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Posts from Taiji

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It's a shame there isn't a blue gameplay style that would involve going shopping, monitoring food supplies, and providing for the entire garrison, brewing potions, forging weapons, and hiring recruits.

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I haven't read carefully yet what those red and green gameplay options are, but based on your comments, I'm leaning towards red for now.
 

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But the advantage of the green faction is that either I, Heroist, or Ment will be the commander.
My character is a crazy maniac, so there's no way he'll be a commander...
 

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I'm for green. Frequent and drawn-out battles in the expansions make me feel down. And besides, there are some hideous creatures in the red faction.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
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and in the green one, there are women, so green is for women but I would go into it

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[Nebok-mod on]You'd turn into a dog...[/Nebok-mod on]
А, вот почему.

??+⛓️♿=?
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I would like to be on the red team so I can hang out with Fleon. We could chat, joke around, have a few drinks, meet girls, and become friends. and besides, Revan will probably destroy the other team (the one we won't join) as part of the storyline.

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Stands out too much from the rest, the last person I would befriend.

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You just don't like good people.

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Expedition archive. Introductory trials: will it be easier or harder for you? People: harder, let's make it harder! Result: 90% of the group wiped out. Second part: you spend a lot of time sitting around doing nothing, and finally you want some action. People: okay, now it can be easier! ...
 

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It’s just that there can’t be any in this expansion.

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Old men, bandits, and bores, yes.

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Flain



Flain was born in a small village near the borders of Alrion. Constant hunger, disease, poverty, and conflict seemed commonplace to him, and he could not even imagine that there had once been a normal life in Ertenia before the cataclysm. Being the youngest child in the family, the boy was born premature, weak and sickly, and his parents were soon ready to rid themselves of him, as they had no means to feed or help him in any way. Then Flain was saved by a simple coincidence: at that time, a ranger of the Border order stopped briefly in the settlement, who for some reason saw potential in him, or perhaps simply felt pity. Either way, he offered the boy's parents a monetary reward in exchange for the child, to which they readily agreed. Upon parting, his mother placed an old medallion in the child's palm, which for many years remained the only precious thing he owned. As his teacher liked to recount, without this piece of jewelry, Flain would not even want to fall asleep, and only by clutching it in his tiny hands could he instantly calm down.
The following years were spent in long travels across the world, during which the ranger taught the growing boy literacy and languages, sciences and martial arts. Flain absorbed the lessons very diligently and tried his best to be like his teacher, but he still had much to learn. It is no surprise that he became very attached to his mentor, respecting and loving him as his own father. Furthermore, the journeys significantly tempered his spirit and strengthened his health and endurance.
Flain gained his first combat experience not far from the dark lands when they were attacked by bandits. And although these opponents seemed like quite worthy rivals to the youth, they stood no chance against his teacher, who had undergone training in the Border Fortress. It was at that moment that Flain truly realized he wanted to become a full member of the order. He was too young to fully understand the high goals of the organization, such as the salvation of Ertenia and the cleansing of the dark lands, but the opportunity to help other people and the ability to stand up for himself seemed sufficient reason to choose his future path. Of course, the boy's future had been determined much earlier, but the mentor never told him this directly, wishing for him to independently realize the exceptional nature of the Border order.
The subsequent years further strengthened Flain's faith and determination, but unfortunately, they had the exact opposite effect on the aging ranger. While crossing a dangerous stretch of marshland, they lost their way and wandered for several days through lands contaminated by rot and poisonous fumes. Flain suffered from a severe fever, and his condition worsened with every passing hour. Fortunately, the teacher had the necessary alchemical potions capable of curing the ailment. He did not immediately tell the youth that he himself had been unable to overcome the disease, though he showed no sign of it, and the elixir was the only one available to him.
When the travelers finally reached a safe zone, the old ranger was already doomed. He handed Flain two envelopes: one containing detailed information about the areas explored during their travels, and the second a recommendation letter to the Ranger corps regarding the boy himself, as well as his sword as further confirmation of his words and simply as a good and effective weapon for both defense and offense. The teacher marked the path to the nearest outpost on the map and ordered Flain to head immediately to the Border Fortress. "I am sorry that I did not have time to fully teach you everything I knew. But this is quite enough to join the ranks of our order. When you get there, choose yourself a new mentor. All paths are open to you. Serve for the good of the Border. Serve for the good of Ertenia." — these were his final words.
It was hard for Flain to let go of his mentor, and dark thoughts weighed heavily on his shoulders, filling his heart with sadness and the bitterness of loss. And although somewhere deep in his soul he understood perfectly that this was not the first and far from the last loss in his life, his mind continued to resist moving forward. Making a heroic effort of will, Flain tightly gripped the medallion he still had not parted with and headed away, toward the residence of the order.


Origin:
-

Characteristics:
Strength - 17
Constitution - 23
Dexterity - 18
Perception - 10
Speed - 20
Intelligence - 0
Will - 25
Wisdom - 17
Charisma - 0

Skills:
-

Inventory (if applicable):
- Old medallion
- Report, recommendation letter
- Mentor's sword (not sure how ranger weapons differ from ordinary ones, anyway)
- Traveling clothes
- Bag with provisions, necessary potions for the road, money.

Whatever
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