ASCENSION
Zar’akal — The Twisted Kings ⛧ Unknown artist. Please DM if credits can be found.
A Prince who has mastered the infernal arts may take a final leap into the pits of hell. Though the creation of accursed artifacts, conjuration of wicked flame and sewing of accursed items and trinkets are a handsome prize indeed, there is no reward greater than the infernal ascension from a mere Prince to a Twisted King.
For those who have already delved deep into demonology, there is one step left to take in their pursuit of power, zealous service to the Pentacle, or other blinkered searching for promised forbidden knowledge. Through a dark and unnatural rite, Naztherak may surrender the last of their blasphemous soul to the powers of Moz Strimoza and in doing so, shed their mortality. They take up the mantle of Twisted King, Zar’akal, and serve their patron Zar’rokul as a harbinger upon the mortal plane. The ‘akal walks amidst mortal kind as a wolf amongst sheep, luring potential Princes from the flock, and preparing the rest for slaughter.
A Naztherak who has dedicated four slots to their devilish arts may take the final leap to become a Zar’akal. Like all prior pacts, this cannot be reversed and is typically only undertaken by those Princes who have truly lost themselves to the powers of the Pentacle. They are often distinguished above even other Inferi as a commander or a general is over footmen, wreathed in embers and ash, crowned with horns, and some even cloaked in great wings.
General Redlines
- Acquiring Zar’akal requires a T5 Naztherak to possess Malflame, Demonology, Curses and Pacting; meaning four of their magic slots must be dedicated to Naztherak.
- Zar’akal creation is inherently learnt upon one reaching T5 in Naztherak. It can be assumed that one is told via their familiar, member of their court, or whichever aesthetic fashion one so desires.
- Although the creation of a Zar’akal does not require one’s RP consent, OOC consent is required and thus requires a valid CA.
- The transformation into the CA Zar’akal is irreversible by default but is plausible with an accepted MArt.
- The emote counts for combative casting are unchanged from normal Naztherak. Compatibility
- Acquiring Zar'akal does not cost additional magic slots, meaning that a Zar'akal will have one remaining magic slot to spare after transformation.
- Cannot be combined with any other CAs.
- Cannot be combined with the Sycophant, Corcitura, or Harsupex FA.
- Retains the magical compatibility of the Naztherak magic, meaning any magic that costs 1 slot only is compatible.
CREATION
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Ascension of Flesh
This ritual requires a signature pit of blood and viscera, also refferred to in Ilzakarn as surrounded by a pentacle, in which the aspiring Prince will enter either willingly or unwillingly. They are then completely submerged in blood, and although it is typical to use the Inferi of one’s court, mundane animals or even a Descendant blood sacrifice will suffice. The surrounding Naztherak and/or Zar’akal will then each infuse at least [30] maleus into the pentacle over the course of 3 emotes each. Beneath the pool, the subject’s mind and body falls into a comatose-like state as they begin to undergo the infernal changes, leaving them unable to be played for 1 OOC day. The amount of Naztherak and/or Zar’akal required for this ritual varies. -If no Zar’akal aid/lead the ritual, five T4 (or higher) Naztherak are required
-If one Zar’akal aids/leads the ritual, four T4 (or higher) Naztherak are required
-If two Zar’akal lead the ritual, two T5 Naztherak are required
Redlines
- The Ascension of Flesh ritual requires the proportionate amount of Naztherak in accordance with the list above.
- In order to become a Zar’akal, a Naztherak must be T5 and have devoted all 4 slots to the differing subtypes.
- The character undergoes a temporary shelving period in which they may not be played for 1 OOC day once the ritual concludes.
- Flavor and aesthetics are encouraged, so long as the general premise of the ritual is adhered to.
- Although a character may be turned into a Zar’akal against their will, OOC consent is required regardless.
Additionally, a Naztherak may be ascended via event lines via whatever means are appropriate for the overseeing ST, be it to encourage healthy longevity of the CA or other reasoning.
Redlines - This requires managerial approval.
MENTALITY
⛧ Image generated by Glib
With their last vestiges of mortal mundanity cast away, a Zar’akal is consumed almost entirely by their Malice. Their newfound form brings with it the catalyst to their mental undoing, wherein the will to walk this accursed path has trumped their humanity. They are selfish to a fault, shedding the moral laws of man that hindered their goals. The primary malice is further emphasized, dominating the Zar’akal’s fractured mind, as well as their secondary malice to a lesser degree. The whispers and nightmares bestowed upon them by their patron do not fade, but such a wretched thing might find comfort in them. The Twisted King may find they hear their Zar’rokul more readily now, or are merely broken and delirious enough to believe they do. In any case, the mastery of their dark powers culminates with the ability to cast their abilities without the need for a Grimoire, their demonic mind able to comprehend, remember, and recall Ilzakarn, speaking incantations without aid. Redlines - All memories, skills, knowledge, etc all remain intact at the player's discretion.
- A Grimoire is no longer required to use Naztherak abilities, but they may choose to keep one.
- Connection to the magic for a Zar’akal is instead denoted by constant embers, small flames emitting from them, or other light aesthetic emotes. This takes the place of the grimoire emote as the connection.
PHYSICALITY
⛧
Zar’akal are no longer bound by the constraints of their descendant-flesh; they are indistinguishable from other Inferi, their Naztherak mutations heightened and their image hideously warped. This new flesh of theirs would be impervious to the effects of malflame.
They may emerge taller or shorter after their transformation, reaching a maximum of 7 ft and a minimum of 4 ft, but do not become any faster, keener, etc. Zar’akal possess a deeper pool of 65 maleus and lose the weakness obtained from the connection as a Naztherak, matching the peak strength of their original descendant race. As well, the Zar’akal is capable of casting without a grimoire should they choose, wherein the emote of grabbing one is substituted for some other tell.
These beasts will come to realize their appetites have also changed, reliant on a meat-based diet to remain at their peak strength, and such waning should they be forced to subsist only upon plant-based foods. A zar’akal made to rely on vegetation would fall into a weakened state but will live. They may consume descendant races, without risk of negative side effects and disease.
Redlines
- They may additionally have physical mutations as long as they are monstrous. Mutations may not provide a mechanical or combat advantage without a MArt, save any variation of wings, which are detailed in the ability “Flight.” For instance, one may not have more limbs to use in combat, or climb city walls, horns cannot block sword strikes, spines cannot impale others etc.
- The natural state of a Zar’akal cannot be conventionally attractive. Even if a player applies an ‘otherworldly beauty’ aesthetic to a Zar’akal, their appearance should be deeply unsettling.
- One may not use the height boost to go beyond 7ft.
- Zar’akal cannot be bound by Naztherak.
- Zar’akal are immune to malflame.
- They do not need sleep, but must eat, drink and breathe. If a zar’akal is forced to subsist upon plant-based foods, such as while captured, they may not maintain their peak physical strength. Their appearance may deteriorate to connote this.
- Zar'akal are sterile and unable to FTB.
- When not using their Facade, a Zar’akal is considered a ‘revealed dark creature.’ Holy magics are more effective against the Zar’akal, causing a burning sensation upon mere contact and additional pain and burns when struck with spells.
- A Zar’akal may be harvested for 5 units of rakir upon death in a freeform fashion. One could quickly draw it from them with a needle or attempt to squeeze it out of a severed limb, for example.
- As mentioned above, the connection emote may be substituted for a different emote, though it may also be broken much like a Naztherak’s would be.
WEAKNESSES "Immortal, but not impervious."
⛧ Sergei Zolotov - The Infernal Metaphor
Whilst a Zar’akal has been given many boons from their new state, as with any other gift from the Hells, there is a cost. Once unaffected by the likes of aurum, such a thing now brings that terrible burn that they bring any other creature whose soul has been altered in such a way. As well, holy magics bring their burn upon such a corrupted soul, a powerful weapon against the Zar’akal.
The best weapon against this King, however, is the elusive substance known as Thanhium. Cuts can render a Zar’akal’s casting inert, and prevent them from shifting between their Facade and their true form.
Redlines
- As stated before, a Zar’akal, when not using their Facade, is considered a Revealed Dark Creature for the purposes of holy magics.
- Aurum has the full effects listed within the Aurum lore against creatures with altered souls, causing an increased level of pain upon cutting the skin.
- Aurum does not burn on physical contact with the skin alone, but aurum blades, and to a lesser extent slayersteel, will cut flesh easier and with more pain to the Zar’akal.
- Cuts made with thanhic steel, or thanhium within the bloodstream, locks the Zar’akal out of all casting, up to and including shifting in and out of their Facade. This prevention lasts for four [4] emotes post-exposure.
ABILITIES
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Rebirth
The ascension to Zar’akal breaks the shackles binding a False Prince to the standard cycles of life and death. Now bound to the pentacle and their whims, a Zar’akal’s soul will be banished to Moz Strimoza upon the demise of their physical form. In these hellish planes the wretched soul thrives, mending itself of wounds sustained. Zar’akal recover within the following timeframes:
Witch’s Mark A Zar’akal may grant any soul-bearing individual an accursed Ilzakarn scripture known as the Witch’s Mark. The Witch’s Mark acts as a tether between a Zar’akal and its bearer, in which it may allow the Zar’akal to bind a descendant to itself for an array of nefarious, self-fulfilling means, not unlike the nature of their own infernal court.
Facade
A means to lull descendants into false feelings of security, the zar’akal can temporarily take mortal shape by siphoning soul essence untainted by maleus. This form is not permanent, however. A reminder that true humanity is no longer theirs, nor will it ever be.
Flight Through the use of wretched wings, Zar’akal who possess wings are capable of feats of gliding; from building to building, down a jagged cliffside, or anything between.
RITUALS
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Ra’Ilkgarokk - The Infernal Sickness
“Zhad ze’hug, rokmael kiel.”
Destroy this land, o’ great Lord.
Daena Key
A means to an end - The Ra’Ilkgarokk is a powerful ritual that turns a lush environment into one that imitates the realm of Moz Strimoza, so that the semblance of disorder and chaos may flourish instead.
Credits
@Bonito @Unwillingly — Lead writers
@BobBox @TimberBuff @Valkirey @caddisf1y— Feedback & Idea spitballing
@Luciloo - Previous write. Much of what you read here is her work as well.