Posts from Reima’s Shards
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How Knichad became a hermit and why – he doesn't remember. A very long time has passed since then, and he has completely lost his mind. He also doesn't remember how he ended up in his Tower, where he got so many books, and how long he has been living there. Many questions – few answers. All that Knichad does is study various types of magic. Mostly theoretical. He is only interested in practical magic for everyday purposes. He also loves to watch birds and clouds, and can do so for hours without stopping.
One day, while going to the stream for water, Knichad saw a wounded man there. It was Zimurd, a member of Orion. He was seriously injured and needed help. Although the mage had not used water magic on people for a long time, he managed to heal Zimurd. The traveler stayed with the hermit for some time, recovering from his injuries. During this time, they managed to become friends.
How Knichad became a member of Orion and why – he doesn't remember. A very long time has passed since then, and the old man has completely lost his mind. Many questions – few answers. Now, Knichad mainly deals with healing sick and wounded Orion members. In his free time, he studies various types of magic. Mostly theoretical. He also loves to watch women and trees, and can do so for hours without stopping.
In Orion, everyone knows Knichad and that he is eccentric. Therefore, no one is surprised when he says completely meaningless, very strange, or very intelligent things. Or when he stares intently at someone's girlfriend, wife, or tree for a long time. Some believe that he is pretending and is actually normal. But no one will ever know the truth. Despite all his oddities, Knichad is respected; he is skilled in magic and is a valuable member of Orion.
Characteristics:
Strength - 10
Intelligence – 130
Willpower - 20
Agility - 20
Perception - 50
Wisdom - 20
Charisma - 5
Reimian Empire: +5 to Initiative
Mental Disorder: additional persuasion
Traditions: +35 to chosen characteristic (Intelligence)
Asceticism: +5 to Initiative, +2 to Hit Points, +1 to Spell Power, +25 to Health, +3 to movement speed, rejection of rewards and inability to use money except to satisfy the basic needs of the character
Accessory: ring with an owl's eye, +15 to Intelligence
Water Magic
— Water spells
Healing
Purification
Freezing
— Serenity
1. +40% to magical energy (3 Initiative)
— Mastery
First row
A. +150 to magical energy
B. +150 to magical energy
C. +150 to magical energy
Second row
A. +15 to Intelligence
B. +15 to Intelligence
Fire Magic
— Fire spells
Flame of Agartha
Inferno
Fire Shield
Equipment: old staff of an old sorcerer; new clothes of an old sorcerer; old cloak of an old sorcerer; dried St. John's wort leaves; mushroom knife; diary with incomprehensible scribbles.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Where do we end up when we save the world?
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Where do we end up when we save the world?