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The Fall of Voron

#17
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We get the Castle even without having a knight (a tournament champion standing near the outpost and turning into a horse) -
there are 2 options - either you get a monster and an artifact, or a hero.

We talk to the monk (he has 1 Seraphim), and we can automatically fire him, replacing his Seraphim with any "white" warrior;
there is such a quest, and he himself says that he is a 'priest of the new church of Isabel' - that's how it was designed.
After talking to both of them (the main thing is to talk to them) - a scout will run up and bla...bla...bla...

There are also bugs with the bulletin board - if you get all the quests at once, the Necromancer will be extremely passive (I didn't even see him in action);

They are all four standing there - 'waiting for their death' :D - that's how it should be.

There is also an oversight with the reverse transfer of villages back under the Orcish flag - it would be good to warn about this in an elegant way;
Well, yes, there's no point in sitting in cities when legions of Orcs are marching on the capital.... :cool:

I would make access to the Water Elemental Lair conditional - even by linking it to the destruction of elementals in a ring (3 groups)
why? they can be left untouched, 'summoning a ship' is only needed - this is to distract

The presence of the Tears of Ashi on the map is unclear - we get access to it when it is no longer needed
I agree, the obelisks have multiplied like rabbits ;)