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[✗] [Amendment] Inferi, 3 Different Kinds

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PrimnyaQuorum

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Naztherak

Invocation & Subjugation:

Shackle

Spoiler

Redlines:
- 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. One may rip the page of their own violation to release an inferi bound to them. If this is done, the Inferi must be notified.

- Abuse of the above redline, such as to continually keep someone on this timer and then rebind at the last seconwill lead to strict and harsh ST punishments, such as a blacklist.

Naz’kuthun

Spoiler

- 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 Naz’kuthun, such as turning someone into a demon to purposely PK them through banishment will lead to strict and harsh ST punishment, such as a blacklist. 

 

Redlines:
- 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.

 

 

Purpose: 

Since the rewrite of Inferi, the sole intended method of PKing a Inferi is presumed to be Banishment, as the lore openly implies the existence of Zar’ei and Zevn who are not bound to a Naztherak after creation through Naz’kuthun. This is a long-overdue amendment to clarify that creating or unbinding a CA Inferi does not place them on a PK Timer. This does not remove the ability of Naztherak to steal CA Inferi from another Naztherak’s court or otherwise impede on their ability to Banish unbound Inferi/Inferi bound to themselves.

 


The Infernal Compendium

Zar’eika Subtypes

Physicality 

Spoiler

Whilst some Zezimar resemble a corrupted specimen of Descendants, while others have totally alien forms. Insectoid mandibles, eyes, limbs and antennae are not unheard of, while other Zar’ei are known to resemble a rotting statue with great clumps of flesh falling off in sloughs. Their stature similarly varies, but always more closely mimics those of Descendants and are easily sorted into the three ‘archetypes’ of Malda, Kozun and Rakaal. It is not unheard of, however, for some Zar’ei to arise entirely inhumanely appearing - though rarely are such horrific beings more dangerous then their descendant-mimicking kin. 

 

Redlines:

— INFERI MAY NOT FTB.

— Their general appearance must may be somewhat humanoid, and may resemble one of the four main races if one so chooses. All Zezimar must however, be monstrous and demonic in appearance. They may not be smooth and beautiful. Zar’ei may reflect cultural demons, so long as they are obviously monstrous and not attractive in any regard.

Non-Humanoid Zar’ei may exist, though non-humanoid traits may not be used to justify any advantages or disadvantages without an accepted MArt and must otherwise adhere to existing movement/combat rules, and Zar’ei Mechanics/Redlines.

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

 

Purpose: 

Permits Zar’ei to resemble demons of various cultures, provided they are openly demonic and hideous. Also permits non-humanoid Zar’ei, provided they adhere to all mechanical and combat rules unless an accepted MArt is present. In essence - permits Zar’ei to appear as either the typical Moz Strimoiza Brimstone + Hellfire Horrors, or reflect a demon from the traditional culture of various parts of LoTC/Folklore without any mechanical benefits or detriments. 

General Mechanics

Spoiler

— Holy magics are more effective against Zar’ei, causing a burning sensation upon mere contact and additional pain and burns when struck with spells.

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

— Zar’ei do not need a grimoire to cast Malflame spells, yet still need to chant the infernal spell-name.

Purpose: 

Clarifies Zar’ei must display an obvious tell when connecting or casting, to go along with the openly demonic redlines.

Malda

Spoiler

— Malda have a max maleus pool of [55] units.

— Malda cannot cast Malflame at all when wearing armor heavier than Medium Armor; disconnection from their malflame spells function similarly to a casting Naztherak.

Purpose: 

Permits Malda to wear up to Medium Armor while Malflame Casting - given that any form of magic stacking includes void, which naturally limits the Malda to Light or No Armor.

 

 


FALSE EVOLUTION:

Rok-Kulzael

Spoiler

An evolved Malda may conjure sharpened and constrained malflame, hewing them into the shapes of arrows to launch in devastating volleys. A pricy ordeal, it requires [15] maleus at base offered to form the first arrow over the course of [3] emotes- yet for every further arrow conjured, it requires [5] maleus and [1] extra charging emote, amassing to a maximum of [3] arrows and [25] maleus for a full volley.

 

These all may be shot at once to different targets, or the same target altogether- having physical force as if shot by a hand crossbow, or a crank crossbow if made combustive. Upon impacting they linger for a moment, inflicting Malflame burns to whatever soul-bearing material it touches, before dissipating [1] emote later. If the arrow is conjured of Cursed Fire, it will apply its effects only if the Malflame catches fire to any soul-bearing material.

 

Redlines:

— All arrows may be shot at the same target, or different ones. A set of conjured arrows may either be combustive, or Cursed Fire - they may not be both.

Only [1] extra charging emote is required to conjure Rok-Kulzael’s Arrow’s of Cursed Fire; the Malda may choose how many arrows, if they conjure multiple, are made of Cursed Fire. 

If made combustive, Rok-Kulzael’s Arrows will gain the projectiles of a Crank Crossbow projectile in regards to speed and piercing potential - though [1] Extra charging emote is required per arrow summoned to empower it. Combustive Arrows do not explode upon impact.

— Rok-Kulzael requires constant LoS between the Malda and their target to fire.

Purpose: 

Given the required Maleus and Emote count, options are introduced to permit a Malda to make a single shot more powerful, or many shots spread cursed fire at the original shortbow strength.

Rok-Vrakank

 

Spoiler

An evolved Kozun may collect and compile malflame into a streamlined object- forming a weapon of condensed malflame that bears a physical impact to it. By spinning [10] units of maleus into the shape of a weapon, they may condense it over [2] emotes into a physical apparatus of malflame, able to be clutched and wielded by the Kozun as if a normal weapon. Rok-Vrakank may not create a weapon smaller and lighter than a dagger, nor may it create any weapon longer than a javelin or more dense than a battleaxe.

 

Redlines:

— A weapon or tool created by Rok-Vrakank bears all physical durability and properties of one of steel, except for the fact that it consists of malflame. Only [1] Tool may be summoned per casting, but the spell may be recast to summon additional tools.

A Kozun may add [1] extra charging emote to conjure the weapon of Cursed Fire; this may not be undone after the Weapon has been conjured or applied if already conjured, and only [1] Rok-Vrakank summon may be of Cursed Fire at any given time.

If a Rok-Vrakank tool is conjured of Cursed Fire, it may apply the contained curse once every [5] emotes per individual, with a successful strike being any blow that would otherwise apply Malflame.

— Similar to malflame from Rok-Krimth, it does not spread on flesh, solely burning the area of contact with soul-bearing material.

— By concentrating for [1] emote any time after it has already been summoned; one can change the shape of Rok-Vrakank to any other weapon's form. This can only be done [1] time per combat, and the tool cannot be utilized during this emote in any manner.

— Rok-Vrakank cannot stunlock via pain whatsoever, no matter the situation.

— Weapons made by Rok-Vrakank cannot be weapons that launch projectiles; it cannot create bows, crossbows, slings, etc, nor may it create items such as whips or chains.

— There is no duration for how long the weapon lasts for- yet if it is ever dropped or thrown by the Kozun, it harmlessly dissipates.

— The size constraints maximize the conjured weapon to carry the physical size and weight of a battle-axe or javelin, and its proportions of size and weight at smallest can be that of a dagger. Rok-Vrakank may only conjure Defensive Armaments such as Shields.

— If the Kozun is disconnected whilst Rok-Vrakank is active, the malflame weapon harmlessly dissipates, going on cooldown for [2] emotes.

— Rok-Vrakank's burns may only inflict malflame's stun [1] time per individual per [5] emotes., upon the first hit.

A Rok-Vrakank tool may be utilized immediately in a defensive manner upon its casting emote, but not an offensive manner. 

 

Purpose: 

Firstly, clarified the emote count of the spell and added an interaction with cursed fire. Revised the Malflame stunning redlines to follow the Cursed Fire redlines and clarified what can be summoned, alongside how the tool may be used upon its casting emote. It’s a melee spell, and beyond ridiculous to say it's unusable at all on its conjuring emote, as this effectively makes it worse then simply drawing and attacking in 1 emote with a mundane weapon. Finally, in line with the nerf to Rite of Corruption: Fire to prevent unintended instances of Rok-Krimth from happening, redlined against the summon of long-reaching melee weapons.

Rok-Hazak

 

Spoiler

An evolved Rakaal may crudely compress malflame similarly to Vhiit to a more volatile and combustive state- capable of releasing a burst of malflame upon a single blow. Over the course of [2] emotes, malflame can be wrapped and compressed around a single fist- augmenting the next strike to volatilely erupt, creating a sphere of malflame [1] meter in diameter that encapsulates all within it with malflame and hitting with force enough to dent metal.

 

Redlines:

— Rok-Hazak’s combustive effect can tear through cloth and leather, yet at most can only dent plate or shields.

— The [1] meter diameter sphere is of solid malflame- enshrouding whatever is inside for a steady stream for that one emote of combustion.

— Rok-Hazak’s combustion triggers instantly on the first time the enwreathed fist impacts something- and may only occur once per cast.

— Whilst Rok-Hazak is active, neither Vhiit nor Rok-Odzar may be cast. 

Rok-Hazrak may not be conjured of Cursed Fire.

 

Purpose: 

Clarifies emote count, and interaction with Cursed Fire

Rok-Odzar

 

Spoiler

An evolved Rakaal may with crude ease send a hapless trailblaze of flame in front of itself. Requiring [3] emotes to cast and [10] maleus, on the final emote of casting the Rakaal must slam both palms unto the ground as a [5x2] rectangle of space erupts in malflame, rising up [1] meter off the ground. 

 

Rok-Odzar has a maximum duration of [6] emotes, yet the trailblaze only continues to remain lit as long as the Rakaal keeps both palms on the floor. Rok-Odzar may only be used once per combative encounter. Whilst the trailblaze is aflame, no other spells, movement, nor actions can be made.

 

Redlines:

— Rok-Odzar may last up to [6] emotes, but requires the Rakaal to keep both palms flat upon the ground.

— If either a palm moves off the ground or the ground crumbles/moves away, the trailblaze ceases.

— The trailblaze has to constantly move forwards from a direction away from the rakaal; it may not be used to create a defensive wall tangent to the inferi. The Trailblaze moves at [4] Meters per emote.

— The [5x2] rectangle of malflame has a steady stream upwards, similar to Rok-Norrvut.

— Rok-Odzar may only be used once per combative encounter. Rok-Odzar will not travel over a surface that would otherwise extinguish Malflame, such as water.

Rok-Odzar may be conjured of Cursed Fire with [1] extra charging emote.

 

Purpose: 

Clarifies Emote Count, and interaction with cursed fire. Clarifies the actual speed of the trailblaze per emote. 

 

 


 

Credits:

Writer - PrimnyaQuorum 

Feedback - transiconbridget

 

 


 

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I definitely support removing the PK timer for unbound demons since it is a bit sucky and now fully unnecessary.

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Removing the PK on unbound inferi completely misses the original point of why it was added (to prevent non-bound mega armies) which banishment does not prevent. 

More unnecessary power creep, giving yet another Naztherak ability to demons. 

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13 minutes ago, BobBox said:

Removing the PK on unbound inferi completely misses the original point of why it was added (to prevent non-bound mega armies) which banishment does not prevent. 

More unnecessary power creep, giving yet another Naztherak ability to demons. 

 

Unless Pallo has been consistently lying to me during the process of writing the lore, I don't believe this is the case. If a giant mega unbound army appears [and good luck convincing that many players to make inferi CAs on a whim], 3 Naz of any tier can just show up and PK them without any form of cooldown between Banishments - or better yet, 1 Naztherak and 2 evolved zar'ei within their court can just do it themselves. I bothered him plently about this point since it would be a ripe area of abuse if Inferi had 3 PK clauses that, if ordered, they'd have to comply with and the conclusion was that Banishment was the method to PK Inferi in the rewrite. 

 

I'm not entirely sure which Naztherak ability has been given to demons, since Inferi at evolution gain access to cursed fire of 1 Malice [not the 2 Naztherak get] - would appreciate if you can point that one out, too

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7 minutes ago, PrimnyaQuorum said:

Unless Pallo has been consistently lying to me during the process of writing the lore, I don't believe this is the case. If a giant mega unbound army appears, 3 Naz of any tier can just show up and PK that demon - or better yet, 1 Naztherak and 2 evolved zar'ei within their court can just do it themselves. 

 

I'm not entirely sure which Naztherak ability has been given to demons, since Inferi at evolution gain access to cursed fire of 1 Malice [not the 2 Naztherak get] - would appreciate if you can point that one out, too



The point of the redline is to prevent a mega army. Banishment should serve as a tool to punish singular inferi, not used to mass banish someone who's skirting around the balance of the lore piece by having 10 unbound zar'ei 'under their control'. 


Command+F didn't show anything for cursed fire, I do see now that they can already imbue their malice. I stand by the point that expanding cursed fire to some of the spells you've included is unnecessary and inconsistent with the Naztherak lore piece. For example, a Naztherak cannot summon a chain-weapon made of malflame, that has curses applied. Yet in this amendment, an Inferi can summon a pure-malflame weapon with cursed fire that can repeatedly apply the effect. 

 

I'm aware that you've attempted to change this in another one of the amendments, but I don't think it's healthy for CRP to change this. Being able to spend 1 extra emote, to now spread cursed-fire effects to anyone I hit with my weapon is clearly much more powerful than using it on 1 spell (the current rendition).

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Cursed flame is rarely used, but giving it to the CA seems unneeded and will detract from the choice of a naztherak giving up a portion of their soul to use such powers. Devaluing the price for Naztherak, and just giving a free perk to evolved inferi beyond their already boost in power. 

Edit: I see that in the infernal compendium they can pact to a prince of the hell's. I had misread and thought it meant the naztherak who made them. 
 

8 hours ago, PrimnyaQuorum said:

Permits Malda to wear up to Medium Armor while Malflame Casting - given that any form of magic stacking includes void, which naturally limits the Malda to Light or No Armor.

This essentially lets someone being a t4 Naztherak instantly. The huge downside of being a Malda is their fragile body, its intentional. Letting them wear armor, makes them basically easily made Naztherak. 

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4 minutes ago, BobBox said:

The point of the redline is to prevent a mega army. Banishment should serve as a tool to punish singular inferi, not used to mass banish someone who's skirting around the balance of the lore piece by having 10 unbound zar'ei 'under their control'. 


Command+F didn't show anything for cursed fire, I do see now that they can already imbue their malice. I stand by the point that expanding cursed fire to some of the spells you've included is unnecessary and inconsistent with the Naztherak lore piece. For example, a Naztherak cannot summon a chain-weapon made of malflame, that has curses applied. Yet in this amendment, an Inferi can summon a pure-malflame weapon with cursed fire that can repeatedly apply the effect. 

 

I'm aware that you've attempted to change this in another one of the amendments, but I don't think it's healthy for CRP to change this. Being able to spend 1 extra emote, to now spread cursed-fire effects to anyone I hit with my weapon is clearly much more powerful than using it on 1 spell (the current rendition).

 

I would think if a Naztherak spent the time to build a army of unbound Zar'ei that, by their own redlines, without a deal can just turn on that Naztherak when best convenient and managed to not instantly die to their own Zar'ei that would be something worth doing as a narrative tool if you consider what most Naztherak do. I am mostly certain a uncontrollable demon army is a trope that exists. If this is undesirable because of some mechanical understanding of the server or concerns of the actual logistics of getting to that point, fair enough - I just dont think Inferi should be tied to three PK clauses that they have both 0 influence over and can be ordered to undergo of which no other CA has, across multiple pages/spells.

 

Zar'ei False Evolution describes that at evolution they take one of the base malice's or the pact-malice of their naz [the latter altering the zar'ei to mimic the animal of the Lord] as a condition for evolution that unlocks the singular cursed fire subtype of that malice. I am happy, if this is what your trying to point out, work on it further and more thoroughly look over cursed fire to ensure that applying it is not just "better" malflame but something that provides a narrative over a direct CRP Boon. It feels like a missed opportunity that the literal demons of hell cannot apply Cursed Fire to their spells [Only Rakaal is compatible with its evolved spells] while around 3/4th of Naz spells can utilize it, given how most spells of worth are already 4-5 emotes to cast. I think Naz should be able to summon a cursed malflame chain, provided that it is not some insta-win spell; if that is the issue here I'd be happy to self-deny some of these and work on it further so cursed fire can actually be seen without being some auto-win tool that has to be nerfed for the sake of balance. at a glance, the easiest solution is to just say cursed malflame doesnt inflict standard malflame burns and only causes problems after the onset of the malice's - something I will explore later.

 

8 minutes ago, MysticalWeasel said:

Why would they be blessed with cursed flame, if they are not bound to an actual prince of Moz Strimoza. Naztherak gain this from giving up a fragment of their own soul to a patron. Zarei have no soul to give to a higher entity, that is why they must collect fragments to evolve. And why the ritual has to be facilitated through a Naztherak, as they lack of the ability to do such things on their own. 

Cursed flame is rarely used, but giving it to the CA seems unneeded and will detract from the choice of a naztherak giving up a portion of their soul to use such powers. Devaluing the price for Naztherak, and just giving a free perk to evolved inferi beyond their already boost in power. 
 

8 hours ago, PrimnyaQuorum said:

Permits Malda to wear up to Medium Armor while Malflame Casting - given that any form of magic stacking includes void, which naturally limits the Malda to Light or No Armor.

This essentially lets someone being a t4 Naztherak instantly. The huge downside of being a Malda is their fragile body, its intentional. Letting them wear armor, makes them basically easily made Naztherak. 

 

I'm not entirely sure if a Zar'ei has to be bound to a Naztherak to evolve, though the mechanics and redlines imply it in a roundabout way [ you'd have to take the pact malice of the naztherak you are pacted to if you wish to take a pact malice] though the process only requires a naz or evolved inferi with 50 maleus to evolve the inferi, not the inferi's bound naz. Inferi have had accessed to cursed fire since the previous Inferi write as well - I'm not entirely sure why being made aware of it now makes it a bad thing, as I never understood this as a issue from fellow naz/inferi prior to the rewrite. 

 

Malda wearing medium armor does not make them instantly a T4 Naztherak - Naztherak are capable of wearing heavy armor [yes, Half-Plate is heavy armor I have very much pondered this], having access to more spells, utilizing multiple summons, and most importantly have the option to not appear openly evil. A malda is always, obviously demonic even when heavily disguised under robes and whatever - no disguising magic works, there is no way around this. It is a demon from hell and it should be, at minimum, able to utilize armor instead of blanketly having voidstalker weakness without full Malflame capability or some mandatory stack. I am strongly of the opinion any MA or CA should be able to stand on its own without stacking magics, and Malda feels no different - you should not need to be a voidstalker malda in order to make use of the CA to its fullest. Besides - being a mage automatically reduces the heaviest armor you can wear, and void magic is the ONLY combative magic a Inferi can take. 

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3 minutes ago, PrimnyaQuorum said:

I think Naz should be able to summon a cursed malflame chain, provided that it is not some insta-win spell; if that is the issue here I'd be happy to self-deny some of these and work on it further so cursed fire can actually be seen without being some auto-win tool that has to be nerfed for the sake of balance. at a glance, the easiest solution is to just say cursed malflame doesnt inflict standard malflame burns and only causes problems after the onset of the malice's - something I will explore later.


I've pointed this out on the other amendment (likely as you were writing this), but this is largely the problem. Spreading malice to weapons, making it easy to apply to multiple people will not only lead to easily won fights, but also unfun fights for the enemies as multiple now have to deal with some effect that's constantly plaguing them.

 

6 minutes ago, PrimnyaQuorum said:

I just dont think Inferi should be tied to three PK clauses that they have both 0 influence over and can be ordered to undergo of which no other CA has, across multiple pages/spells.


I'm not really sure why people are so scared of this. I could not name a single instance off the top of my head where an inferi has been unbound + PKed. The point of being a created CA is that you have masters that you have to follow. Even then, other CAs have similar things (Eidola can have their menhirs shattered, moment moris, etc). The problem is that a naztherak could very easily get an extra demon or two (most likely their friends who will never betray them anyway) and have them unbound, then use them as free CRP boosts, exceeding the intended cap of 3.

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4 minutes ago, BobBox said:
13 minutes ago, PrimnyaQuorum said:

I think Naz should be able to summon a cursed malflame chain, provided that it is not some insta-win spell; if that is the issue here I'd be happy to self-deny some of these and work on it further so cursed fire can actually be seen without being some auto-win tool that has to be nerfed for the sake of balance. at a glance, the easiest solution is to just say cursed malflame doesnt inflict standard malflame burns and only causes problems after the onset of the malice's - something I will explore later.


I've pointed this out on the other amendment (likely as you were writing this), but this is largely the problem. Spreading malice to weapons, making it easy to apply to multiple people will not only lead to easily won fights, but also unfun fights for the enemies as multiple now have to deal with some effect that's constantly plaguing them.

 

I think we agree on this then being the more root issue here - Cursed Fire currently has to exist as a 1-use WMD as it otherwise destroys the ability to have fair CRP. That's something easier to address at least.

 

5 minutes ago, BobBox said:
14 minutes ago, PrimnyaQuorum said:

I just dont think Inferi should be tied to three PK clauses that they have both 0 influence over and can be ordered to undergo of which no other CA has, across multiple pages/spells.


I'm not really sure why people are so scared of this. I could not name a single instance off the top of my head where an inferi has been unbound + PKed. The point of being a created CA is that you have masters that you have to follow. Even then, other CAs have similar things (Eidola can have their menhirs shattered, moment moris, etc). The problem is that a naztherak could very easily get an extra demon or two (most likely their friends who will never betray them anyway) and have them unbound, then use them as free CRP boosts, exceeding the intended cap of 3.

 

I think banishment is good, but I also think that a Naztherak should not be able to order a demon into a banishment in the same manner it cannot order a inferi to kill itself. All of those CAs have PK Clauses, correct - but they all get the chance to fight back, something none-existant with Inferi unless thats been a sort of implied ruling that PK clause = killing self and therefore inferi dont have to comply in their own PK. In fairness what you describe seems like grounds for a lore infraction/blacklist then a actual concern - why would demons not just kill the naztherak who summoned them and tried to bind them? It just feels like there is a better way to handle it, like instating the 3 CAs per 3 Months limit to Zar'ei creation that all other creation feats have if that is the issue, since I presume most Naztherak just bind the Zar'ei they make and don't worry about it past that point. I would expect a naz trying to make a demon army to do so through more carefully thought out lore, not a poor attempt to spam CA creation.

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1 hour ago, BobBox said:

Removing the PK on unbound inferi completely misses the original point of why it was added (to prevent non-bound mega armies) which banishment does not prevent. 

What a silly, silly, red-line, little man. Necromancers can indefinitely make ghouls; there are just some OOC CDs when you do X in a month. So can mystics, and more. I don't see your issue or understand it at all. FORCING them to stay in someone's book or die is more of an OOC process and offers no dynamics.

 

I would say making an army (that might also be so chaotic that it could kill you) is kind of the purpose of a naztherak/demon prince. To create a demonic force of its own. It's just a big limitation to micromanage shit.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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