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[✗] [Feat Submission] Infernal Inscribing

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ʜᴜɴɢᴇʀ ᴅʀɪᴠᴇꜱ ᴀʟʟ

 

Spurned from millenia of brutal conflict within the High Hells, Infernal Inscribing is a Dark Magic [FA], sourced from a twisted Zentherak patron whom lends out fragments of its knowledge to those who bear its sapping mark- the Shacklepact - upon their flesh, delivering an impounding tax upon the infernal being in return for proffering the capacity to engrave within Rokodra. Infernal Inscribing bears [3] tiers, progressed through slowly over [8] OOC weeks.

 

Tɪᴇʀ I: [Immediate]

Minor Inscriptions

Tɪᴇʀ II: [4 OOC Weeks Post-Connection]

Moderate Inscriptions

Tɪᴇʀ III: [8 OOC Weeks Post-Connection]

Primeval Inscriptions

 

Infernal Inscribing is solely compatible with infernal beings of a more ‘awakened’ nature - that is to say, the everyday Zevn or Zezimar is incapable of wielding the Shacklepact to fruition. This [FA] is solely compatible with the following Infernal Beings:

 

» [CA] Zarakal

» [MA] Naztherak

» [CA] Zevnkiel

» [CA] Evolved Zarei

» [CA] Moroi

 

Whilst Moroi are capable of learning this feat and bearing the Shacklepact due to their Ibleesian heritage and tethers to the Red Nexus, they are incapable of producing Rakir needed to Inscribe nor sustain their brandings - they can acquire so via either harvesting Inferi, being offered it by Naztherak, or by draining it from Cisterns.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Any mortal or creature that is not explicitly stated in the list of CAs/MAs is unable to wield the Shacklepact, and thus, is unable to learn Infernal Inscribing. They may still utilise the Inscriptions upon items provided they are told how to activate them.

Disconnection from Naztherak will lead to a loss of the Shacklepact, with the exception of any accepted MArts in the future that allow an individual to perform Inscribing without the Shacklepact.

Infernal Inscribing is a Knowledge Feat and does not require dedication of a Magic Slot - however, it does require connection & has a physical branding associated with it.

Infernal Inscribing may only be gained through learning it from a [TA] bearing individual, and may not be self-taught. The only exceptions to this are ST Events where the knowledge of Infernal Inscribing is granted to the character, at the discretion of the Story Team.

 

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ᴄᴏɴɴᴇᴄᴛɪᴏɴ & ᴄᴏʀʀᴜᴘᴛɪᴏɴ

 

The saturation of infernal materia through an excess of rakir goes beyond simple runecarving and tutelage - it is a craft that requires knowledge long-twisted and corrupt. This knowledge, within the depths of Moz’Strimosa, is voraciously devoured from one unto another - cannibalized both literally and figuratively from the varying crafts of one another as inferi gorge upon their kin in the endless climb up the infernal ladder. Passed down through a chain of cannibalism, the arts of Infernal Inscription found itself powerful in the hands of the infernal. It was not long, however, before a spiteful and wary Zar’kiel - unwilling to be surpassed or gorged upon by others - began to leech the spiteful art amongst a choice few mongrel-slaves, aiming to brutally instill the craft within them via etching and infusing rakir-flooded brandings within their wrists - forcefully infusing the memory and capacity within these lesser inferi.

 

This craft has diluted over the aeons as it leeched through the seams of the High Hells and made its way to the mortal planes. This vast transfer of twisted knowledge - once with a morbidly high rate of failure - has been meagerly consolidated down into a simple means of transfer - the Shacklepact, infused brandings which permanently mar the wrists of their practitioners, and instill upon them a draining tax- one that feeds Rakir unto its baleful progenitor.

 

» Bʀᴀɴᴅɪɴɢꜱ - The wrists of the Inscriber are permanently marred with Ilzakarn inscriptions that are etched in a deep, rich-amaranth hue. These inscriptions spiral and shift around the flesh whilst either casting Infernal Magic or Inscribing, and cannot be hidden by any means - be they alchemical, magical, or mundane- beyond covering them up with cloth or similar material, that is. Naztherak who already bear brands may opt to have the tone of these engravings fade into the color of their own brands as they swathe down the limb. Demons and Moroi have no such option.

» Sʜᴀᴄᴋʟᴇꜱ - The Inscriber is metaphorically ‘shackled’ by the eponymous Shacklepact. Their brandings infused by some sickly, cursed bane, the engravings lapsed around their wrists drastically drains their strength after every time they Inscribe, rendering them incapable of casting any infernal [MA] spells or rites, nor utilizing any innate [CA] abilities for [8] OOC hours - this includes any further Inscriptions.

» Rᴀᴠᴇɴᴏᴜꜱ - The Shacklepact’s brandings hungrily devour Rakir constantly, routing and consuming it in an ilk of baleful offerings to the Shackepact’s sinister progenitor. The individual’s maximum Rakir production is reduced by [3] units per week - which has the potential to utterly halt their innate production of Rakir. To individuals unable to create Rakir, this would be a most cruel bane - they develop an unhealthy craving for it, similar to Inferi. Thus, Moroi - who are incapable of producing Rakir - grow a foul addiction to it, requiring consumption of [3] units weekly - failure to do so drops them down a single stage of hunger, from [Quenched] [Thirsty] [Withered].


The Shacklepact can be instilled upon another - a curse that can spread and shackle unto one another. Individuals who have bore the Shacklepact for [8] OOC weeks have progressed to the point where they can gain a [TA], which permits them to connect up to [2] other individuals per [1] OOC months. This is done via a freeform ritual, requiring at least [3] emotes, where the prospective Inscriber’s wrists are soaked in [5] counts of Rakir, and the [TA]-bearer brutally and viscerally inscribes a litany of Ilzakarn runes, as maleus seeps from one brand to another - tethering the prospective Inscriber’s own branding to the Shacklepact’s nameless infernal progenitor.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The Shacklepact is a physical mark upon the Inscriber’s wrist, and is unable to be hidden - Magically or Alchemically - barring a concealment with clothes.

The Shacklepact may only be given to Inferi [ZarAkal, Evolved Zarei, Zevnkiel], Naztherak or Moroi. An attempt to curse any other individual, be they a regular Descendant, or any kind of Non-Infernal CA/MA/etc, will lead to a searing pain on the wrists, and scars from the horrific process.

Upon reaching [T3], and acquiring a [TA], an individual is able to spread the Shacklepact to a maximum of [2] other individuals, with a [1] OOC month cooldown between each one. Spreading it to more than [2] people require them to either PK, or lose Infernal Inscribing. This is tracked via the Inscriber’s [TA].

 

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ᴍᴇᴀɢᴇʀ ʙᴇɢɪɴɴɪɴɢꜱ

 

Upon connection via the Shacklepact, an Inscriber will initially only have access to a vast, though often purely aesthetic Inscriptions that serve no real advantageous value other than teaching the Inscriber how to utilise their own art. Minor Inscriptions have no combative capabilities whatsoever and serve to purely enhance roleplay and roleplay items with aesthetic changes. All of the Inscriptions listed under Minor Inscriptions are entirely freeform. The aesthetic changes upon an Inscribed item fall largely under three principal categories; Physical aesthetics, Surrounding aesthetics and Area aesthetics.

 

Physical Aesthetics are any cosmetic changes that apply specifically to the form of the object, or any changes upon the object itself that are a direct byproduct of the object being Inscribed. A sword’s steel turning red, the eye sockets of a helmet having a glowing effect, the wood of a handle having a different texture, are all examples of cosmetic changes that would fall under Physical aesthetics.

Surrounding Aesthetics are any cosmetic changes that apply specifically to effects that happen around an object when it is wielded as a byproduct of the object being Inscribed. An aura around a sword, cinders falling off from armor, are all examples of cosmetic changes that would fall under Surrounding aesthetics.

Area Aesthetics are any cosmetic changes to the area of effect of an object that happen as a direct byproduct of the object being Inscribed. An axe leaving behind a trail of sparks as it swings, a shield leaving a temporary imprint on what it bashes, are all examples of cosmetic changes that would fall under Area aesthetics.

 

As stated, Minor Inscriptions are entirely freeform, and the only rules they abide by are the categorization of the aesthetic being placed upon an object, though an object is not limited to just one type. A single Minor Inscription can, for instance, impart Physical and Area cosmetics on an object.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Minor Inscriptions are completely harmless and may not be used to gain any sort of combat advantage.

Although the effects are nearly unlimited in their scope, they are minor and may not be grandiose or bombastic in any way. These are minor cosmetic changes meant to add flavor to items and introduce the Inscriber to the Feat.

Minor Inscriptions cannot be used to replicate any latent cosmetics of Moderate or Primeval Inscriptions. Furthermore, they cannot be made to explicitly replicate any effect of Materials & Ores. 

Minor Inscriptions that have ny sort of ‘active’ effect that is not purely cosmetic, are considered powercrawling & powergaming.

Items with Minor Inscriptions require a redline on the item description stating such.

Minor Inscriptions do not require ST signature on an item.

 

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ᴀ ᴛᴀꜱᴛᴇ ᴏꜰ ᴘᴏᴡᴇʀ

 

After [4] OOC weeks from being connected, an Inscriber will reach [T2] and be eligible to be taught Moderate Inscriptions. As the name suggests, these Inscriptions are more elaborated and can provide actual advantages aside from mere cosmetic changes. There are a total of eight Moderate Inscriptions; five of which provide utility, whilst another two provide combat utility, and another providing both. [TA]-holding Inscribers are able to add onto these Inscriptions via Lore Additions/Amendments.

 

All Medium Inscriptions require [3] multi-lined, quality emotes related to inscribing the associated Ilzakarn rune onto the object, and require ST Signature to be considered legitimate. 

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Moderate Inscriptions have a production cooldown of [3] OOC weeks.

Moderate Inscriptions require an ST signature on the item.

Items with Moderate Inscriptions require a redline on the item description stating such, and which inscription.

Moderate Inscriptions added post-approval of this lore piece cannot mimic or replicate any latent cosmetics or effects of Primeval Inscriptions, even on lessened capabilities.

Moderate Inscriptions universally require; [1] activation emote, [2] ‘effects’ emote, if applicable [Listed on Inscription redline], and have a use cooldown of [12] OOC hours.

 

Cast-Off [Moderate] [Armor] [Utility]

Inscribed with the Ilzakarn word kaalg, this Inscription allows a piece or suit of armor to be, as the name suggests, cast-off, allowing the wearer to quickly discard their armor if the situation requires so - for instance, if the individual is drowning and needs to resurface.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The user must be wearing the armor themselves in order for the Inscription to take effect.

Requires [1] emote to be utilized, and can not be utilized while doing any other action.

May only be applied to individual pieces of armor, and is only considered to affect the full suit of armor if the Helmet, Chestplace, Greaves and Boots/Gauntlets have the Inscription, requiring a total of [4] items, composing a set.

Requires effect emotes.

 

Moon-Touched [Moderate] [Weapon/Armor] [Utility]

Inscribed with the Ilzakarn word ultar, this Inscription allows a piece of armor, or weapon, to - during the night or in exceptionally dark environments - emit a moon-like glow that illuminates an area of [20] meters around them in the case of armor, and [10] meters in the case of weapons.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The light emitted by the Inscribed item is harmless and may not be used to blind, only illuminate.

The light will not emit from the Inscribed item if it is daytime, unless the individual is indoors. Indoors is specified as any environment where there is no natural light accessible.

 

Defender [Moderate] [Armor/Shield] [Combat Utility]

Inscribed with the Ilzakarn word uzgha, this Inscription allows a piece of armor, or a shield, to absorb and resist a higher kinetic force than it usually would, granting the Inscribed armor or shield a higher durability and overall resilience.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The Inscription is unable to allow armor/shields to resist strikes from materials such as Boomsteel, or attacks from any creatures larger than an Olog.

The Inscription does not enhance the user, and only enhances the armor. As such, while the armor is able to absorb a higher kinetic value, if the user themselves is not strong enough to absorb those impacts, it negates the Inscription’s effects.

 

Bloodspiller [Moderate] [Weapon] [Combat Utility]

Inscribed with the Ilzakarn word huk, this Inscription makes it so that wounds inflicted by the weapon are unable to be sealed - and any bleeding unable to be stopped - for the duration of [3] emotes in a fight, or for a period of [15] OOC minutes if the fight is over.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

For weapons that do not traditionally cause bleeding [such as hammers, staves, etc], the Inscription causes bruises & broken bones to remain as they are for the same duration of time as wounds/blood.

Holy Magics and Alchemical healing concoctions are able to bypass the OOC timer of the Inscription.

 

Sentinel [Moderate] [Helmets] [Utility]

Inscribed with the Ilzakarn word tukor, this Inscription allows the wearer of a helmet to effectively zoom in their sight, allowing them to see things that are farther away with elevated precision. The Inscription allows the wearer to zoom in with precision for up to [45] meters. At [65] meters, the vision becomes incredibly blurry, and any attempts to zoom in further will cause the Inscription to trigger an instant zoom-out.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The Inscription does not allow the wearer, under any circumstance, to circumvent Magical hiding spells that have a range stipulation; if the Inscription zooms into a spell, it will be as if the wearer was within range of it.

The Inscription does not grant the wearer any manner of supernatural eyesight, and merely zooms in upon a point of choosing. Natural vision blocks, as well as any issues a character might have with their eyesight, persist in the zoom.

Requires effect emotes.

 

Swiftness [Moderate] [Heavy Armor] [Utility]

Inscribed with the Ilzakarn word koth, this Inscription allows the wearer to briefly bypass the weight of armor. Where they would normally be only able to move [6] meters, they are able to move the regular [8] meters if focused entirely on sprinting. This effect lasts for [3] emotes, and is broken if the wearer is no longer fully focused on sprinting.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The Inscription is only applicable to Heavy Armor, as Medium and Light armor don’t have any speed modifiers. Applying the Inscription to Medium & Light armor will grant a purely aesthetic/flavor effect of ‘feeling quick’, and will provide no actual mechanic value.

The Inscription only applies to on-foot travel speed, and does not affect mounted/boat speed whatsoever.

Requires effect emotes.

 

Frost Ward [Moderate] [Armor] [Utility]

Inscribed with the Ilzakarn word vltak, this Inscription allows the wearer to endure the biting effects of extreme cold for a duration of [2] OOC hours without repercussions. This does not apply for Magical freezing effects, and may not be used to disspell Magical freezing spells.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The Inscription does not apply to Magical freezing effects.

The Inscription does not heat up the wearer, and instead, merely negates the effects of Natural freezing temperatures, meaning it cannot be used to provide warmth.

 

Flame Ward [Moderate] [Weapon/Armor] [Utility & Combat Utility]

Inscribed with the Ilzakarn word rok, this Inscription allows the weapon to gain properties that are similar to Rokodra for [2] emotes, allowing it to completely negate natural fire, and resist Magical fire for the time it is active.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The Inscription may only completely negate mundane fire, and only has a higher resistance to Magical fire. Magical fire is classified as being Voidal, specifically.

Unlike true Rokodra, it is unable to resist Draconic fire from Nephilim or Voidal Blue Flames. Furthermore, unlike true Rokodra, it will not melt from Malflame.

Requires effect emotes.

 

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ɪɴꜰᴇʀɴᴀʟ ᴍɪɢʜᴛ

 

Though the art of Inscribing is far from its true nature observed in the High Hells, the most talented and corrupted Inscribers are able to, at great cost, tap into the true source of the power and create Inscriptions of the most destructive, devilish and infernal designs. These Inscriptions are truly monumental, and can completely change the tide of battles. They are hellish works of art, derived directly from the nefast patron who brands these wicked Inscribers. 

 

However, the nature of the High Hells demands that power come at a cost. With the case of Primeval Inscriptions, the cost is steep. In order to mimic the tremendous availability of rakir and enormous power of the High Hells and the wild Inferi that inhabit it and Inscribe within it, a sacrifice is required prior to inscribing anything with a Primeval Inscription. This sacrifice is specifically related to the Inferi themselves. Through either Banishment or a willing sacrifice, Primeval Inscriptions require the soul of an Inferi as well as rakir to be powered and effectively work, and the type of Inferi sacrificed or Banished in order to do so matters incredibly. The Inferi that is sacrificed or banished is irrevocably PK’d. The Inferi must be a player [CA], meaning that NPC Zevn or Zekuls may not be used to make Primeval Inscriptions.

 

Non-Evolved Zezimar of all types are able to create any of the listed Primeval Inscriptions.

Evolved Zezimar of all types are able to create any of the listed Primeval Inscriptions.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Primeval Inscriptions universally require the associated Player [CA] Inferis soul to be sacrificed - willingly or through Banishment - to be made. There is no way to circumvent this. The only exception is CA Zevn/Zevn'kiel, who cannot be used for Primeval Inscriptions.

Per Banishment guidelines, OOC consent is not required in the case of Banishment to create a Primeval Inscription. In such a case, the Inscriber will be required to provide proof of the Banishment when requesting item signature, as well as proof of the item being created in RP.

If the Inferi Player willingly sacrifices themselves, the Inscriber is required to link the players CA in order for it to be moved to the ‘Denied’ section of the forums.

Evolved Zezimar effects are latent and affect the wearer/bearer of an item, and not the item itself. Example: if an individual has a Primeval Hammer inscribed with a Rakaalka, they additionally have a durability & resilience boost on them while the Inscription is active and they wield the hammer.

Non-Player Inferi of any kind, be they NPCs or Event Characters, are ineligible to be sacrificed for Primeval Inscriptions. Attempts to do so will render the Inscription useless, and the player will suffer the drawbacks of an attempted Inscription, as well as a debilitating frailty that lasts [3] OOC days.

Moroi and Zevnkiel Inscribers may utilise the soul of an Inferi banished by a Naztherak, provided the Inferi was banished for the express purpose of making a Primeval Inscription.

Primeval items require ST signature and the Unbound tag.

An Inscriber may only create one Primeval item every [3] OOC months.

Primeval Inscriptions are limited to Rokodra.

 

Conqueror’s Might [Primeval] [Blunt Weapons] [Combat Utility]

Harking back to tyrannical conquerors of old, both mortal and Infernal, the Primeval Inscription is done by inscribing the runes for the Ilzakarn diiznaku za’strimoza. Only applicable on blunt weapons such as hammers, maces, clubs, et cetera, it allows the weapon to materialize binding chains of Malflame that shoot out from a specific point in the weapon, requiring [2] dedicated emote to do so, and having a range of [20] meters. Much like the similar Naztherak spell, these chains require [1] dedicated emote of being completely submerged in water to be dissipated, and will burn with the searing pain of malflame if in contact with skin, and will bind individuals with the strength of iron if around armor.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Knowledge of the T5 Naztherak spell is not required for utilisation of the Inscription, nor for its creation.

The malflame chains have the durability and resisting capability of regular steel, and may be broken by anything that would break regular steel, as well as drowned out by water.

The location from which the chains shoot out must be specified in the item’s description.

No more than [2] chains may be shot out at one time.

The chains may only target 1 Player. If the wielder attempts for more, the chains will lose coordination and flail wildly.

The chains, while intended for binding, are not target-seeking, and can whip around uselessly if the target dodges.

The chains burn with the same amount of pain as malflame would.

The chains will only dissipate if they or the item they originate from are broken, or if they are completely submerged in water.

If the chains are dissipated completely, the Inscription has a cooldown of [24] OOC hours before they can be utilised again. Otherwise, the natural cooldown is [12] OOC hours

 

Oblivion’s Blade [Primeval] [Sharp Weapons] [Combat Utility]

A terrifying Inscription said to have been used by a masterful Zarkiel who dared challenge the Pentacle itself, the Primeval Inscription is done by inscribing the runes for the Ilzakarn ruunkav’zak szevk”. Only applicable on sharp weapons such as swords, lances, axes, et cetera, it allows the bladed and/or piercing part of the weapon to extend its reach and area of effect by creating an extension of congealed malflame that maintains the sharpness and durability of the original blade. Speartips and blades get longer, axeheads get broader, and so on. The elongation adds [2] meters of reach to blades, axes and traditionally close-combat sharp weapons, and [1] meter to traditionally medium-range sharp weapons [spears, halberds, bardiche, etc].

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The elongation can not exceed the stipulated range for blades and piercing weapons.

The elongation does not have any supernatural properties unless the item itself has any supernatural properties.

The elongation has the properties of Rokodra.

Weapons that can both slash and pierce will take on the elongation attributed to the weapon type, for instance, a rapier - despite being intended for piercing - will gain the 2 meter reach of blades. The weapon type always takes precedence.

The elongation takes [1] dedicated emote to fully materialize.

If the Inscription is utilised by a Naztherak, the elongation will materialize in the color of their Malflame. If not, it will be red.

 

Calamity’s Dance [Primeval] [Any Weapon] [Combat Utility]

Created by a Malda with the mind of a trickster to honor Zathairn, the Primeval Inscription is done by inscribing the runes for the Ilzakarn airn’zak kork. Applicable to any weapon, the Inscription requires an activation word decided upon inscription, as well as [2] dedicated emotes - one to activate the inscription, and one to speak the word. Upon activation, the Inscription causes the weapon to gain sentience and hover, and it would follow commands as a traditional Combat Summon would. The weapon is able to act for [4] emotes, and will automatically seek its master at a 5th, but it can be interrupted.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Whilst the weapon has sentience, it cannot leave #rp range.

Knocking the weapon out of the air does not stop the Inscription’s effect. However, it forces [1] dedicated emote for the weapon to hover once more, where it cannot attack.

After the [4] emotes the weapon is active for, it requires a 5th dedicated emote to return to its user, where it can be knocked out of its path.

After deactivation, the Inscription has a [24] OOC hour cooldown before it can be activated again.

 

Fortress of Hatred [Primeval] [Armor] [Combat Utility]

Said to have derived from the hatred and suffering of a great Rakaal, the Primeval Inscription is done by inscribing the runes for the Ilzakarn duzod za’mokurzna. Applicable only to Medium & Heavy suits of armor, the Inscription requires an activation word decided upon inscription, as well as [1] dedicated emote of activation, where the armor will start glowing a red hue. While active, the armor allows the wearer to endure supernatural amounts of pain, to the point where losing a limb can be seen as a flesh wound.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The inscription does not make an individual unstoppable or immortal. Breaking a knee, removing an arm or lopping off their head will still impair and kill them as it would normally.

The armor does not gain extra resilience itself, it only allows the individual wearing it to sustain increasingly more lethal injuries.

The effects last for [6] emotes, and have a [36] OOC hour cooldown before they can be used again.

Only the chestplate needs to be inscribed, and the effects spread through the whole body.

Crippling pains such as Malflame burns that would otherwise need a dedicated emote to the pain, no longer require a dedicated emote - however, pains such as Malflame burns are significantly more severe, and will still feel horrible even under the effect of the Inscription.

 

Witch’s End [Primeval] [Shields] [Combat Utility]

Perhaps the oldest inscription, concocted by a bittersome Kozun after being beaten by a Malda, the Primeval Inscription is done by inscribing the runes for the Ilzakarn malda’zak nauur. Applicable on any kind of shield, the Inscription requires an activation word decided upon inscription, as well as [1] dedicated emote of activation, where the shield will glow a red hue. While active, the shield is able to deflect Magical projectiles, or dispel them where deflection is not possible. It has single-use capability, lasts for [5] emotes, and has a [12] OOC hour cooldown.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Magical attacks that are not Projectile-based are not affected by the Inscription’s effect.

Projectile-based refers to spells that possess the following key words associated with them, whereas a [D] will indicate deflection, and an [N] will indicate dispelling.

Projectile [D]

Wave [D]

Blast [N]

Ball [D]

Spike [D]

Trail [D]

-thrower [D]

Tempest [N]

Cyclone [N]

Spells that do not have does keywords attached to them, but are still considered projectiles, fall under the purview of the Inscription.

Holy Magics are not able to break through the Inscription’s effect.

Deific, Voidal, Miscellaneous and Dark magics are all encompassed by the Inscription’s effect.

 

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ʟɪʙᴇʀᴀᴛɪɴɢ ᴛʜᴇ ꜱᴏᴜʟ

 

Primeval weapons and armor are items of considerable strength - in part, due to the presence of a bound soul of an Inferi that powers the potent Inscription upon them. If a Primeval item is ever completely destroyed and rendered unusable, the soul of the Demon contained within is freed, and depending on how they were locked within the item, they will have two options.

 

If it was via Willing Sacrifice, the Inferi’s soul will return to MozStrimoza, and the Naztherak they are bound to are able to resummon them as they would normally through the resummoning ritual. The Inferi maintains all memories of its time bound to the item.

If it was via Banishment, the Inferi’s soul will return to MozStrimoza, and the player can choose to return to the mortal plane as a wild Inferi, to be bound by any Naztherak that submits them - following wild Inferi PK clauses and rules - or they can choose to shelve the CA entirely and drop the character. Either way, theyd maintain their memories of its time bound to the item.

 

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ᴛʜᴇꜱᴇ ᴘᴇᴏᴘʟᴇ ᴀʀᴇ ᴄᴏᴏʟ

 

Spoiler


Hi =) In my funny Silverstag lore, I mentioned I’d be working on evildoer lore - this is the evildoer lore! Inscription has been a really big thing on the heads of old Inferi and Infernal players and I feel like it’d never gotten the love it deserved. I tried to do justice to both Infernal Lore as well as general enchantments, old runesmithing lore & submissions, etc etc. Furthermore, I'm genuinely scared that this'll get reduced down to 'ST item factory submission', so there are some pretty long cooldowns on anything past Minor Inscriptions, as well as the associated limitations and requirements for Primeval Inscriptions, that should limit the spam of ST signed items. Furthermore, since Minor Inscriptions are literally purely cosmetic and freeform, for roleplay flavor, I made it so they don't require ST signature, so that ST can rest easy knowing they won't have to sit at the Black Church signing 1 Inscription every 15 minutes =)

 

Credits are as follows;

Spaazmatism, Sony & Scoobi for allowing me to bounce ideas off them and enduring me being annoyed as ****.

Leyd for the inspo, proofreading & help. 

HIGH_FIRE, xo31, and Fooldude for the feedback and allowing me to show them this schizopost.

Mivtahza VC for not ignoring me as I nerded out about redlines and the lore behind this.

 

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begging iblees for lt pass this lore 🙏

very fun sub, that i think would add a lot of fun rp for the infernal community, and likely the lotc community at large once the inscriptions disseminate their way into the other communities

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+1 So much aura 

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A cool idea, I like the lore and there's definitly a lot of effort put into this
Got a fair few balance concerns with this lore, but please consider this constructive criticism.
 

15 hours ago, Navigator said:

Any mortal or creature that is not explicitly stated in the list of CAs/MAs is unable to wield the Shacklepact, and thus, is unable to utilise Infernal Inscribing.

It is not clear to me if this means that mortals and uncompatible creatures are simply unable to learn this feat, or if this also means they're unable to wield the items produced with this feat. Making what this means more clear is probably a good idea.
Do you need the feat to be able to use the enchants? Do you need to be compatible with the feat to be able to use the enchants, provided you do not have the feat?

 

15 hours ago, Navigator said:

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ᴀ ᴛᴀꜱᴛᴇ ᴏꜰ ᴘᴏᴡᴇʀ

For all of these, but especially the combat ones, there is no description for how to activate them, how many emotes that'd take, how often you can use them per encounter. I think this is fairly essential

 

15 hours ago, Navigator said:

The Inscription may only completely negate mundane fire, and only has a higher resistance to Magical fire. Magical fire is classified as being Voidal, specifically.

In this redline, what does 'higher resistance' to magical fire mean, as opposed to completely negating it? 
Additionally, with Rokodra already being a thing and being incredibly common/easy to get, is there much of a point to this?
 

 

15 hours ago, Navigator said:

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ɪɴꜰᴇʀɴᴀʟ ᴍɪɢʜᴛ

These are all very powerful, overly so for an item enchant. I know you're trying to offset that by having to sacrifice demons to make them, but I can near guarantee you, with how many demon CAs are currently around and how seemingly easy it is to make them, this will be cheesed. I feel like this will just lead to people asking their friends to play a demon CA for the express purpose of then using them to power weapons. With how easy it seems to be to make a lot of people into these CAs, that'll actually make this seemingly steep cost really easy to circumvent for some truly super powerful abilities.

All in all, for reasons I'll get into below, I think these Primeval inscriptions are far too powerful and should be restricted to the already existing MArt process, and shouldn't be in a lore of this type in this shape.

 

15 hours ago, Navigator said:

Evolved Rakaalka are able to be used to create any of the listed Primeval Inscriptions, and grant an additional durability and resilience boost to any Primeval Inscription as a latent effect of their types soul being used for the Inscription.

Evolved Kozunka are able to be used to create any of the listed Primeval Inscriptions, and grant an additional mobility and agility boost to any Primeval Inscription as a latent effect of their types soul being used for the Inscription.

Evolved Maldaka are able to be used to create any of the listed Primeval Inscriptions, and grant an additional spell enhancement boost to any Primeval Inscription as a latent effect of their types soul being used for the Inscription.

You should definitly define what these boosts actually do mechanically. Leaving it vague like this will lead to people coming up with cheesy stuff. I also think that giving an additional passive buff on to the player wielding these in addition to what are, in my mind, already unbalanced abilities is too much. 

 

15 hours ago, Navigator said:

Conqueror’s Might [Primeval] [Blunt Weapons] [Combat Utility]

 

This ability is a 1 emote binding spell with no range listed, where chains the strength of steel bind you. I don't know how steel is supposed to be breakable in a combat scenario, so I can already foresee arguments where players bound by this spell are told that they can't just snap these chains, and are thus powerless to counter this. 
The mention of 4 chains shooting from this spell I'm also not sure about. Does this mean it can target 4 players at once? Or that 4 chains need to be broken individually?
This feels way too powerful given the low emote count and the improperly defined way of breaking through the chains if you don't have a swimming pool nearby.

 

15 hours ago, Navigator said:

Oblivion’s Blade [Primeval] [Sharp Weapons] [Combat Utility]

 

This one isn't too bad, but seeing how the default melee range of weapons isn't really defined anywhere so a spell that extends this undefined range by a defined amount is going to be wonky. I also don't see how a rapier being 2 meters longer than the default wouldn't make it super unwieldy.

 

15 hours ago, Navigator said:

Calamity’s Dance [Primeval] [Any Weapon] [Combat Utility]

 


This one is essentially a temporary combat summon that cannot be killed while it is active, which stacks with the summons Naz already have. Summons are kinda busted and I don't think we should be giving people that already have summons more summons to stack ontop of the existing ones. This would necessitate an opponent dedicates these 4 emotes to not getting clobbered by this additional summon.

 

 

15 hours ago, Navigator said:

Fortress of Hatred [Primeval] [Armor] [Combat Utility]

 

This one is just a 'actually i'm super duper difficult to kill' spell that seemingly is designed to allow the wielder to just ignore the effects of being attacked. I think that's pretty busted and just really not that fun to fight against.

 

 

15 hours ago, Navigator said:

Witch’s End [Primeval] [Shields] [Combat Utility]

 

This one just feels like a one stop shop 'nuh uh' button to every projectile spell on the server, which means you're basically immune to voidal magic and the majority of spells in almost every other magic. As it stands it currently also has no use limits or duration, so just having this item means you can reliably say 'nuh uh' to every voidal mage whenever they do anything for the entire duration of the fight. Making this single use might make it a little more balanced.

For the reasons listed above, I would honestly suggest scrapping the section and if players want these abilities, to try attaining them via unique MArts, cus I feel this these alone might make your submission sink for balancing concerns. I know what I said may come off as harsh, but I really do not intend it that way. I'm just thinking about what it might be like to face a player wielding one of these, let alone multiple of them. And that's without even considering the passive buffs that making these items with certain demons might grant you. It's a very cool idea to lock demons into your weapons to empower them. I just think the way you went about it has led to abilities that are too powerful and too difficult to counter.

 

For comparison, Vehement Smithing, which is the Azdrazi enchanting, requires anything more powerful than a 3 emote knockback spell and setting arrows on fire to be a MArt, and for vehement smithing the cost is that the item must be made of Dracanium, which can't be produced without ST handing it out, unlike Zar'Ei, which you can make basically as many as you want of. (For reference, of the last 25 accepted CAs, 9 are Zar'ei or Zar'Akal, and then even more are Zevns)

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1 hour ago, FlemishSupremacy said:

A cool idea, I like the lore and there's definitly a lot of effort put into this
Got a fair few balance concerns with this lore, but please consider this constructive criticism.

Thank you!! I'm gonna address the feedback point by point and hope I can clear some stuff up =)

 

1 hour ago, FlemishSupremacy said:

 

It is not clear to me if this means that mortals and uncompatible creatures are simply unable to learn this feat, or if this also means they're unable to wield the items produced with this feat. Making what this means more clear is probably a good idea.
Do you need the feat to be able to use the enchants? Do you need to be compatible with the feat to be able to use the enchants, provided you do not have the feat?

As it states in the first few paragraphs of the lore, only Infernal MAs/CAs (Naztherak, Evolved Zar'ei, Zevn'Kiel, Zar'akal and Moroi) are able to make Inscriptions. However, given there is no redline stating that you need Inscribing to use the inscriptions, I thought it'd be clear that anyone could use the enchants provided they had the item itself. I will, however, add a redline that states explicitly that you do not need to be one of the infernal categories to use the items for the sake of clarity.

 

1 hour ago, FlemishSupremacy said:

 

For all of these, but especially the combat ones, there is no description for how to activate them, how many emotes that'd take, how often you can use them per encounter. I think this is fairly essential

An oversight on my part. I had intended to add universal emote counts, cooldowns and activation steps for Moderate Inscriptions, but forgot. Will add!

 

1 hour ago, FlemishSupremacy said:

 

In this redline, what does 'higher resistance' to magical fire mean, as opposed to completely negating it? 
Additionally, with Rokodra already being a thing and being incredibly common/easy to get, is there much of a point to this?

'Higher resistance' implies that, for instance, it'd take longer to melt from continued exposure. I know rokodra is a thing and common/easy to get, but unfortunately, that's an issue out of my control. Yes, there is a point - Moderate Inscriptions can be applied to any material, and so, if someone wants, say, a Carbarum sword to, for some reason, be more resistant against fire, they have the option to do so.

 

1 hour ago, FlemishSupremacy said:

 

These are all very powerful, overly so for an item enchant. I know you're trying to offset that by having to sacrifice demons to make them, but I can near guarantee you, with how many demon CAs are currently around and how seemingly easy it is to make them, this will be cheesed. I feel like this will just lead to people asking their friends to play a demon CA for the express purpose of then using them to power weapons. With how easy it seems to be to make a lot of people into these CAs, that'll actually make this seemingly steep cost really easy to circumvent for some truly super powerful abilities.

There are a few things that offset their power in terms of cost, some from the feat itself, some from the Primevals themselves;

- 3 OOC month cooldown.

- Requires a PK - and trust me, we do have some control over how many there are, it only happens that the limits of playable CAs that Naztherak can have under them is a little silly - something I plan on amending and know that the Naztherak community will hate me for.

- The overall drawbacks of being an Inscriber (reduced rakir production, for instance) would actually make it more difficult to spam inferi.

At the end of the day, cheesing will always happen, no matter what redlines, drawbacks, costs, whatever I put. If people managed to cheese Housemagery, they'll manage to cheese anything.

 

1 hour ago, FlemishSupremacy said:

You should definitly define what these boosts actually do mechanically. Leaving it vague like this will lead to people coming up with cheesy stuff. I also think that giving an additional passive buff on to the player wielding these in addition to what are, in my mind, already unbalanced abilities is too much. 

To be honest, I had thought these up as a cool idea to give Evolved Zezimar more of a 'taste' in Inscribing, but I can't really think of mechanical ways to do these buffs without 'DNDizing' LotC, so I'll just completely remove them.

 

1 hour ago, FlemishSupremacy said:

This ability is a 1 emote binding spell with no range listed, where chains the strength of steel bind you. I don't know how steel is supposed to be breakable in a combat scenario, so I can already foresee arguments where players bound by this spell are told that they can't just snap these chains, and are thus powerless to counter this. 
The mention of 4 chains shooting from this spell I'm also not sure about. Does this mean it can target 4 players at once? Or that 4 chains need to be broken individually?
This feels way too powerful given the low emote count and the improperly defined way of breaking through the chains if you don't have a swimming pool nearby.

The lack of a range is an oversight, and will be rectified. The chain amount will be reduced to 2, and it will be specified in redlines it can only target a singular player, or the chains will go loose. This was the first Primeval I made, and 'balance' wasn't the first thing that came to mind and I accidentally made it TOO unbalanced.

 

1 hour ago, FlemishSupremacy said:

This one isn't too bad, but seeing how the default melee range of weapons isn't really defined anywhere so a spell that extends this undefined range by a defined amount is going to be wonky. I also don't see how a rapier being 2 meters longer than the default wouldn't make it super unwieldy.

I'd imagine that, despite not being clearly defined in CRP rules, there is a common sense of how far weapons can reach. For instance, if someone 4 blocks away from you tried to swing a sword at you, you'd call powergaming and ask for a void/redo of the emote. As for the unwieldy nature of the elongations, that is completely up to the skill of the user, which the Inscription is not responsible for. I can agree it'd be wonky, but I don't think its a conceptually bad idea, and will keep it as it =)

 

1 hour ago, FlemishSupremacy said:

This one is essentially a temporary combat summon that cannot be killed while it is active, which stacks with the summons Naz already have. Summons are kinda busted and I don't think we should be giving people that already have summons more summons to stack ontop of the existing ones. This would necessitate an opponent dedicates these 4 emotes to not getting clobbered by this additional summon.

I'd argue Naztherak summons (1 singular demon type) are not nearly as abusive as Necromancer summons in the current write, and this enchant is going to be available to such a minute amount of individuals, that in my honest opinion, makes this a little bit of a far-shot concern. I wrote Inscribing - and particularly Infernal Inscription - with 'gatekeeping' in mind, and I admit this very openly. Inscribing will NOT be widespread, and Primeval Enchants are going to be monumentally rare.

 

1 hour ago, FlemishSupremacy said:

This one is just a 'actually i'm super duper difficult to kill' spell that seemingly is designed to allow the wielder to just ignore the effects of being attacked. I think that's pretty busted and just really not that fun to fight against.

Not the first of its kind, won't be the last. I understand the concern, I just think that there are so many other things that are extremely unfun to fight against (Life Evo's 239457243957243 summons, Necro's summons, Wight possession, most templar abilities, most azdrazi abilities) that have been accepted, that don't have nearly the same cost of making this enchant.

 

1 hour ago, FlemishSupremacy said:

This one just feels like a one stop shop 'nuh uh' button to every projectile spell on the server, which means you're basically immune to voidal magic and the majority of spells in almost every other magic. As it stands it currently also has no use limits or duration, so just having this item means you can reliably say 'nuh uh' to every voidal mage whenever they do anything for the entire duration of the fight. Making this single use might make it a little more balanced.

I had thought I made it single use -- my bad. Another oversight on my part. I'll make it single use and add an emote count duration. I'll admit that it is intended to be a nuh-uh to not only voidal mages, but other types of mages as well.

 

Thank you for the feedback, and I'll get to working on these changes asap!

CHANGE LOG:

  • Removed Zevn & Zevn'kiel as suitable sacrifices for Primeval Inscriptions.
  • Clarified that you only need an infernal MA/CA | Moroi to LEARN inscribing, and that ANYONE can utilise INSCRIPTIONS if they are told how.
  • Added universal activation emotes, effect duration emotes and cooldown to Moderate Inscriptions
  • Changes to 'Conqueror's Might':
    Chain Count: [4] -> [2]
    Range: undefined -> [20] meters.
    Cooldown: If submerged and dissipated, 24 hours. If not, 12 hours natural cooldown.
  • Changes to 'Witch's End':
    Single use during fights added.
    Emote Duration: Unspecified -> [5]
    Cooldown: Unspecified -> [12] hours.

Edits being added now to the main post. Massive thanks to @FlemishSupremacyfor the valuable feedback!

 

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23 hours ago, Navigator said:

» [CA] Moroi

 

Whilst Moroi are capable of learning this feat and bearing the Shacklepact due to their Ibleesian heritage and tethers to the Red Nexus, they are incapable of producing Rakir needed to Inscribe nor sustain their brandings - they can acquire so via either harvesting Inferi, being offered it by Naztherak, or by draining it from Cisterns.

 

I dislike this for a multitude of reasons, but primarily Moroi are rapidly becoming mary sue darkspawn CAs. They can do everything, are most types of undead, and now are basically half the bulk of the shacklepact/compatiblity section. This page is already complex and the reasoning feels [at best] flimsy for the justifcation - ESPECIALLY when the lore for the shacklepact [we'll get there] kinda harps on the fact inferi are the progeniators. how is the corpse-wannabe siliti involved in hell.

 

23 hours ago, Navigator said:

 

•━•⊰𖤐⊱•━•

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ᴄᴏɴɴᴇᴄᴛɪᴏɴ & ᴄᴏʀʀᴜᴘᴛɪᴏɴ

 

The saturation of infernal materia through an excess of rakir goes beyond simple runecarving and tutelage - it is a craft that requires knowledge long-twisted and corrupt. This knowledge, within the depths of Moz’Strimosa, is voraciously devoured from one unto another - cannibalized both literally and figuratively from the varying crafts of one another as inferi gorge upon their kin in the endless climb up the infernal ladder. Passed down through a chain of cannibalism, the arts of Infernal Inscription found itself powerful in the hands of the infernal. It was not long, however, before a spiteful and wary Zar’kiel - unwilling to be surpassed or gorged upon by others - began to leech the spiteful art amongst a choice few mongrel-slaves, aiming to brutally instill the craft within them via etching and infusing rakir-flooded brandings within their wrists - forcefully infusing the memory and capacity within these lesser inferi.

 

There's no real justification here in the lore for why Moroi are compatible. Naztherak are partly infernalized [presence of maleus in the sole slots dedicated to naztherak] but moroi are just something something muh nexus. Mechanically speaking, Moroi will suffer with this FA before they get to a stage of utilization. I yap at pallo about this enough, but if your lore actively punishes you for merely having it and worse for trying to engage with it, thats bad. 

Equally, I don't see how you go from the knowledge transferred through cannibalization [the absorbing of one inferi into another] to a pact that binds someone to someone else. 

 

23 hours ago, Navigator said:

This craft has diluted over the aeons as it leeched through the seams of the High Hells and made its way to the mortal planes. This vast transfer of twisted knowledge - once with a morbidly high rate of failure - has been meagerly consolidated down into a simple means of transfer - the Shacklepact, infused brandings which permanently mar the wrists of their practitioners, and instill upon them a draining tax- one that feeds Rakir unto its baleful progenitor.

 

» Bʀᴀɴᴅɪɴɢꜱ - The wrists of the Inscriber are permanently marred with Ilzakarn inscriptions that are etched in a deep, rich-amaranth hue. These inscriptions spiral and shift around the flesh whilst either casting Infernal Magic or Inscribing, and cannot be hidden by any means - be they alchemical, magical, or mundane- beyond covering them up with cloth or similar material, that is. Naztherak who already bear brands may opt to have the tone of these engravings fade into the color of their own brands as they swathe down the limb. Demons and Moroi have no such option.

» Sʜᴀᴄᴋʟᴇꜱ - The Inscriber is metaphorically ‘shackled’ by the eponymous Shacklepact. Their brandings infused by some sickly, cursed bane, the engravings lapsed around their wrists drastically drains their strength after every time they Inscribe, rendering them incapable of casting any infernal [MA] spells or rites, nor utilizing any innate [CA] abilities for [8] OOC hours - this includes any further Inscriptions.

» Rᴀᴠᴇɴᴏᴜꜱ - The Shacklepact’s brandings hungrily devour Rakir constantly, routing and consuming it in an ilk of baleful offerings to the Shackepact’s sinister progenitor. The individual’s maximum Rakir production is reduced by [3] units per week - which has the potential to utterly halt their innate production of Rakir. To individuals unable to create Rakir, this would be a most cruel bane - they develop an unhealthy craving for it, similar to Inferi. Thus, Moroi - who are incapable of producing Rakir - grow a foul addiction to it, requiring consumption of [3] units weekly - failure to do so drops them down a single stage of hunger, from [Quenched] [Thirsty] [Withered].


The Shacklepact can be instilled upon another - a curse that can spread and shackle unto one another. Individuals who have bore the Shacklepact for [8] OOC weeks have progressed to the point where they can gain a [TA], which permits them to connect up to [2] other individuals per [1] OOC months. This is done via a freeform ritual, requiring at least [3] emotes, where the prospective Inscriber’s wrists are soaked in [5] counts of Rakir, and the [TA]-bearer brutally and viscerally inscribes a litany of Ilzakarn runes, as maleus seeps from one brand to another - tethering the prospective Inscriber’s own branding to the Shacklepact’s nameless infernal progenitor.

 

So for using this feat, I am actively punished and prevented from using my primary MA/CA Genuinely, please point me to any other lore on the server that is considered good/well-written that does a similar mechanic. Equally, the brand mechanic just feels weird - a Zar'Akal is a step below a Zar'Kiel. Why are they suddening forced to have a brand like their a baby t1 naz again? Why is an inferi [who's entire flesh is basically a living brand] suddenly developing another brand? I just dont personally like the justifcation here for the brand, and frankly I dont see a reason why you need one - to have this feat, you have to be a naz or an overtly obvious demon. In either case, your not gunna make or break your stealth disguise 1000 by having or not having inscribing.

 

As for the connection mechanic, I don't really like it - an artifical limit on the TA system, a crazy waste of rakir in a MA that already limits your rakir production [why? why does this limit rakir production? what's the value in this? moroi already have the most batshit insane revival and feeding timers already, and we're throwing another one atop? It would be less painful to say being shacklepacted as a moroi is like being blisterthorned and take the soft pk 😭 ], and the process itself doesnt make sense. Rakir is maleus infused into a liquid - why do I need to transfer my malues to someones brands if the rakir is literally liquid maleus

 

I think this entire section just drags down the entire lore page because it so actively hates itself, and anyone using the MA, that you could for the same effort just zentherak MArt a inscription. 

 

23 hours ago, Navigator said:

The Shacklepact may only be given to Inferi [ZarAkal, Evolved Zarei, Zevnkiel], Naztherak or Moroi. An attempt to curse any other individual, be they a regular Descendant, or any kind of Non-Infernal CA/MA/etc, will lead to a searing pain on the wrists, and scars from the horrific process.

This is just silly imo - if your not compatible, you cannot be connected. why do we need to give naz more ways to scar people? 

 

23 hours ago, Navigator said:

•━•⊰𖤐⊱•━•

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ᴍᴇᴀɢᴇʀ ʙᴇɢɪɴɴɪɴɢꜱ

 

Upon connection via the Shacklepact, an Inscriber will initially only have access to a vast, though often purely aesthetic Inscriptions that serve no real advantageous value other than teaching the Inscriber how to utilise their own art. Minor Inscriptions have no combative capabilities whatsoever and serve to purely enhance roleplay and roleplay items with aesthetic changes. All of the Inscriptions listed under Minor Inscriptions are entirely freeform. The aesthetic changes upon an Inscribed item fall largely under three principal categories; Physical aesthetics, Surrounding aesthetics and Area aesthetics.

 

Physical Aesthetics are any cosmetic changes that apply specifically to the form of the object, or any changes upon the object itself that are a direct byproduct of the object being Inscribed. A sword’s steel turning red, the eye sockets of a helmet having a glowing effect, the wood of a handle having a different texture, are all examples of cosmetic changes that would fall under Physical aesthetics.

Surrounding Aesthetics are any cosmetic changes that apply specifically to effects that happen around an object when it is wielded as a byproduct of the object being Inscribed. An aura around a sword, cinders falling off from armor, are all examples of cosmetic changes that would fall under Surrounding aesthetics.

Area Aesthetics are any cosmetic changes to the area of effect of an object that happen as a direct byproduct of the object being Inscribed. An axe leaving behind a trail of sparks as it swings, a shield leaving a temporary imprint on what it bashes, are all examples of cosmetic changes that would fall under Area aesthetics.

 

As stated, Minor Inscriptions are entirely freeform, and the only rules they abide by are the categorization of the aesthetic being placed upon an object, though an object is not limited to just one type. A single Minor Inscription can, for instance, impart Physical and Area cosmetics on an object.

 

Rᴇᴅʟɪɴᴇꜱ:

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Minor Inscriptions are completely harmless and may not be used to gain any sort of combat advantage.

Although the effects are nearly unlimited in their scope, they are minor and may not be grandiose or bombastic in any way. These are minor cosmetic changes meant to add flavor to items and introduce the Inscriber to the Feat.

Minor Inscriptions cannot be used to replicate any latent cosmetics of Moderate or Primeval Inscriptions. Furthermore, they cannot be made to explicitly replicate any effect of Materials & Ores. 

Minor Inscriptions that have ny sort of ‘active’ effect that is not purely cosmetic, are considered powercrawling & powergaming.

Items with Minor Inscriptions require a redline on the item description stating such.

Minor Inscriptions do not require ST signature on an item.

 

If we work under the likely presumption this page exists to replace all mentions of Infernal inscribing on rokodra rn [PLEASE say its so] this section is fine. A bit large and overwordy but it futureproofs itself and is generally fine. However, nowhere along the way have we described what these inscriptions actually are. What do they look like? How are they made? Does the enchanting process leave visible markings? What materials can be subjected to Minor Inscriptions? Whats the cost of this process?

 

23 hours ago, Navigator said:

 

After [4] OOC weeks from being connected, an Inscriber will reach [T2] and be eligible to be taught Moderate Inscriptions. As the name suggests, these Inscriptions are more elaborated and can provide actual advantages aside from mere cosmetic changes. There are a total of eight Moderate Inscriptions; five of which provide utility, whilst another two provide combat utility, and another providing both. [TA]-holding Inscribers are able to add onto these Inscriptions via Lore Additions/Amendments.

 

All Medium Inscriptions require [3] multi-lined, quality emotes related to inscribing the associated Ilzakarn rune onto the object, and require ST Signature to be considered legitimate. 

 

Rᴇᴅʟɪɴᴇꜱ:

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Moderate Inscriptions have a production cooldown of [3] OOC weeks.

Moderate Inscriptions require an ST signature on the item.

Items with Moderate Inscriptions require a redline on the item description stating such, and which inscription.

Moderate Inscriptions added post-approval of this lore piece cannot mimic or replicate any latent cosmetics or effects of Primeval Inscriptions, even on lessened capabilities.

Moderate Inscriptions universally require; [1] activation emote, [2] ‘effects’ emote, if applicable [Listed on Inscription redline], and have a use cooldown of [12] OOC hours.

 

Again, I have no idea what these look like, how theyre made, how many of these I can shove onto a single object at once, etc.

Equally, these requirements are batshit insane. a THREE WEEK cooldown, to make a 2nd item with an effect that I can only use ONCE per 12 hours? And the act of making this item effectively prevents me from using anything infernal MA/CA/FA wise for EIGHT HOURS? This lore is like the guantanamo bay of hating anyone whos using it. 

 

Equally, inscription useage feels strange; firstly, you could just list your emote count as [1] activate and [1] effect, bc the way its written right now looks like using one of these enchants is 3 emotes. You also dont clarify if these casts can be interrupted, and what happens if they are. Finally, and more my opinion these don't need to be useable by everyone.

These are inscriptions, activated by speaking Ilzakarn - you cannot speak ilzakarn if your not a naz, CC w/o deity magic, inferi, or moroi. The ability to speak [not transliterate] Ilzakarn should be the barrier to utilizing one of these things. 

 

23 hours ago, Navigator said:

Cast-Off [Moderate] [Armor] [Utility]

Inscribed with the Ilzakarn word kaalg, this Inscription allows a piece or suit of armor to be, as the name suggests, cast-off, allowing the wearer to quickly discard their armor if the situation requires so - for instance, if the individual is drowning and needs to resurface.

 

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The user must be wearing the armor themselves in order for the Inscription to take effect.

Requires [1] emote to be utilized, and can not be utilized while doing any other action.

May only be applied to individual pieces of armor, and is only considered to affect the full suit of armor if the Helmet, Chestplace, Greaves and Boots/Gauntlets have the Inscription, requiring a total of [4] items, composing a set.

Requires effect emotes.

Just a reminder that to enchant an entire suit of armor as described takes TWELEVE WEEKS. There is not a single enchantment, nor material, that is so valuable you could pay me to spend 12 weeks producing it. 

 

This effect kinda feels like half of draan binding  - you can remove stuff, but then what? Where does this stuff actually go? Can you re-don it in the same command? Does this automatically cast off anything enchanted with this ability, or only if you specifically want a thing to be cast off?

 

23 hours ago, Navigator said:

Moon-Touched [Moderate] [Weapon/Armor] [Utility]

Inscribed with the Ilzakarn word ultar, this Inscription allows a piece of armor, or weapon, to - during the night or in exceptionally dark environments - emit a moon-like glow that illuminates an area of [20] meters around them in the case of armor, and [10] meters in the case of weapons.

 

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The light emitted by the Inscribed item is harmless and may not be used to blind, only illuminate.

The light will not emit from the Inscribed item if it is daytime, unless the individual is indoors. Indoors is specified as any environment where there is no natural light accessible.

This looks fine, but why the reach difference on weapons vs armor? Again, it's such a weird way of attempting to beat people over the head for doing anything with this feat.

 

23 hours ago, Navigator said:

Defender [Moderate] [Armor/Shield] [Combat Utility]

Inscribed with the Ilzakarn word uzgha, this Inscription allows a piece of armor, or a shield, to absorb and resist a higher kinetic force than it usually would, granting the Inscribed armor or shield a higher durability and overall resilience.

 

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The Inscription is unable to allow armor/shields to resist strikes from materials such as Boomsteel, or attacks from any creatures larger than an Olog.

The Inscription does not enhance the user, and only enhances the armor. As such, while the armor is able to absorb a higher kinetic value, if the user themselves is not strong enough to absorb those impacts, it negates the Inscription’s effects.

For player-CRP purposes, there is no creature that can strike harder then a olog. You've effectively made an enchantment that renders anything short of boomsteel unable to hurt something. Equally, how long does this effect last once its activated? Also, I don't think you're applying the intent properly here - if you have a shield, and that shield absorbs the force of a blow, that doesnt mean it just skips past the shield/armor and goes right into you. Your armor/shield/item being able to wholly stop an incoming blow is effectively translating into a brief force being translated into a smaller force over a larger area. Also what even is "strong enough" to absorb an incoming blow? 

 

23 hours ago, Navigator said:

Bloodspiller [Moderate] [Weapon] [Combat Utility]

Inscribed with the Ilzakarn word huk, this Inscription makes it so that wounds inflicted by the weapon are unable to be sealed - and any bleeding unable to be stopped - for the duration of [3] emotes in a fight, or for a period of [15] OOC minutes if the fight is over.

 

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For weapons that do not traditionally cause bleeding [such as hammers, staves, etc], the Inscription causes bruises & broken bones to remain as they are for the same duration of time as wounds/blood.

Holy Magics and Alchemical healing concoctions are able to bypass the OOC timer of the Inscription.

Alchemy should not be able to stem this stuff - its an inherently orderly thing vs an inherently non-orderly thing. Also, to clarify, can the BLEEDING not be sealed for 3 emotes, or does this effect only last for 3 emotes? I do think this is kinda a weird ability - no one bleeds out in combat and theres no real system for such.

 

23 hours ago, Navigator said:

Sentinel [Moderate] [Helmets] [Utility]

Inscribed with the Ilzakarn word tukor, this Inscription allows the wearer of a helmet to effectively zoom in their sight, allowing them to see things that are farther away with elevated precision. The Inscription allows the wearer to zoom in with precision for up to [45] meters. At [65] meters, the vision becomes incredibly blurry, and any attempts to zoom in further will cause the Inscription to trigger an instant zoom-out.

 

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The Inscription does not allow the wearer, under any circumstance, to circumvent Magical hiding spells that have a range stipulation; if the Inscription zooms into a spell, it will be as if the wearer was within range of it.

The Inscription does not grant the wearer any manner of supernatural eyesight, and merely zooms in upon a point of choosing. Natural vision blocks, as well as any issues a character might have with their eyesight, persist in the zoom.

Requires effect emotes.

This seems like a neat event utility, but more zoom cannot bypass the chat range limitations. #Shout is the maximum range of anything without a maximum range in normal CRP and that should be made more clear here. The first redline also is not really clear, and I have no idea what your trying to clarify with it.

 

On 11/6/2025 at 3:38 PM, Navigator said:

Flame Ward [Moderate] [Weapon/Armor] [Utility & Combat Utility]

Inscribed with the Ilzakarn word rok, this Inscription allows the weapon to gain properties that are similar to Rokodra for [2] emotes, allowing it to completely negate natural fire, and resist Magical fire for the time it is active.

 

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The Inscription may only completely negate mundane fire, and only has a higher resistance to Magical fire. Magical fire is classified as being Voidal, specifically.

Unlike true Rokodra, it is unable to resist Draconic fire from Nephilim or Voidal Blue Flames. Furthermore, unlike true Rokodra, it will not melt from Malflame.

Requires effect emotes.

There is alchemical fire [the 3 main alchemy fires] that you should clarify are considered mundane for the purpose of this enchant, Voidal Fire [Normal, Combustive, Blue], Drazi Flame, Abyssal Flame, Templar Flame, and probably others im forgetting. You dont need to say "magic fire - by this i mean VOID fire" and can just say "high resistance to voidal flame".

 

On 11/6/2025 at 3:38 PM, Navigator said:

•━•⊰𖤐⊱•━•

image.png.aeab89c6cd105e67b2c227d785caa0d7.png

ɪɴꜰᴇʀɴᴀʟ ᴍɪɢʜᴛ

 

Though the art of Inscribing is far from its true nature observed in the High Hells, the most talented and corrupted Inscribers are able to, at great cost, tap into the true source of the power and create Inscriptions of the most destructive, devilish and infernal designs. These Inscriptions are truly monumental, and can completely change the tide of battles. They are hellish works of art, derived directly from the nefast patron who brands these wicked Inscribers. 

 

However, the nature of the High Hells demands that power come at a cost. With the case of Primeval Inscriptions, the cost is steep. In order to mimic the tremendous availability of rakir and enormous power of the High Hells and the wild Inferi that inhabit it and Inscribe within it, a sacrifice is required prior to inscribing anything with a Primeval Inscription. This sacrifice is specifically related to the Inferi themselves. Through either Banishment or a willing sacrifice, Primeval Inscriptions require the soul of an Inferi as well as rakir to be powered and effectively work, and the type of Inferi sacrificed or Banished in order to do so matters incredibly. The Inferi that is sacrificed or banished is irrevocably PK’d. The Inferi must be a player [CA], meaning that NPC Zevn or Zekuls may not be used to make Primeval Inscriptions.

 

Non-Evolved Zezimar of all types are able to create any of the listed Primeval Inscriptions.

Evolved Zezimar of all types are able to create any of the listed Primeval Inscriptions.

 

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Primeval Inscriptions universally require the associated Player [CA] Inferis soul to be sacrificed - willingly or through Banishment - to be made. There is no way to circumvent this. The only exception is CA Zevn/Zevn'kiel, who cannot be used for Primeval Inscriptions.

Per Banishment guidelines, OOC consent is not required in the case of Banishment to create a Primeval Inscription. In such a case, the Inscriber will be required to provide proof of the Banishment when requesting item signature, as well as proof of the item being created in RP.

If the Inferi Player willingly sacrifices themselves, the Inscriber is required to link the players CA in order for it to be moved to the ‘Denied’ section of the forums.

Evolved Zezimar effects are latent and affect the wearer/bearer of an item, and not the item itself. Example: if an individual has a Primeval Hammer inscribed with a Rakaalka, they additionally have a durability & resilience boost on them while the Inscription is active and they wield the hammer.

Non-Player Inferi of any kind, be they NPCs or Event Characters, are ineligible to be sacrificed for Primeval Inscriptions. Attempts to do so will render the Inscription useless, and the player will suffer the drawbacks of an attempted Inscription, as well as a debilitating frailty that lasts [3] OOC days.

Moroi and Zevnkiel Inscribers may utilise the soul of an Inferi banished by a Naztherak, provided the Inferi was banished for the express purpose of making a Primeval Inscription.

Primeval items require ST signature and the Unbound tag.

An Inscriber may only create one Primeval item every [3] OOC months.

Primeval Inscriptions are limited to Rokodra.

Let's be 100% clear this mechanic is non-functional, non-sustainable, and absolutely a bad idea. The most similar thing is necromancy boxing, a mechanic so abused and so wildly unpopular that every necro re-write has axed it wholly. Zar'ei, right now, suffer from 5-7 different PK clauses - this just makes it worse. Again, you don't actually state how many of these enchantments a single object can hold.

 

The Non-Evolved/Evolved Zezimar part confuses me. Are you trying to say sacrifcing either of them will work fine? If so, you're basically encouraging more PCSwift black dust incidents by making a zarei, turning someone into a cool sowrd, and then forgetting about them - at best your having day1 new personas become zarei to become these things which is bad, and at worst your going to be turning people into zarei to PK them, the only protection zarei really get.

 

No zar'ei is willingly sacrificing themselves to get turned into a sword. this fundamentally violates the whole point of a zar'eis selfish nature. The only way to viably fit in with infernal lore is to capture and bind a inferi to a blade. 

Event Zarei should be fine to sacrifice - your telling me if I somehow, through an eventline, get to bind a zentherak to a sword the silly feat lore says I cant because it was an event inferi? Again, this is like waterboarding your playerbase - its wholly stick up the rear about you MUST PK YOUR FRIENDS, PUNISH YOUR COMMUNITY, DO NOT HAVE FUN. TURN YOUR OPPS INTO GREENTAG SIGNED SWORDS. Also, what the hell is a "debilitating frailty?" 

Creatures that cannot bind and therefore banish zarei should be incapable of making primevil inscriptions. Moz is Moz - you frankly should not just be able to help people get their funny big sword. YOU should be responible for binding, defeating, and entrapping a demon in YOUR inscription.

Unbound tag is absolutely crazy. You spend likely months making this thing, cannot make another for 3 months, and have PK'd likely a strong demon into this item. You die to a lighting strike in the middle of RP, and someone just picks it up mechanically and shoves it in a chest for the remainder of the map. ?????? 

3 month cooldown on these items is insane. Your cooldown is the fact that youll run out of zarei to banish eventually LOL.

 

On 11/6/2025 at 3:38 PM, Navigator said:

Harking back to tyrannical conquerors of old, both mortal and Infernal, the Primeval Inscription is done by inscribing the runes for the Ilzakarn diiznaku za’strimoza. Only applicable on blunt weapons such as hammers, maces, clubs, et cetera, it allows the weapon to materialize binding chains of Malflame that shoot out from a specific point in the weapon, requiring [2] dedicated emote to do so, and having a range of [20] meters. Much like the similar Naztherak spell, these chains require [1] dedicated emote of being completely submerged in water to be dissipated, and will burn with the searing pain of malflame if in contact with skin, and will bind individuals with the strength of iron if around armor.

 

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Knowledge of the T5 Naztherak spell is not required for utilisation of the Inscription, nor for its creation.

The malflame chains have the durability and resisting capability of regular steel, and may be broken by anything that would break regular steel, as well as drowned out by water.

The location from which the chains shoot out must be specified in the item’s description.

No more than [2] chains may be shot out at one time.

The chains may only target 1 Player. If the wielder attempts for more, the chains will lose coordination and flail wildly.

The chains, while intended for binding, are not target-seeking, and can whip around uselessly if the target dodges.

The chains burn with the same amount of pain as malflame would.

The chains will only dissipate if they or the item they originate from are broken, or if they are completely submerged in water.

If the chains are dissipated completely, the Inscription has a cooldown of [24] OOC hours before they can be utilised again. Otherwise, the natural cooldown is [12] OOC hours

You need to be more clear about what naztherak spell is similar to this - naz chains dont bind people, bola does. 2 Emote bolas is absolutely insane. 

Why the varied cooldown? Again, for the crazy work this takes, your actively punishing someone for using all this effort.

 

On 11/6/2025 at 3:38 PM, Navigator said:

Oblivion’s Blade [Primeval] [Sharp Weapons] [Combat Utility]

A terrifying Inscription said to have been used by a masterful Zarkiel who dared challenge the Pentacle itself, the Primeval Inscription is done by inscribing the runes for the Ilzakarn ruunkav’zak szevk”. Only applicable on sharp weapons such as swords, lances, axes, et cetera, it allows the bladed and/or piercing part of the weapon to extend its reach and area of effect by creating an extension of congealed malflame that maintains the sharpness and durability of the original blade. Speartips and blades get longer, axeheads get broader, and so on. The elongation adds [2] meters of reach to blades, axes and traditionally close-combat sharp weapons, and [1] meter to traditionally medium-range sharp weapons [spears, halberds, bardiche, etc].

 

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The elongation can not exceed the stipulated range for blades and piercing weapons.

The elongation does not have any supernatural properties unless the item itself has any supernatural properties.

The elongation has the properties of Rokodra.

Weapons that can both slash and pierce will take on the elongation attributed to the weapon type, for instance, a rapier - despite being intended for piercing - will gain the 2 meter reach of blades. The weapon type always takes precedence.

The elongation takes [1] dedicated emote to fully materialize.

If the Inscription is utilised by a Naztherak, the elongation will materialize in the color of their Malflame. If not, it will be red.

This is really funny but I don't think you fully see the mechanical chaos your causing by letting people mechanically have longer weapons. You're basically giving people the temu evolved kozun spell as an extension to their objects. 

 

On 11/6/2025 at 3:38 PM, Navigator said:

Calamity’s Dance [Primeval] [Any Weapon] [Combat Utility]

Created by a Malda with the mind of a trickster to honor Zathairn, the Primeval Inscription is done by inscribing the runes for the Ilzakarn airn’zak kork. Applicable to any weapon, the Inscription requires an activation word decided upon inscription, as well as [2] dedicated emotes - one to activate the inscription, and one to speak the word. Upon activation, the Inscription causes the weapon to gain sentience and hover, and it would follow commands as a traditional Combat Summon would. The weapon is able to act for [4] emotes, and will automatically seek its master at a 5th, but it can be interrupted.

 

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Whilst the weapon has sentience, it cannot leave #rp range.

Knocking the weapon out of the air does not stop the Inscription’s effect. However, it forces [1] dedicated emote for the weapon to hover once more, where it cannot attack.

After the [4] emotes the weapon is active for, it requires a 5th dedicated emote to return to its user, where it can be knocked out of its path.

After deactivation, the Inscription has a [24] OOC hour cooldown before it can be activated again.

 

Swordmancy/floating weapon stuff is generally considered bad lore. You equally need to described if this is a dependent combat summon or independant summon, the height it hovers at, and the strength it operates at - all of that is missing. You equally need to define the speed of return - if this thing crosses 20 blocks in 1 emote, by mod rules nothings going to be able to intercept it on the emote of its return as you can only interact with entities based on the end of their emotes, not some arbitrary point between the start and end of their emote.

 

 

On 11/6/2025 at 3:38 PM, Navigator said:

Fortress of Hatred [Primeval] [Armor] [Combat Utility]

Said to have derived from the hatred and suffering of a great Rakaal, the Primeval Inscription is done by inscribing the runes for the Ilzakarn duzod za’mokurzna. Applicable only to Medium & Heavy suits of armor, the Inscription requires an activation word decided upon inscription, as well as [1] dedicated emote of activation, where the armor will start glowing a red hue. While active, the armor allows the wearer to endure supernatural amounts of pain, to the point where losing a limb can be seen as a flesh wound.

 

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The inscription does not make an individual unstoppable or immortal. Breaking a knee, removing an arm or lopping off their head will still impair and kill them as it would normally.

The armor does not gain extra resilience itself, it only allows the individual wearing it to sustain increasingly more lethal injuries.

The effects last for [6] emotes, and have a [36] OOC hour cooldown before they can be used again.

Only the chestplate needs to be inscribed, and the effects spread through the whole body.

Crippling pains such as Malflame burns that would otherwise need a dedicated emote to the pain, no longer require a dedicated emote - however, pains such as Malflame burns are significantly more severe, and will still feel horrible even under the effect of the Inscription.

6 emotes for 1.5 days of CD is not worth it. Your malflame redline also doesnt make more sense - it hurts more, but does less mechanically? 

 

On 11/6/2025 at 3:38 PM, Navigator said:

Witch’s End [Primeval] [Shields] [Combat Utility]

Perhaps the oldest inscription, concocted by a bittersome Kozun after being beaten by a Malda, the Primeval Inscription is done by inscribing the runes for the Ilzakarn malda’zak nauur. Applicable on any kind of shield, the Inscription requires an activation word decided upon inscription, as well as [1] dedicated emote of activation, where the shield will glow a red hue. While active, the shield is able to deflect Magical projectiles, or dispel them where deflection is not possible. It has single-use capability, lasts for [5] emotes, and has a [12] OOC hour cooldown.

 

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Magical attacks that are not Projectile-based are not affected by the Inscription’s effect.

Projectile-based refers to spells that possess the following key words associated with them, whereas a [D] will indicate deflection, and an [N] will indicate dispelling.

Projectile [D]

Wave [D]

Blast [N]

Ball [D]

Spike [D]

Trail [D]

-thrower [D]

Tempest [N]

Cyclone [N]

Spells that do not have does keywords attached to them, but are still considered projectiles, fall under the purview of the Inscription.

Holy Magics are not able to break through the Inscription’s effect.

Deific, Voidal, Miscellaneous and Dark magics are all encompassed by the Inscription’s effect.

You need to define the difference between reflection and dispelling. Can these redirections be aimmed, and if so how does that work? Is it reflection or deflection? Can they "accidently" be deflected into a target the user would want to hurt? What about LoS spells that arent physically manifested? 

5 emotes for .5 day CD makes the the best enchantment, since you can effectively hard counter every possible spell within an encounter.

 

On 11/6/2025 at 3:38 PM, Navigator said:

•━•⊰𖤐⊱•━•

image.png.4cf23fa672041041a3a00bb17decf972.png

ʟɪʙᴇʀᴀᴛɪɴɢ ᴛʜᴇ ꜱᴏᴜʟ

 

Primeval weapons and armor are items of considerable strength - in part, due to the presence of a bound soul of an Inferi that powers the potent Inscription upon them. If a Primeval item is ever completely destroyed and rendered unusable, the soul of the Demon contained within is freed, and depending on how they were locked within the item, they will have two options.

 

If it was via Willing Sacrifice, the Inferi’s soul will return to MozStrimoza, and the Naztherak they are bound to are able to resummon them as they would normally through the resummoning ritual. The Inferi maintains all memories of its time bound to the item.

If it was via Banishment, the Inferi’s soul will return to MozStrimoza, and the player can choose to return to the mortal plane as a wild Inferi, to be bound by any Naztherak that submits them - following wild Inferi PK clauses and rules - or they can choose to shelve the CA entirely and drop the character. Either way, theyd maintain their memories of its time bound to the item.

 

•━•⊰𖤐⊱•━•

I frankly thing you have this backwards. Firstly, no zar'ei would willingly become an enchantment; not only is this a suicide [an irreversible PK you are attempting to make reverisble] but it just doesnt work with the concept of how inferi work. If you were BANISHED, why would you just re-manifest as "some guy" somewhere? If you were unwillingly trapped in a item, and said item breaks, your now free - not disintegrated and allowed to keep your CA. 

Wild Zar'ei don't exist on a player-accessible scale. All Zar'ei on Aos/Eos are created as a consequence of Naz'kuthun. Being foribly PK'd, then un PK'b but told you've lost that character either way is just horrendous for any form of good-faith lore interactions.

 

Overall, while the identity feels very much There, this lore just feels undercooked. More importantly, you feel more interested in actively hating and punishing users of this lore and anyone who dares interact with/be interacted with by this lore then writing an engaging lore. It feels like more of this lore is dedicated to making someones life hell for having the unfortunate fate of being targetted by this lore, or the equally bad luck fate of getting this FA, then its actual useage and mechanics. 

 

Tl;dr take this one back to the drawing board. I told pallo the same when he had this as a WIP when it was just the shacklepact. 

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This lore has been denied. 

 

Conceptually, the idea that this feat provides is something which is interesting, with many of the abilities showcased here showing promise- but this piece as a whole seems very dense and bloated, almost to the degree that many parts of it aren't even "infernal" anymore... in its current form, this piece is more akin to RUNESMITHING but is CA-locked behind infernal magics and creatures.

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