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naztherak lore feedback thread

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Unwillingly

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I really like the magic, it's the first one I ever went all the way with and I had a lot of fun watching my character's journey to becoming a Zar'akal.

 

I'm gunna go over all the 'schools' of Naz and give my quick two cents on them at the end of what I think is good and bad about them. Not going to go anymore in depth than that because I think it's the only part I can give meaningful critique on and I can't be asked to go over it all.

 

Malflame Manipulation:

One of the two starting schools of your default Naz. Conceptually, it's awesome. However, it has its problems.

 

  • Ups: Unlimited flavour. The ability to choose your own aesthetic and 1-emote manipulate it non-combatively is great.
  • Downs: Combatively, it's basically useless unless you're fighting an ST monster that isn't immune to it (this is not exactly common) or you're mogging on some dirt farmer without armour. There are notable exceptions with spells like Rok-dhuurz which for FOUR emotes can reliably make a single dent in someone's armour, or the Vhiit spell which you can use to jam your fingers into someone's helmet visor. In my experience, your first two combative spells (Vhiit and Rok-dhuurz) make up 90% of your malflame spell's usability in actual CRP that isn't between buddies, with the vast majority of other spells being under the category of 'nice to have', but they've never decided the outcome of a fight before in my experience. 

What I think: I think giving some extra stuff to some of the other spells would be nice. The chain-whip spell for example could be used to hook around pieces of individual armour and yank them off, or you could make the pillar spell a physical object or heat up armour. Something to make me want to actually use the more expensive spells in more fights. 

 

Demonology:

Again, another conceptually awesome school of Naz. This one however is actually as good as it sounds. You get to summon demons.

 

  • Ups: You get to summon things. This is always potent, regardless of the magic. The size of your court is well balanced, and honestly from purely the Naztherak's perspective there isn't much to say here but good things. 
  • Downs: It might actually be a little too easy to make greater inferi, as others have said. I'm not sure, and honestly I don't think the easiness of making a demon really matters because the majority of people tend to fall off after a couple months of playing one anyway. That said, I wish we could use more of our npc summons in combat at once, as your standard imp is basically monster slop and the hellhound is only marginally better. 

What I think: I think the problems with this mostly come down to the nature of the CAs that you're giving to people. I've never actually played a Zar'ei, but I've played an Akal. For most people, playing a pure evil character is actually quite taxing, but I've found ways to make my own fun out of it and overall I enjoy it. I don't think there are very many ways to fix this problem, as the people who will enjoy what playing a demon has to offer will probably love it, and those that don't will hate it. That's just the way she goes.

 

Cursing:

This one here is kind of a meme - for both good and bad, and it's the first of two schools that require you to permanently use a magic slot to take it. No one chooses this unless they're fully into the larp or because they're trying to go for full Zar'akal and they have to get it by requirement. It also needs to be broken up into two sections because it has two very distinct uses with their own problems.

 

[Cursed Idols]:

 

  • Ups: The larp potential is on full display here, and some of the curses are outright diabolical and funny to read. The idols themselves are not the problem and are honestly a fantastic component to the spirit of the magic, and I would argue is the only reason someone should take the school.
  • Downs: It basically requires you to only make them for people that you know will oocly play along, as any idol you give has a big fat [THIS ITEM IS CURSED] on the bottom of its description and if you try and trick people into taking it cold turkey, they will about 6 times out of 10 dump it into a chest or /use it after the roleplay has concluded. This is moreso the fault of the nature of LotC than it is the fault of the magic, however. But it IS a massive factor to consider when choosing to take this school. 

What I think: I think that if you've stuck with a cursed idol for three OOC days, you should have some permanent narrative de-buff that sticks with you forever. A remanent of the curse, if you will. Nothing crippling, just something extra people can use to build a narrative around. Having to re-learn who you are after suffering the full brunt of Desolation or always being a little bit prone to illness after succombing to the curse of Pestilence would make this school have a genuine impact on the players that interact with Naztherak.  

 

[Cursed Fire]:

 

  • Ups: There aren't any, really.
  • Downs: For one extra emote on any combative spell, you can put an aspect of your primary or secondary malice onto your malflame. The effects of these aren't very good, as they're not exactly impactful and they require a full extra emote ontop of a spell that could have already taken you like three emotes to summon in the first place. 

What I think: This ability's just kind of shit. Either the effects need to be more impactful, or we need that blood magic marriage ammendment that let cursed fire be put on infernal fire rune imbued weapons. This is cool as a concept but in excecution there's literally no reason for anyone to use it. It needs something, because honestly if this got axed in a re-write as is I would not miss it at all.

 

Boons and Banes:

This is the second school that requires you to dedicate a spell slot, and it's much more worth it. 

 

 

  • Ups: You get to be the devil and make deals with mortals in exchange for them experiencing a sliver of your power, but power always comes at a cost. This spell is one of the great examples of a spell that is powerful in presence, but kept balanced by well-rounded redlines and people's general willingness to create a story out of a bad encounter. 
  • Downs: The spell itself I have no general problems with. The boons and banes are all pretty good. However, my one gripe is that if a person chooses they can literally just cut off the brand - and that's it! You can take a deal with a devil, and then just decide 'erm this isn't for me' and cut it off. There's literally ZERO lasting consequences for their in-character greed, ambition, or stupidity and they can just walk away and forget about it. I would prefer if they atleast make a secondary deal with the devil to have it removed or something.

What I think: I think that Boons and Banes is the stand-out of Naztherak in a good way. When you get it, it serves as a narrative symbol that you're well on your way to mastering the magic and have fully dedicated yourself to the cause as a full fledge Warlock, as you now have a permanent anchor to your infernal Lord. My only gripe is listed above, other than that I have only good things to say about it. 

 

 

 

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On 1/12/2026 at 5:18 PM, spaazmatism said:

void weakness is dumb. its stupid. makes no sense
otherwise the magic is fun.
i think malflame is maybe a little too non-fatal and if ur fighting somebody in plate u just lose immediately

still my favourite magic though 💔

 

u get a magic that does a little bit of everything [summoning, cursing soulfire]- I think void weakness is a small price to pay and tbqh still isn't quite enough of a balancing mechanic.

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On 1/13/2026 at 12:18 PM, Unwillingly said:

this is the only thing I'd like to respond to but the thing about the infighting among naz is that it's less so to be approached as "every man for himself" and more so a psychotic sense of factionism that's meant to reflect the infighting of the rokul. in moz lore the rokul don't just slaughter everyone that isnt themselves or their loyalties, there at times can exist very crude alliances and conspiracies and backstabbing plots etc between each of them, its very fluid. the politics and relationships are constantly changing in moz so I think it makes perfect sense for this to be reflected in game. and also the reason zar'akal make more zar'akal from a lore perspective is because 1. a zar'akal can be an aid in the revival rite, and 2. they can be an aid for disconnecting other naz, as well as the aforementioned need for alliances or whatever other subjective RP reason etc

I suppose I can understand this perspective yeah, especially the factionalism. I'll probably incorporate that into my own RP on my inferi, as it can be hard to make relationships when you swing at the slightest grudge.

I don't really agree perse on the part about why Akal would make more of themselves, but that's not because I think you're wrong, I think we just have different views on how to play a conniving powerhungry bastard.

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(about nazterak ma)

I don't have much experience with Warlock magic, but I think Nazterak's general magic mechanics are quite reasonable. Some mention physical debilitation as the price of his spells, but Nazterak has both combat summons and combative spells. Of course, I believe that Cursed Idols aren't worth sacrificing another piece of your soul unless you're aiming to become Zarakaal. Personally, I would particularly like to see combative spells rewritten with a simpler spelling technique. At least, it would clear up the confusion with short phrases like charge-charge-cast, just like in current voidal magic. Also, the general mechanics of Malflame should be simpler but clearer, because explaining Malflame itself is problematic. These are my opinions about Nazterak.


About inferi ca's (zar'ei)
Also, my main persona is an Inferi. While Inferis can be fun when you get the chance to roleplay with them, creating that opportunity yourself is difficult, and there are no mechanical opportunities. (Unless you're resurrected by a warlock you need to wait 1 week to resurrection so why you risking to rp with anyone else? People will say that warlocks can revive you early anyway, but doesn't that essentially show that this creature is just a crp minion?), you're just a creature that people will jump on in groups (or you'll join darkspawn group raids, which isn't something you can always do And this comes back to the topic of ca being just crp minion.). This basically makes interacting with others impossible. The fact that your body doesn't disappear upon death is entirely for the purpose of using inferi as rakir farms so people can make rokodra. Personally, the worst new feature I've seen is the addition where demons from hell, when destroyed, are reborn in hell but their physical corpses remain in the physical realm. It would have been much better if the demons just died and were pulled back to hell in a few emotes without leaving a trace (personally, this was the strangest lore change I've seen). And this also means the inferi-rokodra bind thing needs to be fixed because the corpse remaining where it is means the rokodra remains there too.

After evolving, as an inferi, you no longer have any mechanical need for souls. A mechanic that encourages inferi to regularly practice soul sapping would be good, even if they're evolved. (Of course, some might suggest continuing with MArt creations, for example, making your character "unplayable again" aka Zenterak, etc.)

It seems strange to me why a demon doesn't have deal-making mechanics like a mortal warlock. At least, if their evolved inferi forms could make deals that give mechanical bonuses to people, like a Nazterak, that would be nice. And something I've said before about inferi CAs that got me backlash... I think they can't go beyond being CRP creatures in their current form unless they can sow discord within humans with a disguise mechanic. At least, if there was an infernal alchemy potion that could give demons mortal forms, even if only for a very short time, like in Necromantic alchemy, that would be great.

(about end game ca "zarakal")
Finally, Zarakaal seems like a really fun creature to play. But the creation of a Zarakaal is fundamentally against Nazterak lore. A Zarakaal wouldn't find a reason to give someone else the power to actually kill them. And a warlock would never willingly sacrifice themselves for another's rise. Willing self-sacrifice completely disregards all the lore of Moz Strimoza.

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53 minutes ago, tantuni445 said:

(about nazterak ma)

I don't have much experience with Warlock magic, but I think Nazterak's general magic mechanics are quite reasonable. Some mention physical debilitation as the price of his spells, but Nazterak has both combat summons and combative spells. Of course, I believe that Cursed Idols aren't worth sacrificing another piece of your soul unless you're aiming to become Zarakaal. Personally, I would particularly like to see combative spells rewritten with a simpler spelling technique. At least, it would clear up the confusion with short phrases like charge-charge-cast, just like in current voidal magic. Also, the general mechanics of Malflame should be simpler but clearer, because explaining Malflame itself is problematic. These are my opinions about Nazterak.


About inferi ca's (zar'ei)
Also, my main persona is an Inferi. While Inferis can be fun when you get the chance to roleplay with them, creating that opportunity yourself is difficult, and there are no mechanical opportunities. (Unless you're resurrected by a warlock you need to wait 1 week to resurrection so why you risking to rp with anyone else? People will say that warlocks can revive you early anyway, but doesn't that essentially show that this creature is just a crp minion?), you're just a creature that people will jump on in groups (or you'll join darkspawn group raids, which isn't something you can always do And this comes back to the topic of ca being just crp minion.). This basically makes interacting with others impossible. The fact that your body doesn't disappear upon death is entirely for the purpose of using inferi as rakir farms so people can make rokodra. Personally, the worst new feature I've seen is the addition where demons from hell, when destroyed, are reborn in hell but their physical corpses remain in the physical realm. It would have been much better if the demons just died and were pulled back to hell in a few emotes without leaving a trace (personally, this was the strangest lore change I've seen). And this also means the inferi-rokodra bind thing needs to be fixed because the corpse remaining where it is means the rokodra remains there too.

After evolving, as an inferi, you no longer have any mechanical need for souls. A mechanic that encourages inferi to regularly practice soul sapping would be good, even if they're evolved. (Of course, some might suggest continuing with MArt creations, for example, making your character "unplayable again" aka Zenterak, etc.)

It seems strange to me why a demon doesn't have deal-making mechanics like a mortal warlock. At least, if their evolved inferi forms could make deals that give mechanical bonuses to people, like a Nazterak, that would be nice. And something I've said before about inferi CAs that got me backlash... I think they can't go beyond being CRP creatures in their current form unless they can sow discord within humans with a disguise mechanic. At least, if there was an infernal alchemy potion that could give demons mortal forms, even if only for a very short time, like in Necromantic alchemy, that would be great.

(about end game ca "zarakal")
Finally, Zarakaal seems like a really fun creature to play. But the creation of a Zarakaal is fundamentally against Nazterak lore. A Zarakaal wouldn't find a reason to give someone else the power to actually kill them. And a warlock would never willingly sacrifice themselves for another's rise. Willing self-sacrifice completely disregards all the lore of Moz Strimoza.

 The zarakal part of this as already stated isn’t entirely true. Inferi are not incapable of working together - Moz lore makes several references to roving warbands of inferi, and the cities/armies of the 5 lords. Evidently, inferi are capable of working with and supporting one another, though the misconception is why this is done

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2 hours ago, tantuni445 said:

(about end game ca "zarakal")
Finally, Zarakaal seems like a really fun creature to play. But the creation of a Zarakaal is fundamentally against Nazterak lore. A Zarakaal wouldn't find a reason to give someone else the power to actually kill them. And a warlock would never willingly sacrifice themselves for another's rise. Willing self-sacrifice completely disregards all the lore of Moz Strimoza.

I think you have a glaring misunderstanding of how the Moz functions internally. There's no reason a warlock would "never willingly sacrifice themselves" because they're literally just people. Nowhere in Naztherak lore does it say that.


+ your point about Zar'akals having no reason to make others is just... wrong? It's just fundamentally wrong 💔

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I don’t have naztherak feed back (******* buff malda or i swear to god ill give myself a collapsed lung air evocation 1 emote should not be able to counter a 5 emote malflame ball spell) 

 

im jusr here to cheer on unwillingly wooooo

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The people who think that Zar'akal would not produce other Zar'akal are wrong. Mine produces them because he views them as experiments more or less, and as his own children. Every person he can sway to take a grimoire or become a Zar'akal is under his protection. This isn't even out of love, it's because he's a narcissist and they're his tools, and they're extensions of himself by proxy. He cannot rationalize that they are other people, he views them the way somebody would cattle, or a useful weapon. It's very sociopathic at its core. Furthermore, an egomaniacal creature despite fearing death might still produce other creatures despite that, because they are egomaniacal and feel they can exert control over those other creatures. 

Naztherak is at its core a community-centered magic. Each Warlock has to work with one another to produce a number of different desired outcomes, some ritualistically, and others just being goals like toppling an enemy coven by outnumbering them, or other things that are more hierarchical and socially inclined. It is often Naztherak or Zar'akal who deviate from group norms who find themselves hunted down or fought against. Pack animals aren't solely together out of love; it comes from mutual benefit, and in the case of many Warlock/Zar'akal it can even be a parasitic relationship where an abuser/user converts people into being useful agents to do their bidding. 

 

I more or less roleplay Henry Kissinger. 

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On 1/13/2026 at 7:17 PM, Morigung-oog said:

 

u get a magic that does a little bit of everything [summoning, cursing soulfire]- I think void weakness is a small price to pay and tbqh still isn't quite enough of a balancing mechanic.

missed ur comment. sorry... ):

i think weakness being an arbitrary balancing mechanic is stupid as **** man. most nonsense thing ever. "no ur just weak now" for no ******* reason except ooc balance + a poorly shoe-horned in irp explanation. "o yea no. ur teacher lets the zar'rokul just make u weak i guess."
its dumb, arbitrary, and strange. theres no rational reason except that its the easiest weakness to give any ma

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