BobBox 3214 Popular Post Share Posted April 11, 2023 Spoiler With this rewrite, we would like to give everyone in the community the chance to change their patron, malflame color, and malice given that substantial changes are occurring. This is a one-time thing that may be RPed as the hells shifting drastically and is not something that may be accomplished again later. It all starts with a deal. The climb for power knows no bounds. Descendants who find themselves battered and beaten beneath the heels of weakness may seek resolve for their desperation, be it by the work of greedy banditry, arcane magics, or a ruler’s crown — little do they know, there is only one true crown that could ever grant resolution to their plight. For some, soul-bargaining is regarded as a wicked and accursed practice, reserved for only those truly beyond saving and damned to hellfire for all of eternity. For others, it’s seen as an opportunity to cheat and play the world as they see fit, to enact vengeance on those who have wronged them, or to make the trade of a lifetime. To become a False Prince is never devoid of a price. The Five Lords have mastered the art of deception and manipulation, allowing them to dominate with an iron-grip over their victim’s soul. However, no matter the means, there is always one thing above all that binds these warlocks together. The Pentacle and High Hells of Moz’strimoza. - RP connection is freeform and may be done through various aesthetic rituals, such as a smoke filled handshake, stepping into a fiery pentacle, or any other form that the teacher wishes. Creativity is encouraged in both connection and roleplay building up to it. - OOC consent is required to be connected to Naztherak. A character may, however, be deceived or tricked into striking a deal in-RP. - A TA holder is required to connect someone to Naztherak, wherein the receiver loses two magic slots upon said connection. - Slots dedicated to Naztherak are permanently lost. - Upon being connected to Naztherak, one must OOCly pick a malice and one of the five Lords which will watch over and influence their character. These cannot be changed later. - Upon being connected to Naztherak, one must choose or be given their Ilzakarn name with the help of their teacher. This can be changed later. ⛧ Naztherak - The False Princes of Moz’Strimoza“The weak are meat and the strong do eat.” Naztherak is a dark magic varying from two to four slots depending on how far one wishes to delve into the arts, as each magic slot allotted further corrupts one’s soul. These slots may not be redeemed or regained, permanently binding the character to the magic. Malflame and Demonology are acquired upon connection, together consuming two slots. Curses and Pacting may optionally be taken at T3 and T4, together consuming two additional slots. At the beginning of their journey, each false prince is chosen by one of the five Lords of the pentacle, in which they will be observed and scrutinized throughout their journey. At tier five, a Naztherak may submit a TA in order to teach the magic and may employ any means they see fit to trick victims into joining their ranks, most often through the use of lies and the empty promises of power and ascension. Spoiler Progression SummaryPlayers must have consistent lessons to progress. A player at T1 may not go on hiatus for four months and return T5. Tier 1: Princeling [Immediate]The Naztherk seals the deal with a Hzakhadlu (T5 Naztherak possessing a TA) and obtains a small brand upon their hand as well as [10] maleus. Their malice is barely noticeable at this stage. They are able to create a grimoire, cast basic malflame spells, and corrupt objects. They may bind and summon imps that they find or that have been created for them. Tier 2: Apprentice [2 OOC Weeks Post-Connection]The brand encompasses the entire hand and part of the wrist and they gain [10] maleus for a total of [20]. Their malice begins to show in day-to-day activities but is not obstructive. The Naztherak is able to cast more complex malflame spells and become accustomed to demonology, allowing them to create, bind, and summon zekul. Tier 3: Adept [1 OOC Month Post-Connection]The brand encompasses the entire arm and part of the torso and the Naztherak has a total of [30] maleus. The Naztherak’s Striith may break free from their Grimoire, allowing the Naztherak to see which Prince has claimed their soul. They gain more malflame spells and may now conjure zar’ei to serve in their ranks. Upon hitting tier three, a Naztherak may take an additional pact. Tier 4: Expert [2 OOC Months Post-Connection]The brand grows to consume the Naztherak’s entire torso while their maleus count grows to [40]. The Naztherak has nearly mastered malflame manipulation and can summon and contort it with ease. The False Prince may take their final pact, should they choose to devote nearly all of their magic slots to Naztherak. Tier 5: Master [4 OOC Months Post-Connection]The brand now covers nearly the entire body of the Naztherak and they have a full maleus count of [50]. The Naztherak has mastered malflame manipulation along with demonology and any pacts which they may have picked up previously. They may now teach others or ascend into a Zar’akal to try and escape the grasp of the Lords. - Naztherak is compatible with any dark or voidal magics, but not deific ones, with exception for Seer, should they have the slots available to give. - Naztherak is not compatible with dark magic CAs or transformative CAs, such as Frost Witches, Liches, Wights, Anthroparians, Azdrazi, etc. - Although it’s impossible to regain magic slots once offered by default, it's plausible with an accepted MArt. - Due to their infernal nature, cursed children may start naz off at the progression of T2, though they still require the lessons for the T1 and T2 spells. - When tiers three and four are reached, a Naztherak may take up additional subtypes for the cost of another magic slot and a sliver of their soul. These should be updated accordingly on a user’s MA. - Only one additional subtype may be taken per tier. - Naztherak requires an MA to use. - A Naztherak must learn every spell at a given tier in order to proceed to the next tier. - Should a Naztherak sire or bear children, they will automatically be Blessed Children of Ixris. ⛧Physicality“Blemished with taint but filled with power.” A False-Prince, pacted with The Snake Kiiztria. From the start of their cruel journey, a Naztherak attains a variety of physical alterations as a byproduct of dabbling with such forbidden arts. The pentacle seeks to do upon the Princes only the most foul, and their wroth does not stop at the soul itself. Spoiler A Naztherak is plagued by a litany of occult activity. While some feel burdened and hindered as a result, others have learned to harness these happenings as intimidation tactics. The Naztherak may feel tepid and unnaturally warm to the touch, voice underlie with indiscernible whispers, or even a great sense of unnerve and trepidation upon physical contact. Redline: - Any alterations or occult occurrences may not give an advantage in combat or any situation where they would not normally have an advantage without it. These are purely meant to be used as flavor and to encourage unique, ominous interactions, and are additionally optional. The Prince’s Brand An example of a brand. Upon connection to Naztherak, a False Prince obtains a protective yet hellish brand upon both of their palms, which grows to encapsulate nearly their entire body as they progress in tiers. The brand will first cover the palm, then hand, elbow, up to the shoulder, and then most of the torso until the majority of the body is reached from tiers 1-5, respectively. Spoiler A False Prince’s brand may take on a variety of appearances. These patterns could appear as lichtenberg markings, asymmetrical slashes and whirls, ilzakarn script, or whatever aesthetic design the player desires, and may even emit a passive glow outside of casting. Naturally, when one’s brand grows it means that they have mastered the malflame manipulation at their current level and are ready to progress. Redlines: -The brand only protects from a user’s own malflame, not the malflame of other Naztherak. -It is considered metagaming to assume a person of being a Naztherak by the brand alone unless they have received legitimate information of such marking via another Naztherak or character. This includes immediately inferring all Prince’s brands after only seeing one, as no brand is identical. -The brand, at T5, is required to cover the majority of the body in the equivalent of a full-body tattoo (torso, arms, hands, legs, and feet), but may progress to cover the entirety (face/head included) if one wishes. -The brand may not be removed even with Alchemy or Further Alchemy. RP attempts to remove the brand will destroy the objects being used to remove it (a blade may shatter, fire will fizzle out, ink will dissolve within the skin, etc). This is purely flavor, and may not protect the Naztherak from actual attacks or attempts to harm (ie: a blade still cuts them). - Anything preventing the brand from being removed cannot be used to spook-check the Naztherak. - A brand design cannot be changed later. - A brand cannot be hidden via alchemy or other magics. - A brand may only be one color at a maximum. The Infernal Transformation A Naztherak, upon striking the initial deal, is no longer truly mortal. The soul is surrendered to the Five Lords, slowly eating away at one’s humanity until nothing is left. Although a Prince is still of descendant make, this temporarily is snuffed out by their true Inferis form when they utilize the gift bestowed upon them. Spoiler When a False Prince casts, they are consumed by a hellish transformation that progresses in appearance as they climb the tiers. To denote protection from their malflame, the brand will illuminate in the color of the Prince’s malflame. As a False Prince progresses in their art, these traits expand into something much more demonic, such as the inevitable growth of fangs, claws, discolored eyes, horns, or whatever else is appropriate and “demonic” in nature. Should they pact further with the zar’rokul, they attain permanent mutations respective to the lord that has chosen them, such as scales, hooves, vestigial feathered wings, batlike nose, or narrow feline teeth. Redlines: - Transformation mutations cannot be used to gain an advantage over other players, especially in combat. Remember, these are simply aesthetics. - The transformation at tiers 1, 2, and 3 may be disguised with increasingly more effort, but become impossible at tiers 4, 5, and of course Zar’akal. - Wings cannot be used to glide, hover, or fly. They are far too broken and weak. - The brand is required to display a strong glow in order to denote its protection from the user’s own malflame. - Infernal mutations should look hellish and demonic, even more so as the Naztherak progresses in tiers. This is to say that there should be notable differences between each tier. - Although the infernal transformation is not required to match the color of one’s malflame, the brand is. This means that one may possess red skin, for example, and cast yellow or blue malflame if they wish. - Mutations gained upon pacting persist in the infernal transformation. - Practitioners of Naztherak may opt to show their infernal transformation without casting if they wish. This requires [1] emote and may be dismissed with [1] emote. Physical Weaknesses Stemming from the toxic relationship between The Lords and False Princes, there is a natural cost instilled in learning Naztherak. In a weak attempt to stop students from climbing the infernal hierarchy and ascending above The Lords, their teacher allows a Lord to claim the student’s soul and restrict their bodily strength, limiting what they can wear to that of half plate. Spoiler While Naztherak are still of descendant kind, they are considered dark spawn and as such are weak to holy magics, though rightfully they are not alien creatures — this is to say that they require mundane food and liquids for sustenance, require air to survive, and must sleep when tired. They may be killed in any fashion that would kill a normal descendant. Redlines: - All Naztherak users are quickly burdened with physical body weakness, akin to a voidal mage. They are limited in the armor they can wear to half-plate at most. - Nazthrak may be killed by any means that would kill a normal descendant. - Naztherak, while casting, are considered a “revealed dark creature,” meaning they are susceptible to deific holy magics of any type upon contact. - Half-plate may be worn while casting. ⛧Mentality A False Prince being manipulated by Velkuzat. Malices Upon connection, each Naztherak becomes plagued by a cruel, unforgiving temperament known as the malices. Like all aspects of a Prince’s progression, the malice bestowed begins as subtle, nigh-harmless happenings. As the Prince continues to grow and delve further into the depths of the arts, so too does the malice lay hold to their mind. Each malice acts as a reflection of the Princes very makeup, the soul, its purest virtues and foulest sins. False Princes may gain a multitude of different malices which permeate and warp their personalities, including a secondary, lesser malice should they pact. Starting with just a singular malice, they will receive a secondary, minor malice should they choose to Pact at T3 and whatever malice that comes with them. These are not inherently known or acknowledged in character, but a shift in personality may be noted by those who are mindful and observant. By no means are malices intended to bind the character to a static, one-dimensional dynamic. The character is not required to become a husk of their once-selves in exchange for their malice, and it’s highly encouraged that each malice is roleplayed in a way that can be used to fuel narrative, dynamic, and unique interactions from player to player. Upon connection to Naztherak, the player must choose one of the following malices. These cannot be changed later, and are permanent to the character. Spoiler LiesSometimes white, but always wrong; breaks a heart and wounds the strong — Lies are a powerful tool when used strategically, but quickly unraveled 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. RevoltDisgust 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 that must be cast from their very presence, much like how one would seek something vile to be removed from their sight. TemptationThe 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. WoeA 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. DesolationAs 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. MadnessThe 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. Furthermore, upon pacting, a False Prince will be subjected to a secondary minor malice reflective of the Patron that has chosen them. Velkuzat the Goat, Prince of GluttonyA False Prince who has been chosen by Velkuzat is plagued with an unending hunger — a chronic desire to consume in any shape it may come, including non-edible and material objects. Drazhana the Bat, Prince of DreadA False Prince who has been chosen by Drazhana is riddled with chronic fear and phobia. This can come in a variety of forms, including anxiety, isolation, or incessant worrying over the possibility of risk. Kiiztria the Snake, Prince of VenomA False Prince who has been chosen by Kiiztria is drawn towards the self-inflicted poisoning of their own body. They become prone and subjected to the extreme desire of drugs, alcoholism, or even magic-based afflictions. Kholidav the Crow, Prince of PestilenceA False Prince who has been chosen by Kholidav becomes prone to extreme bouts of sickness and bodily malhealth, capable of receiving sickness through even the most minute of blood or saliva transmission. Zathairn the Black Cat, Prince of CalamityA False Prince who has been chosen by Zathairn is followed by misfortune and poor luck. A chair may snap beneath them, or their blade may shatter in the heat of battle when they least expect it. This malice exclusively is projected in an aura around themselves, bringing bad luck to those around them as well as long as it does not affect combat. Redlines: - One primary malice is chosen upon connection to Naztherak. - The secondary, lesser malice is received should a Naztherak choose to Pact at T3, but must follow the lord which has chosen them. - Although the concept of “malices” aren’t inherently known by Naztherak or acknowledged in-RP, they may be inferred through the noticeable shifts in personality and behavior. - Malices may be resisted at the cost of great mental strain and trauma upon the Naztherak. This, however, does not imply that they are “optional.” Malice resistance should be infrequent, rare, and an undesirable experience to the character, but be used as an opportunity to progress a narrative and story. - Malices cannot be changed. - The Temptation malice does not imply lust or love whatsoever. - The radius for Misfortune is not defined, though it should be reasonable and should not be used to continually troll a player. - The Misfortune effect only effects those who spend the most time near the Naztherak. Ilzakarn An example of Ilzakarn writing. Whether the creature speaking is a babbling imp, a furious Lord, or a False Prince, all beings of hell may communicate using Ilzakarn — “The Chaotic Tongue.” Ilzakarn itself is innately learned upon connection to the hells wherein a False Prince is free to roleplay learning it in any creative way they wish - such as through dreams, visions, or nearby infernal tomes. Inferi and other demonic creatures innately know of Ilzakarn at the instance of their creation, without the need to “learn” it in RP. Spoiler When written, Ilzakarn appears as a sharp mix of lines and dots that char and darken the surface written on, always remaining hot to the touch. When attempting to read Ilzakarn, one would feel their eyes begin to dry up and agitation, and when hearing the language spoken, would begin to sweat as their body experiences minor hot flashes. Non-infernal beings who attempt to mimic or speak the Ilzakarn language begin to feel the hot flashes upon attempting the first word. Redlines: - Ilzakarn may only be read, written, and spoken by Naztherak, Inferi, Cursed Children, and any others who currently study or have studied the magic in the past. - Cursed Children may read, speak, and write Ilzakarn as though it were Common. - Ilzakarn inscriptions are not hot enough to harm. - Looking at written Ilzakarn will cause a faint agitation to the mortal eyes, followed by encroaching hot flashes should they not avert their gaze. - The official Ilzakarn script is recorded on a separate formal document to prevent metagaming. - While a seer can read Ilzakarn, they are still affected by the hot flashes while doing so. This is often enough to drive one away from reading more than one sentence at a time. - Ilzakarn is not hot enough to start a fire. ⛧ The Infernal Tools“Man knows no power like that of the High Hells.” Maleus Harvested from soul-essence, Maleus serves as the fuel to a False Prince’s workings as it is a catalyst to such hellish arts — no Naztherak spell may be cast without it. Maleus resembles a smoky plasma, sometimes containing faint embers or fire sparks that wisp through them. Spoiler Maleus is stored within a False Prince’s soul, the amount which they can hold increasing for every tier they progress in the magic. Should a False Prince attempt to cast a spell without the required sum Maleus, their brand sears agonizing pain throughout their body, often leaving them incapacitated for the remainder of the encounter. The maximum sum of maleus each tier may possess goes as such: [T1] - 10 Maleus [T2] - 20 Maleus [T3] - 30 Maleus [T4] - 40 Maleus [T5] - 50 Maleus Redlines: - Attempting to cast with insufficient maleus will cause malflame burns to rip across the Naztherak’s body. - Maleus recovers over 12 OOC hours. Rakir Rakir is a substance that False Princes must use as ink for their grimoires and fuel for rituals. It is created by imbuing Maleus into any suitable liquid substance, such as ink, paint, or blood, though it can also be found naturally in the blood of Inferi, Zar’akal, and may even be stolen from cisterns. No matter how much of the substance being imbued there is, a False Prince may only create up to [10] unit’s worth per week due to the potency of their warped soul, and each unit will expire [24] OOC hours after its creation unless stored in a cistern. Redlines: Spoiler - [10] units of rakir may be made per week, though only [5] per day is permitted. - Rakir does not require RP item representation upon creation. - Rakir will always appear as a deep red congealed ink-like substance. - Very small uses of rakir such as writing in one’s grimoire does not count towards the limit for that day. - Only Naztherak may create Rakir, though Inferi have differing amounts in their blood which may be harvested. This is expanded upon for each demon in the Infernal Compendium. - Infernal creatures adore rakir and are often willing to jump through many hoops to get some. - Items made with rakir do not necessitate an ST signature. Cisterns A cistern (hukrat in Ilzakarn) is an object which is made by a False Prince to both hold their rakir and to act as a battery for rituals. These holders may be a stone bowl sitting upon a table, a waterskin pouch, or a small hole carved into a tree - as long as it can hold rakir it will work for its intended purpose. Up to [5] units of rakir may be stored within a Cistern, which allows it to remain ever fresh. Spoiler The creation of a cistern consists of inscribing a pentacle into the object or structure before adding [5] counts of rakir. With this, [10] maleus may then be fueled into the pentacle as the cistern drinks the rakir and cements itself in the world. Redlines: - Cisterns may be broken by having the pentacle scratched out, shattered, or otherwise destroyed by mundane or magical means. - A cistern must always state how many units of rakir it contains when used or added to, ideally with an in-game player placed sign. - May only hold [5] units of rakir no matter their size. - Cisterns require an [ST] sign denoting their presence, though it may be hidden. Normal signs must be placed nearby describing the cistern and the pentacle design if visible. - Consumes [10] maleus and [5] rakir to make. - Does not require RO permission to place. - May not be moved more than 5 blocks after being established. One may emote them being stuck in place by unknown forces to describe this. - A player may only make one cistern per OOC week. - Despite the invisible force, a cistern may be broken if pulled on by a force greater than or equal to orc strength. - Multiple Naztherak may give the maleus required to create this. Infernal Familiars“The devil of the Man.” Given as both a gift and as a tool of torment, each False Prince acquires a companion most foul from their lord upon connection to Naztherak: The Familiars. Dubbed “Striith” in Ilzakarn, striith are infernally tainted vessels of The Lord who has chosen the False Prince, used to keep close watch of their proxies and whatever malevolence they may sow. Spoiler Comparable in intellect to that of a Zar’ei, 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 may prove to be one’s undoing, as the striith is inherently manipulative and operates on self-gain rather than any true companionship. 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 endeavors without the explicit instruction of the Naztherak. The pact between the mortal Prince and their Zar’rokul patron is mirrored in their striith too, allowing master and familiar to communicate telepathically as long as they are within whispering distance or within line of sight. It’s through this telepathic communion that the familiar may act as the “devil on their shoulder,” wherein it may attempt to persuade the Prince into succumbing to intrusive, malevolent thoughts and activities that would sew disorder and corruption. Striith may at times educate their False Prince companions, oftentimes speaking to them about the intricacies of The High Hells. Much like the generations of yore, Naztherak are capable of easier attracting animals of their respective patron. Flocks of crows might flutter to their feet and shoulders, or an abundance of black cats might watch from the rooftops and alleys. Some Naztherak attempt to dissuade suspicions of these strange activities under the guise of sheer cluelessness, a druidic blessing, or even take advantage of them to allow their Striith to linger among the gatherings as a mundane creature. Redlines: - Striith will always appear demonic or corrupted in some form, such as albinism, slit eyes, or unnatural features. - A striith may exit or enter the grimoire out of combat over the span of [1] emote should the False Prince be tier 3. - A striith will speak to their Naztherak through their grimoire if they are not physically summoned. This does not require line of sight. - Striith are only as physically strong as their normal animal counterparts, and will not survive more than 1-2 hits. - Striith may not be used in combat. - Striith may only speak telepathically to their owner if they have line of sight (limited to #rp range) or are within 1 block of them. Striith will never speak through communion to a druid. - The gathering of mundane animals are non-combative, as the Naztherak player may simply determine their presence and does not have any true RP control over them. These are still mundane animals who behave as such, beyond showing a liking to the Naztherak themselves. - A striith will always be much more willing to work with a Naztherak once pacting has been taken. - A striith that hides among groupings should be specified to be distinctive from the rest, be it emoting an abnormal size, strange eyes, or other demonic attributes it has. - A striith will always push the Naztherak to be malevolent and to perform activities that would sew disorder and corruption. - Should a grimoire be taken or destroyed, it will take [1] OOC week for the striith to return to the new one. - A striith cannot go further than #rp range from their player. The Grimoire The grimoire is to the Naztherak as the sword is to the knight. The grimoire is usually an infernal tome that houses all of a Naztherak’s spells which they may cast in combat, though functionally identical ones may be made for other designs, such as a scroll or playing cards. Spoiler A grimoire is created by soaking each page or material to be written on in a mixture of blood and maleus and then binding it, most often with a leather cover for books. The Naztherak will then write their Ilzakarn name on the first page, denoting that it is theirs. To add spells, a Naztherak has to inscribe the necessary Ilzakarn wording relating to the spell with rakir as the ink, whether it be Malflame, Inferi Summoning, or Pacting upon the pages. They may draw upon these powers by opening their Grimoire and reading the inscription aloud. Grimoires are not only useful for housing spells though. Often appearing as a crude drawing or almost lifelike animation, the familiar may hide within the pages of the grimoire where they may be summoned at convenience with [1] emote using whichever aesthetic or flavor RP the Naztherak wishes. Redlines: - A Naztherak may make multiple grimoires but may only make [1] every OOC week. - 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. These qualities will disappear should the user’s Striith be in Moz-Strimoza, dead, or materialized in the world. - The Grimoire is not impervious to harm. It can still be ripped apart, waterlogged, or destroyed through other means. Grimoires can be stolen/knocked from a Prince’s hand. - Even with the Grimoire, a Naztherak must still practice the necessary schools to use their spells. - 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. - A Naztherak cannot “lock” their familiar within the grimoire, but may force them out of it via summoning. - The page or area in which a familiar is hiding will always appear as the depiction of its respective patron (goat, cat, etc.). The depiction may move within the pages as a 2D drawing, and attain whatever flavor or aesthetics that might accompany RP. - The familiar and Naztherak may still communicate telepathically while the familiar is within the grimoire. - Grimoires may only be made out of paper-based substances and must be objects that are commonly written on and read from. Common examples would include books, scrolls, or cards. - Grimoires may not be clothes or other wearable objects. Malflame “Pain just as disturbing as the flame.” A False Prince casting a small ball of malflame. Perhaps the most renowned form of art within the High Hells, Naztherak are capable of summoning accursed, demonic hellfire at the will of their grimoire. Far from the likes of any mundane, man-made fire, Malflame possesses unique soul-burning properties, leaving those unfortunate enough to encounter its scourge susceptible to utter torment. Spoiler Although best comparable to mundane fire, it is far from that in both appearance and application. Malflame in color takes on a variety of unique, almost neon hues, such as shades of stark purple, deep blue, sickly green, or even scab pink. Malflame is capable of illuminating an area with mundane lighting if the Naztherak wishes, as well as emitting physically concussive force within certain spells. Only capable of harming soul-bearing beings, non-soul-bearing mortals or entities are immune to malflame. Upon direct contact with the soul-bearing substance, malflame not only sticks to the point of contact until nothing is left, but it also ignites the soul blueprint in agonizing pain that wracks the body, leaving a sickly, charred afterglow upon the flesh in its wake. For one to simply undermine the pain inflicted by malflame, even under the assumption of adrenaline, is nigh impossible. The player may also emote other aesthetics whilst or momentarily after burning the victim, such as that they might hear infernal cackling and whispering, a brief hallucination, or feel a great sense of paranoia. These aesthetics should be completely non-harmful and are purely flavor. Malflame may be given a variety of visual aesthetics, so long as they have zero bearing on combat nor allow for advantages over other players, such as creating the appearance of sickly, screaming faces within the flames, or crackling sparks and wisps of smoke that might come with it. All malflame spells are conjured in Ilzakarn tongue. Most utilize the root-phrase “rok,” followed by the shape and form the spell will come in, so for example, the spell “rok-dhurz” translates to “fire ball.” Redlines: - Naztherak and Inferi are immune to their own malflame. - Malflame may be put out by submerging it in water or by smothering it with cloth or other solid materials for [1] full emote. - Malflame burns feel as if the area affected is being pressed against hot iron. The pain from malflame being on one’s skin would interrupt nearly all actions, such as melee combat or casting. - Malflame will slowly spread across skin as if it was a flame spreading across paper until nothing is left, but it cannot spread past/beyond cloth, armor, or other skin coverings. - Malflame cannot kill a character. - Malflame burns will appear as blackened patches on one’s skin and will gently glow the color of the malflame which inflicted the burn. - Malflame burns will have random flares of pain for up to [3] OOC days after the attack, this may be roleplayed by the victim as they see fit. Pain may be mental anguish as well. - Malflame must make contact with a soul bearing surface (skin, ectoplasm, etc) in order to harm. Armors or cloth may prevent this contact. - The effects and pain of Malflame may be alleviated by Holy Magic and may be treated, to a lesser degree, by medicinal painkillers. - 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 may be healed through the respective Beast-Purging ability. - Malflame projectiles will move at the speed of a thrown baseball. - Should Malflame conjurations make contact with air evocation spells of T3 or above, they may be blown out or redirected. This may not cancel a spell that is charging, however, only the ones that are launched/fully cast. Non-Combat CastingNon-combat encounters allow Naztherak an array of free-form aesthetics involving their malflame, so long as it holds no influence on CRP, their environment, or those around them. One might alter the appearance of their malflame to create sickly, warped faces, or conjure embers of their malflame color in the palm of their hand. Any non-combat aesthetic spells cast will immediately vanish should nearby combat begin, and the Naztherak will be forced to fall back to their allotted combat spells. Redlines: Spoiler - Non-Combative casting smaller than a dinner plate does not trigger one’s transformation, though their brand will still glow faintly. - Non-Combative malflame may be cast in any way the user wishes, though its size generally remains dependent on one’s tier in Naztherak. A new student could not conjure a storm of malflame, for example, even if only for show. - Non-Combative spells will disappear should combat arise, though people can still get hurt by actions such as walking into non-combative spells. Combative Casting While non-combat casting allows for a unique variety of applications, combative casting requires great concentration devoid of meager party tricks or harmless displays. A Naztherak might conjure great waves of hellfire upon a field, or precise fireballs to sunder their fleeing enemy. Spoiler To combatively cast malflame, a False Prince must first begin by taking out their grimoire and finding the appropriate spell that they wish to cast. This opening of the grimoire counts as the connection, meaning that it is always the first emote of a spell unless it is already open, in which case it may be skipped. Should a False Prince have concentration, they may now begin the second part of the casting, wherein they read the Ilzakarn name of the spell from the grimoire. This will cause their brand to glow and their transformation to begin. Once this occurs, the malflame will form and it may be combatively cast. Redlines: - 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 such as cuts or scrapes or through movement, excessive dodging, stabs, and maiming will prevent casting. - Combatively casting malflame will always trigger one’s transformation and brand. - Constant streams of malflame such as walls or a flamethrower may go through gaps in armor but will not burn the skin beneath. They will instead induce the malflame pains should they make contact with skin. - Naztherak may move 4 blocks while channeling T1-T3 Spells and 3 blocks during T4 and T5 spells. - A Naztherak may emote speaking a spell without typing the incantation to avoid meta-gaming. - Without a Grimoire, the Naztherak will be unable to cast. One cannot ‘memorize’ inscriptions. The only exception to this are Zar’akal who may cast their magic without the need for the Grimoire. - The opening of the grimoire is considered the “connection” and does not have to be repeated for each spell. Should it already be opened, emote counts go down by [1]. Combative Spells“My fury consumes you.” [T1] Rok-dhurz - [Combative]A Naztherak can create a sphere or ‘ball’ of Malflame which they may launch towards an opponent. Spoiler 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 [1], [2], and [3] emotes to conjure respectively after the grimoire has been opened. Projectiles also have ranges of [10], [20], and [30] meters before dissipating. The maleus costs for each are [5]/[5]/[10] and for one additional emote, this spell may be made combustive, meaning that it will dent plate armor, rip cloth, and will cause someone to trip if it strikes their feet. Redlines: - The ball of Malflame disperses upon impact with soulless matter and has no ‘splatter'. - The concussive force will, at most, dent plate armor or rip cloth to catch onto the skin below. - Cannot be thrown in the same emote that they are conjured. [T2] Vhiit - [Combative]A Naztherak may create a wreath of Malflame around their limb. Spoiler Primarily used to deliver greater pain to their opponent when in melee combat, this spell requires an initial [10] maleus to cast, with [1] emote to conjure the Malflame around a chosen region of their own body after the grimoire has been opened. It may be maintained for [3] emotes, every additional [3] emotes requiring an extra [5] maleus. Redlines: - If a Naztherak attempts to wreathe part of their body not covered by their brand, they will suffer Malflame burns. - May only cover one limb per cast, though can be cast multiple times to have both arms enwreathed, for example. - Constant connection is not needed to keep the region engulfed. [T3] Rok-Kirluk - [Combative]Perhaps the most volatile of malflame spells, a Naztherak may summon a flamethrower of malflame. Spoiler This jet 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 after the grimoire has been opened, 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. Redlines: - The flamethrower must have its point of origin as the Naztherak themselves, and cannot be conjured anywhere else in proximity. - Cones of Malflame may extend no further than 10 blocks ahead of the user, no wider than one block in width or height. This 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. - Any sudden movements such as side-stepping an attack, or ducking behind cover will interrupt the channel. [T3] Uzgiirk - [Combative] Often used for capturing or subduing fleeing enemies, a Naztherak may summon a bola of malflame which can be thrown to entrap their target. Spoiler The bola is [2] blocks long and consists of a singular strand of malflame with an orb on each end so that it may wrap around an opponent’s leg or arm. This bola’s flame will not spread onto skin but rather will continually burn where it touches. It lasts [2] emotes after contact and requires [2] emotes to summon once a grimoire is opened along with [10] maleus. It may be dispelled by being submerged in water, cutting it with thanhium, or hitting it with null-arcana. Additionally, one may spend [1] emote in order to undo it, assuming they have gloves to cover their hands as they touch the malflame. Redlines: - The bola has the strength of iron but may be dispelled by being completely submerged in water, being cut by thanhium, or being hit by null-arcana. - Cannot be thrown in the same emote that it is conjured. - Upon contact, the bola will last [2] emotes before going away .- The bola has the range of [30] blocks. - The bola has the weight of a normal bola. [T4] Rok-Argal - [Combative]Capable of being used for defense or offense, a Naztherak may summon a wall of malflame which can be launched forth. Spoiler The wall may be created in [3] emotes after the grimoire has been opened, scaling up to [3] meters tall, a minimum of [3] meters in length, and [1] in depth. It cannot be moved once charging begins, and a spot glowing the color of the Prince’s Malflame will appear 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 [5] maleus added to the cost. This lengthening of the wall may only happen twice. The wall will last for 5 emotes, and may only be summoned within 16 blocks of the caster as long as they have a direct line of sight with the location. After the wall is summoned, a Naztherak may spend one additional emote to either send it in a direction of their choice or to make it a solid surface. The wall will stop should it hit a solid object or if it exceeds [20] meters away from its original location. A solid wall may not be moved but it will consume projectiles that are equal to or smaller than the size of a cannonball and people who try to move through the solid wall will be unable to. Redlines: - A Prince may summon it anywhere within 16 blocks of their current position within their line of sight. - The wall may either be solidified or be pushed, but both may not happen to it. - Only one wall may be formed at a time. - Inflicts burns as normal malflame would. - May only be lengthened twice. - A solidified wall will extrude more cinders and may be destroyed with [2] hits of a blunt weapon. - Anything equal to or smaller than a cannonball will be consumed by a solidified wall. [T4] Rok-Norrvut - [Combative]A Naztherak creates two pillars of Malflame in front or around them. Spoiler Two pillars can be conjured in [2] emotes after connection, and last for up to [5] emotes afterward. Spots glowing the color of the Prince’s Malflame will appear in the location they are being conjured, and they cannot be moved once charging begins. 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. Redlines: - The pillars must originate from the floor or ground. It may not levitate in mid-air. - Pillars have no mass whatsoever and may be passed through freely. - Only two 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. - A summoner requires line of sight with the position in order to summon a pillar there. - The summoner may not move the pillars after casting begins. [T5] Rok-Krimth - [Combative]A Naztherak may conjure chains of seething Malflame into their hands. Spoiler These chains may be lashed at a foe in a manner similar to whips or may be manually placed around the wrists, torso, legs, etc. of the 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] meters 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, though they will always be light-weight in the hands of the Naztherak caster. The conjuration takes [3] emotes after connection to fully manifest, and consumes [20] maleus whilst lasting for [5] emotes; this may be extended by spending an additional [5] maleus per two emotes. Redlines: - The Naztherak may release the chains without them disappearing. - The chains will not spread malflame across the skin they touch but they will inflict the pain of it. - The chains cannot withstand a shot from a cannonball or similar projectiles. [T5] Rok-Arzak - [Combative]A Naztherak may form a dome comprised of malflame around themself and others which blocks all sound from the outside and shreds cloth should someone attempt to walk through. Spoiler This dome may either be summoned with a [6] block diameter or a [12] block diameter and costs [10] maleus and [20] maleus respectively. The dome requires [4] emotes to manifest after a grimoire has been opened and it may not be cast if the walls are going to hit or clip nearby large objects or buildings. This dome will then disappear after [4] emotes. Redlines: - The dome may not hit nearby walls or other large and obscuring objects. It must be cast in a clear space. - The dome has no physical force but trying to move through it may shred cloth as the malflame catches to the skin below. - Those inside the dome may not hear the outside and those on the outside may not hear what’s happening inside. - The dome can be seen through, though vision may be somewhat distorted by the malflame. - Air evocation may weaken the dome and cause it to fall [1] emote quicker, should it be hit by a stream of air. Non-Combative Spells [T2] Prince’s Presence - [Non-Combative] Requiring [1] emote to perform, a False Prince may enact various harmless yet occult aesthetics that can occur in a variety of ways. Spoiler This may include but is not limited to passive levitation, a drink discoloring, or a door randomly slamming. Via physical touch, Naztherak may also imbue maleus into objects by willing it into any object they wield. This causes the object to take on any sort of occult features that the False Prince wishes, such as painting’s eyes looking at people, a book that whispers, or a quill that writes by itself. Redlines: - If indoors, the range of these aesthetics are limited to the room or corridor one is casting within. If outdoors or uncertain, the radius is 5 blocks. - These aesthetics cannot be used to harm other players to any degree, gain an “edge” over them, or otherwise be used as a power crawl. - These aesthetics should not be used as giant, dramatic displays of power. These are small, harmless, and uncanny occurrences used for simple flavor. - Fire manipulation must have an in-RP or mechanical source (a lantern, a torch, campfire, or flint-and-steel fire). You cannot emote mundane fire being conjured out of thin air. The Firetamer boon overrides this redline. - Fire manipulation cannot leave the area of the block the fire is within. For example, if a player is RPly holding a torch, the fire manipulation may not leave the area of the block they stand on, nor be used to harm or catch fire. The Firetamer boon overrides this redline. - Objects imbued with maleus may not have any effect on combat. These objects are player signed but only a max of [2] may be made per day. - Imbuing objects with maleus requires [1] emote. - Objects imbued with maleus may not be larger than a descendant in size. [T3] Hell’s Gate - [Non-Combative] A False Prince may travel from place to place by means of a hellish, demonic portal. Spoiler Requiring [1] emote to perform, the portal may be conjured on the wall or ground by the simple snap of fingers, the grimoire, or vocal ilzakarn command, which closes once passed through by the Prince. The appearance of the portal is freeform, so long as its mechanics are adhered to. This can come in many forms, such as a simple rift, an alteration of any doorway, a fiery pentacle, etc. Redlines - This spell is purely an aesthetic for soulstoning. Thus, all soulstoning rules apply. - Cannot be used during or to escape combat whatsoever. - Multiple people may pass through the portal in the case multiple players are SSing to the same location. - The Ilzakarn command is freeform. Invocation & Subjugation Catching, creating, and calling upon demons. 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 open their grimoire and speak the incantation correlating to the Inferis they wish to summon, which will then be brought forth. The 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 must offer 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. [T1] Shackle - [Combative]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 to restrain it through mundane or magical methods. Spoiler The Naztherak summons forth fetters, shackles, and chains of Malflame which immediately move to ensnare an Inferis within 20 blocks. These will immobilize a prior-exhausted Inferis, while those who have the strength to fight back can attempt to escape. Attempting to ‘shackle’ an Inferis takes two [2] emotes once the Grimoire is open, 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, though additional maleus may be added to strengthen or to increase the number of fetters. A Prince must expend [5] 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 completed by having the Inferis’s assigned name written at the head of the page. To remove a bound demon from their grimoire, a Naztherak may rip up the page with its name, thus releasing it. It should be noted that a Naztherak may shackle another Naztherak’s demon in order to take them into their court, though this is normally frowned upon. Redlines: - NPC Imps and Beasts may be bound by wrestling them into submission and then Shackle cast upon them. This may only occur during ST events. - Inferi that are played as a CA are to be tracked under the MA of the Naztherak who has bound them, including their username and RP name. - Imps and Beasts are unable to resist the Shackle spell, but Zar’ei and anything more powerful may attempt to break free. If a Naztherak wishes to restrain them more, it is not uncommon to add more maleus into the spell to strengthen it. - 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 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 at least [5] maleus. - This spell does nothing to non-Inferi. - A Naztherak may bind another Naztherak’s inferi in order to steal them into their own court. - Ripping up another Naztherak’s pages of their grimoire will not release their demons. - One may rip the page of their own demon to release them, thus starting a [2] OOC week timer wherein the demon must get bound again or be PKed. The player must be informed of this timer starting. - Abuse of the above redline, such as to continually keep someone on this timer and then rebind at the last second will lead to strict and harsh ST punishments, such as a blacklist. 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: - 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. [T1-T5] Naz’kuthun - [Non-Combative] [Creation Ritual]Even among False Princes, there are depths to which some may wish to avoid sinking. Those who are slowly paving their walkway to damnation may seek other sources of Inferi for their court, while those who are comparatively more dark than their peers may continue down this path. One such practice among Warlocks is named Naz’kuthun, a ritual that induces the rapid and complete infernalization of a mortal’s mind, body, and soul. Such an act is truly profane, but certainly a practical solution to those Naztherak who seek to bring another into their court, without the legwork of finding stray Inferi. Spoiler Using Naz’kuthun a Prince may turn existing player-characters or animals into Inferi via the corruption of the character or creature 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 being will keep all of their prior memories but will see the world through a new lens- no longer as a person or animal, but as an abomination. Such an Inferi 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 some of 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:- At T1, T2, T3, and T5 a Naztherak may create Zevn, Zekul, Zar’ei, and Zentherak respectively. - The victim must be submerged in a bath, basin, or pool of blood and gore. A Naztherak may add additional blood, corpses, etc on top of them afterward. - A Naztherak performing Naz’kuthun will open their Grimoire and begin to read an incantation, whilst infusing [10] maleus into the pool of gore. - The victim will begin to undergo a transformation of mind, body, and soul. The process is agonizing, but the character is incapable of preventing it at this point. A player must OOCly consent before the ritual occurs in order to corrupt the character, though animals are instantly turned. - Elves, Dwarves, Humans, Orcs, Halflings, Hou-Zi and Kha will become Zar’ei. - Sprites and similarly small characters will become Imps. - Small animals may either be turned into imps or small Zekul, though anything larger than a housecat will transform into its respective sized Zekul. - When the new inferis emerges from the pool, they are exhausted and easily bound by the Naztherak, though this is not the case for Zentherak. At this point the player may create a CA for the playable Inferis. - Demons who are created but not bound by a Naztherak Practitioner will be pulled back into Moz-Strimoza after [1] OOC week (with the exception of demons summoned from ST events, such as the Three Princes Eventline.) A similar rule applies to demons who have had their pages ripped up, wherein the Naztherak must inform them of their [2] week timer starting when it is ripped. Failure to be bound to another Naztherak before the [2] week timer ends or failure to be bound within [1] week of being created constitutes a PK upon returning to Moz’strimoza. Exceptions may be made if the Inferis player is unable to log on due to OOC circumstances. - Abuse and lack of good faith with the above mechanic, such as turning someone into a demon to purposely PK them will lead to strict and harsh ST punishment, such as a blacklist. Redlines: - Naz’kuthun scales with the tier of the Naztherak, up to tier five. - OOC consent from the victim is required for a Prince to transform a player-character into an Inferis. - CA Sprites and other small creatures become Imps. - 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 deific and holy magics, though they may keep voidal magics, blood magic, or seer should it fall within the slot restrictions of Zar’ei. - Being transformed into an Inferi is utterly irreversible. - All Inferi are subject to the redlines and mechanics as outlined in the Infernal Compendium. - Inferi who are summoned or created but left unbound will be forced to PK 2 OOC after they are summoned unless they are created from an ST event. Exceptions may be made if OOC prevents them from logging on. - Players cannot possess more than three CA Zar’ei in their court. - A Naztherak's court may only contain [3] Zari'ei, [5] imps, and [5] zekul. - Cannot be used on other permanent transformative CAs, such as Frost Witches, Azdrazi, etc. [T1] Zevn - [Summon] [Combative]A Naztherak may summon a bound imp, assuming they possess one. Spoiler The Naztherak may do this in [3] emotes after connection has been established, one to begin the incantation, one to summon forth a portal, and a third for the imp. Another imp may be summoned by repeating the two previous steps, allowing for a total of [2] to be summoned at once. They will last for up to [8] emotes in combat, at the cost of [5] maleus per imp, and can be sustained further by spending an additional [5] 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 rather unintelligent, unable to wield more than rudimentary weapons such as clubs or crude maces, and also have a limited capacity to control Malflame. Redlines: - 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 [5] maleus to summon initially per imp. Expending [5] 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. - The [8] emote timer only begins once combat has begun. Out of combat, they may remain with the user indefinitely or until death. - Should a Naztherak enter combat with imps that were summoned out of combat, only two will be allowed to join. These out-of-combat imps must be clearly emoted beforehand and may have the summoning RP asked for to ensure validity. - One may not enter combat with both imps and beasts, either imps or the beast may be chosen to enter the conflict. - Imps may only be within #rp distance of the caster if they are summoned. [T2] Zekul - [Summon] [Combative]A Naztherak may call forth a bound Zekul - a beast - assuming they possess one. The number of Zekul that may be conjured at once ranges due to the size of them, up to two the size of a housecat or dog, two the size of a wolf, warhorse, or big cat, or one the size of a grizzly bear. They will last for up to [6] emotes after the initial summoning, though may remain longer should the Prince spend an additional [5] maleus, unless they are killed or dismissed prior to their maximum duration. Spoiler 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 [1] emote, at the cost of [10] Maleus; a wolf, big cat, or horse-sized Beast, may be summoned in [3] emotes, costing [15] Maleus; finally, a Zekul up to the size of a grizzly bear requires [4] emotes to conjure, and costs [20] Maleus. Redlines: - 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. - The [6] emote timer only begins once combat has begun, out of combat they may remain with the user indefinitely or until death. - Zekul between the size of a house cat and dog require [1] emotes after a grimoire has been opened and costs [10] Maleus. Up to two may be summoned in combat. - Those between the size of a wolf and a horse require [3] emotes after a grimoire has been opened and costs [15] Maleus. Up to two may be summoned in combat. - Larger Beasts up to the size of a grizzly bear require [4] emotes after a grimoire has been opened and costs [20] Maleus. Only one may be summond at time. - A Naztherak may possess up to four under their command in non-combat scenarios. - Up to two dogs or large cat sized beasts may be summoned at once, but only one may be brought into combat. - Demons that resemble horses are reskinned horses and cannot be used to terrorize combat in ways a horse could not. - Should a Naztherak enter combat with Beasts that were summoned out of combat, only one the size of a horse or smaller will be allowed to join. The beast must have been clearly emoted prior to combat. - One may not enter combat with both imps and beasts, either imps or the beast may be chosen to enter the conflict. - Zekul may only be within #rp distance of the caster if they are summoned. - If two beasts are in combat, only one may use their malflame abilities. - If a Bear sized zekul is in combat, the Naztherak cannot cast spells of their own and must focus on controlling the beast. They are limited to half-movement during this time. [T3] Zar’ei & Zevn - [Revival] [Non-Combative]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. To bring back a Zar’ei faster than they would normally reappear, a False Prince requires some [5] rakir, a pit of gore, and a piece of the Zar’ei or Zevn. Here the rakir does not act as a bribe for the inferis but is used to refuel them. This may be performed in no fewer than [3] emotes; one to open their Grimoire, one to speak an incantation which calls upon the dead inferis, and one to dump the rakir into the pit with the piece of their body. It may not be performed in combat. Redlines: Spoiler - Zar’ei and Zevn revival follows the Zar’ei and Zevn revival redlines and mechanics listed in the Infernal Compendium, unless explicitly stated otherwise. - Zar’ei and Zevn require [5] units of fresh rakir to be reconstituted. - Reconstituting a Zar’ei or Zevn in such a way must follow all rules of Monk Revival mechanics. - One may not use this to summon a CA Zar’ei or CA Zevn in combat. [T5] Zentherak - [Summon] [MArt]A skilled Warlock, or perhaps one merely charismatic or lucky enough may create and bind a Zentherak to their court. They 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. Redlines: Spoiler - The binding, use, creation, and summoning of a Zentherak is to be determined via an accepted MArt, and has no redlines associated with it naturally. - Zentherak are titanic creatures of the high hells, and binding or creating them via an MArt is no small task. - An example of a Zentherak MArt may be a titanic demon which is able to be used to destroy buildings with PRO / RO consent, or a demon which may swim around the water, able to destroy boats in events. It may not be appropriate to have a Zentherak with the main goal of being used against players in CRP, for example. 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 a whim. - Accompanying CA Inferi contribute to the player cap for raids and other banditry. Base Rituals“Lords, I pray - grant me these powers.” While some False Princes may choose to delve deeper into the arts, even those who do not dedicate themselves further are awarded the ability to use certain rituals in order to bring forth chaos onto the world. [T1] The Lord’s Light [Non-Combative] A Naztherak is capable of constructing an unholy brazier of malflame. Spoiler Capable of being constructed alone, the creation ritual requires the flammable source or object to be imbued with [2] counts of rakir before it’s then lit with malflame. It will burn as a perpetual, undying flame. A brazier may take on any appearance, be it a simple bonfire of sickly green flames, or a stone altar of amethyst purple. Descendants who linger within [15] blocks of the brazier will be overcome by a wave of unease and anxiety. They may feel as though they are being watched, a shiver might run down their spine, or even hear a hallucinatory banshee-like scream in the distance, while Naztherak and inferi within the range are granted a soft comforting feeling. Redlines: - Requires an ST signature. - The braziers may cast their effect within a [1] block radius at minimum, or a [15] block radius at maximum. - The discomfort granted does not affect spell casting in any way, this is to say it is non-combative. - The comfort granted only eases some of the malice effects which weigh on a Naztherak while they’re within its range. Naztherak who routinely stay within a brazier’s range will gradually develop a tolerance to its effect, but it will never completely disappear. [T2] Infernal Bribery [Non-Combative]At times, a Naztherak Practitioner may see it fit to bribe foreign armies into assisting them with their work via large quantities of rakir. Unfortunately, the Lords are not always so trusting and so they will only send zevn to assist. To perform this ritual, two or more False Princes must gather around a cistern filled with [5] units rakir and the leader of the ritual must place their grimoire into it, allowing their striith into the High Hells to communicate with their Lord. The False Princes may then imbue the cistern with [20] maleus as the cistern drinks the rakir. The initial [5] units of rakir will only bribe a few imps into assisting the Naztherak, though up to [15] additional units may be added to call forth larger armies. Redlines: Spoiler - Requires ST oversight of the ritual to confirm it. - The summoned imps will obey the Naztherak’s command but will not go to battle for them. If combat begins, they will either fly away or die in one hit should they be unsuspecting. - [5] units of rakir may call a small group of [4] imps, [10] units of rakir may summon about [8] imps, [15] units may summon [14] imps, and [20] units may summon forth [20] imps. - Should one grouping of imps begin to leave, all others will quickly follow. - These imps last [1] OOC hour at maximum before disappearing into the high hells. - These imps may be commanded to assist in moving objects such as ships or may assist in burning landscapes and homes. - To assist in destruction such as burning homes or cities, OOC consent is required from the region owners. - While ST oversee the ritual, the player is required to emote the imps and the situation. The Naztherak is required to be around the imps at all times, and should they leave, the imps will as well. - It takes [4] OOC days for the striith to return to the Naztherak from Moz Strimoza. - Imps may be summoned in one location and lead to another. - May be used combatively in events should the ET or RO allow such. Akom-tar Ritual Due to the bond formed between the Lord and the False Princes formed during the pacting ritual, the Lord is more inclined to work with the False Princes to bring about their own wills.[T3] The Lord’s Assistance [Non-Combative]The Lord’s Assistance is a mostly freeform ritual in which a Naztherak sends their striith temporarily into the High Hells in order to contact their Lord for assistance in creating magical artifacts. To begin this process, a group of [3] Naztherak will gather around a cistern that contains [5] units of rakir before fueling [50] maleus total into it over [3] emotes. After this is completed, the Naztherak will submerge their grimoire into the pool of rakir, allowing their striith to enter the High Hells and communicate with the respective Lord. To increase success rates and to promote clear communication with their Lord, Naztherak will oftentimes offer items into the cisterns which their Lord may find valuable, or in which they wish an effect to occur on. Redlines Spoiler - This ritual may only be used to create MArts, and should only be used upon the acceptance of an MArt or if one is attempting an MArt. - Items offered into the Cistern will be destroyed during the ritual, though items used to amplify the MArt may survive if they were not offered. Using a mirror shard would not destroy it, but offering feathers to appease your lord would destroy those, for example. - If an MArt is denied, one is allowed to roleplay their Lord ignoring their request for assistance. - A Striith will be gone for [1] OOC week upon completion of the ritual before it returns to the grimoire. - This ritual is not set in stone besides from the rakir and maleus cost. It may change depending on the MArt, should it be accepted. If it is changed, it should be noted in the creation area of the MArt. - The one submitting the MArt does not have to have pacting but may be assisted by someone who does. If this is the case, the Lord of the user who has the ritual will always have some lasting effect. Narthruzka Ritual Those who possess Narthruzka are able to learn this ritual due to the twisted curses which they possess in their arsenal. These rituals are often targeted at individuals and are used more as punishments than other rituals, though some especially twisted practitioners of Naztherak see the curses as gifts to be bestowed upon clothes. [T3] The Lord’s Blessing [Non-Combative]A ritual not to be taken lightly, name here allows for practitioners of Naztherak to corrupt a mortal descendant's soul and turn them into a Blessed One, otherwise known as a cursed child. To enact this, the False Princes must place the victim onto a nearby pentacle. From here one False Prince must submerge their grimoire into a full cistern and allow their striith to enter the High Hells in order to communicate with their Lord. This Naztherak will be denoted as the leader of the ritual. The practitioners will then channel their malflame around and onto the pentacle and into the cistern to invoke The Lord's Blessing. As this occurs, the victim will feel an intense burning sensation as their soul and body are corrupted with large amounts of malflame, turning them into a Cursed Child. Redlines: Spoiler - Requires [3] Naztherak, all of which must be at least tier [3]. - Cursed children will always inherit traits that are reflective of the Lord of the Naztherak who submerged their grimoire. - Requires OOC consent to perform. - It takes [4] OOC days for the striith to return from the High Hells. - Cursed Childern created with this ritual will have a corrupted soul, meaning that they cannot practice holy magics. - Becoming a Cursed Child is permanent. - Cursed Children follow all redlines of the Blessed One’s lore piece. ⛧ Narthruzka“You escape me now - but you will feel my wrath later.” A victim has a curse placed upon them. A Naztherak is capable of expelling vile and twisted curses upon their unfortunate target which can come in many forms, be it physical, mental, or emotional. The wrath of the high hells knows no bounds and the False Princes who employ these cruel methods of revenge certainly do not either, though some methods are more personal than others. By allowing their Lord to take more of their soul, a Naztherak obtains the powers listed below. Redlines: Spoiler - A Naztherak may emote devoting their soul to their Lord in whatever fashion they like, wherein they give up [1] magic slot. This is denoted on their app. - In exchange for the piece of their soul, the Naztherak is granted Cursed Idols and Cursed Fire. Cursed Idols A Naztherak may be taught to curse mundane objects with occult properties. These are then to be distributed as the False Prince sees fit, whether casting them out into the world, sown like seeds of spite to cause misery and turmoil among mortals, or offered to unwitting recipients disguised as harmless gifts. A Prince may even sell or trade such objects to those mortals with a spitefulness akin to their own, who seek to achieve the downfall of their brethren. Spoiler A Cursed Idol may be created using a variety of objects such as jewelry, weapons, or even clothing. The creation of an Idol occurs via ritual. The Prince will first prepare an area for its creation where they will etch an ilzakarn script, drawn with rakir, that the object can be placed within. One might scrawl a hand-sized pentacle within their grimoire to curse a ring, or paint the flooring of a chamber to curse a sword. The pentacle details the nature of the curse and the malice being laid upon it, which must be specified in one’s emotes. The Prince will then place the object within the pentacle, infusing their maleus within it before invoking their malflame upon it using their grimoire. The pentacle will come alight in the Prince’s flame, similar to how fire catches to gasoline or oil. The ilzakarn script will manifest upon the Idol’s surface in a stark glow before fading with the malflame, finalizing the curse laid upon the object. Redlines: - Creating an Idol requires a minimum of three quality, multi-lined emotes. - An Idol may only be cursed with one malice. - Idol creation requires [20] counts of maleus to create. - A pentacle must be drawn face-up, meaning it cannot be drawn on ceilings or walls. - Requires ST signage Over the course of weeks and months, if there is consistent contact with the idol, its curse will grow and develop from mere cinders to an all consuming flame, capable of destroying one’s life. An idol can be difficult to detect, allowing an innocuous possession or even a treasured gift to secretly bring mayhem and suffering into the lives of mortals, without their knowing. Should such an idol be discovered, however, holy magics can strip it of a curse, or even non-magical folk may destroy the object in question through mundane means. Redlines: - Curses provide long-term effects as detailed by the corresponding Malice. They take three [3] OOC 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 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 realize that their behavior 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. The effects of Cursed Idols are as follows: Spoiler WoeAn idol cursed with Woe will cause the bearer to, over the course of the first few OOC 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 OOC 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 OOC day, victims may not be capable of taking care of themselves, and even forgo activities that once brought them joy. Having a cursed idol of Woe will never drive someone to suicide. LiesAn 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 OOC 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 OOC 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 realize the consequences of crying wolf. RevoltAn 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 OOC 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 OOC 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. MadnessAn 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 behaviors. As the curse progresses into the second OOC 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 OOC 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 OOC weeks. Players are also reminded to be tasteful, and that mental illness is more likely to lead one to hurt themselves rather than others. DesolationAn idol cursed with Desolation is a truly spiteful weapon. The first stage occurs within the first OOC day of possessing the idol, where the most recent memories will begin to degrade in accuracy. This may lead to simple misremembering 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 OOC 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, on the third OOC 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 spilled. TemptationAn idol cursed with Temptation will cause the bearer to become progressively more distracted and preoccupied with their desires. Within the first OOC day, they may experience reduced impulse control, resulting in the stealing of valuables, if for example one is a material individual, or may become vocally obsessed over their interest. Moving into the second OOC day of the curse, a victim will experience a degradation of social inhibitions, for example resulting in poor etiquette, not respecting personal space, or even speaking uncouthly of another within earshot. Finally, on the third OOC day, a victim of Temptation will find their willpower diminished and they are driven by the need to obtain objects of their desire; whether material goods or knowledge. DreadAn idol cursed with Dread inspires a growing terror and paranoia within its victim. On the first OOC 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 OOC 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 OOC days), this phobia will be all-consuming, 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 fears not on this list may be given at ST discretion. They 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 OOC weeks to unlearn the phobia, such is the truly cruel facet of this Malice. VenomAn idol cursed with Venom debilitates its victim with extreme symptoms that mimic those of a toxic snake bite. Within two OOC 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 OOC 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 OOC 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. GluttonyAn 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 in cravings. Upon the second OOC 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 appetizing than seasoned meats. After three OOC days of possessing the idol, the victim will find their body’s need for mundane food has been replaced by an unnatural hunger for the flesh and blood of their own race. PestilenceAn 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 OOC 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 OOC 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. On the third OOC 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 fingertips, 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. MisfortuneAn idol cursed with Misfortune will sabotage the efforts of the Naztherak’s victim in almost all capacities, from the everyday norm to the magical. During their first OOC 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 OOC 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 OOC 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. Redlines: - Cursed Idols may not be more broad than what is specified above, but they may be more specific. For example, a Naztherak may specify what a victim would see when affected by madness. - 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. - Multiple idols may be created at the same time if they have the same malice instilled within. - 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 realization 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 OOC 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 OOC days for its curse to pass unless expedited by ‘Holy’ magics. - Sorvian masks may not be cursed. - 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. - The memories lost with Desolation will return once the idol is destroyed. - The effects of Venom are not lethal. Cursed Fire The malices of cursed fire, much like the general malices, are not inherently acknowledged RPly. Thus, cursed fire is to be taught by the teacher on an OOC basis, and the student may instead roleplay discovery of their newfound malflame imbuement with whatever flavor or justification they desire. Spoiler By spending [1] extra emote of charging, a Naztherak may harness their Malice in order to inflict it within their malflame, burning deep within the soul of whoever it touches. The Malice being used is limited to the Naztherak’s primary and secondary malice, and must be specified which is being used within the casting emote. Only one malice may be imbued at any given moment. These corrupt forces will linger for [1] OOC day before fading, but may be purged by a Holy Mage beforehand. All effects, upon contact, take [2] emotes to reach full effect. Although the core premise of the effects of cursed fire should be adhered to, creativity and flavorful interpretation are welcome. WoeWoe causes its victim to feel sluggish and weighted down, both mentally and physically. It may become difficult to lift an arm or climb a slope, despite being well-rested and healthy. They may feel dejected and pessimistic, as though their battles are lost before they can even begin. LiesLies causes a victim to feel an innate desire to lie or twist truths in one fashion or another. They may either downplay or escalate the reality of a situation, misguide their allies mid-battle, lie about the injuries of either themselves or others, or what the enemy is doing. RevoltRevolt inspires incredible levels of disgust within the victim’s self and for others, physically and mentally. One may see blood or a smear of dirt on their hand and stop in their tracks to get rid of it, or feel great scorn towards the mistakes of their own allies, no matter how minuscule. MadnessMadness causes the victim’s mind to be surrendered to great levels of falsities and delusions. They will rapidly develop visual, auditory, and other sensory hallucinations or even paranoia as they struggle to discern reality from fiction. DesolationDesolation causes the victim to experience amnesia, making their short-term memory spotty at best. They may forget the direction an enemy ran, who their allies are, or where they currently are, struggling to absorb new information, even if they had known it only moments ago. TemptationTemptation causes the victim to feel an overwhelming tug towards an object or even concept of their immediate desire. They may very well abandon their current encounter altogether if their desire for creature comforts outweighs their desire for combat, or attempt to withdraw those close to them from combat as well. The following malices are associated with the Patron of the casting Naztherak. Dread, Drazhana the BatDrazhana is fear and horror. Malflame imbued with Dread causes its victim to be seized by an overwhelming fight-or-flight response, causing some to flee outright, freeze in their tracks, haphazardly fight for their life, or even break down in sobs. This fear can even be applied to more mundane aspects of life, such as people, concepts, or places. Venom, Kiiztria the SnakeKiiztria is toxicity and numbness. Malflame imbued with Venom cause the victim to develop fever-like sensations. Upon contact, over the course of 4 emotes, the victim’s body gradually becomes overwhelmed with effects including overheating, dizziness, and fatigue. One may feel inclined to abandon their layers of armor to alleviate the onset of heat lest they suffer heat exhaustion, or submerge themselves in a body of water. One may dedicate [2] emotes of rest or self-care to alleviate these major symptoms, wherein general sickness persists. Pestilence, Kholidav the CrowKholidav is plague and rot. Malflame spells imbued with Pestilence cause the victim to begin developing symptoms akin to those of pneumonic plague. Over the course of 4 emotes, phlegm begins to build in the target’s throat, followed by the onset of a strong death rattle, cough, and even blood that pools in the openings such as eyes, nose, ears, and mouth. One may dedicate [2] emotes of rest or self-care to alleviate these major symptoms, wherein general malaise persists. Gluttony, Velkuzat the GoatVelkuzat is hunger and famine. Malflame imbued with Gluttony awakens an insatiable appetite for food or drink within a victim. Victims far from food may bite at their own flesh, inanimate objects, or even blood to alleviate their cravings. Should one succumb to such cravings for [1] emote, the immediate desire fades while general hunger persists. Misfortune, Zathairn the CatZathairn is a mishap and catastrophe. Malflame spells imbued with Misfortune cause the victim to experience uncanny poor luck. During combat, the curse’s effect can be roleplayed as otherwise unfortunate events with any number of seemingly supernatural blunders and mistakes. 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 or inaccurate. Redlines: - For a Malice to be imbued into Malflame conjurations, it requires one [1] additional emote to casting/charging. It effects everything that malflame would. - Malice imbuement can only be used once per encounter. - Malice imbuements cannot be placed on a fireball with concussive force or spells with solid force, such as chains, a bola, or the solid wall variant. - The Malice effects last up to 1 OOC day, unless sooner purged by a Holy Mage - 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. - The pain in one’s chest from resisting Temptation or Lies is never enough to harm, but rather a means to encourage players to verbalize the effects. - “General sickness” and “general hunger” are not debilitating to combat, but are meant to provide flavor to RP once combat has concluded. - Desolation may not make one entirely forget who they are fighting but may confuse them momentarily. ⛧Akom-tar A False Prince makes a secondary deal. Nizarhuk“To you, I am further bound.” A Naztherak who has grown further invested in their demonic powers may seek to open a means of communication with their patron. To achieve this the Prince must create a pact, not dissimilar to that which they may have initiated at the beginning of their journey upon the infernal path. This pact begins with a ritual to draw the eye of the Prince’s patron such that they can conduct Nizarhuk or “communion” with the Zar’rokul. Although the outcome of Nizarhuk is typically the same regardless of the Prince and their patron, there may be minor variations in the pact’s small print, suited to the Rokul’s specific wants. Spoiler The Prince must prepare a cistern filled with rakir and around it, the corpses of the four animals which represent the other lords who have not chosen the False Prince should be laid present, embellished with candles and other occult objects if one desires. A Naztherak already in possession of Pacting who is teaching a student should assist in assembling the ritual to demonstrate each step and such will not impact the ritual itself. Into the cistern, the Prince must offer their own blood such as by cutting the palm. This need not fill the cistern entirely, but the offering must not be wanting. The rakir will then shift and bubble as if being heated, until pale plasma-like fluid overtakes it entirely. This swirl of plasma will then form the likeness or name of the Zar’rokul who has chosen the Naztherak. The Naztherak must then completely submerge their grimoire in the substance, allowing their striith to enter the High Hells and commune with the Lord so that they may be summoned. At this point, the Zar’rokul will answer by either manifesting as an avatar before them or speaking through the bodies of the sacrificed. Drinking their fill of the Warlock’s pool of maleus, the Rokul will then acknowledge the Prince, will make their offer, and then will name their price. The Naztherak may agree or refuse, the latter will cancel the ritual and the Prince receives nothing for their spent blood, maleus, and rakir. 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 sliver 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: the Rokul’s own Malice and the knowledge of and ability to use Boons and Banes. Redlines: - 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 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 so long as 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 is. - The Rokul will always demand a further sliver of the Prince’s soul, permanently slotting Pacting and costing [1] magic slot, which should be noted on one’s MA. - As a result of further corruption of 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. - The practitioner must allow their patron into their mind, wherein they may permanently observe the day to day operations of the Naztherak. - Upon successful completion of Nizarhuk, the practitioner must also adopt the Malice associated with their patron. Gluttony from Velkuzat, Dread from Drazhana, Venom from Kiiztria, Pestilence from Kholidav and Misfortune from Zathairn. - Nizarhuk may be performed again for flavor roleplay after acquiring Pacting, or used for ST events where the practitioner wishes to consult with their patron. - An accepted Naztherak MA, and T3 is required to perform this ritual and thus acquire Pacting. After the pact is complete, the player must notify the ST to update their MA appropriately. - The teacher is permitted to play the Patron only for the purposes of their student acquiring the Pacting subtype. - One may teach Pacting to another Naztherak after possessing it for 1 OOC month. A TA may be updated accordingly. - When playing a Lord for their student, one should always emote roughly the same path and should not request insane things or the likes. Small deviations to make it unique to a character are fine, but the Lords will always request the same thing. Boons & Banes “I bestow unto you, a gift of most macabre design.” Perhaps one of the greatest rewards bequeathed to the Naztherak by their patron, are the means to begin making pacts of their own among mortalkind. For the Inferi Incursion upon Arcas taught the Pentacle the true value of luring Descendants to their side as pawns with promises of power, trinkets and other such frivolous promises. This is the very intention of the Pentacle, to further encourage a mortal Prince to such tendencies, until they not only excel in them, but are far too invested to be concerned with the price for their own powers. Spoiler Boons and banes are additional powers a Naztherak may employ in order to begin entangling mortals within their own complex web of pacts wherein a practitioner may negotiate a contract with a mortal, promising the power of a boon and assign their own price as they see fit. The application of boons and banes is mostly freeform, wherein a Naztherak not in combat spends [2] emotes clearly channeling infernal energies in whatever way they wish, which may be applied in any aesthetic desired. Upon emote [3], the tattoo denoting the boon and bane in Ilzakarn will form upon the victim with a painful sear. After completion of the process, the boons and/or bane will activate, though boons must be recharged with a [1] count of rakir every [2] OOC weeks to continue their function. Redlines: - Boons may only be given to soul-bearing characters. - Only 2 boons and 4 banes or any combination thereof may be applied per week. - A character may not have more than three boons and four banes at any given time. - A character may only have a maximum of 1 greater boon. - Greater boons do not come without their own bane. Lesser boons, however, always require a bane of the Naztherak’s choice. A practitioner may even choose to place a bane and no boon. - The roleplay for this process is freeform but requires a minimum of [3] emotes, wherein infernal energies are controlled and contorted. An example of this would be a fiery handshake, a victim touching a smoky orb, or someone drinking a cocktail which emits ash and cinders. - 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. - Boons must be recharged with [1] count of rakir every [2] weeks to function, however banes do not. Recharging is performed by simply touching rakir to the mark. - If the boon is destroyed, the bane still produces its effect. If the bane is destroyed however, the boon ceases to function. - Boons and banes may be destroyed by Paladinism’s Purging ability, requiring at least [2] paladins, or similar abilities in other Holy magics. - When bestowing 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. - 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. - Repeatedly abusing boons/banes, using them for poor-quality roleplay (including meme/troll RP), or use them as a means to OOCly harass or bully other players is not allowed. The Naztherak may mark their victim with any of the following boons and their associated banes, and a TA-holder with Pacting may create new ones via lore additions. Greater Boons Greater Boons are not required to be applied with an additional bane but rather contain detriments of their own design. Spoiler Shadowsight (ikzlat’tukor)The individual gains the ability to see in the darkness as if it were day. However, bright sources such as torches, direct sunlight, or magical lights cause great discomfort or even migraines after long exposure. Characters with Shadowsight are twice as susceptible to magical light spells. Redlines: - Sources of light such as sunlight or mundane fire are not enough to totally blind or debilitate. However, magical spells or enchantments pertaining to brightness or light will affect the user of this boon for [1] additional emote. Gift of Watyll (Naakh Za’Watyll)Often gifted to greedy scholars, one may understand any language that is spoken or written, be it script, etching, alphabet, etc. The reading of language may be done at half of their normal reading speed, and dialogue takes one’s complete focus. This means that they must be undisturbed during such a process. Any victim who is given the Gift of Watyll will find themselves always drawn to knowledge in every form. They cannot help themselves from eavesdropping, reading nearly every book in sight, etc. The victim loses the ability to blink, and although their eyes will not dry or tire, they are cursed to always inspect everything around themselves, willing or not. A victim who has this bane without the boon may find this maddening as they study scrolls of unknown scripts. Redlines: - Full attention must be given while reading or while listening to unknown languages in order to understand them. - Those with the bane will not be allowed to blink or close their eyes, though their eyes will never get dry or feel the need to blink. - Those with the bane will always feel the need to absorb all of the information in front of themselves and will feel the innate desire to learn unknown information. - The learning of new information must still be done with RP, meaning that one may not suddenly claim they discovered or learnt a plethora of information overnight due to the boon. This is considered metagaming. Numb Soul (Akno Rot)The receivers of this boon become numb to two negative emotions such as regret, guilt, sadness, etc. However, they will also lose the ability to feel one positive emotion, such as joy, empathy, gratitude, etc. Redlines: -Physical sensations like pain do not apply. -The Naztherak chooses the associated emotions that are removed. Future’s Eye (Akdho’zak Tukor)Those who are bestowed this boon are forced to hear infernal babbling in their dreams which opens their mind to hellish influences. This babbling allows those descendants with this boon to receive prophecies that they would not have seen before. Those with this associated boon would find that the infernal influence begins to corrupt all their dreams. Not a night goes by without countless and incessant nightmares pertaining to the Inferi and Moz’Strimoza itself, often leading to insomnia and misery. Redlines: - WIth this boon, one is gifted the ability to see [Prophecy] posts. - Although potions or other aids may be used to sleep, the nightmares that come with them are incapable of being warded off. Regrowth (Kakhurzu)This boon allows for a vast range of limb restoration. This also includes facial features, fingers, hands, and even scars of any caliber. Although the limbs will generally return in full, they return burdened and tainted with hellish, infernal mutations, not unlike that of the cursed children or Inferi themselves. An arm may grow back with reddish scales and claws, an eye may return slitted and fiery red-orange, or a leg burdened with spines and skin discoloration, among a variety of other demonic attributes and traits. Scars leave behind a sickly afterglow of the Naztherak’s malflame color beneath the skin. Redlines: - This boon may not be spammed or repeatedly applied to regrow multiple limbs. - Once the boon is removed or deactivated, the limb will demanifest in whatever non-grotesque manner the player is comfortable with. - A major limb constitutes the whole arm or leg, wherein this boon may only restore one at any given point. Sets of appendages may be independently returned, such as three fingers OR pair of ears, but three fingers may not be regrown in tandem with a pair of ears. - The restored flesh and cartilage is no stronger than it was previously. This redline also encompasses that any scales or spines may not be used as “armor” or weapons for combative advantage. - Non-mundane limbs may not be regrown, such as horns, tails, wings, etc. - Infernal mutations must look grotesque and noticeable across the entire limb/appendage. Simply adding claws or a small patch of scales to an otherwise normal arm will not suffice. - Should the boon be removed or expire, the limb will dissipate in whatever fashion the user is comfortable with. It might wither away, flake into ash, vanish, etc. - The limb will grow back over [1] IC hour. The Devil's Sonata (Ra’zevir’zak zaakr) Desired by the insatiable prodigy or masters plagued by their own self doubt this deal grants total mastery over all instruments and compositions. Songwriting and melody become second nature with every note played thought to be hauntingly beautiful. This passion will soon twist into obsession as the maestro will be compelled to play or compose at detriment to their own health. A singer sings until her throat is swollen and sore, a violinist plays until his fingers bleed, a composer refuses to eat or sleep for days on end while writing. Redlines: - A musician will always have a preference for a certain medium despite their overall mastery (A pianist, a composer, etc). This proclivity might waiver and change with time. - All music produced from the Devil’s Sonata will sound harrowing and poignant. - These compulsions will grow in maddening intensity until the musician is forced to submit should they ever seek to repress them. Lesser Boons Lesser boons cannot be granted without a bane. Spoiler 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: - 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 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. Devil’s Presence (zevirna’zak kortret)The character may will minor flourishes of supernatural flavor, such as turning pages of a book without touching them, crudely animating a doll, rattling 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, though will return to normal once focus is broken. Redlines: - 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, occult objects, etc. - Objects may only be thrown at the speed of a thrown beachball. 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: - The character may walk upon water for flavourful roleplay but not in combat scenarios. While in combat, the user will fall through the surface of it like normal. - 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. - While in combat, dodging objects below the 1 foot range occurs at the speed mundane jumping would. If it could not be dodged by normally jumping, Ascendancy cannot dodge it either. - If a player seeks to use this to bypass obstacles larger / deeper than 1 foot during an event, the overseeing ST has the 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. - 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. - A player may not use this to reach mechanically inaccessible locations. Hush (notozu)Sound made by the bearer of this boon is muffled and muted, as though heard from the opposite side of a wall or door. This includes breathing, or speaking, and any other sounds they might make with their own bodies. However, the character may not speak or yell louder than a range of 8 meters in RP. Those outside of this range hear the words as though they were spoken underwater, or through a thick wall. Using external objects, such as drawing a sword still create the same amount of sound. Redlines: - This is not total, undetectable silence, only a muffle comparable to being separated by a wall or door. - This does not have an AOE that affects those around them, but rather, only affects sounds made directly by the boon bearer. This includes: breathing or speaking, but not drawing a sword or attacking with it. - Normal talking, what would normally be a range of 24 blocks, is limited to undertone (8 blocks). Clayface (telrotukar)Once used for infiltrating nations, this boon allows for the hair and/or eye color of the character to be chosen anew and may include unnatural colors for either. Hair texture may change, such as going from straight to curly or vice versa. Redlines: - Only the hair and eyes may be altered. - The hair and eye color choice is detailed in the tattoo, and thus the Naztherak may choose. - Cannot be used as a complete disguise, nor alter the facial structure. - A user may prematurely refresh this boon with rakir, allowing for new features to be chosen. Banes Although most often granted with a boon, banes may be granted alone. Spoiler 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: - 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 that responds to it. In such a case, the animal will merely state it distrusts the bane-bearer. Illiteracy (utwatuvduv) Originally created as a monstrous curse for scholars of the past, a character with this bane loses all ability to read and write. Redlines: - Illiteracy occurs instantly upon completed creation of the bane. - Should this bane be removed or deactivate, literacy will return over the course of an OOC 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: - Mutations may mimic those of the Naztherak who created the bane, or players may come up with their own. - This bane affects both men and women, not just those who are capable of pregnancy. - These mutations may not be attractive, and must be unsettling or ugly. - The character born is a cursed child, otherwise known as a “Blessed One" - A Naztherak may not be given this bane. Stolen Mind (tiv da’nirhk zatk)Used as a cruel joke on philosophers, with this one loses the ability to picture things within their mind’s eye, as if their imagination had never properly developed. This could include faces, locations, or even names. This is not memory-loss or a memory-wipe tool, but instead should be treated as a simple lack of imagination and ability to describe/ascribe. Think about the times you've heard a song and can recall the beat in your head, but can just barely remember the name — now apply this to people, locations, appearances, names, etc. Redlines: - 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. - Should the bane be deactivated, the ability to recall faces, places, names, etc. will return over the course of [1] OOC day. - A character who meets a face, learns a name, or uncovers a location while possessing this bane will be unable to articulate what they've learnt when the encounter has passed. However, should the bane be removed at a later point, the details come rushing back, and they will be able to picture their thoughts and memories as they had before. For example, a character who sees the face of a Naztherak while possessing this bane will forget their face until the bane is removed, wherein it becomes clear to describe with no issue. 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: - No more than two senses may be removed by a single bane, and no more than three senses may be taken in total. - If blindness is added alongside deafness, OOC consent is required. This applies to characters who are already blind or deaf as well. - 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. Algzok Rokol To Smoulder Magic The Disconnection Ritual Although a False-Prince will never truly find himself free of the Pentacle's shackles, those who are spiteful enough to do so may render his magic inert. He may either be forced into a life of soulless itinerance, or find it within himself begin his journey with a new, far more macabre goal in mind, such as gaining revenge on those who dare cross him. Spoiler 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. This ritual requires either one Zar’akal and two Naztherak or five Naztherak, two of which are T5. 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. Redlines: - 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 and summon Inferi would become inert for 1 OOC month, as they cannot be disconnected. Other abilities such as boons + banes, rituals that do not require malflame (including rites in Infernal Blood Magic), etc remain functional. -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. - 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. - A disconnected Naztherak’s demons will have [1] OOC month to be rebound before they are PKed. - This ritual is unique and a Naztherak does not have to know this to submit a TA. - Upon being disconnected from Naztherak for a second time, you may not be reconnected. Razi Ra’akal Summon the King The Zar’akal Revival Ritual Bound by hands, bound by blood - The return of a King relinquishes all that is crud. Spoiler Razi Ra’akal is a hefty ritual that calls upon the servants of Moz Strimoza, to aid in bringing back a King to the mortal plane. Unlike the passive ability of Rebirth, the Twisted Kings, who are now too foul and distorted for the touch of healers and too spiteful to seek help from Monks, must instead rely on the power of their Coven to aid in bringing them back. The ritual requires either one Zar’akal and two Naztherak or four Naztherak, two of which are T5, to perform the wretched act of revival. The False Princes gather around a small body of water (either a pond of water or blood, so long as it is liquid) and begin by pouring their Maleus into it, as well as a bag of flesh and bones. The water turns to a blackish red, as muck bubbles from within it. After beginning their chant in Ilzakarn, and even writing Ilzakarn scripture around the pool, the Pond will begin to bubble, as though boiling and some kind of mirage within the water occurs as though the tether between the mortal realm and Moz'Strimoza weakens momentarily. The bones, flesh, muscle, and skin begin to form from scratch - Rebuilding the body of the Twisted King. After a few narrative hours, the Zar’akal emerges from the water, whole and new. The spell takes [4] multi-lined, quality emotes to perform. [1] Emote for preparation, pouring your maleus into the pond; [1] Emote for writing and chanting in Ilzakarn; [2] Emotes for the Revival to enact. Redlines: - Cannot be performed in combat. - Requires either one Zar’akal and two Naztherak or four Naztherak, two of which are T5. - Can only be used to revive a dead Zar’akal. Purpose July 2022 — April 2023 Note from BobBox:I want to personally thank all of those in my community who have so patiently waited for this write to be finished. In the beginning I vastly overestimated how quickly this could be achieved, and oftentimes fell behind the deadlines that I had set for myself. Regardless of this, I was always welcomed to assist and work on the write, oftentimes only adding a few lines or sentences a day. Through the many heated arguments and discussions, we’ve achieved a new write of Naztherak which allows for the community to flourish even more so than it has been recently. Where I stumbled while writing, others easily took the lead and continued to keep our community running. Thank you. CreditsBobBox, Unwillingly — Rewrite conceptualization & Writers Rey — Coming in clutch on finishing spells, rituals and rewrites when BobBox and Unwillingly were experiencing burnout Kujo, Junoix, Keegan, Timberbuff, Lulah — Idea spitballing & Feedback Fooldude, Diogen, Onnenser, Smmer, and members of the Naztherak community — Moral support and idea spitballingChangelog Spoiler 3rd of March, 2024 - Implementation of Greater Boon - "The Devil's Sonata"Boon Addition Link 44 Link to post Share on other sites More sharing options...
Unwillingly 11225 Share Posted April 11, 2023 When the rewrite was first conceptualized, we were under the impression it would only take a few weeks, maybe a month or two. It didn't. Between myself and @BobBox, we finished Naztherak, Zar'akal, and the Inferis Compendium in just shy of a year — 9 months. Something many of you will notice is that a lot of this is @Luciloo's writing, and we have no intention of downplaying the immense effort and care that went into what she wrote. Instead of putting all of her work on the chopping block, we instead attempted to write as an extension of the current lore, because in truth, there are a lot of things we wanted to keep, a lot of things that didn't need to be fixed. We enjoy many of the mechanics and abilities her rewrite introduced, and felt that removing them would be a detriment to our RP interactions. Before we had any intention of a rewrite, it had been an ongoing trend of amendment after amendment, addition after addition, all in an attempt to remedy the problem we faced, and currently do face: stagnation. The problems we faced were too big and all-encompassing to submit as individual amendments. Despite the depth and detail to it, we were struggling to utilize our lore in a way that would truly provide to long-term interaction, because the mechanics simply didn't allow for it. For example, in the old lore, there's nothing stopping boon application from being a one-off interaction wherein a player could receive a boon before disappearing, never to be seen again. In our rewrite, we applied an "expiration" date on it, which we hope will serve to encourage more natural, frequent interactions between players and the Naztherak. These sorts of mechanics are sprinkled throughout the lore, along with other additions, changes, and removals. It is a big lore piece. I regret to say that I was much more critical of Luci's lore a while ago than I should've been, and I apologize for that, because the truth is that our rewrite is likely to contain many flaws as well. As a novice lorewriter, I didn't comprehend the sheer amount of work and care that needs to be considered when writing minecraft fantasy magic. It is ******* hard. Towards the later months, bobbox and I started to experience heavy burnout. I did not want to touch the doc. I was doomering so hard. My wife and children left me. Eventually, @Valkireyshowed enthusiasm for helping us finalize spells, rituals, redlines, etc, which I am extremely thankful for, because he did an awesome job. What you see here is by no means what we had written two, four, or six months ago. We removed many initial concepts after reconsideration, peer-review and understanding that what was there simply wouldn't work. Although what you see now by no means introduced groundbreaking, revolutionary new ideas, the main intent of the lore was to create amendments that would provide to the broader scope of our storytelling abilities and interaction. I'm sure that in time, our rewrite will be left behind and replaced with something new, but I'm alright with that. I just want to focus on what we have now and work from the ground up next map with a hopefully thriving, engaged playerbase. Things have been slow within our tiny community, but the players we've garnered in the last few months are passionate and engaged with what the lore has to offer. Over the last few months, @TimberBuff@_Leyd@Valkirey @greisnhave all been singlehandedly carrying the lore on their shoulders, and I want to thank them for that and hope that their support can follow through with us next map. Without them, I genuinely think I would've lost hope and pursued a different niche of RP. With that being said, I want to once again take this opportunity to state that we are always looking for new players to bring into our community. We want an active, thriving playerbase that takes genuine interest in what we have to offer, and want to develop, expand, and engage with the lore. We want to weave storylines from player to player, because in my opinion, that's what makes the magic most enjoyable. Although my last recruitment post garnered a handful of interest, I found myself struggling to balance time between them, myself, and the rest of the community. It's my hope that with this project off my plate, next map right around the corner, and summer coming up, I'll be able to truly focus on the players who show interest. Thank you to everyone who offered input and advice along the way, as well as those who reassured me when I was ready to call it quits. I'm genuinely thankful for the community and environment we've fostered lately, even if small, and want to spend more of my time on this server helping you guys pursue the litany of amazing ideas you've told me about in DMs. 26 Link to post Share on other sites More sharing options...
_Leyd 688 Share Posted April 11, 2023 I LOVE NAZTHERAK I LOVE DEMONS +1 9 Link to post Share on other sites More sharing options...
TimberBuff 2112 Share Posted April 11, 2023 DEMONS DEMONS DEMONS DEMONS 11 Link to post Share on other sites More sharing options...
Valannor 6346 Share Posted April 11, 2023 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 6 Link to post Share on other sites More sharing options...
Witchring 359 Share Posted April 11, 2023 demon magic lore goes CRAZY Spoiler 10 Link to post Share on other sites More sharing options...
creamynoteblock 2443 Share Posted April 11, 2023 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 3 Link to post Share on other sites More sharing options...
ClassyDryad 1734 Share Posted April 11, 2023 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. 1 Link to post Share on other sites More sharing options...
BobBox 3214 Author Share Posted April 11, 2023 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. 9 Link to post Share on other sites More sharing options...
ErikAzog 3313 Share Posted April 11, 2023 Very cool. 3 Link to post Share on other sites More sharing options...
Orphvius 434 Share Posted April 11, 2023 Awesome effort you guys put into this, looks great! Spoiler Witchwitchwitchwitchwitch 1 Link to post Share on other sites More sharing options...
Olandyr 453 Share Posted April 11, 2023 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'. 1 Link to post Share on other sites More sharing options...
ReveredOwl 5352 Share Posted April 11, 2023 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 More sharing options...
BobBox 3214 Author Share Posted April 11, 2023 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. 4 Link to post Share on other sites More sharing options...
TimberBuff 2112 Share Posted April 11, 2023 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" 6 Link to post Share on other sites More sharing options...
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