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Heeere... it seems to me that a clone of the Revan expedition turned out, lol) I don't know how high-quality it is, but maybe it's actually okay. I hope it goes over as well as Dal Shabhet. But... hope is the first step on the road to disappointment.
Three Mafia games were played in this little world: 1, 2, 3. They might be able to tell you something about it.
The walls and ceiling of the huge hall were decorated with various drawings depicting historical events and prominent figures of the distant past. A map of the world occupied almost the entire western wall. A large number of cities and small settlements were marked on it. Some other significant places were also noted. There were no windows here. Torches in the shape of flowers hanging on the walls illuminated the space with a dim light. In the center of the hall, on a red floor, an eyelidless eye was depicted; to its left grew a skeleton's hand holding an hourglass. To the right—a dark hand with a dagger. Above—two axes, and below—two swords. A little further from the image stood a large wooden table decorated with exquisite carvings. Many papers, books, and seals lay on the table. There was also a medallion with a large dark-purple stone and bracers made of an unknown metal. Opposite the table, right under a blank stone wall, stood a bed. A man sat on it, facing the wall. He had no hair on his head and was dressed in a red robe. The man did not move or blink; he simply stared at the wall, doing nothing and thinking of nothing.
A dark elf appeared from the eye in the center of the room. He looked toward the bed, slowly approached the table, and began to examine the papers and flip through the books.
- Speak, - a man's voice was heard.
- I found it. It really is located where you said.
- Then act before they find out. I don't need to explain exactly how you should act, do I?
- No. I have already thought everything through. I will do it quietly and carefully. These fanatics won't suspect a thing. Leading their spies on false trails is child's play.
- Good.
After these words, the elf vanished into the shadow of the table.
In a small port in northwestern Ryjorvalia called Sjyotouyukyur, a large sheet of paper hung on the notice board in the center of town. This sheet contained information that a local merchant, Lutiel Slyface, was recruiting a group of mercenaries to guard his trading vessel, which was setting off on a long journey to another part of the continent, toward the shores of Lakelia.
"Attention, attention to all two-handed, two-legged, big and small, smart and stupid, capable of protecting not only themselves but also my goods from pirates, dishonest partners, and various thugs. I invite you to join the crew of my glorious ship! What do I offer you? 2 000 setrs a day! Meals at my expense, cheerful company, and the opportunity to see various parts of our wonderful continent! Also, those who distinguish themselves particularly or are particularly maimed will receive a bonus! Relatives of the deceased are guaranteed compensation! Do not miss your chance to earn well and diversify your boring life! Come to my house located in the port for a fitness check. The house can be found without any problem; there is a sign with my name above the door."
A middle state that has existed for about a thousand years. It was in these lands that the art of elemental magic originated. Magical abilities, widespread among the indigenous inhabitants, ingenuity, and a belief in progress allowed Madinia to become the most influential state on the continent and create a vast Empire. Currently, the country is a dictatorship based on the power of mages—the privileged class of Madinian society. Indigenous inhabitants make up about thirty percent of the total population. They are mainly engaged in invention, magic, science, architecture, legislation, law enforcement, and art. The rest of the population consists of immigrants engaged in crafts, farming, small trade, and providing various services. A large diaspora of Letians (high elves) also lives in the country, who for one reason or another left their homeland—the Letian Kingdom, located far to the south.
Incredible liberties, compared to other states on the continent and the rest of the world, attract a large number of newcomers from all corners of the globe to the country. Many things are legalized here. From narcotic potions and polygamy to some forms of cannibalism and slavery.
Madinia is also famous for its huge cities, beautiful architecture, good roads, and many educational institutions, some of which are free. The main pride of the country is the Central Academy of Sciences and Elements, located near the capital. The Academy is a separate city in which a vast number of students live. Anyone who wishes can study there; however, one must possess extremely extraordinary abilities and talents. Also, the same place houses the main fortress of the Setranomicon Order—the Peak of Elements.
Particularly skilled Madinian mages are capable of creating various creatures. For example, half-human half-beast hybrids can be encountered quite often in the cities and villages of Madinia. As a result of the wizards' experiments, many new sentient species appeared, who now serve them. Sorcerers also love to create animals, monsters, and beasts described in the religious texts of various beliefs, thereby mocking and amusing themselves at the expense of religious people.
Central Academy of Sciences and Elements.
Central Academy of Manipulation Arts.
Central Academy of Combat Magic.
Central Academy of Death Arts.
Old Temple of Madi-Latu.
Peak of Elements - the central fortress of Setranomicon.
Kingdom of Ryjorvalia

A northern country populated by descendants of seafarers and travelers—the Argatals, who long ago crossed the northern wastes and settled in these inhospitable and cold lands. For a long time, the country was divided into many different regions warring with each other. Subsequently, only the expansion of the Madinians forced the Ryjorvalians to unite and stand as a single front against the aggressor. However, they did this too late and ultimately lost a significant part of their lands, which became part of the Madinian Empire. Currently, the kingdom is a parliamentary monarchy with significantly limited royal power. The inhabitants of these lands are harsh and unassuming. They are well adapted to the cold climate. They are skilled warriors and hunters. They engage in mining minerals and timber.
White orcs, calling themselves children of winter, live in the coastal cities and small settlements of the country. Their homeland is the islands located northwest of the continent. Also, a significant number of trolls live in the mountains of Ryjorvalia, who avoid communication with humans and prefer secluded mountain communities.
Mount Yoltira.
Temple of Ryjortir.
Glacier – the northern fortress of Setranomicon.
Seveseptim

Once the northeastern part of the Madinian Empire, it felt the influence of the Church of the Creator particularly strongly. According to mages, it is an area with the largest reserves of various minerals. The inhabitants are extremely conservative, withdrawn, and pious. They fear everything new. They are unfriendly toward strangers. They are extremely enduring and hardworking. They are mainly engaged in mining iron ores, coal, precious metals, and stones. Seveseptim is also known for its cult buildings, the construction and maintenance of which consume a significant portion of citizens' taxes.
Knight tournaments and various military competitions, which are held quite often, are popular among the citizens.
A long existence as part of Madinia developed a hatred in the inhabitants toward the Madinians—oppressors and enslavers, as they are still considered today. Mages are particularly disliked, as they once treated the faith of the Seveseptimians with arrogant indifference, attempting to eradicate it. Such actions had the opposite effect and significantly strengthened people's faith. Soon, so-called Punishers of the Creator appeared, who began to persecute and kill all heretics and atheists. Later, this spilled over into large-scale uprisings across the country, which were brutally suppressed. When Seveseptim received broad autonomy, the surviving Punishers of the Creator organized an Inquisition. Currently, in the struggle against those whose views do not align with the views of the Church of the Creator, the Inquisition uses even more brutal methods than the mages used. But the Inquisition is not limited to punitive functions, sending missionaries to other regions who propagate the church's teachings.
Great Temple of the Creator.
Temple of the Creator's Foot.
Temple of the Seven.
Holy Inquisition of the Creator.
Knights' Arena.
Fortitude - the northeastern fortress of Setranomicon.
The land of the Great Lakes. Here are located the largest shipyards of the confederation, engaged in building all kinds of floating vessels. From small boats to huge trading and warships. There are also financial institutions and markets for selling various goods.
Before joining the confederation, Lakelia maintained absolute neutrality and did not participate in any major war of Setranomicon. This led to the rapid development of trade in this region, as it acted as an intermediary between warring countries that could not trade with each other directly.
The inhabitants are less conservative and pious than the Seveseptimians, but they also cling strongly to their traditions and way of life. Lakelians are enterprising and cunning. They are mainly engaged in trade, usury, and various crafts. The pride of the Lakelians is the largest bank in the world, carrying out a huge number of financial operations across the continent. They are also proud of the Great Lakes Preserve, where the best species of freshwater fish, mollusks, and crustaceans are bred.
Central Bank of Lakelia.
Printing House of Setranomicon.
Great Lakes Preserve.
Small Temple of the Creator.
Fortitude - the northeastern fortress of Setranomicon.
A country located in the south of the continent. Hysteosian society has been built around war since ancient times. Not long ago, their main activity was conflicts with neighboring states. A large number of different military clans still compete with each other within the country. All clans train their warriors from an early age. The inhabitants are obsessed with war and everything associated with it. Hysteosians are much larger and taller than people from other parts of the world. They are allowed to engage only in military affairs and sports, while the small peoples inhabiting the south are their slaves. They engage in farming, animal husbandry, gardening, and various crafts, as well as serving the warrior class.
Hysteosian women possess the same rights as men and also engage only in military affairs and sports. Meanwhile, women of other races and nationalities are concubines to Hysteosian male warriors. The higher the status of the warrior, the more women and slaves he has. Girls born to slave women become slaves themselves and usually serve as objects of trade. Meanwhile, boys join the ranks of Hysteosian warriors. However, the rights of such warriors are significantly limited. For example, they are forbidden from marrying Hysteosian women. Exceptions may be made for particularly skilled and strong warriors who have proven themselves well in military affairs.
In all times, a favorite activity of the Hysteosians was raiding neighboring peoples, during which they took the most beautiful women for themselves. Now, they periodically raid island tribes of humans and high elves, or buy women at slave markets.
In all large and small Hysteosian settlements, various sports competitions are constantly held, mainly related to skill in handling weapons. Once a year, such competitions are held for male and female slaves. The winners of these competitions receive the status of a free person and citizen.
The land in Hysteosia is extremely fertile. Huge areas of the country are sown with grain crops. Since the beginning of cooperation with mages, the annual harvest has increased dozens of times, significantly cheapening products across the continent and ending hunger forever even in the most unfavorable parts of the confederation.
Temple of Lokura.
Temple of Tekura.
Stronghold - the southern fortress of Setranomicon.
They represent a collection of small city-states, heirs to the most ancient culture of Setranomicon, which existed long before statehood appeared among other peoples of the continent and has long passed its peak of development. This culture is distinguished by a special attitude toward death and everything associated with it. The main activity of the few inhabitants is the art of death—magic that allows various manipulations with the deceased. They also engage in alchemy and science. All same manual labor is performed by undead.
A small population and long life expectancy in the absence of wars forced the Halehids to engage in buying the dead from other peoples. Despite religious traditions, many people sell their deceased relatives, receiving significant funds in return.
Halehids know how to extract maximum benefit from what they have. A separate point of their activity is the cultivation of blue medilia, from the fruits of which the most common narcotic potion in the confederation is produced. Its use is permitted only in Madinia and Heliotria. In other regions, it is banned. But despite this, a black market for selling this intoxicant flourishes there.
Eye of the Dead God.
Eternity - the southwestern fortress of Setranomicon.
An island state to the east of the continent. It is populated by dark elves, mostly living in underground cities characterized by whimsical architecture. Among the small population, the ability to interact with the shadows of various objects is widespread, which determined the occupation of many Heliotrians. Excellent thieves, assassins, and spies come from among them. In addition, they engage in slave trade, mining precious stones, smuggling, and piracy.
Hysteosians are particularly disliked among Heliotrians. Before the creation of the confederation, there were numerous wars and mutual raids, which continue to this day, but in significantly smaller numbers. Despite this, Heliotrians do not actually shy away from actively trading slaves with Hysteosians, often procuring rare specimens of women for noble warriors. Daughters of winter and Heliotrian women are especially popular among the latter, who are not infrequently kidnapped and sold into slavery by their own kinsmen.
Heliotria is also home to a very small number of vampires. This species is a great rarity. Very few of them remain. Throughout many centuries, dark elf clans destroyed them, considering them extremely dangerous beings. Occasionally they can be met in the large cities of the confederation. Many of the vampires are members of Setranomicon.
Temple of the Lord of Shadow.
Altar of the Blood God.
Star's Shadow - the eastern fortress of Setranomicon.
Three Mafia games were played in this little world: 1, 2, 3. They might be able to tell you something about it.
Introduction
The walls and ceiling of the huge hall were decorated with various drawings depicting historical events and prominent figures of the distant past. A map of the world occupied almost the entire western wall. A large number of cities and small settlements were marked on it. Some other significant places were also noted. There were no windows here. Torches in the shape of flowers hanging on the walls illuminated the space with a dim light. In the center of the hall, on a red floor, an eyelidless eye was depicted; to its left grew a skeleton's hand holding an hourglass. To the right—a dark hand with a dagger. Above—two axes, and below—two swords. A little further from the image stood a large wooden table decorated with exquisite carvings. Many papers, books, and seals lay on the table. There was also a medallion with a large dark-purple stone and bracers made of an unknown metal. Opposite the table, right under a blank stone wall, stood a bed. A man sat on it, facing the wall. He had no hair on his head and was dressed in a red robe. The man did not move or blink; he simply stared at the wall, doing nothing and thinking of nothing.
A dark elf appeared from the eye in the center of the room. He looked toward the bed, slowly approached the table, and began to examine the papers and flip through the books.
- Speak, - a man's voice was heard.
- I found it. It really is located where you said.
- Then act before they find out. I don't need to explain exactly how you should act, do I?
- No. I have already thought everything through. I will do it quietly and carefully. These fanatics won't suspect a thing. Leading their spies on false trails is child's play.
- Good.
After these words, the elf vanished into the shadow of the table.
***
In a small port in northwestern Ryjorvalia called Sjyotouyukyur, a large sheet of paper hung on the notice board in the center of town. This sheet contained information that a local merchant, Lutiel Slyface, was recruiting a group of mercenaries to guard his trading vessel, which was setting off on a long journey to another part of the continent, toward the shores of Lakelia.
"Attention, attention to all two-handed, two-legged, big and small, smart and stupid, capable of protecting not only themselves but also my goods from pirates, dishonest partners, and various thugs. I invite you to join the crew of my glorious ship! What do I offer you? 2 000 setrs a day! Meals at my expense, cheerful company, and the opportunity to see various parts of our wonderful continent! Also, those who distinguish themselves particularly or are particularly maimed will receive a bonus! Relatives of the deceased are guaranteed compensation! Do not miss your chance to earn well and diversify your boring life! Come to my house located in the port for a fitness check. The house can be found without any problem; there is a sign with my name above the door."
Madinia


A middle state that has existed for about a thousand years. It was in these lands that the art of elemental magic originated. Magical abilities, widespread among the indigenous inhabitants, ingenuity, and a belief in progress allowed Madinia to become the most influential state on the continent and create a vast Empire. Currently, the country is a dictatorship based on the power of mages—the privileged class of Madinian society. Indigenous inhabitants make up about thirty percent of the total population. They are mainly engaged in invention, magic, science, architecture, legislation, law enforcement, and art. The rest of the population consists of immigrants engaged in crafts, farming, small trade, and providing various services. A large diaspora of Letians (high elves) also lives in the country, who for one reason or another left their homeland—the Letian Kingdom, located far to the south.
Incredible liberties, compared to other states on the continent and the rest of the world, attract a large number of newcomers from all corners of the globe to the country. Many things are legalized here. From narcotic potions and polygamy to some forms of cannibalism and slavery.
Madinia is also famous for its huge cities, beautiful architecture, good roads, and many educational institutions, some of which are free. The main pride of the country is the Central Academy of Sciences and Elements, located near the capital. The Academy is a separate city in which a vast number of students live. Anyone who wishes can study there; however, one must possess extremely extraordinary abilities and talents. Also, the same place houses the main fortress of the Setranomicon Order—the Peak of Elements.
Particularly skilled Madinian mages are capable of creating various creatures. For example, half-human half-beast hybrids can be encountered quite often in the cities and villages of Madinia. As a result of the wizards' experiments, many new sentient species appeared, who now serve them. Sorcerers also love to create animals, monsters, and beasts described in the religious texts of various beliefs, thereby mocking and amusing themselves at the expense of religious people.
Central Academy of Sciences and Elements.
Central Academy of Manipulation Arts.
Central Academy of Combat Magic.
Central Academy of Death Arts.
Old Temple of Madi-Latu.
Peak of Elements - the central fortress of Setranomicon.
Kingdom of Ryjorvalia

A northern country populated by descendants of seafarers and travelers—the Argatals, who long ago crossed the northern wastes and settled in these inhospitable and cold lands. For a long time, the country was divided into many different regions warring with each other. Subsequently, only the expansion of the Madinians forced the Ryjorvalians to unite and stand as a single front against the aggressor. However, they did this too late and ultimately lost a significant part of their lands, which became part of the Madinian Empire. Currently, the kingdom is a parliamentary monarchy with significantly limited royal power. The inhabitants of these lands are harsh and unassuming. They are well adapted to the cold climate. They are skilled warriors and hunters. They engage in mining minerals and timber.
White orcs, calling themselves children of winter, live in the coastal cities and small settlements of the country. Their homeland is the islands located northwest of the continent. Also, a significant number of trolls live in the mountains of Ryjorvalia, who avoid communication with humans and prefer secluded mountain communities.
Mount Yoltira.
Temple of Ryjortir.
Glacier – the northern fortress of Setranomicon.
Seveseptim

Once the northeastern part of the Madinian Empire, it felt the influence of the Church of the Creator particularly strongly. According to mages, it is an area with the largest reserves of various minerals. The inhabitants are extremely conservative, withdrawn, and pious. They fear everything new. They are unfriendly toward strangers. They are extremely enduring and hardworking. They are mainly engaged in mining iron ores, coal, precious metals, and stones. Seveseptim is also known for its cult buildings, the construction and maintenance of which consume a significant portion of citizens' taxes.
Knight tournaments and various military competitions, which are held quite often, are popular among the citizens.
A long existence as part of Madinia developed a hatred in the inhabitants toward the Madinians—oppressors and enslavers, as they are still considered today. Mages are particularly disliked, as they once treated the faith of the Seveseptimians with arrogant indifference, attempting to eradicate it. Such actions had the opposite effect and significantly strengthened people's faith. Soon, so-called Punishers of the Creator appeared, who began to persecute and kill all heretics and atheists. Later, this spilled over into large-scale uprisings across the country, which were brutally suppressed. When Seveseptim received broad autonomy, the surviving Punishers of the Creator organized an Inquisition. Currently, in the struggle against those whose views do not align with the views of the Church of the Creator, the Inquisition uses even more brutal methods than the mages used. But the Inquisition is not limited to punitive functions, sending missionaries to other regions who propagate the church's teachings.
Great Temple of the Creator.
Temple of the Creator's Foot.
Temple of the Seven.
Holy Inquisition of the Creator.
Knights' Arena.
Fortitude - the northeastern fortress of Setranomicon.
Lakelia


The land of the Great Lakes. Here are located the largest shipyards of the confederation, engaged in building all kinds of floating vessels. From small boats to huge trading and warships. There are also financial institutions and markets for selling various goods.
Before joining the confederation, Lakelia maintained absolute neutrality and did not participate in any major war of Setranomicon. This led to the rapid development of trade in this region, as it acted as an intermediary between warring countries that could not trade with each other directly.
The inhabitants are less conservative and pious than the Seveseptimians, but they also cling strongly to their traditions and way of life. Lakelians are enterprising and cunning. They are mainly engaged in trade, usury, and various crafts. The pride of the Lakelians is the largest bank in the world, carrying out a huge number of financial operations across the continent. They are also proud of the Great Lakes Preserve, where the best species of freshwater fish, mollusks, and crustaceans are bred.
Central Bank of Lakelia.
Printing House of Setranomicon.
Great Lakes Preserve.
Small Temple of the Creator.
Fortitude - the northeastern fortress of Setranomicon.
Hysteosia


A country located in the south of the continent. Hysteosian society has been built around war since ancient times. Not long ago, their main activity was conflicts with neighboring states. A large number of different military clans still compete with each other within the country. All clans train their warriors from an early age. The inhabitants are obsessed with war and everything associated with it. Hysteosians are much larger and taller than people from other parts of the world. They are allowed to engage only in military affairs and sports, while the small peoples inhabiting the south are their slaves. They engage in farming, animal husbandry, gardening, and various crafts, as well as serving the warrior class.
Hysteosian women possess the same rights as men and also engage only in military affairs and sports. Meanwhile, women of other races and nationalities are concubines to Hysteosian male warriors. The higher the status of the warrior, the more women and slaves he has. Girls born to slave women become slaves themselves and usually serve as objects of trade. Meanwhile, boys join the ranks of Hysteosian warriors. However, the rights of such warriors are significantly limited. For example, they are forbidden from marrying Hysteosian women. Exceptions may be made for particularly skilled and strong warriors who have proven themselves well in military affairs.
In all times, a favorite activity of the Hysteosians was raiding neighboring peoples, during which they took the most beautiful women for themselves. Now, they periodically raid island tribes of humans and high elves, or buy women at slave markets.
In all large and small Hysteosian settlements, various sports competitions are constantly held, mainly related to skill in handling weapons. Once a year, such competitions are held for male and female slaves. The winners of these competitions receive the status of a free person and citizen.
The land in Hysteosia is extremely fertile. Huge areas of the country are sown with grain crops. Since the beginning of cooperation with mages, the annual harvest has increased dozens of times, significantly cheapening products across the continent and ending hunger forever even in the most unfavorable parts of the confederation.
Temple of Lokura.
Temple of Tekura.
Stronghold - the southern fortress of Setranomicon.
City-states of Halehids


They represent a collection of small city-states, heirs to the most ancient culture of Setranomicon, which existed long before statehood appeared among other peoples of the continent and has long passed its peak of development. This culture is distinguished by a special attitude toward death and everything associated with it. The main activity of the few inhabitants is the art of death—magic that allows various manipulations with the deceased. They also engage in alchemy and science. All same manual labor is performed by undead.
A small population and long life expectancy in the absence of wars forced the Halehids to engage in buying the dead from other peoples. Despite religious traditions, many people sell their deceased relatives, receiving significant funds in return.
Halehids know how to extract maximum benefit from what they have. A separate point of their activity is the cultivation of blue medilia, from the fruits of which the most common narcotic potion in the confederation is produced. Its use is permitted only in Madinia and Heliotria. In other regions, it is banned. But despite this, a black market for selling this intoxicant flourishes there.
Eye of the Dead God.
Eternity - the southwestern fortress of Setranomicon.
Heliotria


An island state to the east of the continent. It is populated by dark elves, mostly living in underground cities characterized by whimsical architecture. Among the small population, the ability to interact with the shadows of various objects is widespread, which determined the occupation of many Heliotrians. Excellent thieves, assassins, and spies come from among them. In addition, they engage in slave trade, mining precious stones, smuggling, and piracy.
Hysteosians are particularly disliked among Heliotrians. Before the creation of the confederation, there were numerous wars and mutual raids, which continue to this day, but in significantly smaller numbers. Despite this, Heliotrians do not actually shy away from actively trading slaves with Hysteosians, often procuring rare specimens of women for noble warriors. Daughters of winter and Heliotrian women are especially popular among the latter, who are not infrequently kidnapped and sold into slavery by their own kinsmen.
Heliotria is also home to a very small number of vampires. This species is a great rarity. Very few of them remain. Throughout many centuries, dark elf clans destroyed them, considering them extremely dangerous beings. Occasionally they can be met in the large cities of the confederation. Many of the vampires are members of Setranomicon.
Temple of the Lord of Shadow.
Altar of the Blood God.
Star's Shadow - the eastern fortress of Setranomicon.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
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