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🐙 Planet Aberat, Kingdom of Selya-Mira 🐙

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Non-Playable Races
Sherinak are better known as demons. They are one of the three greatest races of the Craving evolutionary branch (humanoid branch). And perhaps the greatest among all races in the Universe in terms of the number of disputes among scholarly minds associated with them. It is not known for certain exactly what the Sherinak are: living beings or some kind of force that turns these beings into demons. But much points to the latter option. Something mysterious, appearing as if from nowhere, infects representatives of various Craving races, and then feeds on their negative emotions, only to become one with the host in a single moment. It is impossible to rid oneself of demonic influence; it grows in the deepest depths of the mind. Anger, greed, lust, curiosity, and mercy... anything can become a gateway for demonhood. There are a vast number of Sherinak species; versatility is one of their strongest assets. On Aberate, demons are encountered relatively rarely, but their number is growing rapidly through the efforts of the Sorn-Tarn cult.

Features: obsessed with one specific character trait, emotion, or instinct, which affects behavior and temperament. During dialogue or combat, they can use a special ability to temporarily transfer their obsession to a target, provided a will check is successful. This ability cannot be used on other demons. Additionally, all types of demons possess an individual set of features. More details can be learned from books or via the demonology skill.
Merfolks of Aberate cannot boast fame beyond their home planet, nor do they differ from any other merfolks, of which there are plenty in the Universe. They are sentient and, after the apocalypse of the Pantheon, built several mighty empires on the ocean floor. But their bitterness is great, for merfolks are unable to live outside of water. They are linked to the surface only by modest trade. Rumors say that somewhere the development of combat diving suits is in full swing, in which merfolks will be able to go ashore and conquer the peoples of Telar, but whether this is true or not, only the merfolks themselves know. It is noteworthy that Salagon, one of the gods of the Pantheon, belongs to this race. They have something to be proud of.

Features: outside of water, they live no longer than a few hours. They possess extraordinary physical strength, resistance to various negative effects, and several unique spells of the Water school. More details can be learned from books.
Immortals is the name given to the chosen servants of the Pantheon, blessed with the power of the gods. In reality, this is a general name for several dozen species of creatures of varying degrees of sentience. Each god of the Pantheon has their own immortals. All of them are united by a special bond with their patron and great power. The very concept of "immortals" came from the immortals of Yog-Sheldar, whom the kaishi are practically unable to harm. Challenging the servants of the gods... a very unwise decision.

Features: most of their abilities and attacks are religion-based. Additionally, they are vulnerable to additional damage against religion and faith reduction. Exceptionally strong opponents. More details can be learned from books.
Keine are one of the most powerful civilizations in the Universe. Their empire extends across many star systems. Natural mages, perfect ascended beings, seekers of the meaning of the laws of existence... one could speak of their strengths for a long time. After defeat at the hands of the Pantheon, the few surviving keine fled to the north of Telar, now known as the Dark Lands. There they created their small kingdom, defended by an army of undead raised by the power of the Death school. Now, the keine-necromancers represent a significant threat to the Pantheon and hardly conduct business with the kaishi. It should be noted that the latter know perfectly well to whom they owe their current genetic characteristics.

Features: such a strong magical gift that there is not a single reason to try and challenge them. On the other hand, courage takes the city...
Shadari are truly the most influential race in the Universe. The web of intrigues of the Dark Empire reaches even where no one has ever heard of it. Among the Craving (humanoid species), the shadari have no equals. They have turned their bodies into true perfection. However, even this did not help against the apocalypse orchestrated by the Pantheon. The few shadari remaining on Aberate after the landmark events mostly hide from the gods, but a thirst for activity sometimes gives them away. From time to time, one of them can be met in the midst of the most vivid and important events. However, for the kaishi, the shadari are like gods. Fighting such an advanced race is pure suicide.

Features: the kaishi are worthy representatives of the Craving branch... but compared to the shadari, they are like cute little bunnies.
Sharakain round out the top three most perfect and influential races of the Craving branch. They are the loyal assassins and gene-thieves of the Dark Empire, acting side by side with the shadari. They are killing machines and natural hedonists. The blood of the sharakain is hot, and it is the Blood school that they can control. There are only a few of them on Aberate, but each has managed to become famous. Some in a good way, some in a bad way. The sharakain are not the type to obediently wait for a new invasion of the Dark Empire. They are more likely to try and seize Aberate with their own strength.

Features: mastery of the Blood school, flawless stealth killing skills, and the ability to steal all genetic information about a particular individual of any race.

The Pantheon and Other Deities
Yog-Sheldar, Lord of the Depths, the most powerful god of the Pantheon, and his immortals are the most numerous... and the most immortal of all. This giant dwells in the depths of the ocean and cares nothing for the kaishi. Nevertheless, there have always been enough people wishing to found a cult in his honor. Well, Yog-Sheldar is no less indifferent to his followers than to everyone else. Obtaining even a shred of mercy from him is a task close to impossible for the kaishi. The immortals of Yog-Sheldar have often been the cause of disasters and numerous deaths, for they are essentially monsters. Invulnerable monsters. Yog-Sheldar wages an ancient war against the goddess Ceraria, and therefore his cults are outlawed in the kingdom of Selya-Mira.

Religion Bonus: ability "Tentacles of the Depths" (range: 3. Cooldown: 1. Damage: 30 + 5 * Faith +50% damage to followers of Ceraria, source: Religion. Applies Discomfort status (-25% to dodge chance)), +33% resistance to the Water element.
Ceraria Aldartha, Empress of the Source, ruler of Selya-Mira, once founded her own kingdom on the bones of ancient Aldric, the kingdom of IggHARAD. Since then, the war between her and the Dark Serpent has not ceased for a moment. Ceraria rules with a ruthless hand. Her faithful priestesses, nourished by the blood of their goddess, tower over anyone else. In Selya-Mira, there is no more terrible mistake than challenging Ceraria's authority, for any rival is doomed to vanish from her path. You may allow yourself not to kneel before the face of the deity, but to represent a threat to her... never. Selya-Mira belongs to Ceraria and so it shall remain.

Religion Bonus: for women only, membership in the Great Cathedral of Ceraria organization. For men only, passive "Poisoned Hand" (weapon or unarmed melee attacks deal an additional 20% of damage dealt from the Religion source).
IggHARAD, the Dark Serpent, the weakest of the gods of the Pantheon. He does not even have his own immortals, and therefore he has always sought a flock among the kaishi. In many ways, IggHARAD owes his existence until now to Yog-Sheldar, but the Dark Serpent should not be underestimated. He is incredibly cunning, and his cultists always remain a threat to Ceraria's power. Behind the veil of the war of the three gods, IggHARAD's original aspirations have long been forgotten, but he is considered a sufficiently soft individual compared to his brothers and sisters in the Pantheon.

Religion Bonus: +50% to persuasion effectiveness, immunity to fear.
Salagon, Guardian of Aberate, the only one of the gods of the Pantheon who is native to this planet. He is also the only one among them who has mastered the Water school. Suspicious, considering that the apocalypse was essentially a massive sea storm. Salagon does not participate in conflicts; he is concerned only with the preservation of Aberate and the species inhabiting it. Day and night he prepares for the return of the keine and shadari, to protect his home planet from their claims.

Religion Bonus: ability "Call of the Depths" (summons a merfolk companion with a land-walking aura. The companion's stats and abilities are determined by the GM. The companion follows the master and can be given simple orders. After the companion's death, a new one can only be summoned after resting)
Tsai Tsakal, Sage of the Cosmos, seeks absolute knowledge of the laws of the Universe. He is the patron of scholars and sages. Anyone who craves knowledge can receive the blessing of Tsai Tsakal. Fools, obviously, are disliked by this god. His power is the cosmos itself, the dazzling starlight. Despite Tsai Tsakal's lack of interest in the routine life of the kaishi, he cares for his cults and generously rewards his followers. With what? Knowledge, of course!

Religion Bonus: ability "Knowledge of the World" (ability to learn five random positions from the profile of any character, NPC, or creature. The target must be within line of sight. No more than three uses between rests)
Tzakaal, Lord of Secrets, rules over the terraforming of Aberate. It is thanks to his vigilant control that the kaishi can live relatively peacefully and build their states on Telar. But Tzakaal is more concerned with Shaladar. Little is known about the personality of the god himself. Only that he belongs to the Craving evolutionary branch (humanoid species) and uses the Blood school. However, Tzakaal is not at all averse to participating in others' conflicts and often pulls strings where he was not invited.

Religion Bonus: passive "Blood Feast" (blood restores health/energy similar to a strong healing/energy potion. Blood can be drunk as a potion or directly from living or dead bodies. Consuming blood from a body additionally restores one action point. No more than once between rests)
The Unknown, Lord of Shadows, head of the Pantheon of Aberate. There is practically no information about him. But, probably, everything happening on the planet is part of his plan. The Dark Empire assumes that under the guise of the Unknown hides Ishmanaril Lord of Shadows, a great mage who deceived the very laws of creation.

Religion Bonus: an unusual gift at the GM's discretion.

Sorn-Tarn, Lord of Vice, is apparently a pseudonym for Salitil, a powerful demoness and leader of the Sorn-Tarn cult. This person revels in hedonism and derives incomparable pleasure from contemplating the fall of morals into debauchery and vice. Incubi and succubi serve her, and her henchmen occupy the highest posts in the kingdom of Selya-Mira. Meeting Salitil face to face is very risky, for her mere presence disperses the lowest desires and can bring one to their knees before Sorn-Tarn. Nevertheless, Salitil does not wish for the kaishi to perish in a haze of unrestrained hedonism. Her cult, among other things, is a perfectly disciplined army with a clear sense of unity and a drive to achieve its goals.

Religion Bonus: +33% to seduction chance, 25% chance to cause a lover to become obsessed with oneself, debuffs expire one round faster, the character idolizes Salitil and dreams of her regardless of gender.

Istiris, Will of Existence, a mysterious goddess who appears now on one planet, now on another. She is known for her love of interfering in the natural order of things. No, Istiris does not turn the laws of existence upside down; she only makes changes to representatives of advanced races who interest her. What exactly those changes are—only the goddess herself knows. Istiris is unpredictability itself; her motives defy logic. Furthermore, she is a powerful sorceress possessing the strongest source of the Water element in the Universe—the Water Crystallocyte.

Religion Bonus: additional Will is added, +5 random characteristics.
Pantheon of Aberate, why choose if you can worship all seven gods of the Pantheon at once? Such faith is widespread in the Empire of Seven Stars. The Pantheon of Aberate includes the Unknown, Ceraria Aldartha, IggHARAD, Yog-Sheldar, Salagon, Tsai Tsakal, and Tzakaal.

Religion Bonus: leveling up requires 10% less experience.
Atheism, for Aberate, this is heresy. And, by the grace of Salagon, it is forgivable only to the northerners. Gods hate it when they are neglected. Is it really worth it?

Religion Bonus: +100% to damage received from the Religion source. Increased difficulty mode.
Ekiranall Deriner, Shadow Mistress, is a well-known cosmic conqueror operating in dangerous proximity to the borders of the Dark Empire and the Empire of Keiy-de-Keine. Echoes of her fame have reached Aberate. The essence of worshiping the Shadow Mistress is simple: the faithful receive a generous reward, while the faithless die. Ironically, this faith has spread among the rebel warriors in the east of Selya-Mira. In search of a way to deal with Ceraria and her priestesses, these apostates accidentally discovered echoes of the influence of a goddess they knew nothing about. Well, Ekiranall Deriner values anyone who is ready to fall at her feet and never rise from that position again. After the Goddess of Death, the Shadow Mistress possesses the widest capabilities for destruction, and therefore storming a lonely planet would be no trouble for her. Thus, the Pantheon fears the growth of her cults.

Religion Bonus: from time to time, the goddess will grant special quests with unique rewards. Increases the risk of turning the Great Cathedral of Ceraria against oneself.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"