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Posts from Dal Shabet

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Since my last mafia game in this setting didn't happen, I took the liberty of deciding its outcome myself.
After the death of the emperor of the Ataraxian Empire, spawn of the abyss spread across the world like a plague and entered the lives of men, bringing nothing but suffering, destruction, and death. Cities and villages vanished from maps under the weight of hellfire; people either died by the thousands or joined the ranks of demons, forever parting with their human essence. At one point, the situation in this confrontation became utterly hopeless; the death of the king of the nine kingdoms marked an absolute rout, and for the next few years, humanity existed as cattle and toys for their demonic masters... But that was not yet the end.
As long as there are people whose will is stronger than any circumstance, humanity will not die. Where legions failed, a few heroes succeeded. Humanity, represented by Ataraxia and other great people, achieved victory over evil in its very heart.
Undoubtedly, the taste of this victory was sweet, but what was the aftertaste? Hundreds of thousands of people are dead, cities and fields are burned; the spawn, though defeated and scattered, still remained a threat that had to be reckoned with. Humanity faced a difficult task. Most people chose the most logical solution in this situation—they tried to restore everything that was lost, while another part, mostly residents of the western part of the continent, decided to seek happiness in the wild lands. This great march, in which a third of the entire western population participated, took several decades, and the deeper the participants pushed into the wild lands, the more uninhabitable this land seemed. The problem was not only numerous issues with climate and soil, but also the local inhabitants: same-less natives devoid of any hospitality, wild predators such as dinosaurs, killer insects, and much more, which in no way allowed people to establish their lives here. But they had already gone so far and there was no way back for them, so they continued to go on. Further, further, and further. And then one fine day their labors and determination were rewarded; the people finally crossed the wild lands and found a beautiful land with a wonderful climate, abundant in resources, independent of other competitors and terrible predators. Then the leaders of the march founded the first five cities and became the founders of their own ruling dynasties—dal Amen, dal Duran, dal Karren, dal Shabet, and dal Tarren. Subsequently, villages and other cities emerged around these cities. The five regions never had conflicts among themselves; they lived in peace and harmony—there was enough land for everyone. This continued for 409 years. Harmony was disrupted by the greed of the ancestral states. Having healed their wounds, the residents of the old world watched with dissatisfaction as their distant relatives prospered. Helligkait, Katarian, Vaironia, and the Children of the Sun united into a confederation with one single goal—to bring their stray children back under their control, along with all their riches. And although the countries of the confederation were hopelessly behind technologically, they still had a huge numerical advantage on their side. The leaders of the confederation did not dare send their legions through the wild lands; instead, the wonders of modern navigation and shipbuilding came to their aid.
The first clashes with the army of the confederation made it clear that individually the young states could not withstand this threat, and therefore all five decided to unite into one state. Thus arose the kingdom of dal Shabet. The Shabets became kings, and all others their vassals. The next half-century were years of bloody and prolonged war, and only now, after 53 years, has its end begun to appear on the horizon.


Meanwhile, the private organization "Silverknight," with the permission of the government, announced the start of an expedition into the wild lands and invites all those who wish to take part in it.

Dal Shabet

The center of a young but powerful and prosperous kingdom that managed to repel the champions of the Old World. Geographically, it is located further east than all others, due to the fact that this city was the first settlement founded among the five. For the same reason, this metropolis became the first target for the forces of the Confederation. When this happened, the king at the time immediately organized a meeting of all the rulers of the new world and, since the other ruling families were very dependent on the technological innovations of dal Shabet, while concluding an agreement to create a united kingdom to protect the territory from the encroachments of the Confederation, they had to choose them as the ruling dynasty.
The Alissandrian Church. Unlike all other religious currents in the New World, dal Shabet went further and created an organized religion with its own hierarchy and orders. Priests engage in educating the common people and performing various rituals. Silent observers monitor the observance of moral norms established by the church. Rectors hold leadership positions throughout the kingdom. The Cardinal handles political issues, while the Great Priestess handles church matters. She also consecrates knights and crowns rulers.
The Inquisition. An institution of the Alissandrian Church created to fight evil religious currents.
I. Do not associate with tempters (demons) who promise you the fulfillment of your desires and the solution to your problems, for this is a deception, and connection with spawn of the abyss can be cleansed only through death.
II. Do not believe the Liar (Nox), for he will not make you a good person and will send you down a dark path. Renounce him and his darkness; instead, accept the light of the goddess of life.
III. Be wise and do not believe the words of the god of destruction, for there is nothing good in death.
IV. Do not admire the faith of outsiders, for it is not only foreign to you but also deceptive.
Thus, the Inquisition is authorized to execute any demon-worshipper and capture followers of forbidden gods (Anchainabul, Nox, Vasanta, and the old Ataraxian faith) for the purpose of re-education. There is also an unspoken rule to kill followers of the god of death on the spot upon meeting.
The Order of Innocent Sisters. Another institution of the church. Many girls at the age of ten are taken into the ranks of this organization and raised as future healers. They are forbidden from communicating or making acquaintances with anyone other than other sisters.
Academy of Healers.
If you ask children eager to become wizards what magic they want to learn, they will most likely name elemental magic with all its destructiveness and effectiveness, or perhaps reality-control magic or secret magic; dark magic is unlikely, fearing punishment from parents, but very few will name healing magic. And yet, across the kingdom, healers are respected and needed far more than any others, especially in years of war. The art of healing is a very difficult science and requires not only an ability to concentrate but also a kind, sincere heart, which is far from common.
Academy of Reality-Control Magic.
Due to the small number of students, this place would be more correctly called a small club or community rather than an academy. However, one should not be mistaken about the popularity of this place; the number of people wishing to study here is no less than in other academies, and perhaps even more. The main problem is the extremely high difficulty of this science; only a few manage to pass the qualifying tests and continue their studies.
The Great Workshop. It was here that the world saw the first appearance of firearms, which significantly changed the course of military operations. And although this invention overshadows all others, it is, of course, far from the only one.
Historical Archive. Here are kept any records and books that can tell about events of the past as well as famous items; many of them were brought during the great march, others found during archaeological expeditions, some bought from the kingdoms of the Old World.

Khontai (dal Amen)

The great march was a big trial for everyone, but it proved especially hard for the children of the sun, a people not used to such hardships and terrible conditions.
Forced to change their approach to life, they began to look at the world more broadly and unlocked their full potential. Over the next four centuries, the Khontai became completely unlike their ancestors; they became much stronger, both physically and spiritually, and value wisdom most of all and strive for understanding of the world. Dal Amen is located in a mountainous area, further north than all others and closest to the northern borders.
Temple of Amrita. For the Khontai, Amrita is the most recognizable and revered figure of their culture and religion. Her temple is located at the peak of the highest mountain in the dal Amen region, several dozen kilometers from the capital.
Grove of Dalla. This beautiful grove was planted by the first settlers of Khontai in honor of the goddess Dalla—mistress of forests and patroness of fertility. Since then, it has become the center around which new parts of the city grew.
Academy of Elemental Magic.
Who would have thought that the most popular magic academy would be in such a peaceful place as dal Amen, on top of a high plateau? However, if you take into account that this magic is the most destructive of all, then perhaps this place is the most appropriate of all.

Dal Tarren

Dal Tarren is a dark spot in the history of the New World, and its residents are in no hurry to change that. And although they cannot be accused of malice, they are not very welcoming or sociable, always preferring action over words. Other nations view them with suspicion, but no one can deny that the deciding factor in the war with the Confederation was precisely the genius of the supreme commander-in-chief of the kingdom's army, who is also the ruler of this region and leader of the ruling dynasty.
Temple of the Father. These people inherited the faith in the god of Thyrian culture and revere him as their own, striving in every way to follow the ideals of their patron.
Temple of Gyurdir.
Academy of Secret Magic.

Dal Duran

In a sense, dal Duran is a fantasy on the theme of what kind of state would result if Helligkait and Katarian merged into one. On one hand, fashion trends are set here, magnificent paintings are drawn, and enchanting music is written that exists nowhere else. There is no more polite and tactful nation than this. At the same time, a friendly people live here in whom the spirit of chivalry lives and courage is revered.
Temple of Lucian
Temple of the Moon
Temple of the Knight. The creative people of dal Duran draw their inspiration from the Moon, while among others it is customary to revere the Helligkait god of the sun, but there are also those close to the spirit of the Thyrian Knight.
Ataraxian Order. This order was founded by a few emissaries who survived the fall of the empire and the demon invasion. And although other rulers dislike the mere existence of this organization, the ruler of dal Duran gladly accepted these people several centuries ago. They erected a small fortress near the city to be able to replenish supplies or learn new information, but far from the roads so as not to disturb ordinary people. The goals of the order are quite simple: they try to protect ordinary people from supernatural forces, primarily from demons. They accept into their ranks anyone capable of understanding and accepting their ideology and proving useful in their cause. This is the last unit of the order in the whole world; through the efforts of Vasanta, those on the other side of the wild lands were destroyed.

Dal Karen

This southern region consists of a group of island cities with a citadel-capital in the center of the archipelago. Local residents are either godless or followers of various gods; they rarely care about anyone but themselves. This is evident not only in personal matters but also on a state scale. For example, in recent years, when it became clear that the Confederation would likely lose the war, the ruler of dal Karen sharply reduced funding for the military campaign and cut the amount of army he provided several times.
Academy of Dark Magic.
A lonely building on a remote island surrounded by a mountain range became home to those who wish to practice once-forbidden techniques of wizardry. In the old world, throughout all recorded history, the Order of Black Ice existed, and even after its fall it rose again several decades later, continuing its activity. And if under its oppression the spread and study of basic magic was very limited, then dark magic was forbidden entirely. In the New World this is not the case, and anyone who wishes can try their hand at this matter, if they manage to become a respected member of this academy.

Nevermore

One of the largest cities in the kingdom, not belonging to any of the five regions.
Once this place was a Tarren prison where all criminals were brought, from simple debtors to murderers, women and men, youths and old men. It was erected on the border of Tarren territory in the most inaccessible place. The idea was such: if anyone managed to escape from here, they would not survive anyway, as these lands are dangerous in themselves. This played a cruel joke on the prison masters, as one day the prisoners, instead of attempting an escape, organized a takeover of the prison and succeeded. The most seasoned criminals took leadership positions, and the guards took the place of slaves.
Of course, the government immediately sent an army to retake the prison; here they met their own creation. The prison they themselves had built turned out to be completely impregnable, and no matter how many times the Tarrens tried to take the fortress by storm, the criminals always fought them off. Moreover, they could not be starved out, as the presence of the only port in the region allowed them to rob nearby villages (during this period only dal Shabet and dal Karren actively practiced shipbuilding). The Tarrens did not wish to continue losing soldiers or risk ordinary residents, and therefore they agreed to conclude a treaty with the bandit den. The bandits stop their destructive activity outside the walls of their "city" and pledge to pay taxes; in return, the Tarrens promised to leave them alone and not interfere in their internal affairs. Currently, Nevermore has left the Tarren region and is part of the kingdom as a separate entity.
This is a home for thieves and murderers, pirates and whores, deceivers and simply bold men. Since residents of Nevermore are forbidden from attacking cities of the kingdom, local pirates set out on long voyages and rob cities of the old world. Of course, this infuriates the rulers of the kingdoms, but the king of dal Shabet only shrugs his shoulders. They have a treaty, after all.
Temple of Nox. Even criminals seek divine patronage, and it is quite obvious that Nox found his followers here.
House of Sanexa. Also often called the "temple of Sanexa," actually—a tavern and brothel. The ancestress of demons obviously likes this city full of fun and games, and the residents of Nevermore do not object to her patronage.

Anaquad

This city is not part of the kingdom; it is located far to the north and serves as a home for people called "cursed" and "demon-born." Black blood flows in their veins, their skin and irises are unnatural shades, and they also possess various physical peculiarities.
As is known, the Lord of the Abyss and his minions, instead of killing people, turned many of them into beings like themselves; and so when the people completed the great march, the consequences of unfinished transformation began to appear in the appearance of many of them. They were neither human nor demon, but in the eyes of their friends and relatives there was only fear and hatred. Under threat of death, they were forced to flee north and no longer cross paths with humans. Currently, the barrier of hostility between humans and the cursed has not diminished, and they are still forbidden entry into cities of the human kingdom. This, however, does not stop many of them from traveling the world and staying in cities while hiding their appearance. The elders, however, warn that the youth risk not only losing their lives but also the possibility of angering the human kings and provoking a war in which the exiles have no chance to win. They themselves do not forbid people from visiting their city, although no one guarantees the actions of hot-headed youth.
All demon-born reach maturity by 10 years; by this time their body is fully formed and character is established. They do not change or age, however, over the next 20-30 years their hearts stop and they die.
Great Statue of Anchainabul.
And although the demon-born do not share the views of the god of death, they still respect their great ancestor.
Temple of Balthazar.
Temple of Xypil.
House of those who speak with nature
Here they learn the art of shamanism.
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Characteristics
When creating a character, the player has 80 points to distribute among seven characteristics at their discretion; the minimum parameter value is 7, and the maximum is 25.
Strength
Increases the amount of melee damage dealt. 15 points in this characteristic are required to use two-handed weapons and heavy armor. The strength modifier is 1.0 for two-handed weapons, and 0.5 for one-handed weapons and spears.
Constitution
Each unit of this characteristic increases the character's health by 10.
Dexterity
Determines the character's accuracy in melee combat as well as the chance to evade an enemy attack. Points from 1 to 7 add +1 to accuracy and +1 to evasion; from 8 to 15, +2 to accuracy and +2 to evasion; from 16 to 20, +3 to accuracy and +3 to evasion; from 21 to 25> +4 to accuracy and +4 to evasion.
Intelligence
Each unit of this characteristic increases the character's amount of magical energy. 1-7 do not increase magical energy (the base amount of magical energy for any character is 50). 8-15 increase it by 15 units. 16-20 increase it by 30 units. 21-25> increase it by 45. 10-25> increase the critical hit chance by 2%.
Willpower
Determines the probability of success when casting a spell for casters, and for all others—the probability of resisting one. Points from 1 to 7 add +1 to magic power and +1 to resistance; from 8 to 15, +2 to magic power and +2 to resistance; from 16 to 20, +3 to magic power and +3 to resistance; from 21 to 25> +4 to magic power and +4 to resistance.
Speed
Responsible for initiative and the distance covered in battle. Points from 1 to 7 add +1 speed. 8-15, +2 speed. 16-20, +3 speed. 21-25> +4 speed.
Perception
Determines the character's accuracy when using ranged weapons as well as the probability of evading a ranged attack. Additionally, it helps detect traps, disguised characters, etc. The values correspond to the description for dexterity.

Specializations
At the start of the game, each character has 2 specialization points and 6 skill points.

One-Handed Weapons

I Grants a chance (dexterity) to parry an enemy strike.
II Additional attack.
III In the event of a successful parry, there is a chance (strength) to disarm the opponent.
IV Additional attack.
V After a successful disarming, the enemy automatically takes ten times damage (but only if they lack a shield or second weapon).
*With each rank, accuracy (2) and critical damage chance (3%) increase.

Two-Handed Weapons

I Strength additionally influences the accuracy parameter (0.5).
II Each successful hit has a chance (strength) to paralyze the opponent for one turn.
III Each kill in battle restores 20% of the character's health.
IV Hitting an enemy whose health is less than 35% deals a lethal blow.
V Additional attack.
*With each rank, damage dealt (4) and critical damage chance (3%) increase.

Polearms

I Grants a chance (dexterity) to parry an enemy strike.
II In one-on-one combat, a speed competition occurs. Periodically, the opponent will have to spend turns closing the distance.
III A successful parry paralyzes the enemy for one turn.
IV Each successful attack also deals half damage to all nearby enemies.
V The character gains the ability to respond to every single enemy melee attack.
*With each rank, damage dealt (2) and accuracy (2) increase.

Shield

I Allows the use of shields.
II After reflecting an attack, a counter-thrust with the shield is dealt to the enemy, paralyzing them.
III As long as the character does not move, they automatically block ranged (but not magical) attacks from enemies.
IV Two of the character's companions can take cover behind them.
V A successful shield thrust deals damage to the enemy equal to the block percentage of the opponent's current health.
*With each rank, the chance of a successful block increases (5%).

Dual Wielding

I Allows using a weapon in each hand (one-handed).
II Removes half of the penalty.
III Removes the penalty completely.
IV Consecutive attacks in one turn each deal 10% more damage.
V Allows using a weapon in each hand (pistols).

Bow

I Allows the use of bows.
II A successful shot can paralyze the target (success depends on perception).
III The distance the arrow flies determines additional damage (1 after 20).
IV The next attack on a paralyzed enemy will deal triple damage.
V Additional attack.
*With each rank, accuracy (2) and firing range (10) increase.

Crossbow

I Allows the use of crossbows.
II A successful hit slows (1/3 of current value) the enemy for 3 turns; subsequent attacks refresh the timer and increase the effect.
III The first shot deals percentage damage to the enemy based on their maximum health equal to the perception stat.
IV Successful attacks have a chance (perception) to knock back the enemy.
V Attacks deal area-of-effect damage.
*With each rank, accuracy (2) and armor penetration percentage (10%) increase.

Musket

I Allows the use of muskets.
II An aimed attack outside of combat deals ten times damage. x2
III Hitting an enemy whose health is less than 35% deals a lethal blow. x2
*With each rank, accuracy (6) increases.

Pistol

I Allows the use of pistols.
II Additional attack. x2
III Additional attack. x2
IV Shooting while running. Accuracy is reduced by 75%.
*With each rank, accuracy (6) increases.

Elemental Magic

Electric Charge. Deals damage to targets with a chance to block them.
Earthquake. All characters take physical damage and have a certain chance to fail their actions.
Ice Graves. Upon successful casting, the character's body is covered in a thick layer of ice, and all internal organs are frozen. The character remains in this state until they are dispelled or take damage (the first attack will deal ten times damage).
Air Blades. The character takes damage and their armor is destroyed.
Wave. The character and everyone near them take damage, and their speed is reduced by 2/3.
Fire. The target and all those nearby take massive damage. They and all other characters on the battlefield lose 25% of their current health every turn.
Healing Tree. A tree grows on the battlefield that restores 10% of maximum health to each allied character.

Reality Manipulation

Teleportation. The character gains the ability to move outside of combat to any previously visited location.
Denial. After use, the character does not require air. During combat, there is a possibility to ignore taking damage.
Levitation. In this state, it is impossible to attack. The character gains immunity to melee attacks and double the chance to evade a ranged attack.
Creation. The character gains the ability to create items (requires knowledge of components or an existing item to create a copy; success chance decreases depending on the importance of the item).
Time Manipulation. Changes the state of the selected target back one hour.
Destruction. The opponent's weapon becomes unusable.

Dark Magic

Servant. A chosen dead person becomes the player's minion, having triple health; however, the quality of their health and abilities depends on the state of the body. Thus, fresh corpses become the best servants, while a pile of bones cannot be raised.
Subjugation. The chosen character comes under the player's command.
Death Mark. The chosen character dies.
Bonds. The character binds the lives of any two people; everything that happens to one also happens to the second.
Soul Chain. The character absorbs 10% health from all characters participating in battle every turn. While casting this spell, no other actions can be performed.
Mind Suppression. Allows changing a character's personality and memories at will.

Secret Magic

Thought Reading. Upon successful application, the player gains the ability to extract any desired information from the target's head.
Veil. Makes oneself or an ally invisible, allowing them to perform any actions (except aggressive ones) without revealing themselves.
Illusion. Creates an illusory image of anything. This could be a weapon, a person, a terrible monster, or a beautiful maiden.
Repose. Plunges the target into sleep, and they remain in this state until any aggressive action is taken against them.
Immersion. The player moves their soul and mind into any desired object.

Healing Magic

Healing. Fully restores lost health. Can only be used outside of combat.
Mental Shield. Protects the character from any effects on the mind.
Restoration. Regenerates a certain amount of health.
Dispelling. Nullifies the effect of a spell.
Salvation. Restores health and magical energy to all allies and also nullifies mind-affecting effects.
Grace. The character cannot perform other actions; allies gain passive regeneration of health and magical energy.

Shamanism

Locator. The character gains the ability to see the location of any other character; it is sufficient to know their name and have an idea of who they are, or have their appearance in memory.
With a personal item of that character and a map of the area, the player can determine their exact location.
Sanctuary. Enchants a room (room, house, etc.) such that any unwanted guest cannot enter until the owner invites them.
Blood Ritual. Given blood—their own or another character's—they can perform a ritual and turn it into a healing potion, or cause the "donor" to suffer a terrible disease.
Transformation. Reveals the character's nature and turns them into the corresponding creature.
Madness. Drives a character insane.
Message. The player gains the ability to mentally send a message to any person they have previously contacted.

Additional Skills
Archaeologist. The character gains the ability to conduct research in specific places, identify items, as well as their approximate cost. x2
Inventor. Ability to improve items and create new ones if blueprints are available. x3
Scout. Ability to quickly gather information about the surrounding territory.
Assassin. Attacking unsuspecting characters kills them. Can be used with one-handed and ranged weapons, or without any weapon at all. x3
Swindler. Bonus to dexterity stats outside of combat (to everything except aggressive actions). x3
Juggernaut. Removes the movement speed penalty when using heavy armor and shields. x3
Duelist. In a one-on-one fight with an opponent, damage dealt as well as hit and evasion chances are doubled. x3
Knight. 50 to health, bonus to melee damage, bonus when using shields. x3
Leader. 25 to health and magical energy for each character in the group, bonus to willpower stats; provided that the character with this skill is appointed as the party leader. x3
Stormtrooper. The character instantly closes the distance between themselves and their target. In heavy armor, use is possible only if they have the Juggernaut skill. x2
Doctor. Grants the ability to use medical supplies. x2
Innocent Sister. Increases the effectiveness of healing spells and the willpower effect. Unlocked for free if the character specifies affiliation with a specific organization.
Inquisitor of the Alissandrian Church. The character gains a spell that allows them to immobilize a follower of any other religion. Unlocked for free if the character specifies affiliation with a specific organization.

Nationality
Dal Shabhet: Additional 8 characteristic points.
Khontai: Additional 4 skill points.
Dal Tarren: Additional 2 specialization points.
Dal Duran: Additional 4 characteristic points, 2 skill points, 1 specialization point.
Dal Karen: Starting capital increased by 5000 R
Anquad: Stats of any one chosen characteristic are doubled; stats of any second chosen characteristic are increased by half.
Helligkait: Each point of constitution gives twice as much health.
Katarian: The character always strikes first. This action always deals critical damage and stuns the opponent.
Vaironia: Two free skill points for any unlocked weapon specialization.
Tyria: Choice of: a free rank 5 specialization in one-handed or two-handed swords.
Free Folk: Free scouting skill, bow specialization with three free skill points.
Overseas Warriors: +4 to strength and constitution, resistance to half of magical damage.
Children of Sanexa/Shadows of Nox (known as Moon's Chosen before the loss of their homeland): free knowledge of rank 3 "Dual Wielding" skill. Dexterity effectiveness and critical damage chance are increased.
Children of the Sun: 4 points in healing magic specialization.
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Religion
Every person can dedicate their life to serving one of the many gods known in these lands. Due to events of the distant past, when Anchinaabul stepped upon the earth in a mortal body, he severed the connection between the two worlds, and since then the deities have lost the ability to interfere arbitrarily in unfolding events; nevertheless, they remain an influential force in their lives. The bond between a mortal and a deity occurs through prayer; after the first is performed, the person forever binds their life to the chosen deity. In life, they pledge to live by the rules established by their god, and in death, the fate ordained by that same god awaits them. The righteous can expect all manner of assistance from their patron, while sinners receive corresponding punishment.
In the Old World, it was commonly believed that not only all living things but also all gods descended from Anchinaabul and Eliseia, whereas in the New World they are recognized as distinct entities.
Demons, with the permission of mortals, may replace a mortal's deity (no permission is required for Beznadyoga).

Anchinaabul

God of death, god of sleep, god of repose, god of compassion, god of destruction, father of demons, king of all gods.
The Lord of Death treats all living things with sympathy and desires nothing more than to free people and their lesser brothers from the series of endless sufferings called life. In death, all living things must unite with the cosmos, knowing harmony and peace.
Naturally, the other deities could not like such an idea, and when he began to carry out his intentions, he automatically became the enemy of all other deities. This was a time when gods could interfere in the course of events in the mortal world by their own will, and therefore the god of destruction destroyed the connection between the two worlds and took a mortal body. Thus, the gods lost any possibility of hindering him. However, his new body imposed too many restrictions on him, and thus he faced obstacles on the path to his goal. Then he decided to create an army. His first daughter, Sanexa, whom he created from his heart, became the mother of all demons; they became his legion, his weapon for the salvation of humanity. Among them, special warriors were born — fate appointed them as generals of these legions. Additionally, among ordinary people there were those who shared the views of the great god; they became the main support in his plan. Nevertheless, they were not destined to be realized: his son, Vironis, born to a simple mortal woman, managed to defeat him. According to one legend, after the victory, a powerful wizard, who had been Vironis's closest friend, sealed all demons in the underworld where they were born. Then they parted and promised to lead people into a bright future. Vironis went north and his friend went south.
Since there are not many people among mortals who share the views of the god of death, the number of his followers is very small.
Consecrated weapon: «Repose». The blade is tinted a dark blue shade. Characteristics do not change. Any wound severs the character's connection with their god (if any); furthermore, after several days, they fall into a state of deep sleep. In such a state, their mind observes beautiful dreams, while the body becomes invulnerable to destructive actions, including decay. Instead, it disappears after several days, dissolving into the air as a thousand bright lights.
*Restriction: bladed weapons.

Alissandra

Also known as Eliseia in the Old World. Goddess of life, fertility, rebirth, patroness of agriculture, childbirth, marriage, the home hearth, bane of demons and other foul forces.
It can be stated without exaggeration that Alissandra is the most influential goddess throughout the known world, especially among the common folk. All farmers and every mother seek her help and patronage. Temples and statues erected in her honor, as well as various symbols, can be found everywhere.
Her kindness can only be compared to her contempt for all things foul and a complete lack of mercy. In her understanding, demons are nothing more than abominations poisoning the lives of people, just like their creator. But sinful humans are no better than they are. Murder is the most terrible crime of all possible, and it can be justified only if a person was forced to defend their own life. At the same time, the killing of animals and creatures loathsome to the goddess's sight is not a sin.
After death, the souls of Alissandra's followers as well as the souls of all atheists are reborn depending on the life they lived.
Righteous Bonus. The character gains passive health regeneration as well as knowledge of the "Healing Magic" specialization and two free points for it. The effectiveness of spells in this category is increased by half.

Gyurdir

An overseas god of war and patron of warriors, who found his followers in the kingdoms and then in the New World. Gyurdir blesses all who strive for battle. To die during combat is the only fate desired by those who chose Gyurdir as their patron. At the same time, death from disease or old age is the greatest shame. Deceivers, thieves, and murderers are also despised by Gyurdir. To defeat an enemy means to meet them face to face.
Those who walk the glorious path of a warrior can expect a meeting with Gyurdir after death and further life in a paradise created by him specifically for warriors. For others, a somewhat different fate is reserved — the life of a ghost wandering through vast expanses.
Righteous Bonus. Each warrior defeated (killed) in battle increases the character's health by 10 units.
Consecrated weapon: «Fury». The names of killed enemies are inscribed on the blade of the weapon in a runic language. The weapon acquires additional features and increased characteristics depending on the strength of the defeated opponent.
*Restriction: melee weapons.

Lucian

God of the sun, fire, light, truth, order, justice, and retribution.
Among the children of the sun, he is known as the creator of the entire world.
Since ancient times, he has been the most popular god of Helligkait; in fact, followers of other deities are very rarely encountered in this nation. The Festival of Illumination, known in all kingdoms, is also held in his honor. After death, everyone is rewarded according to their merits and a corresponding fate awaits them.
Followers of Lucian are characterized by meekness, moderation, diligence, and, of course, courage.
Righteous Bonus. Characters of this religion cannot practice secret or dark magic; in return, they gain full immunity to spells of these categories.
Consecrated weapon: «Zenith». The blade of the weapon released from its scabbard illuminates everything around it with a bright light and dispels the darkness. Creatures of darkness take additional damage.
*Restriction: melee weapons and bows.

Luna

Goddess of the moon, night, fate, art, sorrow, love, and revenge. Patroness of lovers, artists, musicians, and poets.
According to the legends of Luna's chosen, night did not exist before; there was only day. Luna was boundlessly in love with the Sun (Lucian in other cultures) and tried in every way to convey her feelings to him. She sang a hundred songs to him, painted a thousand pictures, wrote ten thousand poems, but he continued to refuse to reciprocate her feelings. Then sadness and anger overcame her, and from her tears rains, rivers, seas, and oceans appeared in the world. In order to take revenge on the Sun, she stole his celestial crown and used it herself. Without it, the Sun lost part of its power and since then has been obliged to share the sky with Luna.
The dead enter the land of dreams.
Righteous Bonus. Characters of this religion deal 50% more damage at night from any sources.
Consecrated weapon: «Moonglow». The blade of the weapon becomes dazzling white and deals much greater damage at night. If it leaves its scabbard in daylight, it turns to dust.
*Restriction: bladed weapons.

Amrita/Amrit

In the old world, Amrit was depicted as an elder in rags with a book in his hands, guided by simple logic where knowledge is presented as the highest virtue and ignorance as the only sin. During the period of crisis (a series of long wars and subsequent demon invasion), he lost most of his influence. People who survived the catastrophe had no time for knowledge.
Righteous Bonus. The amount of magical energy is increased by 100.
In Khontai culture, it is presented differently. Amrita is the goddess of wisdom and harmony, traveling incognito through the world of mortals and other gods. Neither good nor evil, she learns about the world with her own eyes, mind, and feelings. She enters into contact with mortals only to guide them on the path to understanding the world.
Followers of Amrita are calm and moderate people who are not concerned with material goods. They prefer places remote from worldly bustle over cities, where they can enjoy untouched nature and its natural beauty. Most often, they become hermits.
Righteous Bonus. Meditation. The character gains the ability to fully restore health and magical energy outside of combat. Every 10 units of points restored this way have a 5% chance to unlock an additional characteristic point, skill, or specialization.

Dalla

Among the Khontai, she is the goddess of fertility, mistress of forests and rivers, protector of the animal world. She is also associated with chastity and decency. The prototype of Dalla appeared in the culture of the Khontai ancestors due to close proximity to a free people — the forest dwellers. Currently, in Khontai, she shares first place in the number of followers together with Amrita.
Righteous Bonus. The effect of will is doubled.
Consecrated weapon: «Stardust» each attack with this weapon has a certain chance to put the enemy to sleep and remove them from combat.
*Restriction: ranged weapons.

Knight

The main Tyrian god, patron of warriors. And although courage and martial skill are among his main aspects, unlike the overseas Gyurdir, he does not approve of people's desire to get into fights and wars: being excellent warriors, followers of the Knight should take up their weapons only when they have no other choice. In all other cases, they are obliged to resolve arising difficulties with words, not a sword. Other aspects of the Knight are nobility, honor, and loyalty. Additionally, his followers are distinguished by extraordinary charisma and will always strive to protect those who are unable to protect themselves.
Righteous Bonus. Strength, Constitution, Will +3. Knowledge of "one-handed weapon" and "shield" specializations as well as one free point for each, or knowledge of the "two-handed weapon" specialization and two free points for it.
Consecrated weapon: «Honor». Weapon characteristics are increased.
Consecrated shield: «Valor» Shield characteristics are increased.
*Restriction: none; shield.

Father

When a family wishes to have a child, or when they wish for their speedy recovery in the event of any misfortune — parents ask the Father for help. When war begins, parents raise their prayers to the Father so that he may protect their children from death. And even when they themselves need help, they turn to the Father. In Tyrian culture, this god is the father of all people and gods. He always watches over his children and protects them. Objectively evil and dishonorable acts of people may sadden him, but he does not turn away from anyone.
Righteous Bonus. Each point of Constitution after 10 gives twice as many health points. The effectiveness of shields and armor is increased.

Nox

God of shadows, intrigue, betrayal. Patron of assassins, thieves, and swindlers. Nox has no official status in any of the kingdoms, and the governments of practically all known countries try to keep silent about the existence of his cult; nevertheless, his followers can be found in almost any large city. He obliges his followers never to reveal their true identity.
The leaders of the Dungeon enjoyed his patronage.
Righteous Bonus. The effectiveness of agility and perception is increased. Free specialization (skill) of choice: thief, assassin, swindler, secret magic.

Ataraxian Faith

The Ataraxian Empire could rightfully be called the most powerful state in the history of the entire world, just as its religion was the most influential of all that ever existed. But all this is in the distant past and currently the empire lies in ruins, and its god-emperor is dead. In the kingdoms, it was customary to condemn the emperor's methods, and across their lands he unfairly entered history as a tyrant who trampled all human freedoms and rights into the ground. Nevertheless, few of them know that the basis of the Ataraxian faith was always the necessity for a person to have their place in life and personal happiness, and it was through the emperor's efforts that all his subjects could obtain this. Few remember the technological superiority of the empire, which made the kingdoms shudder before its military might, technologically surpassing the kingdoms by thousands of years. And very few will remember that it was the empire for millennia that protected the world of men from the inhabitants of the abyss. And although currently the Ataraxian faith does not exist as an organized religion, even to this day there are people who follow the commandments of the Emperor.
Righteous Bonus. +3 to all characteristics, immunity to actions affecting the mind.
Consecrated weapon: «Faith». Damage dealt to demons, demon-worshippers, and spawns of darkness is tripled. Followers of other religions take double damage.
*Restrictions: none.

Vasanta

Long before proclaiming herself the goddess of bloodthirsty war, discord, and chaos, Vasanta held the position of emissary in the Ataraxian Empire — a subordinate of the emperor, belonging to the inner circle of people whose efforts were directed at governing the country, settling internal problems, preaching in other countries, performing secret missions, and so on. Such people always possessed extraordinary abilities and Vasanta was no exception; even more — in her time she was the strongest of all her peers. This led to her fall, and subsequently to the bloodiest war in the pages of the empire's history, as well as the only civil war in the empire overall. Vasanta believed that even the god-emperor was not her equal, which meant the throne should belong to her. Thanks to overwhelming charisma, she managed to win over many emissaries from distant lands and, as a result, all these regions with all their soldiers and inhabitants. The war continued for long twenty years, and eventually she began to prevail in it; only the capital remained as the last barrier before absolute conquest. When her boots stepped on the smooth floor of the palace, when she saw its high walls, when she smelled the scent of a building as ancient as history itself, she anticipated victory. Nevertheless, the meeting with the emperor, her god, did not go as she expected. He managed to suppress her will and instill fear in her with a single glance; with a wave of his hand he made her knees tremble, and her hands could not withstand the weight of her weapon and dropped it. He looked through her as if through a mirror and saw her soul. She was his greatest daughter; she, like he once did, had managed to achieve immortality and great power, but how had she fallen so low? The god-emperor saw his own fault in this. Instead of killing her, he ordered her sent to the Abyss where, as he hoped, after centuries of wandering through the expanses of the underworld kingdom, she would reform. However, this did not happen. During that time she killed more demons with her own hands than her soldiers killed during the civil war; her power, arrogance, and hatred only grew, and when the emperor died, the path to the world of mortals opened for her once again. There she began to forcibly subject territories of the former empire piece by piece, and fame of her deeds spread throughout the world. Vasanta patronizes only strong (in body and mind) people, while others are nothing more than trash to her.
Righteous Bonus. Damage dealt by the character is partially converted into their health.
Consecrated weapon: «Wrath». The blade of the weapon takes on a bloody tint. The weapon deals much greater damage but the owner also loses some health.
Consecrated weapon: «Pride». The steel of the weapon's blade darkens. Using this weapon, the character acquires (or raises its rank if present) the "parrying" skill. Upon a successful parry, the enemy takes triple damage and their armor (or shield upon a successful block) is destroyed.
*Restrictions: melee weapons.

Xipil

Demon of knowledge. At first glance, Xipil is obviously the weakest among his brothers, but if it comes to that, they were all shadows cast by the figure of their elder brother called the Lord of the Abyss. And where is he now? Dead. Xipil does not possess the destructive power of his brothers or the sorcerous abilities of his mother-sister, but all the knowledge of the world is at his disposal. And as it is believed among mortals, knowledge is power.
Often many people in the scientific community face a difficult decision: choose the easy path or the hard one. The hard one requires years of research from them, while on the easy one Xipil himself shares his knowledge with them. And although it has long been known that most often the second option ends with people going insane, to this day there are many people who, unfortunately for themselves, have contacted this demon.
Xipil is not interested in imbeciles and unsophisticated people devoid of any ambition. He responds only to the call of those who have a fire of thirst for knowledge in their eyes.
Bonus. 10 characteristic points, one specialization point, 4 skill points, 100 units of magical energy.
Curse: «Price of Knowledge». After killing an enemy, a part of their characteristics or skills are absorbed randomly.
*Restriction: any personal item.

Balthazar

Demon of war, and also of rage. In the opinion of mortals, there is always an alpha in the Abyss — one who alone commands all others; however, this is not entirely true. In reality, the underworld is divided into domains, each of which has its own master. There are several dozen of them; some belong to the first demons, while others to younger ones. Since the roads to the mortal world are completely closed to them, they always start wars among themselves. The domain of the Lord of the Abyss, the demon of dominion, was naturally the most powerful of all, and yet Balthazar always had enough strength to please his elder brother with worthy rivalry.
Bonus. After dealing the first hit to an enemy, the character enters a berserker state: their melee damage increases, while received damage is halved. At the same time, the character stops distinguishing between enemies and allies, choosing the most accessible target.
Curse: «Rage». Dealing critical damage restores 40% health.
*Restriction: melee weapons.

Beznadyoga

Demon of misfortunes, and also of despondency. The youngest of all brothers previously served the Lord and possessed the most destructive power of any demon that ever existed. This power was so great that even he could not control it, which resulted in the demon losing his mind. When he was defeated, part of his power burned out, while another part transformed into energy of a different nature. He obtained a new body and along with it a part of his previously lost sanity.
Beznadyoga appears in people's lives by his own will; he is not concerned with the laws of nature or the laws of gods. He feeds on grief and dark emotions of people; he is attracted to desperate people fallen into despondency and devoid of hope. Most often, his victims are people who have experienced tragedy in their lives, people without a purpose in life, and sometimes just pessimists. Sometimes he may appear to help a person in trouble or even on the side of an entire army that has found itself in a hopeless situation. But clearly not out of kind intentions; all such cases later ended very sadly.
Bonus. In most cases, the character's enemies receive the minimum value in random calculations, while the character himself receives the maximum.
Curse: «Apathy». The character gains the ability to remain inactive in combat without taking damage.
*Restrictions: any personal item.

Sanexa

First daughter of the god of death, ancestress of all demons, demon of desires, debauchery, gluttony, and entertainment.
As often happens, the first child grows up extremely spoiled and retains this quality throughout their life; Sanexa never stops before her desires and hates boredom most of all. It was because of this that in ancient times she turned her son and brother, Beznadyoga, into the creature he remained for centuries, only returning to his former appearance half a millennium ago.
Sanexa, like her father, finds the existence of humans to consist almost entirely of suffering (as well as boredom), but unlike him, she does not strive to free them from the shackles of life. She is the only demon whose intentions cannot be called exclusively evil; nevertheless, her methods and ways of entertainment will never find support in mortal society. For her, obtaining pleasure should be the main priority and goal in people's lives.
There are also rumors that if you make a wish under a full moon and think of something dirty, Sanexa will grant it.
Sometimes women whose newborn children died during birth turn to her. It is in her power to breathe life into them, although it is not necessarily true that they will remain human afterward.
Bonus. The character is always in a high mood, always playful and aroused.
Curse: «Sanexa's Kiss». The owner of this jewelry is perceived as a much more pleasant person in all respects than they may actually be. Characters with weak will are likely to want to jump into their bed immediately.
Restriction: jewelry.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#6
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Read it, rated it, and bumped the topic. If desired, you could try creating some overpowered, combined character.

Added after 19 hours and 59 minutes
I didn't quite understand the skills for specializations. Let's say I need five skill points to fully learn the "two-handed weapon" specialization, right? What about magical specializations? Are there no ranks there, and can I learn any spell from the chosen specialization for one skill point?

Whatever
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#8
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*A joke about Arandor and the bus driver
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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Agnet Dal Lang


The Lang family is quite well-known and ancient. Its roots lie in Helligate; they distinguished themselves during the war against creatures from the abyss but ultimately lost everything. One of the Langs at that time, named Fredj, decided to try his luck and head west, and it proved successful. There he found love, as well as fame and respect. The state called Dal Duran became the new ancestral home for the now Dal Langs. The Knight became the one whom the family would worship henceforth, because it was combat skill and honor that repeatedly elevated the Langs and led them to prosperity.
This continued until Agnet was born. She turned out to be an only child, and great hopes were placed on her. Her father understood the importance of raising his daughter; she had to preserve the family's martial traditions, fulfill, in a way, the role of a son, an heir... And Agnet did indeed become an excellent warrior and a zealous servant of the Tieran Knight.
But this lasted only for a while. Strangely enough, with each passing day, Agnet realized that something was missing, that adherents of the Knight could not answer some questions that interested her. And when followers of a new, unfamiliar religion came from Dal Karen, and Agnet accidentally attended their sermon, this became a turning point for her. They spoke about how all religions either simply err or, moreover, contain a great hidden danger within themselves. That there exists only the Creator, and that He alone should be worshipped, rejecting all other gods. Most people didn't listen to them (who is interested in the sermons of some small sect?), some just shook their heads, and others refrained from waving their fists only because there were many guards in the square. But Agnet was simply struck by their words. On the same day, she approached those people, and they enlightened her further on the issues of their religion, managing to surprise her even more. Then Agnet told her father that she would leave the faith in the Knight, which was extremely unpleasant news for her parent. Perhaps he would have accepted a transition to another Tieran faith, but this decision seemed completely wild to him. This led to a major family quarrel, as a result of which her father practically disowned Agnet. She decided that she had nothing left to do in Dal Duran and set off to wander. Partly to suppress internal problems and contradictions within herself, partly to toughen up physically and mentally and show her father that she was worth something.

Agnet is a young warrior who has not yet been in battle; all her skills were acquired exclusively during training (although it was quite exhausting). She treats magic with great distrust, especially after changing her faith. The exception is healing magic. Agnet's trust in it increased when she saw that it was through this type of magic that the Creator's care for His creations manifests itself clearly, although this is her own opinion, unheard anywhere else.
Agnet is silent but quick-tempered, somewhat arrogant, although she has recently begun to strive to overcome this. Very self-confident. She doesn't know how to keep a conversation going – although ethics are usually taught in noble families, her family never saw any point in it because an eloquent tongue won't help in war, only a sharp blade will.

Nationality:
Dal Duran
Characteristics:
Strength -- 20
Constitution -- 20
Dexterity -- 8
Intelligence -- 10
Willpower -- 12
Speed -- 7
Perception -- 7
Skills:
Polearms V
Shield I
Healing Magic: mental shield, restoration
Religion:
Other. Righteous bonus - reduction of the effectiveness of offensive magic when applied to the character.
Items:
Family all-metal spear -- Agnet belongs to that branch of the Langs, which inherits a spear from their ancestors, a rather ancient artifact. Of course, it is received only by the eldest sons, and in a sense, she was lucky not to have any brothers. Another branch of the family, close to them, owns a sword made by the same master craftsman.
Round steel shield -- it is not an ancient relic like the spear. Nevertheless, it is quite good and saved her father's life more than once.
Thoroughbred horse -- honestly stolen from her parents' stable. Well, borrowed. Broken in, knows its mistress.
Plate steel armor -- forged specifically for Agnet.
Necessary set of everything else -- bridle, saddle, clothes, handkerchiefs, all the necessary junk.
Cakes -- there was no bread in the house when Agnet prepared for the journey. What can you do? In recent generations, the Dal Langs have become somewhat spoiled, unfortunately.
Flint -- still found in the basement.
Water flask -- wine dulls the mind and prevents one from correctly assessing the situation in battle. Although another branch of the Langs fills flasks with alcohol so that they are in a suitable mood. Agnet, like her father, considers this a manifestation of cowardice and weakness.
Money -- a little, as much as possible could be taken hastily.
Book -- the one shared with Agnet by her new fellow believers.
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#10
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I don't remember anything about Tyria at all, but there are quite a few mentions of it here. From the previous experience, I only remember that there was a quest with vampires, but no one ended up going there.

Whatever
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#11
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I don't remember either; I just copied and pasted it from the information in the first post here.
 

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#12
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Ah, no, I was mistaken; you were in Tyria! My memory is failing me.

Added 2 minutes later
Information found, victory.

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#13
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Ment, that’s some speed!

Added 10 minutes later
Revan, why isn’t Nevermore in the list of factions in the second post?

Added 27 minutes later
And is the “Two-Weapon Fighting” skill required to use a one-handed weapon and a pistol?
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
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#14
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Dude, I came up with something. I'm going to create a Paladin now.

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#15
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Revan, why isn't Nevermore listed among the nationalities in the second post?
Because, although it is a unique city with its own concepts, it lacks the concept of a "nation," and all its inhabitants consist of people of other nationalities.
Is the "Two-Weapon Fighting" skill required to use a one-handed weapon and a pistol?
Yes, it is required to use them simultaneously, but not to switch between them in different situations.
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Резара - Аксель - Орвальд - Эмилия

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