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Posts from Knights of Tezoth

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#166
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Geroist, you actually could take your "dynasty," but then people will say again that the Mage Guild is showing special own treatment.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария
In reply to kcfgogbfalgfl
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#167
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kcfgogbfalgfl
You burned it after what happened in this description took place... Please, be more careful 😡
Yeah, I was only looking at the pictures.
My sword, my trusted ally, unphased by my aspect.
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#168
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This special relationship cost me an extra attack in the tournament and the finale...

I need to check the others first; maybe a combination for this can be found.

Whatever
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#170
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Author
Overall, he seems like the most awkward suzerain.
I hope..
Author
I'm afraid that in his attempts to overthrow Maria, they'll cave his head in.
I'm afraid that no matter the outcome and regardless of the lord, Nebka will get his head caved in 😔

Be strong. Believe
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#172
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It's a pity the pumpkins trigger immediately; otherwise, you could plant them all along the border and then invite other HeroesWorld players over...

In IP there was an onion knight, and here there is a pumpkin one. Actually, you can come up with many cool titles, both beautiful and meme-worthy. Take a picture of a fat guy living a decadent lifestyle and give him the title "beer knight". Sorry if I've voiced someone else's idea

Be strong. Believe
In reply to Happy Life
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#178
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Happy Life
+one kera so that Yashchur forgives previous frictions and tries to return to the game on mutually acceptable terms.
Uh-huh.
Evil Yashchur
don't eat, don't take quests, don't leave the house. And the Shadow will still gut you anyway...
What needs to happen to restore any interest in exps for Yashchur is unknown even to Yashchur himself...
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

(Закон сохранения).
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#179
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Sithia
Once, in times that almost no one remembers anymore, there existed a small long-eared people. They lived in small settlements, were friends with each other, cared for the environment, and surpassed even the most advanced human technologies with their folk medicine and healthy customs, were on the same wavelength as magic, and by the standards of mortal creatures possessed an extremely long lifespan. Except for a certain degree of friction with their dark kin, their native land was a true idyll for them. But one day, along with the familiar clouds, humans invaded their skies, with artificial wings visible on their backs. Thus Elvielfiria, a local inhabitant, lost her home — barely escaping with her life from bombs falling from the sky. 

Her further life carried her to a country where not only the king's subjects but even foreigners received material aid — and so she found a new home. She regularly visited the library she had come to love, which had no equal anywhere else in the world; completed quests for the guild that helped people; befriended a sculptor who had arrived from the far north; admired the depth of love of a certain charming couple; gazed at the stars in a magnificent observatory; passionately pursued fashion in a city obsessed with aesthetics, where every month she spent most of her funds on a new pair of shoes; enjoyed wonderful, crystal-clear beaches; had fun with gambling; watched arena battles... And much, much more. Life here was different from her native home, but just as precious to her. It was here that Elvielfiria met the love of her life, a man for whom she was willing to sacrifice half of the time allotted to her in this world, yet everything came to an end shortly before the planned wedding. The world was crumbling, and it was only by a great miracle that she managed to find herself inside a city that tore into the heavens. After spending years investigating the causes of what had happened, she came to hate humanity and decided to take her own fate into her own hands — her rich life experience combined with a subtle understanding of magic made this possible. 

Millennia later, having overcome her own nature and finding herself on the dry land of a reborn world, Elvielfiria founded a new country, populating it with creatures created through sorcery. And so the Sithians came to be. Apart from elongated ears and some physiological peculiarities (slightly lower body mass, inability to gain excess weight, unchanging appearance upon reaching a certain age, etc.) they are identical to humans outwardly, but not inwardly — every Sithian is malicious and cunning, without exception. Even toward their own kind they feel no warm emotions, only a sense of rivalry, and they despise humans. Only their creator Elvielfiria inspires awe in them.

Humans live in Sithia — on farms specially designated for them, of which there are currently five. Cruel Sithians bathe in baths of their blood to prolong their own lives, use them for food and entertainment. For example, every year the royal palace hosts the "Scarlet Night" festival, during which residents devise various methods of execution and torture, and the winner is the one whose idea pleases the queen the most. 

Origin: inability to hold beliefs except those of Elvielfiria's children, access to Sithian skills, ability to learn new spells. 


Fire Stake
Deals 10*intellect damage to the chosen target, inflicts paralysis and burn. If it kills — may be immediately cast again on another target. Spell, costs 1 AP, range: 20.


Reflection
Reflects damage and effects directed at the caster back (mind power check). Spell, requires spending 1 AP on your turn to activate, lasts until the end of battle. 


Steal the Spotlight
After the end of battle, kills the character perceived as "mvp" without possibility of healing. Spell, mind power check, on failure inflicts injury. Cost: 1 AP.


Blood Pact
Forms a servant-and-master pact with a human. This grants the target +1 to trainability, but obliges obedience — should this requirement be violated, the servant's head explodes like an overripe watermelon. Cost: 1 AP. 


Graceful Silhouette
Forces enemies to ignore the character as long as they have other targets. Spell, used during battle, costs 1 AP.


Magic Storm
For 5 turns, makes all actions on the map beyond 1 tile from the target ineffective. Cost: 1 AP.


Punishing Lightning
Deals 25 units of damage to all enemies on the map, applies paralysis. Cost: 1 AP.


Control
On a successful mind power check, allows choosing one of the following:
- Subjugate the target to your will, defensive roll against this action is twice as strong. Irreversible effect. 
- Subjugate the target's body to your will — they will obey but remain aware of what is happening. Reversible effect. 
- Make the target fall in love with you. Irreversible effect. 
Cost: 1 AP.


Fatal Bite
Kills the chosen target. Range: 10, mind power check. Cost: 1 AP.


Saturation
The caster drains all health from a target on an adjacent tile and temporarily increases their own health limit (until the end of battle). Mind power check, cost: 1 AP.


Misfortune
On success, the target's actions become unsuccessful until the end of the day. Cost: 1 AP.