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Another game from the "Expeditions" series. In my opinion, the fRPG theme has great potential on ХВ if implemented correctly. It hasn't always been successful, but the fact remains that some games, one way or another, generated a considerable number of interesting moments. In any case, what do we have to lose? Well, alright. I spend an enormous amount of time writing and dreaming up all this. But that's me. What about the players? Is it worth raising this type of game from the grave for a second time, or should this idea be left forever and ever?
In any case, a few points:
The game will proceed without personal threads; nevertheless, I wish to implement another form of plot delivery that I've devised to avoid the negative aspects of other options. In this case, player characters will be members of one organization (naturally, with their own pasts and unique motives for being in it) performing certain functions across a vast territory. Thus, all players will be intertwined from the start—meaning they will be acquainted (avoiding the very tedious and intrusive "getting to know each other" part)—furthermore, they will perform various tasks, so they can act separately from one another (most likely in groups, which prevents the forced and aimless travel of a huge group of people); nevertheless, returning back, they will all be in one organization, and therefore will meet again. More about this organization below, as well as about the world—below (among those described below, only one part of the world plus some bits of others will be detailed). Details can be understood from the rest of the text.

The Order of Watchers

Once, magic in the Nine Kingdoms was a commonplace thing, but currently, meeting someone who practices it is extremely difficult. The reason for this is that more than a millennium ago, sorcerers caused true chaos in these lands. Not only did they use their power to satisfy their personal whims, but they also became the cause of numerous cataclysms. Ordinary people overthrew the tyrants, and thus the Order of Black Ice was founded, named after the leader of the anti-magic movement, now known simply as the Watchers. In those days, a treaty was signed by the ruler of every kingdom, granting the order the right and authority to resort to any methods within the territories of the kingdoms for the sake of preserving the magical balance.
The Order exists to this day, but since the "magical threat" vanished long ago, the order's authority is also fading. Nevertheless, it still remains the most influential independent organization of all.
Every kingdom has its own attitude toward magic, but formally, the order possesses the right to imprison any person who, in the opinion of the head, represents a great threat, even if that person is the king of an entire state. Within the order itself, magic is used on a regular basis. As they say in the order, "sometimes to defeat a monster, you must become a monster yourself."
Recruits are gathered from all over the world. They can be people of low origin as well as nobles; they can be honest citizens or former prisoners recruited right during their sentence. Since the order is quite popular in legends and pays well for work, it attracts both people simply wanting money and those desiring glory.
The main requirement for entry is ability. Any ability. Anything that can help the order in its mission.
Goals of the Order:
- Preserving the magical balance in the nine kingdoms.
- Registration/Imprisonment/Execution of unregistered wizards.
- Storage or destruction of great magical artifacts.
- Destruction of monsters, demons, and other abominations.
Enemies of the Order:
- Unregistered wizards. People who practice the use of magic without having received appropriate permission from their state government.
- Witches. A separate category of wizards practicing magic whose effects are extremely difficult to notice in everyday life. Subject to immediate imprisonment or destruction.
- Demonologists. Wizards drawing their power from deals with beings of the Abyss. Most often, the terms of the deal are achieved through sacrifices. Also, some women become lovers of demons and give birth to terrible monsters. They represent the greatest threat of all and therefore are subject to immediate destruction.
- Monsters (Monsters, Vampires, Shapeshifters, etc.). As in the case with demonologists, they are subject to immediate destruction.
- Wizards who disrupt the balance of power in a kingdom. Officially recognized sorcerers who secretly use magic to achieve their personal goals.

The Nine Kingdoms

Helligkait

The first king of Helligkait traveled a long way from his overseas homeland in the White Lands before finding this fertile land, abundant in natural resources and blessed with a wonderful climate. The first settlers moved very far from their native lands, but it was worth it—currently, after so much time, only Katarian in the Nine Kingdoms can rival Helligkait in power. It is a cultural (numerous holidays, festivals, tournaments, and more gather people from all over the world) and trading center of the kingdoms, and since honest labor is believed in here, the kingdom's borders are open to any honest worker, be it a refugee or simply a wanderer.
People here are cheerful and friendly, believe in a bright future, and are always hospitable. Distinctive features and the calling card of a pure-blooded representative of the nation are golden hair and blue eyes. Unlike their ancestors from the White Lands, they possess softer facial features.
Titles are inherited by the eldest son; if there is none, then by the daughter.
The royal dynasty prospers; the current king has two sons and three daughters, each of whom is gifted and skilled. Prince Reksev is a talented administrator and an excellent swordsman who has not yet lost to any opponent; his brother is a charismatic leader who is a true sun for his subordinates; the eldest daughter Beatrice is recognized as the second knight of the kingdom; the youngest Alice is an excellent commander; and the middle daughter Charlotte is revered as the most beautiful woman in the Nine Kingdoms.

Katarian
Often called the mirror image of Helligkait, this militaristic state fights its neighbor for a dominant position in the Nine Kingdoms, not shying away from any methods. The last war between the two kingdoms, started by the mother of the current queen, occurred twelve years ago and, thanks to the divine commander and invincible warrior Metzger, ended in victory for Helligkait.
Here, a human life is viewed as a resource, and one's dignity is determined by their usefulness to the crown. Accordingly, the lives of many people are quite sad, but the gifted and capable have many opportunities to realize their potential in order to rise up the social ladder. Money and the fame of ancestors will not bring success here; only by demonstrating loyalty and utility can a noble title be achieved. This rule works in the other direction—the family of a person who has not left a worthy (in the opinion of the crown) successor is stripped of all titles and reclassified as commoners.
Representatives of this nation are not known for talkativeness; they are always focused on their task and always strive for success using any methods available to them. Externally, they are distinguished by light-colored eyes and red or chestnut hair.
The crown is inherited by the most worthy heir regardless of gender.
The last king had no sons, and his daughter's reign was a period of terrible crisis in the kingdom; moreover, her only daughter was born to an unknown man. The queen at the time was beheaded by Metzger—a general of Helligkait—for war crimes. The heiress girl was sixteen years old then, and it was believed in the nine kingdoms that she would not live long, as she would become a target for assassins in a series of conspiracies, and thus the dynasty would die with her. However, the young queen turned out to be of another sort. In her, strength, beauty, and genius were blended.

Now, twelve years later, the names of the traitors have long been erased from people's memories, and Queen Catherine is the most influential person in the whole world, second only to the emperor of the Ataraxian Empire. During her reign, Katarian restored its former power and is strong under her absolute authority as never before, which cannot be said for its neighbor—Helligkait.

Vaironia
According to legend, originally there was only one deity who created the world—the land, sky, seas, and everything else—but after some time, it split in two. The god Anchainabul and the goddess Eliseya were complete opposites of each other. Their opinions differed primarily regarding humans. Eliseya considered them her best creation, but Anchainabul looked upon them with pity. Human life seemed completely absurd to him, meaningless, consisting only of an unbreakable chain of suffering and trials, the necessity to fight for one's own survival, and regardless of the past, always ending in dust. The god decided to grant humans Peace through death.
Understanding that he would achieve nothing as long as Eliseya stood in his way, he, being a god of destruction, used all his power to cut the goddess off from the world of mortals. Thus it happened; she could no longer influence events occurring here. Anchainabul himself ended up in a mortal body as a result. Nevertheless, even so, having lost most of his powers, he was still a deity. People of that time remembered him as a very tall and muscular man with pleasant facial features and hair dark as a raven's feather, falling to the very floor.
Now, with Eliseya gone from his path, he could resort to carrying out his will, but in a mortal body, his capabilities were greatly limited. Therefore, he decided to build an army. His first daughter became the mother of the first demons, and they became his host, which devastated ancient states like a swarm. Despite everything, people did not surrender so easily, and at some point, Anchainabul began recruiting volunteers among ordinary people who, strangely enough, shared his views. He accepted them on the condition that when no one else remained, Peace would also reach them. During this time, the god fell in love with a mortal woman and she gave him a child, and his name was Vaironis. The war continued, and the child grew. And when he turned twenty, he led the resistance army. Being a demigod, he was the only one who could wound a deity. And so it happened. The god was defeated, and the demons were driven by the great warrior into the depths of the earth, where they remain to this day. Vaironis himself went north and founded his own state there, where he ruled justly and generously. His heirs rule here to this day, often naming their children after the first ruler.
Most kings of Vaironia were gifted rulers and possessed unique talents, but for the last four generations, nothing like that was observed... Until Vaironis VII was born.
The man who was presented as the new sun of the kingdom turned out to be so hot that he did not bring warmth to his subjects, but burned them.

The new king became the first tyrant in the history of Vaironia, so terrible that even residents of neighboring states felt compassion for the tyrant's subjects. Cruel torture and executions were carried out by him merely for entertainment; he took baths in human blood, drank wine from their skulls; people of his country live in eternal fear, not knowing what to expect from the mad ruler; men hide their wives and daughters, since the king took every woman he deemed attractive. But the most terrifying thing is his strength—no, perhaps there is no man stronger or more skilled in the handling of a sword than he. When a peasant revolt occurred, the king did not even need the help of loyal soldiers; he slaughtered everyone with his own hands.
The territory of Vaironia is surrounded by impassable reefs from the sea and separated from the rest of the world by a huge canyon that runs across its entire border, where there are only a small number of bridges, making this state absolutely impregnable.

Land of Clouds

A celestial fortress built in the middle of a massive cluster of mountains is home to a proud and graceful people of winged beings, often called angels among humans. They possess wings located on their backs, allowing them to soar in the air like birds, and also have one pair of "winglets" on their heads that emphasize their beauty. They live isolated from the rest of the world, although occasionally they descend from the heavens to earth.
In human states, there are known cases of interbreeding with other peoples; half-breeds could inherit the upper pair of winglets, but were never born with wings.

Shadow League

A mysterious organization that appeared out of nowhere more than a hundred years ago. In this time, it managed to absorb two entire states, literally reducing their number from nine to eight. The high government never reveals its faces, hiding them behind masks. For this reason, no one has yet been able to determine either the leader of the organization or its goals. Despite this, the population of the assimilated states is not oppressed and is not limited in personal freedoms at all, at least as long as they do their work. It produces everything that can be sold, from grain to mass production of weapons. It is also the primary owner of the best brothels across all nine kingdoms.

Korania

For most people, rivers and blooming fields are commonplace, and the sun is a pleasant response of warmth, but for the people living here, things are different. Only a few are privileged to live in what the common folk call golden cities, which are rapidly developing and built in those few places favorable for life. These cities are homes for the nobility and their associates, while others are doomed to survive in a cycle of hot days and cold nights, in the absence of any benefits.
Unlike the inhabitants of the golden cities, who spend most of their time entertaining themselves, desert dwellers work very hard, which has strongly affected their mentality. Merriment is almost unknown to these people, and all life consists either of routine or attempts to reach a better life.
Due to the hot sun, people of this country are characterized by dark skin and black hair. Eyes are often brown, although light ones are occasionally found, which is likely a consequence of the fact that a large number of foreigners live in the golden cities.

Tan Khanate

In the Nine Kingdoms, little was always known about the history and culture of the eastern lands, and thus the territory beyond the borders of the farthest state in the region was covered in darkness and was a mystery to all. The veil of darkness only began to disappear thirty years ago when a multi-million horde of fierce warriors appeared on the border of that very state and completely captured it in a short time.
After some time, they fully assimilated the captured people, destroyed their culture and customs, imposing their own. Currently, the Khanate is a headache for the leaders of the Shadow League (whoever they may be), as the horde's captured lands border the territory of the League.
The main conviction of this people is the belief that he who is strong is right. This is reflected in daily life, government, and war. They never make compromises and get their way, even if they lose in the end. Perhaps their only weakness is that they always follow the strong and, theoretically, whoever defeats them can easily impose their own views on things.

Free People

Humans are probably the most numerous people in the whole world, who have always differed from others by their extraordinary speed of development—they built huge cities and stunning architectural structures, created various things that improved quality of life, invented new weapons, developed culturally, and much, much more; however, even among them were those who wanted to be closer to nature, far from the city bustle. These people went into forests and built their villages and small towns there, trying to live in peace both with each other and neighboring kingdoms. And if they succeeded in the former, the latter proved to be a difficult task, which became the reason for uniting villages and towns into one state. According to an old treaty, each village and town chose its representatives, one of whom, through voting among them, became king.

White Lands

Island lands located to the north of the kingdoms across the Cold Sea. Throughout its period of existence, it was known as the homeland for numerous clans of barbarians who either fought among themselves or attacked coastal settlements of the kingdoms.
The chief of each clan was chosen by ritual. Before the start of another war, warriors chose one woman and each of them rewarded the chosen one. According to their belief, a child conceived by warriors going into battle will certainly be born an even stronger warrior. Despite such a ritual, women were always allowed to fight, as refusing someone who wished to go to war was an insult to the gods. Thus they lived until forty-five years ago when High Chief Vidal I united all clans under his banner. First, he forbade women from fighting, as he considered it foolish to lose soldiers whom they could give birth to. Second, he abolished the barbarian ritual and established blood succession, guaranteeing his heirs the right to the throne. Third, he stopped all wars occurring in the white lands and slowly began preparing a mass invasion of the kingdoms, though he had not yet done so. Understanding that he did not have long left, he decided to leave this to his successor. When the time came, the high chief ordered all his sons to undergo trials and, when they were finished, he chose an heir. A sturdy thirty-year-old man worthy of replacing the wise ruler. He ordered the other children to be executed to avoid rebellions. Vidal is still alive, but no one doubts that with his death, the kingdoms will have to fend off an invasion by the overseas horde, which has craved blood for several decades.

Wildlands
Humans know only a little about the inhabitants of these places, and only those who are in close proximity to them. Since humans needed to call them something, they named them based on the symbolism they observed on them. Therefore, in any human society, they are mentioned as "moon" and "sun." They themselves call themselves differently.

Chosen of the Moon

Inhabitants of the wildlands, once a large kingdom, now broken into numerous clans each with its own rules. They see perfectly in the dark, use both hands equally well, and easily achieve excellent physical form. Bloodthirsty, they live for war.

Children of the Sun

A peace-loving nation that has long had religious disagreements with the moon people. Because of this, they are under constant attack from neighboring clans.
Good at any creative endeavor.

Ataraxian Empire
There is no living person who has not heard of this name. The most powerful state and the most influential religion in the whole world share one name, embodying this country and its people.
Ataraxia is, first and foremost, a worldview of the people that determines their existence from beginning to end. Unlike other peoples, no one here rushes, and life passes not chaotically, but calmly—moderately and consistently. Every person has their own role in society, which they receive depending on their abilities, and every person lives according to conscience and under equal conditions; no one is better, no one is worse. This has continued for more than a millennium, and this was made possible by the great and immortal emperor, who is revered as a god in the empire.

No one knows exactly when he appeared, but a huge empire did not arise on its own, and its creation also began with him.
For his subjects, he is a bright light that dispels the darkness.
Foreigners view the glorification of a living, albeit immortal, man as a god with skepticism, yet no one denies his power. His magical potential is limitless, and his will reaches people loyal to him even in distant corners of the world.
One of the features of the empire's geographical location is that the main exit from the Abyss is located on its territory. This obligated the warriors of the empire to wage an eternal war with demonic spawn.
The empire almost never resorts to using weapons to capture territories of other states, unless they contain adherents of his religion who need salvation from the rule of unbelievers.
Separately, one should mention the apostles, associates of the emperor.

These people are chosen from the most gifted and believing residents of the empire. They help the emperor in governing the state, solve internal problems, and also carry out special assignments, which sometimes may include tasks outside the empire, although rarely. Since it is believed in the empire that a woman complements a man, completing a perfect whole, marriage is sacred, and in the case of apostles, it is organized by the emperor himself, being something of a gift. An apostle's wife performs the same functions as her husband.
The faith in the emperor among believing people is unshakable and can only be changed by death.




- I'll probably add more later. Honestly, I'm tired of writing it all out, but I don't want to leave it for later.
- The game (if) will start no sooner than my mafia ends, the events of which will take place before the plot of this game. Plus, if I go into slavery in the near future, there will likely be a bit less time, and therefore my activity won't be as much as one would want. And on top of everything, I won't run it if only two and a half people play; that's anti-fun.
- There will be no classes in the game. There will be skills that determine the character's capabilities. Various weapon specialties improving efficiency with a specific type, herbalists, fools, scouts, and all such things will be as skill points, so you can plan ahead. I'll add what stats do later; it's not critical right now—it's only important to understand that they will be determined by the described biography + chosen people.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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Parameters
Strength. High values are required to wear heavy weapons, armor, and shields. Increases damage from melee weapons, throwing weapons, as well as longbows. Strength modifier is 1.0 for two-handed weapons, 0.5 for one-handed weapons and spears, 0.3 for the longbow.
Agility. Determines accuracy and speed stats. Points from 1 to 9 add +2 to accuracy and +1 to evasion; from 10 to 15 +4 to accuracy and +2 to evasion; from 16 to 25 +6 to accuracy and +3 to evasion.
Constitution. Each point of this characteristic increases health by 10 units, determines the rate of natural health regeneration, wound healing, as well as the character's chance to survive a fatal injury.
Speed. Responsible for initiative and, essentially, the character's speed.
Intelligence. A parameter important for any living being, but primarily for those who practice magic.
Will. Necessary to resist all forms of suppression; most importantly, it is vital for resisting magic.
Magic. Used only by wizards. A value equal to zero indicates that the character is completely incapable of magic. One point is required to use basic spells. Two points allow the use of more powerful magic (as the value grows, the sequence is maintained).

Skill Points
There are no levels or starting classes in the game; instead, there are skill points (hereafter simply SP). Initially, each character has a certain amount (25 for all and 18 for angels). The cost of the skill is indicated below in parentheses. I will not list every digit; instead, I will try to give a correct general impression of their capabilities. Skills may have several different branches.

Skill List
Overseer

I (5) +2 Strength, +2 Agility, +2 Constitution, +2 Speed, +2 Intelligence, +6 Will.
II (2) Magic detection ability obtained.
III (4) The character gains immunity to magical influence (referring to spells that do not deal damage).
IV (5) The character absorbs half of the magic damage and converts it into health (determined by the wizard's intelligence and the overseer's will). III (3) (alt.) The character absorbs half of the magic damage and charges their weapon with it to deal more damage on the next hit.
V (5) A successful attack on a mage blocks their ability to use spells for a certain period of time.
VI (8) The character creates an aura around themselves that significantly reduces magical effects nearby.
Archery

I (3) adds +10 to accuracy when using a bow. [3] Shooting range increased by 1.
II (3) Reduces the amount of required speed by 1.
III (3) 1/4 chance of dealing a critical hit. [3] Chance increases to 1/3. [3] Chance increases to 1/2.
IV (5) Ability to hit several (two) opponents at once is acquired. [3] Number of targets increases to three. [5] Number of targets increases to five.
V (6) Reduces the amount of required speed by 1. Adds +8 to accuracy.
Longbow

I (2) Allows use of a longbow. [3] Adds +20 accuracy when using a longbow.
II (3) Increases damage dealt by the longbow by 1/4 of the base value. [4] Increases damage dealt by the longbow by 1/3 of the base value. [4] Increases damage dealt by the longbow by 1/2 of the base value. [4] Doubles the damage dealt by the longbow.
III (3) Ability to pierce enemy armor is acquired (ignores half of defensive stats, both magical and physical). [5] Armor is ignored completely.
IV (6) Shooting range increased by 2. Accuracy increased by +20.
One-Handed Weapons

I (3) Ability to parry an enemy attack is acquired. The higher the agility, the higher the chance. /// I (2) Accuracy and damage dealt with specific weapons (specified in advance) increase by 0.25 and 1/5 respectively. [3] Accuracy increases by 0.5, damage bonus increases to 1/3. [6] Accuracy increases by 0.75, damage bonus increases to 1/2. [8] Accuracy increases by 1.0, damage bonus doubles.
II (3) In the event of a successful parry, there is an opportunity to knock the weapon out of the opponent's hands. The higher the strength, the higher the chance.
III (3) After disarming the opponent, triple critical damage is automatically dealt. [6] After disarming the opponent, a lethal blow is automatically dealt.
IV (5) Accuracy, parry chance, and disarm chance are increased. [5] Bonuses are doubled.
V (6) Reduces the amount of required speed by 1.
Two-Handed Weapons

I (2) Allows use of two-handed weapons.
II (3) When using a two-handed weapon, strength additionally influences the accuracy parameter.
III (5) Each kill restores the character's stamina (20% health).
IV (8) If the target's constitution is lower than the character's strength, the target takes base damage multiplied by the difference between their strength and constitution, divided by two.
Shield

I (2) Allows use of shields.
II (4) Significantly increases the chance to block an enemy attack. [4] Bonus is doubled.
III (4) After blocking an attack, a counter-thrust with the shield is performed, paralyzing the enemy (does not work against opponents using ranged weapons). [4] This ability now deals damage equal to the strength parameter. [4] Damage dealt is doubled.
IV (6) Any magical damage is reflected by the shield, reducing its durability.
Combat Skills

Duelist (8) In a one-on-one fight with an opponent, all combat stats are increased by 50%.
Assault (8) The character instantly closes the distance between them and the enemy.
Dual Wielding (8) Allows use of a weapon in each hand.
Knight

I (5) +5 Constitution
II (5) +4 Strength, +20 Health.
III (5) +4 Will, +20 Health.
IV (8) Takes 25% less damage.
Forester

I (5) Herbalist skill is acquired, providing the ability to collect ingredients and brew potions from them.
II (4) The character becomes an expert of the forest and a friend to animals.
III (4) +5 Will, +25 Health.
Doctor

I (6) Healing skill is acquired. With the necessary medical supplies and tools, it heals wounds, diseases, infections, etc. It can also save a fatally wounded character from death.
II (3) +3 Will, +3 Intelligence + 15 Health.
III (4) using small cutting weapons has a 100% chance to paralyze the opponent with every hit, +2 Strength, +10 Health.
Scout

I (5) Reconnaissance skill is acquired, making the search for any information even over a huge area much faster. Ability to track living beings by footprints appears.
II (4) +4 Agility, +15 Health
III (4) "Invisibility" skill is acquired. The higher the agility, the lower the chance of detection. Used outside of combat.
IV (4) +4 Speed, +15 Health.
Magic

I (4) + 1 Magic, +1 Intelligence.
Energy Burst (1). Basic spell, deals 10 units of damage. Intelligence modifier 2.0
Can be improved by adding elemental elements.
Fire (1). Additionally deals 10 units of damage.
Lightning (1). Chance to paralyze the target appears.
Water (1). Slowing effect is added.
II (5) +1 Magic, +1 Intelligence.
Pressure (2). Crashes a huge mass of magical energy onto enemies, immobilizing them.
Mind Blast (2). Deals 20 units of damage to the target and, if the caster's intelligence is higher than the target's will, it is multiplied by the difference between them.
Read Thoughts (1). Learns any information from the target's head.
Invisibility (1). As long as they remain inactive, the caster becomes invisible to others.
Magic Shield (2) Absorbs 25% of incoming damage.
III (6) + 1 Magic, +1 Intelligence.
Teleportation (2). The caster moves to any place within their line of sight.
Mind Control (2). Forces the target to obey their orders.
Energy Explosion (3) deals 30 units of damage to all enemies in a large area. Improvements to Energy Burst also have an additional effect on this spell. Intelligence modifier 2.0
Spiritual Spear (3) deals 50 units of damage and ignores armor. Intelligence modifier 2.0
Mirror Armor (4) absorbs and reflects 40% of physical damage.
IV (7) +1 Magic, +1 Intelligence.
Healing Magic

I (3) Restores a character's lost health, provided the wound was received recently. [2] Ability can be used in combat. [2] Ability now heals oneself. [5] Healing spell during combat restores health to all allies.
II (3) Rid the character of all negative effects.
III (6) Fully restores player's health, regardless of when the wound was received.
Demonology

I (5) Contract. Performed through a simple exchange. The caster offers a sacrifice to the demon and expresses their wish. Accordingly, the better the sacrifice, the better the demon's "service" will be.
Rogue

Lockpicking (3). Character gains the ability to pick locks. +2 Intelligence.
Camouflage (5). Makes the character unnoticed by enemies. Used both during and outside of combat. +2 Intelligence.
Stealth Kill (5). Unlocks a skill allowing an attempt at a stealthy kill. +2 Intelligence.
Commander

I (7) Combat characteristics of all allies are increased. +2 Will, 20 Health.
II (7) Allies regenerate health during combat. +2 Will, 20 Health.
III (7) the team gains immunity to suppression means. +2 Will, 20 Health.

Unique Skills
Lion of Helligkait

I (8) +4 Strength, +8 Constitution, +4 Will.
II (6) efficiency of armor and shields is increased, 25 Health.
III (7) amount of health increases by 50%

Catarian Assassin

I (6) The character always strikes first. This action always deals critical damage.
II (3) Camouflage skill is acquired. The higher the agility, the lower the chance of detection. Used both during and outside of combat. On a successful attack, kills the target.
III (8) +4 Strength, +5 Agility, 4 Intelligence. [6] Passive 35% chance to deal critical damage is acquired.
IV (6) melee damage increased by 40%. [10] melee damage increased by 80%.

Vironian Dragon

I (7) The character is trained in Vironian combat techniques, including mastery of the light spear and shield. Under normal conditions, if enemies have no chance to flank the character from several sides or attack at a distance, they become unreachable.
II (4) Chance to block an enemy attack is increased. After blocking an attack, a counter-thrust with the shield is performed, paralyzing the enemy (does not work against opponents using ranged weapons).
III (7) kills opponents whose health is below 50% in one hit.
IV (7) ability to attack enemies in an area obtained.

Angel

I (10) The character takes a dominant position in the sky. While flying, their melee damage increases, ranged attack speed increases, and overall they become difficult to wound.

Member of the Dungeon League

I (7) The character's identity and history are known only to them. The character gains the ability to impersonate other people.

Desert Dweller

I (4) +50 Health.
II (2) All positive actions directed at the character have a double effect. The character is more likely to survive a fatal injury.

Nuker

I (5) +2 Strength, +2 Agility, +20 Health. Magic training becomes unavailable, while weapon skills cost half as many skill points.

Sylvan Guardian

I (2) Allows use of longbows and throwing spears.
II (3) Herbalist skill is acquired, providing the ability to collect ingredients and brew potions from them.
III (3) The character can summon animals to their aid.
IV (6) With a magic value of 1 or higher, the ability to summon forces of nature to their aid appears.

Overseas Warrior

I (6) +6 Strength, +6 Constitution.
II (3) the character gains immunity to all forms of suppression.
III (6) 50% resistance to magic damage is acquired.

Moon's Chosen

I (3) Ability to use two weapons simultaneously is acquired.
II (3) agility bonus is doubled.
III (3) 25% chance of critical damage when using any weapon is added.
IV (5) any melee damage dealt is converted into a lunar barrier that protects the character.
V (4) after defeating an opponent whose strength or agility is higher than their own, one point in one of these characteristics is acquired.

Child of the Sun

I (2) The effect of any action directed at creation (healing, herbalism, etc.) is doubled. Healing magic cures fatally wounded characters.

Emissary

I (6) The character gains immunity to effects influencing the mind.
II (7) +4 to all characteristics (excluding magic).
III (0) The character can ask their god for help in defeating an enemy/providing aid to a comrade/[other].
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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Academy

According to the law, all people practicing magic are either hired for government service, sent to Black Ice, imprisoned, or simply beheaded. But what about the rest? This question has long troubled those sympathetic to mages. Some argued that not all wizards are bad, others that magic is a wonderful science that needs to be studied further. In any case, seven centuries after the great war, this institution was established.
The Academy was built far out at sea, on an island surrounded by turbulent waters, inaccessible without a good ship. Although it was not intended as a prison, at the request of Black Ice, the academy had to be isolated from the rest of the world and under constant surveillance.
And so it continued for several centuries. Peaceful wizards, both young and old, were sent here, where they lived a quiet life and studied their craft, bothering no one. Most often, they ended their lives here, never leaving the island, only occasionally being transferred to government service or recruited into an order upon request from the Watchers or the government of some country.

Abilities of the Academy Wizards
Elemental Magic

Spells in this category are created according to the formula: form + elemental effect.
Available forms:
Arrow (1) - deals damage to a single target.
Explosion (3) - deals area-of-effect damage.
Storm (5) - deals damage to everyone.
Weapon (3) - adds magical damage to your weapon or the weapon of an ally (earth and wood effects cannot be mixed with this form).
Available effects:
Fire (1) - has no effect but deals more damage.
Water (1) - slowing effect.
Earth (2) - since the damage is not dealt by magic (for example, in the case of a storm, something like an earthquake occurs, which essentially affects the environment), physical damage is dealt.
Air (1) - destroys armor.
Wood (2) - provides a healing effect.
Electricity (1) - adds a paralysis effect.
Ice (3) - slowing effect; targets receive additional damage from any other sources.

Secret Magic

Sleep (1). Puts the target to sleep.
Illusion (2). Creates an illusory image of anything. This can be a weapon, a person, a terrible monster (the quality depends on the magic stat; accordingly, with a stat of 1, you can create a convincing sword in your hand, but a poor-quality monster).
Dream (2). Imposes some thought, idea, or memory on the selected target.
Veil (4). Makes oneself or an ally invisible (the duration depends on the magic stat), allowing them to perform any actions (except aggressive ones) without revealing themselves.

Life Magic

I (8) All spells in this category boil down to the ability to control the state of living objects. Everything here depends on imagination. Examples below.
A wilting flower can be turned into a blooming, vibrant one. You can increase your own or someone else's physical characteristics, and so on. The resource for such actions is one's own energy (a small amount for minor tricks and a huge amount for major operations).
II (8) Opens up the ability to perform reverse operations, that is, to take actions aimed at worsening the condition of living objects. In this case, life energy is not lost but replenished. Practicing and using this magic is illegal everywhere, even at the academy.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#4
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Torvar
Skills:
Overseas Warrior.
I +6 Strength, +6 Constitution.
Longbow.
I Allows the use of a longbow.
II Increases damage dealt by a longbow by 1/4 of the base value.
III Gains the ability to pierce enemy armor (ignores half of defensive stats, both magical and physical). Armor is ignored completely.
IV Shooting range increased by 2. Accuracy increased by +20.
Characteristics:
Strength: 24
Dexterity: 12
Constitution: 25
Speed: 11
Intelligence: 8
Will: 14
Stats:
Health: 250
Accuracy: 30 (50 when using longbows)
Evasion: 15
Speed: 11
Weapon: Longbow. Shooting range: 6 (+2), required speed 8 (+1). Damage: 40 (+10) (+7).
Armor: Chainmail. Blocks 10 units of incoming damage. Increases required speed by 1, reduces evasion by one quarter.
Inventory:
Arrows (x180)
Short one-handed blade. Required speed 4. Damage 18 (+11)
Skill Points: 0

Teohar
Skills:
Magic III
Spells:
Mind Blast Deals 20 units of damage to the target and, if the caster's intelligence is higher than the target's will, it is multiplied by the difference between them.
Spirit Spear Deals 50 (+26) units of damage.
Mirror Armor absorbs and reflects 40% of physical damage, passively.
Invisibility As long as the caster remains idle, they become invisible to others' eyes.
Fire Blast Deals 20 units of damage (+19) to all enemies in a large area, sets them on fire and deals 5 (+2) damage for the next 5 turns.
Characteristics:
Strength: 17
Dexterity: 17
Constitution: 13
Speed: 16
Intelligence: 13
Will: 10
Stats:
Health: 1/130
Accuracy: 54
Evasion: 27
Speed: 16
Magic: 3
Weapon: Short one-handed blade. Required speed 4. Damage 18 (+8)
Inventory:
40 coins.
Book of Tisivrt. This tome contains the research of a talented Tirian wizard in the field of magic. Only Teohar knows how this book came into his hands, and he will surely learn much new from it... If only he finds a way to read it.
Skill Points: 0

Damien Gri De Crepuscule
Skills:
Member of the Dungeon league
Magic III
Spells:
Read Thoughts
Mind control
Characteristics:
Strength: ?
Dexterity: ?
Constitution: ?
Speed: ?
Will: ?
Stats:
Health: ?
Accuracy: ?
Evasion: ?
Speed: ?
Magic: 3
Weapon: Cane-sword. Required speed 4. Damage 23 (+?). Always strikes first.
Inventory:
Paper cards advertising brothels

Nerguij
Skills:
Overseer
I + 2 Strength, +2 Dexterity, +2 Constitution, +2 Speed, +2 Intelligence, +6 Will.
II Magic detection ability obtained.
III Character gains immunity to magical influence (referring to non-damaging spells).
Two-handed Weapon
I Allows the use of two-handed weapons.
II When using a two-handed weapon, strength additionally influences the accuracy stat.
III Each kill restores character stamina (20% health).
IV If the target's constitution is lower than the character's strength, the target takes base damage multiplied by the difference between their strength and constitution, divided by two.
Nuker
I (5) +2 Strength, +2 Dexterity, +20 Health. Magic training becomes unavailable, while skill points spent on weapon proficiency are halved.
Characteristics:
Strength: 18
Dexterity: 20
Constitution: 14
Speed: 18
Intelligence: 12
Will: 18
Stats:
Health: 1/160
Accuracy: 72 (+18 when using two-handed weapons)
Evasion: 36
Speed: 18
Weapon: Glaive. Required speed 7. Damage: 45 (+19).
Armor: Plate armor. Blocks 21 units of incoming damage. Increases required speed by 2, evasion stat is halved.
Inventory:
Skill Points: 0

Ferrus
Skills:
Emissary III
One-handed Weapon
I Ability to parry an enemy strike is acquired.
II In the event of a successful parry, there is a chance to disarm the opponent.
Doctor I
Knight II
Characteristics:
Strength: 24
Dexterity: 20
Constitution: 25
Speed: 20
Intelligence: 20
Will: 20
Stats:
Health: 270
Accuracy: 72
Evasion: 36
Speed: 20
Weapon:
Ataraxian one-handed hammer. Required speed: 6. Damage: 33 (+12). Deals 300% damage to demons, demon worshippers, vampires, and any other unclean creatures. Pierces 8 units of armor.
Armor: Chainmail. Blocks 11 units of incoming damage. Increases required speed by 1.
Inventory:
Medicine (x4)
180 coins.
Holy Scripture.
Old sword.
Devdas (one-handed sword). Required speed 5, damage: 35 (+12). Deals 300% damage to demons, demon worshippers, vampires, and any other unclean creatures. Deals double damage to unbelievers.
SP: 2

David
Skills:
Overseer I + 2 Strength, +2 Dexterity, +2 Constitution, +2 Speed, +2 Intelligence, +6 Will
Shield I Allows the use of shields.
Commander
I Combat characteristics of all allies are increased. +2 Will, 20 Health.
II Allies regenerate health during battle. +2 Will, 20 Health.
Characteristics:
Strength: 17
Dexterity: 16
Constitution: 18
Speed: 14
Intelligence: 12
Will: 20
Stats:
Health: 220
Accuracy: 48
Evasion: 24
Speed: 14
Weapon: Yataghan. Required speed 5 (+2). Damage: 28 (+8).
Left Hand: Heavy Koranian shield. Durability: 500. Chance to block enemy attack: 22%. Required speed increased by 2.
Inventory:
20 coins.

Lugus
Skills:
Sylvan Guardian
I Allows the use of longbows and throwing spears.
II Herbalist skill acquired, providing the ability to gather ingredients and brew potions from them.
III Character can summon animals to their aid.
Rogue
Lockpicking. Character gains the ability to pick locks.
Camouflage. Makes the character same as invisible to enemies. Used both during and outside of battle.
Stealth Kill. Unlocks a skill allowing an attempt at a stealthy kill.
Scout
I Scouting skill acquired, making the search for any information even over a huge territory much faster. Ability to track living beings by footprints appears.
Characteristics:
Strength: 14
Dexterity: 16
Constitution: 14
Speed: 14
Intelligence: 16
Will: 14
Stats:
Health: 1/140
Accuracy: 48
Evasion: 24
Speed: 14
Weapon: Throwing spear (x1). Attack range: 4. Required speed 7. Damage 25 (+7)*2/3, depending on the distance traveled.
Inventory: Druid's dagger, magic amulet (increases chances of surviving a lethal wound), lockpick set, rope.
20 coins.

Aurora Skylight
Skills:
Doctor I
Magic I
Healing Magic II
Spells:
Energy Burst
Combat Healing Magic
Characteristics:
Strength: 9
Dexterity: 15
Constitution: 8
Speed: 16
Intelligence: 14
Will: 10
Stats:
Health: 1/80
Accuracy: 42
Evasion: 21
Speed: 16
Inventory:
Medicine (x5)
20 coins
Scalpel, healing herbs (x5)

Sirhan
Skills:
Scout III
Demonology
Magic I

One-handed Weapon I
Characteristics:
Strength: 15
Dexterity: 18
Constitution: 16
Speed: 12
Intelligence: 11
Will: 14
Stats:
Health: 175
Accuracy: 34
Evasion: 17
Speed: 12
Magic: 1
Weapon:
Broadsword. Required speed 6. Damage: 36 (+7).
10 coins.

Mariette Cass
Skills:
Moon's Chosen
I. Ability to use two weapons simultaneously is acquired.
Overseer
I. + 2 Strength, +2 Dexterity, +2 Constitution, +2 Speed, +2 Intelligence, +6 Will.
Duelist. In a one-on-one fight with an opponent, any combat stats are increased by 50%.
One-handed Weapon
I. Ability to parry an enemy strike is acquired. The higher the dexterity, the higher the chance.
.Accuracy and damage dealt with specific weapons (specified in advance) increase by 0.25 and 1/5 respectively.
.Accuracy increases by 0.5, damage bonus increases to 1/3.
Characteristics:
Strength: 12
Dexterity: 20
Constitution: 13
Speed: 20
Intelligence: 12
Will: 16
Stats:
Health: 1/130
Accuracy: 84 (+42 when using swords)
Evasion: 42
Speed: 20
Weapon: one-handed sword, required speed 5, damage: 28 (+6)
Left Hand: one-handed sword, required speed 5, damage: 28 (+6)
Armor: light plate armor. Blocks 10 units of incoming damage. Increases required speed by 1, reduces evasion by one quarter.
Inventory: knife
Skill Points: 1

Joseph
Skills:
Shield III
I Allows the use of shields.
II Significantly increases the chance to block an enemy attack.
III After reflecting an attack, a counter-thrust with the shield is performed, paralyzing the enemy (does not work against opponents using ranged weapons).
Magic II
Spells:
Illusion
Water Arrow Deals 20 (+24) damage to a single target and slows them.
Magic Shield. Absorbs 25% of incoming damage. Passively.
Characteristics:
Strength: 18
Dexterity: 11
Constitution: 18
Speed: 11
Intelligence: 12
Will: 14
Stats:
Health: 1/180
Accuracy: 26
Evasion: 13
Speed: 11
Weapon: Long one-handed sword. Required speed 6. Damage: 35 (+9).
Left Hand: Shield. Durability: 300. Chance to block enemy attack: 16 (32)%. Required speed increased by 1.
Armor: Chainmail. Blocks 10 units of incoming damage. Increases required speed by 1, reduces evasion by one quarter.
Inventory:
Skill Points:
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#5
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Hooray! Finally, this huge break in expansions is over! Revan is great.
 

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#6
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Haven't read it, but I approve.
Where do we go?
Where do we end up when we save the world?
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#7
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I read it, I approve, I'm waiting for more information, I'll try to remember what an expansion pack is.
А, вот почему.

??+⛓️♿=?
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#8
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Haven't read it yet, but I plan to, and I'm giving it a thumbs up for featuring the Moon Maiden.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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#9
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I approved it before, and I continue to approve it now. Humanoids with wings on their backs and decorative wings on their heads are delightful.
 

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#10
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I've read it referred to as "Black Honey" for the second time now.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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#11
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understood, interesting, great, wonderful)

Whatever
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#12
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Excellent! I'm very glad that you took on the task of creating a new game and that another expedition is starting.
P.S. I hope that this game, unlike the previous ones, will be completed.
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#13
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P.S. I hope that this game, unlike the previous ones, will be completed.
This will be an unconventional gameplay move! ) And in general, Arandor recently noticed that the old expeditions could theoretically be continued.
Revan, I choose the Northern Barbarian, just in case!
 

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#14
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So why don’t they continue?
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#15
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Because Arandor has taken the role of astronomer in all the games.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com

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