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Posts from Grayson Islands

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9 years ago
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Previous expedition.
***

The streets of the capital were as crowded as ever. Life here never stood still, and even at night, the number of people did not decrease significantly. In the gaming quarter, however, it only grew during these hours. Longin, a young mage, had been playing cards since morning, pretending to be an avid gambler. Evening was approaching, and he was already preparing to leave, as he disliked large crowds. Although in his situation, they were actually an advantage. One of the most dangerous and wanted criminals had altered his appearance and voice, hiding from the agents of the Order. The resistance movement was almost completely destroyed. He did not know for certain if any of his comrades were still alive in other parts of the country. Here, he was alone. However, he did not intend to stop. In the coming days, all members of the High Council and its informal leader—the High Mage Sheol Avensis—would gather in the city. Such an event happened rarely. "This is my only chance to end the tyranny of the Order forever," the mage thought, but in the same instant he suppressed these dangerous thoughts, shifting his attention back to the cards, for the agents of the Order were everywhere. He was distracted from the game by a stranger. Placing a hand on Longin's shoulder, the man spoke to him.
- I know you, - the stranger said in a half-drunk voice.
- But I don't know you, - the mage strained all his senses. He didn't know whether this person was someone to be feared or not. Lately, he had become suspicious of every rustle and every breath.
- Liar! You're the one who sold me that wretched potion a week ago! I remember you. Well, it doesn't work! My wife only got worse. Give me my money back!
- You've mistaken me for someone else. I don't practice alchemy.
- I remember exactly! Give me my money back!
- Forget it, drunkard.
- What? Huh? Think you're tough? A sorcerer, eh? Let's go outside and settle this man to man, without any of your magic tricks.
- Just calm down, - one of the gamblers said.
- I won't calm down until this jerk returns my money.
Longin set aside his cards and stood up from the table. The stranger was irritating him greatly, and he wanted to resolve this conflict quickly, but he had no money.
- Let's go outside, - the mage told the drunkard.
When Longin stepped out of the establishment, he found five soldiers armed with muskets and two mages from the Order standing before him. The drunkard had vanished without a trace.
- What a pleasant surprise, - Longin remarked.
- I wonder if there's any point in asking you to surrender? – one of the mages asked.
- No, - Longin replied, and in that same instant, he clapped his hands together.
A shockwave knocked the mages and soldiers back several meters. Windows in nearby buildings shattered. Two riflemen managed to fire, but they missed. The appearance-altering spell dissipated. Longin ran toward the slums. From the roof of a neighboring house, an archer with his face and head covered in cloth watched the scene in silence. "Good thing I went to cover those incompetents," the archer thought, and using the shadows, he followed the mage.
When Longin saw a narrow tunnel passage ahead, he no longer worried about whether there might be an ambush. He knew he was likely surrounded on all sides. They would not let him leave so easily. Barely noticing the muzzles of muskets at the end of the tunnel, the mage, with rage in his eyes, cast a spell of the fire element. Huge torrents of flame erupted from both ends of the tunnel. The people who saw them immediately began to scatter in all directions.
- Burn, - Longin whispered softly.

Exiting the passage, he saw a dozen charred corpses and several dozen citizens watching the scene in horror, hiding behind whatever they could. The mage continued to run. Meanwhile, moving through the shadows across the rooftops, the archer overtook the mage and hid in the shadow of one of the gargoyles on the roof of a tall building—the great city theater. A performance had just ended there, and a large number of spectators had already exited onto the street. As soon as Longin came into view, the shooter drew his bowstring. "How pleasant it is to disobey orders," the archer whispered. Seeing the crowd of people, the mage decided to hide among them, but he was too late. An arrow flying at incredible speed pierced his shoulder, breaking through the magical barrier, which sent a crash echoing down the street. The people leaving the theater gasped and cried out; as one, they turned toward the noise and saw the limping mage. Usually, Longin could feel an arrow immediately after it was released, but this time he felt nothing at all. His vision began to darken, his legs gave way, and the mage lost consciousness and fell to the ground. People surrounded the wounded man; some even tried to help him, but the mysterious archer emerged from the shadow of one of the people.
- The Order beheld. Sethr fulfilled, - the archer spoke.
The people hurried away from the archer, while he placed a hand on the unconscious mage and vanished into his own shadow.

***

- You disobeyed an order, - a tall dark elf said calmly.
- I caught one of the most dangerous criminals in the country and an enemy of the Order; he intended to assassinate the High Mage, - the archer replied.
- You disobeyed an order, - the elf repeated just as calmly.
- He killed twelve members of the Order.
- You disobeyed an order! - the elf shouted.
- If it comes to that, my status allows me to disobey orders if I deem them impractical and capable of seriously harming me or members of the Order who are not...
- Be quiet, - the elf wagged a finger at the archer. – You think too much. Sometimes that causes many problems. Because of you, everything went off plan.
- What plan?
- A plan that even you are not supposed to know!
- Now you simply must initiate me into this plan.
- I will speak with Sheol and we will decide whether it is worth doing so. For now, perhaps even more people will die, all because you disobeyed my order. Think about that the next time you want to act of your own will.
The archer did not answer the elf, but silently vanished into his own shadow.

***

Silence reigned in the High Mage's chambers. The High Mage was sleeping in his bed.
- Mr. Sheol, I am very cold, may I leave, please?
A girl of about ten years old stood neck-deep in the icy water of a high mountain lake, shivering from the cold. Not far from the girl, with his back to her, sat a tall man in the water, strongly built and with long blond hair.
- Stand still, Lucia. This is only the beginning of your training. It will get harder later.
- But I can't anymore, I can't feel my legs, arms, or anything else.
- The main thing is to feel your head. Do you understand what I mean? You didn't survive that storm for no reason. You have a gift. If you develop it, you will become a powerful Sorceress.
- But I am very, very, very, very cold.
- Endure it.
- Papa, I'm cold!
Sheol turned sharply and saw his daughter Veveya, shivering from the cold in the icy water.
- Veveya! – The mage leaped to his feet, but after he took a few steps, the water around him froze, preventing him from moving.
- Papa! Help me, I'm cold! Papa!
- Just a moment, darling, I'm coming! – Sheol tried to cast some spell, but nothing happened. Meanwhile, Veveya began to slowly sink into the water.
- Papa, save me, I'm drowning! Papa!
- Veveya! What is happening here?! – The mage tried once more to cast a spell, but after another failure, he began to smash the ice with his bare hands. However, it would not give way, and the mage's daughter slowly sank beneath the surface until she completely disappeared into the blue water of the mountain lake.
- No! Veveya!
Sheol woke up in his bed. Realizing it was just a nightmare, he sighed with relief. Getting out of bed, the High Mage put on his shirt and left the chambers. Descending several floors, Sheol entered a huge guest hall, its walls decorated with frescoes illustrating events of the past. One of the frescoes depicted a door. Approaching the wall, the mage spoke some words, after which the painted door became real. Entering the door, Sheol descended a long marble staircase and found himself in a small room. It was empty, save for a large full-length mirror that broke the void of the room. In the silver frame of the mirror, there was an indentation for a hand. The sorcerer slowly approached it and placed his hand there. The reflection in the mirror changed to blackness, but after a few seconds, it began to dissipate, and Sheol saw his daughter in the mirror. She held a child in her arms. Veveya looked frightened; apparently, she was hiding somewhere. Meanwhile, wrinkles began to appear on Sheol's face, and his breathing became labored. At that moment, the mage jerked his hand away and saw himself in the mirror again; his face returned to normal, and his breathing leveled out.
- Praise Eternity, nothing has changed. Cursed dream.

Some game information

Fifteen years have passed since the previous expedition. The Confederation of Sethranomicon states is smoothly transforming into a federation. New regions are being formed within countries. A federal army is being created. Federal bodies of administration, law enforcement, and legislation are being established across the continent. In large cities, they have already come into force. Some those in power try to resist the new order, but as a rule, they find no support not only among the common population but also among their own peers, who see only advantages and opportunities for increasing their wealth and raising their status in what is happening.

Players begin the game as criminals who have spent about a month in a recently built federal prison located at the foot of the Ryjorvalia mountains east of the center. All this time they awaited the conclusion of their trial. The court sentenced them to a public execution in the arena of Emare, the capital of Madinia and the Sethranomicon Federation. Such a sentence is due to the fact that the player characters are not just ordinary criminals, but villains who have seriously offended either the Order of Sethranomicon directly, people close to it, or simply very influential and wealthy persons. This could be some serial killer famous throughout the country for his murders, whom everyone talks about. It could be a leader/associate of a particularly large and dangerous gang/clan/forbidden organization. It could well be a political prisoner unwelcome to the Order. It could be an experienced thief who stole valuable items/artifacts from influential people. It could be an experimental mage who did something that even Madinians consider insane. In general, come up with something along these lines and write to me, and I will tell you what to correct/not correct, etc. You must escape to the Grace Islands, to the Kingdom of Grace located west of Sethranomicon. Relations between the states are tense and not very good. You know as much about this country as all other residents of Sethranomicon. The level of development of the islanders roughly corresponds to Ryjorvalia. These islands are the second place on the planet where griffins and rocs dwell. Local residents learned to tame them long ago and actively use them for various purposes.

Since wanted posters with your faces were posted in every large city (and will be posted again when you escape), not only local authorities and the Order may target you, but bounty hunters as well. You might even be recognized in small settlements, etc., etc. In prison, you could have lowered other players gotten to know other players, become friends, etc. Or you might not have met or befriended each other; you might not have seen each other at all. That's up to you. It all begins with you being transported by celestial ship to the capital. The ship is military. You are in prisoner-of-war cells on the lower deck. The cells have bars; you can see and communicate with each other. The cells are arranged in a "//" shape (П). In the center are three large metal cells with small barred windows. You are guarded by four soldiers. I will distribute characters into cells myself. Everything else will happen when the game begins. Those who want to play as various beastmen will be introduced into the game slightly later. And they may not be criminals. They could simply be fugitives seeking a better life. For all other details, check Skype. Those unfamiliar with the setting can familiarize themselves via the previous expy. All are available except residents of Lakelia, due to specific origin bonuses.
***




Names:
Ryjorvalia - Scandinavian names.
Madinia - Roman/Latin names.
Seveseptim - German, French, English, Russian.
Halechids, Gisteosia - Greek.
Heliotria - Elven names from various fantasy with the addition of the letter "e" (optional).
Letians - Elven names from various fantasy.
Orcs - Orcish names from various fantasy.
Names can be twisted to create something different from the original.
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9 years ago
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Characteristics


The player has 165 characteristic points at their disposal. Minimum – 10, maximum – 65.

Constitution. Each point increases the character's health by 10 units.

Intelligence. Determines the amount of a character's magical energy; increases the character's magical energy by 20 units starting from 11 (the initial amount of magical energy for any character is 50).

Strength. Increases the amount of physical melee damage. Required to wear heavy armor, two-handed weapons, and medium shields (30 units). Strength modifier: for two-handed weapons and hammers - 1.3; one-handed – 0.8; polearms – 1; knives and daggers – 0.3.

Dexterity. Determines melee accuracy; the probability of dodging an enemy attack. 10 units of dexterity: + 5 to accuracy and evasion, each subsequent unit of the stat: +1 to accuracy and evasion.

Speed. Determines the character's initiative and movement speed (similar to the previous characteristic).

Willpower. Determines magic power (probability of success when using spells); probability of resisting spells (similar to the previous characteristic).

Perception. Determines the character's accuracy when using ranged weapons; probability of dodging an enemy attack (similar to the previous characteristic); chance to discover hidden items, hear additional information from NPCs.

Skills

Each player starts with 3 skill points and 15 ability points.

Combat Skills


One-Handed Weapons
I Proficiency with one-handed weapons.
II Chance to parry an enemy attack (dexterity).
III +10 to melee evasion.
IV Chance to perform a counterattack (dexterity).
V Additional attack.
VI Allows the use of one-handed weapons in each hand (+15 damage), chance to perform a counterattack is increased by 1.5 times.
*With each rank, accuracy (2) and critical hit chance (2%) increase.


Two-Handed Weapons
I Proficiency with two-handed weapons.
II Strength additionally influences the accuracy parameter (0.3).
III Additional attack.
IV Chance to take no damage from an enemy attack (constitution).
V +10 to damage, -5 to melee evasion.
VI Chance to deal triple damage (strength).
*With each rank, damage (3) and critical hit chance (2%) increase.


Polearms
I Proficiency with polearms.
II Chance to parry an enemy attack (dexterity).
III +13 to melee evasion.
IV Chance to perform a counterattack and paralyze the enemy for one turn (dexterity).
V Chance to deal triple damage (dexterity).
VI Chance to deal lethal damage by throwing the weapon at the enemy (perception + critical hit chance).
*With each rank, accuracy (2) and critical hit chance (2%) increase.


Shields
I Proficiency with a shield, block chance (dexterity).
II Chance to perform a counterattack (dexterity).
III After reflecting an enemy attack, a retaliatory strike with the shield is dealt (-20 enemy health units, chance to paralyze the enemy for one turn (strength + critical hit chance)).
IV While the character is not moving, they automatically block ranged weapon attacks.
V Two allies can take cover behind the character's back.
VI Block chance is increased by 1.5 times.
*With each rank, the successful block chance (2%) increases.


Ranged Weapons (Bows | Crossbows)
I Proficiency with ranged weapons.
II +10 to evasion in distance combat.
III Chance to paralyze the enemy for one turn, next attack deals double damage (perception + critical hit chance).
IV Additional attack.
V Chance to fire 4 shots per turn (perception; -20 accuracy) | Chance to deal triple damage to the enemy (perception; -20 accuracy).
VI Critical hit chance is doubled.
*With each rank, accuracy (2) and firing range (10) | armor penetration percentage (10%) increase.


Firearms (Pistols | Rifles)
I Proficiency with firearms.
II Additional attack.
III Additional attack (x2).
IV Critical hit chance is doubled (x4).
*With each rank, accuracy (3) increases.
*Restriction: Madinians, Letians.


Magic


Elemental Magic


Lightning (100|50) Hits the enemy with a strong electric charge with a chance to paralyze for one turn (willpower).
Lightning 2 (1-999|150) Hits the enemy with a strong electric charge with a chance to paralyze for one turn (willpower) (x2).
Chain Lightning (150-130-110-90-70-50|250) Lightning hits up to 6 enemies located near the initial target. If there are fewer than 6 enemies, lightning hits allies.
Plasma own Cluster (?|100) The caster summons a plasma ball that hits enemies with an electric charge.
Squall (-|70) Creates a hurricane at the specified location within a radius of 10 meters, reducing enemy ranged accuracy and firing range by 50% for two turns.
Thunder Squall (60|300) Creates a hurricane over a large area, reducing the ranged accuracy and firing range of all characters by 70%; characters take electrical damage for five turns (x2).
*Spells ignore enemy armor.


Ice Shards (100|50) Deals damage to the enemy and reduces initiative by 50%.
Cold (-|100) Freezes the enemy for one turn. A frozen enemy takes triple damage.
Cold Wave (-|200) Freezes all characters within a radius of 10 meters for three turns, or until they take damage. Frozen characters take triple damage.
Ice Rain (120|350) Deals damage to all characters within a radius of twenty meters (x2).
Frozen Blood (-|350) Freezes the enemy's blood. The enemy dies (x3).


Fire Arrow (100|50) Deals fire damage to the enemy, setting them on fire for one turn (-20% enemy health per turn)
Fireball (150|80) Deals fire damage to the enemy, setting them on fire for two turns (-30% enemy health per turn) (x2).
Fire Circle (50|170) The caster surrounds themselves with a ring of fire, which deals damage to approaching enemies for five turns.
Fire Storm (150|350) Deals damage to all characters within a radius of twenty meters and sets them on fire for two turns (-50% health per turn) (x2).
Incineration (-|350) Incinerates the enemy. The enemy dies (x3).

Combat Magic


Thunder Halo (-|-200, -300, -400)
I The character's weapon gains the ability to deal additional electrical damage (willpower).
II A chance appears to paralyze the enemy for two turns (willpower + critical hit chance).
III Electrical damage increases fourfold (x3).
*Spells ignore enemy armor.


Winter's Breath (-|-200, -300, -400)
I The character's weapon gains the ability to deal additional cold damage (willpower).
II A chance appears to freeze the enemy for one turn (willpower + critical hit chance), a frozen enemy takes double damage.
III Cold damage increases fourfold (x3).


Inner Fire (-|-200, -300, -400)
I The character's weapon gains the ability to deal additional fire damage (willpower).
II A chance appears to set the enemy on fire for three turns (willpower + critical hit chance), -10% health per turn.
III Fire damage increases fourfold (x3).

Stone Skin: -50% enemy damage (-150)
Tailwind: +50% speed (-150)
Strength: +50% strength (-150)
Dexterity: +50% dexterity (-150)

*Activatable abilities. After activation, they constantly consume the specified amount of magical energy.

Healing Magic


Healing (out of combat)
I Restores target's health (+1 | 1) (x0.5).
II Restores target's health (+2 | 1).
Antidote (50) Removes negative effects from poisons and diseases (x0.5).
Purification (50) Removes negative effects affecting the mind (x0.5).
Meditation (-) Fully restores the character's health and magical energy; the character cannot perform other actions for a long time (about 2 in-game hours); the ability can be used no more than once per in-game day (x0.5).
Regeneration (100) Restores a certain amount of the caster's health over three turns (willpower).
Regeneration 2 (300) Restores a certain amount of health to all party characters over three turns (willpower) (x2).
Protective Aura (?) The caster creates a magical barrier around themselves or an ally, absorbing damage and preventing the enemy from applying negative effects (barrier health = willpower*10). Characters with high willpower are able to destroy the protective aura. The aura does not protect against the Assassin ability.
Salvation (350) Fully restores health to all allies (out of combat).
Resurrection (450) Brings back to life a recently killed ally (two turns to cast the spell) (x3).

Art of Manipulation


Phantom (?) The caster creates an illusory copy of something.
Telekinesis (?) The caster gains the ability to move objects with the power of thought.
Mind Reading (30) The caster gains the ability to read the target's thoughts.
Suggestion (50) The caster can suggest anything to the target.
Sleep (50) Plunges the target into sleep until some harmful action is applied against them.
Masquerade (70) The caster gains the ability to change their own or someone else's appearance.
Subjugation (100) The caster gains the ability to control the target's actions for some time. In combat, subjugation lasts for 3 turns. No more than 3 enemies can be subjugated. The same enemy cannot be subjugated twice in one battle.
Invisibility (100, 150, 300)
I The caster (or their target) becomes invisible, while the caster loses the ability to see anything.
II The caster gains the ability to see while remaining invisible. Invisibility disappears upon any harmful action applied by the character. Spells not directed at oneself also dispel invisibility (x2).
III The caster gains the ability to perform harmful actions while invisible (the first attack on a target deals critical damage; the second attack deals normal damage, and the spell is dispelled; a character with the Assassin ability kills the target, and the spell is not dispelled) (x3).

Art of Death


Skeleton (100) Raises the skeleton of a killed enemy from the dead.
Undead (200) Raises a killed enemy from the dead.
Weakening (150) Reduces all characteristics of the enemy for two turns (willpower, %).
Decay (-) Extracts remaining life from a dead enemy, restoring magical energy to the caster or their ally (enemy health amount*2).
Drain (150) Extracts life from an enemy, restoring health to the caster (willpower, %).
Source of Knowledge (300) Extracts knowledge from a recently killed target, giving a chance to increase a random characteristic of the caster by 3 points (willpower; can be used once per in-game day) (x2).
Face of Death (350) Kills the enemy (x3).

Magic of Ravagers


Life Drain (70) Extracts life from an enemy, restoring health to the caster (willpower, %).
Flying Blades (130) The enemy's weapon is ripped from their hands and attacks the owner for three turns.
Armor Destruction (70) Completely destroys the enemy's armor.
Weapon Destruction (100) Completely destroys the weapon currently used by the enemy.
Reverse Damage (300) For three turns, damage dealt to the ravager is returned to the enemy (x2).
Devastation (350) Devastates the enemy, leaving only their skin. The enemy dies (x3).
Magical Energy Theft (passive ability):
I Use of allies' magical energy during battle (x2).
II Use of nearby enemies' magical energy during battle (x4).
*3 skill points for characters with other beliefs. Spells cost twice as many ability points.

Magic of Master Silachemius.


Incorporeality (50) The caster gains the ability to pass through various barriers and objects.
Mental Armor (70) For three turns, the caster takes no physical damage.
Mental Sphere (70) For three turns, the caster takes no magical damage.
Levitation (250) Gives the caster the ability to hover above the ground and move in the desired direction for 5 turns. Immunity to melee attacks (x2).
Pacification (300) Enemies stop attacking the caster and their allies and leave. If an attempt is made to attack an enemy, the spell is dispelled (x3).
*Only followers of the teaching

Art of Golems.


Water/Ice Golem (x2)
Health: amount of caster's magical energy
Mana: amount of caster's magical energy/2
Damage: caster's magic power
Speed: 20
Spells: ice shards; cold
Features: immunity to water element spells


Fire Golem (x2)
Health: amount of caster's magical energy
Mana: amount of caster's magical energy/2
Damage: caster's magic power
Speed: 20
Spells: fire arrow; fireball
Features: Immunity to fire element spells


Stone Golem (x2)
Health: amount of caster's magical energy*2
Damage: caster's magic power*2
Speed: 10
Features: Physical damage and spell damage are halved

*To create any of the golems, a magic power of at least 100 units is required.

Additional Abilities

Trading:
I A discount of 30% at all trading points (x2).
II A discount of 40% at all trading points.
Knife Throwing: +10 to perception (only when using throwing knives), chance to deal lethal damage by throwing knives from a distance of no more than 10 meters (perception); the enemy receives a penalty depending on where the knife hit (x2).
Armor Wearing: removes movement speed penalty when using heavy armor and shields (x3).
Stormtrooper: the character instantly covers the distance between themselves and their target. In heavy armor, use is possible only if the Armor Wearing ability is present. The ability can be used once every 3 turns. (x3).
Duelist: in a one-on-one fight with an enemy, the damage dealt, as well as hit and evasion chances, are doubled (x3).
Berserker:
I Damage is doubled, evasion is halved (x2).
II In battle, the character cannot be immobilized in any way (x2).
III In battle, the character is immune to Subjugation and Sleep spells, the character attacks the nearest target (x3).
Sorcerer:
I +50 to magic power, amount of magical energy is increased by one and a half times (x4).
II +80 to magic power, amount of magical energy is increased by one and a half times (x2).
Mirrorist:
I The character has a chance (70%) to reflect an enemy's spell in a random direction (x3).
II The character has a chance (50%) to reflect an enemy's spell back at them (x4).
Battle Mage: +15 to strength, +15 to dexterity (x3).
Experimenter: the player gains the ability to invent spells for their character independently within schools of magic or outside schools (x4).
Quick Mind:
I The caster is able to use two spells per turn (x3).
II The caster is able to use three spells per turn (x4).
Sniper: +50% to perception when using ranged weapons (x3).
Sly one: the character is able to move and shoot simultaneously (x3).
Scout:
I The character gains the ability to quickly gather information about the nearby territory.
II The character gains the ability to detect camouflaged and hidden items (traps, caches, etc.) (x2).
Skilled Healer: healing spells require 50% less magical energy (x2).
Assassin: attacking an unsuspecting character kills them (x3).
Thief: when stealing, dexterity and perception are increased; the character gains the ability to pick locks.
Inventor: ability to improve items, as well as create new ones if blueprints are available (x2).
Alchemist:
I The character gains the ability to create various potions.
II Creation of enhanced action potions (x2).

Origin

Ryorvalia: damage dealt by enemy spells is halved; free scouting ability.
Seveseptim: each point of constitution after 15 gives twice as much health; free armor wearing ability.
Madinia: +10 to intelligence; additional 4 ability points and 2 skill points.
Heliotria: +5 to dexterity; free knife throwing ability; additional ability - fade into shadow: the character gains the ability to hide from an enemy in the shadow of some object, as well as the ability to move short distances using the shadow of some object.
Heliotria, vampire: additional 15 characteristic points and one skill point; the character gains the ability to teleport short distances; the character loses 5% health every in-game day.
Hysteosia: +10 to constitution; +7 to strength; free combat skill; four free combat ability points.
Hysteosia, Fleshstealers clan: +15 to constitution; +10 to strength.
Hysteosia, White Dragon clan: +10 to willpower; family weapon.
Hysteosia, Daughters of Graccura clan: +10 to intelligence; +5 to dexterity; two free combat skill points.
Halechids: +5 to willpower; additional 4 ability points; free art of death skill; damage/2, damage absorption no more than the value of willpower.
Children of Winter (Orcs): +15 to constitution; +10 to strength; immunity to spells that affect with cold.
Letians (High Elves): +5 to dexterity; +5 to perception; free ranged weapon | firearm skill; three free ranged weapon points | two free firearm points.
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9 years ago
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Beliefs


According to the prevailing theory in the field of magic and internal energy, all influence exerted by so-called gods and similar beings is reduced to the people themselves, whose beliefs are strong enough and whose faith is sincere enough that their hidden magical abilities, even insignificant ones, somehow and to some extent affect reality. Put simply, people create what they believe in. Recent experiments only confirm this theory. Using the art of manipulation, mage-scientists forced same subjects to believe that small birds lived in their noses; soon, these birds actually appeared. And they were capable of interacting with the real world. However, after a reverse process of persuasion, the birds disappeared, and the subject became extremely weakened and depressed. This field is little studied; it is too early to draw definitive conclusions about the mechanisms of this phenomenon, its strength, potential, and prevalence among the population. Experiments continue, however, some mages express bold hypotheses that the sincere faith of a large number of people is capable of giving rise to so-called gods or someone similar to them.
Church of the Creator


Also known as the Maker and the One. A religion that originated about a thousand years ago on the western continent, in the Kratian Empire. It is based on the teachings of seven sages. Followers of the Church of the Creator believe in a single, all-good and all-seeing god who fights against evil and injustice, punishing people for sinful acts and blessing them for good ones. They deny the need for violence and coercion, condemn excessive luxury and wealth, and welcome moderation and modesty. In the sacred scripture of the Church of the Creator: "Truths and Instructions of the Seven, sent by the One," strict moral and ethical norms are prescribed, regulating the life of a believer (the text also contains many instructions and prohibitions regarding the daily life of believers). Among the main prohibitions, the following can be highlighted: it is forbidden to worship other gods, lie, insult and humiliate other people, become excessively wealthy, engage in sexual relations before marriage, commit adultery, steal, and kill. Deviation from the commandments is strictly punished by the Inquisition—the body controlling the fulfillment of the covenants, persecuting free-thinkers and heretics, and distinguishing truly believing people from those merely covering themselves with faith. In turn, good deeds and kind acts are blessed, and sometimes even materially rewarded. However, quite often the Inquisition punishes and rewards selectively.
Believer's Bonus: +10 to Will; immunity to paralysis and critical hits | +5 to Strength; every second attack by the character deals double damage to followers of other religions; immunity to same-stealth attacks.
Teaching of Maister Silachemius


Maister Silachemius was a religious figure of the distant past. Disputes still rage among the theologians of the official church regarding his only written work. Some believe it contains abhorrent heretical views, others that it is an important part of religious culture with philosophical ideas essential for understanding life. The number of Silachemius's followers is unknown to anyone. Passive contemplation and waiting for the moment of return to the Creator—this is how the essence of the Maister's teaching can be briefly characterized. But despite this, it is known that adepts of the teaching are unpredictable in their actions and may at any moment perform an action completely illogical and incomprehensible to others. From mass murder to saving the residents of a settlement from an epidemic. This is why this sect is considered destructive and is banned throughout the Setranomicon Federation. Followers of this religion are extremely rare. They can be found high in the mountains or deep in caves. The Inquisition and believers in the Creator treat these hermits with particular hatred, as they believe they crudely distort the teaching of the One god. Sectarians do not recognize the influence of any actions on the subsequent afterlife, which in their opinion does not actually exist. At least not as presented by churchmen. There will be no punishments or rewards after death. A merger of the deceased's soul with the Creator will occur—a return to the One.
Believer's Bonus: while idle, the character takes no damage; health regeneration outside of combat; the following do not affect the character: poisons, various substances, mind-affecting drugs and drinks, health potions. The character cannot use, nor are they affected by: magic of the Desolators, spells from one school (of choice), and Healing magic.

*No more than one character.
Madiism



An ancient religion widely spread in Madinia before the appearance of the Church of the Creator. It is from this religion that the country received its name. Followers of this religion believe that two opposite forces exist in the world—good and evil, eternally fighting each other. Personifications of these forces are two gods—Madi-Latu and Trad-Latu.
Madi-Latu is the creator of all living things, a merciful and good god of light, life, and knowledge, the creator of the laws by which the world develops, the patron of the righteous person and all forces of good fighting against evil, lies, and destruction. He supports all mortals in their strive to do good and live for the benefit of themselves and others. It is believed that he is especially favorable to those who chose the path of a fighter against evil. The path of the Madi warriors, of whom there were once enough to maintain order and justice in society. Madi warriors bravely fought invaders, protected ordinary people, caught and punished criminals, and returned those lost in darkness to the path of light.
Trad-Latu is the god of darkness, chaos, and destruction. The spirit of evil, lord of death and gloom. The complete opposite of Madi-Latu. According to ancient texts, everything created by Madi-Latu was initially perfect. But the evil envious destroyer Trad-Latu, unable to create, began to plant seeds of destruction in all created things. Since then, the world has been in a constant struggle between the forces of destruction and creation. There existed a cult of Madi-Latu, which long ago was an organization of assassins who considered themselves successors to the work of the dark god, his representatives in this world. They engaged in both contract killings and murders in the name of their patron.
Very few followers of Madiism remain. In its time, this religion was displaced by faith in the Creator, and shortly thereafter, spreading godlessness left no chance for revival. Small communities of Madians live in the south and southeast of Madinia. There are also rumors of a surviving cult of Trad-Latu somewhere in the north.
Believer's Bonus: +5 to Intelligence, 3 additional skill points, 1 talent point | +5 to Strength, healing spells cast on the character do not consume magical energy, followers of other religions take double damage | the character gains a chance (Will) to completely destroy the opponent's armor or weapon; probability of dealing critical damage is increased by one and a half times.
Lord of Shadow


The deity worshipped by the Heliotrians. According to research by mages in the field of religious history, this cult appeared almost simultaneously with the appearance of Madiism. This provides grounds to believe that the Lord of Shadow is a modified image of Trad-Latu, who under the influence of the original polytheistic worldview of the dark elves transformed into the patron and sole god of the Heliotrians.
Some say the Lord of Shadow has no face, body, or any form at all. Others say he is many-faced but often appears as a wanderer dressed entirely in black. According to beliefs, he spends most of his time in the world of eternal shadow, from which all shadows existing in the real world originate. These shadows are part of the Lord, his countless children. They are all connected. This is why Heliotrians are able to move using shadow; the Lord gave them his consent for this in exchange for worship and veneration.
The cult of the Lord of Shadow is widespread in Heliotria and on all its islands where dark elves reside.
Believer's Bonus: +5 to Agility and Perception; free Assassin/Thief skill or free Art of Manipulation talent; the character's attacks cannot be parried.
Blood God


One of the gods of the dark elf pantheon before the appearance of the Lord. The only surviving cult after the widespread establishment of faith in the Lord of Shadow. It survived thanks to some particularly cruel Heliotrian clans and vampires.
The Blood God is ruthless and insatiable. He is constantly hungry and always demands that his thirst for blood be quenched. Everyone is customarily sacrificed, from small animals to humans. Every follower must bring a sacrifice to the Blood God at least once every eleven days. The classic ritual consists of killing a creature with a specially designed knife. The victim must be conscious and understand that their death is inevitable, provided the victim is a sentient being. During the ritual, the believer fills some vessel with the victim's blood, drinks it, and asks the lord to sate himself through them by cutting themselves, letting blood flow until it stops on its own. When the bleeding stops, it is believed that the Blood God has been sated. After this, one should ask him for blessings or help if necessary. Under no circumstances should the blood be stopped manually. This is considered blasphemy and a terrible insult to the Blood God. The consequences of such an act can be truly own-horrific.
Killed enemies are also considered sacrifices to the Blood God, although performing the ritual is not mandatory.
Believer's Bonus: each kill in combat restores 30% of the character's health; sacrificing sentient beings, if successful, gives a permanent bonus to health; the character can drink the blood of their enemies or allies, thereby restoring their own health.
Dead God


A religion that underwent many changes during different periods of the Halehid civilization's development. Initially, it was a belief that the surrounding world itself is a god existing eternally, and people are part of this god. Information about the events that led to a fundamental change in the paradigm of this religion has not survived. It is only known that at some point, the Halehids came to the idea that their god had died. They never decided whether he was still alive when they already existed or if he died before their appearance. The god died and his death gives life to the world. All temples dedicated to this deity were abandoned. For a dead god no longer needs worship and prayers. Tens of thousands of Halehids committed ritual suicide. Many did not want to live in a decaying corpse, others considered the death of the god a signal that their own lives must also end, some did not want to be parasites living off death.
After these tragic events, once-great culture that conquered all continents declined. Over time, Halehid priests managed to change their people's perception of the Dead God. He became for them a symbol that the death of some is the life of others. The Dead God sacrificed himself so that they could live. But the former greatness of the Halehid culture cannot be returned.
Believer's Bonus: Will effect is doubled; damage dealt by undead is halved; undead do not attack the character if they are idle.
Mother Khsayemsku


White orcs believe in the existence of a soul and spirits, and in the animism of all nature. The soul is a particle of Mother Khsayemsku, who gave birth to this world and breathed life into it. Orcs believe in the patronage of the Mother, who protects them from diseases, hunger, failures, and other vicissitudes of life. It was the Mother who gave them thick and rough skin so they could live in the harsh conditions of the far north.
Khsayemsku is merciful and kind. She does not tolerate her creations being killed for no reason. Before killing any creature, one must ask permission from the Mother who gave life to this creature, and only then act. Of course, only if such a killing is necessary. Taking a life without the Mother's approval is unacceptable. After death, the soul of the creature returns back to the Mother.
Orcs often ask for help from souls that for some reason were unable to reunite with the mother after death and became spirits. It is believed that these are mostly evil spirits who violated the Mother's prohibitions during their life and were left to wander the world eternally as punishment. But there are also good spirits who did not wish for reunification and remained in order to help the living.
Believer's Bonus: free scouting skill; immunity to diseases and poisons; healing magic and health potions are twice as effective.
Yoltir


The main deity of the ancient Ryorvalian pantheon. Merciful god of fire and smithing. Revered by many Ryorvalians who still wear jewelry and amulets in the form of a flaming hammer—the symbol of Yoltir, even if they do not believe in the existence of gods.
Yoltir is the savior of people. It was thanks to him that people were able to survive in the cold northern lands. According to legends, Yoltir gave fire to mortals, stealing it from the fiery heart of Hjolrid. There he also forged for himself an eternally burning hammer. Hjolrid is a giant monster living at the edge of the world, whose icy breath reaches people from there. The monster sleeps and does not know that its cold breath harms other creatures. The arrival of the warm season means that Hjolrid inhales all the warm air of the south during this time, and the arrival of the cold means he exhales air that has passed through his icy lungs.
Yoltir is wise and cunning. His patronage is granted to those who are able to act deftly and cleverly, finding a way out of the most hopeless situations with a cool head.
Believer's Bonus: +5 to Intelligence; free first-level Inner Fire skill; fire magic spells deal three times less damage.
Rjortir


God of military valor, courage, and fortitude. Brother of Yoltir. Patron of all warriors protecting themselves and their lands. His cult is widespread among the warriors of Ryorvalia. The symbol of Rjortir is an axe or a sword.
Rjortir is the protector of the world. Once every thousand years, the monster Hjolrid wakes up from hunger. A thousand years of hibernation awakens an insatiable appetite in the monster. The monster's gluttony knows no bounds. It eats mountains, seas, forests, and rivers. And only brave Rjortir is capable of opposing it. He fights Hjolrid for a thousand years until he overcomes it. The defeated monster retreats, returns to the edge of the world, and falls back into hibernation for another thousand years.
Rjortir patrons bold and decisive people who are not used to hesitating but are used to acting.
Believer's Bonus: + 5 to Perception; in combat, the opponent's strength is equalized with the character's strength if it was higher, and the character's agility is doubled; cold magic spells deal half as much damage.
Lokur


Cunning and calculating god of war. Cold, disciplined, and restrained. He demands the same from his worshippers. He patrons people who prefer to think everything through carefully before acting. Strategy and tactics are an important part of conducting combat operations; he devotes most of his attention to them. Those believing in Lokur's patronage always ask wisdom from their god when making difficult military decisions. For five thousand years, Lokur has remained in his halls, calculating all possible variants of events on the battlefield, recording in the Great Book of War how one should act in a certain situation to achieve victory. In this, he is helped by the wisest warriors who ever lived in the world. After long reflections lasting five thousand years, Lokur steps away to rest and lie with his wife. According to legends, shortly after the night of divine love, his wife gives birth to a child whom she sends into the mortal world in the form of an ordinary human. This person is destined to become a great warrior, conquer all lands in the world, and subdue all peoples.
Believer's Bonus: +10 to Intelligence, character always counterattacks; it is impossible to dodge the character's attacks.
Tekura


Bloody goddess of war, rage, and discord. Wife of Lokur and his complete opposite. Wild, rebellious, cruel, and frantic. Most of all she loves to shed others' blood. She feeds on the energy of fear, pain, and suffering. Some old warriors claim they saw her fighting in particularly terrible battles. Warriors who once grew cowardly and fled the battlefield enter her halls after death. There they are subjected to torture by small demons, assistants of the bloody goddess. To rid oneself of suffering and leave Tekura's halls, one must fight her. But the goddess is so terrifying that none of the suffering dare engage her in battle.
Tekura patrons the most furious and fearless warriors who throw themselves into the heat of battle without hesitation. Her followers are merciless and cruel; they take no prisoners, killing all enemies to the last. The best among them enter their goddess's halls, where they indulge in eternal pleasures.
Believer's Bonus: the character's melee attacks cannot be parried; damage from ranged attacks is halved; the character is unable to flee the battlefield.
Grakura


Sister of Lokur. According to the myths and legends of the Gisteos—his first wife. Being as skilled in military affairs as her husband, Grakura nevertheless was inferior to him in strength. Wishing to be equal to Lokur, she found a way to draw energy and life forces from him by learning magic from the god who patrons shamans and sorcerers. In Halehid texts, he is called Damour. His cult in the lands of the Gisteos disappeared long ago. Continuing to exhaust her husband (and not only him; the goddess did the same with mortal men, appearing in the guise of their wives and lovers), Grakura became stronger, which cannot be said of Lokur. With each new duel, he felt a strange weakness, his hands would not obey, his legs buckled, and fog clouded his eyes. This continued until small demons—servants of Tekura—tracked Grakura and learned all her secrets. When the information reached the god of war, he banished his sister from the divine halls into the mortal world, where she wanders to this day.
The Daughters of Grakura are the only clan in Gisteosia that worships this goddess. She is also worshipped by some particularly daring Gisteos women from large clans.
Believer's Bonus: when engaging in sexual relations with a male representative, the character permanently increases strength by 1 and health by (Will)% of their partner's life; +100% life.

*Female characters only.
Hasheror


One of the oldest deities of the Gisteos pantheon. Known since the times of primitive humans. Some religious scholars consider Hasheror the first deity whose cult appeared on the territory of Setranomicon. This deity is mainly worshipped by the Flesh Eaters clan, the very first Gisteos clan mentioned in Halehid written sources. The clan's territory and main cult structure (the Insatiable House) dedicated to Hasheror are located at the southeastern borders of the Halehids. Most Gisteos treat the Flesh Eaters with contempt, considering them savages and barbarians. In ancient texts, Hasheror is described as a bloodthirsty killer who eats his own kind. Followers of this god still adhere to all traditions preserved from ancient times. For example, such as eating defeated enemies, ritual eating of the second-born child in the family at one year of age, and eating one of their own body parts as punishment for a serious offense.
Believer's Bonus: the character gains the ability to track/detect an opponent by smell; predatory beasts do not attack the character if they are idle; eating the flesh of a killed opponent permanently increases one of the character's characteristics by 1 and restores health.
White Dragon


The cult of this god appeared in central Gisteosia long ago. Interestingly, the age of the oldest dragon remains found by archaeologists roughly coincides with the appearance of the White Dragon cult. The only Gisteos clan worshipping this deity bears its name and is the most powerful in Gisteosia. Clan members believe that it was the White Dragon who endowed their people with the strength they possess, and that to him alone they should be grateful for everything they have. According to legend, the White Dragon not only made the Gisteos strong and enduring but also created their alphabet, taught them how to process metal, and led them from caves into fertile lands, teaching them agriculture.
Believer's Bonus: +3 points to all characteristics; +1 talent point; damage dealt by followers of other religions is reduced by 50%.

*Only members of the White Dragon clan.
Void / Sect of Desolators


A destructive sect that originated in the Madian Empire about six hundred years ago. Members of this sect worship the Void. They believe in the necessity of total destruction of everything existing on the planet, including themselves. Many of them managed to rid themselves of their own bodies, leaving only a certain shell that interacts with the surrounding world. Setranomicon fought for a long time against fanatical members of this organization and almost completely destroyed them, but some managed to avoid the fate of their brothers in faith. The remaining Desolators went underground, but from time to time they remind others of themselves. Completely vanished settlements, traces of which remain only on maps and in the memories of people who have been there—the result of the Desolators' activities.
Believer's Bonus: spells of desolator magic do not consume mana. Spells from other schools cost twice as many skill points and consume twice as much mana. Mana regeneration outside of combat.

*No more than one character.

Order of Setranomicon (apostate)


A large military-political organization. Three hundred years ago it was created by a group of high-ranking mages with progressive views. Initially, the organization was a gathering of ordinary mercenaries, but over time it expanded significantly. With the growth of influence and opportunities, new ambitions appeared. The members of the council at that time grew too tired of constant and meaningless internecine wars, despite the fact that participation in various conflicts was their main activity. Even more unsatisfactory to them were the policy of the Madian Empire and the growing influence of the Church of the Creator. They managed to organize a coup, abolish the monarchy, and remove churchmen from power. Later, with the support of the Halehids, they overthrew or subdued the governments of all countries on the continent. Separate pockets of resistance flaring up here and there were successfully suppressed. Soon the order established control over all countries. Formally, they remained independent states, but in fact, they fully obey the supreme council of the order in matters of foreign policy and some internal issues. At present, all ruling dynasties and leaders of countries are, in one form or another, members of the order.
On the back of the left wrist of every member of the order is depicted the emblem of the order, which appears if necessary. For example, when a member of Setranomicon needs to prove their membership in the order to others or receive information from the order.
The motto of Setranomicon: "The Order beheld. Setr fulfilled." Sometimes this phrase is spoken in the ancient Halehid language: "Ordo hati. Setro hatrio."
Atheist's Bonus: +3 points to all characteristics; +2 talent points; immunity to spells affecting the mind.
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Beginning - Map - Human Settlement

Current character status:

Mark:
Health - 100/400
Magic Energy - 250/250
Inventory:
Moonlight Gleam
Throwing Knives (x5)
Dagger
Aurelia's Heart
25 gold


Sotria:
Health - 450/500
Magic Energy - 550/550
Inventory:
Doom
Aegis
Wedding Ring
20 gold


Telaen:
Health - 150/150
Magic Energy - 150/150
Inventory:
Two Daggers
Throwing Knives (x5)
One-Handed Sword (x2)
42 gold
1428 satyrs


Augustus:
Health - 130/130
Magic Energy - 1575/1575
Inventory:
Academy Teacher's Robe
Academy Teacher's Staff
Academy Teacher's Ring
42 gold
1428 satyrs


Kirikos:
Health - 250/250
Magic Energy - 650/650
Inventory:
Swedish Feather
Dagger
Red Scarf
Religious Symbol of the Creator
Religious Symbol of the Dead God from the Khalehid Islands
Wooden Figurine of the Dead God from a Dream
Scripture of the Church of the Creator
42 gold
1428 satyrs


Stavros:
Health - 600/600
Magic Energy - 50/50
Inventory:
Two-Handed Axe
42 gold
1428 satyrs


Anton:
Health - 200/200
Magic Energy - 1462/1462
Inventory:
Sorcerer's Staff
187 gold
1408 satyrs


Coin - experience gained is doubled; revives the owner upon death (once per game day).

Gulag:
Health - 400/400
Magic Energy - 450/450
Inventory:
Two-Handed Sword
Heavy Armor
20 gold


Zhenya:
Health - 300/300
Magic Energy - 315/315
Inventory:
Light Armor - reduces incoming damage by 20%.
Shield of Suffocla
Light Armor
Staff of Speaking with the Dead
42 gold
1428 satyrs


Nicomedes:
Health - 380/380
Magic Energy - 310/310
Inventory:
Two-Handed Bow
Family Blade
Set of armor for a member of the capital garrison
Books about the culture and geography of Setramonicon
One-Handed Sword
Gold pendant with ruby
Personalized gilded pistol with two barrels
42 gold
1428 satyrs
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Characteristics:
Constitution - 40
Intelligence - 20
Strength - 10
Dexterity - 40
Speed - 40
Will - 10
Perception - 61

Parameters:
Health - 400
Magical Energy - 250
Critical Hit Chance - 40 (44) %
Melee Accuracy - 35
Melee Evasion - 35
Initiative and Movement Speed - 35
Ranged Accuracy - 98 (96)
Ranged Evasion - 56 (86)
Magic Power - 5
Magic Resistance - 5

Abilities:
Ranged Weapon VI (Bow): ranged weapon proficiency; +10 to ranged evasion; chance to paralyze the enemy for one turn, next attack deals double damage (75%); additional attack; chance to fire 4 shots per turn (61%; -20 accuracy); critical hit chance is doubled.
Knife Throwing: +10 to perception, chance to deal lethal damage by throwing knives at a distance of no more than 10 meters (61%); the enemy receives a penalty depending on where the knife hit.
Sniper: +50% to perception when using ranged weapons.
Nimble: character is able to move and shoot simultaneously.
Assassin: attacking an unsuspecting character kills them.
Scout II: the character gains the ability to quickly gather information about the surrounding area; the character gains the ability to detect camouflaged and hidden objects (traps, caches, etc.).

Combat Stats:
Moon's Radiance - damage - 45-125 (range - 150) (+4 to critical hit chance)
Throwing Knives (x5) - damage 10 (range - 10)
Dagger - damage 23

Inventory:
Heart of Aurelia - a gold talisman decorated with a huge ruby

Origin - Madinia: +10 to intelligence; additional 4 ability points and 2 skill points.
Beliefs - Order of Sethranomicon (apostate): +3 points to all characteristics; +2 skill points; immunity to mind-affecting spells.

Characteristics:
Constitution - 50
Intelligence - 35
Strength - 35
Dexterity - 35
Speed - 21
Will - 50
Perception - 10

Parameters:
Health - 500
Magical Energy - 550
Critical Hit Chance - 22 %
Melee Accuracy - 40
Melee Evasion - 30
Initiative and Movement Speed - 16
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 45
Magic Resistance - 45

Abilities:
Two-Handed Weapon IV: two-handed weapon proficiency; strength additionally affects the accuracy parameter (0.3); additional attack; chance to take no damage from an enemy attack (50%).
Combat Magic:
Thunder Halo III. The character's weapon gains the ability to deal same additional electrical damage (50). A chance appears to paralyze the enemy for two turns (64%). Electrical damage increases fourfold (200).
Stone Skin: -50% enemy damage.
Battle Mage: +15 to strength, +15 to dexterity
Armor Proficiency: removes the movement speed penalty when using heavy armor and shields.
Shock Trooper: character instantly closes the distance between themselves and their target. In heavy armor, use is possible only with the armor proficiency ability. The ability can be used once every 3 turns.
Art of Death

Combat Stats:
Verdict - damage - 317 (60+45+12+200)
Aegis - incoming damage reduced by 50%; use of ranged weapons is impossible.

Inventory:
Wedding Ring - a reminder of a dead spouse and how she ended up in the current situation.

Origin - Halehids: +5 to will; additional 4 ability points; free Art of Death skill; damage/2, damage absorption no more than the value of will.
Beliefs - Order of Sethranomicon (apostate): +3 points to all characteristics; +2 skill points; immunity to mind-affecting spells.

Characteristics:
Constitution - 15
Intelligence - 15
Strength - 15
Dexterity - 65
Speed - 25
Will - 35
Perception - 45

Parameters:
Health - 150
Magical Energy - 150
Critical Hit Chance - 28 %
Melee Accuracy - 72
Melee Evasion - 70
Initiative and Movement Speed - 20
Ranged Accuracy - 40 (50)
Ranged Evasion - 40
Magic Power - 35
Magic Resistance - 35

Abilities:
One-Handed Weapon VI: one-handed weapon proficiency; chance to parry an enemy strike (65%); +10 to melee evasion; chance to perform a counterattack (85%); additional attack; allows using a one-handed weapon in each hand (+15 damage), the chance to perform a counterattack increases 1.5 times.
Knife Throwing: +10 to perception, chance to deal lethal damage by throwing knives at a distance of no more than 10 meters (45%); enemy is unable to evade; the enemy receives a penalty depending on where the knife hit.
Assassin: attacking an unsuspecting character kills them.
Thief: when stealing, dexterity and perception are increased; the character gains the ability to pick locks.
Battle Mage: +15 to strength, +15 to dexterity.

Art of Manipulation:
Phantom. The caster creates an illusory copy of something.
Telekinesis. The caster gains the ability to move objects with the power of thought.
Mind Reading. The caster gains the ability to read the target's thoughts.
Suggestion. The caster can suggest anything to the target.
Masquerade. The caster gains the ability to change their own or someone else's appearance.

Combat Stats:
Two Daggers - damage - 78 ((20+4+15)*2)
Two One-Handed Swords - damage - 114 ((30+12+15)*2)
Throwing Knives (x5) - damage 10 (range - 10)

Inventory:
Empty.

Origin - Heliotria: +5 to dexterity; free knife throwing ability; additional ability - fade into shadow: the character gains the ability to hide from an enemy in the shadow of any object, as well as the ability to move short distances using the shadow of any object.
Beliefs - Shadow Lord: +5 to dexterity and perception; free Assassin ability; character's attacks cannot be parried.

Characteristics:
Constitution - 13
Intelligence - 60
Strength - 10
Dexterity - 10
Speed - 10
Will - 65
Perception - 10

Parameters:
Health - 130
Magical Energy - 1575
Critical Hit Chance - 25%
Melee Accuracy - 5
Melee Evasion - 5
Initiative and Movement Speed - 5
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 110 (120)
Magic Resistance - 55

Abilities:
Healing Magic:
Purification. Removes negative effects affecting the mind.
Meditation. Fully restores the character's health and magical energy; the character cannot perform other actions for a long time (about 2 in-game hours); the ability can be used no more than once per in-game day.
Regeneration. Restores a certain amount of the caster's health over three turns (will).
Regeneration 2. Restores a certain amount of health to all party members over three turns (65).
Protective Aura. The caster creates a magical barrier around themselves or an ally that absorbs damage and prevents the enemy from applying negative effects (650). Characters with high will are able to destroy the protective aura. The aura does not protect against the Assassin ability.
Resurrection. Brings back a recently killed ally (two turns to cast the spell).

Art of Manipulation:
Mind Reading. The caster gains the ability to read the target's thoughts.
Subjugation. The caster gains the ability to control the target's actions for some time. In combat, subjugation lasts for 3 turns. No more than 3 enemies can be subjugated. The same enemy cannot be subjugated twice in one battle.

Art of Death:
Living Dead. Raises a killed enemy from the dead.
Decay. Extracts the remaining life from a dead enemy, restoring magical energy to the caster or their ally (enemy health * 2).
Source of Knowledge. Extracts knowledge from the recently killed, giving a chance to increase a random characteristic of the caster by 3 points (65; can be used once per in-game day).
Face of Death. Kills the enemy.

Wizard I: +50 to magic power, amount of magical energy increased by one and a half times.

Inventory:
Academy Professor's Robe - physical damage reduced by 20%.
Academy Professor's Staff - magic power +10.
Academy Professor's Ring - magical energy cost reduced by 15%.

Origin - Madinia: +10 to intelligence; additional 4 ability points and 2 skill points.

Characteristics:
Constitution - 25
Intelligence - 40
Strength - 15
Dexterity - 20
Speed - 30
Will - 50 (60)
Perception - 30

Parameters:
Health - 250
Magical Energy - 650
Critical Hit Chance - 11% / 18 (19)%
Melee Accuracy - 19
Melee Evasion - 15
Initiative and Movement Speed - 25
Ranged Accuracy - 25
Ranged Evasion - 25
Magic Power - 45 (55)
Magic Resistance - 45 (55)
Targeted Spell Accuracy - 200 (225)

Abilities:
Polearm: polearm proficiency; chance to parry an enemy strike (20%).

Healing Magic:
Healing (out of combat)
I Restores target's health.
Antidote. Removes negative effects from poisons and diseases.
Protective Aura. The caster creates a magical barrier around themselves or an ally that absorbs damage and prevents the enemy from applying negative effects (500/600 ). Characters with high will are able to destroy the protective aura. The aura does not protect against the Assassin ability.

Art of Death:
Skeleton. Raises a skeleton of a killed enemy from the dead.
Decay. Extracts the remaining life from a dead enemy, restoring magical energy to the caster or their ally (enemy health * 2).
Source of Knowledge. Extracts knowledge from the recently killed, giving a chance to increase a random characteristic of the caster by 3 points (50/60; can be used once per in-game day).

Elemental Magic:
Fire Arrow. Deals fire damage to the enemy.
Fire Circle. The caster surrounds themselves with a ring of fire that deals damage to approaching enemies over five turns.

Battle Mage: +15 to strength, +15 to dexterity.
Mirror-man I: the character has a chance (70%) to reflect an enemy's spell in a random direction.
Quick Mind I: caster is able to use two spells per turn.

Combat Stats:
Swedish Feather - damage 75 (60+15)
Dagger - damage 24 (20+4)

Inventory:
Red Scarf.
Religious symbol of the Creator
- small golden palm; +5 to will.
Religious symbol of the Dead God from the Halehid islands - small silver skull; +5 to will; magical energy cost reduced by 15%.
Wooden figurine of the Dead God from a dream.
Scripture of the Church of the Creator, with added pages from a book about the dead God and personal notes.

Origin - Halehids: +5 to will; additional 4 ability points; free Art of Death skill; damage/2, damage absorption no more than the value of will.
Beliefs - Creator: +10 to will; immunity to paralysis and critical hits.

Characteristics:
Constitution - 60
Intelligence - 10
Strength - 56
Dexterity - 30
Speed - 13
Will - 17
Perception - 10

Parameters:
Health - 600
Magical Energy - 50
Critical Hit Chance - 29 % / 21%
Melee Accuracy - 42 (29)
Melee Evasion - 5 (12)
Initiative and Movement Speed - 8
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 12
Magic Resistance - 12

Abilities:
Two-Handed Weapon VI: two-handed weapon proficiency; strength additionally affects the accuracy parameter (0.3); additional attack; chance to take no damage from an enemy attack (60%); +10 damage, -5 melee evasion; chance to deal a triple damage strike (56%).
One-Handed Weapon II : one-handed weapon proficiency; chance to parry an enemy strike (30%).
Shock Trooper: character instantly closes the distance between themselves and their target. In heavy armor, use is possible only with the armor proficiency ability. The ability can be used once every 3 turns.
Berserker II: damage doubled, evasion halved; in combat, the character cannot be immobilized by any means.

Combat Stats:
Two-Handed Axe - damage - 332 ((65+73+18+10)*2)

Inventory:
Empty.

Origin - Gysteosia, Flesh-Taker clan: +15 to constitution; +10 to strength.
Beliefs - Hasheror: character gains the ability to track/detect an enemy by smell; predatory beasts do not attack the character if they are idle; eating the flesh of a killed enemy permanently increases one of the character's characteristics by 1 and restores health.

Characteristics:
Constitution - 20
Intelligence - 40
Strength - 10
Dexterity - 10
Speed - 25
Will - 40
Perception - 25

Parameters:
Health - 200
Magical Energy - 1462 (1570)
Critical Hit Chance - 16%
Melee Accuracy - 5
Melee Evasion - 5
Initiative and Movement Speed - 20
Ranged Accuracy - 20
Ranged Evasion - 20
Magic Power - 115 (125)
Magic Resistance - 35

Abilities:
Art of Manipulation:
Telekinesis. The caster gains the ability to move objects with the power of thought.
Mind Reading. The caster gains the ability to read the target's thoughts.
Masquerade. The caster gains the ability to change their own or someone else's appearance.
Subjugation. The caster gains the ability to control the target's actions for some time.
Invisibility
I The caster (or their target) becomes invisible, while the caster loses the ability to see anything.
II The caster gains the ability to see while remaining invisible. Invisibility disappears upon any harmful action performed by the character. Spells not directed at oneself also dispel invisibility.

Art of Death:
Living Dead. Raises a killed enemy from the dead.
Decay. Extracts the remaining life from a dead enemy, restoring magical energy to the caster or their ally (enemy health * 2).

Magic of Master Silachemius:
Incorporeality. The spellcaster gains the ability to pass through various barriers and objects.
Mental Armor. For three turns, the spellcaster takes no physical damage.
Mental Sphere. For three turns, the spellcaster takes no magical damage.

Wizard II: +80 to magic power, amount of magical energy increased by one and a half times.
Quick Mind I: The caster is able to use two spells per turn (x3).

Inventory:
Sorcerer's Staff - magic power +10; magical energy +108.
Ring of Silachemius' Servant - restoration of magical energy out of combat/during idleness (about 2 in-game hours; can be used no more than once per in-game day).

Origin - Halehids: +5 to will; additional 4 ability points; free Art of Death skill; damage/2, damage absorption no more than the value of will.
Beliefs - Teaching of Master Silachemius: while idle, the character takes no damage; health restoration out of combat; the following do not affect the character: poisons, various substances, drugs and drinks affecting the mind, health potions. The character cannot use, nor are they affected by: magic of the Devastators, spells from one of the schools (fire) and Healing Magic.

Characteristics:
Constitution - 40
Intelligence - 30
Strength - 50
Dexterity - 30
Speed - 10
Will - 30
Perception - 10

Parameters:
Health - 400
Magical Energy - 450
Critical Hit Chance - 28 %
Melee Accuracy - 40
Melee Evasion - 20
Initiative and Movement Speed - 5
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 25
Magic Resistance - 25

Abilities:
Two-Handed Weapon VI: two-handed weapon proficiency; strength additionally affects the accuracy parameter (0.3); additional attack; chance to take no damage from an enemy attack (40%); +10 damage, -5 melee evasion; chance to deal a triple damage strike (50%).
Inner Fire III: the character's weapon gains the ability to deal additional fire damage (30); a chance appears to set the enemy on fire for three turns (46%), -10% health per turn; fire damage increases fourfold (120).
Shock Trooper: character instantly closes the distance between themselves and their target. In heavy armor, use is possible only with the armor proficiency ability. The ability can be used once every 3 turns.
Armor Proficiency: removes the movement speed penalty when using heavy armor and shields.

Combat Stats:
Two-Handed Sword - damage - 263 (60+65+18+120)
Heavy Armor - incoming damage reduced by 50%; use of ranged weapons is impossible.

Inventory:
Empty.

Origin - Children of Winter (Orcs): +15 to constitution; +10 to strength; immunity to spells that affect with cold.
Beliefs - Yoltir: +5 to intelligence; free first-level Inner Fire ability; fire magic spells deal three times less damage.

Characteristics:
Constitution - 30
Intelligence - 18
Strength - 25
Dexterity - 36
Speed - 16
Will - 65
Perception - 10

Parameters:
Health - 300
Magical Energy - 315
Critical Hit Chance - 17 %
Melee Accuracy - 31
Melee Evasion - 31
Initiative and Movement Speed - 11
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 110
Magic Resistance - 25

Abilities:
Devastator Magic:
Life Drain. Drains life from the enemy, restoring health to the caster (65%).
Reverse Damage. For three turns, damage dealt to the devastator is returned to the enemy.
Devastation. Devastates the enemy, leaving only their skin. The enemy dies.

Combat Magic:
Stone Skin. -50% enemy damage.
Shields I: shield proficiency; block chance (41% (36+5)).

Art of Death
Quick Mind I: caster is able to use two spells per turn.
Battle Mage: +15 to strength, +15 to dexterity.
Wizard I: +50 to magic power, amount of magical energy increased by one and a half times.

Combat Stats:
Sophocles' Shield - block chance - 5%; durability - 25.
Light Armor - incoming damage reduced by 10%.

Inventory:
Staff of the Speaker with the Dead - source of knowledge (300), extracts knowledge from the recently killed, giving a chance to increase a random characteristic of the caster by 1 point (32%; can be used once per in-game day).

Origin - Halehids: +5 to will; additional 4 ability points; free Art of Death skill; damage/2, damage absorption no more than the value of will.
Beliefs - Void / Sect of Devastators: devastator magic spells do not consume mana. Spells from other schools cost twice as many ability points and consume twice as much mana. Mana restoration out of combat.

Characteristics:
Constitution - 38
Intelligence - 23
Strength - 23
Dexterity - 28
Speed - 18
Will - 23
Perception - 43

Parameters:
Health - 380
Magical Energy - 310
Critical Hit Chance - 34 (36)% / 16 (20)%
Melee Accuracy - 29 (49)
Melee Evasion - 33 (53)
Initiative and Movement Speed - 13
Ranged Accuracy - 59 (71)
Ranged Evasion - 38 (59)
Magic Power - 18
Magic Resistance - 18

Abilities:
One-Handed Weapon III: one-handed weapon proficiency; chance to parry an enemy strike (28); +10 to melee evasion.

Ranged Weapon VI (Bow): ranged weapon proficiency; +10 to ranged evasion; chance to paralyze the enemy for one turn, next attack deals double damage (56%); additional attack; chance to fire 4 shots per turn (43%; -20 accuracy); critical hit chance is doubled.
Sniper: +50% to perception when using ranged weapons.
Scout I: the character gains the ability to quickly gather information about the surrounding area.

Trade II: 40% discount at all trading points.

Combat Stats:
Two-Handed Bow - damage - 35-115 (range - 140) (+2 to critical hit chance)
Family Blade - damage 93 (75+18) (+20 to melee accuracy and evasion; +4 to critical hit chance; weapon cannot be destroyed).
Capital Garrison Member Armor Set - incoming damage reduced by 20%.

Inventory:
Books on the culture and geography of Sethranomicon.

Origin - Gysteosia, White Dragon clan: +10 to will; family weapon.
Beliefs - White Dragon: +3 points to all characteristics; +1 skill point; damage dealt by followers of other religions is reduced by 50%.
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9 years ago
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Sky, please give amethysts some kind of bonus, because nothing suits me right now :(
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9 years ago
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The Order of Sethronomicon
(︶︹︺)

And how will that be? Traitors of the Order? Agents of the Order among the fugitives (lol)?
I haven't reread the mechanics yet to see what's different and new, but in the previous game, the bonus from these guys was very broken.
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9 years ago
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Probably, I’ll be a thief and a killer again.
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9 years ago
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Haven agents among the fugitives
:smile20:
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9 years ago
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I played a fan-made mod in Skyrim.
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9 years ago
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I haven't decided yet whether I'll play as a Warrior or a Mage. Maybe I'll go for a hybrid build again.
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9 years ago
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Traitors of the Order? Agents of the Order among the fugitives?
From the intro, it's clear that traitors are possible, but I'm interested in the question from a mechanical point of view, because none of the religions suits the planned character, and I would have to come up with something (and he's not optimized even without a faith, as he's a ranged character...).
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9 years ago
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Revan, Nebka had the most overpowered Ranger units. Especially if you built a combat mage. But I was also disappointed that almost the entire new religion went to the Dungeon faction.
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9 years ago
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But I don't want a battle mage... It doesn't fit.
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9 years ago
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Oh, you...

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