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Unwillingly

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  1. Something that's always been a point of contention for me and druidism is dedicancy. It's always felt like culture that's just validated through lore, because to my knowledge the majority of other magics on the server don't contain this rigid of a schedule. "You need to do x amount of tasks over x amount of weeks in order to even be CONSIDERED for druidism oh and also you need to do this GRAND task that literally every other druid teacher has to do too"  

    It feels very restricting of freeform RP and how people perceive not only learning magic, but teaching it. Genuine question, what's the necessity behind dedicancy being lore-enforced instead of just a cultural aspect, and just letting people teach students at their own pace and style like other magics do? 

  2. Hey, thanks for the thorough response. I'll comb through each of your points.
     

    20 hours ago, Cracker said:

    I think what I like the most is the idea of cursed idols and boons / banes, and seeing Naz subvert communities and cause demonic complications in a way that isn't just simple murder / blood sacrifice can go a long way in adding player driven dark elements to the server.

    This is a style of RP we've been encouraging within the community — interactions that prioritizes furthering a narrative and long-term RP rather than short, one-off encounters such as impromptu attacks or random village burnings (which, lets be honest, no one likes CRP). However, it's a style of RP not everyone tends to appreciate of dark mages. There's a handfull of players on the server who believe the impromptu attacks and random village burnings are the way to go. To each their own, but myself and other players are of the belief that what we pursue now is more likely to ignite a long-term narrative and create mutual enjoyment from both parties involved. It's why boons/banes and cursed idols are a favorite within our community. They're subtle but neat gadgets that perpetuate interaction.
     

    20 hours ago, Cracker said:

    I'd even personally like to see a boon / bane last something like three or four weeks, with purging only effective after one week, so that players afflicted by them have a much longer window to interact with the mechanics of the boon/bane and can't have them simply scrubbed away after a day or two of finding a Paladin. Most of them do not seem so dangerous or crippling toward RP that they can't become part of someone's character journey over a month.

    In the early-mid stages of the rewrite, I had written a fleshed-out ritual for what was essentially voodoo doll creation (entirely OOC-consent based), something the server hasn't seen since soul puppetry many years ago. The intention was that it would accomplish what cursed idols and boons and banes lacked — something that would perpetuate personal character growth rather than surface-level insanity or cripple RP. I decided to remove it last minute in an attempt to remedy what was already an exceedingly long lorepiece, and I didn't feel like we were ready to introduce such a tentative element of RP at that point.

    Boons & banes are tricky because they aren't RP tools that are best used for personal character development and growth. Personally, I perceive boons & banes not meant to be testaments to character growth and journey, but accessories of RP and interaction. We made the attempt to dramaticise them just a little by adding "greater boons," but at the end of the day I think they're better left as sneaky, deceiving gifts.

     

    21 hours ago, Cracker said:

    The only banes I'd be concerned about with such a change would be blindness/deafness and Stolen Mind, which I don't fully understand - does that inhibit the ability to recall? From how it reads, a block on imagination seems like something out of the movie Memento, which is like an inability to remember faces, places, things, etc if they aren't right in front of you. That seems really strong and I think should be clarified a bit so it is clear exactly what imagination means in this context. What I imagine is that one is just driven to survival instincts unless they see things right in front of them that they can recall.

    For the Taken Sense bane, I added that adding both blindness/deafness combined requires OOC consent, while adding one without the other does not (adding just blindness but not deafness = no OOC consent, but adding blindness AND deafness = OOC consent). I also went ahead and added an extra redline/clarification, as well as some more specific example details and thorough descriptions to Stolen Mind. Do these help? 

     

    21 hours ago, Cracker said:

    One thing I'm unclear on is how is maleus generated? Does it slowly regenerate over time, or is it exclusively gathered through blood sacrifice/harvesting from mortals? If so, I also think a similar memory wipe mechanic should apply to collecting maleus. You shouldn't need to kill people as much as consume their essence and make them forget their memory, as to spare people from obtuse Cloud Temple mechanics if they don't want to PK.

    Maleus passively regenerates over 12 OOC hours, but may additionally be harvested through harvesting from soul-bearing mortals. Malflame has never been capable of killing a character. At most, it incapacitates them from the pain. I've taken the efforts not to encourage murderhobo or needless-killing RP, as I'm of the belief that the killing of characers who don't need to die is not conductive to fueling interaction, and does little more than stonewall one player from pursuing potential RP.  However, I understand the concerns.

    The topic of adding a memory-wipe spell is something Bobbox and I butted-heads on a lot in our discussion chat. I have a strong distaste for memory-wipe spells, because I've only ever seen them used as a total cusion for RP consequence, a tool that completely bars further interaction and the potential for a story to unfurl for the fear of consequence. If you attempt to recall the encounter in-RP in any way, you're metagaming. I attempted to create a balance with the changes I made to the Stolen Mind bane, wherein a Naztherak may pursue villainy using this bane as a caveat of hiding their identity, but a long-term story may be pursued if the victim desires. 

     

    21 hours ago, Cracker said:

    I also think the quality of the harvest should be considered - slurping up a Templar or Paladin's soul to make maleus from should be worth a lot more than a random traveler.

    I'm unsure if this would be able to be navigated within the realm of maleus harvesting, but I'm always a fan of unique lore interactions. I'm sure this can be considered for future MArts or lore pieces!

    All in all we really appreciate the feedback, and it actually did help us clarify things we might have missed or gaps in the lore that should've been addressed. Hopefully I helped clarify some stuff and met the concerns :) 

  3. 8 hours ago, Olandyr said:

    I seriously love this! It's a nice effort on building on old Naz lore and adding a lot more non-combative and freeform stuff. I really enjoy the aesthetic you've got going on. 

    I think it might've been nice to see some more non-combative spells, though, to lend some more casual 'flair'. 

    I'd argue a large portion of our lore is non-combative as is. Boons & banes, cursed idols, infernal blood-magic & its respective rituals, gatrov creation & adjacent land corruption are all for the most part non-combative, on top of the litany of aesthetic flavor spells we implemented. However, during the rewrite process we did some tweaking with the combative concerns in mind, and actually have less malflame spells than the currently accepted lore (From 11 to 8).

    Admittedly it is still a bit too much, and I wish we took the steps to remove a bit more and overall work on cutting down the lore as much as we could without neutering our own RP.  Thanks for the feedback :)

  4. Zar'akal is a tricky creature that myself and Kujo put much thought and consideration into. We explored new ideas, made last-minute changes, and like the Naztherak magic itself, this is no revolutionary, groundbreaking rewrite. However, there are some things I feel as though are worth covering.

    Facade. We gave Zar'akal the ability to polymorph, to hide amongst the crowds and manipulate their surroundings beneath one's nose. Our justification is simple: we find it counterproductive to expect a meaningful, long-term story to be produced from these creatures when they physically cannot be perceived as mundane components of the interactions they're meant to twist. Entering any public setting and engaging with the individual character is almost impossible due to the understandable response to kill the 8 foot tall eldritch behemoth standing at your gates, unless we decide to hold our players to incomprehensibly high expectations and standards. They were an outlier by every metric, and to my knowledge, one of the only endgame CAs on the server that lacked this basic mechanic. 

    Mentality. What you see now isn't what we thought we were certain on submitting. For a long while, I was certain that I wanted to attempt to lessen the rigid constraints of the "husk of one's former self" mentality, and instead allow for something that was more malleable and changing. The idea was that, in their Inferis, un-polymorphed form, they were exactly this: insidious, corrupt, and malicious in every intent. However, in their polymorphed "facade" form, this disposition was slightly lessened under the front of attaining a sliver of humanity from the soul essence of the victim they used to attain their false-skin. It was not removed, just lessened, and made on-par with the average Naztherak mentality. 

    I've noticed this particular subject to be controversial within the community over the years. Whether or not dark CAs shouold be capable of experiencing humanity and fluid emotions, or if they should be treated as event-creatures. I consulted player to player, asking for their honest feedback and thoughts on the matter. Many of them concurred, and said they enjoyed the idea of a fluid dark creature, rather than an unchanging "husk" of emotion.

    But, as you can see, it's not here. I'm not really sure what made me go back, but if you've decided to read this far through my wall of text, I'd like to hear some thoughts on this matter in particular, and what a fleshed-out response under the official lore post might bring. 


    Additionally, please offer your honest thoughts and feedback, be it advice, critique, or praise. I am a novice lorewriter, and I want to know what can be done to improve the piece.

  5. When the rewrite was first conceptualized, we were under the impression it would only take a few weeks, maybe a month or two. It didn't. Between myself and @BobBox, we finished Naztherak, Zar'akal, and the Inferis Compendium in just shy of a year — 9 months. Something many of you will notice is that a lot of this is @Luciloo's writing, and we have no intention of downplaying the immense effort and care that went into what she wrote. Instead of putting all of her work on the chopping block, we instead attempted to write as an extension of the current lore, because in truth, there are a lot of things we wanted to keep, a lot of things that didn't need to be fixed. We enjoy many of the mechanics and abilities her rewrite introduced, and felt that removing them would be a detriment to our RP interactions. 

    Before we had any intention of a rewrite, it had been an ongoing trend of amendment after amendment, addition after addition, all in an attempt to remedy the problem we faced, and currently do face: stagnation. The problems we faced were too big and all-encompassing to submit as individual amendments. Despite the depth and detail to it, we were struggling to utilize our lore in a way that would truly provide to long-term interaction, because the mechanics simply didn't allow for it. For example, in the old lore, there's nothing stopping boon application from being a one-off interaction wherein a player could receive a boon before disappearing, never to be seen again. In our rewrite, we applied an "expiration" date on it, which we hope will serve to encourage more natural, frequent interactions between players and the Naztherak. These sorts of mechanics are sprinkled throughout the lore, along with other additions, changes, and removals. 

    It is a big lore piece. I regret to say that I was much more critical of Luci's lore a while ago than I should've been, and I apologize for that, because the truth is that our rewrite is likely to contain many flaws as well. As a novice lorewriter, I didn't comprehend the sheer amount of work and care that needs to be considered when writing minecraft fantasy magic. It is ******* hard. Towards the later months, bobbox and I started to experience heavy burnout. I did not want to touch the doc. I was doomering so hard. My wife and children left me. Eventually, @Valkireyshowed enthusiasm for helping us finalize spells, rituals, redlines, etc, which I am extremely thankful for, because he did an awesome job. 

    What you see here is by no means what we had written two, four, or six months ago. We removed many initial concepts after reconsideration, peer-review and understanding that what was there simply wouldn't work. Although what you see now by no means introduced groundbreaking, revolutionary new ideas, the main intent of the lore was to create amendments that would provide to the broader scope of our storytelling abilities and interaction. I'm sure that in time, our rewrite will be left behind and replaced with something new, but I'm alright with that. I just want to focus on what we have now and work from the ground up next map with a hopefully thriving, engaged playerbase.

    Things have been slow within our tiny community, but the players we've garnered in the last few months are passionate and engaged with what the lore has to offer. Over the last few months,  @TimberBuff@_Leyd@Valkirey @greisnhave all been singlehandedly carrying the lore on their shoulders, and I want to thank them for that and hope that their support can follow through with us next map. Without them, I genuinely think I would've lost hope and pursued a different niche of RP. 

    With that being said, I want to once again take this opportunity to state that we are always looking for new players to bring into our community. We want an active, thriving playerbase that takes genuine interest in what we have to offer, and want to develop, expand, and engage with the lore. We want to weave storylines from player to player, because in my opinion, that's what makes the magic most enjoyable. Although my last recruitment post garnered a handful of interest, I found myself struggling to balance time between them, myself, and the rest of the community. It's my hope that with this project off my plate, next map right around the corner,  and summer coming up, I'll be able to truly focus on the players who show interest. 

    Thank you to everyone who offered input and advice along the way, as well as those who reassured me when I was ready to call it quits. I'm genuinely thankful for the community and environment we've fostered lately, even if small, and want to spend more of my time on this server helping you guys pursue the litany of amazing ideas you've told me about in DMs. 

  6. ASCENSION

    Zar’akal — The Twisted Kings

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    Unknown artist. Please DM if credits can be found.
     

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    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.

     

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    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.


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    MENTALITY


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    Image generated by Glib
     

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    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.


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    PHYSICALITY


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    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.


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     WEAKNESSES
    "Immortal, but not impervious."


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    Sergei Zolotov - The Infernal Metaphor

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    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.

     

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    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:

     

    Spoiler

    -When bled out, the Zar’akal will recover after 1 IRL day.

    -When disemboweled, stabbed through the heart, organ failure, etc. The Zar’akal will recover -after 3 IRL days.

    -When beheaded or dismembered, the Zar’akal will recover after 5 IRL days. 

    -When burnt or withered to ashes, the Zar’akal will recover after 2 IRL weeks.
    -When eaten, either dead or alive, by another Zar’akal, the Zar’akal may only be resurrected via the Revival ritual. A Zar’akal who is killed via any of the aforementioned must be eaten within 5 narrative minutes, or 10 OOC minutes of their death in order to be sent to the Moz’strimoza. This must be done in 3 quality emotes.

     

    After the Zar’akal has fully recuperated, characters who possess the Witch’s Mark (see below) may be made privy to knowledge of their recovery.
     

    Redlines

    - Players must still roleplay the fear of death, and may not make references to their revival as a means to shrug off the consequences of being slain. Being destroyed should always be avoided by the character.

    - Revival should not be used as a means to continuously harass players with poor villainy. This is considered an abuse of the CA and will be grounds for a blacklist.

    - Zar’akal are not invulnerable and are able to be slain like any other member of their prior race.

    - Poisons, toxins, heat, cold, etc. affect the Zar’akal as they would any other member of their prior race.

    -PvP death, as well as 'downing' or 'restraining' actions emoted out following mechanical PvP negate these resurrection rules and are to be addressed with standard death rules.

    - Zar’akal may not recall the details of their death including those who aided in their death, the location of such, etc, nor may they infer such based on the amount of time they were in limbo for. The memory will have been overshadowed by the torturous time they spent in the High Hells, where their sense of time is warped and distorted.
    - All other server revival rules apply.

    - Even if a Zar’akal dies by mundane means, they may be revived quicker via the revival ritual. They may alert the Witch’s Mark after 1 OOC day of death in this case.



    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.
     

    Spoiler

    The Witch’s Mark may be applied after [3] quality emotes. The Zar’akal places their palm on any portion of the bearer’s body before willing into their soul a small sliver of maleus. Like a brand, the mark will burn and sear into the skin in the form of a vertical, dark red script denoting the Zar’akal’s Ilzakarn name. Once every 2 OOC weeks, the brand must be re-applied, as the Zar’akal’s maleus can only sustain itself in another vessel for so long.

    Once the mark has been applied, its bearer is fashioned to the Zar’akal’s court in a similar fashion as the Inferi it commands. The bearer will feel an inclination to commit to servitude of the Zar’akal and whatever methods it may employ upon its victim, or even a reverence for the Zar’akal as a commoner might admire a true King. The relationship between the bearer and Zar’akal becomes more prone to influence and sway, and though most often subjects the victim to an innate desire of servitude, may be roleplayed with whatever other conventions and themes the parties desire. When within range, the Zar’akal is capable of sensing the bearer among crowds in a range of [24] blocks, or even if they conceal themselves with armor, cloth, or other magical means.


    Additionally, users who possess the Witch’s Mark may be made privy to the knowledge of a Zar’akal’s recuperation period, and subsequently are used as conduits for their attempted revival. Once their soul has replenished enough to return to the mortal plane, the Zar'akal may release a metaphysical call to their disciples, those who they've graced the Witch's Mark. This call may come in a variety of fashions, such as a brief vision of the High Hells, a tug at the back of the mind, or an iron-hot glow of the mark.
     

    Redlines

    - Application of the Witch’s Mark requires OOC consent, but not RP consent

    - This cannot be used for lewd/FTB purposes in any capacity.
    - The Witch’s Mark does not allow for the feeding of information beyond the knowledge that a Zar’akal is reaching out from the Hells. That being said, it cannot be used to detect who has killed one, where, their time of death, or even that they've died until the aforementioned call is made. Refer to basic monk-revival guidelines if reference is needed.

    - Naztherak may not roleplay inherent knowledge of a Zar’akal’s revival without possessing the Witch’s Mark, under any circumstances, even if it’s reasonable that the Striith or court would inform them regardless of the mark. 

    - It does not act as a network that informs you of the revival period of other Zar’akal — only the one who granted you the mark.

    - The Witch’s mark cannot be hidden upon the skin or removed by any method other than its natural expiration or a Zar’akal. This includes Tawkin and alchemy. Clothes or armor may suffice.

    - A Zar’akal may remove the mark of another Zar’akal. This does not require OOC consent.

    - The Witch’s Mark may be applied to a maximum of 3 separate characters, and must be re-applied once every 2 OOC weeks. If not re-applied within this timeframe, the mark will fade, sizzle out, flake into ash, etc, rendering all effects and influence null. 

    - A character may only possess one Witch’s Mark at a time. 

    - The Witch's Mark cannot be applied to non-soul bearing descendants or entities.

     

    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.

     

    Spoiler

    Mechanics

    A Zar’akal saps a descendant over the course of four emotes, or three if the target is willing. This occurs in a 2 block radius around the Zar’akal, the aesthetics left to the player’s liberty so long as clear tells are conveyed; be it tendrils of malflame wrapping around a restrained target, or a shimmering pentacle beneath as a warlock conducts an elaborate ritual. Once complete, the victim is left in a lethargic state for 1 OOC hour, too weak for combat but strong enough to attempt escape and recover their energy. A side effect of intermingling with the corruption of a zar’akal leaves the victim’s complexion withered and wrinkled, as if they had abruptly aged centuries (or decades, for humans). This can be remedied with sprog’s elixir.

     

    The Naztherak experiences the adverse, reverting into a seemingly mundane descendant for 2 OOC weeks. The sliver of a soul unmarked by maleus is enough for the creature to recall how they felt as a mortal, and indeed, the experience of these sensations thought lost might become addicting to some. When fueled, they can change between both forms over the span of [2] emotes, but after this time has passed, the Zar’akal returns to their base form. Their chosen appearance cannot be altered unless they siphon the purity from another. An advantage of this form over mortal Naztherak is the illusion’s gift to conceal the Brand outside of combative casting.

     

    Redlines

    - When an appearance is decided, it cannot be changed unless another descendant is exhausted. 

    - One may not disguise as the opposite gender.

    - A Naztherak cannot take any appearance younger than sixteen.

    - The appearance of other CA’s cannot be taken. The facade can only resemble the core four descendants.

    - In their facade, the Zar’akal’s strength is capped at the peak of their original race.

    - After a victim is drained, they cannot be drained again for 4 OOC weeks. 

    - After 1 OOC week, the victim’s complexion recovers naturally, appearing as they once had. This can be quickened with sprog’s elixir.

    - Zar’akal, even when polymorphed, still retain their Striith mutations. 

    - Zar’akal cannot disguise as another player’s character without OOC consent.

     

    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.
     

    Spoiler

    Utilizing wings wrought of their flesh, Zar’akal are capable of feats of flight; from building to building, down a jagged cliffside, or anything between. This ability adheres to the current mechanics rule, stating that a player may not RPly access (gliding or “flying”) anywhere they are incapable of MCly accessing. In broad, this is an aesthetic ability, and cannot be used for combative or movement-based advantage. 

     

     

    Redlines

    -A player who wishes to utilize wings in an event beyond what the mechanics entail may do so at ST discretion.

    -A player may not use this to justify bypassing settlement defenses they are otherwise unable to bypass mechanically.

    -Wings do not grant greater movement speed or agility than jogging or sprinting. That being said, default combat movement speed is to be considered.
    -This ability may not be used to negate the damage of falling from great heights.

     


    divider.png

    RITUALS


    divider.png


    Ra’Ilkgarokk - The Infernal Sickness 

    “Zhad ze’hug, rokmael kiel.”

    Destroy this land, o’ great Lord. 


    6ef99d29fd828f4708eb95eedeb6f589.jpg
    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.

     

    Spoiler

    The landscape transforms into a desolate, barren wasteland with harsh and unforgiving terrain. Now littered with lava pools, dead-bushes replace the colorful lively flowers, jagged rocks with sorrowful faces, trees made of flesh and licked by malflame scatter throughout the terrain. Additionally, the sky would remain in perpetual darkness within this afflicted region, with only lightning strikes illuminating its landscape. The air grows thick with smoke and the smell of sulfur lingers, burdening any non-Inferi with a slight tightness in their chest. Despair is all a Descendant would feel when stepping into the area. 

     

    The area becomes the Zar’akal’s sinister canvas, allowing the region to appear however they desire. 

     

    The ritual requires the Zar’akal to draw a pentagram in the center of their chosen land, and willing [5] units of their rakir onto it. 

    The ritual takes [5] emotes to completely alter the domain’s appearance. [2] emotes for preparation, [1] For willing the rakir, and [1] For altering the land. 

    This region does not span more than [75x75] blocks unless approval is given by the ST or RO. Otherwise if created as a lair, the land may be as large as the lair if the Zar‘akal wishes. It may be smaller if one wishes.

    Despite being a testament and replica to Moz Strimoza itself, the ritual is still relatively weak during formation. Should the ritual be interrupted, those with adequate power have a brief chance to banish its presence from the region and return things to normal.

    After its completion, it may be purged using ‘Holy’ magics. 

    Infernal Blood Magic rites & rituals are given a +2 modifier if cast within the area.


    Redlines
    - Players may not create Ilkgarokk upon land without RO consent.

    - If it is cultivated underground, the land above will reflect this and become hellish.

    - Players may not use pools of lava, mouths etc. to attack other characters etc.

    - The Ilkgarokk cannot be commanded or manipulated, even if it is flesh and sinew with faces etc. It is functionally still terrain.

    - Imps and beasts may be described in region text, signs etc. to make the corruption more flavourful, but cannot be used to remotely attack players without being actively roleplayed.

    - By the same token, players may not presume the plot is perfectly safe to traverse simply because there is no mechanical/player representation of Inferi, or other dangers. Characters would still reasonably have reservations about tromping through a hellscape.

     


    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. 

     

  7. 9 hours ago, ibraheemc2000 said:

    Helloo, sorry I'm not keeping track with lotc stuff as of Ramadan rn. But I do have a question, as your last remark confused me, as don't they counter one another. Not witch hunting people for past long ago mistakes, but also doing it because that mistake is still bad.

     

    Are we witch hunting or no??

     

    I'm not like countering or supporting either or, I am just hoping for a clarification.

     

    Anyone mind giving me a nice little short explanation of what's going on and what's the new rules that would be great <3

    my perspective is that calling someone the f or n-word in 2016 is way different than, for example, having a full blown conversation about how you want to bring physical or sexual harm to them in various ways

     

    I don't think either are acceptable behavior, but one is arguably more incriminating than the other. ofc this is very situational and depends on the "who and what," but not all dialogue should be treated the same

     

    tldr what @Enlightenmentsaid

  8. 20 minutes ago, Jihnyny said:

    nice, now fix the general LOTC rules and make mods enforce them following the guidelines that are listed and not make up BS. But, this is a great first step 

    is this really the forum post to be making passive aggressive remarks about mods not enforcing benign pvp rules or whatever on

     

    34 minutes ago, Telanir said:

    We will work retroactively. AKA, this policy does not begin today—it begins in 2011 at the dawn of LotC. This is not just a bold move, it is reckless—and necessary

    also I support this. people shouldn't be witchhunted bc they dropped a slur or called someone a mean word once 6 years ago but there are genuinely behaviors that cannot be excused under "but it happened x years ago" and I hope this is something that admins will really see through to in the future

  9. Skin Auction
    The following skins are completely unused, and all made by me
    This auction will run from April 2nd - April 5th, 5:00pm CST

     



    Rules
    Bids start at 8 USD
    Minimum bid increments of 2 USD

    When bidding, post a new reply instead of editing it

    If I'm unable to contact you or do not receive a response within 2 days of the auction, the skin will be given to the next highest bidder

    I do not accept delays on payments — please do not bid if you aren't able to pay by the time the auction ends

     



    Bid Format:
    Discord:
    Bid:
    Skin Name:



    Cottagerose

    Spoiler

    XC3RDje.png6CyFrRn.png


    Swamp Witch

    Spoiler

    8H4GCNg.pngkGS8WaI.png



    Folkblue

    Spoiler

    gUPlLi1.pngB5SJKL6.png


    Russian Gold

    Spoiler

    7DCVgDI.png2wtdPU0.png



     

  10. Old Lore
    Zar’akal are virtually indistinguishable from other Inferi. They may additionally have physical mutations such as unnatural mouths littering their form, vestigial wing stubs, ashes and embers dripping from their flesh, mandibles, many eyes and so on as long as they are monstrous.



    New Lore
    Although Zar'akal are no longer descendants, or even truly mortal, their physical appearance may adopt a variety of aesthetics and features which distinguish them from unassuming crowds and faces. The nature of these features may be left to player interpretation, and an example of what a Zar'akal may appear as can be seen below.

     

    Spoiler

    Anime Notebook: Waifu Anime Girl Aesthetic | Japanese Demon Girl Moon Lined  Notebook (Journal,Diary) College Ruled 6x9 120 Pages | Anime Notebook  Collection: Publishing, Aesthetic Anime: 9798736169092: Amazon.com: Books



    Purpose

    Spoiler

    april fools

     

  11. I'll admit that a lot of the critiques I made for this piece when I was on the LT were rather subpar and non consequential, as I was quite inexperienced in the realm of lore review & wish I had the opportunity to make a more helpful response

    regardless I do love the aesthetics and theme of this piece and wish more lore was resubmitted instead of being forgotten about forever when denied

  12. @Fanglikedur an exceptional writer and RPer and I'm very thankful 2 have met u and u have helped me develop and improve a lot of my own writing and RP style which I dont feel would've ever happened (or at least not the pace that it did) before 2020 & wish we could RP more often

    @Kiiztria ur an awesome friend n im glad weve been able to grow close and RP with each other and wish we had the time for it more often but also im glad I found another rocket league partner even if u suck and never pass the ball to me and call me vile things when I make a tiny mistake


    this is for @Nectorist you big fat white nasty smelling fat ***** why you took me off the motherfuking schedule with your trifling dirty white racist ass big fat ***** oompa loompa body ass ***** i'm coming up there and i'm going to beat the **** out of you bitching don't even call the police today cause i'm gonna up there unexpected and wait on your motherfucking ass ***** i’m coming to beat the **** out of you ***** cause you did that on purpose with your aundry racist white ass thin haired ***** watch i'm coming up there to **** you up ***** I'm telling you watch i know it kind of car you drive and i'm gonna wait on you and i'm going to beat your ass ***** cause imma show you not to play with 

    @Valkireyur genuinely one of the funniest ppl to talk to and do things with bc our dms sometimes has me fuckin cackling and gasping for air but on top of that ur also a very distinguished RPer and I wish we had time to interact more often

  13. 4 hours ago, satinkira said:

    Do you prefer CRP or PvE? Do you prefer malleable eventlines or pre-determined storylines?

    ET who don't allow their events to be molded by player interaction shouldn't be ET 

     

     

  14. 2 hours ago, shiftnative said:

    something like this taking off on reddit could attract a ton of new players..

    Recently one of the videos from the LOTC tiktok account went viral and has garnered close to 200k views. From it we saw a wave of new players that joined, upwards of I'd say close to 30 per day logging on, and multiple submitted applications per-minute, many of which were actually well-written. Not sure if this is something u were aware of but when one of Treshure's videos showcasing LOTC builds got on the front page of r/Minecraft, it got removed for advertising when he very vaguely somewhat implied it was part of an online server in response to a comment. real shame but tiktok has since then saved our loss of noob revenue

  15. Naztherak Guide: Player Interest & Outreach

     


    Hello! As a long-time player of Naztherak, I decided to write this guide in order to showcase the style of RP our magic delves into and offer some insight into our playerbase with the hopes of garnering more serverwide interest. We hope that this guide will help players, new and old, acquire a better understanding of one of the server’s many dark magics without needing to comb through pages upon pages of lore. Please enjoy.


    Naztherak is a pseudo-deific dark magic pertaining to themes of occultism, demonic worship & summoning, and higher-powers. Dubbed “False Princes” as a mockery within the hierarchy and infernal climb, these are the warlocks and witches of the world, the characters who’ve sold their soul for eternal power through the deception and promise of glory from The Pentacle: the five Lords of the High Hells; also known as Moz’strimoza in the Ilzakarn language, a native tongue of the infernal.


    The Pentacle are an underlying component of Naztherak both RPly and OOCly. The Naztherak are molded around their worship and reverence due to the inherent servitude that comes with the exchange of power for their soul. The Pentacle comprises five domains within the High Hells: Velkuzat the Goat, Prince of Gluttony, Kholidav the Crow, Prince of Pestilence, Zathairn the Black Cat, Prince of Misfortune, Drazhana the Bat, Prince of Fear and Kiiztria the Snake, Prince of Venom.
     


    9f816262541c94068dd73af04bf3873c.jpg?wid

    Credit to Micah Epstein on Deviantart


    Dominant aspects of Naztherak include:
    [Malflame] — The most notorious of gifts, the False Princes are bestowed the ability to summon accursed flame used to eat the soul itself, discolored in vibrant hues such as sickly green, stark purple, ocean blue, or blood red. 

    [Inferis Summoning & Subjugation] — A testament to the Hierarchy within Moz’strimoza, the Naztherak may create, summon, and enslave demonic entities known as the Inferi. Princes who are especially skilled in building their court are known for using their henchmen for battle and bidding alike. Some of the Inferi may be played as a CA.

    [Malices] — The Malices are a corruption upon the Naztherak’s soul that serve as an influential mental factor in the behavior and archetype of one’s character. An example of two primary Malices include: Madness, the burden of eternal hallucinations that blur the lines between fiction and reality. And Temptation, the undying pursuit of one’s deepest, most selfish desires, be it power, the death of an enemy, or a King’s crown. 

    [Familiars] — At the start of their journey, every Prince is chosen by one of the five Lords, which reveal themselves in the form of animal proxies upon the material plane: a goat, crow, cat, bat, or snake. Capable of great bouts of torment and manipulation, Familiars are creatures that serve to influence the Naztherak’s moral compass, decision-making, and behavior in almost every aspect, be it in the form of manipulation if their False Prince is too weak of mind, or kinship if the two share a common goal.

     

    Naztherak is diverse in its culture and lore, with a vast range of tropes and roleplay to explore. While some of our players mantle elusive witches and warlocks of the wood, others might pursue the life of a cruel conqueror, bending living things to their will. It’s a personal belief of mine that the creative variety possible in this community is what makes this lore so appealing to the pool of players we already have.


    The community we have right now isn’t large enough to encompass every aspect of the lore. Much of it sits on the backburner, sitting on the promise of “one day it’ll be used for something.” Although I’m immensely proud and thankful for the players we’ve managed to collect within the past few months, the weight of a thriving, active community cannot be carried by four or five players alone. 


    With that being said, we want to expand our community. We want players who are willing to commit to a character long-term and actively, whether you’ve been playing for five years or five months, are looking for a community or simply want to try something new — the offer is there. However, I want to emphasize that this is not an offer of instant OOC gratification through an MA, but rather an opening of avenues for long term roleplay interaction and engagement with a new community.  
     

    If you find yourself interested or have any questions, you may message the following on Discord:

    Spoiler

    un-w#7537
    BobBox (Austin)#4660
    TimberBuff#2397
    kujo#6677
    Rey#4273

     

  16. MC Name:

             Unwillingly

     

    Character's Name:

             Banehorn - Narthuz'zerot

     

    Character's Age:

             N/A

     

    Character's Original Race (N/A if not applicable):

             Human

     

    Transformed form:

             Zezimar

     

    Creator's MC Name:

             Anarchrey

     

    Creator's RP Name:

             Cordelia

     

    Briefly explain the lore behind this construct or creature:

             

    The Zar'ei are the soldiers of Moz'strimoza and Naztherak Princes.  These humanoid entities possess not only great intellect on par with the average descendant, but combative brawn needed to cut down opponents. The Zar'ei operate on a moral compass devoid of compassion and good-will, instead going so far as to manipulate their captors through gasilghting for self gain, as they will never truly prioritize anyone above themselves. Above all, these creatures are canivorous, and oft resort to the consumption of soul or flesh for their fill, leading them into lifestyles of violence and carnage upon the descendant race. Within the Zar'ei come the three subtypes: Malda, the mage, Kozun, the knight, and Rakaal, the brutes. This character is of the Rakaal subtype.

    Only possessing 20 maleus, the Rakaal lack the malflame capabilities their cousins possess, meaning they may only cast the spells Vhiit and Rok-Kirluk. However, their lack of Malflame capability makes up for their physical brawn - these brutes are more renowned for their great size and strength, often compared to orcish size in both height and weight. 

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    Reflective of The Goat Velkuzat, this Rakaal Inferis is built not unlike a monstrous Satyroi. It possesses large, spiraling horns, tufts of wiry hair and cloven hooves, while its maw and teeth are jagged and sharpened. Its eyes are pupiless, instead plastered a stark, sickly green. It stands at 7'9, and has no extra limbs nor bodily plate armor.

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

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