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[✓] [CA Race Lore] Zar'akal - Armed & Dangerous

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Pallodium

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*lights 20 Newport 100 menthols and smokes them.*

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Reading this while listening to king von made it 10x better, amazing work.

+1

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Adding an additional Lunarite weakness seems really strange. Especially given how fragile Lunarite is with comparison to other materials. Is there a reason this choice was made? I'm more so confused at the inception of this particular weakness than anything else. I'm not opposed to a CA having more weaknesses. 

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2 minutes ago, rigorous said:

Adding an additional Lunarite weakness seems really strange. Especially given how fragile Lunarite is with comparison to other materials. Is there a reason this choice was made? I'm more so confused at the inception of this particular weakness than anything else. I'm not opposed to a CA having more weaknesses. 

 

Lunarite was an additional weakness that LT suggested we add upon Zar'akal throughout prior compiles, which slowly changed from a "scared of being near Lunarite" to "Lunarite is a material weakness" over a good while; the core idea behind it iirc was to simply have a unique weakness assigned to it which other CAs don't bear, though if its something which the modern Zar'akal community wouldn't like to see I'm open to removing it as a weakness.

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2 hours ago, Pallodium said:

 

Lunarite was an additional weakness that LT suggested we add upon Zar'akal throughout prior compiles, which slowly changed from a "scared of being near Lunarite" to "Lunarite is a material weakness" over a good while; the core idea behind it iirc was to simply have a unique weakness assigned to it which other CAs don't bear, though if its something which the modern Zar'akal community wouldn't like to see I'm open to removing it as a weakness.

 

The issue we're seeing is the power-scaling. I like how you did the Faux form write-in because it solves the issue that non-MART Akal have pertaining to going in public and being able to be partially disguised. 

Lunarite being a "physical" weakness seems less sensible, I think having it cause discomfort, or be able to be used for wards that dissuade a Zar'akal makes more sense. But I also think we'd need to find a lore verifiable method to justify why the material would do those things. For instance, maybe Lunarite within a certain radius can blind a Zar'akal since their eyes cannot perceive the moon. Maybe Zar'akal can't hunt at night because of this without having their eyes covered, because the moonlight is a natural inconvenience for them.

There's a lot of ways to expand the lore further to add in flavor. Additionally, I believe that since Zar'akal are the deepest manifestations of a Naztherak's Malices pushed to the forefront of their consciousness, the write should be less about stripping their humanity, and more about exacerbating all the worst possible qualities a person has. I hope that makes sense!

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I discussed things further with Pallodium and this write serves as a great way of revitalizing the CA. As long as guardrails are made to limit the amount of Zar'akal created, and the Lunarite weakness is made to be less of a "physical" weakness and has a bit more nuance to it (such as trapping Zar'akal with Lunarite to force a deal, moonlight shining off Lunarite at night blinding a Zar'akal during a hunt, etc), then I am absolutely fine with that integration as well. 


Additionally, we discussed how the Mentality section will need to be revised to incorporate the Malices more. This piece serves as a great marriage between Seer + Akal + Infernal BM, and will allow players to have great freedom to tell villainous stories on the server. Provided that it is made relatively exclusive to high-profile Naztherak players who act in good faith, this piece articulates Naztherak lore very well, and clearly was the subject of tedious rewriting and revision over the course of many months.

Huge +1

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30 minutes ago, Pallodium said:

 

Lunarite was an additional weakness that LT suggested we add upon Zar'akal throughout prior compiles, which slowly changed from a "scared of being near Lunarite" to "Lunarite is a material weakness" over a good while; the core idea behind it iirc was to simply have a unique weakness assigned to it which other CAs don't bear, though if its something which the modern Zar'akal community wouldn't like to see I'm open to removing it as a weakness.

 

Lunarite is the core weakness to werewolves rn. 

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12 minutes ago, Werew0lf said:

 

Lunarite is the core weakness to werewolves rn. 

it should be azhl!

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14 minutes ago, Werew0lf said:

 

Lunarite is the core weakness to werewolves rn. 

I'm bored so look at my collection of the damnation bird : r ...

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image.thumb.jpeg.7e29e9c3ced1b514427f059cac655d64.jpeg

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+1 forever

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Nothing ever passes...

 

but this deserves to. +1

 

Do mystics next.

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