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Planet Aberat, Kingdom of Selya-Mira

When the native population of Aberat were still savages, the ancient and powerful Keyne arrived on this planet. This great civilization of born mages sought valuable resources to fight the Dark Empire, their worst enemy. Thus a colony was established, and Aberat became part of a cosmic superpower.

The Keyne erected impregnable redoubts for the defense of Aberat, as well as built colossal mechanisms for resource extraction. A young planet, whose population was not even capable of deep thought, became a mighty citadel providing resources to the Keyne army in just a few stellar cycles. But naturally, such a state of affairs did not suit the Dark Empire. Three times the Shadari race and their allies besieged Aberat, but each time they suffered defeat.

The planet, caught in the grip between the interests of two empires, became a place of slaughter, while meanwhile the Keyne conducted experiments on the native population, hoping to accelerate its evolution. The result was the Kaishi, an altered lower race of humans possessing some of the genetic characteristics of the higher Keyne race. Far from the worst of their kind.

During the fourth invasion of the Dark Empire, something unforeseen happened. Unknown creatures from the ocean depths of Aberat triggered an apocalypse that flooded most of the planet and destroyed the troops of both the Keyne and the Shadari. The great cosmic superpowers were forced to retreat, leaving the planet in the power of new masters, who became known as the Pantheon of Aberat. Thus seven very different entities declared themselves gods, and the Keyne became their flock.

Now, the Shadari and Keyne have still not returned to Aberat, and discord reigns within the Pantheon. The struggle is especially great in the region of the Kingdom of Selya-Mira, where an eternal war rages between the goddess Ceraria and the alliance of gods Iggharad and Yog-Sheldar.

However, the past left an indelible mark on Aberat. The lion's share of the surface consists of oceans, in which huge clusters of wreckage from both Keyne and Shadari starships float. Some representatives of these races still wander the planet's surface, hoping to await the return of their kinsmen. And Aberat itself is full of threats and knows no mercy. It is a dark planet of a past apocalypse, where there is no place for weakness and where mortals are not permitted to resist the will of the gods.


Continents and other large landmasses


Telar represents the upper part of what was once Aberat's highest mountain range. It is thanks to this that it rises above the mass of water. Most Kaishi live on Telar. And not only Kaishi. The continent's landscape is predominantly complex. Although it is full of wonderful forests, in most cases finding a sufficiently flat spot for an entire city is no simple task. And the bottomless ocean has been and remains the only stable source of sustenance for the crowd of people.

Shaladar is Aberat's second continent, and more often than not it gave people a hard time rather than information. Few know what happens there, and Kaishi are almost never seen in those parts. At the same time, Shaladar is better suited for the development of civilization than Telar. Its landscape is far friendlier.

The Source is nothing other than some huge construction clearly of artificial origin. It was on Aberat even before the Keyne. Rumors say that the Source controls the entire planet and it was exactly what the Pantheon used to trigger the apocalypse. Be that as it may, it occupies a space on the planet equal to an entire continent.

The Emerald Isles are an archipelago with fairly large islands. The Kaishi civilization with the most original culture is located there. It is said that this is where the Unknown — head of the Pantheon of Aberat — once conducted his business.

Playable Races

Kaishi are the primary race of Aberat. At least, of its land part. In essence, they are genetically modified humans. The Keyne granted these wretched savages a capacity for magic, although rarely manifested, as well as long life, physical attractiveness, high resistance to various unpleasant factors, and their own method of reproduction. Kaishi do not have children in the usual sense: they create cocoons from which adult individuals are born. Nevertheless, the process of creating such a cocoon can cause serious harm to unlucky parents. Kaishi are capable of living forever... but only in sterile conditions, for every stress shortens their lifespan. And since Aberat is harsh, on average Kaishi live 150-200 years. But with proper personal care or access to technology and magic, they can exceed this term many times over. Furthermore, Kaishi are characterized by family attachment, patriotism, a striving for knowledge, and xenophilia. The Dark Empire's statistics rate the Kaishi quite highly compared to other similar races.

This is the most standard race, capable of choosing among a great multitude of paths, and therefore having neither pros nor cons in itself.

Male gender receives +1 to Endurance and Strength.

Female gender receives +1 to Agility and Faith.


Northerners at first glance are simply very tall and brutal Kaishi, but it is not that simple. They are not Kaishi at all. They are the only humans on the planet who managed to avoid the genetic research of the Keyne. Northerners sincerely believe they are a unique original and the true native population of Aberat, but this is also not true. For in reality Salagon, one of the Pantheon, once noticed the clearly inferior Kaishi sub-race and introduced changes to the Northerners himself. They became large, strong, and resistant to everything in the world. Salagon acted solely in the name of balance on Aberat and never returned to his creation again. If these bearded men found out the truth... they would be upset, but for now they utterly despise the Kaishi and often wage war with them. Northerners live in the Voldera mountains, on the highest peak of Aberat, where cold, cold, and more cold reign. But they like it, so everyone else is just a softy. Northerners are proud, rude, but very resourceful people. They do not possess magic, but instead resist it perfectly. However, there is an exception... Northern women very often inherit the ability for magic, but only for one single school, and even then more of a half-school: Ice. But they are truly good at it. Also, Northerners have ordinary children, except that they grow not by days, but by hours. The foundation of Northern culture is the family hearth. And most importantly... Northerners are convinced atheists.

Male gender receives +25% chance to block a spell from a target with a level no higher than 5, as well as -25% magic damage received, +25% religion resistance, +5 to Endurance and Strength. Cannot have the magical gift, cannot choose origin or religion, and are limited in their choice of organization: only Merfert Clan Mercenaries, Volden Clan Looters, and the Sorn-Tarn Cult are available.

Female gender receives -25% magic damage received, +25% religion resistance, +2 to Endurance and Agility, as well as a magical gift fixed on the Ice school with a 50% spell efficiency bonus; cannot choose origin or religion, and are limited in their choice of organization: only Merfert Clan Mercenaries, Volden Clan Looters, and the Sorn-Tarn Cult are available.


Ketzirai have an unknown origin, but they are definitely not from Aberat. The foxes appeared on the Emerald Isles relatively recently and immediately proved themselves to be superior intriguers and manipulators. No one has yet managed to find out what they wish to achieve, but the Ketzirai clearly have big plans for this planet. Foxes possess incredible beauty, superb magical abilities, natural charm, and a strongest drive toward hedonism. Ketzirai can vary, but all are united by ears and a tail. Or tails. Most foxes possess only one tail, but there are exceptions. Ketzirai are predisposed to noble talents: playing musical instruments, singing, dancing, etc. It is said that Istiris Will of Being favors them, which is quite strange given the nature of this cosmic goddess. Most Ketzirai belong to the House of Pink Flowers on the Emerald Isles. Likely, it is this house that stands behind their appearance on Aberat.

Regardless of gender receive +50% to seduction efficiency and talents, +3 to Agility and a magical gift with one school of choice. If the magical gift was obtained by other means, the chosen school is strengthened by one tier. Also cannot choose origin and are limited in their choice of organization: only the Sorn-Tarn Cult and the House of Pink Flowers are available. Additionally, Ketzirai draw additional Will.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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Non-Playable Races
Sherinak are better known as demons. They are one of the three greatest races of the Craving evolutionary branch (humanoid branch). And perhaps the greatest among all races in the Universe in terms of the number of disputes among scholarly minds associated with them. It is not known for certain exactly what the Sherinak are: living beings or some kind of force that turns these beings into demons. But much points to the latter option. Something mysterious, appearing as if from nowhere, infects representatives of various Craving races, and then feeds on their negative emotions, only to become one with the host in a single moment. It is impossible to rid oneself of demonic influence; it grows in the deepest depths of the mind. Anger, greed, lust, curiosity, and mercy... anything can become a gateway for demonhood. There are a vast number of Sherinak species; versatility is one of their strongest assets. On Aberate, demons are encountered relatively rarely, but their number is growing rapidly through the efforts of the Sorn-Tarn cult.

Features: obsessed with one specific character trait, emotion, or instinct, which affects behavior and temperament. During dialogue or combat, they can use a special ability to temporarily transfer their obsession to a target, provided a will check is successful. This ability cannot be used on other demons. Additionally, all types of demons possess an individual set of features. More details can be learned from books or via the demonology skill.
Merfolks of Aberate cannot boast fame beyond their home planet, nor do they differ from any other merfolks, of which there are plenty in the Universe. They are sentient and, after the apocalypse of the Pantheon, built several mighty empires on the ocean floor. But their bitterness is great, for merfolks are unable to live outside of water. They are linked to the surface only by modest trade. Rumors say that somewhere the development of combat diving suits is in full swing, in which merfolks will be able to go ashore and conquer the peoples of Telar, but whether this is true or not, only the merfolks themselves know. It is noteworthy that Salagon, one of the gods of the Pantheon, belongs to this race. They have something to be proud of.

Features: outside of water, they live no longer than a few hours. They possess extraordinary physical strength, resistance to various negative effects, and several unique spells of the Water school. More details can be learned from books.
Immortals is the name given to the chosen servants of the Pantheon, blessed with the power of the gods. In reality, this is a general name for several dozen species of creatures of varying degrees of sentience. Each god of the Pantheon has their own immortals. All of them are united by a special bond with their patron and great power. The very concept of "immortals" came from the immortals of Yog-Sheldar, whom the kaishi are practically unable to harm. Challenging the servants of the gods... a very unwise decision.

Features: most of their abilities and attacks are religion-based. Additionally, they are vulnerable to additional damage against religion and faith reduction. Exceptionally strong opponents. More details can be learned from books.
Keine are one of the most powerful civilizations in the Universe. Their empire extends across many star systems. Natural mages, perfect ascended beings, seekers of the meaning of the laws of existence... one could speak of their strengths for a long time. After defeat at the hands of the Pantheon, the few surviving keine fled to the north of Telar, now known as the Dark Lands. There they created their small kingdom, defended by an army of undead raised by the power of the Death school. Now, the keine-necromancers represent a significant threat to the Pantheon and hardly conduct business with the kaishi. It should be noted that the latter know perfectly well to whom they owe their current genetic characteristics.

Features: such a strong magical gift that there is not a single reason to try and challenge them. On the other hand, courage takes the city...
Shadari are truly the most influential race in the Universe. The web of intrigues of the Dark Empire reaches even where no one has ever heard of it. Among the Craving (humanoid species), the shadari have no equals. They have turned their bodies into true perfection. However, even this did not help against the apocalypse orchestrated by the Pantheon. The few shadari remaining on Aberate after the landmark events mostly hide from the gods, but a thirst for activity sometimes gives them away. From time to time, one of them can be met in the midst of the most vivid and important events. However, for the kaishi, the shadari are like gods. Fighting such an advanced race is pure suicide.

Features: the kaishi are worthy representatives of the Craving branch... but compared to the shadari, they are like cute little bunnies.
Sharakain round out the top three most perfect and influential races of the Craving branch. They are the loyal assassins and gene-thieves of the Dark Empire, acting side by side with the shadari. They are killing machines and natural hedonists. The blood of the sharakain is hot, and it is the Blood school that they can control. There are only a few of them on Aberate, but each has managed to become famous. Some in a good way, some in a bad way. The sharakain are not the type to obediently wait for a new invasion of the Dark Empire. They are more likely to try and seize Aberate with their own strength.

Features: mastery of the Blood school, flawless stealth killing skills, and the ability to steal all genetic information about a particular individual of any race.

The Pantheon and Other Deities
Yog-Sheldar, Lord of the Depths, the most powerful god of the Pantheon, and his immortals are the most numerous... and the most immortal of all. This giant dwells in the depths of the ocean and cares nothing for the kaishi. Nevertheless, there have always been enough people wishing to found a cult in his honor. Well, Yog-Sheldar is no less indifferent to his followers than to everyone else. Obtaining even a shred of mercy from him is a task close to impossible for the kaishi. The immortals of Yog-Sheldar have often been the cause of disasters and numerous deaths, for they are essentially monsters. Invulnerable monsters. Yog-Sheldar wages an ancient war against the goddess Ceraria, and therefore his cults are outlawed in the kingdom of Selya-Mira.

Religion Bonus: ability "Tentacles of the Depths" (range: 3. Cooldown: 1. Damage: 30 + 5 * Faith +50% damage to followers of Ceraria, source: Religion. Applies Discomfort status (-25% to dodge chance)), +33% resistance to the Water element.
Ceraria Aldartha, Empress of the Source, ruler of Selya-Mira, once founded her own kingdom on the bones of ancient Aldric, the kingdom of IggHARAD. Since then, the war between her and the Dark Serpent has not ceased for a moment. Ceraria rules with a ruthless hand. Her faithful priestesses, nourished by the blood of their goddess, tower over anyone else. In Selya-Mira, there is no more terrible mistake than challenging Ceraria's authority, for any rival is doomed to vanish from her path. You may allow yourself not to kneel before the face of the deity, but to represent a threat to her... never. Selya-Mira belongs to Ceraria and so it shall remain.

Religion Bonus: for women only, membership in the Great Cathedral of Ceraria organization. For men only, passive "Poisoned Hand" (weapon or unarmed melee attacks deal an additional 20% of damage dealt from the Religion source).
IggHARAD, the Dark Serpent, the weakest of the gods of the Pantheon. He does not even have his own immortals, and therefore he has always sought a flock among the kaishi. In many ways, IggHARAD owes his existence until now to Yog-Sheldar, but the Dark Serpent should not be underestimated. He is incredibly cunning, and his cultists always remain a threat to Ceraria's power. Behind the veil of the war of the three gods, IggHARAD's original aspirations have long been forgotten, but he is considered a sufficiently soft individual compared to his brothers and sisters in the Pantheon.

Religion Bonus: +50% to persuasion effectiveness, immunity to fear.
Salagon, Guardian of Aberate, the only one of the gods of the Pantheon who is native to this planet. He is also the only one among them who has mastered the Water school. Suspicious, considering that the apocalypse was essentially a massive sea storm. Salagon does not participate in conflicts; he is concerned only with the preservation of Aberate and the species inhabiting it. Day and night he prepares for the return of the keine and shadari, to protect his home planet from their claims.

Religion Bonus: ability "Call of the Depths" (summons a merfolk companion with a land-walking aura. The companion's stats and abilities are determined by the GM. The companion follows the master and can be given simple orders. After the companion's death, a new one can only be summoned after resting)
Tsai Tsakal, Sage of the Cosmos, seeks absolute knowledge of the laws of the Universe. He is the patron of scholars and sages. Anyone who craves knowledge can receive the blessing of Tsai Tsakal. Fools, obviously, are disliked by this god. His power is the cosmos itself, the dazzling starlight. Despite Tsai Tsakal's lack of interest in the routine life of the kaishi, he cares for his cults and generously rewards his followers. With what? Knowledge, of course!

Religion Bonus: ability "Knowledge of the World" (ability to learn five random positions from the profile of any character, NPC, or creature. The target must be within line of sight. No more than three uses between rests)
Tzakaal, Lord of Secrets, rules over the terraforming of Aberate. It is thanks to his vigilant control that the kaishi can live relatively peacefully and build their states on Telar. But Tzakaal is more concerned with Shaladar. Little is known about the personality of the god himself. Only that he belongs to the Craving evolutionary branch (humanoid species) and uses the Blood school. However, Tzakaal is not at all averse to participating in others' conflicts and often pulls strings where he was not invited.

Religion Bonus: passive "Blood Feast" (blood restores health/energy similar to a strong healing/energy potion. Blood can be drunk as a potion or directly from living or dead bodies. Consuming blood from a body additionally restores one action point. No more than once between rests)
The Unknown, Lord of Shadows, head of the Pantheon of Aberate. There is practically no information about him. But, probably, everything happening on the planet is part of his plan. The Dark Empire assumes that under the guise of the Unknown hides Ishmanaril Lord of Shadows, a great mage who deceived the very laws of creation.

Religion Bonus: an unusual gift at the GM's discretion.

Sorn-Tarn, Lord of Vice, is apparently a pseudonym for Salitil, a powerful demoness and leader of the Sorn-Tarn cult. This person revels in hedonism and derives incomparable pleasure from contemplating the fall of morals into debauchery and vice. Incubi and succubi serve her, and her henchmen occupy the highest posts in the kingdom of Selya-Mira. Meeting Salitil face to face is very risky, for her mere presence disperses the lowest desires and can bring one to their knees before Sorn-Tarn. Nevertheless, Salitil does not wish for the kaishi to perish in a haze of unrestrained hedonism. Her cult, among other things, is a perfectly disciplined army with a clear sense of unity and a drive to achieve its goals.

Religion Bonus: +33% to seduction chance, 25% chance to cause a lover to become obsessed with oneself, debuffs expire one round faster, the character idolizes Salitil and dreams of her regardless of gender.

Istiris, Will of Existence, a mysterious goddess who appears now on one planet, now on another. She is known for her love of interfering in the natural order of things. No, Istiris does not turn the laws of existence upside down; she only makes changes to representatives of advanced races who interest her. What exactly those changes are—only the goddess herself knows. Istiris is unpredictability itself; her motives defy logic. Furthermore, she is a powerful sorceress possessing the strongest source of the Water element in the Universe—the Water Crystallocyte.

Religion Bonus: additional Will is added, +5 random characteristics.
Pantheon of Aberate, why choose if you can worship all seven gods of the Pantheon at once? Such faith is widespread in the Empire of Seven Stars. The Pantheon of Aberate includes the Unknown, Ceraria Aldartha, IggHARAD, Yog-Sheldar, Salagon, Tsai Tsakal, and Tzakaal.

Religion Bonus: leveling up requires 10% less experience.
Atheism, for Aberate, this is heresy. And, by the grace of Salagon, it is forgivable only to the northerners. Gods hate it when they are neglected. Is it really worth it?

Religion Bonus: +100% to damage received from the Religion source. Increased difficulty mode.
Ekiranall Deriner, Shadow Mistress, is a well-known cosmic conqueror operating in dangerous proximity to the borders of the Dark Empire and the Empire of Keiy-de-Keine. Echoes of her fame have reached Aberate. The essence of worshiping the Shadow Mistress is simple: the faithful receive a generous reward, while the faithless die. Ironically, this faith has spread among the rebel warriors in the east of Selya-Mira. In search of a way to deal with Ceraria and her priestesses, these apostates accidentally discovered echoes of the influence of a goddess they knew nothing about. Well, Ekiranall Deriner values anyone who is ready to fall at her feet and never rise from that position again. After the Goddess of Death, the Shadow Mistress possesses the widest capabilities for destruction, and therefore storming a lonely planet would be no trouble for her. Thus, the Pantheon fears the growth of her cults.

Religion Bonus: from time to time, the goddess will grant special quests with unique rewards. Increases the risk of turning the Great Cathedral of Ceraria against oneself.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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States and Provinces
The Kingdom of Selya-Mira is the southernmost state of Telara. To the west, east, and south, it is surrounded by the waters of the great ocean Aberata, while to the north, it borders Volder and the Empire of the Seven Stars. Selya-Mira was founded by the goddess Ceraria and her priestesses on the site of the destroyed Aldric Empire. Consequently, it is full of ruins where cultists of IggHARAD and various monsters still hide. The central and northern parts of the kingdom are seized by very dangerous marshes. The further north one goes, the less habitable the terrain becomes. Selya-Mira itself has plenty of problems: in the east, the Dor-Erme alliance and rebel knights, who have risen against the authority of the Great Cathedral of Ceraria, weave intrigues, while in the north, the Empire of the Seven Stars and Volder contemplate an invasion. And, of course, a war of faith has been raging for an eternity between Ceraria and her worst enemies: IggHARAD and Yog-Sheldar. The struggle against the cultists never ceases for a moment. Nevertheless, the kingdom of Selya-Mira is a sufficiently strong state, although it is inferior to all others on the continent.

Absolute power in the kingdom belongs to the goddess Ceraria and her priestesses. Even the king and queen are not their equals. Certain matriarchal notes are evident in the culture of Selya-Mira. All activities are divided between renowned houses and those who, lacking a famous surname, enter their service. There are few mages in the kingdom, and all of them are under the wing of the capital's Selya-Mira Academy. The economy emphasizes maritime trade and fishing. Due to the difficult landscape (mountains, rivers, and swamps), animal husbandry and agriculture are not well developed. A high level of education and manners is characteristic.

The ruling elite consists of the currently reigning King Mergeir and twelve ministers led by the Minister of Appointments, Yuiner Kalidar. The kingdom itself is divided into nine provinces, two of which are currently uninhabitable, namely the Dark Marshes and Lost Aldric.

The origin bonus is determined by the chosen province.

The Royal Plains is the central province of Selya-Mira, where the capital and several large cities are located. Despite the marshes that have swallowed a significant part of the Royal Plains, the situation in these lands is one of the most stable. This is all thanks to the vigilant control of King Mergeir's army, the mages of the Selya-Mira Academy, and the priestesses of the Great Cathedral of Ceraria. This is a prosperous region that represents the steel fist of the kingdom's power.

Origin Bonus: an additional level from the start.
Tifaria is primarily known for its governor: the mysterious Medler, whose dark shadow keeps the entire royal palace in the capital in fear. Even the priestesses fear him, and that says a lot! However, the province itself can boast only light industry and its spies, whom King Mergeir's secret guard gladly recruits.

Origin Bonus: +20% chance to persuade and deceive.
The Northern Frontier focuses on defending the kingdom of Selya-Mira from its neighbors: the Empire of the Seven Stars and Volder. Therefore, it is no surprise that this is primarily a land of warriors. Two-thirds of the kingdom's army are concentrated on the Northern Frontier, and furthermore, this is where the majority of new soldiers are trained. The lion's share of armor and weapon forging also falls to this region. The renowned house of Morius oversees the border defense.

Origin Bonus: improved starting equipment.
Odress is the religious center of the kingdom of Selya-Mira. Although the main temple of Ceraria is located in the capital, the city of Lania, the heart of Odress, is considered the primary abode of the priestesses. Undoubtedly, this is the most despised and hated place by the cultists in all of Selya-Mira. The power of the priestesses here is absolute.

Origin Bonus: +5 to Faith.
The Southern Coast is the breadbasket of the kingdom. A wealthiest province of surprising beauty and tranquility. The Southern Coast manages to simultaneously fund the ambitions of the capital, feed all of Selya-Mira, and build a fleet to protect the coast. The survival of the kingdom depends on it. Therefore, these priceless lands are guarded by the elite Golden Battalion.

Origin Bonus: +1000 cetrens.
Eastern Aldric is located on the ruins of the center of the ancient empire of the IggHARAD cultists. It is no surprise that the elite troops stationed here stand against the malicious cults day after day with the name of Ceraria on their lips. The landscape of Eastern Aldric is so complex that the province exists entirely and completely on supplies from the Royal Plains and the Southern Coast.

Origin Bonus: improved starting weapon and additional inventory.
Northern Aldric borders Lost Aldric, a province seized by the immortals of Yog-Sheldar. Relatively recently, an unknown creature slaughtered the entire line of governors here; only a young heir named Sailas survived. Using necromancy, he managed not only to secure his position as governor of Northern Aldric but also to avenge his family and stop the advance of the immortals through the kingdom of Selya-Mira. Now, this powerful necromancer has fully dedicated himself to fighting the spawn of Yog-Sheldar. Northern Aldric is the only province that uses undead in its army.

Origin Bonus: a large set of random useful consumables, including guaranteed skeleton raising spheres x3.
The Selya-Mira Academy is the only educational institution for mages in the kingdom. It is located in the capital and has the right to take any possessor of the gift, even an heir of a renowned house, unless it is a girl who has been selected as a priestess. Mages live here, study, make plans, and start families. The Academy is their true home. Not all graduates decide to leave its walls when the time comes. The Selya-Mira Academy is led by the ambitious and powerful Oran Visnord. He hails from the Dorian Academy, and therefore perfectly understands the essence of training mages.

Origin Bonus: magical gift with one school of choice. If the magical gift was obtained by other means, the chosen school is strengthened by one tier.
Volder is a harsh land. Constant mountains, snow, and fierce blizzards. Dangerous beasts, avalanches, and snowstorms. Only the valiant northerners can live peacefully in such conditions and be proud of it. The cities of Volder are mighty, impregnable bastions, but besides them, at a not-so-great altitude, there are a great many villages. The northerners live well. In their own opinion. But hot blood often thirsts for battle, and therefore Volder is a warlike state. For a long time now, the northerners have been waiting for Konung Brainen to announce a great campaign against the kingdom of Selya-Mira. However, he is surprisingly peace-loving for his people.

Volder is one of the most dangerous states of Aberata. Its army is exceptionally strong. Every northerner is an order of magnitude superior to a simple kaishi. However, only physically. Volder often sends ambassadors to Selya-Mira, and furthermore, there is a long-standing tradition in the mountain villages located right on the border with the kingdom. Young northerners, in order to harden themselves in their affairs and gain experience and wisdom, head south to seek glory in cities from the Royal Plains to the Dor-Erme alliance.

Origin Bonus: race change to northerner.
The Empire of the Seven Stars is a state full of ambition, where all are equal before a single striving for forward movement. Every stargazer must contribute as much as possible to making their native Empire the strongest and only one on Aberata. This is a fatherland of laborers, where the plan is mapped out for years ahead. One Empire, one people, one goal. The Seven Stars never waste time. Equality under the supervision of the Overseers, a powerful army and fleet, a single faith in the Pantheon... Probably, the Empire of the Seven Stars has no equal on Aberata in understanding the idea that a good mechanism is one in which all parts work in harmony.

Origin Bonus: +50% to cetrens and experience for renewable quests.
The Dorian Academy embodies the pursuit of knowledge and magical mastery. It is no surprise that most local kaishi worship Tsai Tsakal. The primary goal of Doria is to instill the gift in everyone on Aberata. For this purpose, a complex genetic program is conducted. And it is already bearing fruit: the number of mages in the Dorian Academy exceeds other states of Telara by several dozen times, and Dorian techniques for training mages are unrivaled. Furthermore, it is from Doria that the popular continent-wide cult of beauty of body, spirit, and mind originates, according to which any ugliness must be corrected or destroyed.

Origin Bonus: an additional characteristic point upon leveling up.
Ammantur is located on the foundation of a huge keyne base. Once, a handful of very clever kaishi were able to grasp some of the technologies of their creators and build their cities on their ruins. Ammantur surpasses any other state of Aberata, for it has laser weapons, combat vehicles, information transmission through space, many mechanisms that make life easier, and god knows what else. Only one problem stops this state from conquering all and everything: no one has been able to reproduce the foundation itself. And outside of it, Ammantur's developments can function only for a limited time. Therefore, the expeditions of this state to the keyne starships frighten everyone. Even the northerners. If Ammantur can ever step beyond the foundation, only the gods will stop it. For now, technological weapons and equipment occasionally fall into the hands of wealthy buyers ready to pay a fortune for the chance to touch the power of a higher civilization.

Origin Bonus: a random technological weapon or piece of equipment.
The Emerald Isles is a large archipelago to the west of the kingdom of Selya-Mira. It is under the administration of four powerful clans. Many rumors circulate about the Emerald Isles, for the archipelago is home to a surprising number of creatures unseen anywhere else, and even more unexplained phenomena occur. It is said that this state is closely linked to the Unknown. But Selya-Mira values its neighbor, for it is an excellent trading partner. And, moreover, it fights the Empire of the Seven Stars. However, recently, mysterious ketsirai have begun to sail from the Emerald Isles with their hedonistic ideas.

Origin Bonus: additional talent and profession.
The Dor-Erme Alliance seems small and insignificant, but the kingdom of Selya-Mira has long been uneasy from its bites, as they are very close neighbors. The Alliance is a small archipelago with a very strong fleet under the command of an admiral. A nightmare of the seas, blocking the path of Selya-Mira's ships to the east. Punishing Dor-Erme is no easy task: the islands are securely protected by artillery. It is unknown where so much audacity comes from in this tiny state. The Alliance constantly sends its spies into the kingdom and agrees to a temporary peace only after a heavy defeat.

Origin Bonus: an additional skill.

Organizations
The Great Cathedral of Ceraria is the personal cult of the Empress of the Source and the strongest organ of power in the kingdom of Selya-Mira. Once, the priestesses could do anything, but over time, their zeal forced Ceraria to introduce some restrictions. For example, not to use her divine poison to turn men into slaves. The basis of the Great Cathedral's power is the poison of the goddess Ceraria, blood from her own body. The transfusion of divine poison is what makes a simple female kaishi a priestess. Priestesses are closer to immortals than kaishi, and can even become immortal. They have several significant differences from ordinary mortals. For men, however, Ceraria's blood has an exclusively negative effect, destroying consciousness and mind. Furthermore, priestesses are free to replenish their numbers as they wish. If there are not enough volunteers... one can simply kidnap a random girl in the name of serving the goddess. In addition to religious power and hunting cultists, the priestesses also sometimes help solve problems worthy of their attention throughout the kingdom.

Conditions: female gender, worship of Ceraria, beauty no lower than average.

Tier I: immunity to Poison, Weakness, Slow, and Paralysis, -50% damage from Religion source (if there is no bonus against Ceraria), magical gift fixed on the unique school of Divine Poison, +5 to Faith.
Tier II: passive "Regeneration" (restores 15% of max HP every round in battle), +5 to Faith.
Tier III: +5 to Endurance, +5 to Spirit, +5 to Faith.
Tier IV: ability "Bite of the Divine Serpent" (Range: 1, Cooldown: 1, source: Religion, applies Weakness (reduces damage dealt by 50%) and Slow (-1 to movement range in battle) statuses, duration: 3 rounds), +5 to Faith.
Tier V: becoming an immortal kalayamaya.
The Secret Guard are the personal spies, assassins, and bodyguards of King Mergeir. They are commanded by Captain Varen. The Secret Guard acts in the interests of the monarch and from time to time joins forces with the priestesses. Most often, it is occupied with something truly important. This organization places loyalty to the king and professionalism first.

Conditions: male gender, origin from any available province of the kingdom of Selya-Mira.

I Tier: +50% to deception effectiveness, 15% discount when trading, assassin profession or doubling its effect if taken separately, a large set of potions, +5 to Agility.
II Tier: passive "King's Shadow" (permanent Stealth status outside of combat, if it is currently possible to be stealthy and the player wants this status), +5 to Agility.
III Tier: +5 to Endurance, +5 to Strength, +5 to Agility.
IV Tier: +2% chance of instant kill for weapon attacks or unarmed melee combat, +5 to Agility.
V Tier: the ability to take up to three guards with you at any time and for any mission, provided it does not contradict the laws of the kingdom of Selya-Mira.
The City Guard protects the kingdom of Selya-Mira where it is needed. It knows the law perfectly and follows the instructions of the priestesses, the secret guard, ministers, and governors. Guards are always ready to rush into battle in the name of their fatherland and the goddess Ceraria.

Conditions: male gender, origin from any available province of the kingdom of Selya-Mira.

I Tier: city guard equipment and weapons (strengthened by origin), a balanced set of consumables, +500 cetrens, +10% to experience received for plot quests, +5 to Endurance.
II Tier: the ability to call a guard NPC for any mission, provided it does not contradict the laws of the kingdom of Selya-Mira, +5 to Strength.
III Tier: +5 to Endurance, +5 to Strength, +5 to Faith.
IV Tier: obtaining a powerful weapon, +5 to Endurance.
V Tier: obtaining elite equipment, +5000 cetrens.
The Mercenaries of House Merfert is a convenient and profitable organization for those who need cetrens or a good fight. The Merferts have perfected the mercenary business over their history. They have no shortage of orders, and many of their protégés have become known throughout the kingdom of Selya-Mira.

Conditions: none.

I Tier: access to individual combat quests, +500 cetrens, +10% to experience received for killing enemies, +2 to Endurance, +3 to Strength.
II Tier: additional skill of choice, +2 to Strength, +3 to Endurance.
III Tier: +5 to Endurance, +5 to Strength, +5 to Agility.
IV Tier: additional skill of choice, +1000 cetrens, +2 to Endurance, +3 to Strength.
V Tier: obtaining a relic item.
The Plunderers of House Volden is an organization of treasure hunters and explorers of ancient ruins and caves. The Voldens often take orders from priestesses, other houses, the Selya-Mira Academy, and other notable persons to search for relics or clear dangerous areas. Their plunderers are true masters in such matters.

Conditions: none.

I Tier: access to individual quests to search dungeons, lockpicker profession or doubling its effect, +10% to chest search effectiveness, +2 to Endurance, +3 to Agility.
II Tier: a large set of poisons and lockpicks, +1500 cetrens, +2 to Agility, +3 to Endurance.
III Tier: +5 to Endurance, +5 to Spirit, +5 to Agility.
IV Tier: passive "Master Lockpicker" (20% chance to open a lock upon a failed pick attempt, 50% chance to save a lockpick upon a failed pick attempt), +3 to Agility, +2 to Spirit.
V Tier: obtaining a flawless lockpick, +5000 cetrens.
The Cult of Sorn-Tarn is a sect dedicated to hedonism and demonology. Most of its members deify the demoness Salitil, but this is not a mandatory condition to touch upon the idea of unrestrained pleasure and debauchery. Beauty, pleasure, and vice are sacred attributes worthy of veneration. However, one should not consider the Cult of Sorn-Tarn so narrow-minded. It is a powerful organization with influence over the very top of the kingdom of Selya-Mira. In essence, Salitil is building an empire in the image and likeness of a distant demonic colony where she once acquired her current views.

Conditions: beauty no lower than average.

I Tier: demonologist profession or doubling its effect, +50% to seduction effectiveness, +5 to Will, +5 to Spirit.
II Tier: passive "Era of Hedonism" (+100 experience for every strong pleasure received, as evaluated by the GM), +5 to Will.
III Tier: +5 to Endurance, +5 to Spirit, +5 to Will.
IV Tier: magical gift with the Blood school; if they already have one, the Blood school is strengthened by one or two tiers, +5 to Spirit; only for northerners: passive "Parasite Possession" (25% chance to have a fit of extreme arousal after each post, -10 to Will, for women: +100% to Ice school effectiveness, for men: each unit of Spirit increases damage by 5).
V Tier: a personal succubus or incubus, whose level is equal to the character's level and grows with them.
The Cult of Aldric was founded by the remnants of the ancient empire of the Dark Serpent. It hides in long-forgotten ruins and diligently weaves intrigues against the goddess Ceraria and her priestesses. The goal is simple: overthrow the usurper and return Aldric to its former glory. Despite the fact that the cultists have to hide underground and in deadly marshes, they represent a serious threat. They are many and they are strong. The priestesses and guards of Eastern Aldric have a hard time fighting these fanatics.

Conditions: worship of IggHARAD or Yog-Sheldar.

I Tier: god-scholar profession or doubling its effect, access to a trader of ancient items from Aldric, a large set of random consumables, +5 to Spirit.
II Tier: passive "Memory of Aldric" (+30% crit chance for weapons from ancient Aldric), +5 to Spirit.
III Tier: +5 to Strength, +5 to Spirit, +5 to Agility.
IV Tier: ability "Pride of Aldric" (Range: 4, Cooldown: 3, on self or ally, applies Blessing (increases damage dealt by 33%) and Indomitability (immunity to Slow, Paralysis, and Stun) statuses, duration: 5 rounds), +5 to Spirit.
V Tier: a unique twisted sword from ancient Aldric tailored to the character's build.
The Korgan Host is assembled from graduates of the Selya-Mira Academy and a small number of invited mages from the Dorian Academy. It was founded personally by Oran Visnord and is the only host of its kind consisting of defender-mages. Its primary task is to fight immortals, cultists, and other enemies of the kingdom of Selya-Mira. The number of Korgan is small, no more than fifty mages acting alone or in small groups, but the support of spellcasters has always been priceless for the kaishi.

Conditions: origin from the Selya-Mira Academy or the Dorian Academy.

I Tier: magical gift with a random school for the Dorian Academy or an additional random school for the Selya-Mira Academy, additional skill of choice, +5 to Spirit.
II Tier: passive "Korgan Technique" (restores 10% of max energy every round in battle), +5 to Spirit.
III Tier: +5 to Agility, +5 to Spirit, +5 to Faith.
IV Tier: additional school of magic of choice, +5 to Spirit.
V Tier: passive "Master Wizard" (-50% energy cost for spells below Tier IV), +5 to Spirit.
The House of Pink Flowers consists exclusively of ketsirai. This is an influential organization from the Emerald Isles, whose branches have recently appeared in the kingdom of Selya-Mira. All foxes emerge from the walls of the House of Pink Flowers, knowing only the task set before them, but without the slightest idea of who they are or where they come from. This planet... must become theirs, but how and why, no one knows. Probably, the heads of the House are well aware of everything, they just don't tell anyone. Instead, they simply support the ketsirai however they can on their long and difficult journey through Aberata.

Conditions: ketsirai race.

I Tier: a commemorative amulet for +1 to all characteristics, +1000 cetrens, a set of spell scrolls, +5 to Spirit.
II Tier: passive "Pink Flower of Seduction" (aura reducing the Will of all non-ketsirai in a small radius by -5, stacks between different aura carriers), +5 to Will.
III Tier: +5 to Agility, +5 to Spirit, +5 to Will.
IV Tier: additional talent of choice, +5 to Agility.
V Tier: strengthening of the "Pink Flower of Seduction" passive from -5 Will to -10, additional talent of choice.
The Brown Banner is an army of rebel knights, dissatisfied with the Great Cathedral of Ceraria and the goddess herself in particular. In reality, the valor of these rebels is only enough to sow chaos in the lands of Eastern Aldric, but they are more dangerous than they seem. The Brown Banner is led by Osgold Ron, and his hatred for the priestesses knows no bounds. Women in general irritate these brave knights, but while they can still get along with ordinary ones, a captured priestess certainly expects nothing good. The reason for the rebellion is securely hidden by the Great Cathedral of Ceraria itself.

Conditions: male gender, origin from any available province of the kingdom of Selya-Mira.

I Tier: passive "Scourge of Ceraria" (+50% damage to priestesses of Ceraria, -50% damage from priestesses of Ceraria), Brown Banner equipment and weapons (strengthened by origin), +25% to fear chance, +5 to Strength.
II Tier: +50% to fear effectiveness, +500 cetrens, +5 to Will.
III Tier: +5 to Strength, +5 to Endurance, +5 to Will.
IV Tier: a personal slave-priestess, +5 to Endurance.
V Tier: passive "Stopping Strike" (base 75% chance for paralysis on melee weapon attacks)
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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Professions
Blacksmith+2 to Strength and Endurance, +10% to successful crafting chance.
Tailor+2 to Agility and Endurance, +10% to successful crafting chance.
Jeweler+2 to Agility and Spirit, +10% to successful crafting chance.
Winemaker+2 to Strength and Spirit, +10% to successful crafting chance.</
Potion Brewer+2 to Spirit and Endurance, +10% to successful crafting chance.
Architect+2 to Spirit and Faith, +50 experience when visiting new locations.
Historian+2 to Agility and Faith, +50 experience when reading new books.
Assassin+3 to Agility, +1% to instant kill chance.
Lockpick+3 to Agility, +10% lockpicking chance.
Thief+3 to Agility, +10% to stealing chance.
Demonologist+3 to Willpower, 50% chance when encountering a nameless demon to see its profile.
Necromancer+3 to Spirit, 50% chance when encountering nameless undead to see its profile.
God Scholar+3 to Faith, 50% chance when encountering a nameless immortal to see its profile.
Hunter+3 to Endurance, 50% chance when encountering a nameless beast to see its profile.
Scientist+3 to Spirit, increased chance to find spell scrolls in chests.
Lover+3 to Agility, +10% to seduction chance.
Healer+3 to Endurance, crit. chance can trigger on healing actions.
Mentor+3 to Spirit, can raise an interlocutor's level by 1 if they surpass them by at least 5.
Dungeon Master+3 to Strength, +10% to scouting chance.
Seeker+3 to Strength, +10% to chest searching effectiveness.
Rogue+3 to Agility, +10% to deception chance.
Diplomat+3 to Faith, +10% to persuasion chance.
Merchant+3 to Spirit, 10% discount when trading.
Duelist+3 to Strength, +5% crit. chance.
Hard Worker+3 to Endurance, +10% to cetrens for repeatable quests.
Talents
SingerAllows professional singing.
DancerAllows professional dancing.
ArtistAllows professional drawing.
WriterAllows professional prose writing.
PoetAllows professional poetry writing.
GamerAllows professional tabletop gaming.
MusicianAllows professional playing of regular musical instruments.
ActorAllows professional role-playing.
ModelAllows professional posing.
ComedianAllows professional entertaining of the public.
Skills
Unarmed Combat
Tier IAllows fighting with fists without penalty.
Tier II+25% damage and accuracy for unarmed combat.
Tier IIIBase 33% chance to apply Stun status with unarmed combat attacks.
Tier IV+25% damage and accuracy for unarmed combat.
Tier V+50% crit. chance for unarmed combat.
One-Handed Weapons
Tier IAllows fighting with one-handed weapons without penalty.
Tier II+20% damage and 5% crit. chance for one-handed weapons.
Tier III33% chance to deal a bonus second strike after attacking with a one-handed weapon.
Tier IV+20% damage and 5% crit. chance for one-handed weapons.
Tier V+50% accuracy, +10% crit. chance for one-handed weapons.
Two-Handed Weapons
Tier IAllows fighting with two-handed weapons without penalty.
Tier II+25% damage for two-handed weapons.
Tier III+3% to instant kill chance when attacking with a two-handed weapon.
Tier IV+25% damage for two-handed weapons.
Tier V+10% crit. chance and +25% damage for two-handed weapons.
Archery
Tier IAllows shooting with bow and crossbow without penalty.
Tier II+25% accuracy for bow and crossbow.
Tier III+25% to crit. chance for bow and crossbow.
Tier IV+25% accuracy for bow and crossbow.
Tier VCritical hits with bow and crossbow deal triple damage.
Exotic Weapons
Tier IAllows fighting with exotic weapons without penalty.
Tier II+10% crit. chance and 15% accuracy for exotic weapons.
Tier IIIAllows using the special skill of each exotic weapon.
Tier IV+10% crit. chance and 15% accuracy for exotic weapons.
Tier V+33% damage and 10% crit. chance for exotic weapons.
Tech Weapons
Tier IAllows using tech weapons without penalty.
Tier II+15% crit. chance for tech weapons.
Tier IIIRemoves the chance of malfunction for tech weapons.
Tier IV+15% crit. chance for tech weapons.
Tier V+75% accuracy for tech weapons.
Armor Proficiency
Tier IAllows wearing medium armor without penalty.
Tier II+10% damage reduction from any damage in any armor.
Tier IIIAllows wearing heavy armor without penalty.
Tier IV+10% damage reduction from any damage in any armor.
Tier VAllows wearing legendary quality armor without penalty.
Combat Training
Tier I+1 to movement range in combat.
Tier II+5 to Initiative.
Tier III+10% to evasion chance.
Tier IV+5 to Initiative.
Tier VOnce per battle, a lethal blow leaves the character with 1 HP, if the full damage of that blow did not exceed the character's max HP by at least double.
Eloquence
Tier I10% discount when trading.
Tier II+15% to persuasion, deception, and seduction chances.
Tier IIIMakes all NPCs more favorably disposed toward the character at the GM's discretion.
Tier IV+15% to persuasion, deception, and seduction chances.
Tier V25% chance that an NPC will themselves offer the character more favorable terms for a given deal.
Exploration
Tier I+10% to chest searching effectiveness.
Tier II+15% to scouting chance.
Tier III+25% to favorable event chance.
Tier IV+15% to scouting chance.
Tier VUpon completing exploration of a location, the character additionally receives 500 experience and 500 cetrens.
Magic
Tier IAllows using this school and its first two spells.
Tier IIAllows using the first three spells of this school.
Tier IIIAllows using the first four spells of this school.
Tier IVAllows using the first five spells of this school.
Tier VAllows using all six spells of this school.
Tier VI+50% to the effectiveness of this school's spells.
Character Generator
Post a quest of the following nature in the expedition thread:

1. Character name.
2. Gender.
3. Race.
4. Religion.
5. Origin.
6. Organization.
7. 2 Professions + additional ones if you get them from the bonuses above.
8. 1 Talent + additional ones if you get them from the bonuses above.
9. 2 Skills + additional ones if you get them from the bonuses above.
10. Next, you must make a choice: +2 levels at the start or a magical gift. Consider the bonuses above. If you choose magic, specify the school: Fire, Water, Earth, Air, Death, or Blood.
11. Distribute your available attribute points (5 from each level, including the initial first one, BUT! you can put no more than 2 points into a single attribute per level) among the following options: Endurance (increases HP), Strength (increases damage not related to magic and religion), Agility (affects evasion, stealing, lockpicking, and stealth chances), Spirit (increases magical energy pool), Faith (affects the effectiveness of everything related to Religion and sometimes magical damage), Willpower (affects accuracy, dialogues, and some resistances).
12. Character biography.
13. Character art.

Example:

1. Name: Keliandra.
2. Gender: female.
3. Race: kaishi.
4. Religion: Ekkiranal Deriner.
5. Origin: Emerald Isles.
6. Organization: Mercenaries of House Merfert.
7. Professions: God Scholar, Hard Worker, Historian (+1).
8. Talents: Poetess and Writer (+1).
9. Skills: Eloquence and Combat Training.
10. Choice: gift (Blood).
11. Attributes: +2 Spirit, +2 Faith, +1 Agility.
12. Biography: She lived and lived, and then suddenly died... The main thing is that before death she believed in Rinze! (no, not like that, more detailed and if possible not contradicting what's described in the lore. You can ask questions, by the way, on this topic if needed)
13. Character art: no example here :з

Game Mechanics
Base character stats:
1. Level: 1 (leveling up grants 5 attribute points; additionally, level requirements and level checks may await you in various places)
2. Experience to next level: level cost is 200 * current level (200, 400, 600, 800, etc.)
3. Cetrens: the character's current amount of money. Starting amount is 500.
4. Action points: used for moving around the capital and visiting its locations. When points reach 0, rest is required. Starting amount is 5 +1 for every five levels.
5. Beauty: determined by the GM based on art (1. Outstanding gives +15% to seduction chance, 2. Attractive gives +5% to seduction chance, 3. Average gives absolutely nothing, 4. Ugly gives -20% to seduction chance and spoils relations with many characters and NPCs)
6. Organization tier: from I to V. The higher, the more bonuses are given. A character can have only one organization at a time. At least among players.
7. Points to organization tier up: tier-up cost is 1000/3000/5000/10000 points. Points can be earned in various ways. Depends on the specific organization.
8. Free attribute points: can be distributed among the six attributes; however, each attribute can be increased by no more than 2 per level.
9. Endurance: base 8. Each point of endurance increases HP by 10 and Paralysis resistance by 2%.
10. Strength: base 6. Each point of strength increases damage by 5 and Stun resistance by 2%.
11. Agility: base 6. Each point of agility increases evasion chance by 1%, as well as stealth, lockpicking, and stealing chances by 1%.
12. Willpower: base 5. Each point of willpower increases accuracy by 1%, seduction, deception, and persuasion chances by 1%, and Fear resistance by 2%.
13. Spirit: base 5. Each point of spirit increases energy by 10.
14. Faith: base 6. The most common attribute for spell and ability scaling, and a frequent guest in checks.
15. HP: base 100. When it drops to 0, the character dies. Fully restored when transitioning from a combat location to a peaceful one.
16. Damage: base 25. It is the starting point for calculating damage from most attacks, but there is damage unrelated to this parameter. For example, spell damage.
17. Energy: base 25. Spent on casting spells. Fully restored when transitioning from a combat location to a peaceful one.
18. Crit. chance: base 5%. Applicable to any attack except offensive spells. If it triggers, double damage is dealt. Crit. chance is calculated only if the main attack hits.
19. Instant kill chance: base 0%. Applicable to any attack except offensive spells. If it triggers, the target dies immediately. Applicable to targets no more than 5 levels higher.
20. Movement range in combat: base 2. Determines the number of cells a character can move per turn in combat. Diagonal movement costs 2 instead of 1.
21. Initiative: base 10. Determines the turn order of combat participants. If initiative is equal, random decides. If initiative is 25 or more, a full second turn is granted with half the initiative (rounded down). For example, 25 and 12. There can be an unlimited number of such turns per round, as long as initiative does not drop below 25.
22. Accuracy: base 20% + 1% per point of Willpower. Hit formula: (Character accuracy + weapon, ability, or spell accuracy) - Target evasion * 2. Some attacks may always hit.
23. Evasion: base 10% + 1% per point of Agility.
24. Persuasion chance: base 5% + 1% per point of Willpower. In dialogues, allows persuading the target for your own goals.
25. Persuasion effectiveness: base 50%. Determines the benefit from a successful persuasion action.
26. Deception chance: base 5% + 1% per point of Willpower. In dialogues, allows deceiving the target for your own goals.
27. Deception effectiveness: base 50%. Determines the benefit from a successful deception action.
28. Seduction chance: base 5% + 1% per point of Willpower. In dialogues, allows arousing desire toward yourself in the target for your own goals.
29. Seduction effectiveness: base 50%. Determines the benefit from a successful seduction action.
30. Discount: base 0%. Reduces the price of goods in most shops and stores.
31. Successful crafting chance: base 5%. Determines the probability of success of any crafting action.
32. Successful lockpicking chance: base 50% +1% per point of Agility. Determines the probability of picking a lock. The lock's difficulty parameter is subtracted from the chance.
33. Successful stealing chance: base 20% +1% per point of Agility. Determines the probability of stealing an item from a target. The stealing difficulty parameter, which depends on both the target and the specific item, is subtracted from the chance. Stealing armor from a guard would be quite difficult.
34. Stealth chance: base 5% +1% per point of Agility. The probability of not being noticed in certain situations. For example, if you pass by someone you'd rather not meet, or if you try to take someone else's coins from a table with an observer present.
35. Scouting chance: base 10%. The probability of learning the contents of several nearby points while exploring a location and when moving to a new point.
36. Chest searching effectiveness: base 10%. Determines the value of rewards from chests.
37. Paralysis resistance: base 0% + Endurance * 2. Subtracted from the paralysis chance of an enemy's attack.
38. Fear resistance: base 0% + Willpower * 2. Subtracted from the fear chance of an enemy's attack.
39. Stun resistance: base 0% + Strength * 2. Subtracted from the stun chance of an enemy's attack.
40. Additionally, a character may have many individual parameters in the Additional Attributes section.

Raising skill and magic tiers:
Skills: you need to find a mentor who, for a certain fee, will raise the tier of a specific skill. However, there are level requirements: II – 5, III – 10, IV - 15, V – 20.
Magic: you need to find a mentor who, for a certain fee, will raise the tier of a specific school. However, there are level requirements: II – 5, III – 10, IV - 15, V – 20, VI – 25.

Location exploration:
Movement range in a location: 1
You can go back, but there is a 20% chance of catching an unpleasant fight or an equally unpleasant event.
Favorable event chance: 50%.
Experience for exploring a location: 100 + 50 * location level.
The contents of all points are planned in advance, but how things actually go is determined by both random, the GM's imagination, and the player's imagination.

Travel:
Allows moving over long distances. The mechanics are identical to those in the Arcelia and Aconia expedition: over several turns, a check is made for a rolled event. The probability of events varies but is shown before the journey begins and can additionally change each turn.

Movement in the capital and similar cities:
A district is selected, and moving to it from the current one costs one action point. Inside a district, you can wander endlessly, but to visit important places, you will also have to spend an action point. There is a chance of an event when moving.

Character headquarters:
If a character lives somewhere, they can return there without spending action points, provided they are in the same city as their headquarters and are not tied up by something. For example, imprisonment or combat. Resting at headquarters reliably restores all action points.

Rest:
Allows restoring all action points at headquarters. It can also be started anywhere else, but then there will be an individual chance of catching an unfavorable event or restoring only part of the action points. Additionally, so the GM doesn't die from your activity, rest can be used no more than once every two real days.

Crafting:
If everything needed for your favorite type of crafting is nearby, the character can attempt to create something with a certain chance. For example, having found a forge, you can ask the blacksmith for the opportunity to try your luck at forging a sword yourself. But materials will be needed. In this case, just a couple of regular metal ingots.

Attitude:
Your character's personality, words, appearance, religion, origin, race, and skills directly affect how others perceive them. It's impossible to please everyone, but making everyone hate you is easy and simple.

Game time:
Moved by the GM and only indirectly affects the plot.

A few nuances of the combat system:
Overall, the combat system differs little from the classics.
Diagonal movement cost: 2.
Movement through allies cost: 2 and you must stop on an empty cell.
Possible directions for melee attacks: left, right, up, down, but not diagonal.
Interception: if a character attempts to move away from an adjacent enemy (not diagonal) or run past an adjacent enemy (by the same scheme), they must pass a check against each affected enemy using the following formula: (50 + Evasion) - Enemy accuracy. On failure, the character receives a base melee attack from the enemy using the normal hit system.
Encircling: each enemy, except the very first one, on an adjacent cell, including diagonals, reduces evasion chance by 10%. At the same time, the crit. chance of the enemies themselves against an encircled character increases by 5% by the same scheme.
Cover: if a character attacks at range, including spells, and the attack does not have a guaranteed hit, then each combat participant on the attack's trajectory reduces the hit chance of that attack by 5%. This rule does not apply to area attacks or when the enemy occupies more than one cell. Additionally, you cannot attack at range a target you cannot see. For example, from behind a tree.
Move + shoot: prohibited unless stated otherwise in abilities or weapon descriptions. The rule also applies to damage-dealing spells, except for starting a timer. However, you can move and use a consumable, apply a buff, apply a debuff, cast a spell with a timer, etc.
Non-lethal attacks: instead of a finishing blow, you can deal a non-lethal one. The target survives with 1 HP and is incapacitated until the end of the battle. Works only in melee and only with a weapon or unarmed combat.
May be supplemented as questions come in.

Start:
Characters can start in two ways: in the capital of Sela-Mira or on the way to it. In the second case, the character will be generated in exploration mode of a small location, and then must make a journey to the capital.

Will of Istiris


The Will of Istiris changes the properties of the inhabitants of this world at the behest of great randomness.

Each character draws one Will, but may have additional ones. Already obtained Wills cannot be given to anyone else. Nevertheless, across the expanses of the kingdom of Sela-Mira, there may be ways to change an existing Will.

I Erudition 
II Hedonism (Harold Skufinson)
1) The character gains a 50% chance to see the profile of any nameless enemy encountered in battle.
2) The character gains 100 experience for each book read.
3) When encountering a sentient being with a low level of intelligence, the character immediately attacks it.
1) The character gains +50% to seduction chance.
2) The character gains 100 experience for each intimate encounter.
3) When encountering a character or NPC of the opposite sex with Outstanding beauty, this character has a 50% chance to be inflamed with passion for them.
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III WisdomIV Oblivion 
1) The character gains +5 to Spirit and Willpower.
2) The character gains -10% to level cost in experience.
3) The character gains -5 to Strength.
1) The character gains +10% to the chance of completely blocking damage from an enemy's attack no more than 15 levels higher.
2) The character finds nothing in chests.
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V Might (Kearak)VI Falsehood (Juventius Amm)
1) The character gains +5 to Strength and Endurance.
2) The character gains 100 experience for each won duel.
3) The character gains -5 to Spirit.
1) The character gains +50% to deception chance.
2) The character gains +30% to stealing chance.
3) The character has a 50% chance of not being believed if they tell the truth.
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VII EloquenceVIII Creation (Albrecht Van Hosling)
1) The character gains +50% to persuasion chance.
2) The character gains +10% discount when trading.
3) Deception in the character's mouth is doomed to failure.
1) The character gains +50% to successful crafting chance.
2) The character cannot buy items available for crafting.
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IX AvoidanceX Piety
1) The character gains +5 to Agility and Endurance.
2) The character gains +10% to stealth chance.
3) The world is more hostile toward the character than usual. 
1) The character gains +5 to Faith and Spirit.
2) The character gains -10% damage from the Religion source.
3) When encountering a sentient being with the religion Atheism, the character immediately attacks it.
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XI AbundanceXII Destruction
1) The character can once per battle, instead of moving and attacking, fully restore HP.
2) The character cannot be healed by healing potions of any level.
1) The character can once per battle instantly kill any enemy at least 3 levels lower.
2) The character cannot use the instant kill chance.
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XIII Overcoming XIV Curiosity (Radianta O'Mila)
1) The character gains +15% to the chance of blocking a spell from a target no more than 5 levels higher.
2) The character gains -5 to Endurance.
1) The character gains +10% to scouting chance.
2) The character gains +10% to chest searching effectiveness.
3) The character gains -10% cetrens and experience for story quests.
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XV GrandeurXVI Preservation (Derevos)
1) The character gains +5 to Willpower and Faith.
2) The character gains +5 to Agility and Spirit.
3) The character gains -20% discount when trading.
1) The character gains +10% reduction of any damage.
2) The character gains +500 cetrens.
3) The character gains -10% to evasion chance.
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XVII MemoryXVIII Joy (Kearak)
1) The character gains +25% cetrens and experience for story quests.
2) From time to time, the character is tormented by someone else's memories with random effects.
1) The character gains +25% to fear, paralysis, and stun resistance.
2) From time to time, the character performs uncontrollable actions. 
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XIX BeingXX Chosenness
1) Doubles the character's starting HP, damage, and energy.
2) The character receives one fewer attribute point when leveling up.
1) Fortune smiles upon this character.
2) This character is a priority target for enemies in battle. 
Have a pleasant game, everyone!

Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#8
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7
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#9
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So, when does it start?
My sword, my trusted ally, unphased by my aspect.
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#10
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Ideally, after two more posts, I can start creating the characters. I should be able to complete this task in the next couple of days. Tomorrow, I need to figure out the black life magic that's slowing down the process.

Added 33 seconds later
Glad to see you, Morning, by the way.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
User Avatar
#11
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By the way, those who won’t play the expansion will be casual players 😏
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#12
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You were just saying recently that you wouldn't...

Should the Cultists of Yog-Sothoth be ugly, or is it not necessary?
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#13
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Not at all, they are just regular Caish. Yog-Sheldar doesn't cause mutations just for fun. The ability summons tentacles from the hand, but doesn't make them a part of the cultist.

It's better not to be a "monster" in the expansion: such characters are not well-liked on Aber.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to kcfgogbfalgfl
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#14
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Tericula
You were just saying not long ago that you wouldn't...

It's been 2 months since then, so now I will.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#15
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>It's best not to be an ugly creature in the expansion: they are disliked on Aber. >You seem to be loyal to Someone, Astral. That's commendable.
 

К А
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#17
magenta