By the twentieth stellar cycle from the founding of the empire, humanity had managed to establish itself in the mountains. Trails have been laid, peaks conquered, and caves explored. Yet this inhospitable land refuses to acknowledge the authority of outsiders. Many turns are dangerous, and some slopes have never been trodden by human foot to this day. The monsters of the mountains thirst for blood, and the cruel blizzards are all too eager to encase hapless travelers in funereal ice. The great battle between human stubbornness and nature's fury does not abate for a single day. Retreat? Surrender? There is no place for such pathetic words on Flerantor. The weak perished at the very beginning of the great human exodus. Those who are still alive will fight to the last. Victory or death! The human race is granted no third option.
Although the three clans have long lost the ability to monitor the affairs of other peoples of Flerantor, some information about them has nevertheless survived and reached our days.

Followers of Ishmanaril, the Shadow Lord. A mighty fanatical legion striving to spread the perfect design of the Will of Change through the cosmic void. Compared to Ishmanaril's ambitions, any insignificant little people are barely noticeable. The Shadow Lord likely does not even know about the three mountain clans. The planet Flerantor serves him as a safe haven from which it is convenient to extend long-reaching tendrils to other worlds. The Shadowseers rule over a relatively small part of the planet. Their capital is a massive floating citadel. The lands around it are enveloped by the influence of the Great Will. They are beautiful and enchanting, but unsuitable for human life. Every Shadowseer possesses formidable power, and Ishmanaril himself is akin to a demigod. Formally, he is the ruler of all Flerantor, but he extremely rarely interferes in the affairs of the planet's other peoples.
Status: Most people are not even aware of the existence of the Shadowseers, for they arrived from the cosmic void only after the fall of the empire.
Status: Although people do not realize the true scale of the disaster, they have managed to thoroughly study the habits and abilities of the chthonic forest.
Status: People have almost forgotten how the Vardans treacherously stabbed them in the back, so resentment is characteristic only of the Sage clan. But there are mentions in the scrolls of the fighters, too.
Status: People have rarely crossed paths with the witch-folk, and thus if they remember them, it is only as a curious name from ancient books.
Visiting a location costs 1 action point. But settlements and all points of interest within them count as one location, therefore movement there is free.
Action Points:
In addition to movement, they are spent on various interesting actions like training. But if you spend too long walking around a settlement and talking to everyone, there is a chance to lose 1 action point. If you have no more action points, the character must rest. This is safe in your own home. Outdoors, it's almost safe. In the middle of the mountains, it is very dangerous.
Skill Improvement:
Skills are taken at Stage I. Improving a skill to Stages II and III is possible at levels 5 and 10 respectively.
Stage II: 1 action point and 200 experience.
Stage III: 2 action points and 400 experience.
Supplies:
It's simple with them. You need to have them in your inventory when leaving a settlement. They will last until you return to a safe location. But each character has their own separate supplies and they cannot be shared.
Game Time:
Conditional. Changes according to the plot.
Crafting:
Skill + materials. The recipe is given by the GM upon character request. From traders, you can only buy pre-made items. They do not make anything to order. But the assortment may change.
Penalty for lacking Weapon Handling skill:
Weapon accuracy is halved.
Threat Factor:
The stronger the party, the less desire various monsters have to engage with it. Some opponents may even flee the battlefield. But there are exceptions.
Events at Locations:
Linked to the location type. And in settlements, events are triggered only by the plot and quests.
Reading Books:
Requires a skill and 2 action points. Only one book can be read between rests.
Combat System Nuances:
With equal initiative, priority is given to the attacking side, and all combatants with equal initiative act in whatever order they wish. I.e., first all attackers, then all defenders.
Diagonal movement cost: 2. You can move through an ally, but not stand on them.
Attacking diagonally in melee is not possible.
Shooting and throwing bombs are impossible after moving in combat. This also applies to spells.
Non-lethal attacks are available, but must be declared. Works only in melee and only with weapons or unarmed combat.
Using abilities for the most part ends your turn and works after moving in combat.
Using consumables is individual for each consumable, but more often ends the turn than not.
Fleeing from battle is only possible from the edge cell.
Frostbite. Target's speed and initiative are halved until the end of battle. Endurance check.
Bleeding. Deals damage equal to 20% of the attack of the combatant who applied the effect at the start of each turn and lasts until the end of battle. Endurance check.
Poison. Target's hit and evasion chances are halved until the end of battle. Endurance check.
Curse. Target cannot resist status effects in any way until the end of battle. Strength check.
Stun. Target skips 1 turn. Strength check.
Fear. Target attempts to flee the battlefield for 2 turns. Willpower check.
Domination. Target follows the orders of the combatant who applied the effect for 1 turn. Willpower check.
Seduction. Target runs to the combatant who applied the effect and stands near them for 2 turns. Willpower check.
Provocation. Target is forced to attack the combatant who applied the effect for 2 turns. Does not work if it is impossible to reach them this turn. Mind check.
Enchantment. Any action by the target has a 25% chance of failing until the end of battle. Mind check.
Berserk. Target is forced to attack the nearest combatant for 2 turns. Mind check.
Bind. Target cannot move for 3 turns. Agility check.
Burn. Deals damage equal to 20% of the target's maximum health until the end of battle. Agility check.
The attempt to resist a negative effect occurs in two stages: first, a characteristic check is made, and if it fails, the chance itself is rolled. In case of successful resistance, the negative effect bypasses the character.
Post the following quest exp in the thread:
1. Character Name2. Magnificent Portrait
3. Gender
4. Clan
5. Skills
6. Characteristics
7. Magnificent Backstory.
The game will start in the settlement of the corresponding clan.
Oh yes, there is a beauty stat in the game, and it is again set by the GM based on art evaluation :з





