Unwillingly 11325 Popular Post Share Posted August 23, 2023 LT Note: Spoiler The original Zar’akal rewrite, admittedly, was rushed and ill-thought-out. Despite the goal to breathe life into the CA, we failed to do so by virtue of providing few new elements of RP and leaving it lacking for what it could be worth as an endgame CA. I want to offer a huge shoutout to Sykogenic and Witchring especially for pulling their weight through this rewrite, as well as the many fixes and ability-revamps we’ve had to make. I’ll be going through some important critiques we received on the previous loremag and how they’ve been addressed. → Lessen the amount needed for the ritual by one or two, otherwise this could easily die out during slumps of inactivity. The creation ritual has been rewritten completely and is now knowledge-locked, requiring at least 2 other T5+ Naztherak to aid. Additionally, the resurrection ritual creates an incentive for creating Zar’akal by virtue of requiring at least 2 in order to be revived. Without allies or other Kings to rely on, the Zar’akal is at risk of meeting a permanent death in Moz’strimoza. → Total immunity to malflame is on an uneasy footing balance-wise, as it aids in making a given ‘akal incredibly difficult to subdue by their coven. This doesn’t need to be removed or altered, but it was stated as a potential concern. The Zar’akal are among the most feared entities known to the Naztherak. They’re meant to be perceived through a lens of apprehension and fear, hence being dubbed King. Being difficult to subdue isn’t inherently a bad thing, and our players mutually agreed it would serve to inspire unique avenues of RP among the Naztherak and removing this element waters them down as a CA. → The old lore did a good job of specifying why the ‘akal fear and avoid death despite their immortality, and it would do well to reinclude it in this lore. This is an element of RP we reintroduced in the form of the Zar’akal experiencing agonizing torture within the High Hells, a fear innate to them upon birth as a Zar’akal by means of the creation rite. → Thanhium weakness is snooze tier, everything is weak to thanhium. They need an actual tangible weakness that’s unique to them, as otherwise they do not hold an actual genuine weakness. We developed Zar’akal weaknesses a little more, such as introducing granular Salt as a corrosive burn-based counter, as well as being capable of temporarily deterring Zar’akal should it be poured in a line across a doorway, for example. Salt in particular was taken from demonology folklore in which salt was a common ward against witches, demons, and other evil forces. +Deific CorruptionWe were advised to add substance that would provide unique, holy interactions and so we’ve included custom interactions for Druids, Templars, and Paladins with the hope that these will not be explicitly CRP buffs, but can open the doors for character development at the players’ discretion. +Facade Originally it was asked that Zar’akal do not possess polymorphing as an ability at all, which we find not only unrealistic, but unfair. Using other endgame CAs as a point of comparison, some cost quite literally nothing in order to use this ability and are more powerful than what we’ve had written (this is not a critique of the lorewriters, but inconsistency among the LT we’ve noticed within lore voting). The rationale is that it’s believed polymorphing enables SoL, or that it’s desired for purposes of SoL, which is inaccurate. We have no desire to appeal to non-interactionism RP, but in fact we wish for the opposite. Without a polymorph a Zar’akal is only able to RP with other Naztherak and Zar’akal in their lair, or be a constant CRP menace in public. There is no room for nuance without a polymorph and to assume ill intent is narrow minded as the liberties given to other CAs are far greater and complement an overall stronger ability than the Zar’akal polymorph. Additionally, we argue that balancing polymorphing with an abundance of tells, some of which are blatantly evil or "demonic," aids in balancing this ability. Some of these tells, which include the Naztherak's brand (which is known about by some cultures in-RP), striith mutations, physical-touch dread, and other flavorful aesthetics prevent readily hiding from consequence, as it would be easy to correlate these tells to the same person despite a different appearance. +Possession Possession is an ability we were rather excited to write simply due to how much relevance it has within the demon/witch trope. Deception is among a key trait of the Zar’akal, something that may be inspired via this ability, be it possession of the player or possession of the striith. Although we understand that other CAs have this ability, we hope that it will not be a contributing factor to denial and that we’ll have the opportunity to see how each niche might utilize possession/marionette themes. We have done our best to put limitations and redlines on this ability that will prevent abuse and provide more to RP. +Gifts of ra’Urdol This is an ability that we decided to breathe new life into by creating unique interactions at the behest of each pacted lord. We tried to keep these abilities useful enough for CRP, but also capable of providing interaction outside of combative encounters. +Twisted RebirthRather simply, the resurrection rite. We struggled to determine a cost for this rite due to our preference to avoid necessitating a player sacrifice, but also not wanting to make it stupidly easy to accomplish. Ultimately, we decided to make the “cost” the blood of an elf, dwarf, orc, and human as symbology to the purest form of all life, per se. We additionally entertained other ideas such as requiring the blood of the Zar’akal who killed the target of the ritual, requiring the blood of a king, or even some form of material lore such as Rokodra, Brimstone, Gatrov wood, etc. We’re still open to ideas to improve the cost of this rite during feedback, however we feel that in its current form it will provide the most nuance to RP and does not necessitate murder-hobo’ing (For example, paired with Facade one could pretend to be an Orc and honor klomp them for a vial of blood, or appear as a human scientist who is trying to buy a vial of blood from someone for an experiment). -Witches Mark This we decided to remove as an ability all together due to being hastily written and a non-necessity for RP. -Flight Rather simply, we decided this works better for flavor RP rather than being its own written ability. -Ritual of Adulteration This was combined with ra’Ilkgarokk, as they are both functionally the same ritual. “The weak are meat and the strong do eat.” Through a dark and unnatural rite, Naztherak may surrender the last of their blasphemous soul to the powers of Moz Strimoza, and in doing so, shed their mortality. They take up the mantle of Twisted King, Zar’akal, and serve their patron Zar’rokul as a harbinger upon the mortal plane. The ‘akal walks amidst mortal kind as a wolf amongst sheep, luring potential Princes from the flock, and preparing the rest for slaughter. A Naztherak who has dedicated four slots to their devilish arts may take the final leap to become a Zar’akal. There is no going back from this path, typically only undertaken by those Princes who have truly lost themselves to the powers of the Pentacle. They are often distinguished above other Inferi as a commander or general is over footmen, wreathed in embers and ash, crowned with horns, and some even cloaked in great wings. - Acquiring Zar’akal requires a T5 Naztherak to have dedicated four slots to Naztherak; this includes Malflame, Demonology, Curses and Pacting - Although the creation of a Zar’akal does not require one’s RP consent, OOC consent is required. - The transformation into Zar’akal is irreversible. - The emote counts for combative casting are unchanged from normal Naztherak. Compatibility - Zar’akal are incompatible with all other CAs. - Zar’akal are incapable of using Tawkin mutations. - Zar’akal are unable to learn any additional deific magic with the exception of Seer. - Zar’akal cannot be combined with the Sycophant, Corcitura, or Haruspex FA. As homage to the Pentacle, it’s not uncommon that a Prince may devote an area to the lords using a litany of candles, blood-altars, and scrawlings, tainting the periphery with devout worship of ra’Urdol. Some might perform a sacreligious prayer to Kholidav, while others might drain a goat of its blood to Velkuzat. A T5 Prince leading the rite will bleed out the subject of transformation. With the aid of 2 other Naztherak, they will infuse the subject’s body with 50 counts of maleus and spur the process of turning the bloodstream entirely to such. To the subject, this is an utterly agonizing, torturous experience, as their mortal ichor is surrendered to the pure essence of all things Infernal. Only when the full body is infused with five counts of Rakir does the leading Prince, using a blade of Rokodra, stab the subject through the heart, marking the death of the Prince and the birth of a King. Now a mere corpse, the character is unplayable for 1 OOC day as the metamorphosis of mind, body, and soul takes place. The subject will later awaken as a Zar’akal. - The creation of Zar’akal must be taught in RP. This ability is not required for a TA, but one must have a TA in order to lead the ritual. Learning Zar’akal creation must be logged on one’s MA, denoting who it’s been learned from (RP name and IGN included) and when. - Two T5 Princes are required to help a T5 Prince lead the ritual. - The Princes will not automatically gain knowledge of the ritual by means of simply participating, and must instead be told the process step by step. This must be logged on one’s MA. "Aden (Kiiztria) has been taught the Creation Rite by Castiel (Unwillingly)." - Although there are no rigid emote-counts for this ritual, a minimum of 5 quality emotes are required. - Although one may learn of Zar’akal creation at a lesser tier, they cannot circumvent the former redline by pooling together maleus from other Princes or Inferi, for example. - The Rokodra used for this rite, as with all lore items, must be ST-signed. - The character undergoes a temporary shelving period in which they may not be played for 1 OOC day once the ritual concludes. - Flavor and aesthetics are encouraged, so long as the general premise of the ritual is to be adhered to. - Although a character may be turned into a Zar’akal against their will, OOC consent is required regardless. - Should this ritual go unfinished or interrupted post-maleus infusion, the subject falls into a state of great sickness, leaving them weakened and frail for 1 OOC day. If not completed within this time, the ritual will need to begin from the start in order to be performed again. - Additionally, requiring managerial approval, a Naztherak may be ascended via event lines deemed appropriate by the overseeing ST, be it to encourage healthy longevity of the CA or other reasoning. With their last vestiges of mortal mundanity cast away, a Zar’akal is consumed almost entirely by their Malice. A newfound form brings with it the catalyst to their mental undoing, wherein the will to walk this accursed path has trumped their humanity. They are selfish to a fault, shedding the moral laws of man that once hindered their dark ambitions and dreams. The primary malice is further emphasized, dominating the Zar’akal’s fractured mind, as well as their secondary malice to a lesser degree. The whispers and nightmares bestowed upon them by their patron do not fade, but such a wretched thing might find comfort in them. The Twisted King may find they hear their Zar’rokul more readily now, or are merely broken and delirious enough to believe they do. In any case, the mastery of their dark powers culminates with the ability to cast their abilities without the need for a Grimoire, their demonic mind able to comprehend, remember, and recall Ilzakarn, speaking incantations without aid. However, when these creatures use their Facade, the onslaught of these attacks return to that which they experienced as a mortal False Prince. This entails that they may again experience things such as moral dilemma, uncertainty, self-doubt, emotional turmoil, regret, et cetera in conjunction with their default malice and striith interactions. - All memories, skills, knowledge, etc all remain intact at the player's discretion. - A Grimoire is no longer required to use Naztherak abilities, but they may choose to keep one. - Connection to the magic for a Zar’akal is instead denoted by constant embers, small flames emitting from them, or other aesthetic emotes. This takes the place of the grimoire emote as the connection. - The implication of emotions and mental dispositions such as moral dilemma, uncertainty, etc., are restricted to only their Facade form, and not their revealed Inferis form. - As such, this is not a total erasure of the effects of one’s malices or striith influence, and should be treated no differently than when one was a mortal T5 False Prince. Artist Artist Artist Examples above of the extent with which Zar’akal may appear humanoid. Their cheeks are sunken, horns jagged, skin discolored, and eyes striking. Although humanoid in stature and appearance, this does not entail beauty nor an ability to simply “pass” as non-Zar’akal. Artist Artist Artist Examples of the more monstrous Zar’akal. Their faces are nigh unrecognizable, snouted or beaklike, while their flesh may be scaled, feathered, skinless, leatherlike, furred, etc. They may possess multiple limbs or a lack thereof, and otherworldly, unimaginable traits foreign to descendant anatomy. Zar’akal are no longer bound by the constraints of their descendant-flesh; they are indistinguishable from other Zezimar, their Naztherak mutations heightened and their image hideously warped. This new flesh of theirs would be impervious to the effects of malflame. The Zar’akal can take a wide range of stature and appearance. Some may emerge as horned humanoids, while others are born as monstrous amalgams of their former selves in respect to the patron who has chosen them. Kings claimed by Kiiztria, for example, may emerge as serpentine hybrids, while Kings claimed by Kholidav may appear a hideous, rotting winged creature. They may emerge taller or shorter after their transformation, reaching a maximum of 9 ft and a minimum of 4 ft. Zar’akal possess a deeper pool of 65 maleus and lose the weakness obtained from the connection as a Naztherak, matching the peak strength of their original descendant race, but no more agile or quick than before.. As well, the Zar’akal is capable of casting without a grimoire should they choose, wherein the emote of grabbing one is substituted for some other optional tell, such as a glow in the chest, a colored aura, wisps of smoke, etc. Regardless of form, physical contact with these creatures, be it as mundane as a handshake or a hug, will inspire a great sense of dread in those unfortunate enough, as though doom looms over their head for a split moment until touch is relinquished, as though a sense of goodness within themselves has been withered. These beasts will come to realize their appetites have also changed, reliant on a meat-based diet to remain at their peak strength, and such waning should they be forced to subsist only upon plant-based foods. A zar’akal made to rely on vegetation would fall into a weakened state but will live. They may consume descendant races, without risk of negative side effects and disease. Spoiler - All redlines pertaining to default Inferis physicality are applicable to the Zar’akal as well. - Extra limbs/appendages may not be used for combat they'd be otherwise incapable of doing. A Zar'akal who has four arms may only use two in combat, for example. - Mutations may not provide a mechanical or combat advantage without a MArt. For instance, horns cannot block sword strikes, spines cannot impale others, having multiple eyes cannot expand field of view, etc. - Horns, spines, and other keratin-based mutations may be broken as normal bone. - Like other Inferi, the Zar’akal wither to ash within 2 emotes of their death. If a Zar’akal is severed of a limb or appendage before they die, such as a tail, claw, fang, wing, horn, etc, these will not wither away and may instead be kept as trophy items, though the Zar’akal is not obligated to sign an RP item but proof of roleplay should be logged should players ever wish to see that Trophy be used in some sort of ritual (i.e. Twisted Rebirth) or other crafting RP. - Any damage done to the Zar’akal, including severed appendages or limbs, will regenerate upon revival. Players may opt to transfer some damage over in the form of lasting scars if they so desire. - The natural Infernal state of a Zar’akal cannot be attractive in any capacity. - The Zar'akal, to some capacity, must appear demonic. Simply putting on horns, claws, and fangs to an otherwise average-appearing character will not suffice. They must look unsettling, scary, demonic, monstrous, etc in some form. - One may not use the height boost to go beyond 9ft. - By way of their demonic frame and figure, Zar’akal have the peak strength of their original race. - Zar’akal cannot be bound by Naztherak. - Zar’akal are immune to malflame. - Zar’akal don’t need sleep, but must eat, drink and breathe. If a Zar’akal is forced to subsist upon plant-based foods, they may not maintain their peak physical strength. Their appearance may deteriorate to connote this. - Zar'akal are sterile and unable to sexually FTB or engage in romance RP. - When not using their Facade, a Zar’akal is considered a ‘revealed dark creature.’ Holy magics are effective against the Zar’akal, causing a burning sensation upon mere contact and additional pain and burns when struck with spells. - A Zar’akal may be harvested for 5 units of maleus upon death in a freeform fashion. One could quickly draw it from them with a needle or attempt to squeeze it out of a severed limb, for example. - As mentioned above, the “grimoire emote” may be substituted for a different connection action, though it may also be broken in the same way a Naztherak’s would be. As with any gift from the Hells, there is a cost to such a mighty form. The King would find that materials and phenomena that may have once been obsolete to them as False Prince now cut deep and burn hot. These weaknesses are only effective when the King has abandoned his Facade and is considered a “revealed dark creature.” Holy Magics Like all darkspawn, the Zar’akal will find that their corrupted soul is greatly susceptible to holy spells. Flame or physical attack spells cause agonizing burns wherever it touches, as well as other non-direct (such as AOE or other) spells and weapons capable of hindering the King as per their redlines and mechanics. - Adheres to all redlines and mechanics of the respective holy magics. - As stated, a Zar’akal, when not using their Facade, is considered a Revealed Dark Creature for the purposes of holy magics. Mundane Weaponry Zar’akal are capable of being slain as any unaltered “normal” descendant would be. They may be suffocated, hanged, bled out, beheaded, shot, starved, et cetera. - Poisons, toxins, heat, cold, enchantments, etc. affect the Zar’akal as they would any other member of their prior race. Salt A common deterrent against darkspawn, salt may prove a formidable weapon against the Zar’akal — but not in the form of sizzling, boiling blood and biting open wounds. Rather, the Zar’akal finds himself incapable of crossing lines of salt upon the ground, as though there lay a phantom barrier between him and the opposite side. This is often laid out either in the form of a line in windows, gates, hallways, doors, or in a complete circle around an unsuspecting Zar’akal to trap him. Saltwalls represented by a tangible, in-game build (such as iron blocks, wool carpet, pressure plates, etc) cannot be passed under any circumstances. However, a third-party, such as an ally of the Zar’akal or simple bystander deceived into aiding him may break the saltwall on his behalf. If broken, a sign should be placed to denote such. An example of what this may look like in-game. - As with all weaknesses lore, this is not common knowledge and should be discovered through RP. - NPCs such as Imps cannot break saltwalls. - Saltwalls may only be made using mundane, non-magical salt. This means that in order to utilize this weakness against a Zar’akal, a player must possess player-signed salt represented by the minecraft item “Sugar.” - Saltwalls that are, for example, strewn in front of a portcullis or path must have an in-game representation (such as using iron pressure plates, quarts, wool carpet, etc.). A sign alone does not suffice. - Saltwalls do not create an actual, tangible barrier, only a mental one. This means that spells and ranged attacks may pass through as normal. Should a zar’akal be forced onto or over a saltwall, the demon will be overwhelmed with agonizing pain for [1] emote, interrupting any casting. - Salt must be in a purified, granular form to be effective, meaning that it cannot be applied to weapons to enhance its ability to harm, be combined with saltwater, be combined with food, etc. - Saltwalls are non-effective against a Zar’akal unless considered a “revealed dark creature.” They may still find them discomforting or frightening in their facade. Metals & Resources Lunarite, the heavenly substance from above, is an effective tool for protection against the Hells below. Should Lunarite make direct contact with a revealed zar’akal, the beast will feel as if their flesh is boiling, but such is only in their mind. This feeling can be so overwhelming, that simply seeing an object of Lunarite could throw a Zar’akal into sudden disgust or panic. It is said Canonist priests of old would hang lunarite crosses outside their homes to repel these devils. Additionally, its properties allow it to more easily harm and cut through the skin of the Zar’akal. Wounds will be more profound, jagged, gaping, deeper, and shall bleed profusely. This is not a means to instantly bleed-out a King, but if untreated during battle, he very well may. Aurum, such a thing that now brings terrible burn to this creature, will easily slice flesh and bring about a long forgotten pain to the Twisted King, one of fire against their unholy flesh. The best weapon against this King, however, is the elusive substance known as Thanhium. Should the Zar'akal suffer [2] strikes or more, weapons wrought from Thanhium can render a Zar’akal’s casting inert for [3] emotes, and prevent them from shifting between their Facade and their true form. - Lunarite will not instantly make a Zar’akal bleed out in combat. However, the consequence of not treating his wounds if great enough will force him to flee the scene for aid. - Aurum has the full effects listed within the Aurum lore against creatures with altered souls, causing an increased level of pain upon cutting the skin. It does not burn on physical contact with the skin alone, but aurum blades, and to a lesser extent slayersteel, will cut flesh easier and with more pain to the Zar’akal. - Cuts made with thanhic steel, or thanhium within the bloodstream, locks the Zar’akal out of all casting, up to and including shifting in and out of their Facade. This prevention lasts for four [4] emotes post-exposure. Other Weaknesses The player may additionally choose weaknesses unique to their Zar'akal. This could range from an array of holy symbols such as crucifixes, prayers, holy water, or even manifest in the form of allusions to their pacted patron. Zar'akal pacted to Kiiztria, for example, may experience an innate fear of animals that prey on snakes such as hawks, cats, foxes, etc. This is very freeform and can manifest in whatever fashion the player desires, but can never provide an advantage, as this is best utilized for flavor RP. REBIRTH The ascension to Zar’akal breaks the shackles binding a False Prince to the standard cycles of life and death. Now bound to the pentacle and their whims, a Zar’akal will be banished to Moz’Strimoza upon their demise. In these hellish planes the wretched soul thrives, mending itself of wounds sustained. Zar’akal recover within the following timeframes: -When bled out or suffocated, the Zar’akal will recover after 2 IRL days. -When disemboweled, stabbed through the heart, organ failure, etc. The Zar’akal will recover after 3 IRL days. -When beheaded or dismembered, the Zar’akal will recover after 5 IRL days. -When burnt alive, the Zar’akal will recover after 2 IRL weeks. -When eaten, either dead or alive, by another Zar’akal, the Zar’akal may only be resurrected via Rite of Revival. A Zar’akal who is killed via any of the aforementioned must be eaten within the same RP encounter. Good-faith RP is encouraged between both participants. Though immortality becomes these Kings, death is no less a feared ending. The souls of these creatures are manifested in Moz’Strimoza upon death — a plane of eternal bloodlust, carnage, and torment to all that is infernal. Here, the saying “the weak are meat and the strong do eat” becomes law, even to a Twisted King. On the material plane, these creatures retain vivid and powerful memories and phantom pains of their time in such a domain. These creatures are burdened with this dread from birth. Spoiler - If a Zar’akal is successfully consumed, it must be marked on their CA denoting when and by who, including the character name and IGN. It is the responsibility of the consumed player to update the ST of such. - Although they are immortal, the Zar’akal must still roleplay their crippling fear of death. They may make bluffs alluding to their immortality as a means of intimidation or fearmongering, but they may never truly rid themselves of this chronic dread. - Zar’akal may not recall the details of their death including those who aided in their death, the location of such, etc, nor may they infer such based on the amount of time they were in limbo for. The memory will have been overshadowed by the torturous time they spent in the High Hells, where their sense of time is warped and distorted. Purely for the sake of flavor RP, the Zar’akal may acknowledge their own death by virtue of being an immortal creature, but this cannot be used to uncover other details of their death. - Revival should not be used as a means to continuously harass players with poor villainy. This is considered an abuse of the CA and is grounds for a blacklist. -PvP death, as well as 'downing' or 'restraining' actions emoted out following mechanical PvP negate these resurrection rules and are to be addressed with standard death rules. - In the case a Zar'akal suffers multiple "killing-blow" injuries, the death timer will be applied to whichever came first. For example, a Zar'akal who is bleeding out may not then be burnt alive to increase the death timer. - All revival rules apply. DEIFIC CORRUPTION [3] Emotes | [20 ] Maleus | [10] Blocks of range with line of Sight | Combative, Non-Combative Over the course of [3] Emotes, the King may will into a deific target a sliver of his corruptive Maleus, therein briefly the mind with a range of afflictions that may serve to sow doubt, panic, or fear into these otherwise devout warriors. Once afflicted, all effects last for a minimum [3] emotes, though may be extended at the target’s discretion, see below. Should the mage be actively casting, this spell will sever their connection and necessitate a reconnection. Mentally, this corruption may affect each individual differently. While those of great mental fortitude may readily recover from such an attack, a mage who is more susceptible to insecurity and influence may find themselves easier succumbing to the corrosive maleus of the King. Spoiler - It should be noted that such an ability is an invasive attack that weaves falsities and lies into its target. As such, any tenets the Mage is bound to will be unaffected, as they are not being controlled of their own volition. - Due to the nature of this spell, Holy Mages who are afflicted by it during casting will have their connection temporarily severed, wherein they may immediately reconnect if they desire. - Outside of combat, this spell is very freeform and may be interpreted in a variety of ways unique to the character. Perhaps it may fuel the route of broader character development, or simply serve to be a future tale to share. - Can only target one Deific MA holder at a time and has no effect on those without a Deific MA. - Can only be used once per encounter. Templars The raw antithesis to the Aengul Malchaediel, the Templar is wracked by an unprecedented swell of anxiety and terror in the face of combat. What they would have once faced with valor and honor becomes a surmountable obstacle that warps their lens of bravery. A foe may appear more imposing or deadly than they truly are, or they may come to suddenly doubt their ability with a sword. - This is not enough to force a Templar to flee from any and all combat. Instead, this will instill a mere apprehension of it or even their own ability, something uncanny to the nature of their deity. Like the Paladin, this may be interpreted flavorfully and unique to the player. Druids The King may weave his nature into that of a druid, therein warping their druidic connection into the hideous amalgam that is Moz’strimoza. While it does not affect the Druid's ability to connect or cast, the melody of the balance morphs into the wicked, churning sounds of the High Hells, including but not limited to: the bloody carnage of warring inferi, howling hellhounds, churning brimstone plates and crackling, ignited trees. The sacrilegious sounds of Moz’strimoza would primarily counter the flora and fauna of the mortal plane, a mockery to the very idea of bountiful nature. - The druid does not actually, tangibly hear Moz’strimoza, only a mockery of it. While the melody of nature is wracked by such hellish sounds, their visual perception of it remains unaltered. Paladins As true beacons of Light, oppression is exactly what a Paladin of Xan briefly feels alongside the twisted powers of Moz’Strimoza. The warmth of Xan’s Light fades, albeit temporarily, leaving the Paladin yearning for comfort and familiarity. The brief absence of Light takes a strong mind and will to overcome, a task not all may be prepared for. - The “Absence of light” may be interpreted in whatever way the Paladin desires. Perhaps it’s a literal interpretation, that they fear Xan himself has abandoned them, or are weighed by a sudden, unexplained apathy and lack of willpower without such holy warmth. FACADE [4] Emotes | [20] Maleus | [Non-Combative] A means to lull descendants into false feelings of safety, the Zar’akal can temporarily take mortal shape by siphoning soul essence untainted by maleus. This form is not permanent, however. A reminder that true humanity is no longer theirs, nor will it ever be. A Zar’akal saps a descendant over the course of [4] emotes, or [2] if the target is willing. This occurs in a 2 block radius around the Zar’akal, the aesthetics left to the player so long as clear tells are conveyed; such as tendrils of malflame wrapping around a restrained target, or a shimmering pentacle beneath as a warlock conducts an elaborate ritual. Once complete, the victim is left in a lethargic state for 1 OOC hour, too weak for combat but able to attempt escape and recover their energy. A side effect of intermingling with the corruption of a Zar’akal leaves the victim’s complexion withered and wrinkled, as if they had suddenly aged decades (or centuries, for elves). This can be remedied with sprog’s elixir. A Twisted King bargains with a mortal. A Zar’akal experiences the adverse. Over the course of [2] emotes, they revert into a seemingly mundane descendant for 10 OOC days. Their chosen appearance cannot be altered unless they siphon the purity from another. It is not unusual for a zar’akal to behave differently in this form, for donning the flesh of the past can be conflicting for some. For example, a Zar’akal might become overwhelmed with despair over failures of their time as a mortal, disgusted by those they once considered friends, doubt the truth of their reality, or even have their mind shatter completely. Unable to cast their own hellfire while using their Facade, the Zar'akal will seek to avoid being within the proximity of holy spells while disguised. This is defined as a range of [20] blocks with line of sight. This aversion can come as vehement disgust, profound fear, or whatever else might reason him to slip away from the company holy casting. Should he linger for more than [4] emotes, he will be seized by gradually increasing migraines, cold-sweats, and other forms of unwellness until he abandons the scene. Spoiler - When an appearance is decided, it cannot be changed unless another descendant is exhausted. - One may not disguise as the opposite gender. - A Zar’akal cannot take any appearance younger than eighteen. - The appearance of other CAs cannot be taken. The facade can only resemble the core four descendants. - In their facade, the Zar’akal’s strength is capped at the peak of their original race. - After a victim is drained, they cannot be drained again for 4 OOC weeks. - After 1 OOC week, the victim’s complexion recovers naturally, appearing as they once had. This can be quickened with sprog’s elixir. - Zar’akal, even when polymorphed, still retain their Striith mutations, the brand, and other tells from the Naztherak magic. - Zar’akal cannot cast nor charge spells while polymorphed. - Zar’akal cannot appear as another player’s character regardless of OOC consent. - One may not shift between forms to avoid or heal injuries, and they will always transfer over until healed. - If siphoning forcefully and the target leaves the 2 block radius before the spell is complete, it must be restarted. - Being struck by a T4+ Holy spell will break the Facade, revealing the Zar'akal's true form. He must sap another descendant before he is able to disguise once more. - The aversion instinct a Zar'akal experiences is not magically forced, only instinctual. However, this cannot simply be ignored. This additionally only applies to line of sight encounters in which a holy mage is actively casting, meaning that a Zar'akal cannot detect the presence of one through a wall, in a crowd, etc. POSSESSION[4] emotes | [20] Maleus | [Non-Combative] Manipulation and deception are among token tactics of the Zar’akal in their eternal pursuit of power. A newly uncovered ability, a Zar’akal may will their presence into another vessel, effectively seizing control of them not unlike a marionette, or muddying the mind with falsities, insecurity, and paranoia alike. A character who is possessed remains mentally conscious and aware within this state despite having lost almost all autonomy of their body, only retaining however much the Zar’akal sees fit .They may see, hear, and experience their surroundings from their natural POV. Now sharing one mind, the two souls may internally communicate with one another via telepathy while the body is puppeteered by the Zar’akal. It is only within this state that the victim may cast out the Zar’akal unless he is banished sooner by external forces. Any injury the possessed individual experiences, be it a stab, slash, burn, or other magic, will be felt equally by the Zar’akal so long as they remain within this vessel. Some may choose to reflexively abandon their possessed vessel to avoid these pains, while others may require a greater deal of effort to cast out. Interaction with Holy magic, Lunarite, Aurum, and Thanhium will forcibly cast out a Zar’akal, regardless if the intent is to spur a “combat” encounter or not. While this ability does not require RP consent, OOC consent is required. Requiring line of sight, this ability takes [4] emotes to perform and costs [20] maleus. One for the standard casting tell, two for concentration, and one for a verbal Ilzakarn incantation (freeform). The Zar’akal must be within 10 blocks of their desired target in order to enter the vessel, though may then freely travel beyond this range upon a successful possession. The Zar’akal must place an interaction sign at the location of their body should they leave its general proximity (which is defined as the same room/corridor, or 20 blocks) while within the vessel. Telepathy during this state may be done either through /msg or #w between the mind of the Zar’akal and the victim. This ability lasts for [1] OOC hour, where at that point the victim may roleplay forcibly casting out the Zar’akal in whatever fashion they please, or Zar’akal sooner leaves of their own volition. As stated previously, Holy magic, Lunarite, Aurum, and Thanhium will instantly and forcibly cast out a Zar’akal should substantial contact or injury be made for 2 emotes or more. Simply poking or grazing does not suffice. The Zar’akal may additionally possess the striith, requiring a standard [4] emotes and [20] maleus to perform. However, the Zar’akal and striith will continue to share the single mind, if not to a greater degree, resulting in a maximum threshold for this type of possession to be [3] OOC hours at which point the mental torture and closeness of the striith is no longer tolerable. Should the Zar'akal attempt to possess a holy mage, the holy player must roll out of 20 to determine success, for the minds of these divine knights do not so readily succumb to the dark. Rolling goes as follows. 1-10: Possession takes full effect.11-15: Possession is weakened. The holy mage is temporarily stunned for [1] emote as the Zar'akal attempts to weave its way into their mind, and the two may telepathically commune so long as they have line of sight. This lasts for [3] emotes. Though he has not totally seized control of the target, he's still allowed the opportunity to sow delusions and whispers in whatever form they may come. Telepathy is otherwise harmless.16-20: Possession fails and causes the Zara’kal to be stunned for [2] emotes. Upon successful possession, the Zar’akal is at their most vulnerable. With their presence now in another vessel, their true body is rendered unconscious and inert while the eyes gloss over to a solid foggy white. Attempts to interact with his form will be fruitless so long as his consciousness remains in another vessel. He may, however, be equally slain. Should such happen, standard death mechanics are to be followed. Spoiler - Possession requires OOC consent. - Possession may only target one character at a time. - Cannot be used in combat. - If combat begins while the Zar’akal possesses his target, he will forcibly flee, for the King seeks to elude death at all costs. - In the rare instance a vessel is slain while the Zar’akal is possessing it, such as if an attack is instantaneous or unprecedented, standard death mechanics are still applicable. For example, if the vessel is shot through the head from behind before the Zar’akal can escape, this constitutes as death by organ failure and he will be tempshelved according to the Revival ability. - The telepathy experienced when using possession is not mind reading. What a character is unwilling to convey cannot be discovered with this ability. - Should a Zar’akal possess a character with magic, magical or alchemical-based afflictions, or other unnatural abilities, they cannot be used. For example, a Zar’akal who possesses a water evocationist cannot control them to the extent of casting spells through them. Things such as potions or enchantments that do not require magical connection may be utilized. - A Zar’akal cannot override the physical state of the target. For example, an enfeebled voidal mage does not gain the Zar’akal’s brute strength upon being possessed. - This ability only works on individuals with untainted greater souls, meaning that Inferi (zar’ei, beasts, or imps), musin, kha, etc may not be possessed. The Striith is the only exception. - Follows the default revival mechanics of Rebirth when slain while using Possession, even when possessing the striith. Being bled out will still allow them to recover after 2 OOC days, being burnt recovers after 2 OOC weeks, etc. - This ability cannot be used for lewd purposes whatsoever and doing such is grounds for a blacklist. - Cannot force a character to commit suicide. THE GIFTS OF RA’URDOL Primary Spells — [4] Emotes | [30] Maleus | [4] Emotes of Duration | Combative Secondary Spells — [2] Emotes | [5] Maleus | [2] Emotes of Duration (or longer if the target desires) | Combative An attempt to coax forth the devotion of prospective Kings, the lords of the Pentacle have bestowed unto them a unique gift that might be used to garner favor and retain what little shackles remain upon their proxies. Each Zar’akal is gifted with an ability respective to the patron they’ve pacted with, each with a primary and secondary spell. All primary abilities require [4] emotes to perform. The Zar’akal must be within [15] blocks of their target and have line of sight. Maintaining focus of the target, he will utter a personalized Ilzakarn incantation devoted to their patron (left to the player’s creative liberty, although it must contain the Lord’s name as part of a tell), and may connect to the target on the 4th emote. Crow Queen, Daria Rashev A Zar’akal summoning a murder of crows using Kholidav’s bastardized gift. Once connection is made, the target experiences a shiver down the spine, a sense of looming unease as this King weaves his way into their psyche. If line of sight is broken at any point for the duration of casting, the spell will falter and must be started from the first emote. While the primary Lord abilities will serve to impede and hold tangible harm during combat in accordance to their description, secondary abilities are akin to aesthetics. These will not induce any real harm, be it physical or mental. Spoiler - At its peak, Primary spells will easily break any ongoing magical connection that’s maintained via focus, but secondary spells cannot. - Any ability may only target one character at a time. - Secondary spells cannot be used for combative advantage, and cannot cause tangible damage or harm beyond flavor RP at the targeted player’s discretion. - This ability follows standard Naztherak magic connection mechanics. - Secondary spells do not trigger a Zar’akal’s infernal transformation, but primary spells do. - Incantations may not be spoken in #whisper, but may be spoken in #quiet. The spellcasting itself, however, should adhere to standard spellcasting rules and thus must be emoted in #roleplay or #shout. - Although there’s no rigid instruction as to how a target should behave when affected, to simply ignore the effects of these spells, even by means of “adrenaline,” is to be considered powergaming. - Primary spells can only be used once per encounter. - Kholidav's primary spell may not be used to control bugs/insects/creatures summoned - Velkuzat's secondary spell does not reduce the bodily health of the target, only the outward appearance. Kholidav Primary The target will gradually begin to uncontrollably vomit and cough a variety of entities and objects that lodge their way up from the trachea. At the peak of this spell, the victim may feel tremendous, discomforted scratching, slicing, crawling, itching, etc., respective to the determined effects that may serve to impede any actions or objective they previously pursued, as such an occult phenomenon may wrack the mind with fear. There is no rigid list of objects that may or may not be expunged, meaning the appearance is mostly aesthetic. The effects/harm imposed, however, is restricted to the following list and may not cause extensive damage beyond what’s written. For example, just because a character bleeds from the mouth doesn’t imply they may begin choking on their own blood or may have their tongue or trachea shredded by glass. Bugs may not be venomous nor controlled, etc.- Small bleeding cuts and fleshwounds in the cheeks and mouth. For example: glass, sewing needles, metal nails, etc. - Minor suffocation that may impede speech and restrict (but not totally prevent) breathing. For example: water, sand, blood, etc. - Disorienting squirming/crawling of living creatures. For example: bugs, spiders, worms, etc. Secondary The target is seized by a sudden but brief nausea. A violent stomach ache may accompany such, perhaps inspiring a moment of weakness and vertigo. Drazhana Primary The victim will experience sensory hallucinations and the earnest belief that they are being hunted by hellhounds. In their ears, the devilish cackling and howling of devildogs become prominent, and in their eyes, shadows dart in the corner of their vision. At the peak of this spell, the victim will perceive a full manifestation of a gnarled, bloody pack of hellhounds stalking them in the distance, encircling them, etc. Perhaps the true terror of this spell is borne that the victim’s allies cannot perceive these creatures, no matter how tangible or “real” they may appear. The victim is left to their own devices, fearful of that which none other can see, hear, or touch. Secondary The victim is stricken with a pang of terror throughout their body and mind. The heart may flutter, anxiety may swell in the chest, the hands may grow unsteady, etc. Kiiztria Primary The victim is seized by the sensation of snakes constricting or biting the body, as though they are being eaten alive. They will grow short of breath enough to induce lightheadedness. Deep within them does a chronic terror of serpents and snakes embed itself, leading them to become fearful of any such themes or creatures for a minimum of 1 OOC week. This may include symbology, depictions, real snakes, etc. After the week has passed, the victim may either overcome this fear by whatever flavorful means the player desires, or it may linger with them for a longer duration. Secondary The target experiences a swift slithering sensation down the spine or up the arms, as though a snake has weaved its way onto their person, which may instill paranoia and discomfort that such a serpentine creature stalks them. Velkuzat PrimaryThis target, led by the malevolent force, has an insatiable need to steal and amass the most peculiar of objects. Wretched carcasses, cursed accessories, and even soiled food all fell victim to their relentless clutches. Each stolen oddity became a testament to the curse's dark whims, added to their ever-growing, grotesque hoard. SecondaryA harsh curse instills the target, reducing their once-radiant complexion to an appearance of malnourished disheveledness, as if the essence of life had been sucked from their veins, or they hadn't eaten in many, many days. Zathairn Primary The target is instilled with the overwhelming feeling of paranoia, haunting their every thought and action. These intrusive thoughts can manifest themselves in whatever nature the Zar’akal sees fit. It can be anything from the crippling fear that something tragic has befallen a loved one to that one of the many Aenguldaemons of the realm will suddenly appear and strike them down where they stand. Whatever the case, the paranoia they experience is crippling and causes the target to lose all focus. Secondary The target is once again instilled with thoughts of paranoia and fear, though far less crippling in nature. Instead of tragic, over the top fears, the images running through the targets mind are far more mundane in nature. Perhaps they get the feeling that a piano is about to fall on their head and they feel the need to look up and ensure the coast is truly clear. Or perhaps they have the fleeting thought that they forgot to lock their door this morning and have to take a moment to recollect their memories from that morn. Ra’Ilkgarokk - The Infernal Sickness The Ra’Ilkgarokk is a powerful ritual that turns a lush environment into one that imitates the realm of Moz Strimoza, so that the semblance of disorder and chaos may flourish instead. The landscape transforms into a desolate, barren wasteland with harsh and unforgiving terrain. Now littered with lava pools, dead-bushes replace the colorful lively flowers, jagged rocks with sorrowful faces, trees made of flesh and licked by malflame scatter throughout the terrain. Additionally, the sky would remain in perpetual darkness within this afflicted region, with only lightning strikes illuminating its landscape. The air grows thick with smoke and the smell of sulfur lingers, burdening any non-Inferi with a slight tightness in their chest. Despair is all a Descendant would feel when stepping into the area. The area becomes the Zar’akal’s sinister canvas, allowing the region to appear however they desire. The ritual requires the Zar’akal to draw a pentagram in the center of their chosen land, and willing [5] units of their rakir onto it. This should occur over the course of [5] emotes, and the player may have the creative liberty to add whatever other aesthetic flare to the process in order to describe the full corruption of the land. This region does not span more than [75x75] blocks unless approval is given by the ST or RO. Otherwise if created as a lair, the land may be as large as the lair if the Zar‘akal wishes. It may be smaller if one wishes. Here, Infernal Blood Magic rites & rituals are given an automatic +3 modifier if cast within the area. Despite being a testament and replica to Moz Strimoza itself, the ritual is still relatively weak during formation. Should the ritual be interrupted, those with adequate power have a brief chance to banish its presence from the region and return things to normal before it can be completed. After its completion, it may be purged using ‘Holy’ magics. Spoiler - Players may not create Ilkgarokk upon land without RO consent. - If it is cultivated underground, the land above will reflect this and become hellish. - Players may not use pools of lava, mouths etc. to attack other characters etc. - The Ilkgarokk cannot be commanded or manipulated, even if it is flesh and sinew with faces etc. It is functionally still terrain. - Imps and beasts may be described in region text, signs etc. to make the corruption more flavourful, but cannot be used to remotely attack players without being actively roleplayed. - By the same token, players may not presume the plot is perfectly safe to traverse simply because there is no mechanical/player representation of Inferi, or other dangers. Characters would still reasonably have reservations about tromping through a hellscape. - An ST sign or region flag is required to approve the effects of this rite. Zar’Kazlirt — Ritual of Twisted Rebirth Moz’strimoza is a twisted, cruel hellscape that seeks to consume or control all that dares enter it. The same goes for any Zar’Akal who is unlucky enough to find their soul trapped there for some time should their body meet an end. The process to ‘heal’ the ‘soul’ can be a long and arduous task, taking upwards of 2 Elven weeks to restore to its former glory in mundane causes of death, and indefinitely should the Zar’akal be eaten by another. It is not typically in the nature of the False Princes and Twisted Kings to take pity upon each other and throw each other a bone, but Zar’akal who see fit to summon the fallen Kings, be it for political gain, unfinished business, or other zealous justification have but one sacred rite at their disposal to do so: The Ritual of Twisted Rebirth. With the help of at least two living Zar’akal, a Zar’akal who has been eaten may return to the mortal plane. Symbolic to the foundation from which all descendant life originates, the two living Zar’akal must collect the lifeblood of a pure Elf, Orc, Dwarf, and Human, each possessing untainted souls, be it a mere vial’s worth or a whole basin. Once collected, it will be mixed in with a wicked mix of rakir before encircling a pit of bloodridden corpse to form a series of Ilzakarn tongue. They will then calling upon the Pentacle to return their fallen brethren over the course of [6] emotes. When the chant is complete the fallen Zar’akal shall be reborn, consuming and rising from the remnants of the corpse, but at the cost of their own strength. When reborn through Zar’Kazlirt one is able to return to the mortal plane despite having been eaten by another Zar’akal, but they will find their soul weakened and frail during this recuperation period until the soul has replenished itself upon the mortal plane. This process to reacquaint the soul with the body takes 4 OOC days. Spoiler - Players may only be the target of Zar’Kazlirt once every 1 OOC month. If one is revived by this ritual by then is slain a week later, they cannot be revived until 1 OOC month has passed from the date of the original rite. - A king who is revived using this rite should have such logged on their CA, denoting all participants with RP logs included. “Castiel (Unwillingly) has been successfully resurrected by Margosha (Bonito_) and Cordelia (Witchring). - Zar’Kazlirt is reserved only for consumption-based deaths in which a Zar’akal is eaten by another King. This may not be used to revive him from any other form of death. -Zar’akal will be capped at 50% their peak strength and unable to cast any spells for 4 OOC days after revival. -The two living Zar’akal must spend their full pool of 65 maleus to complete the ritual. -Zar’Kazlirt requires OOC consent of the player being revived. - This ritual requires a minimum of [6] emotes to perform. -All other redlines of revival apply. Credits @Bonito @Unwillingly@VanAtreides/Sykotic— Lead writers @BobBox @TimberBuff @Witchring@RMW01 @Benleft— Feedback & Idea spitballing @Luciloo - Previous write. Changelog as of 8/24/23 Added the following redline under Revival, "-In the case a Zar'akal suffers multiple "killing-blow" injuries, the death timer will be applied to whichever came first. For example, a Zar'akal who is bleeding out may not then be burnt alive to increase the death timer." Removed the requirement for a flavorful RP post in order to create a CA, as well as implication of Moz'strimoza honoring the creation of a "new King" Nerfed peak orc strength to peak strength of original race 48 Link to post Share on other sites More sharing options...
Witchring 359 Share Posted August 23, 2023 zoo wee mama! Link to post Share on other sites More sharing options...
lemonke 1887 Share Posted August 23, 2023 LET'S GOOO Link to post Share on other sites More sharing options...
Juno. 1337 Share Posted August 23, 2023 so real and true Link to post Share on other sites More sharing options...
creamynoteblock 2552 Share Posted August 23, 2023 Erm. Actually. Zar'Akal aren't the kings. They're False Kings. Please fix the title. You're going to make me angry. Link to post Share on other sites More sharing options...
Unwillingly 11325 Author Share Posted August 23, 2023 As always feedback is appreciated :) 2 Link to post Share on other sites More sharing options...
Bonito 2284 Share Posted August 23, 2023 this isnt the satyr write -1 3 Link to post Share on other sites More sharing options...
Sykogenic 1284 Share Posted August 23, 2023 lol who wrote this garbage 2 Link to post Share on other sites More sharing options...
amongus 345 Share Posted August 23, 2023 really cool! :D 2 Link to post Share on other sites More sharing options...
Kitomine 780 Share Posted August 23, 2023 this is cool as hell 1 Link to post Share on other sites More sharing options...
Optimus420 1731 Share Posted August 23, 2023 @Jaxothy O_O look at this amazing lore Link to post Share on other sites More sharing options...
Marshi 1082 Share Posted August 23, 2023 gimme gimme Link to post Share on other sites More sharing options...
Sefardi 1543 Share Posted August 23, 2023 This lore looks really well fleshed out, and it reads like it's very well put together. As a regular player, seems like something that'd be fun to interact with. +1 4 Link to post Share on other sites More sharing options...
Deer__ 530 Share Posted August 23, 2023 But Unwillingly. I don't want to read another 38 pages of lore, please... 4 Link to post Share on other sites More sharing options...
Islamadon 4564 Share Posted August 23, 2023 I know I'm about to 🤓 but I think the Deific Corruption should affect Templars in a different way to explain the thwarting of their connection, if any. Maybe it causes them to become irrationally angry and confused? Courage is kind of the whole basis of Templarism and Malchediael himself was in Moz RDM'ing demons without a care in the world. By pushing a loss of courage, it counteracts the best defense a Templar has when arguably, Lore-Wise, Templars should be the hard counter to Inferi above any other Dark CA. Further, I fear setting the groundwork for a Dark > Holy relationship - with any ability - will lead to another Lore Arms Race, causing other magics to take inspiration from a set precedent. 5 Link to post Share on other sites More sharing options...
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