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19 years ago
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Hello everyone!

Participants in the RPG game on our portal are strongly advised to move their character sheets to this section. All new participants should also submit their character sheets here.

We also ask that participants place a link to their character sheet in their signature (this is done for the convenience of both the players and the Game Masters, so that they can always easily remember the main facts about a particular character).

Character sheet template:
1. In-game name
2. Race
3. Appearance and age of the character
4. Weapons, armor type, cloaks, staffs...
5. Clan affiliation. (Currently, СА - Gray Alliance and ОТ - Dark Hordes)(Note – you can change your clan, but only once, and only by finding supporters from the opposing clan)
6. Legend (as detailed as possible about your character, his history, habits, appearance, but within reason :) )
7. Starting city (СА — Wolfjord (Dwarves), Al-Taren (Academy), Irrilot (Empire), Santagar (Elves); ОТ — Karakhad (Dwarves), Mistrad (Necropolis), Krrah-taak (Inferno), Alstrantara (Dungeon))

Character sheets participating in the game (confirmed by the Game Master will have the inscription Participant at the top of the character sheet. Without this inscription, Game Masters will not issue quests! Forging the signature is punishable according to the general rules for forging character sheets, see below)

Also, each player starts with 50 silver coins. The exchange rate can be found in the rules.

Each character has 5 parameters. (while the game is still under development, parameters are not taken into account)

The Money, Health, Mana, and Inventory items parameters are also written on the character sheet. Their values are changed only by the Game Masters. (You can write to the Game Master if he forgot to change your parameters)

If a player tries to change their own parameters, they will receive a warning and a penalty. If the situation repeats, they will be deprived of the right to participate in the game. His character sheet will be deleted.

P.S. That's all for now. In the future, it is planned to develop the gaming system. Follow the news.

P.P.S. You can add a link to your character sheet in your signature like this: Add the following line to your signature:
[*URL="<адрес ссылки на анкету>"] <имя>[/URL]. By removing *, you will get what you need. You can see the address of the link to the message by clicking on its number in the upper right corner.
Example: [*URL="http://www.forum.heroesworld.ru/showpost ... tcount=1"]Rules[/URL]

Sincerely, Supreme
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19 years ago
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Player
Can I play with you? Here is my character sheet:
1) Eric Wynn
2) Undead
3) A tall, slender man with gray skin, 127 years old
4) Two long poisoned swords on his back, a black wood bow on his shoulder, and a quiver of arrows on his belt. He wears a light black breastplate, black pants, and high boots, and a cloak of the same color. He doesn't wear a hat, and his hair is black as pitch, shoulder-length, and hasn't seen soap in about a hundred years.
5) OT (presumably "Offense" or "Other")
6) He was one of thousands of swordsmen trained by the empire until their insane commander decided to attack a Dark Elf Castle. The forces were unequal; his comrades were dying before his eyes, and right in front of him, a black dragon appeared and attacked with flames. He managed to roll aside, grabbed the bow of a fallen warrior, and shot the dragon, first in one eye, then in the other... After a long struggle with his sword, the dragon was finally defeated, and Eric Wynn managed to escape... He was one of the few survivors of that army, becoming gruff and ruthless. He began to practice archery, spending day and night at the training ground until he mastered it... There were many battles and many victories, but Eric Wynn never left a battle unscathed; he was always hit at least once, and his body became covered in numerous scars... This continued until his commander led the army into battle against the undead. The battle was won, but the liches unleashed a plague on the swordsmen's army, and Eric Wynn was taken to a field hospital. His body was covered in sores and ulcers; he was dying in agony, but the healers, trying to save his life, only prolonged his suffering. As he experienced the pain, Eric became increasingly angry, and one day, covered in sores, he grabbed a sword and killed the healers, cutting their bodies into small pieces, and then plunged the sword into his own stomach... The army that Eric served in was defeated; the undead counterattacked and destroyed everyone. A necromancer randomly raised the dead, and Eric was among them...
Years of oblivion followed, but the more Eric fought, the clearer his mind became, and he began to remember the skills he had acquired in life. One day, Eric left his master and came to Mistrad.
7) Mistrad

Level 4
Combat - 3
Defense - 2
Wisdom - 1
(unallocated skill points - 0)
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19 years ago
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Character
1. Givi
2. Dark Elf (assassin):smile28:
3. An elf of medium height, dressed in a black hooded cloak. He looks about 18-20 years old.
4. Rapid-fire magical crossbow with infinite arrows, dagger.
5. Not affiliated with any clan. Travels alone.
6. He underwent rigorous training at an assassin school. Givi's teacher was Vaishan himself. Givi has escaped from hopeless situations more than once. Currently, he travels through cities in search of new contracts. By the way, he is an excellent master of the dagger and crossbow.
7. Alstrantara(Krah-Taak)

Status:100(100)HP

Level 7
Combat Skill - 3
Defense - 5
Wisdom - 1
Magic Power - 1
(unallocated skill points - 0)

Items:
-Assassin's Dagger (+4 combat skill - can instantly kill an enemy; see Assassin Training-)
-Assassin's Crossbow (+4 combat skill - fires poisonous arrows-)
-Sleeping Potion (1)
-Dwarven Beer Mug (1)

Money:
45gold

Spells:
-none

Abilities:
-Stealth
The character can hide so well that he is completely invisible. He can also run and jump without making a sound.
-Thievery
The character can quickly pick locks on chests, doors, etc. He can also steal something from another character and remain unnoticed.

Skills:
-Assassin Training: Advanced Level
The character can use weapons such as the Assassin's Dagger and Assassin's Crossbow. He also has a 50%(1\2) chance to kill any humanoid of level 7 or lower with the first attack. Once per battle. Allows the character to run very fast and jump high.
-Poison Arrows
The character can fire poisonous arrows from the crossbow 3 times per turn.

SPECIAL FOR GIVI — We indicate the BASIC STATS in the stats!!!
In reply to Dr gIVI
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19 years ago
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1. Saruman.
2. Human.
3. An old man with a long white beard, his head covered in gray hair. Brown eyes with a slight cunning glint.
He is proficient in many types of magic, as he has always been a polyglot. He prefers Necromancer and Mind Magic. He is dressed in a gray robe, beneath which is a light mithril chain shirt. A white shirt is worn under the chainmail. Age 762 years, appearing as a frail old man around 70-80 years old.
Nothing is known about his parents or relatives.
4. Armed with an obsidian magic staff and a small snake-shaped dagger made of an iron and silver alloy. Also many combat spells.
5. OT
6. Saruman studied at the Academy of Magic and began as a very promising student. He would sometimes spend days on end in the Academy library and was a favorite of the teachers, which greatly irritated many other students who were not as successful. Sometimes they even bullied the "nerd," but Saruman closely monitored his detractors and immediately reported everything to the teachers, which irritated his peers even more. The young Mage was very, very withdrawn.
He had no friends; instead of socializing, he decided to study hard. The "nerd" understood that knowledge might be more useful to him in the future than friendship. Saruman's main mottos were "Trust no one," "Live in harmony with your conscience," and "Take everything from life!" His only friend was perhaps one teacher, who was as withdrawn as his student. As it later turned out, his "Master" (as Saruman called his favorite teacher) intensively practiced necromancy and subsequently passed some of this knowledge, forbidden among mages, to Saruman, but unfortunately, he was caught practicing the "obscene" art and was imprisoned... the further fate of the "Master" is unknown... And it was precisely this that most repulsed the young Saruman from mages and drew him closer to the darkness.
The young mage also loved Mind Magic and particularly excelled in charm spells. Subsequently, after graduating from the Academy and receiving the title of mage, he disappeared from the sight of other people for a long time, yet never ceased studying magic from other sources...
But recently, a secret sect of necromancers contacted the exiled mage and offered him a job as a scout in the territories of the Gray Alliance, as Saruman was one of the few necromancers who had not lost their NORMAL human appearance and was externally almost indistinguishable from an ordinary mage...
...and so the Dark Mage has finally arrived in Mistrad to meet with the spy and find out more details about the job...
7. Mistrad.

Level 7
Combat Arts - 1.
Defense - 1.
Wisdom - 3.

Equipment:

Saruman's Named Staff
+3 Strength, -1 Agility, knocks back the enemy on hit (knockback damage - mental 1-2*hero level*combat arts; if the enemy is immune to magic, they take no damage but are still knocked back), 30% chance to deal random elemental damage on attack (1-4*hero level*magic power), serves as a reservoir for souls.

Dark Dwarf Ring.
The more money the hero has, the more damage spells deal (additional damage cannot exceed 50%)
Hero wealth > 500 coins - 5%+1%*wisdom
Hero wealth > 1000 coins - 10%+1%*wisdom
Hero wealth > 1500 - 15%+1%*wisdom
Hero wealth > 2000 - 20%+1%*wisdom
Hero wealth > 2500 - 25%+2%*wisdom
Hero wealth > 3000- 30%+2%*wisdom

Saruman's Named Dagger (currently missing from the hero's possession:( )
Strength +2, +1 Agility, poisoned - poisons the enemy on hit (damage 1-4*hero level*Combat Arts, lasts 1*wisdom).
If the enemy was KILLED by the dagger, there is a 20%+1%*hero level*wisdom (but no more than 40%) chance that the dagger will steal the soul of the deceased and transfer it to the Staff.

Spells:
Fireball - 10 hp - special properties: Fire damage; if other enemies are standing near the target, the fireball hits them as well (damage 50% of base damage +1%*magic power), 5% chance to ignite the enemy (2 TURNS, 10 damage per turn), knockback (damage 1+1*hero level*magic power)
Dark Bolt - 15 hp Special properties: Darkness damage (i.e., 30% additional damage against light creatures: Angels, inquisitors, etc.)
Life Drain- -10 hp to the enemy, +10 hp to self. Special properties: the spell cannot be reflected (if the enemy is immune to magic, the spell does not work)
Suffocation - enemy is incapacitated for 2 turns, dealing 4 damage each turn. Special properties: reduces the enemy's defense.
Suggestion - 2 times per day
Illusory Transformation- 1 time per day.

Special abilities:
Voice of Saruman - the effectiveness of all mind and suggestion spells is doubled.

Remembrance - allows you to remember a spell once a day that you learned long ago but forgot over time, and use it. After use, the spell disappears from memory again. The level and power of the spell depend on the hero's level and Wisdom. This ability cannot be used in combat.
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19 years ago
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Participant
1. GvozD
2. Human
3. 25 years old. Height - average, build – ordinary. In general, nothing remarkable. Only the gaze, always wary and attentive to every detail, betrays a seasoned warrior ready to take up arms at any moment.
4. At first glance – an ordinary townsperson – a craftsman. A worn shirt, frayed trousers, scuffed boots; on his head is a rag headband, like those worn by blacksmiths to keep sweat from blinding the eyes during work; few know that beneath it lies a circular scar from torture. Under the shirt is a light chainmail, inconspicuous to a stranger's eye; it was once gifted by dwarves for saving their children from lizardmen in a Dungeon. They forged it with gratitude, so they spared no runes for its improvement. In the cold, it warms; in hot flames, it absorbs heat and stores it for future times. At the belt is a short sword, forged by himself. The dwarves taught him a few things; in battle, the blade erupts flame in a directed beam of such power that he did not even dare test it on his own chainmail. On the belt, in a small pouch, is an inconspicuous irregularly shaped stone. Three days ago, a fellow traveler asked him to deliver it to a mage in Al-Taren.
5. More of a LN. By nature, a legalist. It does not matter whether laws bring harm or benefit (after all, everything is relative and it is not for us to judge, that is what sages are for), everyone must obey them. The primary law is one's own word; even death does not exempt one from its fulfillment.
6. Born and raised in a village on the outskirts of Irrilot. When I was 17, the village was plundered and effectively destroyed by a band of marauders. The people in the village lived peacefully, so they could not offer much resistance. Most were killed, as were all my kin; the others scattered to similar villages or went to the city to earn a living. I found work as an expeditionary for a merchant. Once (about six years ago), my caravan was plundered on the way to Wolfjord. With the meager remains of the goods, I arrived in the city of dwarves. The word I gave to the merchant obliged me to return with the goods, but what could I trade for them, since I had almost nothing left? Thus, I remained as a guest of the dwarves for long three years. With the money earned from selling the remaining goods, I bought a small forge. I must say the dwarves treated me quite well, especially after they realized that I am a man of my word (though because of this I am not very talkative, but among dwarves this is only welcomed). For more than two years, I studied their craft. I must say that their forging has little in common with the human concept, and that is the whole point. By the end of the third year of my stay in Wolfjord, I was finally able to acquire the goods I was supposed to return to the merchant and set out on the return journey. After settling accounts with the merchant, I set out on a free journey. In those three years I spent with the dwarves, I realized that the world is very diverse and full of secrets. My visit to the city of elves, where I stayed for about a year, taught me to listen and hear; it turns out humans simply do not understand how to do it. There is a sea of information in every sound. Now in conversation, I easily hear lies, joy, envy and much more, which I could previously only guess intuitively. Sometimes I even hear a faint whisper of Nature, although I understand it very poorly. It is so ancient that even the elves no longer know how to link it with our language, so it is incomprehensible to anyone but them. However, elves are a frivolous people, and that is not to my liking, so I left their hospitable home. And now my path leads to Al-Taren; I wonder what the mages can share, and more importantly, what they will want to, and if they will want to at all?
7. Al-Taren

Level 4
Martial Arts - 3
Defense - 2
Wisdom - 1
(unallocated skill points - 0)

Spells:
none


Skills:
forging runic artifacts,
elven hearing (see biography).

P.S. Equipment: fire sword (character sheet), fire protection chainmail (character sheet), unusual stone (character sheet), minor magic cloak of invisibility (RPG post 1213), absolute ice protection shield (RPG post 1614)
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19 years ago
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Character
I am the great emperor-kaiser Magnus I.
1. Magnus
2. Magician-Elementalist.
3. Age - several thousand years. But I look 25. A tall man, almost 2 meters tall. In golden chainmail with a purple cloak. Green eyes. Face - like Magnus in Heroes 4.
4. Armor: golden chainmail or golden mantle. On his feet are boots with a levitation effect. Weapon - a staff of elements. (Effect: overcomes magical protection, and also grants the ability to use chains of elements and secret spells of nature magic. On his head is a crown connected to the hearts of the elements. It provides protection from elemental spells and a key of connection, with which I can move to my dimension. On his feet are levitation boots. In his inventory: a bow with arrows, a sword of light, a book of light spells, and a soul-drinking dagger, ingredients, and other things for alchemy. But I lost all of this. Only the key to my home in Al-Sahir remains.
5. Probably the Grey Alliance.
6. In the times of miracles, inspired by Lorkhan, I created Nirn, but when the ritual was coming to an end, I realized that this would weaken the power of Aedra (Anaedra). I decided to move to interrupt the ritual, but it was too late. Part of my divine nature was lost. Part of it is all magic. In TES, the sun remains - it is also part of me.
So, I moved to Xain, to Eraffia. During a battle with barbarians, led by Tarnum, I was killed, but my divine nature manifested, and I became immortal. Then came the part of my life described in Heroes of Might and Magic 7. Later, I went on an expedition to the elemental planes. There, I received another part of my divine nature and the Crown of Elements and parts for creating the Staff of Elements. Later, the day of reckoning came. In Axoth, I decided to subjugate the world to myself, so that there would be no necromancers and demons, etc. - a utopian world. But Sandro prevented this. He took control of the minds of Solmyr and Emilia, wanting to portray me as an enemy of society. He almost succeeded when they decided to destroy me with the Sword of the Gods. I fought with Sandro; it turns out he is Sithis. He cast a spell, and I was transported to Aschen... the continuation of the story will appear soon
7. Near the city of demons (Why not name the places of appearance as the capitals of the factions? Elves - Cyris Talla, Mages - Al-Sahir, Humans - Claw, etc.)

Level 5
Combat Skill 1.
Defense 1.
Wisdom 1.
(Unallocated skill points - 4)

50 silver coins

Special ability:
Sense of the elements + every 5 levels, I receive an elemental disaster spell.
Spells
Ice Arrow - deals 30 damage twice a day.
Stone Spikes - affects an area of 4x2, dealing 15 HP damage, 2 times a day.
Holy Word - deals 10 damage to all demons and undead within a radius of 10 meters.
Skills
Apprentice Master of Artifacts. I can create mini-artifacts of level 1.
Fundamentals of summoning magic.
Items
Amulet of the Berserker (a stone rune on a silver chain, allows its owner to enter a rage (does not feel pain, strength is increased by the amount of Dexterity, Dexterity is reduced to zero, +30% to attack speed, in this state, you can only attack in melee (cannot cast spells or shoot) duration 3 of your posts, the rune is restored for free after 15 posts of any kind from the end of the effect)) and
Medal of Valor: The hero's fighting spirit is harder to break + increases respect among warrior NPCs.
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19 years ago
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Character
1) Almaran
2) Former mage, now a necromancer.
3) Since he became a necromancer recently, his age is quite human – 21 years old.
4) His attire consists of a dark blue hooded cloak fastened at the neck with a buckle in the shape of a book. Under the cloak, he wears light chainmail, taken from his first defeated enemy. He has no visible weapons, but if you look closely, a small magical staff with a lion's head pommel is hidden under the cloak (why a lion? No one knows).
5) OT (Order), but without hatred towards CA (Chaos).
6) Almaran has always sought new knowledge. But mages could not give him everything he was looking for. And so, at the age of 18, he left his hometown and set out in search of necromancers, for who else could know more about the past? In his travels, he gained much new knowledge, and the most important of these was the ability of necromancy, learned from one of the wandering necromancers (rumor has it – a student of Sandro himself). But lately, Almaran has been paying more attention to dwarves, for they possess a wisdom unknown to others, which attracts Almaran.
Driven by a thirst for knowledge, Almaran became involved in the search for the OT pieces of the great artifact. During the assault on Krag-Tah, he was in the CA camp, trying to provoke a small conflict. As a result, he befriended Verdan. After the assault, together with Adelaide, he ended up in the swamps of the dark elves.
7) The border between the lands of necromancers and the empire.
Level 6
Attack - 1
Defense - 2
Agility - 1
Intelligence - 3
Wisdom - 2

10 gold, 27 silver

Items
Amulet of Communication - communication with companions

Staff with a lion's head - unknown ability

Knife +4 damage

Path of Magic

Abilities
Raise Skeletons - 2

Spider - 2

Orator - 4

Concentration - 4

Spells
Magic Arrow (15 HP) four times a day

Invisibility (on 2 of his units) once a day

Ice Arrow (20 HP and freeze for 3 turns of participants in the battle) twice a day
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19 years ago
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Character
RPG character sheet:

1. Machete
2. Human (mercenary assassin)
3. Age 27. Dressed in light protective armor, with a black hooded cloak over it. A shoulder bag is slung across his body. His face is expressionless, with dark hair reaching his shoulders.
4. Weapon: a machete with a flaming blade (it's just a visual effect).
5. Secondary Attribute.
6. The character's mother and father died when he was a baby. His unscrupulous uncle immediately sold the child to someone with clearly bad intentions, after which the hero remembers nothing. For the past 3 years, he has been in Irrilot, in a brotherhood of monks gathered around some kind of relic, carrying out missions to eliminate particularly dangerous creatures. He is withdrawn. He suspects that the monks have tampered with his mind; he only remembers vague images from his past life. He believes that he is destined for something greater. He possesses a natural talent for chaos magic, which he is not yet aware of.

From a conversation with Howie:
When I learned that great events were happening in the wider world, I set out in search of adventure... unsuccessfully, however, as I soon found myself behind bars. There, an elf appeared to me; he gave me this amulet *shows it* and got me out of prison in exchange for a favor: I had to protect the life and health of a certain sorceress while she carried out her important mission. We and the elf rescued her from a necropolis, but we almost died ourselves...
7. Irrilot.

Currently located:
Clover

Level 4
Martial Arts 2
Defense 2
Wisdom 2
(Unallocated skill points - 0)

Abilities
Weapon Summoning - from a medium distance, he can mentally summon his weapon. Affects blades.
Also, he has a talent for climbing.

Inventory
50 gold coins
Machete
Holy Water 1 flask
Sword "Soul Hunter"
You cannot part with it. If it is even a short distance away, you will immediately be overcome with a fit of rage, and you will try to get it back without thinking about anything.
Sword +2 to attack. Upon impact, the opponent receives spiritual wounds. If the sword is in a creature for a long time (10-20 seconds), the creature's soul is absorbed into it. This increases the attack by 0-3 (depending on the soul). The bonus attack decreases by 1 each day.
You must complete the Soul Hunter's tasks.
In reply to Machete
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19 years ago
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Participant
1. Lelin, or just Lelya. :)
2. Half vampire, half elf.
3. Age - I don't remember... Appearance - short hair, dark eyes, short, clothing: black corduroy pants, shirt, corset, comfortable boots (just like Anna:D), and of course, a long cloak.
4. I only need my faithful sword - "Blood of the Immortals".
5. OT (Out of Turn).
6. I don't remember anything, I woke up in a dark cave...
7. No.


Currently located in: the vicinity of Krrah-Taak
Level 4
Combat Skill 1.
Defense 1.
Wisdom 1.
(unallocated skill points - 3)

50 silver

Items:
Vampire Sword (20% of damage dealt is transferred to the owner)

Abilities:
Bat Form - can transform into a large bat (well, large for a bat, about the size of a cat), vitality decreases by 60%, can fly, speed +50%, dodge chance 50%, does not use weapons, possesses vampirism, hearing becomes much sharper, can even "hear" the location of objects far outside the visible range or even hidden by the "invisibility" spell.
Vampire Charm - Possesses a charming appearance, enhanced by the special magic of vampires... capable of attracting a person even from a distance using a call.
Vampirism (-15 HP to the enemy, +15 to self) per turn.
Duration is equal to the level.
Frequency of use: if used again with less than a 10-turn pause, the life points drained per turn are reduced to 10, and then to 5.
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19 years ago
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Participant
1. Silvanis.
2. Half-elf.
3. 28 years old; age is known precisely, as the parish priest made a record. Appearance - tall, long reddish-brown hair, sometimes tied in a ponytail or falling freely on the shoulders, shimmering like copper in bright light; very fair skin; grey-hazel-green eyes. Facial features are quite delicate, looking more like an elf; the only significant difference is the ears, whose length is almost no different from ordinary human ears... Dressed in a dark green robe embroidered with a leaf pattern; over it, he wears a travel grey-green cloak. Sometimes - in appropriate situations - instead of the robe, he wears a leather jacket with sewn-on metal plates and matching leather pants. Footwear - boots.
4. A long one-handed sword with a narrow blade, without any decorations. The hilt and guard are wrapped in a strap. I also carry an old oak staff with a carved elven rune, which I lean on during long marches. Of course, there is a dagger, quite beautiful, with a crimson blade and a semi-precious stone in the hilt; but this is less a weapon and more just a necessary item for any traveler's household.
5. СА
6. My father was an elf, and my mother was a human. An elf druid was going to war with an army, and his detachment passed through the town where I was born. Mom later told me that back then her father had found himself in a human city for the first time and was completely bewildered; he wandered through endless narrow, dark, and winding streets, got lost, and simply didn't know what to do, but a young girl he met took pity on him and gave him shelter for the night; she said that back then she never even thought she could love an infidel who did not recognize Elrath. The next day she helped the elf find his detachment, but it turned out he would remain here for another six months. And during those six months, Elrath or Sylanna made it so that the elf and the girl got to know each other better and fell in love; things were heading toward a wedding, but suddenly an order was given and the detachment, which included the druid Alpheneon, my father, left the city. Alpheneon promised his beloved that he would return; but he did not. Later she learned that he had been killed on the way back by a stray arrow from one of Vaishan's assassins who had ambushed the elves; moreover, there was only one killer who, after firing, immediately fled.
Diilda, my mother, changed greatly after the news of Alpheneon's death; everyone who knew her before said that the druid took part of her soul to the grave with him. Her health grew weaker and she died when I was 8 years old. I was given to be raised by a local priest, Father Bleiger. Long before their separation, just upon learning they would have a child (and the druid, using his magic, easily felt it would be a boy), my father and mother agreed that they would give him some special elven name that should bring him luck; but alas! This name could not be spoken until I turned 16 - otherwise it would not bring me luck (Mom just called me "son") - and before her death, she did not tell it to me; or if she did, I forgot, as things were too difficult for me then...
One way or another, I received my current name from Father Bleiger. He said - "ah! This is the very boy whose father is from Silvan!", and when I could not state my name, he said that from now on I would be called Silvanis.
I grew up under his guardianship, and those were happy years; the only unfortunate circumstance was that other children often teased me for being a half-elf and for having neither father nor mother. But with Bleiger, I always found help and solace. This kind man introduced me to the faith in Elrath, and although I often use Sylanna's magic and do not renounce my elven roots, I worship the Dragon of Light.
The children refused to play with me, and I spent my time with Bleiger. He taught me much; I learned to read early and read many books, mostly on magic and natural science. And when I grew older, he taught me the basics of Elrath's magic.
But gradually, as I matured, significant changes occurred within me. Bleiger suggested I become a monk, but I refused (and he was not offended in the least); the other kids gradually got used to me and accepted me as an equal - I was faster and more agile than them due to my elven blood and I could show them some little tricks of light magic. But the main thing were the girls. Human women always have a weakness for elves; and since their nature is very apparent in me, gradually young neighbors, servants, and other females simply wouldn't leave me alone. Several times I had to fight with guys who claimed that I used my magic to steal their girls. But in reality, it was not like that at all. I made absolutely no effort to attract their attention; it even depressed and strained me, as elves mature sexually much later than humans and I was psychologically completely unprepared for any relationship other than friendly ones. Often the girls were offended with me because I did not give them proper attention.
Because of one of them, I had to leave town. It happened like this. One late spring evening, I was sitting on the far bank of the Voglyazma River flowing through the city and admiring the sunset, as I usually did in the evenings. One of the girls I knew - and who wasn't indifferent to me - passed by. She approached the water and leaned over to scoop some water, but the bank, eroded by spring floods, was too slippery, and with a scream, she fell into the water. It must be said that humans can hardly swim, and the current was very strong. I jumped after her and, without great difficulty but over a long time, pulled her to shore. She was unconscious - she had swallowed too much water. Something had to be done, and after reviving her slightly, I began performing artificial respiration (which I learned from books by a healer - Bleiger's friend who often visited us). This is when several women who had gone for water caught me, including her mother.
They completely misinterpreted my actions, and that same evening the mother of the girl I saved went to my mentor and declared that I had dishonored her daughter and was now either obliged to marry her to restore her honor or be subjected to trial. I didn't fancy either option, and Bleiger and I decided it would be better if I simply left town. And in haste, I left the home of my mentor, which had become a home to me. As a farewell, he gave me that dagger with the semi-precious stone and said it was Alpheneon's "pledge" (it is customary to give a bride some decorated weapon if you go to war and promise to return; usually daggers are given) to my mother.
I didn't really know what to do, but decided the best thing would be to go to the land of my ancestors on my father's side. And for several years I searched for my kin; I will remain silent about my countless adventures on this path. Eventually, I reached Irollan and found Druid Alpheneon's kin there, the Veyeronn clan. Four years flew by among the elves like a leaf falling from a beech branch, just as quickly, brightly, beautifully. I learned much from them; I can establish contact with the forces of nature, I can sometimes foresee events, I know some things about druid magic. But my main impression, the main event in my life in the elven forests were the festivals; songs, laughter, dancing by the fire, someone's hair flying and sparkling in the bright light of the fire (mine? or hers?...), quick movements, closeness and warmth - and then separation again... I will never forget and never truly remember all the charm of Irollan's festivals...
But I left that world, a world that was so close to me and which I dream of returning to again... if possible. One time, waking up in the morning, I <i}felt... I felt that I <i}had to go. Had to do something... What? That I didn't feel. And I don't feel it now. But I know that some duty lies upon me. And I will do everything in my power to discover my purpose and fulfill it.
The elves gave me a staff and a sword; the rune on the staff gives me strength to walk slightly longer than I normally could, drawing own energy from the very land I step upon.
I joined the Grey Alliance... Not because I am devoted to their cause and wish to achieve some rank there, but because I feel that my <i}cause lies close to theirs; for now our paths go together. And I know for certain that my path - if I do not betray myself - will never converge with the path of the Horde of Darkness...
Character is gentle, non-aggressive, prefers diplomacy. But if such a necessity arises - I take up the sword or prepare some spell. I love to joke, which sometimes annoys my interlocutors. Sometimes I can perform some wild stunt à la Loki without any malicious intent, just for fun, and then spend a long time dealing with the consequences...
7. Belstun, a small town on the border of the Empire of the Falcon and Irollan.

Level 4
Attack 1
Defense 1
Agility 2
Wisdom 3
Intelligence 2
(unallocated skill points - 0; if one point is given for the first level...)

Added after 11 hours 34 minutes
[/U]Items:
- Elven staff with a rune (restores, due to absence of fatigue parameter, health - 8% per post)
- Silvanis's dagger - not exactly known what it does yet, but it seems to bring luck...
- Elven sword - light as a one-hander and long almost like a two-hander, perfect for fencing. Cons - weak at piercing armor.

picked up recently during events:) seemingly these:
- amulet with a hexagram
- two short swords (like those of blade dancers)
- several jars with something own unknown but clearly related either to alchemy or to trash cans

Abilities:
- Ability to swim (strength 1 - meaning does not sink, can even cross a narrow river, but will not take prizes)
- Orator (strength 3)
- Concentration (strength 1)
Spells (taught by druids and Bleiger):
- Haste
- Divine Strength
- Lightning
- Stone Spikes
19 years ago
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Participant
1. Jeeeek
2. Barbarian, human
3. Born in .... I don't remember when anymore, but I know I'm no more than 30. Strong build, my barbarian roots make themselves known. Short hair, you could even say closer to medium length. Long-unshaven stubble covers part of my face. A vacant, expressionless gaze that has seen so many deaths in its time that even a Necromancer could be envious. The body is covered in scars; among them: 2 on the face, one goes through the eye, which is, however, common among warriors, the second goes from the ear to the lip. On the body itself, there are about twenty, plus wounds from arrows and magic. The torso is covered in drawings applied by orc shamans. Two fingers are missing from the left hand, and a piece of the ear is gone, lost in childhood in a fight with ragamuffins just like me. Not tall. I wear ordinary studded chainmail and trousers, but my boots are special; a mage gave them to me, I don't remember what I helped him with. On my head is a horned helmet with studded chainmail hanging from the sides.
4. Behind my back is always a named axe, beginning to rust, received in honor of freedom. Like me, it is soaked in blood. A mace hangs on the left of the belt, and 3 light throwing axes on the right. Very recently, in battle, my shield was smashed — so I am currently searching for a new one.
5. Not yet determined.
6. I have been alone all my life, there was no one, neither friends nor relatives. I don't remember my earliest childhood. I spent most of my life with orcs; it was a complete hole, but now the city is gone, only ruins remain after the invasion of the Necromancers. As they told me there, I came to them on my own, though I find it hard to believe. The orcs immediately sent me to some pen; I lived with cattle, and there were about 40 other people besides me, all terrifying, embittered, ready to kill at any moment, I remember it as if it were now. Perhaps they are the ones who planted all my cruelty within me.
In short, I lived there for about 24 years, or somewhere around that, I lost track of time long ago. Every year, an orc named Wartull would take 8 people from the pen and hold gladiatorial fights; the winner was freed, granted eternal honor and glory. Orcs themselves sometimes participated in the Tournaments, but that was when it seemed you were already free, but then a huge orc would step out and you had to fight him. My time came; it wasn't my first time killing, and the orcs taught me a lot (, I am proficient with any type of melee weapon except the bow, I've never shot one, ) and my victory in the tournament was absolute: 4 fights, 4 deaths, including one revered orc ( , the shaman's right hand, ) Urlog. For this, I received the axe with my name on it, honor, and glory. I did not leave the orcs; I was offered to become a commander over the morras (humans, mercenaries for the orcs). From battle to battle, I rose higher and higher until I became quite revered by the orcs; for some time, my name was constantly on their lips. But after a battle with some people in green robes with huge bows, I probably died (this isn't the first time for me,, but I've never had so many wounds). My body, with about 7 arrows sticking out of it, lay on the battlefield for a long time, but then something breathed life back into me; then I realized that I still had something to do. I set out to wander the land in search of my destiny, trying to atone for my guilt, my many sins, but I am not afraid to die; I have done so much that death, for me, is not a punishment, but a help.
I haven't been anywhere, so I don't know or see much.
I tried to erase my memory by drinking for days on end, but something with a sweet voice called me to...
7. On the brink of death, somewhere near Santagra.

CURRENTLY LOCATED: near Krrah-taak
LEVEL 4

MARTIAL ARTS 2
DEFENSE 2
WISDOM 1
(unallocated skill points - 2)

LIFE
100Hp/100Hp

ITEMS:
Jeeeek's Named Axe (+2 atk)
Money 49 gold

ABILITIES:
Fury - Attack + 10%
Defense - 15%
Magic Immunity 2%- for each level Jeeeek receives + 6% to magic resistance. skill works up to 60%
Poison Immunity 3% for each level Jeeeek receives + 1% to poison resistance. skill works up to 40%
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19 years ago
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The principle isn't very clear, but I'll try anyway:
1)Saruman the White
2)Maiar (if races are only for heroes, then mage)
3)An old man in a shimmering iridescent cloak, with a pleasant young voice and a black staff in his hand. Age - 3557.
4)Magic, black staff, short poisoned dagger, a voice that acts as a weapon of suggestion.
5)Can I be neutral? If not, then Alliance.
6)A former messenger of Manwë in the distant world of Arda who suffered defeat in the battle for power over Middle-earth; using a newly acquired palantír, he wandered through worlds for a long time until he settled in Ashan. During his travels, he did not lose his combat and magical skills and is always ready to enter a battle for power.
7) Al-Taren
Abilities: (desired) Voice of Saruman (incredible power of persuasion), poisonous dagger strike, palantír (foresight), infrastructure (bonus when creating iron or steel items for himself and his allies).
Magic: (desired) fireball, army inspiration, compressed air blast (like the one used on Gandalf in the movie).
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19 years ago
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1. R.3.M.
2. A man with no past, who doesn't remember and doesn't want to remember... sentenced to life service in the army... By a twist of fate, he received the rank of a crusader in the imperial army...
3. 28 years old... His face and body are covered in scars... The scars are a reminder of past deeds and friends who are gone forever...
4. Large and heavy, but a one-handed sword, CristCrimer... received from the general himself for being the only one who survived the defense of a small fortress in the south of the country... A shield made of light and durable metal, mined in the mines of the Dwarves... leather armor, like a gladiator's... That's all...
5. SA (see point #2)
6. At the age of 17, he was sentenced for stealing 3 gold coins... for an unsuccessful escape attempt in which 4 guards were injured, he was sent to serve in a small fort N, where after 4 years, only ruins and piles of unholy things remained of the fort... Now, having lost his squad during a storm on the way to a new fort, he is on a deserted shore... unsuccessfully trying to recover.

Level 1
Combat Skill -1
Defense -1
Wisdom -1
Why would a warrior need magic? Only to heal himself...

Money: 20 gold coins, accumulated throughout his life...
Items:
1. Travel dagger.
2. Potion of antidote (3 pcs.)
3. A gold ring, somehow found in his pocket...
Abilities:
1. Adrenaline - increases all skills by 2 points * per hero level; used ONLY 1 time per day... After use, it is advisable to rest, as strength and dexterity decrease by 1.
2. Knight's Prayer - strength and morale +2
Spell - only 1 - Healing (restores 10-20 damage points...)
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19 years ago
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1.Sorio-oz
2.Demon
3.height-2m. demon. A crescent-shaped scar on the face, received in long battles against mages. Age 53078 years. A long cloak on the back. hair-short. has sideburns and a goatee. Leather pants. A samurai sword at the belt, and a sun-shaped staff in hand.
4.Hammer, dwarven robot armor, waterproof cloak, sun-shaped staff.

5.СА
6.Born in Krrah-taak. To a demon father and a dwarf mother. Trained as a battle mage. went to war. Gained comrades: STRANNIK, VERDAN, THE ONE WHO... FELL CAPTIVE to the Necropolis... organized an escape... now living in Wulfjord.
7.Wulfjord.
Level1
Attack-1
Defense-1
Agility-1
Intellect-1
Wisdom-1
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19 years ago
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Participant (approved by GM Nowizard)
1. Alexander
2. Half-Angel
3. A 17-year-old young man with green eyes and chestnut hair. Height: 175-180 cm.
He wears a white robe with a hood, over which plate armor is worn. On his side, he has a scabbard with a snow-white sword,
which shines like snow in the sun. He wears a cross. And in his hand, he holds monastic prayer beads.
4. A sword with prayers engraved on both sides, light and not bulky armor so as not to restrict movement.
Prayer beads that help to concentrate on prayer, and finally, a cross that protects against curses.
5. SA
6. Once, an archangel appeared to a monk in a dream and said that not far from the monastery, near a stream, there was a child, and in his veins
flowed both human and angelic blood, and asked him to take the baby to the monastery. Upon waking, the monk prayed
and went to the place that the angel had spoken of, and indeed found a child there, who already had a cross.
The monk took him to the monastery. The boy grew up there and was raised by the monks, constantly praying in his cell.
When he prayed, a halo could be seen above his head. But when he was 16 years old, a necromancer attacked the monastery
with a small army of skeletons and a dozen vampires. The monastery managed to win and send the unholy creatures to hell. But the monks
saw that in the battle, Alexander instantly healed the abbot's wounds and became convinced that he possessed angelic qualities.
After the battle, they made him a sword, engraved prayers on it, and blessed it so that it would inflict additional damage on the undead and hellish
creatures. And after consulting, they blessed the young man to leave his native monastery and destroy the unholy,
using the blessed sword, the power of prayer, and his angelic nature.
7. In the Valley of the Ice Springs, near the city of Irrilot.

Abilities:
Greater Healing (Heals minor wounds instantly, +1 to Knowledge on the next turn)
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19 years ago
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Game Master
1Wanderer. Real name unknown.
2Human, pureblood.
3A tall man, around 35-40 years old. Dark-haired, dark-eyed, his favorite attire is a doublet. He has several notable tattoos on his body, in particular – 8 bats on his left arm. If you look closely, you'll notice that silver sparks occasionally flash through his perfectly styled hair.
4His favorite weapons are a crude sword from Ashan and a dagger. He despises armor, sincerely believing that it only hinders a warrior, although he doesn't mind magical shields – light and invisible.
5. OT
6In general, the curious don't live long... But, if you have enough courage, you can ask him about his past... if you meet him.
7The Wanderer appeared in one of the Waygate Portals in the caves of the dark elves...

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