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#1549
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kcfgogbfalgfl
Just take tentacles.
I still haven't been able to figure out how tentacles compensate for injuries. I can imagine running on tentacles instead of broken or missing legs. Ugliness is already harder... Is it like, "Yes, I'm ugly. But look at my beautiful tentacles! Therefore, I am beautiful too!"? As for how tentacles compensate for, say, stupidity or speech problems, my lizard brain simply refuses to understand...
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

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#1552
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kcfgogbfalgfl
Evolution, baby.
Tentacles with eyes, a mouth, and brains?:D
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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#1553
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10.08
You may write quents, but the start will be no sooner than in two weeks.
Next weekend, then?

Whatever
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#1554
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But how do tentacles compensate for, say, stupidity?
Well, that's exactly something that can be more or less attempted to be justified.
Author
Octopuses and their relatives have a more expansive and complex nervous system than other invertebrates, containing over 500 million neurons, around the same as a dog.[45][46][47] One part is localised in the brain, contained in a cartilaginous capsule. Two-thirds of the neurons are in the nerve cords of its arms. This allows their arms to perform actions with a degree of independence.[48] Learning mainly occurs in the brain, while arms make decisions independently when supplied with information.[49] A severed arm can still move and respond to stimuli.[50]
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#1555
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                                                                        Orvald de Martelam 

Lesson 1.
Our glorious house was known even before the appearance of Eidos the Iron and the unification of Tezoth into a single state. We did not possess great wealth, nor did we have boundless power, but our house has always been held in respect. First and foremost, for the principles we adhere to to this day. They consist not of idle slogans about goodness and love, but of what we do and for what purpose. Unfortunately, our world is arranged in such a way that most of it lives in ignorance and chaos. We are among the few who carry the light of enlightenment, revere science and true culture, as opposed to what is considered such in some other regions and beyond the borders of Tezoth. History shows that only progress can help humanity survive and become better than it is, and with its loss, civilization will regress back into barbarism. The falls of Afezeria and Tisia are proof of that. Perhaps something similar would have happened to our city, had the wise men at the helm of Flavers not reached an agreement with Eidos when he came to the city's doorstep. In doing so, they not only saved the lives of many people, but also preserved the historical heritage of their Homeland. This fact demonstrates that some of the decisions we make may seem controversial, but if one looks at the situation more deeply and with an eye to the future, the decision becomes clearer.

Lesson 2.
According to my father, it was Orric de Martelam, nicknamed "the Tower," who designed our family's coat of arms. I don't know exactly why he was given that nickname — perhaps because of his height, or perhaps there is a more interesting story behind it — but it is known for certain that he had no equal among the local smiths. Although he became famous not so much for his skill at forging, but for his engineering mind, thanks to which he not only improved but also invented new devices, both for peaceful purposes and for military ones, particularly siege engines. It was his nickname that became the symbol of our dynasty, depicted as a golden tower on a black background, reflecting the ignorance that reigns all around. And the hammer atop the tower, with the flame that engulfs its upper part, speaks of our commitment to civilizational progress and the power of thought, which is its driving force. Hence our motto, "From the spark of thought — to the greatness of deeds," coined after Orric's death.

Lesson 3
We are fortunate to live in Florenzan, as it is the most prosperous region. Lord Gitgood Flaveresens is well-versed in finance and governance, doing much to ensure that the local people live in abundance, as are his loyal assistants. Yes, perhaps money sometimes does not go toward the most important aspects of life, and it could be spent more wisely, or directed toward more important goals, but at this stage it is not so critical. In the future, I hope the lord will be more attentive to my advice, and not only mine, which will help him understand the importance of the issues raised by the wise men of Florenzan. The main thing is that Lord Gitgood does not forget that money is merely a means, not the goal itself.
There are several regions whose lords share our interests, as it seems to me, or are close to us in spirit. These are Silverdan, Lorele, Miku, Oshi, and possibly Guildaria. And Kabocha, perhaps — at least, one would hope so. The rest have either strayed too far from the way of life and the values our ancestors honored, or are mired in local customs bordering on regional eccentricities. Take Albus, for instance. It's ridiculous when a country has so many orders and nearly every resident belongs to one of them. 

Lesson 4.
The main threat to Tezoth lies beyond its borders, carried by the wild tribes living in other parts of our continent. They are barbarians to whom science, culture, history, and any concept of the institutions of the civilized world are alien. Most of them live to kill and satisfy their physiological needs. They have no striving for greatness, no urge to make the world better — only the desire to grab a bigger piece, like a rabid dog, and be content with it until their bloodthirsty nature makes itself known again. And so they live out their lives, after which their husks return to the filth from which they crawled, over which the next generation will tread, and the history of the past will be covered in the dust of oblivion. 
But one should not think that danger lies only in the chaos beyond our state's borders. There are threats within Tezoth as well, though they are of a different nature. The concept of culture is now greatly diluted, as is the concept of civilization. The former you can behold in the capital and partially in some other regions that consider themselves cultural centers. The latter has a wider spread and touches upon more spheres of our lives. As a rule, these are unnatural things, alien to human nature and to the nature of the world itself. To some extent, this even concerns magic, although here it is used for good and brings much benefit. But there is another kind that brings death and destruction — the true embodiment of darkness and chaos. The same can be said of certain creatures found in our lands and beyond. All of this poses a threat and hinders humanity's development, though not everyone understands this yet. 

Lesson 5.
Your uncle Oswald advised me to seek out a blacksmith in the south, in the Lorele region. He turned out to be right, and indeed some of the most gifted masters of the forging craft live there. It was there that I met Gustav. Since then, he has worked for me and helps keep the weaponry in perfect condition. Moreover, he may even manage to improve it, if I can find the necessary materials for that. They are rarely found, but perhaps with our connections and resources, it can be done. Should this endeavor succeed, we could even arrange a small banquet.

Lesson 6.
The names Aurelien and Oriane were not chosen by chance — they were borne by some of the most distinguished members of our house. Your mother initially objected, but I insisted on my own. For it is important to preserve and honor the family's history, to remember our ancestors and the good deeds they performed, exalting them through our own accomplishments and continuing the glorious traditions of the lineage. I think in time Margaret will come to understand this, but for now, this lesson is for you to learn and remember. As for the next conversation, I think I will tell you about how I met your mother. It is not a very long or interesting story, but it is certainly important and useful.

Sir Orvald de Martelam, Knight of the Golden Tower of Flavers, servant of Lord Gitgood Flaveresens, adherent of Eidoism.
Men of Tezoth, men +5 to body and +5 to mind, +2 to learning and +25 to characteristics for free distribution but no more than +15 in one characteristic, +1 to learning. 

Characteristics:
Mind: 20
Body: 20
Insight: 17
Energy: 20
Aesthetics: 13

Skills:
Wearing Armor
Hammer
Shield
Riding
Precise Attack
Friendship

Merchant

Equipment:
Right hand: Flanged mace "Sparkbringer"
Left hand: Large cavalry shield "Aegis" with the coat of arms
Body: Heavy armor, over which a black velvet half-tabard is worn, fastened with golden clasps below the shoulders
Head: Sallet with a bevor
Legs: Plate boots
Arms: Plate gauntlets
Shoulders: Golden cloak (dark shade, a mix of ochre and amber)
Other 1: War horn "Voice of the Legate"
Other 2: Ring of House Martelam
Other 3: Wedding ring
Inventory: gold, a flask of healing potion, a letter opener, a black leather cavalry navigation belt pouch with a gilded compass and local maps, a horse named Bastion.


Gustav

Gustav
Men of Tezoth, men +5 to body and +5 to mind, +1 to learning. The equipment worn by the character is protected from destruction and loss. 

Origin: Lorele
Belief: Eidoism

Skills:
Blacksmith
Armorer
Jeweler
Metallurgist

Characteristics:
Mind: 15
Body: 15
Insight: 10
Energy: 10
Aesthetics: 10

Equipment:
Right hand: A smithing hammer with a comfortable ash handle, pitted by sparks and scale from long work
Left hand: Long steel forging tongs with round jaws
Body: A leather work apron-brigandine, reinforced from the inside with rows of concealed steel plates on rivets
Head: A steel brow band with flip-down magnifying goggles and interchangeable darkened lenses to protect the eyes from the forge's heat
Legs: Heavy leather boots with steel toe caps, protecting the toes from falling heavy ingots and anvils
Arms: Gauntlets of multi-layered buffalo leather and articulated plates, impregnated with a fire-resistant compound
Shoulders: A dense traveling cloak of coarse charcoal-gray wool with a deep hood, protecting against wind and rain
Other 1: A steel token with the smith's personal mark
Other 2: A rough steel ring on a simple hemp cord, a reminder of a dear person who is no longer around
Other 3: A pocket-sized golden chronometer of fine jewelers' work, gifted by Orvald de Martelam for faithful service

Inventory: 100 coppers, a flask of healing potion, an ordinary hammer, blacksmithing tools, clothing, jewelers' tools, materials for work.

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#1556
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Emilia Lane



Milady Emilia Lane, Knight of Justice from Matrikaria, servant of Lord Githgood Flaveresence, adherent of the Radiance of Vhelmethra.

+3 to learning, +25 to attributes for free distribution (no more than 15 into one), second urban origin of her region (Lapiena), friends receive +10 to attribute points for free distribution, as well as +1 to learning.

Student of Amalia Drake (+1 to learning).

Attributes
Mind: 10
Body: 10
Insight: 25
Energy: 20
Aesthetics: 10

Skills


Friendship x2
The player can create an additional character (not a Knight).


Riding
The character can ride horses and other animals.


Bow
The character can use a bow.


Armor Wearing
The character can wear heavy armor.


Leadership
The character can pass their turn to allies, +1 to allies' SP.


Precise Attack
100% damage. +50% to accuracy for this attack. 
Cost: 1 AP. 

Equipment
Right hand: Arrow of Retribution (Bow)
Left hand: Arrows
Head: Hat of Themis
Body: Robes of Themis
Shoulders: Cloak of Themis
Hands: Gloves of Themis
Legs: Shoes of Themis
Misc 1: Amulet of Themis
Misc 2: All-Seeing Monocle
Misc 3: Fireproof Waterproof Indestructible and Unlosable Bag!!!

Inventory: Dagger, Writing supplies, Flask with healing potion.
Mount: chosen from the "stable" depending on the situation.

The "estate" in Matrikaria includes servants; a manor with a mansion, pool, sauna, etc.; a "stable" with five horses, two pegasi, a wyvern, and a hydra. Alright, no peasants. An adept of justice has no time to bother with peasants...

The estate, like the knightly title, came from her father — Clint Lane. She met Amalia Drake and Elsa Hacker in the capital during one of her visits there and offered them to move to Matrikaria. 
Amalia Drake


Gender: F (+1 to learning)
Origin: Kronaka (+1 to learning, access to the Doctor skill)
Conviction: Followers of Kanamia

Attributes
Mind: 10
Body: 10
Insight: 10
Energy: 20
Aesthetics: 10

Skills


Bow
The character can use a bow.


Return to Naturalness
Removes all negative and positive effects from the target, deals 250 units of pure damage to supernatural creatures; range: 10, costs 1 AP, does not require a spirit check. 


Integrity Protection
In exchange for 1 AP, places protection from injuries and diseases on the target; lasts until healing after battle. Range: 10. Reapplication grants enhanced (x2) resistance to negative effects. 


Mission Continuation
After three turns following a fall, the character returns to battle with 1 health point, provided that allies adhering to a different conviction remain on the map. 


Doctor
In exchange for AP, brings a character fallen in battle back to life (outside of battle). Leaves no injuries. 


Mentor
This skill allows having up to three students. If a character is a student, they receive +1 to learning. 
Currently two students: Emilia Lane, Elsa Hacker.

Equipment
Right hand: Bow
Left hand: Arrows
Head: Hat
Body: Healer's robes
Shoulders: Cloak
Hands: Gloves
Legs: Boots
Misc 1: Surgical instruments
Misc 2: Flask with healing potion
Misc 3:

Inventory: Dagger, Writing supplies, Medications (bandages, antidotes, anti-burn ointments, etc.)

Place of residence: a house in Matrikaria.

Met Emilia Lane in Kanamia during one of her visits there. Met Elsa Hacker after moving to Matrikaria.

Elsa Hacker



Student of Amalia Drake (+1 to learning).

Gender: F (+1 to learning)
Origin: Indominus (access to the second school of magic)
Conviction: Silian Principles

Attributes
Mind: 10
Body: 10
Insight: 10
Energy: 20
Aesthetics: 10

Skills


Riding
The character can ride horses and other animals.


Bow
The character can use a bow.


Merchant
Discount on goods and services -15%


Stealth
Outside of battle, the character moves unnoticed by those around them.
Cost: 1 AP.


School of Restoration
- Restore Body: the caster or a target on an adjacent tile has all health restored, wounds removed. 
- Restore Item: returns a broken item to its previous state. 
- Restore Soul: brings a character fallen in battle back to life (during battle or immediately after its end) on an adjacent tile, leaves no wounds or injuries. 


School of Movement
- Pathfinding: shows the direction to a chosen character or item. 
- Magic Channel: establishes a connection with one's own home or another location to move items from there into one's inventory.
- Strategic Teleport: returns the caster to a city or another location where a beacon (magic pentagram) was previously established. Only one beacon can be active.

Equipment
Right hand: Bow
Left hand: Arrows
Head: Hat
Body: Light armor
Shoulders: Cloak
Hands: Gloves
Legs: Boots
Misc 1: Flask with healing potion
Misc 2:
Misc 3:

Inventory: Dagger, Writing supplies.
Mount: Pegasus.

Place of residence: a house in Matrikaria, in which a beacon for strategic teleport has already been established.

Met Emilia Lane in Kanamia during her training in the Silian Principles. Met Amalia Drake after moving to Matrikaria.

That's about it... For my part, I'll add that Silian or not, principles are principles, but friends matter more... And also... There are people, and there are two-legged beasts that look like people on the outside... In short, I won't be throwing "kindness" left and right, but will judge by the situation. I hope Elsa has enough "good deeds" to overcome "pangs of conscience" and all that...
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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#1557
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kind Lizardman squad


Whatever
In reply to AstralLein
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#1558
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AstralLein
Revan: creates many regions with unique perks and lords.
Players: start in the capital and bring back old characters.
Revan: and why did I even come up with all these regions...
Just to break Lizardman's brain while he "min-maxed" 5 times...
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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#1559
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I think there are even more min-maxed options.
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#1560
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Lizardman' same good squad
Sororitas would have been more appropriate.
In reply to Ple-Sen
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#1561
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Ple-Sen
I think there are even more min-maxed options.
Possibly. But even for such hardcore "min-maxxers" as Ящур, the power is not limitless...
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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#1562
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Possibly. But even for such hardcore "min-maxers" as Yashchur, the power is not limitless...
Well, in my opinion, you've created not so much a trio of terminators/a terminator with two supports, but rather a trio of supports. There are plenty of safeguards against various unpleasant effects, but they are fragile and there is practically no damage, if you don't count various types of undead.
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#1563
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Enduring, but weak. Just how Nebok likes it.

But in general, when I tried to make own powerful terminators, the game either ended quickly, or there were simply no battles and I abandoned the game (not because of the lack of battles)..

Be strong. Believe