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Posts from Horizon of Darkness

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3 years ago
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The year is 5742 since the onset of the Great Gloom. So much time has passed, yet the black veil still hangs over our world. The last movement deep into the continent was recorded more than 2526 years ago. According to sources, observations were maintained until the year 4999. Subsequently, the council decided to cease active study of this phenomenon. Judging by the fact that we are still alive, the movement of the Horizon of Gloom has indeed stopped. But there are still more questions than answers. Catastrophically many questions... What happened? Perhaps it was always like this? Why was our world flooded with outsiders from other worlds? How is this connected to the Horizon? I believe we have only just begun to find the answers to these questions. For my part, I will do everything in my power to ensure that my research is preserved and continued in the future. So expect regular shipments of manuscript volumes from me. I am not sure if I can fit so much information into the Pyramid of Knowledge, but I will try. For now, paper is more reliable. I know you do not approve of my decision, but I have already made it. In all my long life, I have been fortunate enough to see much and have had to escape scrapes that an ordinary person could hardly imagine. I still have nightmares about that incident with the female troll... But in my old age, I simply want to peacefully devote myself to studying this alien blot on the body of Svea. The noise of the Skior cities is not for me; it never was. Besides, where else would one conduct research on the Horizon of Gloom if not in its immediate vicinity? And I love the thin mountain air. It keeps me from relaxing and helps me stay in shape. Moreover, the view of Ina, with her greenish shimmers and mountain ranges, is far better observed from a height. Yes, I still haven't given up my childhood passion for astronomy. And I will drag my telescope along with me to observe our beautiful satellite and the stars.

I have handed over all my students to Professor Kitzrula. Fortunately, I didn't have that many students. Funny that none of them wished to come with me. Well, one can understand the youth. Were I their age, I too would not agree to set off for the edge of the world with a crazy old man and his skeleton (perhaps I will finally master Necromancer magic and be able to communicate with him normally; sign language is not always convenient). Although the tower I chose is quite close to human settlements. The young sorcerers would not be left without entertainment. However, entertainment in Dortrim is nothing compared to that of Skior.

I left my will in the study, in the upper right drawer of the desk. I don't think anything will happen to me, but no one is immune to accidents. Don't worry, I have bequeathed my book collection to you. All other property I have already given to fund the education of young talents. I strongly ask you to see to it that the funds do not fall into the sticky fingers of local bureaucrats or into the hands of my ex-wives. Young gifts from poor families should have a better chance of success in the sciences.

To you, my old friend, I wish all the best. And I look forward to your visit. I know you are unlikely to dare such a journey, but who knows. With best wishes, your old friend Bethor Amens.

Vofraar


Vofraar is located in the foothills of the Skior mountains, in a place called Frost Valley. Vofraarians call their home the land of three lakes. This is due to three large bodies of water located in these regions. These became the sites where the first three settlements were created. Historians agree that the villages were founded by three different peoples, one of whom came from the west, the second from the east, and the third from the south. Eventually, they mixed to such an extent that they can no longer be distinguished from one another. Despite this, the country is a fragmented entity consisting of small towns and tiny settlements. The only political figure uniting the northerners is a common ruler. The so-called Vofrakin. His function consists mostly of gathering a general army to repel major threats from the Horizon of Gloom and the foothill savages from the southwest. The rest of the time, the Vofrakin usually resolves occasional frictions between tribesmen. He is elected every ten years at a meeting of settlement heads in the city of Ainord.

Climate characteristics are not conducive to particularly developed agriculture or anything similar. Therefore, northerners generally concentrate on hunting, gathering, fishing, and breeding animals with thick fur. Pelts are the primary commodity shipped via the rivers of Frost Valley to the cities of Taighmil. And although the northerners still remember the campaigns of Vaam, the Taighmilians are the only neighbors and the only ones with whom they can trade directly. Vofraarians are little interested in events happening in the world. Few dare to travel beyond even their own settlement, and even fewer beyond their own country.

Besides humans, in some northern districts of Vofraar, one can encounter entire settlements of so-called dwarves. Many of them appeared here after the onset of the great gloom. There are also those who arrived here from other lands upon learning of concentrations of their kin.

Taighmil


Taighmilians somewhat resemble the inhabitants of Nathaim cities. They are equally cheerful, carefree, and rarely despondent, preferring to fight the heaviness of the world with laughter and fun. Therefore, their region has more holidays than anywhere else. Learned mages believe it is due to the consumption of alcoholic beverages, for the production of which the residents of Taighmil are famous. But they themselves claim that fresh mountain air and beautiful nature are to blame. Beautiful mountain valleys with a moderate climate are one of the main attractions of the country. Taighmilians also have a reputation as friendly and hospitable people. They love guests, who will certainly be fed and watered deliciously. However, one should not abuse their hospitality; a guest who becomes too arrogant will have their head cracked open amidst songs and dances.

Taighmil maintains extremely warm and friendly relations with Skior. Active and mutually beneficial trade has been established between the countries. The incident with the demon queen has long been forgotten, and any mage is welcome in these parts. Highlanders also have diplomatic relations with Seetria, Oskilia, and Dortrim. The aristocracy of Seetria owns a considerable number of estates in the valleys of Taighmil, and recently the countries have established active trade in various goods. Roughly the same can be said about relations with Oskilia and Dortrim.

The political structure of the country is a monarchy with limited royal power. Power in the regions of the country belongs to the aristocratic layer of society. Common people enjoy relative freedom but are obliged to pay tax to their feudal lord or perform labor duties on his land.

Skior


The state of mages arose in response to the persecutions that began at the onset of the era of gloom. At least, so claim the oldest sources of the Vasdarot library. Accused of bringing about the darkness, sorcerers were subjected to cruel persecution in every corner of the world. Wizards were forced to flee to the Pale Coast. Gradually, this part of the continent concentrated the maximum number of mages, who prosper here to this day. Skior is one of the safest and most comfortable places on Svea. This is because all possible knowledge and technological innovations are gathered precisely here. The cities of the country are giant metropolises with tens of thousands of residents. Some can even boast hundreds of thousands. Despite such a concentration of beings, most cities are quite clean and convenient habitats. Magic and technological innovations allow for the successful resolution of most domestic problems that arise when concentrating such a number of residents. Intelligent beings of all kinds flock from all corners of the continent not only for safety and comfort, but also for wonders that not everyone manages to see in a lifetime. Flying ships, giant iron golems, and islands floating in the air leave few indifferent.

The free cities of the Pale Coast are free to manage internal affairs however the local council sees fit. The central council, which convenes once a month, is generally occupied with solving foreign policy issues. The regulation of internal disputes and disagreements is handled by the supreme court, consisting of representatives from the five largest districts of Skior.

It is in the cities of the republic that one can find the highest concentration of children of gloom. Having grown accustomed to various oddities since time immemorial, the inhabitants of the Pale Coast cities meet outsiders only with benevolent curiosity. Although some particularly zealous lovers of experiments may create certain problems for newly arrived beings.

There are quite many types of magic in the country. As a rule, mages unite into orders practicing a specific type of magic. Even entire settlements may consist of sorcerers of one type. Usually, this happens for simple convenience, as the type of magic imposes certain requirements on lifestyle. Necromancy and similar dark arts are most often practiced in the cities of the Dark Foreland and on the Peninsula of Changes. Elemental mages dwell in the coastal zone. Healers in the cities on the eastern border. Mages of illusions and space in the northwest. And lovers of ultra-dangerous experiments founded an entire city in the dead plains. Actually, they are dead precisely because of their experiments.

One of the chief values of the mages is the Pyramid of Knowledge. Located on the topmost of the floating islands, Frark, this extremely powerful invention allows one to obtain any information about the world previously acquired by mages. This artifact was created more than a thousand years ago from rare crystals processed in a special way. It serves as an information relay as well as a storage site. A specially created order of mages is tasked with replenishing the pyramid with new knowledge. Some claim that the god of knowledge himself helped create the pyramid. Any mage from any point in the world can gain access to the information, provided they have a high level of ability or possess a special item.

Seetria


Seetria stretches from the Royal Gulf to the Howling Valley. The country is a conglomerate of small duchies united under the aegis of a ruling dynasty of monarchs. Power in the duchies belongs to the aristocratic stratum of society headed by a grand duke. Other residents content themselves with relative freedom, but without any political rights. Although the state of affairs may vary from region to region. While customs are softer and labor obligations are small in the south, in the north everything can reach a practically slave-like condition for common people.

Seetria has extremely strained relations with the Skior Republic. Memories of the incident with the demon queen are still alive among Seetrians. They believe they suffered the most then. And although the mages paid generous compensation for the trouble caused, the residents of this country still dislike sorcerers. They are deeply distrusted, feared, and not infrequently simply killed. Diplomatic efforts by the mages have so far yielded no results in improving relations between the two countries. Seetrians still refuse to cooperate with mages in any spheres of life.

Followers of the Lady in Black exert significant influence on the internal affairs of the kingdom. This religious organization is most widespread specifically in Seetria. Sisters of Mercy, as the main part of the organization, often influence local nobles, usually pursuing purely religious goals. The history of the sisters dates back to the beginning of the era of gloom. Then, among the followers of the Lady in Black, there were many women filled with pity for all existing in this world. In the opinion of the sisters, it is enough to be born to condemn oneself to torment. Following the example of their goddess, the sisters take on the suffering of other people at their own expense. They not only take away pain and sorrow from ailments but also satisfy the natural needs of believers for food, rest, and intercourse.

Separate mention should be made of the knights of loss. When the sisters of mercy granted deliverance and peace to all in need, many appeared who abused their kindness. Then, outcast knights, who had lost their property and status one way or another, stepped up to protect the sisters. It happens that sons of noble lords voluntarily agree to such service. Although it deprives them of the possibility to leave offspring, in return it gives strength and influence. Monasteries of knight-monks are scattered throughout Seetria and even beyond its borders.

Oskilia


Long ago, the geographical position of Oskilia left much to be desired. Squeezed between neighbors, without access to the sea or fertile lands, the country presented an extremely dismal sight. However, Oskilians had one special character trait: they never missed an opportunity to learn something from visitors. Therefore, when Skiorians entered the country, the locals utilized their knowledge and soon reaped the fruits of their efforts. Thanks to the technologies of the mages, many deposits of precious metals and more were discovered. In a short period of time, the small settlements of Oskilia turned into large cities, and the population grew significantly. Currently, the country is the main trading partner of Skior. Not only are many things necessary for Skiorian technology mined here, but many innovations are also created by the Oskilians themselves. Additionally, there are a large number of branches of magic academies here.

Oskilians try to copy the principles of the political structure of Skior cities. The reforms of the current king Netma II are gradually taking root. At present, one can observe an increase in the number of free cities, which depend on the authority of the king and aristocracy only in military and foreign policy terms.

The curiosity and thirst for knowledge of Oskilians sometimes reach fanaticism. The authorities of Dortrim and the elves of Revelin have repeatedly caught spies attempting to learn the secrets of these peoples. Rumors say that Oskilians did manage to learn some of the secrets.

Revelin


Elves were never part of this world. It is known for a fact that the first of them appeared here at the very beginning of the era of Great Gloom. Crushed by the loss of their native world, they migrated deep into the continent for a long time until they stumbled upon lands that most reminded them of their home regions. At some point, there were so many elves that the kingdom of Revelin was formed. This event served as the start of war with Dortrim and Seetria. Unfortunately for the first and second, the elves proved to be extremely dangerous opponents. Their magical ability to create exquisite weapons from any piece of metal came as a surprise to their enemies. And despite their emotional state, they defended their new homeland. Since those distant times, grief for the old homeland continues to gnaw at the elves. They express their sadness in sad ballads, songs, and other forms of art. The creativity of the pointed-eared inhabitants of Svea has long conquered all intelligent beings. It is here that wealthy residents of other countries order or buy paintings, ceramics, elegant weapons, and singing tombstones.

The war with Dortrim and Seetria remained far in the past; now normal relations are established between elves and humans, although elves do not like letting humans or other intelligent beings onto their territory.

Dortrim


Residents of this northern country are very proud of the legacy of their ancestors. At least, that is what they call those who built the Unbreakable Wall and several individual structures located on the territory of Dortrim. No one knows exactly whether this is true or not, but considering the size of door frames, windows, some surviving artifacts, and buildings in general, it is unlikely that the northerners, who are not much taller than the average resident of the south, are descendants of the ancient architects. Given the peculiarities of the world, many scholars from the Pale Coast believe that monumental structures entered this world roughly the same way various outsiders do — from the Horizon of Gloom. Apparently, at some point the darkness receded and exposed buildings that accidentally ended up on Svea. However, the residents of Dortrim disagree with such conclusions. Though they are unable to replicate the construction mastery of the unknown architects, they can do some things. Iron Warriors are proof of that. Flesh of Ancestors is what the magical armor created by Dortrim smiths is called. Its principle of operation consists of placing the soul of a chosen warrior into the armor. This is carried out through a special ritual resembling a funeral. However, unlike the former, the soul does not find peace but remains a fully functioning personality. Except for the inability to speak. Such brave souls are called Iron Warriors. There are not many of them, but they represent a serious force in the Dortrim army.

Shoulders of Ancestors is a part of the country poorly suited for living. Therefore, when so-called drow, or dark elves, appeared here, no one paid much attention. Dark elves live in small settlements inside caves of the northern mountains. Due to the dangers of deep dungeons, most settlements are located near the surface. Drow rarely interact with humans and prefer to pretend they do not exist. The same can be said about the attitude of humans toward dark elves.

In Dortrim there is also the well-known Valley of Outcasts. Long ago, King Loken I the Just of Dortrim allowed creatures whose appearance or physiological peculiarities posed a danger to others, or were simply unpleasant to them, to settle in these lands. Since then, many settlements of diverse beings unable to get along with others have emerged in the valley. However, recently mages have invented many ways to help such children of gloom, leading to their gradual migration to Skior.

Priopsir


The wild and unsociable people of Priopsir, who are sometimes hard to distinguish from the trans-river barbarians, prefer to live their own lives and not interfere in the affairs of others. They demand the same from strangers entering their forests. However, the impassable, swampy terrain is poorly suited for building large cities or any kind of economic activity, making it interesting to few. Therefore, guests are not often encountered in Priopsir. The only thing that truly unites the small, fragmented settlements of the country is a common religion. And although rituals may differ significantly from village to village, the foundations of faith generally remain unchanged. Damari, the Mistress of Forests, is revered everywhere.

Priopsirians diligently avoid external contacts. Therefore, they have no relations with other countries. Furthermore, a centralized government is absent, unless one considers the sages of the Great Tree in the city of Vidpus as such. However, border settlements maintain minor trade contacts with neighbors. The world's best medicinal herbs and mushrooms are highly valued in Dortrim, Oskilia, and even among the elves of Revelin.

Nestiar


The largest state on the territory of Svea. Vast fertile plains, combined with a developed river system and two large rivers, encourage active farming in this region. Nestiar is called the land of landowners, as even the poorest person has their own patch of land on which they can do whatever they wish. Formally, the division of society into class elements is absent. Everyone is free to choose their own occupation, but in fact, most people prefer to engage in the same activities their family has done since time immemorial.

The main religious organization in Nestiar is the cult of the Nursing Mother or Ceali. The society of the country itself is based on worship of this goddess. The priestesses of this religion represent an organ that monitors the thorough execution of rituals and correct worship of the goddess. Being the only ones capable of understanding her messages, they exert significant influence on local residents.

Large cities are practically absent in the country. Nestiar represents a network of small and medium farming settlements. Power in such places generally belongs to locally elected elders.

There is no army in Nestiar as such. The local land literally swallows anyone who tries to sow death and chaos. The reason for this is an ancient pact between the residents and Ceali. According to which Nestiarians renounced the worship of other gods and swore to faithfully perform the rituals of the Nursing Mother in exchange for protection from the encroachments of enemies. Legends say this pact was concluded during a great raid of savages from across the river and from the southern plains. Since then, the tribes of across the river and southern plains have developed many scary stories about terrible, man-eating lands across the river. However, minor raids still occur. Nestiarians believe this happens if local residents stop observing the pact and lose the favor of Ceali. In this regard, all are extremely wary of strangers and rarely allow those who worship other gods to settle. In most cases, the condition for permanent residence in the territory is the acceptance of the Nursing Mother as the sole goddess.

Nathaim


The union of southern cities is famous for its cheerful disposition and fairly free lifestyle. Learned mages claim that the cause is the skill of Nathaimians in wine production and the warm climate. But the residents of the islands and the southern coast themselves say that the Great Gloom simply did not touch their hearts. And the only thing Cairo affected was the color of their skin. Most residents are engaged in maritime trade, fishing, growing edible mollusks and other marine dwellers. Locals also engage in the construction of fast and maneuverable ships. Cities are governed by local guilds of merchants and artisans, some of which are effectively aristocracies where power and titles are passed down by inheritance.

The proximity of the cities to the demonic island leaves its mark. It is in Nathaim that demonic cults most frequently arise, subsequently spreading across the entire continent. Despite this, residents seem to have developed a kind of immunity to the influence of demons, therefore serving rather as carriers of foul forces than as a place of their concentration. Some data also testify to the appearance of half-breeds. Beings half-demon. Such specimens can be completely harmless and lead the most ordinary lifestyle.

The Ulcer


Unlike the Horizon of Gloom, from which there is no return, the few survivors in the demonic lands claim that upon entering the depths of the island, reality itself changes so much that describing it in words is simply impossible. The most understandable story one can hear is that it is impossible to tell top from bottom, dream from reality, one's own body from surroundings, life from death. As for the coastal zone, it at least presents a world familiar to most and serves as a dwelling for various demon worshippers and demon soldiers. Their settlements are a gruesome concentration of various excesses and intemperances. The most terrible tortures and the most ghastly orgies take place precisely there.

Once, Grand Magister Heroistrat undertook superhuman efforts to study the demonic island. He was the only one who managed to return from there completely unharmed and sane. The mage confirmed all the strangeness of staying on the island reported by other witnesses. Using a complex system of spells and magical mechanisms, he managed to overcome the distortions and enter the world of demons. According to his conclusions, the Ulcer represents a kind of portal located closest to the true world of demons, which exists in another reality of creation. The sorcerer also created a detailed classification of archdemons who rule the otherworldly realm. Thanks to his work, mages learned to oppose demons and the possessed. Rumors say that the grand magisters of Vasdarot have a plan for the complete destruction of the island and closing of the portal. But most likely, these are just rumors.

Wild Foothills | Wild Plains | Wild Trans-Riverlands


A certain part of the people of Svea failed to maintain a civilized state of society. It is not known for a fact whether the Horizon influenced them thus, or if it was a natural process of savagery under conditions of civilization collapse. Or perhaps most barbarian nations simply arrived here from other worlds, or were always such.

Researchers and travelers note the extreme aggressiveness of most savages they encounter. This applies to the west as well as the east and south. As a rule, they attack without warning, in large numbers against small, poorly armed groups of people. They fear well-armed detachments and do not attack, even while having numerical superiority.

Some wanderers note that there are tribes lacking the articulate speech inherent to all peoples of the continent without exception. But most are still capable of communication. However, finding a tribe ready for any dialogue is not so easy. Many of those who make contact subsequently prefer to relocate to civilized lands. Such individuals usually integrate without difficulty, and future generations of savages successfully integrate into society.



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3 years ago
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Prince of Dust. Noble Hermit. Nameless. Whisperer


The transience of existence for all beings in the universe is obvious. Only a fool would deny the inevitable changeability of everything around. Like no other, the Prince understands the very essence of reality and grants his followers knowledge of the whole truth about unfolding events, so that they may rid themselves of illusions, both their own and those of others. In the end, everything will turn to dust. Even the gods cannot resist the relentless cruelty of the cold mechanism called the universe. The Whisperer patronizes cautious, humble, and neutral individuals—those who do not wish to become deeply entangled in worldly vicissitudes. But if circumstances or fate force them to act, the Noble Hermit will rise to defend his subjects.
The Prince not only protects the mortal shell, preventing anyone from claiming it after death, but also the souls of his followers, keeping them from falling into the hands of other gods or the sticky claws of evil demons. The Whisperer even shows compassion to his enemies and ill-wishers; they too can count on eternal peace.

Follower bonus:
The Prince protects the follower from potential dangers of our universe
+1 to faith

After death, the character's body and soul disintegrate into the smallest particles
The character can only be resurrected during battle, or immediately after death

Lady in Black. Deliverer. Mother of Mercy. High Lady


The pain, despair, and hopelessness of the world's suffering did not go unnoticed. They were heard by Her. Lady of Mercy, Princess of Sorrow, Pain-Bearer—she has many names, but most believers call her the Lady in Black. According to ancient legends, she was the daughter of a certain long-forgotten deity. One version holds that this deity was the creator of our world. Recognizing the ugliness and imperfection of his own creation, the forgotten god killed himself, abandoning our world to its fate. But the Lady did not turn away from her father's creations; she is the patroness of all who suffer, whether from physical torment or spiritual anguish. Believers ask her for deliverance from pain and sorrow. By making a great sacrifice, the Mother of Mercy takes all the suffering of beings upon herself, to ease the lot of mortals in this nightmare world.

Follower bonus:
The Lady in Black protects the character from pain and suffering, heals his wounds, and gives strength to help other sufferers
+1 to faith

Damari. Inai. Mistress of Charms. Mistress of Nature


In the forest thickets of Priopsir, it is easy to get lost and never be found again. Damari protects her followers from the dangers encountered in dense woods and impassable swamps. Yet her power is not limited to Priopsir alone. Any place where wild nature exists is under the vigilant watch of the goddess. Inai patronizes all wild animals and plants, as well as those who live among them. Her favor depends primarily on the behavior of the worshiper. If you disrespect the goddess's domains, and especially kill animals for sport rather than sustenance or self-defense, be prepared to lose the Mistress of Nature's goodwill. The Mistress of Charms also patronizes forest witches and wizards. She grants them the ability to draw power directly from the nature around them. Some legends and traditions say that Damari is the younger sister of Caeli. This makes sense, given the similar names and geographic proximity of these faiths. Perhaps long ago, they were one goddess, subsequently split into wild and civilized versions.

Follower bonus:
The goddess of nature protects the character in the wild, guards against predatory animals, dangerous plants, and the whims of nature
+1 to faith

Caeli. Svea. The Nurturer. Life-Giver


They say the cult of the Nurturer arose in those desperate times when the most primal instincts awakened in people. Eating human flesh is still a rite of initiation for neophytes of this religion, though it is practiced extremely rarely. The lands belonging to the Nurturer's followers effectively feed the entire continent. It was their agricultural techniques that, at the beginning of the era of the Great Darkness, stopped widespread famine. However, there is one small nuance. The fertilizer used by the farmers is sentient beings, though in most cases, livestock. It is easy to guess that simply burying corpses would not yield much effect. The rituals and sacraments performed by Caeli's followers are what make this method of food production particularly effective. Moreover, not that many people are required for their ritual actions, and they are properly those who died of natural causes—the elderly, criminals, or volunteers.

Follower bonus:
Caeli patronizes cattle breeders, farmers, and all whose activities are in some way connected to the land. She protects the character from hunger and thirst, helps find sustenance, and facilitates interaction with domestic animals. She also aids in conception and the birth of offspring
+1 to faith

Cearot. Kairo. The Striker. Wanderer


He is a significant but less venerated deity among the Nestrians. His main function is to fertilize Caeli with rain, lightning, and light so that she can produce harvests. Long ago, human sacrifices were also offered to him. But unlike Caeli's ritual, people were fed to birds of prey. It was believed that only they could deliver the sacrifice to the god. Few worship Cearot, fearing the wrath of the jealous Caeli. As a rule, his followers are wanderers, travelers, and warriors. He helps them find the right path and avoid trouble on the road.

Follower bonus:
Cearot helps his followers during travels, battles, and in matters with women
+1 to faith

Heritage of Ancestors. Dortism. Ancestor Cult


This faith is mostly practiced in Dortrim. There is no single organization uniting all believers. Each settlement may have its own special rituals for venerating ancestors. Perhaps one of the few rituals common to all is the funeral rite. It involves burning the dead on a pyre under specific conditions. A specially chosen stone is placed on the dead person's chest. The Dortrimites believe that the soul of the deceased migrates into it and finds eternal peace. Such stones are usually placed in special cemeteries or directly at the residence of the deceased's relatives. Some use small stones from which amulets are later made, so they can be carried on one's person. Sometimes weapons are used instead of stones. Belief has it that when a relative's soul enters the weapon, it strengthens the item. Usually, warriors themselves bequeath to place their soul in a blade, so that even after death they may strike enemies. And some enchant their weapons so that if they die in battle, their soul immediately transfers there.

Follower bonus:
The ancestors protect the character from the consequences of foolish actions, rash deeds, and help in times of need
+1 to faith

The Questioner. Seos. The Seeker


They say the Questioner is somehow connected to the Prince of Dust. Some claim he is his brother, others that he is his son or father. Whatever their familial ties, the paths their followers take differ significantly. While the adherents of both gods fundamentally agree on their assessment of the world, they fundamentally disagree on what needs to be done. Like the god himself, his followers are in constant search of new knowledge. Their main goal is to find a way to change the nightmare reality, or a path from this reality to another, more hopeful one. The god of knowledge not only helps his worshippers find needed knowledge—he practically lets them into his mind. Seos also acts as an intermediary in communication between the mages who believe in him. Sufficiently powerful wizards can communicate with each other in dreams, regardless of how far apart they are. And your magic teacher can wake you up at the right time so you don't miss his lecture.

Follower bonus:
Option 1: +30% to experience gained
+1 to faith
Option 2: knowledge of all known demons, as well as knowledge of how to fight each one
+1 to faith

Traah. The Laughing God. Playful Celestial


God of merriment, joy, positive emotions, silly jokes, and funny pranks. It is amazing how anyone in such a world can even laugh or force out any kind of smile. Yet enough beings resist despair by mocking it, that the Laughing One turned his attention to them. A trickster and prankster, Traah adores pranks and absurd situations. For the sake of fun and joy, he is ready to disrupt the plans of not only people but also gods. Many do not take Traah seriously, but his strength and power should not be underestimated. Some also call him the god of madness, because of the incredible pranks and absurd deeds of some of his followers. Once, a certain Makmun Perc spent many years achieving the status of advisor to King Seetri Siver III. All for the sake of organizing a prank during the king's son's coronation, when all those present had their clothes disappear, and when they tried to cover themselves, those things also vanished. Makmun laughed at his joke until the executioner's last swing of the axe.

Follower bonus:
Traah protects his followers from sadness, sorrow, and any other negative emotions; he gives them the strength to get up in the morning and never be discouraged by failures
+1 to faith

Vadakeir. Lord of Flame. Master of Fire


Faith in the Lord of Flame is very ancient, with roots stretching back through the ages. In the harsh climate of the north, survival without fire is simply impossible. And such a vital element could not help but become an object of worship. According to local legends, Vadakeir grew angry at people for not valuing Kairo's light, the Lord's main gift, and for neglecting rituals. He hid the star behind mountains and thick clouds as punishment for the transgressors. Soon, people begged for mercy, but it was too late. However, the Lord did not abandon his people and promised them salvation if they could find a part of Kairo's fire, which he had hidden deep underground. Such fire was soon found, and since then, people have treated everything connected to fire with care and held even the smallest spark in reverence.

Follower bonus:
The Lord of Flame protects the character from darkness and cold, lights the way in the dark, and warms him in the fiercest frost
+1 to faith

Local Cult


Your deity is not well-known enough to be known throughout the world. And it has not many followers. However, the fewer followers, the more attention is given to you personally. On the other hand, scholarly mages claim that the deity's power is also less in that case.

Follower bonus:
The player creates their own faith
+1 to faith

Godless


It does not matter if you do not believe in gods or simply worship none; either way, you have rejected the patronage of supersensual beings. In this world full of suffering and horrors, you proudly walk with your head held high, shoulders back, and look confidently into the future! Though wait—that was a dream. You woke up again thinking it would have been better if you hadn't. Ah, it is time to outgrow the pants of youthful maximalism and the tights of your mother's cynicism, and admit that without faith, you are only worse off. What is wrong with you? Why are you curled up on the floor crying? There, there, do not despair—it will only get worse from here.

Godless bonus:
+10 attribute points for free distribution
The character's faith cannot exceed 0


 

 

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3 years ago
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Character Creation

1. A player can create a sentient character of any humanoid (or not so humanoid) species from any existing fantasy universe
2. Depending on the humanoid's species, certain bonuses may be obtained
3. Do not expect too powerful bonuses
4. Your character does not remember how they ended up in this world, but may remember their own world, who they were there, what they did, and so on. Or they may remember nothing at all
5. Most people in large cities are used to a wide variety of creatures, but in a small settlement you might well encounter ill-wishers or admirers
6. The character could have arrived here either a very long time ago (in infancy, for example) or relatively recently (a couple of years ago)
7. A settlement of the same race as your character may already exist in the world, having lived there for hundreds or even thousands of years; these facts need to be clarified with the GM

Attribute System

Physical Development
+40 to health
+2 to strength
+0.1 to speed
+0.5 to willpower
+0.2 to spellpower

Agility
+10 to health
+1.5 to evasion
+0.2 to accuracy
+0.4 to speed
+0.2 to initiative
+0.5 to stealth
+0.5 to willpower

Perception
+8 to health
+0.3 to evasion
+1.5 to accuracy
+0.8 to initiative
+0.5 to stealth

Cognitive Abilities
+5 to health
+0.1 to evasion
+0.5 to accuracy
+0.2 to initiative
+0.2 to stealth
+0.2 to willpower
+2.5 to spellpower
+0.3 to charisma

Faith
+15 to health
+0.1 to strength
+0.1 to evasion
+0.1 to speed
+0.1 to initiative
+5 to willpower
+1.5 to spellpower

Beauty
Not mandatory to level up
+5 to health
+2 to charisma

Minimum of 1 point for attributes, no maximum

Game Mechanics

1. The game mechanics do not imply specific skills and abilities/spells created by the GM

2. The player can create them themselves before the start of the game, during the game, and also improvise as events unfold

3. There are no limits on the number of skills and abilities

4. Ability Slots
- ability slots are the number of abilities that can be used per battle

- at each character level, a certain number of ability slots are available
- the number of available slots is shown in the level table below
- to replace one ability with another in battle, you need to spend a turn

5. Ability Difficulty
- ability difficulty is the degree of damage, or the degree of influence a specific ability has on an enemy or ally
- ability difficulty comes in six types, denoted by Roman numerals, shown in the level table
- the first type of difficulty is a normal attack

6. Ability Charges
- ability charges are the number of available uses of a specific ability per battle
- a certain number of charges for each difficulty level is available for each battle
- this number depends on the character's level

7. The number of slots and charges increases up to and including level 8, and can later only be increased through equipment

8. Difficulty Check
- a difficulty check is a check performed when using an ability, in case the ability's difficulty exceeds the character's level
- at the very first character level, all difficulty types are available to you
- but to use them, you must pass a difficulty check
- difficulty check = the damage of a normal attack against the value indicated in the level table
- when the character reaches the n-th level, the difficulty check for the corresponding difficulty type is nullified
- if the player's character fails the check, the ability has a 60% chance of not working; 20% chance it is directed at them; 20% chance it is directed at a random character on the battlefield

Example
1) Arandor is a level 1 mage; without a difficulty check, only a normal attack is available to him
2) But with a check, he has the opportunity to use an ability of any difficulty level
3) Arandor wants to throw a fireball, which corresponds to difficulty level III
4) This means a roll will be made: the damage of Arandor's normal attack against the value shown in the table
5) Hold the lever; Arandor leveled up and reached level 3
6) This means he can now throw a fireball without a difficulty check
7) But now Arandor doesn't want a fireball; he wants to burn the character Heroist alive
8) Burning alive corresponds to difficulty level VI – this means Arandor's character needs to pass a check for difficulty level VI


9. Ability Damage = the character's normal attack damage * the damage multiplier

10. Normal Attack Damage = weapon damage + (strength*1.2) + evasion + (accuracy*0.7) + (spellpower*1.3)

11. The formula for calculating normal attack damage may be changed depending on your character's special features

12. Damage Multipliers are shown in the level table, but may be changed considering the specifics of the abilities you create

13. Multipliers for the effects of abilities that do not deal damage will be calculated based on the specifics of each individual ability

14. Ability Cooldown
- ability cooldown is the time after which an ability of a certain difficulty can be used again
- ability cooldown time depends on their difficulty and is shown in the level table

15. Passive Abilities
Replaceable:
- it needs to be activated before each battle
- an activated passive ability occupies one slot and one charge of the corresponding level
- if you need to turn off the ability in battle and replace it with another, you must spend a turn
- if the ability is of a high difficulty level and the character's level is lower, a difficulty roll will be made before activation

Non-Replaceable:
- a passive ability that does not need to be activated; it always works
- for such an ability, you need to reserve one slot and one charge of the corresponding level
- such abilities cannot be replaced

- abilities like companion/companion characters are passive


16. Free Actions
- a free action is a non-standard action that a player can perform during battle, spending their turn on it
- it can be of any nature and can rely on the specifics of the current situation, the enemy's features, terrain, weather conditions, etc.
- the degree of effect depends on the specifics of the player's request and the GM's decision
- the outcome can be either 100% or depend on a roll
- subsequently, it can be written as a permanent ability
- free action points can also be spent on implementing new abilities during battle that fit within the framework of the initial build
- each level (up to and including level 6) the character receives 1 free action point

17. Character Leveling Up
- players start the game at level 2, with 42 attribute points for free distribution
- completing quests and killing enemies gives player characters experience
- experience is needed to gain attribute points
- the first attribute point, starting from level 2, costs 10 experience units
- each subsequent point costs 5 more experience units
- every 10 points invested in attributes increase the character's level
- attribute points obtained by other means do not raise the character's level

18. Checks in Dialogues
- in dialogues with NPCs, you can make checks to convince them to do what you need (this does not work on all NPCs)
- there is no guarantee that such actions will not have negative consequences for your character in the future or present
- no more than 4 checks per in-game day
- no more than 1 check per NPC per in-game day
- it is advisable to roleplay, not just write "I intimidate"

19. Types of Checks
- intimidation: physical development vs. willpower
- charm: beauty vs. willpower
- trickery: agility or accuracy vs. willpower
- persuasion: cognitive abilities vs. willpower

20. Critical Damage
- in most cases, critical damage with a normal attack can only be dealt using short blade weapons (knives and daggers)
- chance of dealing critical damage = accuracy/2, but not more than 40%
- a downed enemy is guaranteed to receive critical damage, regardless of the type of weapon used against them and if they do not have any immunity to critical damage
- critical damage can be part of the mechanics of a specific ability

21. Accuracy
- for targeted spells, there is an accuracy check
- if the enemy is immobile, the accuracy check in melee combat is nullified

22. Negative Effects
- bleeding: the character loses a certain amount of health each turn
- poison: the character loses a certain amount of health each turn
- disease: the character loses a certain number of attributes immediately, or over a certain number of turns
- stun: the character is unable to perform any actions
- blindness: the character is unable to attack designated targets and moves randomly
- slow: the character's speed is reduced for a certain number of turns
- fear: the character is unable to perform any actions, or tries to flee the battlefield or hide
- domination: the character is subjugated to the will of the NPC
- knockdown: the character is forced to spend a turn getting up

23. Armor Classes
- class 10: -5% damage and speed, requirement: 2 pts. strength
- class 9: -10% damage and speed, requirement: 3 pts. strength
- class 8: -15% damage and speed, requirement: 4 pts. strength
- class 7: -20% damage and speed, requirement: 6 pts. strength
- class 6: -25% damage and speed, requirement: 8 pts. strength
- class 5: -30% damage and speed, requirement: 10 pts. strength
- class 4: -35% damage and speed, requirement: 13 pts. strength
- class 3: -40% damage and speed, requirement: 16 pts. strength
- class 2: -45% damage and speed, requirement: 20 pts. strength
- class 1: -55% damage and speed, requirement: 30 pts. strength

24. Weapon Range
- maximum battlefield size is 50x50

- one-handed, two-handed: 0 cells to target for normal attack; 1 cell to target for abilities V and VI level
- polearm: 1 cell to target for normal attack; 2 cells to target for abilities V and VI level
- thrown: 10 cells to target for normal attack; 15 cells to target for abilities V and VI level
- staves, wands, mage spells: 10-15 cells to target for normal attack; 20 cells to target for abilities V and VI level; 50 cells to target for abilities that do not deal damage, need to see the target at least once during the battle, if the ability is not mass or area-of-effect
- crossbows: 20-35 cells to target for normal attack; 45 cells to target for abilities V and VI level
- bows: 30-50 cells to target for normal attack; chance to hit an enemy if they fled the battlefield (left its bounds), abilities VI level


- special range limits may be set for special weapon types

Level Table

Level 1

Number of ability slots (total)

6

Ability difficulty

I

II

III

IV

V

VI

Number of charges per battle

Normal Attack

6

1

1

1

1

Level 2

Number of ability slots (total)

8

Ability difficulty

I

II

III

IV

V

VI

Number of charges per battle

Normal Attack

8

3

1

1

1

Level 3

Number of ability slots (total)

10

Ability difficulty

I

II

III

IV

V

VI

Number of charges per battle

Normal Attack

10

6

3

1

1

Level 4

Number of ability slots (total)

12

Ability difficulty

I

II

III

IV

V

VI

Number of charges per battle

Normal Attack

12

8

5

2

2

Level 5

Number of ability slots (total)

14

Ability difficulty

I

II

III

IV

V

VI

Number of charges per battle

Normal Attack

14

10

7

4

3

Level 6

Number of ability slots (total)

16

Ability difficulty

I

II

III

IV

V

VI

Number of charges per battle

Normal Attack

16

12

9

6

4

Level 7

Number of ability slots (total)

17

Ability difficulty

I

II

III

IV

V

VI

Number of charges per battle

Normal Attack

17

13

10

7

5

Level 8

Number of ability slots (total)

18

Ability difficulty

I

II

III

IV

V

VI

Number of charges per battle

Normal Attack

18

14

11

7

5

Cooldown time

-

1 turn

2 turns

3 turns

4 turns

5 turns

Difficulty roll

-

1-60

1-120

1-240

1-480

1-960

Damage multiplier

-

2.5

1

3.5

1.1

4.7

1.1

7.7

1.4

12

1.4

Number of available targets

-

1

2

1

1-3

1

1-4

1

1-5

1

1-8

Area of effect

-

1x1

2x2

3x3

4x4

6x6

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3 years ago
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Graveyard of Talents


Many possess a certain inclination toward one activity or another. However, to succeed in something, it is necessary not only to work long and hard, to have resources and the opportunity for education, but also to emerge victorious in competition with thousands of equally skilled artisans.

Artist
You are capable of painting beautiful pictures. But who needs them when there is nothing to eat, the well water has gone foul, and demons have stolen all the children? Besides, where will you get paints, brushes, and canvas? Then again, a stick and some dirt can almost always be found.
Bonus:
+1 Perception
The character is able to draw pictures and portraits of NPCs based on descriptions from other NPCs
Drop Chance: 5%
Musician
You are capable of playing musical instruments beautifully. Unfortunately, some people consider music to be the voices of demons. Therefore, a harmonica, flute, or violin could very well be shoved deep inside you…

Bonus:
+1 Perception
The character is able to play musical instruments
Drop Chance: 7%
Storyteller
You know how to tell mind-blowing stories: fables, fairy tales, legends, myths. Unfortunately, they are only interesting to children. And many may misunderstand your friendship with children...
Bonus:
+1 Cognitive Ability
The character is able to tell interesting stories
Drop Chance: 5%
Actor
Acting is in your blood. You are capable of transforming into anyone. Alas, some do not approve of performances. And when a man dresses as a woman and vice versa, things can end very badly…
Bonus:
+1 Cognitive Ability
The character is able to perform short skits
Drop Chance: 5%
Singer
Fate blessed you with a wonderful voice; unfortunately, you failed to achieve widespread fame, so you won't be let anywhere except the local tavern
Bonus:
+1 Physical Development
The character is able to sing
Drop Chance: 7%
Dancer
You are someone for whom nothing hinders performing complex and intricate movements; your grace surpasses those around you. However, in some remote villages, you might be mistaken for someone possessed by demons…
Bonus:
+1 Agility
The character is able to dance
Drop Chance: 5%
Woodcarver
Your hands grow from the right place. You can easily carve a beautiful pattern, a figure of a deer, an insult on a fence, or even a doll. Though usually, it is lonely housewives who seek your services

Bonus:
10 small wooden items at the start of the game (invented by the player)
Drop Chance: 5%
Jeweler
A keen eye allows you to distinguish diamond from graphite, gold from cast iron, and women from men. But in reality, you are capable of more. You just need to avoid falling into the clutches of demons, otherwise your creations will please only your demonic mistress…
Bonus:
5 precious stones at the start of the game (invented by the player)
Drop Chance: 5%
Junk Dealer
You spent your childhood in your grandfather's attic. There was so much junk that you learned to distinguish cheap trash from expensive. Truth be told, if you are called upon to appraise a certain item, it's better to change your place of residence and never tell anyone again that you understand ancient artifacts
Bonus:
1 rare item at the start of the game (invented by the player)

Drop Chance: 5%
Blacksmith
Forge swords before the demons destroy your soul and force you to forge torture tools for their perverse purposes! Although, most likely, you will be forging horseshoes and nails. Those things are needed too!

Bonus:
+3 Physical Development
A lucky horseshoe, a bag of nails, and a hammer

Drop Chance: 5%
Curious
Well, it seems you somehow ferreted out information about one of the demons. I hope you are at least a good person with a steady moral compass and obtained this knowledge honestly? Bought a scroll from a drunken mage or found an old book in your grandmother's chest, right? Otherwise, it's frightening to imagine how you will use this information… Do you realize that demons never give what you ask for? Do you!? Why do you need chalk? What are you drawing on the floor!? A protective circle? Looks more like a pentagram… Why do you need a knife?..

Bonus:
Access to information about one of the demons

Drop Chance: 1%
Creature Lover
You spent long years gathering information about various creatures inhabiting this world. Many respect and value you, however, there are quite a few who believe you are in league with monsters that make an already difficult life unbearable. And the magical book with eyes that you use to determine the type of monster inspires trust in very few…


Bonus:

+1 Cognitive Ability 
A magical grimoire providing information on the characteristics of monsters and animals
Drop Chance: 5%
Jack of All Trades
It seems you are one of those rare people who can do everything. But as they say, a jack of all trades is a master of none. So there's no reason to be overly joyful. If you can fish a little, hunt a little, and write a little, you still won't become a fisherman, a hunter, or a scribe

Bonus:
+1 to all characteristics

Drop Chance: 5%
Untalented
It seems you can't do anything. But don't be upset, there are always plenty of vacancies for loaders or miners. And prostitutes are in demand, even if you aren't a woman……


Bonus:

You can't do anything

Drop Chance: 35%






Thread of Fate


What interesting thing has fate prepared for you? Greatness? Wealth? Health? Maybe happiness? Hm, yeah, heh. See for yourself...

Forlorn
Nobody needs you. You have no home, no family, no friends. Most likely, you are also a virgin. Perhaps it's due to unpleasant breath, or perhaps fate simply decided to mock you by stripping away all social ties. It's strange that you managed to find a job at all. But such a position can have its advantages; for example, you aren't attached to anyone and sexually transmitted diseases pose no threat to you.
Bonus:
+1 Perception
The character is unable to pass checks in dialogues with NPCs; courtesans charge double price; opponents attack the character last
Drop Chance: 5%
Fool
Yes, you are a dummy. But isn't that the best gift of all that a sentient being can receive? Although, my tongue refuses to call you sentient…

Bonus:

+20 Faith
Character's Cognitive Abilities cannot exceed 1
Character is unable to read, write, or wield magic

Drop Chance: 5%
Elder
Perhaps you are young in body, but your soul has always had one foot in the grave. The weight of centuries pulls you toward the earth, and you are unable to resist it. You want nothing, you need nothing except silence and peace, but you are unable to attain them. Are there any positive sides to being old? Probably not, if it's the frailty of the flesh. As for the frailty of the soul…

Bonus:
The player's character can give advice to another player's character, which gives the latter from 0 to 100 experience units (once per day and for no more than 3 characters).

Drop Chance: 10%
Cursed
Legends say that once sentient beings dreamed of immortality. Today, such dreams are akin to madness. Immortality? Here? In this world? No thanks. To close one's eyes and never open them again — that is the main dream of everyone capable of even a bit of reflection. Unfortunately, you were unlucky and became undead, but don't worry, sooner or later you will lose your mind…

Bonus:
Character does not require food or sleep
Poisons and intoxications have no effect on the character
After each death, the character's Cognitive Abilities are halved. Once they fall below 1, the player's character turns into uncontrollable undead 
Drop Chance: 10%
Old Friend
Friends are good. Old friends you haven't seen in a long time are even better. Past grievances are forgotten, and there are countless stories to tell each other.



Bonus:
The player's character is acquainted with one of the NPCs in the game location
Drop Chance: 15%
Skeptic
Your mind is tuned skeptically. You are used to doubting everything. You have repeatedly seen the fragility and unreliability of any mental constructs, words, meanings, opinions. Your paranoia and distrust of everything in the world run far ahead of you. It's strange how you haven't committed suicide yet in this terrible world where faith is the only foundation of life for most sentient beings. Perhaps it's because you simply doubted while tightening the noose around your neck...
Bonus:
Character's Faith parameter cannot exceed 1
Demonic forces are unable to influence the character, and gods cannot provide assistance
Drop Chance: 5%
Strong-Willed
You are an extremely strong-willed person. Your psyche steadfastly withstands any horrors of existence. Neither witches' charms, nor mages' intrigues, nor monsters' attacks frighten you. This has its downsides; pleasures also affect you little. But on the other hand, can base feelings compare with the all-encompassing firmness of your spirit, overcoming any adversity?

Bonus:
Character always passes will checks
Drop Chance: 5%
Medium
You possess an unusual gift; few are able to see the souls of the dead and communicate with them. However, not every medium believes that fate has rewarded them. Many think it spat on them. After all, now not only living neighbors disturb your sleep, but the dead as well. Moreover, aggressive ghosts can be seen by everyone, and many can discover their deceased relatives in the attic

Bonus:
The player's character is able to see ghosts and communicate with them
Drop Chance: 15%
Mute
It seems fate deprived you of speech. On one hand, it's inconvenient, but on the other, you can't blurt out some stupidity at the wrong moment. Furthermore, you are unable to lie skillfully; sign language usually doesn't lend itself to complex webs of lies

Bonus:
Character is unable to speak
Drop Chance: 5%
Empty
It seems fate prepared nothing unusual for you. Apparently, she lost the papers regarding your life. Most likely, this is for the best; surely there was nothing good there

Bonus:
Better nothing than something bad
Drop Chance: 25%


.
1) Taking talents and fates is optional
2) The talent and fate lottery can be played only once
3) Taking what dropped is optional; you can create a character without them
4) Players can trade talents and fates with each other

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3 years ago
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Game Start 
Starting ConditionsClaws of the North
1. The player characters are members of the mercenary organization "Claws of the North." They are recent recruits. They may be friends or just acquaintances, but in any case, they already know each other quite well.

2. Claws of the North is not a very large, but a fairly well-known organization. Especially in the north of the continent. It has gained a reputation as one of the best mercenary organizations that mainly solves small, local problems that do not require large detachments of hundreds or thousands of people. The headquarters is located in the city of Adinobridge, the capital of Oskilia. Branches of the Claws are present in all countries of the continent.

3. At the moment, you have arrived in Trouerg (marked on the map with a red flag in the center), a large city on the northeastern outskirts of the Arandor Hills, in Seetria. Your group was hired by Baron Sigismund Liever. You should soon learn the details of the assignment by visiting the baron's country house.

4. This is your first assignment.

5. The leadership of the Claws of the North usually takes on the costs of the mercenaries' basic needs. But in return, it strictly demands professional performance of its duties. In addition, mercenaries are entitled to a monthly allowance, disability insurance, and compensation to relatives in the event of death.

6. One of the player characters will be the squad leader. He will be responsible for the assignment budget, the distribution of quests and responsibilities among the other characters, and the final decision-making on what to do and where to go. It is desirable to decide who will be the leader before writing the quest.
 
 
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3 years ago
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Player Characters
 
 
NPCs
Current Character Status


Group Battle Order
 

General Inventory

Rat Statuette
Damaskin's Cursed Ring
Darion's Esthete Sword
Ring of Blood

Helmet Class 5
Bracers Class 4
Mace (x3)
Sword
Axe
Knife (x3)
Halberd

Breastplate Class 10
Boots Class 5
Medium Ring (x1)

Flask of Unknown Liquid (x1)
Strong Health Potion (x2)
Weak Health Potion (x5)
Weak Curing Potion (x3)

6 Gold
17 Silver
251 Copper

Lin
Health: 964 | 964

Buffs: none
Debuffs: none

Level: 5
Experience: 562
Cost of 1 Attribute Point:
160 | 165 | 170 | 175 | 180 | 185 | 190 | 195 | 200 | 205  
Points to Next Level: 8
Total Experience to Next Level: 1825

In-Game Time: evening 7 day  
Nykta
Health: 989 | 989

Buffs: none
Debuffs: none

Level: 6
Experience: 583
Cost of 1 Attribute Point:
210 | 215 | 220 | 225 | 230 | 235 | 240 | 245 | 250 | 255  
Points to Next Level: 10
Total Experience to Next Level: 2325

In-Game Time: evening 7 day   
Henry and Kven-Kven
Health: 3528 | 3528

Buffs: none
Debuffs: none

Level: 5
Experience: 717
Cost of 1 Attribute Point:
160 | 165 | 170 | 175 | 180 | 185 | 190 | 195 | 200 | 205  
Points to Next Level: 5
Total Experience to Next Level: 1825

In-Game Time: evening 7 day  
"Lucky" Joe
Health: 1966 | 1966

Buffs: none
Debuffs: none

Level: 6
Experience: 178
Cost of 1 Attribute Point:
210 | 215 | 220 | 225 | 230 | 235 | 240 | 245 | 250 | 255  
Points to Next Level: 10
Total Experience to Next Level: 2325

In-Game Time: evening 7 day  
Zeykin Dorobo
Health: 2252 | 2255

Buffs: none
Debuffs: none

Level: 6
Experience: 71
Cost of 1 Attribute Point:
210 | 215 | 220 | 225 | 230 | 235 | 240 | 245 | 250 | 255    
Points to Next Level: 10
Total Experience to Next Level: 2325

In-Game Time: evening 7 day
Fyablyup Mai'bulyer
Health: 932 | 932

Buffs: none
Debuffs: none

Level: 5
Experience: 280
Cost of 1 Attribute Point:
160 | 165 | 170 | 175 | 180 | 185 | 190 | 195 | 200 | 205  
Points to Next Level: 6
Total Experience to Next Level: 1825


In-Game Time: evening 7 day  
Radiel
Health: 1361 | 1361

Buffs: none
Debuffs: none

Level: 5
Experience: 442
Cost of 1 Attribute Point:
160 | 165 | 170 | 175 | 180 | 185 | 190 | 195 | 200 | 205  
Points to Next Level: 5
Total Experience to Next Level: 1825


In-Game Time: evening 7 day 
Arael
Health: 1014 | 1014

Buffs: none
Debuffs: none

Level: 5
Experience: 1078
Cost of 1 Attribute Point:
160 | 165 | 170 | 175 | 180 | 185 | 190 | 195 | 200 | 205  
Points to Next Level: 6
Total Experience to Next Level: 1825

In-Game Time: evening 7 day  
Davalia
Health: 857 | 857

Buffs: none
Debuffs: none

Level: 5
Experience: 505
Cost of 1 Attribute Point:
160 | 165 | 170 | 175 | 180 | 185 | 190 | 195 | 200 | 205  
Points to Next Level: 7
Total Experience to Next Level: 1825

In-Game Time: evening 7 day
 

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3 years ago
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LocationsNPCsBattles
Beginning
Arrival

Quest List / Radovud Locations

1. Crossing
2. Naebi's Goods
3. "Miner's Refuge" Inn
4. Bridge, northeast, near the inn
5. Radovud

"Miner's Joy" Tavern
"Nishion" Brothel -- Courtesans
Public Bath

"Tekuchki" Alchemy Shop -- Assortment
"Hammer of Goodness" Armory -- Assortment
"Light of Truth" Bookstore -- Assortment

City Guard Fort
Sewers
House of Ben Von Sol, Salt Baron
House of Violet Slater, Ore Baroness

6. Bridge, northwest, near the military camp tower
7. Tower near the military camp 
8. Military Camp  
9. Videns, town to the north 

Well near Videns

10. Bridge, southeast
11. Uver, town to the southwest
12. Troll Cave
13. Lighthouse
14. Hot Springs
15. Bridge, southwest
16. Orige, town near the lake
17. Lake
18. Statue in the lake -- Inside
19. Garden of Goodness
20. River Pier
21. Salt Mine
22. Elven Ruins
1. Winston Bork, Mage Detective
2. Ferryman
3. Naebi, Wandering Merchant
4. Kozlun Fulkin, Innkeeper
5. Torus, City Guard  
6. Sveta, City Guard  
7. Asurant Kitsyg, Mayor of Radovud ----- Natasha, Assistant Mayor     
8. Rex von Sud, Mercenary   -- Rex's Assistants
9. Riders near Videns
11. Ghost Troll
12. Lena and Druhes, Goblins at the bridge
13. Mountain Trolls -- Dasha -- Masha -- Stepan and Oleg
14. Ancoreta, Alchemist's Assistant
15. Rick Strongwood, Captain of the Radovud City Guard
16. Vanus Trahalion, Sorcerer
17. Bur, Troll at the southwest bridge
18. Olron Tragdos, Mage from the Garden of Goodness
19. Pierre Sculptman, Radovud's Sculptor
20. Uzpussa, Imp in the statue
1. Battle by the River
2. Fight with Rats № 1
3. Fight with Rats № 2
4. Fight with the Rat Boss
5. Fugitive Criminals
6. Water Demon
7. Main Beetle of the Salt Mine -- 2
8. Fight with the Pain Demon
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3 years ago
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Quest Log

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3 years ago
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Backup last
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3 years ago
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Author
Tvarelyub
What if you fall in love with the wrong women?

It looks interesting, and there's even a drawn geography. How do you draw the maps?
In reply to Arandor
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3 years ago
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Arandor
when you fall in love with the wrong women?

looks interesting, even the geography is drawn. but how do you draw the maps?
Or with the right ones. Here, there might be gut-girls...

How to draw maps is written at the end of the post with the maps. Here it is:
Author
1) It is not necessary to take talents and destinies
2) You can only play the talent and destiny lottery once
3) It is not necessary to take what falls out, you can create a character like that
4) Players can exchange talents and destinies with each other
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3 years ago
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draw a talent once and fate once? or one of the two...

hmm. use one of the old ideas or play as a slime... 🤔
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3 years ago
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1 time, then 1 time

Added after 55 seconds
Arandor


Hmm. Use one of the old ideas or play as a slime... 🤔
Play as a slime with beauty-enhancing glasses and seduction skills.
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3 years ago
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try it out for 2 turns (you can always quit later)

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