smaller and slimmer in build, but possess a number of Malflame spells to harrow enemies.

 

Kozunka, or ‘Knights’ are the footsoldiers. They are typically comparable to human knights and soldiers in terms of build, strength and stamina. They have fewer Malflame spells than a Malda.

 

Rakaalka, or ‘Tyrants’ are shock troops. Their height and build are on par with an Orcish warrior, and their primary go-to is brute force. As a result, they have only very crude Malflame abilities.


 

Mechanics:

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

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

-  Zar’ei are considered a ‘category B’ closed CA.


 

General Redlines:

Spoiler

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

 

 

 


 

 

Physicality

Thought by some to be most despicable of Inferi, for their uncanny similarity to Descendants, the body of a Zezimar typically appears akin to that of a mortal, but with symptoms of a profound level of corruption. Hair of the head and face often form as tendrils or sparse wiry tufts, while tusks are twisted and gnarled, and any beauty which might otherwise have existed, is instead unnerving and unnatural. Flesh may appear as if inside-out, burned or heavily scarred, sometimes even encased within a carapace. Even the skeletal structure is wracked by mutation, such as lacking a jaw entirely, or the body littered with crests and spines like various animals. In this way, Zar’ei are a perverse mockery of the mortal vessel.

 

It is also possible for them to only take on rudimentary facets of Descendants, such as an upright bipedal stature, whilst hardly resembling an Orc, Elf, human or Dwarf at all. In these cases all sorts of insectoid or alien traits may be present, such as multiple eyes, many limbs, mandiles or antennae. Alternatively a Zar’ei may appear as a figure of hellish viscera, from which flesh sloughs off like a rotting corpse.


 

Malda - [Mage Type]

Maldaka are your Mage-like Zar’ei, their weaker physicality is offset by more Malflame abilities. They function similarly to a Voidal Mage in terms of Descendants, in that they are mid- or back-line casters, and may be more interested in intellectual pursuits over the physical.

 

Mechanics:

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

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

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

-  Their maleus refreshes fully every 12 IRL hours.

 

Redlines:

Spoiler

 

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

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

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

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

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

 

         


 

Kozun - [Knight Type]

Kozunka are the warrior-like Zar’ei, who have limited abilities and spells, but can go toe to toe with a well-trained knight or soldier. Some may excell as skirmishers or even adopt phalanx tactics if necessary, and are a balance between physical strength and mental fortitude.

 

 Mechanics:

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

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

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

-  Their maleus refreshes fully every 12 IRL hours.

 

Redlines:                    

Spoiler

 

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

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

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

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

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

 

 

 

 

Rakaal - [Brute Type]

Lastly Rakaalka are the supreme punishers and tormentors of the Zezimar class. Their physical strength and stature put them a solid rung above their Malda and Kazun peers, and they know their brawn is their primary quality. They may be much more interested in physical challenge and brawling, than others.

 

  Mechanics:

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

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

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

-  Their maleus refreshes fully every 12 IRL hours.


 Redlines:

Spoiler

 

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

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

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

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

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

 


 

Inferi are almost exclusively carnivorous, and while they could theoretically survive on plant-based foods, they would be incapable of maintaining their peak strength. If a Zar’ei were captured and forced to live on greens or berries for example, their physicality would wane and their appearance may deteriorate as a result. When allowed to flourish however, a Zezimar may even opt for Descendant flesh, bones and so on, and can consume it as a substitute for livestock- In fact hunting mortalkind as a prey animal is an activity many Inferi would relish in.

 

As unnatural warped monsters, Inferi are incapable of innocence and their nefarious and cruel personalities earn them no reprieve in the eyes of Aengudaemons, particularly those of the Light. For this reason, Holy Magick burns an Inferis upon mere contact, and should such spells strike infernal flesh they will cause additional pain and burns, sufficient enough to halt the casting of Malflame. Even the vainglorious presence of Clerics and Paladins will exhibit an inherent disgust in an Inferis, who is unable to tolerate such righteousness.


 

General Physical Mechanics:

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

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

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

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

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

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

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

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

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

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

-  Xannic Mist, Tahariaen Light, or similar Holy Magics cause burning upon contact with a Zezimar. Should Paladin or Clerical spells strike the flesh of a Zezimar, it will cause additional burns and pain.

-  This pain is substantial enough to interrupt Malflame casting, and is otherwise to be roleplayed as agonising.

-  Paladin, Cleric and other ‘Holy auras’ emanating from the magic user, and/or artefacts and so on, elicit an instinctual disgust in all Inferi.

 

 


 

 

Mentality

What makes Zezimar perhaps the most disturbing of all Inferi, is their intellect which is comparable to that of mortals. The ability to apply logic and make accurate surmisation and prediction as a Descendant can, means they can not only make tactically advantageous decisions, but can even deceive others. Coupled with their strength and Malflame, this means a Zar’ei has all the tools to manipulate and defeat mortals as mortals themselves, plus a bit more

 

Despite this proclivity for cruelty and malice however, a Zar’ei is also privy to bargaining and trade. By no means fair in such transactions, by and large they will be willing to use the threat of murder, torture or even assistance as a tool to squeeze resources or cooperation out of others. This is never a mutually beneficial exchange, even if the other party is led to believe so by feigned civility, and dealing with devils is always a fool's gambit.

 

Indeed this bleeds into other facets of an Inferis’ relationships with others, including their Prince. All such connections exist because it is beneficial to the Zar’ei in some way- a Prince being the lone exception, although the presence of tension and resentment is potentially demonstrative of that. Anyone who has anything resembling a ‘bond’ with a Zezimar will be subjected to manipulations such as gaslighting, psychological and even physical abuse, whilst also potentially falling prey to exploitation and being thrown under the bus should it serve to preserve the Inferis’ own existence. So inhumane and incapable of compassion are these creatures, that they would prey upon another, take everything from them and then throw them to the wolves, before proceeding onto the next victim.

 

With regards to their Naztherak, the situation varies to some degree. Although all Inferi are magically forced to obey the commands of their Prince, few are truly cooperative. Those which are, typically share a common trait with the Warlock, such as a vicious appreciation for bloodshed, or a disgust of the Light. Most other Zezimar will instead reluctantly obey their Naztherak and use the vagueness of commands or loopholes in order to opt out of tasks they don’t wish to do, or simply to sabotage the plots and schemes of their mortal master. A Zar’ei wants to be free of their binding ideally, but if that’s not possible, a longer and longer leash will suffice.


 

Mechanics:

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

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

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

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

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


 

Redlines:

Spoiler

 

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

- CA inferi may not outright refuse the orders of their own Naztherak, and may not harm them either.

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

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

 

 

 


 

 

Abilities

Like the godless sorcerers who bind and summon them, Inferi have their own arsenal of unnatural abilities which unlike a Naztherak do not require study and learning, but are inherent to their infernal nature. These powers vary slightly between the castes of Zezimar, primarily those pertaining to Malflame manipulation; a Malda has much greater fine control, more akin to a Warlock even, while a Kozun will have some degree of practical conjuration, leaving the Rakaal with only primitive abilities to compliment their physical strength.


 

Malflame Manipulation

cg5-b91_erOdyImxvRRGGOb-iw3S2ipGfE7pQJld45p77jh0QwbEeS3_QzRISBs6R_6AebpPcYAAvCwYh2olqs-rzrlrkdfcmVny7VLA5o61MD11VFGzIlc7GCKAOCCbt-wQlmbD

(Fire Demon by Antonio J. Manzanedo)

 

Concerning non-combative casting, Inferi players should consider how elaborate their conjuration is. A Rakaal is incapable of depicting an intricate scene with Malflame, but is much more likely to breath a gout of it in frustration or rage. A Kozun may create an elaborate display in flourishes of hellfire, akin to fire poi and so on, while a Malda could feasibly summon a surface of flame with figures walking across it, or similar detailed imagery.

 

Although Zezimar do not require a Grimoire to cast Malflame, they must be capable of speaking an incantation of some description when combat-casting. This is to say that you need not have an exact translation for an incantation on hand, but if you are prevented from speaking- such as a knight punching your teeth out- then you may not cast Malflame. Similarly being knocked off your feet or experiencing high levels of pain(Such as being struck by Holy Magic), will both interrupt casting.


 

Malda - [Mage Type]

Maximum of [70] maleus, it refreshes every 12 IRL hours

 

Vhiit - [Combat]

Maldaka may create a wreath of Malflame around their 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

 

Removing his vambrace and tossing it aside, Ikzrazik stepped forth and flexed his fingers. With the word “Vhiit” leaving his helm upon a vile tongue, the eyeholes glowed an electric blue.

 

From the demon’s  right hand then, there erupted a flash of cinders and a flame spread from his palm. In that same unnatural blue, the wicked fire enveloped his hand and wreathed it in spiteful ire.

 

He then looked to his victim, a Paladin Initiate hardly older than twenty, now bound and forced upon his knees. Then raising his palm wreathed in fel flame,  Ikzrazik pressed it to the man’s face 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 - [Combat]

Inferi 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 [5], [10], and [15] meters, respectively, before dissipating. The maleus costs for each are [5]/[5]/[10].   

 

Emotes for a baseball-sized Malflame ball

Spoiler

 

Rearing back her hand, the demon hissed and sneered as there came a blood red glow from her eyes. Speaking aloud an unholy incantation then, “Rok-Dhurz!” the glow seemed to surge to her palm.

 

As he held her hand aloft, the centre of her palm ignited with ichorous embers and soon the fire swelled to fill her curled fingers. The ball of unnatural red flame wavered and flickered briefly.

 

With a leering gaze, Zarkrokah’s fierce and beastly eyes set upon her prey and the ball of Malflame reached the size of a baseball. In her hold it flickered and burned, eager to lap flesh from bone, as she then flung her arm forward and lobbed the great globe of flame at her victim.

 

 

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 ‘spatter,’ with the exception of being imbued with the Revolt Malice. See the Revolt Malice for further specifics.   

                 


 

Rok-Heedz - [Combat]

Madlaka 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 [5], [10], and [15] meters, respectively, before dissipating. The maleus costs for each are [5]/[5]/[10].

 

Emotes for a dinner plate sized disc.

Spoiler

The disarmed demon stood facing down the Witch-hunter, teeth bared in a lopsided grin. “Rok-heedz!” he growled, raising his left hand level his shoulder, a sickly yellow flaring from his monstrous eyes.

The fel illumination leapt to the Inferis’ hand then, coalescing in his palm into a small ball of unnatural flame, the creature’s claws stiffen into a jagged half-fist, which flattens and stretches the ball into a small flat disc of sickly ember, roughly the size of a dinner plate.

Taking  hold of the disc of fel-flame, he holds it level with his head, before tossing it forward horizontally in front of his face with a wave of his hand, sending the disc flying towards the unarmored head of his adversary.

 

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 ‘spatter,’ with the exception of being imbued with the Revolt Malice. See the Revolt Malice for further specifics.  

- Discs and spheres are similar in function, but discs require more fine control of Malflame, thus requiring the more specialised Maldaka to grasp adequately.    

 

               


 

Rok-Kirluk - [Combat]

Inferi 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 five blocks further than its point of origin, that being the Inferi 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, cast by a Zezimar, sustained for 2 emotes.

Spoiler

Ilryk the Wretch gurgles and gags briefly, sputtering and standing back away from his assailant. It extends its hands outwards, its split mouth twitching and jerking to utter “Rok-Kirluk...” as its eyes, and the gaps in its chitin begin to glow a lurid orange.

Ilryk’s insectoid mouth pulls back into a wicked simper, joining the thumbs of his twitching hands together with his fingers fully extended, palms facing his assailant, the glow beneath his chitin and eyes brightening visibly, shedding orange light on his surroundings.

Ilryk breathes in, making  an audible wheeze and holds its breath a moment. Suddenly its glow ceases, completely dimming to nothing for a second, before a large torrent of sickly fluorescent orange flame shoots forth from his hands, the bug-demon making a muffled ‘hagh!’ of triumph.

[!] The malflame extends out 5 meters from Ilryk in a cone, measuring 1 meter wide, and 5 meters long.

Ilryck cackles with misshapen glee, its hands twitching though nonetheless maintaining its former position. It slowly moves its aim to its left.

Ilryck finishes his turn to his left, just finishing a full 90 degree turn, realizing there is nothing else for it to mutilate or scorch, the Zezimar balls its hands into 2 chitinous fists, ceasing the torrent of flame, as his shoulders slump slightly. It makes 2 quiet wheezes, one after the other.



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 another ally to remove the helmet first.

- Haha firebreath go whoosh.

 

 

Redlines:

Spoiler

 

- The flamethrower must have its point of origin at the Inferi 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 1x5x1 blocks. 

- This is more intensive on the user than other Malflame spells. One 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-Argal - [Combat]

A Zezimar may create a wall of Malflame in [2] 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 Zezimar’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 8 blocks of the caster as long as they have direct line of sight with the location. Although the inferi 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 3 meter wide wall.

Spoiler

Ilryk the Wretch huffs with a wheezing tenor, realizing his predicament, trapped in a tunnel with his enemies advancing, he looks around briefly, before uttering aloud “Rok-Argal.” in a sickly voice. Immediately, his eyes, and gaps in his chitin begin to glow a garish orange, as a jagged xanthous line appears in front of him, roughly about 3 meters long, and meeting both walls of the tunnel.

Ilryk takes 2 careful steps away from the line, before raising his arms up, summoning forth a wall of lurid orange Malflame in front of himself, right where the line had marked. It extends 3 meters tall, and 3 meters wide, covering his retreat, he gurgles annoyedly, lowering his hands down as the wall burns.

The buggish Zezimar huffs, chittering to himself as he steps off through the tunnel, the wall continuing to burn.

 

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 Zezimar may summon it anywhere within 8 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-Niirk - [Combat]

A Zezimar 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 [4] metres in length, and last for five emotes. These conjurations possess physical properties for Inferi only, allowing a Malda to whip or lasso Imps and Beasts as if with their mundane counterparts.    

 

Spoiler

Emotes  for summoning
Ilryk the Wretch extends his right hand and arm out fully, causing a few odd cracks and creaks from his chitinous armor. “Rok-... Niirk.” he says with a pause, as an orange glow starts in his eyes, and slowly is matched from the gaps between his chitin, though glowing brightest in the gaps of chitin on the Zezimar’s palm.

Sickly orange embers of malflame flow out from the wretch’s palm, trailing off the palm in the concave between his misshapen index finger and thumb, yet they do not dissipate upon falling to the ground, seeming to sit in a small pile.

Ilryk balls his right hand into a holding motion slowly, the orange embers from his palm coalescing into a ribbon of lurid orange light, before stabilizing into a whip, the inferi flicking his hand to the side, making an audible crack as a flurry of embers rise up from the flaming bullwhip.


 

Tips:

Spoiler

 

- Zezimar can use this for some premium Balrog roleplay. Beware of Grey Wizards.

- You can lasso Imps and Beasts with this spell, but it has no mass when used on non-Inferi.

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

 

 

Redlines:

Spoiler

 

- Whips and lassos have no mass whatsoever until the target is an Inferi.                    

- 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.

- Whips and lassos have no 'knockback' effect or similar.      

 

     

 


 

 

 

Kozun - [Knight Type]

Maximum of [40] (+10 if evolved) maleus, it refreshes every 12 IRL hours

 

Vhiit - [Combat]

Kozunka may create a wreath of Malflame around their 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

 

Removing his vambrace and tossing it aside, Ikzrazik stepped forth and flexed his fingers. With the word “Vhiit” leaving his helm upon a vile tongue, the eyeholes glowed an electric blue.

 

From the demon’s  right hand then, there erupted a flash of cinders and a flame spread from his palm. In that same unnatural blue, the wicked fire enveloped his hand and wreathed it in spiteful ire.

 

He then looked to his victim, a Paladin Initiate hardly older than twenty, now bound and forced upon his knees. Then raising his palm wreathed in fel flame,  Ikzrazik pressed it to the man’s face 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 - [Combat]

Inferi 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 [5], [10], and [15] meters, respectively, before dissipating. The maleus costs for each are [5]/[5]/[10].   

 

Emotes for a baseball-sized Malflame ball

Spoiler

 

Rearing back her hand, the demon hissed and sneered as there came a blood red glow from her eyes. Speaking aloud an unholy incantation then, “Rok-Dhurz!” the glow seemed to surge to her palm.

 

As he held her hand aloft, the centre of her palm ignited with ichorous embers and soon the fire swelled to fill her curled fingers. The ball of unnatural red flame wavered and flickered briefly.

 

With a leering gaze, Zarkrokah’s fierce and beastly eyes set upon her prey and the ball of Malflame reached the size of a baseball. In her hold it flickered and burned, eager to lap flesh from bone, as she then flung her arm forward and lobbed the great globe of flame at her victim.

 

 

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 ‘spatter,’ with the exception of being imbued with the Revolt Malice. See the Revolt Malice for further specifics.

 


 

Rok-Kirluk - [Combat]

An Inferis 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 five blocks further than its point of origin, that being the Inferi 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, cast by a Zezimar, sustained for 2 emotes.

Spoiler

Ilryk the Wretch gurgles and gags briefly, sputtering and standing back away from his assailant. It extends its hands outwards, its split mouth twitching and jerking to utter “Rok-Kirluk...” as its eyes, and the gaps in its chitin begin to glow a lurid orange.

Ilryk’s insectoid mouth pulls back into a wicked simper, joining the thumbs of his twitching hands together with his fingers fully extended, palms facing his assailant, the glow beneath his chitin and eyes brightening visibly, shedding orange light on his surroundings.

Ilryk breathes in, making  an audible wheeze and holds its breath a moment. Suddenly its glow ceases, completely dimming to nothing for a second, before a large torrent of sickly fluorescent orange flame shoots forth from his hands, the bug-demon making a muffled ‘hagh!’ of triumph.

[!] The malflame extends out 5 meters from Ilryk in a cone, measuring 1 meter wide, and 5 meters long.

Ilryck cackles with misshapen glee, its hands twitching though nonetheless maintaining its former position. It slowly moves its aim to its left.

Ilryck finishes his turn to his left, just finishing a full 90 degree turn, realizing there is nothing else for it to mutilate or scorch, the Zezimar balls its hands into 2 chitinous fists, ceasing the torrent of flame, as his shoulders slump slightly. It makes 2 quiet wheezes, one after the other.


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 another ally to remove the helmet first.

- Haha firebreath go whoosh.

 

 

Redlines:

Spoiler

 

- The flamethrower must have its point of origin at the Inferi 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 1x5x1 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-Argal - [Combat] - [Evolved Kozun only]

A Zezimar may create a wall of Malflame in [2] 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 Zezimar’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 8 blocks of the caster as long as they have direct line of sight with the location. Although the inferi 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 3 meter wide wall.

Spoiler

Ilryk the Wretch huffs with a wheezing tenor, realizing his predicament, trapped in a tunnel with his enemies advancing, he looks around briefly, before uttering aloud “Rok-Argal.” in a sickly voice. Immediately, his eyes, and gaps in his chitin begin to glow a garish orange, as a jagged xanthous line appears in front of him, roughly about 3 meters long, and meeting both walls of the tunnel.

Ilryk takes 2 careful steps away from the line, before raising his arms up, summoning forth a wall of lurid orange malflame in front of himself, right where the line had marked. It extends 3 meters tall, and 3 meters wide, covering his retreat, he gurgles annoyedly, lowering his hands down as the wall burns.

The buggish Zezimar huffs, chittering to himself as he steps off through the tunnel, the wall continuing to burn.

 

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 Zezimar may summon it anywhere within 8 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. 

 

 

 


 

 

Rakaal - [Brute Type]

Maximum of [20] (+5 if evolved) maleus, it refreshes every 12 IRL hours

 

Vhiit - [Combat]

Maldaka may create a wreath of Malflame around their 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

 

Removing his vambrace and tossing it aside, Ikzrazik stepped forth and flexed his fingers. With the word “Vhiit” leaving his helm upon a vile tongue, the eyeholes glowed an electric blue.

 

From the demon’s  right hand then, there erupted a flash of cinders and a flame spread from his palm. In that same unnatural blue, the wicked fire enveloped his hand and wreathed it in spiteful ire.

 

He then looked to his victim, a Paladin Initiate hardly older than twenty, now bound and forced upon his knees. Then raising his palm wreathed in fel flame, Ikzrazik pressed it to the man’s face 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-Kirluk - [Combat]

Inferi 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 five blocks further than its point of origin, that being the Inferi 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, cast by a Zezimar, sustained for 2 emotes.

Spoiler

Ilryk the Wretch gurgles and gags briefly, sputtering and standing back away from his assailant. It extends its hands outwards, its split mouth twitching and jerking to utter “Rok-Kirluk...” as its eyes, and the gaps in its chitin begin to glow a lurid orange.

Ilryk’s insectoid mouth pulls back into a wicked simper, joining the thumbs of his twitching hands together with his fingers fully extended, palms facing his assailant, the glow beneath his chitin and eyes brightening visibly, shedding orange light on his surroundings.

Ilryk breathes in, making  an audible wheeze and holds its breath a moment. Suddenly its glow ceases, completely dimming to nothing for a second, before a large torrent of sickly fluorescent orange flame shoots forth from his hands, the bug-demon making a muffled ‘hagh!’ of triumph.

[!] The malflame extends out 5 meters from Ilryk in a cone, measuring 1 meter wide, and 5 meters long.

Ilryck cackles with misshapen glee, its hands twitching though nonetheless maintaining its former position. It slowly moves its aim to its left.

Ilryck finishes his turn to his left, just finishing a full 90 degree turn, realizing there is nothing else for it to mutilate or scorch, the Zezimar balls its hands into 2 chitinous fists, ceasing the torrent of flame, as his shoulders slump slightly. It makes 2 quiet wheezes, one after the other.


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 another ally to remove the helmet first.

- Haha firebreath go whoosh.

 

 

Redlines:

Spoiler

 

- The flamethrower must have its point of origin at the Inferi 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 1x5x1 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.

 



Malflame General Redlines:

Spoiler

 

- A user may move at a walk while channelling Malflame conjurations, but may not employ sudden movement without the spell ending, e.g. dodge-rolling.

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

- 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 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.

- Malflame does not produce light nor heat, nor does it have force on its own.

- 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 is does not heal the actual wound.

 

 

 


 

 

Reconstitution

Although their fleshy vessel is not indestructible, the infernal soul of a bound Zezimar will remain upon the mortal plane. Fleeing from the site of their slaughter, a Zar’ei is able to figuratively lick its wounds by gorging upon its own maleus. After one IRL week, the Inferis’ body will reform about the soul, effectively reconstituted, although a number of scars and burns may remain upon the flesh from great wounding. They will remember nothing of the events leading up to being slain, save perhaps the pain.

 

Should they have even the reluctant assistance of their Naztherak however, Zar’ei may be reconstituted far more quickly. By taking remains such as flesh, blood, bone or even ash from the slain Inferis, a Prince may perform an invocation which rapidly rebuilds a body using their own store of maleus. 


 

Mechanics:

-  If slain in combat, a Zar’ei may not be played for [1] IRL week. During which time the demonic soul wanders the world, licking its wounds and feeding upon its own maleus to survive and regain its strength.

-  After this cooldown, a body will reform around the soul. Limbs, tails and horns etc. are permitted to regrow during this process. Players are also permitted to keep scars, burns and other unsightly reminders of their wounding prior to reconstitution.

-  If the Zezimar’s Naztherak is able to recover their remains, they may be used to perform the Demonology spell “Invocation - Zar’ei” at T3 and above, to immediately revive the Inferis character. This costs [50] maleus.

-  It may not be performed in combat however.

-  Zar’ei may not be ‘summoned’ into combat using the invocation, or by ‘conveniently’ being near conflict when their cooldown ends.

-  Regardless of how the character is reconstituted, they must obey all normal resurrection rules, such as not remembering the events preceding their death.

 

Tips:

Spoiler

 

- Your Zezimar might progressively look more and more disgusting as they’re reconstituted. Perhaps they once had chitinous armour, but it begins to slough off after a few deaths. Eventually they could just become a grotesque meat popsicle.

- Purposefully killing yourself to regain limbs is forbidden, and will lead to a forced PK. Don’t try it~

 

 

Redlines:

Spoiler

 

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

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

 

 

 


 

 

Evolution

 

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(Mindwrack Demon by Matthew Stewart)

 

To climb to higher rungs of power is an intrinsic part of Inferi psychology and existence. Chaos is oft considered a ladder and a Zezimar is stolen away from their spot and their chance to claw their way higher when bound by a Naztherak. This is but one of the reasons for hostility between a Zar’ei and their Prince.

 

If they can together overcome the toxicity of their relationship however, the Naztherak and Inferis may cooperate to a mutually beneficial end. That being, the forced evolution of the Zezimar- resulting in a more powerful soldier for the Warlock, and additional benefits for the Zar’ei.

 

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


 

Consumption

Cannibalism is already established as a common practice among Inferi. Consuming one’s lessers, whilst also reaching for superiors is as much a facet of the eternal conflict of the High Hells, as is the actual battles which play out across the plains and citadels of its surface. For a Zezimar taken out of this eternal battleground then, they must consume untainted souls to supplement the many fetid ones they would devour in Moz Strimoza.

 

This can be achieved in two ways. Firstly a mortal soul-bearing character can be killed, and the soul snatched up greedily by the Zar’ei upon it leaving the body behind. This is perhaps the most straightforward method. The second hinges upon the bargaining mentality of an Inferis, in which they may trade or even extort access to the soul of such a mortal. Upon securing access, they will strip chunks away from the whole, which serves the purpose fine. In this case however, the victim is left weakened as their soul wavers from such an unnatural supping. This results in semi-permanent nightmarish visions while sleeping after the demon feeds.


 

Mechanics:

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

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

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

 

Tips:

Spoiler

 

- If the player does not wish to PK their character to a death, consider offering to bargain instead to create more interesting roleplay from the experience. A demon doesn’t have to be fair in the exchange either.

- Players who are killed for their soul, may optionally roleplay the nightmares and weakness if they wish for some character development and do not wish to PK.

 

 

Redlines:

Spoiler

 

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

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

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

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

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

 



 

Metamorphosis

After feasting upon pure mortal souls, the infernal is primed to undergo a change in their soul and body. Slinking away into their lair, or whatever chambers their Naztherak reserves for them, the Zezimar will undergo a painful and gruesome metamorphosis. Their flesh will stretch and scar rapidly, muscle and sinew tears and mends, while bones shift and lengthen in what is a really horrible perversion of nature’s butterfly.

 

In changing, the Inferis’ body becomes even more demonic and monstrous, although this doesn’t necessarily mean more gorey or visceral per se. You are permitted to puff up the character’s appearance to indicate a more ‘evolved state’ and so on. The primary advantages of evolution at this stage however, are the acquiring of a Malice to be used with Malflame conjurations. Additionally a Malda will be a bit more physically robust, a Kozun will acquire a few more Malflame spells, and a Rakaal gains the ability to ‘harvest’ maleus. These are primarily about reducing each subtype’s respective weaknesses, rather than making them a flat power gain.


 

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

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

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

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

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

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

-  Rakaal types gain +[5] to their maximum pool of maleus.


 

Redlines:

Spoiler

 

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

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

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

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

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

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

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

- Tyrant types receive 5 additional Maleus to their maximum pool.

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

 



 

A meagre growth spurt and acquiring a Malice is enough to placate some Inferi- for a while at least. Always however, their mind will be drawn to the question “Where do I go from here?” A Zezimar will never be truly satisfied with their lot, even if they have managed to bully their Naztherak into a degree of subservience, thoughts naturally turn to acquiring more power for themselves and eventual freedom.

 

Although how to achieve this may elude even studious Naztherak, and their Court, there are ways in which a Zar’ei may ascend to a rung far greater than their present fetters. To evolve into a Zar’kiel, a Twisted Lord, and dominate other Inferi as a True Prince, is a coveted prize for many footsoldiers in Moz Strimoza. Whatever dark rituals or profane processes are employed to achieve this, a Prince and their Inferis may infer that it involves the sacrifice and consumption of many more souls, and quite possibly the assistance of wicked forces far greater than themselves.


 

Mechanics:

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

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

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

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

 

Tips:

Spoiler

 

- You as a player may not wish to just kill off a Zar’ei character to have an end to their story. This facilitates a more satisfying progression of that narrative, without it having to ‘end’ so to speak.

- Look out for events which may give you clues about how to achieve this~

 


 

Redlines:

Spoiler

 

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

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

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

 

 

 


 

 

 

 

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