I apologize, it's a habit, but in the third game, they are called "Shackles of Inevitability" (the names are different, but the artifact is the same).
Added 2 minutes later
Personally, I would enjoy the game more if some introductory text was provided at the beginning in text mode.
Added 10 minutes later
Although, as it seemed to me, I provided quite a lot of information and hints in the text of the quests themselves. For example, in the quest about Rutger, it is mentioned that he was captured near Greystone and imprisoned. Also, in the quest about Rutger, it says "HURRY!". The location of Greystone is shown at the very beginning of the game. There are many indicators that are not just empty chatter, etc.:rolleyes: Yes, of course, not everything is obvious. But if everything is made easily accessible and self-explanatory, what kind of game will it be? Yes, some of the modified objects may be confusing, but since I am new to mapmaking, I couldn't come up with anything better, and I don't know how to create models of new objects and give them the desired functions yet :o