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Ikazkan

The endless sky—sometimes clear and blue, sometimes melancholically gray, and at times gloomy and dark. Upon its nocturnal canvas, the naked eye beholds a wonderful view of infinite stars, and by day, the omnipresent sun, bright and hot. The sky, which welcomes raindrops and storm clouds, is alien to Ikazkan and its inhabitants. Instead, looking up, one can see only a granite ceiling. Those of the human race who find themselves here remember little of their past and the circumstances that brought them here, but only a local might find it non-obvious that Ikazkan is located deep underground. Claustrophobia, however, threatens no one—the expanses of this city, divided by lava flows resembling rivers, are vast, and there is no reason to complain about the lighting of the surroundings. The architecture inspires with its beauty, and the abundant comforts and hospitality of the locals save one from despondency.
Long ago, a group of people from Tezot, for reasons now unknown to them, ended up in this mysterious dungeon, and they were saved from the unenviable fate of ending their existence through some tragedy—hunger, a monster's teeth, burns—by the ivilais who sheltered them. No one remembers what Tezot is—a country, a continent, or something else—nor how long ago all this happened. In Ikazkan, it is not customary to keep track of time; the time of day never changes, and the lifestyle of the local inhabitants is too different from that of humans. Be that as it may, much time has passed, and now, for the first time since then, a new group of people has ended up underground. Stories of the surface always seemed very entertaining to the ivilais, but they had no urgent reason to find a way back to it. This time, however, among the lost humans was an individual very annoyed by such a state of affairs, and Her response came to her longing for home and daylight—She is a kind of informal leader of the dungeon dwellers. At her request, an unprecedented expedition was launched—upward, toward Tezot!
Dungeon Dwellers
Ivilais
The native people of Ikazkan, making up the bulk of its population. Without a doubt, the most mysterious creatures of the dungeons. Externally similar to humans, but devoid of flaws—every ivilai possesses neat facial features and slender body proportions. Short in stature—from 24 to 29 tin—with magnificent wings on their backs, which allow them to move freely across the vast expanses of their native Ikazkan; hair grows only on their heads (+ eyelashes, eyebrows), and long hairstyles are customary; a unique digestive system completely dissolves food and expels its residues through sweat glands, while the sweat itself has a pleasant scent. Sexual organs and the ability to reproduce are absent, although women still have decorative breasts, which, combined with other factors, makes one think of the artificial origin of these beings. Horns on their heads indicate age; the longer they are, the closer the end of the life cycle.
When an ivilai's heart stops, their body disintegrates, but Óna can bring them back to life, and the "payment" for this becomes a part of their memories—not her need, but a natural reaction of the organism during body restoration. Meanwhile, the natural life cycle of the ivilais is about twenty years. This allows them to exist for a very long time without tiring of repeating the same things. Ivilais are unable to grasp many concepts familiar to humans—lies, hierarchy, ideology, cruelty, and many others are completely alien to them. There is no money or even barter in their society—goods and services are provided as needs arise and the desire exists (example: people from Tezot arrive in Ikazkan -> a need for housing arises -> materials are gathered, a house is built). Some people tried to abuse this unusual system of relations for personal enrichment, but it soon became clear that there is little point in hoarding here, and while the locals are good-natured, they are not so naive as to perform unpleasant work.
[Character can fly], [immunity to mind and body diseases], [immunity to seduction], [Flame of Ikazkan], aesthetics +10.
Sordy
Hulks, whose average height is 50 tin. Traditionally living in caverns alone, with a partner, or with children until the latter reach adulthood. They prefer to spend time on their favorite activities, the most common being blacksmithing and mining useful ore. Peaceful by nature, but if necessary, they can stand up for themselves, aided by incomparable physical power. Their primary diet consists of meat from various animals and dungeon monsters. They may have unconventional ears; horns grow on their heads, but many sordy prefer to saw them off for convenience.
[Character deals double damage in melee combat], [health is twice as high], [physical labor efficiency is higher], +5 to fortitude, +5 to body.
Mirdary
They have no hair covering and are blind (eyes are almost white, usually hidden behind closed eyelids), but possess excellent hearing and immunity; they are very active and hardworking—living in tunnels they dig themselves, organized into separate families led by the oldest representative of the kin. They usually feed on insects, plants, and fungi.
[Immunity to body diseases, immunity to poison], [excellent hearing, access to detection], [protection against negative effects reducing accuracy and evasion], +5 to insight, +5 to energy.
Furies
Fur-covered humanoids with animal tails and ears, as well as corresponding physiognomy; they are distinguished by an excellent sense of smell and sharp claws on their hands and feet. Fury tribes live in cool cavities far from the heat of Ikazkan. The tribe is led by the best hunter of the tribe.
[Excellent smell, access to detection], [SP is twice as high], [immunity to critical attacks], +3 to body, +2 to insight, +2 to fortitude, +2 to energy.
Elms
Ebony lone wizards who prefer to avoid society; most often occupied with some research. They live wherever their interests take them; they eat whatever happens to be at hand. They have pointed ears.
[Once per battle, the character survives a fatal attack and remains with 1 hp], [spirit is twice as high], [character is able to dodge spells], +5 to mind, +5 to fortitude.
People of Tezot
Diverse inhabitants of the "surface." Some ended up in Ikazkan "long ago," others recently, and some were born there. In total, there are several hundred people in the territory of Ikazkan and its surroundings.
No memories of life on the surface, ability to use the ladder of fate, choice of one of the communities, 21 points of characteristics for free distribution, but no more than 7 in one.
Characteristics
Mind
+0.3 to learnability.
+10 to spirit.
Body
+1 to endurance.
+10 to health.
Insight
+2% to accuracy.
+2% to evasion.
Fortitude
+1 to defense
+1 to elemental defense.
Energy
+0.3 to SP.
+0.3 to AP.
Aesthetics
+1 to charm.
+1% to critical damage chance.
Base characteristics equal 10
Learnability: 3
Spirit: 100
Endurance: 10
Health: 100
Accuracy: 20%
Evasion: 20%
Defense: 10
Elemental Defense: 10.
SP: 3
AP: 3
Charm: 10
Critical Damage Chance: 10%
Communities
In Ikazkan, there is no custom of gathering into organizations, but people, apparently due to certain natural instincts, inevitably gravitate toward interest groups.
Treasures of Tezot
Ladder of Fate
The endless sky—sometimes clear and blue, sometimes melancholically gray, and at times gloomy and dark. Upon its nocturnal canvas, the naked eye beholds a wonderful view of infinite stars, and by day, the omnipresent sun, bright and hot. The sky, which welcomes raindrops and storm clouds, is alien to Ikazkan and its inhabitants. Instead, looking up, one can see only a granite ceiling. Those of the human race who find themselves here remember little of their past and the circumstances that brought them here, but only a local might find it non-obvious that Ikazkan is located deep underground. Claustrophobia, however, threatens no one—the expanses of this city, divided by lava flows resembling rivers, are vast, and there is no reason to complain about the lighting of the surroundings. The architecture inspires with its beauty, and the abundant comforts and hospitality of the locals save one from despondency.
Long ago, a group of people from Tezot, for reasons now unknown to them, ended up in this mysterious dungeon, and they were saved from the unenviable fate of ending their existence through some tragedy—hunger, a monster's teeth, burns—by the ivilais who sheltered them. No one remembers what Tezot is—a country, a continent, or something else—nor how long ago all this happened. In Ikazkan, it is not customary to keep track of time; the time of day never changes, and the lifestyle of the local inhabitants is too different from that of humans. Be that as it may, much time has passed, and now, for the first time since then, a new group of people has ended up underground. Stories of the surface always seemed very entertaining to the ivilais, but they had no urgent reason to find a way back to it. This time, however, among the lost humans was an individual very annoyed by such a state of affairs, and Her response came to her longing for home and daylight—She is a kind of informal leader of the dungeon dwellers. At her request, an unprecedented expedition was launched—upward, toward Tezot!
Dungeon Dwellers
Ivilais
The native people of Ikazkan, making up the bulk of its population. Without a doubt, the most mysterious creatures of the dungeons. Externally similar to humans, but devoid of flaws—every ivilai possesses neat facial features and slender body proportions. Short in stature—from 24 to 29 tin—with magnificent wings on their backs, which allow them to move freely across the vast expanses of their native Ikazkan; hair grows only on their heads (+ eyelashes, eyebrows), and long hairstyles are customary; a unique digestive system completely dissolves food and expels its residues through sweat glands, while the sweat itself has a pleasant scent. Sexual organs and the ability to reproduce are absent, although women still have decorative breasts, which, combined with other factors, makes one think of the artificial origin of these beings. Horns on their heads indicate age; the longer they are, the closer the end of the life cycle.
When an ivilai's heart stops, their body disintegrates, but Óna can bring them back to life, and the "payment" for this becomes a part of their memories—not her need, but a natural reaction of the organism during body restoration. Meanwhile, the natural life cycle of the ivilais is about twenty years. This allows them to exist for a very long time without tiring of repeating the same things. Ivilais are unable to grasp many concepts familiar to humans—lies, hierarchy, ideology, cruelty, and many others are completely alien to them. There is no money or even barter in their society—goods and services are provided as needs arise and the desire exists (example: people from Tezot arrive in Ikazkan -> a need for housing arises -> materials are gathered, a house is built). Some people tried to abuse this unusual system of relations for personal enrichment, but it soon became clear that there is little point in hoarding here, and while the locals are good-natured, they are not so naive as to perform unpleasant work.
[Character can fly], [immunity to mind and body diseases], [immunity to seduction], [Flame of Ikazkan], aesthetics +10.
Sordy
Hulks, whose average height is 50 tin. Traditionally living in caverns alone, with a partner, or with children until the latter reach adulthood. They prefer to spend time on their favorite activities, the most common being blacksmithing and mining useful ore. Peaceful by nature, but if necessary, they can stand up for themselves, aided by incomparable physical power. Their primary diet consists of meat from various animals and dungeon monsters. They may have unconventional ears; horns grow on their heads, but many sordy prefer to saw them off for convenience.
[Character deals double damage in melee combat], [health is twice as high], [physical labor efficiency is higher], +5 to fortitude, +5 to body.
Mirdary
They have no hair covering and are blind (eyes are almost white, usually hidden behind closed eyelids), but possess excellent hearing and immunity; they are very active and hardworking—living in tunnels they dig themselves, organized into separate families led by the oldest representative of the kin. They usually feed on insects, plants, and fungi.
[Immunity to body diseases, immunity to poison], [excellent hearing, access to detection], [protection against negative effects reducing accuracy and evasion], +5 to insight, +5 to energy.
Furies
Fur-covered humanoids with animal tails and ears, as well as corresponding physiognomy; they are distinguished by an excellent sense of smell and sharp claws on their hands and feet. Fury tribes live in cool cavities far from the heat of Ikazkan. The tribe is led by the best hunter of the tribe.
[Excellent smell, access to detection], [SP is twice as high], [immunity to critical attacks], +3 to body, +2 to insight, +2 to fortitude, +2 to energy.
Elms
Ebony lone wizards who prefer to avoid society; most often occupied with some research. They live wherever their interests take them; they eat whatever happens to be at hand. They have pointed ears.
[Once per battle, the character survives a fatal attack and remains with 1 hp], [spirit is twice as high], [character is able to dodge spells], +5 to mind, +5 to fortitude.
People of Tezot
Diverse inhabitants of the "surface." Some ended up in Ikazkan "long ago," others recently, and some were born there. In total, there are several hundred people in the territory of Ikazkan and its surroundings.
No memories of life on the surface, ability to use the ladder of fate, choice of one of the communities, 21 points of characteristics for free distribution, but no more than 7 in one.
Characteristics
Mind
+0.3 to learnability.
+10 to spirit.
Body
+1 to endurance.
+10 to health.
Insight
+2% to accuracy.
+2% to evasion.
Fortitude
+1 to defense
+1 to elemental defense.
Energy
+0.3 to SP.
+0.3 to AP.
Aesthetics
+1 to charm.
+1% to critical damage chance.
Base characteristics equal 10
Learnability: 3
Spirit: 100
Endurance: 10
Health: 100
Accuracy: 20%
Evasion: 20%
Defense: 10
Elemental Defense: 10.
SP: 3
AP: 3
Charm: 10
Critical Damage Chance: 10%
Communities
In Ikazkan, there is no custom of gathering into organizations, but people, apparently due to certain natural instincts, inevitably gravitate toward interest groups.
| Lackeys of Óna Óna is undoubtedly the most important and powerful person not only in Ikazkan, but in the entire dungeon. At the same time, although she enjoys great love and respect from the inhabitants of these lands, she holds no special status in society. She is not a queen before whom one is expected to kneel and kiss her feet, but a whimsical friend to whom people go for help and advice. Nevertheless, some particularly impressionable and fanatical people have nonetheless elevated Óna to divine status and founded a sort of cult in her honor. Bonus: conviction - "Lackey of Óna" - affinity for fire, immunity to seduction, access to learning the spells "Sphere of Óna" and "Last Hour," and the skill "Reality Schism." | |
| Dungeon Warriors Compared to the local inhabitants, a human is less hardy and worse adapted to life underground, and therefore very vulnerable to the diverse and aggressive creatures that inhabit these lands. This community was founded to solve this problem: here, people take lessons in martial mastery from the best masters of Ikazkan and, due to the peculiarities of their thinking, achieve heights that are inaccessible to the original source. Bonus: enhancement of certain skills. | |
| Knowledge Gatherers A community founded by Lord Cartridge with the aim of accumulating facts about the underworld. He and his comrades exchange new information and categorize it for future use. Bonus: +1 to a random characteristic for every 15 entries about characters (must meet them), cities (must visit them), convictions (must meet someone who practices them), skills (must know them personally or see them applied), origins (must meet representatives), significant events. | |
| Dungeon Wizards Despite the fact that magic comes more difficultly to humans than to other sentient inhabitants of the dungeon, particularly persistent sorcerers achieve significant success in this craft; they are helped by exchanging knowledge with comrades. Bonus: spells consume only half of the skill limit. |
Treasures of Tezot
| ?????? ???????? (Ring). Active skill (1 AP): subordinates the target to its will (endurance check)—the target obeys orders but retains freedom of thought. | ???? (Hammer) Damage dealt by this weapon equals the maximum health of the target. Accuracy: 65% | ||
| ????????? ???? (amulet) Brings the character back to life if their health drops to zero. The number of charges equals the aesthetics parameter. Charges do not restore. | ????????? ????? (Lipstick) 50 charges for using spells. | ||
| ?????? ?????????? (amulet) Doubles the damage dealt by the character. | ??????? ?????? ????? (Hairpin) Immunity to negative effects. | ||
| ?????? ???? (dress) At the start of battle, applies gloom status to all enemies. | ??????? ???? (Helmet) Additional turn. | ||
| ?????? ??????? Passive stealth outside of combat. During combat, enemies ignore the character provided they have other targets to attack. | ???? ???????? ??????????? (Helmet) Damage received by the character cannot exceed 35% of their maximum health. |
Ladder of Fate
| First step: match against heredity Character receives from -5 to +5 to each characteristic. | Second step: treasures of Tezot Choice: 40% chance to receive a random treasure of Tezot or 20% chance to receive a chosen treasure. | ||
| Third step: relationships Choice: 50% chance to create an additional character (player-controlled) or 50% chance that a friend/nemesis will be created (50/50, GM-controlled). An additional character cannot step onto the third step. | Fourth step: mutations 3% chance to receive each mutation. | ||
| Fifth step: special relationship One choice: nothing happens or 15% chance that the character will be very (un)lucky (50/50, determined once). | Sixth step: body health Either nothing happens or 60% chance to receive a random body disease, 30% chance to receive two body diseases, 10% chance to receive three body diseases. | ||
| Seventh step: mind health Either nothing happens or 60% chance to receive a random mind disease, 30% chance to receive two mind diseases, 10% chance to receive three mind diseases. | Eighth step: chaos One choice: nothing happens or another random step is repeated. | ||
| Ninth step: decision One choice: accept results, reject results, transfer results to another player (who will then be required to play with them). | Tenth step: memory If the first option was chosen on the previous step, one single-word question about the world can be asked and answered. |