Jump to content

[✓] [Magic Lore + Playable CAs] Naztherak

 Share


BobBox

Recommended Posts

I LOVE NAZTHERAK I LOVE DEMONS +1

Link to post
Share on other sites

This lore has been denied entrance to heaven. You will be messaged the reasons for this denial, and any feedback if applicable, within the next 24 hours. 

 

Spoiler

The church of Satan is a good place to Goat to - 9GAG

 

Link to post
Share on other sites

the new rituals & greater boons r cool & the post is a lot easier to read gj

only gripe is that some of the combative spells (rok-krimth/rok-argal in particular) seem a little overtuned balance wise

Link to post
Share on other sites

I think making the magic stronger while reducing their physical drawbacks might not be the best idea. HOWEVER, I was pleasantly surprised by how well thought out and written this is. I can definitely see the months of work that went into it! Hope things work out in MAG.

Link to post
Share on other sites

41 minutes ago, creamynoteblock said:

the new rituals & greater boons r cool & the post is a lot easier to read gj

only gripe is that some of the combative spells (rok-krimth/rok-argal in particular) seem a little overtuned balance wise

Hey, thanks for the feedback regarding those spells, allow me to expand a bit more upon them.

 

Rok-Krimth is largely a port over from the current accepted Naztherak lore, except that it has been weakened in some direct ways. While it does take 1 less emote to summon, they also cost significantly more of a Naztherak's maleus pool (now taking 2/5s of a T5 Naztherak's). On top of this, the malflame from the chains will no longer spread across the victim's skin as they currently do, meaning that for each hit received, the recipient does not need to emote patting out the flame or something similar. 

 

Rok-Argal by contrast may be a bit stronger than it is in the current write, but only because it is a combination of the moving wall spell and the standing still wall spell. Rok-Argal in this proposed write requires the same amount of emotes but costs more (now taking 30% of a Naztherak's total maleus pool for the smallest one). The wall also then takes an additional 1 emote to send forward, meaning that if you compare this moving wall version from the currently accepted write, it is also slightly worse. The solid wall consuming projectiles is also something that can be currently done in Naztherak, requiring the same amount of emotes total.

 

9 minutes ago, ClassyBells said:

I think making the magic stronger while reducing their physical drawbacks might not be the best idea.

I am truthfully unsure how we have reduced the physical drawbacks of Naztherak, as in both sets of the Naztherak write we can only wear up to half-plate, equating them to a voidal-mage, though I suppose we didn't specifically say that we are limited to voidal-mage strength, and so I've included it now.

Link to post
Share on other sites

Very cool.

Link to post
Share on other sites

Awesome effort you guys put into this, looks great!

Spoiler

Witchwitchwitchwitchwitch

 

Link to post
Share on other sites

I seriously love this! It's a nice effort on building on old Naz lore and adding a lot more non-combative and freeform stuff. I really enjoy the aesthetic you've got going on. 

I think it might've been nice to see some more non-combative spells, though, to lend some more casual 'flair'. 

Link to post
Share on other sites

Looks good, but my only qualm with it is that it appears its just another dark magic CA that can just rp as usual descendants and continously hide their demonic traits, unless I've read it wrong. Why would their demonic traits only appear when they are casting or at whim?

Link to post
Share on other sites

5 hours ago, ReveredOwl said:

Looks good, but my only qualm with it is that it appears its just another dark magic CA that can just rp as usual descendants and continously hide their demonic traits, unless I've read it wrong. Why would their demonic traits only appear when they are casting or at whim?

Thanks for question. As I understand it, Naztherak is actually one of the most visually exposed Dark Magics on the server via a few of the systems in place, such as the permanent brand which cannot be hidden, permanent mutations should one wish to pact, a demonic pet which follows them around occasionally, and having to hold a demonic item on themselves in order to cast. 

 

To answer your question, we can reference the currently accepted Zar'akal write, which is exactly what you described - a demon man who cannot hide their traits at all. This CA is one of the least sought after dark magic ones, mostly because of this fact. When people (especially characters which were once normal) are forced to always appear evil, they will be ruthlessly hunted down. They can no longer associate with their past families or attempt to infiltrate any nation to cause problems. These characters would have to constantly wear armor (something many places don't allow) and would not be able to do any roleplay besides attacking people or sitting in their lairs, which isn't good for the server or their community as a whole.  It is for these reasons that Naztherak are not always demonic.

Link to post
Share on other sites

7 hours ago, Olandyr said:

I seriously love this! It's a nice effort on building on old Naz lore and adding a lot more non-combative and freeform stuff. I really enjoy the aesthetic you've got going on. 

I think it might've been nice to see some more non-combative spells, though, to lend some more casual 'flair'. 

We did poll quite a lot about non combative abilities that people in the community wanted, and the overwhelming majority requested everything included in the T2 spell Prince's Presence, with a bonus of Hell's Gate. This, mixed with the new familiar mechanics, being able to do aesthetic malflame conjuration without triggering your transformation, and malices being tweaked, should provide the community with abundant tools for flavorful roleplay outside of "I burn you with demon fire"

Link to post
Share on other sites

8 hours ago, Olandyr said:

I seriously love this! It's a nice effort on building on old Naz lore and adding a lot more non-combative and freeform stuff. I really enjoy the aesthetic you've got going on. 

I think it might've been nice to see some more non-combative spells, though, to lend some more casual 'flair'. 

I'd argue a large portion of our lore is non-combative as is. Boons & banes, cursed idols, infernal blood-magic & its respective rituals, gatrov creation & adjacent land corruption are all for the most part non-combative, on top of the litany of aesthetic flavor spells we implemented. However, during the rewrite process we did some tweaking with the combative concerns in mind, and actually have less malflame spells than the currently accepted lore (From 11 to 8).

Admittedly it is still a bit too much, and I wish we took the steps to remove a bit more and overall work on cutting down the lore as much as we could without neutering our own RP.  Thanks for the feedback :)

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...