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BobBox

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  1. Four hours of formatting, completed.

    1. UnBaed

      UnBaed

      Lore Denied.  You will be notified in DM's within 24 hours with a reasoning as to why.

    2. Cracker
  2. ⛧ Naztherak Lore Hub Naztherak - The False Princes The base magic of Naztherak, wherein one devotes parts of their soul to a patron in order to gain devilish gifts from Moz Strimoza. The Inferi Compendium A compendium for all infernal creatures which may leak into the mortal realm with the help of their naztherak summoners. Zar'akal - True Ascension [WIP] The ultimate goal of every False Prince that wanders the lands of mortals, their one last act of defiance and rejection of both the gods and the norm, for now they walk the Earth as the pinnacle of their existence - A King. The ‘Blessed Ones’ Descendants tainted by the infernal, oftentimes as a punishment for slights they or their parents have committed against a naztherak. Infernal Blood Magic A sinister marriage piece between blood magic and naztherak. Infernal Alchemy Alchemy utilizing infernal elements as reagents to craft both rokodra and evil potions. Moz Strimoza and the Inferi A general post about Moz Strimoz and the creatures who inhabit those cursed lands.
  3. Naztherak Adjacent Amendment In: Infernal Alchemy To be added under “Ankh Rokodra - Rokodra Forging”: - Rakir is required to create malflame strong enough to turn brimstone into rokodra. Simply casting will not convert it into such. - Malflame cast may still melt Rokodra that is already made and is described under Rokodra. Reason: In: The Infernal Blood Rites To be removed under "Rite of Corruption": Dark: causes objects to warp and take on twisted forms. So long as they follow themes of the occult and horror; sword pommels warped into writhing eyes, books given fleshy covers that rise and fall as if breathing, or a dead goat’s heart that continues to beat. Reason: and To be removed in various locations of The Infernal Blood Rites: "...Naztherak or Inferi may turn it all to rakir, sparking the ritual." Reason:
  4. ⛧ The Inferi Compendium The Infernal hordes of Moz Strimoza burst into existence in an innumerable and wicked variety. From the meager yet numerous, the cunning and wily, to the brutal and gigantic, they are all born from a seething cauldron of chaos and as such reflect the many facets of eternal conflict. Each are soldiers in an unending war, played out across Moz Strimoza by the Pentacle, and more recently upon the realm of Arcas. In such skirmishes and sieges, many new corrupted forms of monstrosity were observed, but there are a few consistent Inferi who are known to servants of the Light, demon slayers, witch hunters, and practitioners of dark magics. Of these more commonplace abominations, only a few seem to manifest upon the mortal world without the assistance of a Naztherak. Those few who roam free without a warband, quickly fall prey to the unwavering zeal of those Descendants with the courage to hunt them or False Princes with a desire to fill a vacancy in their court. It is not unheard of for these Inferi to attempt to bargain for their lives, but surely only a fool would believe the forked tongue of a demon to be capable of producing any words with meaning more than ash. ⛧ Rakir Harvesting Due to the infernal nature of the creatures below, should they be slain they may be harvested for rakir in a freeform manner. This is to say that one could quickly draw it from them with a needle or attempt to squeeze it out of a severed limb, for example. This rakir still follows all the redlines described in the base Naztherak post, such as its expiration, though this allows for demon hunters or infernal alchemists to get their hands on such a substance. Redlines: ⛧ Gatrov Infernal "Trees" Gatrov are corrupted botanicals naturally found in the high hells of Moz-Strimoza. These creatures are bound to not progress or ascend further than their current form, but rather serve as warped reminders of infernal corruption. ⛧ Zevnka - Imps Closed Playable [CA] + Independent Summon The most diminutive of all Inferi, zevn are typically thought to be a minor nuisance when alone but can be more dangerous when appearing in a horde. Together a flock of winged imps may be able to carry an unwary individual off into the night, while a lone imp may otherwise serve as a distraction or sabotage various efforts of mortals. Although they are a distortion of their Faeish counterparts, they do seem to share a proclivity for mischief and mayhem. One should not be surprised to find the origins of housefires, destroyed machinery, or other apparent acts of misfortune to be the work of imps. Although not particularly intelligent, they are known to employ a degree of low cunning, in the form of ambushing Descendants, setting traps, or other spiteful acts to otherwise make the everyday lives of mortals as bothersome and inconvenient as possible, if not downright dangerous. Physicality Although zevn come in a colorful array of wicked appearances, they often appear emaciated, or conversely very fat. Perhaps the most significant difference however is those with and without wings. Weaknesses: Mentality Fae imps and Inferi imps differ in their intellect, with the former being as smart as a Descendant and the latter being less advanced. Imps can make noises and insult their enemies with clever comments, but their speaking abilities are limited and "broken" at best, as seen they can speak both Common and Ilzakarn. Casting Ability Rok-Dhurz - [Combative] A signature spell of Malflame wielders, an imp may compact their Malflame into spheres which they may shoot or lob towards a target, burning any living skin which it touches. General Mechanics: General Redlines: ⛧ Zekulka - Beasts Independent Summon Perhaps the most plentiful of Inferi, Zekul are of greater stature and strength than their impish lessers. Resembling fauna of the mundane, exotic, and magical variety, Zekul roam the ashen plains of Moz Strimoza as gruesome beasts and mounts in the eternal conflict between the numerous warbands of the High Hells. Like their natural counterparts, Beasts possess instinctual behaviors which make them both dangerous and desirable for a Naztherak’s court. The Zekul vary in size and often resemble a corrupted mimicry of their mundane bestial counterparts. They follow similar instinctual behaviors and are known to be used in a number of capacities such as hellhounds, abominable mounts, and so on. Like imps they are not particularly intelligent, perhaps even less so, but possess substantially more developed strength and stature. Physicality Mentality Casting Ability Rok-Skramutna - [Combative] The more powerful, but simple of Malflame conjurations. Breathing it in great tongues and gouts from the mouth or nose, this ‘flaming breath’ is capable of burning any living skin which it touches, yielding a painful wound. General Mechanics General Redlines: ⛧ Zar'eika - Twisted Ones Closed Playable [CA] + Independent Summon Perhaps one of the most unnerving Inferi, the Zar’ei are a perversion of Descendants in all capacities. Mortal virtues such as kindness and patience are corrupted when a Zar’ei is made, and instead, the appearance of charity is but bait for a trap, while restraint is employed to await the perfect moment to backstab another. Indeed it is fitting then that these Inferi originate from the damned souls which descend into Moz Strimoza, too hurt and despairing to believe they deserve respite and healing. Even those Zar’ei created by the dark ritual of Naz’kuthun are no less spiteful, devilish, and perverse in their mimicry of all the worst facets of Descendant mortality. Regardless, these humanoid Inferi are a perilous foe to mortal kind and even those steeled against the worst of Moz Strimoza - for what more dangerous an opponent is there, than a creature as capable and calculating as its hunter? Zezimar or, Zar’ei, are the most obscure of Inferi to the average Descendant, but typically the most sought-after by False Princes. The capacity of intellect within a Zezimar is on par with that of man, as they are crucially capable of both high-level thought processes and survival instincts to manipulate others to their benefit. Mechanics Physicality Zar’ei are easily the most insidious of all Inferi because of their close resemblance to mortal Descendants and their uncannily sharp minds. Their appearances typically harbor a perverse mimicry of Elves, Dwarves, Man, and Orcs, where hair and beards are substituted with tendrils, tusks are twisted and accompanied by horns, and whatever beauty their counterparts possess is mirrored as an unnervingly vile facade. Some Zezimar resemble corrupted specimens of Descendants, while others have totally alien forms. Insectoid mandibles, eyes, limbs, and antennae are not unheard of. Some Zar’ei are known to resemble rotting statues with great clumps of flesh falling off in sloughs. Their stature similarly varies, but always more closely mimics those of Descendants and are easily sorted into the three ‘archetypes’ of Malda, Kozun, and Rakaal, which can be obtained once they evolve. The profane and mutated bodies of all Inferi are almost exclusively carnivorous, with very little sustenance gained from plant-based foods. Were a Zar'ei forced to survive only upon vegetation, their muscle mass and strength would wane, but they could survive in this diminished state. Woe to those who fall victim to these Inferi however, as they are known to consume the flesh, blood, and bone of Descendant races. Mentality When these creatures do emerge onto the mortal plane they gain little opportunity to explore, before their very presence incites servants of the Light, and hopeful witch-hunters seeking to purge the Infernal from amidst the innocent. It is not uncommon then, that to satisfy whatever drives the Zezimar to escape Moz Strimoza, they may agree to a pact with a Naztherak purely for self-preservation - although like all demonkin, their prices are far from fair. Even should they be bound, Zezimar will use their intelligence and cunning to sabotage the schemes of a Prince who pulls too tightly upon a short leash, best placated by giving them at least the illusion of freedom. Zar'ei are incapable of forming healthy, reciprocal relationships. Even if they conceal their hostility toward their Prince or their allies, they do so out of what they gain from the interaction. Whatever relationships they form with Descendants are inherently toxic, and usually marked by manipulation, exploitation, and eventual discarding of these accomplices to preserve oneself. Redlines: Strengths: Weaknesses: General Redlines: Base Zar'ei All Zar’ei no matter their purpose start their life the same, as a base Zar’ei. All these demons are created equal in a sense as they all have the same spells and the same goal - to evolve. They have 25 maleus to cast spells with, which refresh completely every 12 hours. Hazak-dhurz - [Combative] A raw malflame ability which Rok-Dhurz is closely modeled after, a Zar’ei may create a ball of malflame that splatters the distance of [1] foot in all directions upon contact. Hazak - [Combative] A spell which Vhiit aims and fails to replicate, an inferi may cause malflame to explode off of one of their limbs as it catches alight. Demonic Lure: A Zar’ei may create a trap in order to lure descendants into a location for soul harvesting or for deals to occur. These traps consist of some method to contact the Zar’ei and are normally closely modeled after the subtype that the Zar’ei is interested in. The trap of a brute may have a pile of flesh that contacts them when a body is dropped within, a mage may have an occult book within a library, or a knight may have a sword in the stone, etc. These are freeform, and once activated the Zar’ei is made aware of such. Redlines: Evolution The devouring of lessers is both symbolic and literal, as the consuming of souls and cannibalism are also intrinsic to their hellish nature. In attempting to forcibly evolve the Zezimar, it must consume the souls of five mortals untouched by Infernal corruption. The Inferis may do so by either killing a mortal and snatching their soul as it departs its vessel, or stripping away chunks from the whole soul of a living victim. Upon achieving five, their infernal body is primed for metamorphosis. Redlines: Metamorphosis Once primed for their transformation, the Zar’ei will slink into its lair and begin to change. In a truly perverse mimicry of nature’s butterfly, the flesh cracks and scars rapidly as their form shifts, leaving them vulnerable as agony racks the Inferis’ form. Their prior appearance will grow more grotesque and unnatural as their bodies and minds quickly advance to compensate for the weaknesses of their archetype as they develop more muscle or more spells. Redlines: Subtypes Just as there is a multitude of diversity amongst the demonic hordes, so there are specializations amongst their ranks. Specializations not unlike the castes of Descendants, but of far more devilish and unsavory professions. There are three archetypes, the Mage, the Knight, and the Brute, named so by False Princes either for the roles they occupy within a Naztherak’s court, or perhaps for their counterparts in mortal society. Each of these three subtypes of Zezimar excel in a capacity where its kin does not, but also possesses their own shortfall. Thus warbands of the Pentacle usually combine more than one type of Zezimar to compensate for their individual weaknesses in the field of cataclysmic infernal warfare. [Mage Type] - Malda Maldaka, or ‘Witches’ are slimmer and less physically robust than their peers. Typically originating from mortal souls privy to magic and sorcery before their death, or transformation, they excel at infernal pyromancy. [Knight Type] - Kozun Kozunka are the footsoldiers and lieutenants of Inferi hordes, capable of tactical insight and martial strength comparable to their mortal counterparts. ‘Knights’ possess the peak strength of a human, with wits and wiles to match, making them a dangerous foe to confront alone or in groups. Their capacity for sorcery is reduced over their Witch cousin, however. [Brute Type] - Rakaal Rakaalka or ‘Tyrants’ refer to the heavy shock troops of Moz Strimoza’s eternal strife and battle. Comparable to mortal Orcs, their strength and stature make them considerable adversaries, as walls of meat and muscle who absorb damage from enemy warbands and deal it in equal measure. While Knights and Witches will employ tactics, cunning, or sorcery, the Rakaal knows brute strength is its greatest weapon, and will utilize it almost exclusively. As a result, their ability to manipulate additional Malflame is crude at best. General Inferi Redlines: ⛧ True Evolution To Ascend Higher There exists one final stage of evolution a Zezimar may strive for, with a far greater prize than the comparatively meager growth spurt of acquiring a subtype. The temptation to climb even higher will always tug upon the twisted mind of a Zar’ei, and for their strivings, they may be able to ascend to the stature of a Zentherak, or True Prince. The exact process for this is unknown, but Naztherak and Zar’ei alike may infer that it concerns the devouring of many more souls to fuel such a grand evolution- otherwise how to achieve it is something worth pursuing. Redlines: ⛧ Credits BobBox, — Rewrite conceptualization & Writer Unwillingly, Rey, Kujo, Junoix, Keegan, Timberbuff, Lulah — Idea spitballing & Feedback Luci - Previous Inferi Compendium write
  5. It all starts with a deal. The climb for power knows no bounds. Descendants who find themselves battered and beaten beneath the heels of weakness may seek resolve for their desperation, be it by the work of greedy banditry, arcane magics, or a ruler’s crown — little do they know, there is only one true crown that could ever grant resolution to their plight. For some, soul-bargaining is regarded as a wicked and accursed practice, reserved for only those truly beyond saving and damned to hellfire for all of eternity. For others, it’s seen as an opportunity to cheat and play the world as they see fit, to enact vengeance on those who have wronged them, or to make the trade of a lifetime. To become a False Prince is never devoid of a price. The Five Lords have mastered the art of deception and manipulation, allowing them to dominate with an iron-grip over their victim’s soul. However, no matter the means, there is always one thing above all that binds these warlocks together. The Pentacle and High Hells of Moz’strimoza. - RP connection is freeform and may be done through various aesthetic rituals, such as a smoke filled handshake, stepping into a fiery pentacle, or any other form that the teacher wishes. Creativity is encouraged in both connection and roleplay building up to it. - OOC consent is required to be connected to Naztherak. A character may, however, be deceived or tricked into striking a deal in-RP. - A TA holder is required to connect someone to Naztherak, wherein the receiver loses two magic slots upon said connection. - Slots dedicated to Naztherak are permanently lost. - Upon being connected to Naztherak, one must OOCly pick a malice and one of the five Lords which will watch over and influence their character. These cannot be changed later. - Upon being connected to Naztherak, one must choose or be given their Ilzakarn name with the help of their teacher. This can be changed later. ⛧ Naztherak - The False Princes of Moz’Strimoza “The weak are meat and the strong do eat.” Naztherak is a dark magic varying from two to four slots depending on how far one wishes to delve into the arts, as each magic slot allotted further corrupts one’s soul. These slots may not be redeemed or regained, permanently binding the character to the magic. Malflame and Demonology are acquired upon connection, together consuming two slots. Curses and Pacting may optionally be taken at T3 and T4, together consuming two additional slots. At the beginning of their journey, each false prince is chosen by one of the five Lords of the pentacle, in which they will be observed and scrutinized throughout their journey. At tier five, a Naztherak may submit a TA in order to teach the magic and may employ any means they see fit to trick victims into joining their ranks, most often through the use of lies and the empty promises of power and ascension. - Naztherak is compatible with any dark or voidal magics, but not deific ones, with exception for Seer, should they have the slots available to give. - Naztherak is not compatible with dark magic CAs or transformative CAs, such as Frost Witches, Liches, Wights, Anthroparians, Azdrazi, etc. - Although it’s impossible to regain magic slots once offered by default, it's plausible with an accepted MArt. - Due to their infernal nature, cursed children may start naz off at the progression of T2, though they still require the lessons for the T1 and T2 spells. - When tiers three and four are reached, a Naztherak may take up additional subtypes for the cost of another magic slot and a sliver of their soul. These should be updated accordingly on a user’s MA. - Only one additional subtype may be taken per tier. - Naztherak requires an MA to use. - A Naztherak must learn every spell at a given tier in order to proceed to the next tier. - Should a Naztherak sire or bear children, they will automatically be Blessed Children of Ixris. ⛧ Physicality “Blemished with taint but filled with power.” A False-Prince, pacted with The Snake Kiiztria. From the start of their cruel journey, a Naztherak attains a variety of physical alterations as a byproduct of dabbling with such forbidden arts. The pentacle seeks to do upon the Princes only the most foul, and their wroth does not stop at the soul itself. The Prince’s Brand An example of a brand. Upon connection to Naztherak, a False Prince obtains a protective yet hellish brand upon both of their palms, which grows to encapsulate nearly their entire body as they progress in tiers. The brand will first cover the palm, then hand, elbow, up to the shoulder, and then most of the torso until the majority of the body is reached from tiers 1-5, respectively. The Infernal Transformation A Naztherak, upon striking the initial deal, is no longer truly mortal. The soul is surrendered to the Five Lords, slowly eating away at one’s humanity until nothing is left. Although a Prince is still of descendant make, this temporarily is snuffed out by their true Inferis form when they utilize the gift bestowed upon them. Physical Weaknesses Stemming from the toxic relationship between The Lords and False Princes, there is a natural cost instilled in learning Naztherak. In a weak attempt to stop students from climbing the infernal hierarchy and ascending above The Lords, their teacher allows a Lord to claim the student’s soul and restrict their bodily strength, limiting what they can wear to that of half plate. ⛧ Mentality A False Prince being manipulated by Velkuzat. Malices Upon connection, each Naztherak becomes plagued by a cruel, unforgiving temperament known as the malices. Like all aspects of a Prince’s progression, the malice bestowed begins as subtle, nigh-harmless happenings. As the Prince continues to grow and delve further into the depths of the arts, so too does the malice lay hold to their mind. Each malice acts as a reflection of the Princes very makeup, the soul, its purest virtues and foulest sins. False Princes may gain a multitude of different malices which permeate and warp their personalities, including a secondary, lesser malice should they pact. Starting with just a singular malice, they will receive a secondary, minor malice should they choose to Pact at T3 and whatever malice that comes with them. These are not inherently known or acknowledged in character, but a shift in personality may be noted by those who are mindful and observant. By no means are malices intended to bind the character to a static, one-dimensional dynamic. The character is not required to become a husk of their once-selves in exchange for their malice, and it’s highly encouraged that each malice is roleplayed in a way that can be used to fuel narrative, dynamic, and unique interactions from player to player. Upon connection to Naztherak, the player must choose one of the following malices. These cannot be changed later, and are permanent to the character. Ilzakarn An example of Ilzakarn writing. Whether the creature speaking is a babbling imp, a furious Lord, or a False Prince, all beings of hell may communicate using Ilzakarn — “The Chaotic Tongue.” Ilzakarn itself is innately learned upon connection to the hells wherein a False Prince is free to roleplay learning it in any creative way they wish - such as through dreams, visions, or nearby infernal tomes. Inferi and other demonic creatures innately know of Ilzakarn at the instance of their creation, without the need to “learn” it in RP. ⛧ The Infernal Tools “Man knows no power like that of the High Hells.” Maleus Harvested from soul-essence, Maleus serves as the fuel to a False Prince’s workings as it is a catalyst to such hellish arts — no Naztherak spell may be cast without it. Maleus resembles a smoky plasma, sometimes containing faint embers or fire sparks that wisp through them. Rakir Rakir is a substance that False Princes must use as ink for their grimoires and fuel for rituals. It is created by imbuing Maleus into any suitable liquid substance, such as ink, paint, or blood, though it can also be found naturally in the blood of Inferi, Zar’akal, and may even be stolen from cisterns. No matter how much of the substance being imbued there is, a False Prince may only create up to [10] unit’s worth per week due to the potency of their warped soul, and each unit will expire [24] OOC hours after its creation unless stored in a cistern. Redlines: Cisterns A cistern (hukrat in Ilzakarn) is an object which is made by a False Prince to both hold their rakir and to act as a battery for rituals. These holders may be a stone bowl sitting upon a table, a waterskin pouch, or a small hole carved into a tree - as long as it can hold rakir it will work for its intended purpose. Up to [5] units of rakir may be stored within a Cistern, which allows it to remain ever fresh. Infernal Familiars “The devil of the Man.” Given as both a gift and as a tool of torment, each False Prince acquires a companion most foul from their lord upon connection to Naztherak: The Familiars. Dubbed “Striith” in Ilzakarn, striith are infernally tainted vessels of The Lord who has chosen the False Prince, used to keep close watch of their proxies and whatever malevolence they may sow. The Grimoire The grimoire is to the Naztherak as the sword is to the knight. The grimoire is usually an infernal tome that houses all of a Naztherak’s spells which they may cast in combat, though functionally identical ones may be made for other designs, such as a scroll or playing cards. Malflame “Pain just as disturbing as the flame.” A False Prince casting a small ball of malflame. Perhaps the most renowned form of art within the High Hells, Naztherak are capable of summoning accursed, demonic hellfire at the will of their grimoire. Far from the likes of any mundane, man-made fire, Malflame possesses unique soul-burning properties, leaving those unfortunate enough to encounter its scourge susceptible to utter torment. Non-Combat Casting Non-combat encounters allow Naztherak an array of free-form aesthetics involving their malflame, so long as it holds no influence on CRP, their environment, or those around them. One might alter the appearance of their malflame to create sickly, warped faces, or conjure embers of their malflame color in the palm of their hand. Any non-combat aesthetic spells cast will immediately vanish should nearby combat begin, and the Naztherak will be forced to fall back to their allotted combat spells. Redlines: Combative Casting While non-combat casting allows for a unique variety of applications, combative casting requires great concentration devoid of meager party tricks or harmless displays. A Naztherak might conjure great waves of hellfire upon a field, or precise fireballs to sunder their fleeing enemy. Combative Spells “My fury consumes you.” [T1] Rok-dhurz - [Combative] A Naztherak can create a sphere or ‘ball’ of Malflame which they may launch towards an opponent. [T2] Vhiit - [Combative] A Naztherak may create a wreath of Malflame around their limb. [T3] Rok-Kirluk - [Combative] Perhaps the most volatile of malflame spells, a Naztherak may summon a flamethrower of malflame. [T3] Uzgiirk - [Combative] Often used for capturing or subduing fleeing enemies, a Naztherak may summon a bola of malflame which can be thrown to entrap their target. [T4] Rok-Argal - [Combative] Capable of being used for defense or offense, a Naztherak may summon a wall of malflame which can be launched forth. [T4] Rok-Norrvut - [Combative] A Naztherak creates two pillars of Malflame in front or around them. [T5] Rok-Krimth - [Combative] A Naztherak may conjure chains of seething Malflame into their hands. [T5] Rok-Arzak - [Combative] A Naztherak may form a dome comprised of malflame around themself and others which blocks all sound from the outside and shreds cloth should someone attempt to walk through. Non-Combative Spells [T2] Prince’s Presence - [Non-Combative] Requiring [1] emote to perform, a False Prince may enact various harmless yet occult aesthetics that can occur in a variety of ways. [T3] Hell’s Gate - [Non-Combative] A False Prince may travel from place to place by means of a hellish, demonic portal. Invocation & Subjugation Catching, creating, and calling upon demons. A Naztherak may summon a bound, non-playable Inferis as an independent combat summon, though only to a particular tier of demon. Both Imp and Beast Inferi may be summoned interchangeably depending on the circumstance and how the Naztherak wishes to apply their court to the situation. To do this, they open their grimoire and speak the incantation correlating to the Inferis they wish to summon, which will then be brought forth. The aesthetic is left up to the Naztherak, allowing them anything from Malflame chains pulling the demon forth from the ground to the Inferis appearing in an explosion of Malflame. Of course, such creatures must be coaxed, and thus the Prince must offer a certain amount of maleus to bring them forth into the Material World and wreak the havoc both the Prince and their court so desire. [T1] Shackle - [Combative] A Naztherak has two means of dominating an Inferis in order to initially bind it with the powers of their Grimoire. The first is to physically exhaust the Inferis, such as by defeating it in combat, while the second means to restrain it through mundane or magical methods. [T1-T5] Naz’kuthun - [Non-Combative] [Creation Ritual] Even among False Princes, there are depths to which some may wish to avoid sinking. Those who are slowly paving their walkway to damnation may seek other sources of Inferi for their court, while those who are comparatively more dark than their peers may continue down this path. One such practice among Warlocks is named Naz’kuthun, a ritual that induces the rapid and complete infernalization of a mortal’s mind, body, and soul. Such an act is truly profane, but certainly a practical solution to those Naztherak who seek to bring another into their court, without the legwork of finding stray Inferi. [T1] Zevn - [Summon] [Combative] A Naztherak may summon a bound imp, assuming they possess one. [T2] Zekul - [Summon] [Combative] A Naztherak may call forth a bound Zekul - a beast - assuming they possess one. The number of Zekul that may be conjured at once ranges due to the size of them, up to two the size of a housecat or dog, two the size of a wolf, warhorse, or big cat, or one the size of a grizzly bear. They will last for up to [6] emotes after the initial summoning, though may remain longer should the Prince spend an additional [5] maleus, unless they are killed or dismissed prior to their maximum duration. [T3] Zar’ei & Zevn - [Revival] [Non-Combative] Although a Naztherak may not conjure a Zar’ei as they do lesser Inferi such as imps and beasts, they may reconstitute bound ‘Twisted Ones’ who meet their demise by steel and sorcery. To bring back a Zar’ei faster than they would normally reappear, a False Prince requires some [5] rakir, a pit of gore, and a piece of the Zar’ei or Zevn. Here the rakir does not act as a bribe for the inferis but is used to refuel them. This may be performed in no fewer than [3] emotes; one to open their Grimoire, one to speak an incantation which calls upon the dead inferis, and one to dump the rakir into the pit with the piece of their body. It may not be performed in combat. Redlines: [T5] Zentherak - [Summon] [MArt] A skilled Warlock, or perhaps one merely charismatic or lucky enough may create and bind a Zentherak to their court. They may summon it as they do of inferi several rungs below a ‘True Prince.’ The devastating power of Infernal beings of this stature, however, is not to be taken lightly, and a Prince will likely have only a few permitted uses of such a summoning. Redlines: General Redlines: Base Rituals “Lords, I pray - grant me these powers.” While some False Princes may choose to delve deeper into the arts, even those who do not dedicate themselves further are awarded the ability to use certain rituals in order to bring forth chaos onto the world. [T1] The Lord’s Light [Non-Combative] A Naztherak is capable of constructing an unholy brazier of malflame. [T2] Infernal Bribery [Non-Combative] At times, a Naztherak Practitioner may see it fit to bribe foreign armies into assisting them with their work via large quantities of rakir. Unfortunately, the Lords are not always so trusting and so they will only send zevn to assist. To perform this ritual, two or more False Princes must gather around a cistern filled with [5] units rakir and the leader of the ritual must place their grimoire into it, allowing their striith into the High Hells to communicate with their Lord. The False Princes may then imbue the cistern with [20] maleus as the cistern drinks the rakir. The initial [5] units of rakir will only bribe a few imps into assisting the Naztherak, though up to [15] additional units may be added to call forth larger armies. Redlines: Akom-tar Ritual Due to the bond formed between the Lord and the False Princes formed during the pacting ritual, the Lord is more inclined to work with the False Princes to bring about their own wills. [T3] The Lord’s Assistance [Non-Combative] The Lord’s Assistance is a mostly freeform ritual in which a Naztherak sends their striith temporarily into the High Hells in order to contact their Lord for assistance in creating magical artifacts. To begin this process, a group of [3] Naztherak will gather around a cistern that contains [5] units of rakir before fueling [50] maleus total into it over [3] emotes. After this is completed, the Naztherak will submerge their grimoire into the pool of rakir, allowing their striith to enter the High Hells and communicate with the respective Lord. To increase success rates and to promote clear communication with their Lord, Naztherak will oftentimes offer items into the cisterns which their Lord may find valuable, or in which they wish an effect to occur on. Redlines Narthruzka Ritual Those who possess Narthruzka are able to learn this ritual due to the twisted curses which they possess in their arsenal. These rituals are often targeted at individuals and are used more as punishments than other rituals, though some especially twisted practitioners of Naztherak see the curses as gifts to be bestowed upon clothes. [T3] The Lord’s Blessing [Non-Combative] A ritual not to be taken lightly, name here allows for practitioners of Naztherak to corrupt a mortal descendant's soul and turn them into a Blessed One, otherwise known as a cursed child. To enact this, the False Princes must place the victim onto a nearby pentacle. From here one False Prince must submerge their grimoire into a full cistern and allow their striith to enter the High Hells in order to communicate with their Lord. This Naztherak will be denoted as the leader of the ritual. The practitioners will then channel their malflame around and onto the pentacle and into the cistern to invoke The Lord's Blessing. As this occurs, the victim will feel an intense burning sensation as their soul and body are corrupted with large amounts of malflame, turning them into a Cursed Child. Redlines: ⛧ Narthruzka “You escape me now - but you will feel my wrath later.” A victim has a curse placed upon them. A Naztherak is capable of expelling vile and twisted curses upon their unfortunate target which can come in many forms, be it physical, mental, or emotional. The wrath of the high hells knows no bounds and the False Princes who employ these cruel methods of revenge certainly do not either, though some methods are more personal than others. By allowing their Lord to take more of their soul, a Naztherak obtains the powers listed below. Redlines: Cursed Idols A Naztherak may be taught to curse mundane objects with occult properties. These are then to be distributed as the False Prince sees fit, whether casting them out into the world, sown like seeds of spite to cause misery and turmoil among mortals, or offered to unwitting recipients disguised as harmless gifts. A Prince may even sell or trade such objects to those mortals with a spitefulness akin to their own, who seek to achieve the downfall of their brethren. The effects of Cursed Idols are as follows: Cursed Fire The malices of cursed fire, much like the general malices, are not inherently acknowledged RPly. Thus, cursed fire is to be taught by the teacher on an OOC basis, and the student may instead roleplay discovery of their newfound malflame imbuement with whatever flavor or justification they desire. ⛧ Akom-tar A False Prince makes a secondary deal. Nizarhuk “To you, I am further bound.” A Naztherak who has grown further invested in their demonic powers may seek to open a means of communication with their patron. To achieve this the Prince must create a pact, not dissimilar to that which they may have initiated at the beginning of their journey upon the infernal path. This pact begins with a ritual to draw the eye of the Prince’s patron such that they can conduct Nizarhuk or “communion” with the Zar’rokul. Although the outcome of Nizarhuk is typically the same regardless of the Prince and their patron, there may be minor variations in the pact’s small print, suited to the Rokul’s specific wants. Boons & Banes “I bestow unto you, a gift of most macabre design.” Perhaps one of the greatest rewards bequeathed to the Naztherak by their patron, are the means to begin making pacts of their own among mortalkind. For the Inferi Incursion upon Arcas taught the Pentacle the true value of luring Descendants to their side as pawns with promises of power, trinkets and other such frivolous promises. This is the very intention of the Pentacle, to further encourage a mortal Prince to such tendencies, until they not only excel in them, but are far too invested to be concerned with the price for their own powers. The Naztherak may mark their victim with any of the following boons and their associated banes, and a TA-holder with Pacting may create new ones via lore additions. Greater Boons Greater Boons are not required to be applied with an additional bane but rather contain detriments of their own design. Lesser Boons Lesser boons cannot be granted without a bane. Banes Although most often granted with a boon, banes may be granted alone. Algzok Rokol To Smoulder Magic The Disconnection Ritual Although a False-Prince will never truly find himself free of the Pentacle's shackles, those who are spiteful enough to do so may render his magic inert. He may either be forced into a life of soulless itinerance, or find it within himself begin his journey with a new, far more macabre goal in mind, such as gaining revenge on those who dare cross him. Razi Ra’akal Summon the King The Zar’akal Revival Ritual Bound by hands, bound by blood - The return of a King relinquishes all that is crud. Purpose July 2022 — April 2023 Note from BobBox: I want to personally thank all of those in my community who have so patiently waited for this write to be finished. In the beginning I vastly overestimated how quickly this could be achieved, and oftentimes fell behind the deadlines that I had set for myself. Regardless of this, I was always welcomed to assist and work on the write, oftentimes only adding a few lines or sentences a day. Through the many heated arguments and discussions, we’ve achieved a new write of Naztherak which allows for the community to flourish even more so than it has been recently. Where I stumbled while writing, others easily took the lead and continued to keep our community running. Thank you. Credits BobBox, Unwillingly — Rewrite conceptualization & Writers Rey — Coming in clutch on finishing spells, rituals and rewrites when BobBox and Unwillingly were experiencing burnout Kujo, Junoix, Keegan, Timberbuff, Lulah — Idea spitballing & Feedback Fooldude, Diogen, Onnenser, Smmer, and members of the Naztherak community — Moral support and idea spitballing Changelog
  6. -=+=- =-= Under a warm spring sun, the descendants of Almaris went about their day as they pleased, oblivious to the fate that would soon befall them. There was nothing to herald the cracks which suddenly tore open the sky, resulting in thunder which shook the very earth. Pots crashed on the floor and children fell to their knees as sunlight intensified in the sundered sky, straining to reach the land through those fractures. Dark clouds began to roll in, bringing with them an instinctual sense of foreboding. The stone citadel trembled within the Hinterlands from the force of the splitting sky, the tremors somehow intensified in the land of elves. The light of day flickered as that storm rolled in, thick shadows quickly obscuring the dawn. The city of Amaethea was plunged into night, along with other splotches of land throughout the realm, though it soon became obvious that such was no natural phenomenon. A symphony of crickets began to pick up, and owls took to the dim sky in search of their next meal. But something was wrong, and it did not take long for nature to catch on. The moonflowers would not bloom, for no such glow reached their petals. No stars twinkled in the night sky. Flora strained for any source of light as they began to starve, fauna cowered in their nests for fear of the unknown. Complete darkness had fallen on Elvenesse and soon after, Dobrov. Calamity had begun.
  7. Elren sat deep within a lair, watching the man he once knew as a boy die before his eyes. He smiled thinking about how he continued to outlive those of his same family name.
  8. this is already done via my own blood magic mart, would rather not see it as a base ability given such
  9. If you're interested in being a Story Actor please try to get your app out today or tomorrow

  10. IGN: BobBox Discord: BobBox (Austin)#4660 Skin: Lord Bid: 17 @marslol
  11. BobBox

    Split The Sky

    ' Spilt The Sky After a multitude of scouting trips by many different groups, the Necromancers were the ones who began the first large action against the beast known as Cloudbreaker. The group brought with them a titan of equal if not greater colossal size which caused the earth beneath the fight to seep out a radius of dread. After waiting for some time, a group ambushed the necromancers before the drake's main lair, and so a battle soon broke out. The group in waiting got the jump on the necromancers, though it was the dark magi’s behemoth that quickly turned the tides of the fight as it slaughtered countless numbers of defenders. Soon after the behemoth emerged and ended the previous fight Cloudbreaker took to the sky to defend its lands although the worm soon dug back into the ground to hide. Outside of the main entrance was where Cloudbreaker headed next, though the worm was close on its trail and soon the two began a battle of titanic proportions. After a multitude of exchanged blows and flames from both fighters, it was clear that the worm was going to win. Cloudbreaker attempted to flee but was unable to do such effectively due to an injured wing, and so soon after the two fought one final battle to see who was superior. Cloudbreaker was soon pushed to the ground, and as it fought to stand, it was engulfed in intense malflame which ensured its death. Soon after, the drake was eaten with little to no trace left behind. Cloudbreaker was dead.
  12. MC Name: BobBox Discord: BobBox (Austin)#4660 Image: Description of Image: you get loreblasted by a demon Dimensions: 2x2
  13. MC Name: BobBox Discord: BobBox (Austin)#4660 Image: Description of Image: demon Dimensions: 2x2
  14. MC Name: BobBox Discord: BobBox (Austin)#4660 Image: Description of Image: goat Dimensions: 2 long 1 wide
  15. Images are big so I spoilered them
  16. MC Name: BobBox Character Name: big Villain of Hell Application: Villainy App
  17. I'll be letting independent groups and nations to now explore for & interact with cloud breaker, if anyone wants to schedule stuff just lmk. I'll be available to assist with logistical planning, etc should you want to do such

    1. Show previous comments  1 more
    2. Jentos

      Jentos

      cloudbreaker grippy making a nephilim act unwise

    3. Neviah

      Neviah

      Karosgrad when cloudbreaker attacks during the "peace summit"

    4. ScreamingDingo

      ScreamingDingo

      @Nathan_Barnett36 its what i call ur mothers bum

  18. Bit of odd timing considering the Naztherak rewrite in progress
  19. If anyone has questions about applying for ST, feel free to message me. If you’re on the fence about applying I’d recommend giving it a shot

  20. Looking forward to event interviews, please apply :)
  21. I feel like base shamanism and its subsects could use some heavy work before even more stuff is added onto it. Though I understand the want for new stuff, there is already quite a lot of content with the lore as it stands (though again, yes I understand there was more in the past).
  22. I nearly spit out my water reading this. Maybe 2-3 places at a time will have over 10+ players and that’s at nearly peak times
  23. Just remove all the magic on the wiki or put a big spoiler at the top of each section saying to go to the forums for up to date info. Same thing with creatures, there's no need to do an overhaul when each of these are often changing.
  24. Skin Name: Kung Fu Farfolk Discord: BobBox (Austin)#4660 Bid: $15 @Pancho
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