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Let me start addressing your criticisms. The Irn are indeed not very clear, but I figured it out by thinking about the past of the Otherworld before the Otherworld and came up with this: demons didn't consider either humans or the Mountain Brotherhood (from the word "brother") empire worthy of themselves. The elves stood before them as the only enemy, but they didn't want to dirty their hands with them. And then Agandolgun, an elf-demon worshiper, took on all the dirty work and created the Irn from 100 elf volunteers. Many wanted to become much stronger, even if they didn't suspect what awaited them because of this... After that, they were settled in the Otherworld so that they could improve and become stronger. But they got out of control. Many of them became real saints (I'm talking about the assassins).
They were then in the Dark Forest when the elves had a coup, and the elven subtype, Forest Elves, were forced to flee, and soon, in order to get a home, they took a home from the Irn. The latter had to settle in underground caves (yes, they are underground dwellers), after which their race became stronger due to wild animals.
Yes, I messed up with the Bugargo; I didn't mention that they have a trick: this little creature remembers the first one who fed it and then only trusts him. By the way, it tries to make the enemy eat it, and that's its attack.
The upgrade is similar to large dragons in that it breathes something; in this case, it's poisonous breath. And it has poison, not acid, in its blood!
Yes, the Irn warriors are bandits, but they are a serious challenge for merchants and the wealthy without guards because if they get tired, they will kill quickly; if a wealthy person or merchant is alone, they will first cruelly torment the enemy. Poor physique means that they were born weak and remained weak; they can be easily chopped into pieces (which is compensated for by strength).
The Jailer is indeed a jailer. The Irn king simply doesn't care that someone has retired, and he brings them back into service when needed. In prison, he gained wisdom and realized that it is better to wear strong armor but an ordinary sword, not the enchanted one that the Irn warriors wear.
Regarding Skvarn, you misunderstood. Skvarn is a demon mentor who taught the first Irn dark magic and was killed during the invasion of the Forest Elves. This is where reality and the game intersect. A Fanatic climbs the career ladder and becomes a Lord, commanding the others. Regarding the staff and knife, I wrote it incorrectly: the staff is for ranged attacks, and the knife is for melee attacks. The damage range is like an in-game field and a single line, and the damage is dealt along this entire line.
Yes, indeed, to create a shadow, you need to kill a cult lord (but this is only done in a difficult situation, which gives Skvarn the right to bring the cult lord back to life as a shadow.
Regarding the Brotherhood, I explained it at the beginning; regarding the Overlord, I made a typo. Regarding him, I made a typo: the Rotting Dwarf runs and walks, while the Brother of Darkness simply evaporates darkness (not stench, but darkness)!
With the assassin, it's indeed a naive idea, but still a strong one. And regarding the massage, the assassin kills quickly, not paying attention to anything, but when he becomes a Brother of Mercy, he remembers everything bad...
Пара банок пива, снаряд дешевого пойла Ракета прущего дыма и море свободы Серьезные помыслы, прущие скорости, мама с вопросами: - Куда ты дел совесть? Стань взрослым. Я в ответ молчал виновато - Посмотри на брата, разве трудно быть нормальным? Им не понять меня, не поменять меня Хотели поломать меня - им не поймать меня В чем моя вина? Думал бежать отсюда, хлопал дверями злобно - Обида-паскуда Мама била посуду и тихо плакала Молилась за меня Богу - свечи ставила