Jump to content

BobBox

Story Management
  • Posts

    415
  • Joined

  • Last visited

Posts posted by BobBox

  1. Spoiler

     

     

    An Observation - Hidden Powers of Old

    gHiYI6eJ21oS8GWiO9jRqhZjJ4Fj4vgktVA687G5oqkiTioMUQV3EN5FvwpfqQ056b1daeDz9nOVa5Agjq8yay9gkB5B3DZWdaQahY2SayxJOv54cRQHjHCHRAUeGxQ76My3AwaRnpsfi2nnXfIOE34

    Before delving into my observation, there must first be a level of understanding that accompanies you on your reading journey. 

     

    Firstly, it is important to note this paper's goal - to inform the reader. I make no effort to persuade the reader into thinking my writing is correct, nor should I ask others to push the beliefs within. Instead, it is best if the reader pauses and thinks critically about the observation noted within. Should they disagree with my statements, I offer them the ability to reach out and write to me.

     

    Secondly, before reading one should familiarize themselves with two points on the map below. Denoted in Figure One with a triangle is Chulir, the large mountain that cannot be trekked. Denoted also in Figure One by the square in the southeastern part of the map is the temple located within the jungles. For a complete reading experience, I would recommend the reader venture to and become familiar with both locations, although it is not needed to understand the contents of this paper.

     

    EM6fiFEkg3dF2XCOS59S743yIfyQxlK0QDcpypCIkO5lPvpMygCFKZfpBg247jSMBAGcWQANbK8x51WpPGNfDRf4lFo4HTFIX-dSi8Zxq_mbx4PaJF4JBL0PjZiGCGUnnGRV3tdM38Qqcui2JQLZVKQ
    Figure One - The Mountain, The Temple, and the land inbetween

    gHiYI6eJ21oS8GWiO9jRqhZjJ4Fj4vgktVA687G5oqkiTioMUQV3EN5FvwpfqQ056b1daeDz9nOVa5Agjq8yay9gkB5B3DZWdaQahY2SayxJOv54cRQHjHCHRAUeGxQ76My3AwaRnpsfi2nnXfIOE34

    Upon venturing to and encountering the jungle temple, one may first be struck with a sense of wonder and awe. For those who have not ventured to the temple (and for this I cannot blame you, as it is quite remote), the structure itself is nearly 100 meters by 100 meters in its dimensions and is situated in the center of a lake, prompting one to wonder how often it was used in its prime. Daily commutes to the temple would have been a trek, and no signs of boats or docks were left behind close to where the temple is located. There are four stairways at the base of the temple, each built in line with a cardinal direction, and upon climbing said staircases even those who are novices with the alchemical would notice the symbols carved into the stone. Below is a depiction of each.

     

    -=-=-

     

    2Psw9HvFs4i82hlaizQkKWltCqtGdydfzh8U6h5tWSWkkuxYVoX9sZd_PGQhHnUKauq5Og8vY4I9rUVhE1NF6yHujkk7mKgXz2syjxvvL9NNzmra9u-HQT7y4yS26k5D_6ihH6zRw1QcqyyOeTjwt_U
    The Alchemical sign of Fire, inscribed upon the southwestern corner. 
    Gazing upon this symbol brings forth memories of hot coals, open flames, feelings of warmth, etc.

     

    5xtp6kjvNunYgVV4L7JSTE2SEIlrN-n-7JFuYbr_iU0uew2yEXtFz4_hQxs3u_Qv4p9zPB-9aKivewhw2fHK-_eNg0YcVgvdIwukUCeOMCKE0mX0WQfrasgcjnpXX8ZZzkTC4SJBpWTEKHIU6NiSwvE
    The Alchemical sign of Water, inscribed upon the southeastern corner.
     Gazing upon this symbol brings forth memories of waves, lakes, and other water related activities.

     

    zQLJPKGQMay3GhjIPsLaLzFIq4dviiWelDQN1vd1HKXeewTof-pLAWct95P6AUMW3ceqp1TedQDulydxlPaWu1rep7llyUuJ7SQPR5UYqymR4i_HWLMszvyNTAZjCI6Q9Mzp5oYNSi9itSYF6X-D9CQ
    The Alchemical sign of Air, inscribed upon the northeastern corner. 
    Gazing upon this symbol brings forth memories of strong winds and other air related imagery.

     

    OINhszLs_L_aDkuues_sxkfNcglPeT_nZpz1muth-crxip5pN2UU_C4ps70RAOaA7eVM5rHXfD5VUcDnl14hXr513bo99plXvLpUwbvh3pdFuCGrk_DKlNDJ9dHHTvbgIezfWgzF_owO6_CDVqJi22A
    The Alchemical sign of Aether, inscribed upon the northwestern corner. 
    Gazing upon this symbol brings forth memories of magics, mana, and other related images.

     

    -=-=-


    Normally this observation may mean little as many of other peoples long before us have come to discover the meaning of our favored symbols, however the astute in alchemy may quickly notice that one of the symbols is missing - that being the sign of Earth, but why is this important?

     

    YJpWTPc17sLq0Wk2hLR5gjLeDl_rXt6LLozlZS1PZWzghf8j1HFAs5xC8XN-VcdfSKXOUZorMf3s6Uvg81UHaa1hwPYXDjFMCAqcyWFFMaAzNbSCei6Ghsp0Dvg1QzEOAbB4P6GI
    The Alchemical sign of Earth - the missing symbol from The Temple.
    Gazing upon this symbol brings forth memories of dirt, rock, and perhaps even The Mountain - Chulir - for those who have ventured to it in the past.


    It is a well-reported fact that gazing upon an alchemical symbol invokes thoughts of what it represents - and with a quick glance at the Earth symbol, one who has traveled to Chulir or the large mountain will instantly be reminded of it. Is it possible that these two wonders of our world are somewhat intertwined? - One should think so, and I theorize that it is the land between these two connected monuments that may be especially magical or alchemical in nature - to an extent that we have not seen before.

     

    It is the current-day realm of Adria that has settled the lands between these two monuments - lands that I hypothesize the original owners of the Jungle Temple inhabited. It is my theory that these lands were once lived in by an old civilization that would venture to the temple rarely, or in times of need so that they may pray or perform rituals. From these rituals and prayers, the land between The Mountain and The Temple would receive some blessings that the people desired, thus allowing the civilization to live prosperously for some time - though they were of course gone before we had arrived. We - as descendant kind entirely - can only hope that these lands may still retain some of the once gifted magical properties.

     

    This of course leaves the main unanswered question of how we may utilize the temple’s power, or how we may create temples of our own design to benefit from these blessings. If someone has any theories related to this, I ask them to reach out to myself.


    Please feel free to reach out if you have questions or want to discuss the topics listed in this paper or other topics.
    Proudly sponsored as a scholar by the nation of Balian.


    Written by Tallow.

  2. Spoiler

     

     


    Chulir - Mother Mountain

    IkNaDbg.png

     

    gpZwgVL.png

     

    Gazing upon the alchemical sign of Earth reminds one of land, be it plains, mountains, soil, etc…

     


     

    To my friends, both known and unknown.

     

    When you are lost within these new lands and are without a compass, do you not turn inwards like an animal finding its home? When your horse grows weary, does it not stray off the path and does it not end up at the base of the titanic mountain? Do your eyes not travel from the base to the shrouded peak? This is Chulir - The Mother Mountain.

     

    It is the blessing of Chruinne which drives us forth, transforming the land at our feet so that we may always end up at its base and so we may never be truly lost in this world. It is from this gift of Chruinne that we have this natural pillar within our blessed lands which guides us forth in life. Do not take this for granted though, as it is our lack of faith which prevents us from ascending to the top and viewing the world in its entirety. It is our lack of faith which creates this natural barricade in our way. 

     

    I pray that one day we may achieve a true blessing so that our feet which are so drawn towards Chulir may step upon her blessed peak.

    Please do not be afraid to send a letter if you have any questions or would like to speak, for it is my goal to educate peoples on these lands.

     

    Tallow, 

    Of Hallowcliffe Hall.

     

    Spoiler

    Based on the world lore of The Mountain made by SquakHawk. My discord is BobBox (Austin)#4660 if you'd like to reach me or you can send a bird in-game.

     

  3. The Last Siege

    8214ae6c3c0b6b32fc553bc4f117e2cb.png

    A depiction of the new-found tunnels.

     


     

    The sun upon Almaris fell for the last time as the descendant forces valiantly stood below their final walls. At the sound of marching soldiers, flapping wings, and Mori war cries, the descendants fired their best cannons and swung their sharpest swords.

     

    Upon the westernmost part of the city, many stood brave upon their hill and did their best to defend themselves against cannons and beasts, though they soon fell back to their inner wall. Likewise, the eastern defends of the city bravely fought the beaches until blood magic storms forced them back towards their wall and palace. Those at the front of the city held the bridge and decimated countless Torathi before falling back to the inner gate and then the palace.

     

    While countless huddled together within the palace, the outer walls of the city quickly began to get overrun. Perhaps by a spark of luck though, as one titanic beast ripped through the walking castle parked behind the palace, the ground on which they stood began to shake, and soon after the floor gave in. Falling into an old sewer, the descendants quickly discovered an abandoned tunnel by the Mori and upon entering it they soon found a safe and long-forgotten region that they could call home for now.

     

    It seems the descendants had traded their previous lands with the Mori - whether it was a good trade was yet to be learned.

  4. The Dwarves Fall

     

    -=-

    b08a74e98d46345ad95d3b1e8a7f5b81.png

    -=-

     

    As the sun remained high above the sky, on the opposite side of the world those in the depths of the Urguani Caves managed a hard-fought battle with the Mori forces which aimed to drive them out of their lands. 

     

    The brave dwarves at the front of their city managed to slaughter swarms of bugs before eventually falling to the inner gate and deploying their vicious traps in an attempt to prevent further Mori pushes into the city. Those in the Temple of the Worldmaker meanwhile delayed countless hordes of spiders and other knights as they fought within melee range of their barricades, though even their best efforts were soon bested by those horrible attackers and the Mori tunnelers.

     

    Thankfully for the dwarves, their grit and determination aided them as they held the front gates and prevented them from falling so easily, saving countless lives in the process. The East had begun to fall.
     

    Spoiler

    Thank you to everyone for attending, I hope the event was enjoyed by the dwarven community.

     

  5. Spoiler

    BobBoxSavoy.png

     

    -=-

    The West Falls

    -=-

    db3d9fcddc238eba1dca04c47cb21a2e.png

     

    Although the descendant forces of Krugmar and Celianor slaughtered countless Mori, at the end of the day they were overtaken by the immense forces, though it was not without inflicting many losses upon them. As the people of Celianor were taken away via a boat of Brev, those of Krugmar fled their capital on foot while their Rex took a last stand. 

     

    Once the capitals were clear of all descendant forces a sinister ritual began to occur, and quickly after the rest of the world descended into darkness as the sky above broke away. There was truly no safe space that the Mori could not touch - besides from Savoy. While the rest of the world descended into darkness, those golden sands continued to shine brightly as the sun above was never shrouded.

     

    Those who had lost their lands quickly reclaimed areas within the ruins so that their societies could continue on despite the hard losses. If nothing else, the descendants knew how to survive in rough times.

     

    Despite the new home for some - others had decided to weather the storm… at least for as long as they could, though those left in the north knew they were next.
     

    Spoiler

    The Haense Event is scheduled for May 13th, 4:00 PM EST.

     

    Thank you to everyone who participated in the events today, I hope they were enjoyable for the communities displaced. People are beginning to claim areas in Savoy so if you've lost your nation don't be afraid to message me. We have a cart from South Hub to savoy thanks to @Spoopy_Duck and we're giving away plenty of blocks for people to set up with. In the center of the market there's a green SS pillar as well so you can bind to that for ease of travel. Of course let me know if you or your community have any concerns or need anything else.

     

  6. A Message to Almaris

    3e0f3b356a7731d2245bd79a60b89e2a.png


    To the denizens of the realm, 


    We bring news. My brothers and I were delivered to this place by your kin in the hopes that we might aid in your fight. As we establish ourselves in what remains of San Luciano, we have observed changes in your waters. All our expeditions sent into the beyond have not returned, and so it is determined the seas are no longer safe. Those who intend to sail away in search of safer lands invite their own demise. There is no running from this threat.

     

    For the lost and wayward, the descendants whose homes have fallen to this scourge, we welcome you to the Bastion of San Luciano. It may be one of the last safe places on this continent. 

     

    Majid,
    Brother of Brev

     

    [!] Directions are affixed below:
    [-296, 111, 2186]

    Spoiler

    If any displaced groups would like a small region in savoy to set up just lmk and I'll get you situated

     

  7. Some Elven Man awoke from a peaceful sleep only to be instantly engulfed by a sudden and painful realization. A scaled, alchemical hand reached outward and met glass. It took just one moment before him before he sent himself through the barrier and onto the stone floor below - like he had so many times before.  

     

    Perhaps he liked waking up on the grime and filth of the floor, enjoyed rolling around in his own sickness in the time it took him to breath properly once more. It a way, it symbolized a new start - where one path had failed, he started back at the beginning to go forth again. In another vein, it symbolized that he had failed.

     

    In any case, he looked out to the darkness that surrounded himself. Though these eyes had never worked before, they were slowly beginning to painfully adapt. To a small, goat thing he croaked out a hellish sentence before passing out.

  8. 5 hours ago, ReveredOwl said:

    Looks good, but my only qualm with it is that it appears its just another dark magic CA that can just rp as usual descendants and continously hide their demonic traits, unless I've read it wrong. Why would their demonic traits only appear when they are casting or at whim?

    Thanks for question. As I understand it, Naztherak is actually one of the most visually exposed Dark Magics on the server via a few of the systems in place, such as the permanent brand which cannot be hidden, permanent mutations should one wish to pact, a demonic pet which follows them around occasionally, and having to hold a demonic item on themselves in order to cast. 

     

    To answer your question, we can reference the currently accepted Zar'akal write, which is exactly what you described - a demon man who cannot hide their traits at all. This CA is one of the least sought after dark magic ones, mostly because of this fact. When people (especially characters which were once normal) are forced to always appear evil, they will be ruthlessly hunted down. They can no longer associate with their past families or attempt to infiltrate any nation to cause problems. These characters would have to constantly wear armor (something many places don't allow) and would not be able to do any roleplay besides attacking people or sitting in their lairs, which isn't good for the server or their community as a whole.  It is for these reasons that Naztherak are not always demonic.

  9. 41 minutes ago, creamynoteblock said:

    the new rituals & greater boons r cool & the post is a lot easier to read gj

    only gripe is that some of the combative spells (rok-krimth/rok-argal in particular) seem a little overtuned balance wise

    Hey, thanks for the feedback regarding those spells, allow me to expand a bit more upon them.

     

    Rok-Krimth is largely a port over from the current accepted Naztherak lore, except that it has been weakened in some direct ways. While it does take 1 less emote to summon, they also cost significantly more of a Naztherak's maleus pool (now taking 2/5s of a T5 Naztherak's). On top of this, the malflame from the chains will no longer spread across the victim's skin as they currently do, meaning that for each hit received, the recipient does not need to emote patting out the flame or something similar. 

     

    Rok-Argal by contrast may be a bit stronger than it is in the current write, but only because it is a combination of the moving wall spell and the standing still wall spell. Rok-Argal in this proposed write requires the same amount of emotes but costs more (now taking 30% of a Naztherak's total maleus pool for the smallest one). The wall also then takes an additional 1 emote to send forward, meaning that if you compare this moving wall version from the currently accepted write, it is also slightly worse. The solid wall consuming projectiles is also something that can be currently done in Naztherak, requiring the same amount of emotes total.

     

    9 minutes ago, ClassyBells said:

    I think making the magic stronger while reducing their physical drawbacks might not be the best idea.

    I am truthfully unsure how we have reduced the physical drawbacks of Naztherak, as in both sets of the Naztherak write we can only wear up to half-plate, equating them to a voidal-mage, though I suppose we didn't specifically say that we are limited to voidal-mage strength, and so I've included it now.

  10. There is nothing but a long line of praises that I can say for those who worked upon this piece. Out of the multitude that we have produced, Zar'akal is one that happened particularly during my burnout phase and so I did not see much of it until I was reviewing it. Those who worked on this, especially @Unwillingly and @Bonito have breathed new life into a CA which was previously barely thought of or sought after and I have nothing but respect for their work.

  11. Spoiler

    This page aims to amend some various Naztherak adjacent lore pieces to better flesh out the rewrite. I ask that if the rewrite is not accepted then these are not either. These amendments should essentially be treated as part of the main lore piece, but are on a separate document for easier tracking.

     

    Naztherak Adjacent Amendment

    Image

     

    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:

    Spoiler

    With rakir now being limited to how much can be made per week, it only makes sense to enforce this upon Rokodra. Currently, a Naztherak could cast malflame for free and create infinite rokodra. This aims to block that and lock it behind the rakir cost while also giving the players incentive to hunt and kill demons in order to harvest them for rakir so that they may make Rokodra.


    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:

    Spoiler

    This is being implemented and shifted into main Naztherak lore in a way that is much more accessible and open to the community. Currently, it’s not been utilized more than once, and so we wish to change that. The ability for the Dark Corruption ritual to affect the body will be kept, as this is still unique to Infernal BM.

     

    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:

    Spoiler

    This is a piece of flavor text listed a few times within the lore piece but given that in the rewrite inferi can no longer create rakir, it should be removed so that they can continue to practice the magic.

     

  12. Spoiler

     

    Given the large changes to the three inferi subtypes, if this is accepted I would ask that the current Zar’ei players may choose a new subtype if they wish. 

     

    Image

     

    The Inferi Compendium

    IpegiBBLTh8x5s7AczLY_JOFKH5MF3PFcJo_bWEe3s-K_if67wwn_Ln3VLIbNjP5uEjIzOQB7iagCkQMkZfMD3fNaFGIBMok7lGDFbUHHs0LSX1cj3wWlKHVcPKI-s5zJYPKs6Oymwr2HmRfrPh9ZG8

     

    Image

     

    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.

     

    Image

     

    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:

    Spoiler

    - The inferis must be completely dead to have rakir harvested.
    - Gatrov trees will yield no rakir.
    - A Zevnka or imp may be harvested for 1 unit of rakir upon death.b
    - A Striith may be harvested for 2 units of rakir upon death.
    - A Zekul or beast may be harvested for 2 units of rakir upon death.
    - A zar’ei may be harvested for 3 units of rakir upon death.

    - A Zar’akal may be harvested for 5 units of rakir upon death.


    Image

     

    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.
     

    Spoiler

    Gatrov may be created in two ways. Firstly, botanicals of all sorts may be burned by malflame to create Gatrov. Each burnt tree requires [3] emotes of malflame exposure to be turned, meaning that a sphere from Rok-Dhurz may not be very useful but a stream of flame from Rok-Kirluk would work wonders. Secondly, Gatrov may be created by watering a growing sapling with [2] counts of rakir, allowing it to sprout into a Gatrov. Once a sapling is fed the required counts of rakir it will reject water and other normal means of sustenance, though should it be watered before all counts are given, it will revert back to a normal sapling and require [2] counts once more. 

     

    Mechanics

    Gatrov may be represented by burned and warped-looking trees with little to no leaves. Animals will not be found naturally in areas corrupted by Gatrovs and Druids who attempt communion will be met with an unsettling silence. Naztherak and other creatures of infernal origin would find peace within these regions and the Gatrov may even speak bits of Ilzakarn to them or their infernal companions.

     

    Redlines:
    - Requires OOC permission should the trees being tainted be on an owned tile.
    - The Ilzakarn spoke to players cannot be used to metagame or be useful in any fashion.
    - While only trees will become Gatrov, other nearby plants may be changed for aesthetic reasons, such as the grass or bushes.
    - While players may be able to obtain rakir, they would not be able to infer that dumping it onto a sapling creates a Gatrov. This must be learned from a Naztherak or someone else who is already aware of the fact.
    - Gatrov do not require an ST sign in the area but should have player signs denoting the region and its effects.
    - Gatrov’kiel (creatures mentioned in the Moz-Strimoza lore) are for events only.
    - Gatrov are resistant to fire and do not burn.
    - One may not infer that Gatrov trees are inherently infernal in nature without proper RP or IC knowledge to back such reasoning.

     

    Image

     

    Zevnka - Imps
    Closed Playable [CA] + Independent Summon

    iMaeNd8xwsAsehOSPojfmuzP-yQcGXEcR7RHn6xC3T4g2JR030vlBTU7sWYH8k-r85ZOgRFGap6h7aC0F29DixPxfAZAECA3mQ87nbj4OTvsY-Dg1iF-anbbxBLAX5zaJQFb-tO-ZErVXvhB0JdwaLk

     

     

    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.

     

    Spoiler

    The profane and mutated bodies of all Inferi are almost exclusively carnivorous, with very little sustenance gained from plant-based foods. Were an Imp forced to survive only upon vegetation, it would grow sluggish and weary. Among some covens, it's thought to be a convenient means of disposal to cut up the corpses of victims drained of any precious resources and the pieces thrown to a Naztherak's Imps and beasts to fight over, as neither have any reservations about eating sapient beings.

     

    Redlines: 

    - Imps require a high protein meat-based diet to remain at their peak strength, and will wane should they be forced to subsist only upon plant-based foods. They may substitute animal protein for Descendant meat and so on without risk of prion disease, etc.
    -  Their builds may vary, from stringy and gangly, to rotund and fat or possessing some degree of musculature. None, however, may lift more than 30 lbs in weight alone.
    -  All imps must possess an ugly demonic appearance of sorts, such as a pig or bat nose, horns, viscous teeth, tails, claws, scales, fur, and so on.
    - They are unable to disguise their demonic appearance.
    -  Tails are not prehensile enough to grip weapons or strong enough to cause any real harm.
    -  Claws can scratch flesh and tear cloth, but can only mark leather and are incapable of damaging armor or coverings more substantial than that.
    -  For the purposes of Holy magics, Inferi are always considered a ‘revealed dark creature.’
    -  Those imps which possess wings, may not fly greater than [5] blocks high in combat, and their ability to ‘hover’ in flight is clumsy at best. 
    -  CA imps may not use flight to bypass settlement defenses, which they cannot otherwise mechanically bypass(e.g. parkouring inside) unless an RO permits so.

     

    Weaknesses:

     

    Spoiler

    -  Abilities such as Holy Affinity from Paladinism are substantially more painful to an Imp. Even mere contact with Xannic Mist, Tahariaean Light, etc. will cause a burning sensation.
    -  A Paladin’s passive aura and similar holy auras, will elicit discomfort in Inferi, akin to instinctual disgust.
    -  Imps can also be poisoned in the same fashion as any Descendant might be, such as by Azhl, 
    -  Thanhium will stop an imp from casting.

     

    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.

     

    Spoiler

    Imps lack the ability to understand complex cause-and-effect relationships. Unlike Descendants who can see multiple outcomes, imps can only see a direct result. Imps do have some forethought but use it mostly for betraying their superiors. Zevn are often underestimated, and like all Inferi imps constantly seek to climb to greater rungs of power but frequently squabble over the first few steps.


    This interest in immediate gratification also means they are easily distracted and could be lured away from their pranks and sabotage by certain promising rewards, such as vials of rakir. One is unable to ‘tame’ an imp, and even those Naztherak who bind them will find their chaotic energy can often disrupt otherwise carefully laid schemes. Suffice to say, one may take the imp from the chaos of Moz Strimoza, but may not remove the chaos from the imp.
     

    Redlines:

    - Imps are not capable of fluent speech in any language. Their speech is broken and simple.
    - Imps are prone to disorganized thinking and cannot see far beyond their immediate actions. (They will know for instance that sabotaging a wagon will cause its wheels to fall off in transit, but will not understand that the wagon’s inability to provide supplies to nearby places leads to hungry mouths or a lack of medicine etc.)
    - They may however employ backstabbing, betrayal, and bargaining to acquire that which they covet. In such cases, Imps are extremely shrewd and unfair in their deals.
    - Any relationship an imp creates is of immediate convenience. They will not desire to be ‘adopted.’
    - Imps may be distracted from their task by the right bait, but it is up to the player to determine what would tempt their imp adequately.
    - Imps love rakir, and are addicted to drinking such.

     

    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. 
     

    Spoiler

    Mechanics:
    An imp may create a sphere or ‘ball’ of Malflame no larger than a coin, to spit or throw toward an opponent. This takes [2] emotes to conjure and outside of combat may be used to summon small tongues of Malflame for aesthetic purposes. The projectile has a range of [5] meters.
     
    When casting, the Imp must have some manner of telling to telegraph its attack. Such tells may include glowing in the chest or throat, the body exuding embers and smoke, or even an uttered incantation.

     
    Redlines:
    - Each projectile will travel at about the speed of an overhand baseball throw, regardless of size.
    - These may be cast at most [5] times per combat encounter.
    - Outside of combat, imps may use this ability for aesthetic purposes to summon tongues of Malflame.
    - When casting, the Imp must have some manner of telling to telegraph its attack.
    - Must adhere to Malflame general redlines.


     

    General Mechanics:

     

    Spoiler

    - Non-playable Independant Summon imps may be summoned using the Naztherak spell “[T1] Zevn ” and all imps may be bound by the spell “Shackle [T1]”.
    -  CA imps should accompany their party into combat mechanically, and may not be summoned.
    -  If an imp is slain, it may be resummoned by its Naztherak, but not during the same combat encounter in which it was slain.
    -  In combat, bound Imps will de-manifest after eight emotes, unless their Naztherak spends an additional [5] maleus to extend this by a further eight emotes.
    -  A Naztherak may only bind [5] total Imps, whether CA or non-CA.

     

    General Redlines:

    Spoiler

    - Imps may not be more than 2 feet tall.
    - They must possess hellish and monstrous appearances of some kind.
    - Imps may lift a maximum of 30 lbs, whether flying or walking.
    - Tails may not be used to cause substantial harm or to hold weapons, etc.
    - Claws may not tear anything greater than cloth and can be negated by leather and more substantial armor.
    - Winged imps possess a wingspan permitting only themselves and the maximum burden of 30lbs. This is to say one may not have excessive wingspans to justify carrying greater weights or working around the height limit.
    - Should thanhium or thanhic steel weaponry be used against Inferi, it will not be able to cast.
    - Zevn may still be affected by Malflame and any Malice used.
    - They may also be successfully cursed by Naztherak curses or those of other magics.
    - Holy magics are more effective against the imp, causing a burning sensation upon mere contact and additional pain and burns when struck with spells.
    - Holy objects, artifacts, and auras additionally elicit spiteful scorn from all Inferi.

    - CA imps are subject to all normal resurrection rules, even if resummoned by their Naztherak.
    - Imps may not be revived during the combat encounter in which they were slain.
    - CA imps may not be summoned into or out of combat.
    - An accepted CA is required to roleplay an imp character.
    - Although imps are meant to cause chaos and turmoil, if imp players use the creature to OOCly harass others, or for excessive ‘troll rp’ or ‘meme rp’ it is considered an abuse of the CA, which is grounds for a blacklist.
    -
    Imps have [0] magic slots.

     

    Image

     

    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

     

    Spoiler

    Beasts collectively occupy a variety of sizes, statures, and builds, such that they resemble any existing natural animal. Typically Zekul bound to Naztherak manifest in canine, feline, equine, and ursine forms, although always grotesque in appearance. In place of a coat of fur, the Beast will have wiry hair growing in loose tufts, scarred or charred flesh, or even lack flesh entirely and appear as if only muscle, bone, and sinew. A Zekul resembling a horse may possess horns, such that they resemble a mockery of Faeish unicorns, or bear-like Zekul may have overdeveloped jaws and so on.

     

    Zekul resembling canines are often dubbed ‘hellhounds,’ for their likeness to many Canonist and occult imagery, and make for deadly pack hunters. Felines may instead stalk in quiet, while an equine might bear their Naztherak as thoroughbred ferries for their Prince.

     

    Zekul may not be larger than a grizzly bear or a warhorse, and no smaller than a housecat. Their height, mass, and so on must resemble their animal counterparts. One may not have a dog-sized Beast with the muscle mass of a grizzly bear, and so on.

     

    Redlines:

    - Zekul must appear ugly and monstrous. There are no pretty beasts.
    - All must bear some resemblance to an IRL animal, or lore-compliant magical animal of sorts.
    - They may not spit acid, or spread poison with their claws and so on.
    - Chitin or bone-like plates will protect from slashing attacks but may be crushed with blunt weapons such as maces, or penetrated with arrows or crossbow bolts. Scales may not provide protection from heat or attacks, etc.
    - Zekul can be destroyed like any other combat summon. They are by no means unstoppable.
    - Tails are not dextrous enough to operate weapons etc.
    - Claws are only strong enough to cut into flesh and tear through cloth and leather. Chainmail will protect from slashing attacks, while plate mail is sufficient protection from claws entirely.
    - A Zekul’s strength will mirror that of its animal counterpart. 
    - Flight may not be used to justify bypassing defenses in settlements etc.
    -  Those Zekul which possess wings cannot fly unless they are housecat-sized, and may not fly greater than [5] blocks high in combat, and their ability to ‘hover’ in flight is clumsy at best. All other Zekul are incapable of flight.

     

    Mentality

     

    Spoiler

    When compared to the Imp, a Beast has a similar level of mental acuity but excels in differing capacities. Able to understand Ilzakarn, insofar that a dog understands ‘sit’ or ‘speak’, the Zekul may be trained to act on certain commands, which is bolstered by the Naztherak’s binding of them. This means that a pack of ‘hellhounds’ could feasibly be sent to harm one’s foe, or brought to heel should they prove too aggressive.

     

    Despite this capacity to be trained akin to their animal counterparts, the Zekul cannot be described as tame. They will still obey their base instincts for food, rest, and survival over their Prince, but are not necessarily prone to ‘biting the hand which feeds them’ so to speak. One could not possibly have a panther-like Zekul draped over their lap for example, but a housecat-like Zekul is more feasible.
     

    Redlines:
    - Zekul are not capable of speech in any language.
    - They are bestial in their intellect and will typically act on instinct. Equine Beasts may kick and flee from a foe for instance, while a feline Beast may stalk its prey.
    - Beasts may not be docile. Even housecat-sized, they are untamable and cannot demonstrate affection.
    - A Zekul may not be turned against its Prince, or commanded by another Naztherak.
    -  Any connections with other Zekul are purely pack-based, with a dominant over its lessers. They are Inferi after all.
    -  Zekul do not possess foresight beyond the immediate task before them and their survival. They are not able to understand what comes after a ballista is loaded by their foe and aimed at them, for instance.

     

    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.
     

    Spoiler

    Mechanics:
    A Zekul may breathe a cone of Malflame, projected out in front of them as a crude flamethrower. This funnel is no larger than a block in diameter, and cannot exceed five blocks further than its point of origin, that being the Beast themselves. This requires [3] emotes to perform, and may be sustained for up to [4] emotes.

     

    When casting, the Beast must have some manner of telling to telegraph its attack. Such tells may include glowing beneath chitin plates, the body becoming wreathed in flames or embers, smoke pouring from the mouth, etc.

     

    Redlines:
    - These may be cast at most 5 times per combat encounter.
    - Outside of combat, Beasts may use this ability for aesthetic purposes.
    - When casting, the Beast must have some manner of telling to telegraph its attack.
    - Must adhere to Malflame general redlines.
    - Possess the strength of up to a grizzly bear.
    - Possess intellect up to and including that of a trained dog.
    - May have natural armor not exceeding the strength of ceramic.


    General Mechanics

     

    Spoiler

    -  If a bound Zekul is slain, it may be resummoned by its Naztherak, but not in the same combat encounter.
    - Outside of combat, players may have multiple beasts for flavorful roleplay, though only one may be permitted to enter combat, should they be summoned beforehand. 
    - One beast or two imps may enter combat if they were summoned prior to it starting. A user’s grimoire must be constantly held on their person after they are summoned. This is to say that one may not hide their book in a chest and expect their summons to enter combat with them.
    - While only one beast or two imps may enter combat with you, you may summon the other mid-combat should you perform the required amount of emotes.
    - One may not presummon a beast larger than a big cat.
    - In combat, Zekul will de-manifest after [6] emotes of invocation, unless the Naztherak spends an additional [5] maleus to extend this by another [6] emotes.
    - A Naztherak may only bind [5] total Zekul.


    General Redlines:

    Spoiler

    - Should a Beast be used as a mount, it should be mechanically represented with a horse mob.
    - Beasts should ideally adhere to one of three archetypes: wolf/big cat, bear, and horse. They inherit the strength and vague appearance of whichever they adhere to. Creative variation is allowed, so long as it is not used to justify invincible combat summons.
    - Claws may not tear anything greater than leather and can be negated by more substantial armor.
    - Winged Beasts possess a wingspan permitting only themselves and small burdens. This is to say one may not have excessive wingspans to justify carrying greater weights.
    - Zekul of any sort may not be used for ‘scent-tracking’ or similar roundabout means of metagaming.
    -  Abilities such as Holy Affinity from Paladinism are substantially more painful to Zekul. Even mere contact with Xannic Mist or Tahariaean Light etc. will cause a burning sensation.
    -  A Paladin’s passive aura and similar holy auras, will elicit discomfort in Inferi, akin to instinctual disgust.
    - Should thanhium or thanhic steel weaponry be used against Inferi, it will not be able to cast.
    - Zekul may still be affected by Malflame and any Malice used that is not from their own Prince.
    - They may also be successfully cursed by Naztherak curses, or those of other magics.
    - Holy magics are more effective against the Beast, causing a burning sensation upon mere contact and additional pain and burns when struck with spells.
    - Holy objects, artifacts and auras additionally elicit spiteful scorn from all Inferi.

     

    Image

     

    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

     

    Spoiler

    -  Zezimar are playable CA Inferi of the Zar’ei class, meaning that they are humanoid and possess intelligence and physical prowess on par with the stature of Descendants they most resemble.
    -  No Zezimar may be roleplayed without an accepted CA and must be bound to a Naztherak with room in their court for a Zar’ei. In the case of Naz’kuthun, players must post the CA after the ritual is successfully performed, listing the Naztherak as the creator.

     

    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:

    Spoiler

    -  Zar’ei lack the mortal ‘lens’ of perception and comprehension. 
    -  They are inherently selfish and self-serving. 
    -  All Zar’ei are able to understand Ilzakarn by sheer ‘virtue’ of being Inferi. They may speak, read and write it freely, even if they were subjected to Naz’kuthun and have no prior experience with it.
    -  Playable Inferi may not outright refuse orders or attack their Naztherak.
    - Naztherak may not give commands which completely stonewall their Zar'ei from seeking to be rebound or to seek alternative RP with other Naztherak, such as "Never get rebound." and "Never leave the lair without me", etc. They may however give lesser commands, such as “Do not visit ‘X’ nation”.
    -  In turn, a Naztherak should be wary of assigning an Inferis mundane tasks or holding their leash too tightly. Should the Prince not give the Zezimar enough free reign, the latter will surely look for other means to ‘stretch their wings,’ such as loopholing commands to avoid busywork and to be rebound.

    - A Zar'ei's mind is too chaotic to understand the material alphabet, and so they cannot practice alchemy. They can however, learn blood magic.

     

    Strengths:

     

    Spoiler

    -  Functionally immortal.
    -  Have access to a few Malflame spells of their own.
    - Possess intellect and physical strength on par with Descendant counterparts.
    - May have natural armor not exceeding the strength of Ceramic.


    Weaknesses:

     

    Spoiler

    -  Abilities such as Holy Affinity from Paladinism are substantially more painful to Zar'eika. Even mere contact with Xannic Mist or Tahariaean Light etc. will cause a burning sensation.
    -  A Paladin’s passive aura and similar holy auras, will illicit discomfort in Inferi, akin to instinctual disgust.
    -  For the purposes of Holy magics, Inferi are always considered a ‘revealed dark creature.’
    -  Zezimar can also be poisoned in the same fashion as any Descendant might be, such as by Azhl.
    -  Unable to disguise demonic appearance via alchemy. 


    General Redlines:

     

    Spoiler

    - Playable Zar’ei possess an intellect on par with Descendants.
    - Base Zar’ei possesses one magic slot total. Brutes possess zero, knights possess two, and mages possess three. This is expanded upon more in evolution.
    - Their general appearance must be somewhat humanoid and may resemble one of the four main races if one so chooses.
    - All Zezimar must, however, be monstrous and demonic in appearance. They may not be beautiful; Snouts, elongated teeth, additional arms, chitinous exoskeletons, horns, fiery eyes, tails, and so on are permitted.
    - Demonic appearances may not be used to justify the unreasonable durability of the character. They may be slain, die from blood loss, starve to death, and so on.
    - Although demonic qualities may provide a combat application, claws, and weapon-like appendages may not puncture platemail, or slash through chainmail
    - Tails are not prehensile enough to crush a person or wield a weapon
    - Natural armor may not be more protective than ceramic and may be destroyed by crossbow bolts, hammers, and other blunt weapons
    - Extra limbs(excluding a tail) will divide the character’s overall strength between all limbs.

    - If a Zezimar 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'ei may not form healthy, fulfilling relationships. Any camaraderie or companionship they create is inherently exploitative, toxic, and a vehicle for their own gain. Gaslighting, manipulation, and abuse will be rampant in these exchanges, should they occur.
    - When a CA Zar’ei is slain it will be unplayable for an IRL week unless the Naztherak who bound it uses the appropriate ritual to reconstitute them manually. All normal resurrection rules apply.
    - Although Inferi are meant to cause chaos and misery, if players use the creature to oocly harass others, or for excessive ‘troll/‘meme rp’ or poor-quality villainy or banditry roleplay it is considered an abuse of the CA, which is grounds for a blacklist.
    - When casting, a Zezimar must have some manner of tell to telegraph its attack. Such tells may include glowing in the chest or throat, glowing underneath chitin plates, smoke or cinders peeling off from their body, incantations, flaming eyes, and so on. They must still speak the spell they wish to cast.
    - Zar'ei may still be affected by Malflame not their own, any Malice used, and other Naztherak curses.
    - Holy magics are more effective against Zezimar, causing a burning sensation upon mere contact and additional pain and burns when struck with spells.
    - Zar’ei may only move 4 blocks per emote while channeling their spells.
    - Zar’ei may wear armor even if they have natural armor such as chitin, but these effects will not stack. For instance, if an arrow punctures its armor, it may not be deflected by the natural armor below.


    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.

     

    Spoiler

    These projectiles come in three different sizes; small, which is golf ball sized; medium which is the size of a baseball; and large, which is the size of a standard 3ft diameter beach ball. Each of these requires [1], [2], and [3] emotes to conjure respectively after a channeling emote has been performed. Projectiles have a range of [10], [20], and [30] meters before dissipating. The maleus costs for each are [5]/[5]/[10] and for one additional emote, this spell may be made combustive, meaning that it will dent plate armor, rip cloth, and will cause someone to trip if it strikes their feet.

     

    Redlines:

    - The ball of Malflame splatters over a distance of [1] block in all directions upon contact.
    - The concussive force will, at most, dent plate armor or rip cloth to catch onto the skin below.
    - If made concussive, it will not splatter.
    - May not be thrown in the same emote it is conjured.
    - Base Zar’ei spells are still able to be cast by their evolved counterparts.


     

    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. 

     

    Spoiler

    Primarily used to deliver pain when in melee combat, this spell requires an initial [10] maleus to cast, with [1] emote to conjure the Malflame around the region after a casting tell has been performed. As the malflame is conjured around the specified region, it will explode in all directions up to [1] block in distance. It may be maintained for [3] emotes, every additional [3] emotes requiring an extra [5] maleus.

     

    Redlines:
    - Inferi may have this cover any region of their body without consequence to themselves.
    - Malflame exploding off the limb may catch onto skin or other substances that malflame would catch onto, though it does not have concussive force.
    - May only cover one limb per cast, though can be cast multiple times to have both arms, for example.

     

    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:

    Spoiler

    - Must have an interaction sign to tell players who to message, should they interact.
    - Only one may be created at a time.
    - A Zar’ei will innately know when their trap is successfully interacted with.
    - These are freeform but should fit within the general themes of the three subtypes.
    - May be easily purged by holy magics or by mundane methods, such as filling in a gore pit with dirt, or destroying the sword in the stone.

     

    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:

    Spoiler

    -  The CA Zar’ei must consume [5] mortal souls not belonging to Naztherak, before proceeding to the next step in order to undergo evolution.
    -  Alternatively, the Zezimar may bargain with soul-bearing player characters in order to sup upon their soul essence, leaving the victim alive. In such a case the victim receives a permanent burn scar at the site of such siphoning and will periodically be subject to nightmares as a lasting reminder of their deal. Additionally, they feel weakened, akin to a sickly malaise, for [1] IRL week before the soul regenerates.
    - Players receive no additional benefit should a victim PK, and should not goad the other player into PKing.
    - A slain victim may be resurrected by Monk Revival as per normal rules. They may choose to suffer from nightmares and so on if they desire character development from the experience.
    - ‘Soul-supping’ may only be performed upon a consenting soul-bearing player character. It is up to the Zezimar to coerce the character into allowing this through roleplay.
    - Although the sickly malaise lasts for only a week, the nightmares are semi-permanent, but not totally debilitating. They may be managed with mundane medicines.
    - Scarring and nightmares may not be used as a vehicle to metagame information about individuals or lore.
    - Soul supping should only be used on completely restrained or willing victims. It is not a combative spell.

     

    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:

    Spoiler

    -  Upon achieving such evolution, the ST should be notified so the corresponding CA can be updated. They may ask for confirmation of acquired souls.
    -  CA Zezimar who achieve evolution remain as Zar’ei, but may change their physical form some to connote their more ‘advanced state.’ Examples are a lengthening of horns, a one-time regrowth of severed limbs, additional muscle mass, etc.
    - Players may ‘puff up’ and otherwise develop the appearance of the Zar’ei via transformation, but must still be hideous and monstrous in appearance.
    - Upon evolution to Mage, the Zezimar develops physical strength and stamina on par with voidal mage. They gain two magic slots.
    - Upon evolution to Knight, the Zezimar develops physical strength and stamina on par with a peak Human. They gain one magic slot.
    - Upon evolution to Brute, the Zezimars develop physical strength and stamina on par with an orc. They lose their only magic slot.

     

    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.

     

    Spoiler

    General Malda Redlines:
    -  A Mage-type Zezimar possesses physical stamina and strength on par with a modern Voidal Mage. They may not be taller than 6 feet in height, and may not possess significant muscle bulk.
    - Malda have a max maleus pool of 50 which refreshes after 12 OOC hours.
    - They may wear half-plate and cast Malflame spells but will tire more quickly in prolonged physical combat.
    - Malda have 3 magic slots, which they may dedicate to various magics.

     

    Malda Spells:
    Kolv Rhazthor - [Combative]
    A spell used by malda to dissuade enemies from rushing at them, and for punishing those who do.

     

    This spell requires [15] maleus and allows for a Malda to summon a cloud of toxic gasses from the High Hells. After a total of [3] emotes including the channeling emote have been completed, a burst of smoke the color of the malda’s malflame will appear within [20] meters of themself. This smoke initially starts as a 3x3 cloud and expands to a 5x5 the next emote. Those within the smoke cannot see out and will feel heat upon exposed skin, as if the skin is being held near an intense flame. Breathing in this smoke will cause one to hear maddening screams of The High Hells. The cloud remains for [4] emotes before dissipating.

     

    Redlines:
    - One who is not an inferi cannot see in or out of the smoke. Those within can only see [2] blocks in front of themselves, this includes Naztherak.
    - Inferi and Naztherak do not feel the heat or hear the screaming while in the smoke.

     

    Gudor Zevik - [Combative]
    A spell used by malda to showcase their spellcasting supremacy, during which they summon a multitude of projectiles to shoot at their enemies.

     

    Over the course of [3] total emotes including the casting tell, a malda may summon four golf ball-sized fireballs which hover around their hands. They may then shoot up to [2] of these per emote at the same target with the speed of a thrown baseball. These balls of malflame will deal minor concussive damage to the regions in which they hit. Armor stronger than iron will nullify the hits to only cause dents, while armor the strength of iron will have small puncture marks left in it as the balls bruise the skin below. Upon lessor armored foes or upon striking flesh, the balls have the possibility of causing small bone fractures or ripping through the skin. This requires [15] maleus to cast.

     

    Redlines:
    - The balls do not require a throwing action to shoot such as moving their hand. They may instead suddenly shoot from the malda with an invisible force if they so wish.


     

    [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.
     

    Spoiler

    General Kozun Redlines:
    - Knight-types must possess builds no greater than peak human physicality. They may not weigh more than 300lbs.
    - They may be no taller than 7 feet in height.
    - Knights have a max maleus pool of [30] which refreshes every 12 hours.
    - They may wear full plate mail and cast Malflame spells.
    - Knights have 2 magic slots, which they may dedicate to various magics.

     

    Kozun Spells:

    Razi Szevk - [Combative]
    The bread and butter spell of Kozun’s, razi szevk allows for a knight to summon a weapon made of pure malflame.

     

    Over the course of [2] emotes total, a Kozun may summon a melee weapon made of a pure malflame no greater than a spear in length. The weapon will have the same durability as iron and will not catch malflame onto any skin it hits but instead will inflict the painful feeling of the malflame burns. If thrown, the weapon will explode with concussive force enough to dent armor and upon contact, the malflame will splatter over a [1] block radius. This costs [10] maleus to use.

     

    Redlines:
    - May be summoned at the same time that Razi Kazargal is being used. 
    - Being struck by the weapon will not catch malflame onto the skin, but being hit by the malflame caused by the explosion will.

     

    Razi Kazargal - [Combative]
    The shield to the knight’s sword.

     

    Over the course of [2] total emotes, a kozun zar’ei may summon forth a shield made of malflame to block incoming attacks. The shield is at most [2] blocks tall and [1] block wide. It will break after absorbing [3] blows and costs [5] maleus to summon.

     

    Redlines: 
    - May block both melee hits and projectiles.
    - The shield’s design is up to the inferi summoning it, as long as it remains within the listed limit above.
    - May be summoned at the same time that Razi Szevk is being used.

     

    [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.

     

    Spoiler

    General Rakaal Redlines:
    - Brute-types may possess a build and stature no greater than peak Orcish(Not Olog) physicality. They may not weigh more than 400lbs.
    - They may be no taller than 8 feet in height.
    - Tyrants have a max maleus pool of 25 which refreshes every 12 hours.
    - They may wear full plate mail and cast Malflame spells.
    - Brutes have no magic slots.

     

    Brute Abilities: 

    Infekul Alg - [Combative]
    An ability that grants brutes an explosive leap so that they may quickly join combat.

     

    After channeling for [1] emote, as the second emote is reached the brute may leap forward [6] blocks. Upon landing on the ground, a shockwave of malflame will be sent out within a [4] block radius. This malflame wave will disappear after [1] emote, but may cause people within it to lose their balance as it strikes their legs. This costs 15 maleus to perform.

     

    Redlines:
    - The shockwave would likely trip people who are running, or cause those who are still a bit of unease on their feet due to its light concussive force. It may not go higher than 1 block.
    - The malflame emitted by the shockwave may stick onto soul-bearing surfaces or skin. It is only 1 block tall.

     

    Infernal Vision - [Combative]
    A close-combat ability that allows for a brute to stun an enemy with a quick strike.

     

    After channeling for [2] emotes, upon the next emote a brute may slam their palm onto the helmet or face of a foe which causes them to become stunned for [1] emote as infernal visions flood their mind. 

     

    Redlines:
    - The stun only lasts for [1] emote.
    - May stun people through helmets without issue.
    - Once cast, one must wait [4] emotes before beginning to cast again.

     

    General Inferi Redlines:

    Spoiler

    - All Inferi do not die of old age.
    - All Inferi require food, drink and must breathe, but do not need to sleep.
    - All Inferi have no genitals and are forbidden from sexual FTBing.
    - No bound Inferis may directly disobey or attack their Naztherak, but they may use half-truths or vague wording in order to avoid doing as instructed.
    - All Malflame spells must follow their specific redlines and general Malflame redlines as stated in the Naztherak magic lore. Inferi using Malflame must substitute the Grimoire opening emote for another tell.
    - Although Inferi do not require a Grimoire to cast, they may be prevented from casting by sufficient pain, being knocked out, or otherwise being rendered physically incapable of speaking a spell's incantation.

    - Inferi may cast malflame noncombatively as Naztherak do, meaning they could create a storm out of malflame or have a floating skull of it hover above their hand, for example.

     

    Image

     

    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:

    Spoiler

    - The ascension of a player CA Zezimar to a Zentherak may be achieved through an MArt ritual called “[T5] Zentherak - [Summon] [MArt]” found in base Naztherak lore.
    - Evolution into a Zentherak requires an MArt which would describe the redlines for playing one, as well as how it was made.
    - This path to progression should be difficult but is a way to tastefully bring characters to a satisfying conclusion without death.
    - It is recommended that Zentherak MArts offer up the character as some sort of “event character”, wherein they are no longer regularly playable.

     

    Image

     

    Credits
     

    BobBox,  — Rewrite conceptualization & Writer
    Unwillingly, Rey, Kujo, Junoix, Keegan, Timberbuff, Lulah — Idea spitballing & Feedback
    Luci - Previous Inferi Compendium write

×
×
  • Create New...