Skip to content

Posts from Dal Shabet

5.0 (4 ratings)
User Avatar
#16
Auto-translated
Another question:
...once, instead of attempting to escape, the prisoners organized a takeover of the prison and succeeded. The most hardened criminals took over leadership positions, while the guards were relegated to the role of slaves.
Of course, the government immediately sent an army to retake the prison...
How many years ago, relative to the current events of the game, did this happen?
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
User Avatar
#17
Auto-translated
~Two centuries.

Agnet Dal Lang
Characteristics
Strength — 21
Constitution — 21
Dexterity — 9
Intelligence — 11
Willpower — 13
Speed — 8
Perception — 8

Parameters
Health: 170/260
Magic Energy: 95/95
One-handed weapon and spear damage modifier: +20
Critical hit chance: 4%
Melee accuracy: 11 (+10, polearm)
Melee evasion: 11
Magic Power: 19
Resistance: 19
Movement speed and initiative: 9 (4)
Ranged combat accuracy: 9
Ranged attack evasion: 7

Combat Characteristics
Weapon:
Family spear. Damage 40 (+20)+15, 20 (+10)+7 when used with a shield.
Enemy hit parry chance: 9%
Round steel shield:
Successful block chance: 20% (+5%) +25% = 50%
Plate armor
Movement speed is halved. Use of ranged weapons is impossible. Reduces all incoming damage by half. [/FONT]

Abilities
Rank 5 Polearm. +10 damage, +10 accuracy. Chance to parry enemy attack and subsequent paralysis; speed rivalry; attacks deal damage (50%) to a small area; character responds to every attack.
Knight. 50 health, melee damage bonus (+30 two-handed, +15 one-handed and polearm), shield use bonus (+25%)
Rank 1 Shield.

Spells
Healing Magic:
— Mental Shield. Protects the character from any effects on the mind. 50.
— Restoration. Regenerates a certain amount of health. 1 = 0,5.
— Healing (treatise). Fully restores lost health. Can only be used out of combat. 1 = 0.2
Status
— Hand missing (use of skills and abilities requiring two hands is impossible).

Ratislav
Characteristics
Strength — 26
Constitution — 13
Dexterity — 9
Intelligence — 14
Willpower — 9
Speed — 8
Perception — 8

Parameters
Health: 130/130
Magic Energy: 140/140
Two-handed weapon damage modifier: 46
Critical hit chance: 25%
Melee accuracy: 11 (+12 for two-handed weapons)
Melee evasion: 11
Magic Power: 11
Resistance: 11
Movement speed and initiative: 9 (4)
Ranged combat accuracy: 9
Ranged attack evasion: 9

Combat Characteristics
Weapon:
Masterfully crafted two-handed sword. Damage 50 (+46)
Paralysis chance: 26%
2 attacks per turn.
Steel armor.
Movement speed is halved. Use of ranged weapons is impossible. Reduces all incoming damage by half.

Abilities
Rank 5 Two-handed sword. +20 damage, 15% critical hit chance, 1 strength = 0.5 accuracy, chance to paralyze target with each hit, each kill restores 20% health, targets whose health is below 35% die instantly, additional attack.
25 health and magic energy to each character in the group, willpower bonus (+10); provided that the character with this skill is appointed as the party leader

Spells
Healing Magic:
— Healing. Fully restores lost health. Can only be used out of combat. 1 = 0.2
— Mental Shield. Protects the character from any effects on the mind. 50
— Restoration. Regenerates a certain amount of health. 1 = 0.5.
— Dispel. Nullifies the effect of a spell. Price depends on the type of spell.
— Grace (treatise). Character cannot perform other actions; allies gain passive health and magic energy regeneration (17). 40/turn
— Healing Tree (treatise). A tree grows on the battlefield, restoring 10% of maximum health to each allied character. 50
Elemental Magic:
— Ice Graves. Upon successful casting, the character's body is covered in a thick layer of ice, and all internal organs are frozen. The character remains in this state until they are dispelled or take damage (the first attack will deal ten times the damage). 50
— Air Blades. Armor ratings are reduced by 1/3. Maximum application range: 25. Damage 50. 40
Status

Nemo
Characteristics
Strength — 21
Constitution — 21
Dexterity — 8
Intelligence — 16
Willpower — 17
Speed — 9
Perception — 9

Parameters
Health: Dead
Magic Energy: 0

Abilities
Rank 5 Two-handed weapon. +20 damage, 15% critical hit chance, 1 strength = 0.5 accuracy, chance to paralyze target with each hit, each kill restores 20% health, targets whose health is below 35% die instantly, additional attack.
Juggernaut. Removes movement speed penalty when using heavy armor and shields.

Spells
Healing Magic:
— Healing. Fully restores lost health. Can only be used out of combat. 1 = 0.2
— Mental Shield. Protects the character from any effects on the mind. 50
— Dispel. Nullifies the effect of a spell. Price depends on the type of spell.
Arcane Magic:
— Illusion. Creates an illusory image of anything. This could be a weapon, a person, a terrible monster, or a beautiful maiden. Cost depends on the significance of the illusion.
— Mind Reading. Upon successful application, the player gains the ability to extract any desired information from the head of another player. 20
Life Magic:
— Heart Control. The character can perform any manipulations related to a human heart using the power of thought.

Chorus Harn
Characteristics
Strength — 8
Constitution — 8
Dexterity — 11
Intelligence — 19
Willpower — 20
Speed — 8
Perception — 13

Parameters
Health: 80/80
Magic Energy: 320/320
Critical hit chance: 20%
Melee accuracy: 15
Melee evasion: 15
Magic Power: 38
Resistance: 38
Movement speed and initiative: 9 +25
Ranged combat accuracy: 19 (+18 when using pistols)
Ranged attack evasion: 19

Combat Characteristics
Weapon
Pistol. Damage 30. Range: 35.
Additional attack.
[Ivissa's Invention
In combat, increases movement speed by 25.
Out of combat, allows moving several meters (willpower/2) provided that the desired teleportation spot can be seen]

Abilities
Swindler. Bonus to dexterity ratings (30) out of combat (to everything except aggressive actions)
Rank 3 Pistol. Additional attack. Additional attack. +18 accuracy.

Spells
Dark Magic:
Subjugation. The selected character comes under the player's command. 100
Bonds. Character binds the lives of any two people; everything that happens to one also happens to the second. 75
Suppression. Allows changing a character's personality and memories at will. 100
Arcane Magic:
— Mind Reading. Upon successful application, the player gains the ability to extract any desired information from the head of another player.
Peace. Plunges the target into sleep and they remain in this state until some aggressive action is taken against them.
Status

Amos Selig
Characteristics
Strength — 7
Constitution — 7
Dexterity — 7
Intelligence — 25
Willpower — 20
Speed — 7
Perception — 7

Parameters
Health: 70
Magic Energy: 220/545
Critical hit chance: 30%
Melee accuracy: 7
Melee evasion: 7
Magic Power: 38
Resistance: 38
Movement speed and initiative: 7
Ranged combat accuracy: 7
Ranged attack evasion: 7

Abilities
Spells
Dark Magic:
— Servant. The selected dead person becomes the player's minion, has tripled health, but the quality of their health and abilities depend on the state of the body. 75
— Subjugation. The selected character comes under the player's command. 100
— Death Mark. The selected character dies. 125
— Soul Chain. Character absorbs 10% health of all characters participating in the battle every turn. While casting this spell, other actions cannot be performed. 125+50/turn
Arcane Magic:
— Veil. Makes oneself or an ally invisible, allowing any actions (except aggressive ones) without revealing themselves. 50
— Peace. Plunges the target into sleep and they remain in this state until some aggressive action is taken against them. 50

Adrian
Characteristics
Strength — 8
Constitution — 8
Dexterity — 11
Intelligence — 15
Willpower — 15
Speed — 9
Perception — 21

Parameters
Health: 80/80
Magic Energy: 165/165
Critical hit chance: 10%
Melee accuracy: 15 (+6) -10
Melee evasion: 15 (+6)
Magic Power: 23
Resistance: 23
Movement speed and initiative: 11
Ranged combat accuracy: 42 (+12 when using pistols +25, +10) - 30
Ranged attack evasion: 42 (+19)

Combat Characteristics
Weapon:
Pistol. Damage 30 (+5). Range: 35.
Ring Lock II. Damage increases by 5, additional attack.
Additional attack.
Additional attack.
Sight I. Shooting accuracy increases by 10
Righteous Bonus. Efficiency of dexterity and perception is increased.

Abilities
Inventor.
Scout.
Assassin.
Rank 3 Pistol. +18 accuracy, additional attack, additional attack

Spells
Arcane Magic:
— Veil. Makes oneself or an ally invisible, allowing any actions (except aggressive ones) without revealing themselves. 50
Reality Control:
— Teleportation.
Status
— Left arm missing up to the elbow (use of skills and abilities requiring two hands is impossible).
— Left eye missing. Ranged combat accuracy -30, melee accuracy -10.

Gehedge
Characteristics
Strength — 14
Constitution — 16
Dexterity — 18
Intelligence — 15
Willpower — 18
Speed — 19
Perception — 16

Parameters
Health: 160/160.
Magic Energy: 170/270
One-handed weapon and spear damage modifier: +7
Critical hit chance: 16% (+3 one-handed)
Melee accuracy: 34 +2 (one-handed)
Melee evasion: 34
Magic Power: 32
Resistance: 32
Movement speed and initiative: 35
Ranged combat accuracy: 26
Ranged attack evasion: 26

Combat Characteristics
Weapon
Black Ice (one-handed sword). Damage 30 (+7).
Chance to parry enemy spell: 54%.
A successful hit on the enemy drains 100 units of magic energy from them.
Parry chance 17%
Light armor
Blocks 10 units of incoming damage.

Abilities
Rank 1 One-handed weapon. +2 accuracy, +3% crit, hit parrying.
Archaeologist.
Assassin.

Spells
Dark Magic:
— Death Mark. The selected character dies. 125
Shamanism:
— Locator. Character gains the ability to see the location of any other character; it is enough to know their name and have an idea of who they are, or have their appearance in memory.
With a personal item of this character and a map of the area, the player can determine their exact location.
— Sanctuary. Enchants a room (room, house, etc.) such that any unwanted guest cannot enter until the owner invites them. No more than once per day.
— Reveals the nature of a character and transforms them into the corresponding creature. No more than three times per day (willpower modifier).
— Madness. Drives a character insane. No more than three times per day (willpower modifier).
Reality Control:
— Creation.
— Teleportation.
— Denial.
Other Inventory and Property
Xipil's Bracelet, , dagger (damage 15).
— Book. Darius (Copy)
— Book. Galaktion (Copy)
— Book. Eleuia (Copy)
— Book. Jamal (Copy)
— Book. Donat (Copy)
— Book. Ziyad (Copy)
— Book. Mavra (Copy)
— Book. Neon (Copy)
— Book. Sitara (Copy)
— Book. Furfur (Copy)
Notes of Alia Richter (Copy)
Creation. Life Magic. (Treatise) (Copy)
Dark magic treatise. Dark healing. (Copy)
Dark magic treatise. Devastation. (Copy)
Antidote.
Dream powder.
R: 0
Status

Eagle Paroxian
Characteristics
Strength — 11
Constitution — 11
Dexterity — 12
Intelligence — 11
Willpower — 11
Speed — 23
Perception – 29

Parameters
Health: 30/30
Magic Energy: 110/110
One-handed weapon and spear damage modifier: +10
Critical hit chance: 4%
Melee accuracy: 17
Melee evasion: 17
Magic Power: 15
Resistance: 15
Movement speed and initiative: 50
Ranged combat accuracy: 74 (+10 when using bows)
Ranged attack evasion: 74
Combat Characteristics
Weapon:
Bow. Damage 30-110. Range 50 (+50)
Paralysis chance: 29%
Additional attack.
"Faith". Damage dealt to demons, demon worshippers and spawn of darkness is tripled. Followers of other religions take double damage.

Abilities
Rank 5 Bow. Paralysis chance, additional damage depending on arrow flight distance, triple damage to paralyzed target, additional attack. +50 range, +10 accuracy.
Scout.
Assassin

Ataraxian Faith. Immunity to actions affecting the mind.
Spells
Reality Control
— Denial. Character ignores damage if the attacker fails a willpower check.
— Teleportation. Character gains the ability to move out of combat to any previously visited location. 100
— Destruction. Opponent's weapon becomes unusable.
Arcane Magic
— Veil. Makes oneself or an ally invisible, allowing any actions (except aggressive ones) without revealing themselves. 50
Other Inventory and Property
One-handed sword. Damage 20 (+5).
R: 0
Status

Aurelius
Characteristics
Strength — 25
Constitution — 15
Dexterity — 7
Intelligence — 7
Willpower — 12
Speed — 7
Perception — 7

Parameters
Health: Dead
Magic Energy: 50/50
Two-handed weapon damage modifier: 45
Critical hit chance: 15%
Melee accuracy: 7 (+12 t.w.)
Melee evasion: 7
Magic Power: 17
Resistance: 17
Movement speed and initiative: 7 (+25 to movement speed)
Ranged combat accuracy: 7
Ranged attack evasion: 7

Combat Characteristics
Weapon: Sword of Keleron (one-handed weapon). Damage 30 (+12)
armor: none
Righteous Bonus: immunity to actions affecting the mind, health automatically restores out of combat.

Abilities
Rank 5 Two-handed sword. +20 damage, 15% critical hit chance, 1 strength = 0.5 accuracy, chance to paralyze target with each hit, each kill restores 20% health, targets whose health is below 35% die instantly, additional attack.
Juggernaut - no movement speed penalty when using heavy armor.
Stormtrooper - bonus (25) to movement speed.
Specialization in one-handed weapons (without skills)
Rank 1 Dual Wield specialization.

Other Inventory and Property
R: 0
Status
Attachments 4
4 files attached • Total size: 58.8 KB
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
#19
Auto-translated
He (Nox) requires his followers to never reveal their true identity.
Just like with Dungeon in the previous expansion, can we have a bio for the fictional persona here, and a bio for the real one sent privately?
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
User Avatar
#20
Auto-translated
Ratislav





Ratislav belongs to an ancient Tyrian house, whose family estate was devastated during the terrible war with demons. Almost all of his ancestors perished in a horrific fire; only one of them managed to survive that black day.
The child was discovered under the roof of a collapsed shed by surviving townspeople, who took him in and saved him from imminent death. Nevertheless, remaining in Tyria was simply impossible, and kind people originally from Heligkait departed with a small caravan toward the west.
In Heligkait, the boy agreed to say a prayer to Lucian and embrace faith in him rather than in other Tyrian gods, who were unpopular and practically forgotten during those turbulent times.
The war with demons continued for many decades; as a growing youth, he happened to participate in many bloody battles, in which he managed to stay alive only by a miracle. After the war ended, he decided to embark on a dangerous journey to the western lands, for nothing held him in Heligkait and his homeland had been practically wiped off the face of the earth. On the way, he met a Tyrian sorceress possessing numerous magical abilities, and it is no surprise that mutual sympathy between them soon grew into something more.
There is no need to describe all the hardships they endured during this arduous journey. By its end, the warrior, his wife, and two small children decided to settle in places now belonging to the domains of Dal Duran. They did not abandon their faith in Lucian, whom they consider their sole and true patron. Furthermore, it has now become a common custom in their lineage to study healing magic and train in skills with own two-handed weapons, an ability which is in the blood of every Tyrian.
Ratislav's ancestors fought sacredly for the purity of the blood of their small people and house; that is why it became their custom to choose partners from similarly noble and respected Tyrian families living in Dal Tarren and other regions of the New World. In addition to all the above, it should be noted that longing for a long-forgotten homeland left far to the east gradually turned into hatred among the Tyrians toward any spawn of darkness, as well as anyone associated with them. Young warriors undergo mandatory training at the academy of healers in Dal Shabet, after which they are initiated into the basic canons and customs of the Alissandrian church, although they do not directly recognize this denomination, only its core ideas.
Beyond all this, it is unclear whether magical abilities can be inherited, but occasionally people possessing some gift for elemental magic appear in Ratislav's lineage. Although most still recognize only healing magic and despise dark and secret sorcery, they agree that "one must learn to use their talents in the right channel." This is why there is nothing wrong with such "exceptions" undergoing additional training at the academy of Dal Amen.
Ratislav was born last among four children and began showing extraordinary magical abilities almost from birth. His parents had no choice but to send him for training to Khontai, where he learned to control certain spells of elemental magic, using them to his maximum advantage. After this, the young warrior underwent the highest training at the academy of Healers and also learned masterful handling of a two-handed sword.
Ratislav managed to participate in several battles with the states of the Old World, although this was not received by his family with great enthusiasm. His parents did not understand how, after only some four centuries, people could once again be capable of going to war against each other and brotherly nations become truly irreconcilable enemies. But their son had long since ceased to be a child, and they were unable to decide anything for him.
Finally, the war drew near its end, and Ratislav was released home. His parents immediately began searching for a suitable partner for the "great hero," which he, of course, did not consider himself to be. His heart craved new clashes, new battles, and so he immediately seized the only such opportunity when he learned about an expedition to the wild lands planned by an organization unknown to him called Silnevknight. The very next day, the Tyrian gathered all necessary belongings and, under the sad gazes of his seeing-off relatives, set out on his way...



Ratislav, no longer young but far from old, a warrior around thirty years of age, is proficient with a two-handed sword, healing magic, and several elemental spells, which he prefers not to use very often, of course. He is not particularly talkative, although quite friendly toward all who are not connected to dark gods, demons, or other unholy creatures. Ratislav views war as something necessary, though he much more gladly prefers fighting dark creatures rather than other people.
Ratislav is not especially intelligent, though by no means stupid; he is often very presumptuous, overly brave and self-confident, relying exclusively on his own skills in battle rather than the help of friends. He does not particularly like mages or those who fight from a distance in general, considering such acts cowardly and underhanded. He values melee warriors far more.
Ratislav believes that conversation and diplomacy can only be applied to other representatives of the human race, and even then only to those who have not chosen some demon from the underworld as their deity. With others, the conversation should be extremely short: first a total freeze, and then a powerful strike with a two-handed sword.




Nationality:
Tyrian
Free rank 5 specialization in two-handed sword.
Religion:
Lucian
Righteous bonus. Characters of this religion cannot practice secret or dark magic; in exchange, they gain full immunity to spells of these categories.
Hallowed weapon: "Zenith". The blade of the weapon released from its scabbard illuminates everything around it with a bright light and dispels darkness. Spawn of darkness take additional damage.
Characteristics:
Strength -- 25
Constitution -- 12
Dexterity -- 8
Intelligence -- 13
Willpower -- 8
Speed -- 7
Perception -- 7

Specializations and skills:
Two-handed weapons

I Strength additionally affects the accuracy parameter.
II Each successful hit has a chance to paralyze the opponent for one turn.
III Each kill in battle restores 20% of the character's health.
IV Hitting an enemy whose health is less than 35% deals a lethal blow.
V Additional attack.
*With each rank, dealt damage and critical hit chance increase.
Healing magic

Healing. Fully restores lost health. Can only be used outside of combat.
Mental shield. Protects the character from any effects on the mind.
Restoration. Regenerates a certain amount of health.
Dispelling. Nullifies the effect of a spell.
Elemental magic

Ice Graves. Upon successful casting, the character's body is covered in a thick layer of ice, and all their internals are frozen. The character remains in this state until they are dispelled or take damage (the first attack deals ten-fold damage).
Air Blades. The character takes damage and their armor is destroyed.



Items:
Expertly crafted two-handed sword. An expensive family heirloom, although this blade was forged relatively recently, about a hundred years ago.
Dented steel armor. Heavy armor in which Ratislav participated in several small skirmishes during the war with the Old States. Still in good shape.
Tome of healing magic. An old volume given "as a keepsake" to all graduates of the academy of Healers.
Tome of elemental magic. An indispensable thing, without whose help and advice elemental magic is extremely difficult to control.
Prayer book of Lucian. "Your faith will be strong as long as words of true prayer are heard from your lips".
Flask with drinking water, a small bag of provisions, other same old junk x)
A small sum of money. Money is something that can be useful even in the most abandoned corners of the planet.




And I'm a retri paladin, I'll chop them all down alone!

Whatever
User Avatar
#21
Auto-translated
Nemo

Nemo is perhaps one of the most enigmatic members of the expedition: hiding her appearance behind a layer of iron armor and changing her voice with magic, she prevents those around her from determining either her gender or even her appearance. What can we say about her motives and past? However, she is not a silent tin can at all; she actively participates in conversations with the others, sometimes teasing them. Of course, given her oddities and peculiar sense of humor, not everyone takes it well. But Nemo doesn't take this to heart because she doesn't trust any of them enough to tell her story. And frankly, she wouldn't – there's something particularly pleasant about knowing that some things in this world are known only to you.
But if Nemo's history were to come out, it would become known that once she was called Mayara, and she was just an ordinary girl. Ordinary, at least, as much as an Anaqadian living in Nevermore could be. In addition, her parents elevated the dogmas of Nox almost to an absolute, which greatly affected Nemo's character. But neither worshiping Nox nor being a Nevermore bandit appealed to the girl, despite her more than impressive strength and stamina. She was attracted to secrets, knowledge, and mysteries, for which most other residents of Nevermore were not famous. Yes, the cultists of Nox could teach magic, but their knowledge was meager. Yes, sometimes books and educated prisoners were found among the trophies, but without knowing foreign languages, they were of little use. And then she saw a light at the end of the tunnel in the form of the demon Xipil. He could give her what she wanted, albeit in exchange for loyal service. But what is the difference between working for a demon and a bandit leader? Both commit terrible acts by the standards of the surrounding world; people simply fear the latter more. It was at that moment that the Nemo who (doesn't) know now was born.

Nationality:
Anaqad
Characteristics:
Strength - 40
Constitution - 30
Agility - 7
Intelligence - 15
Willpower - 16
Speed - 7
Perception - 7
Skills:
Two-Handed Weapon V

Secret Magic

Illusion
Mind Reading
Healing Magic

Heal
Mental Shield
Dispel
Religion:
Xipil
Items:
"Egoism" – according to the creator of this flamberge, it was supposed to drain life force from the enemy and heal the owner at their expense. Instead, it drains materials from the enemy's weapons and armor, repairing itself at their expense.
"Protector" – another creation by the maker of "Egoism"; these plate armor were supposed to protect the wearer from magic. But, like "Egoism," they only protect themselves from magic.
Cursed bracelet – a simple accessory that has grown into the girl's hand and is a symbol of the agreement between her and Xipil.
Three fake diaries – each tells its own crazy story, but not the crazy story of Nemo herself.
In reply to Граф Орлов
User Avatar
#22
Auto-translated
Horus Kharn


Dal'Amen did not evoke any feelings in Horus other than boredom; work and the need to learn dull and useless sciences plunged him into melancholy.
Therefore, at the age of twenty, he left Khontai and settled in a much more attractive place for him - Nevermore. Having spent all his money
on idle and carefree revelry, he gladly accepted the delightful embrace of Saneksa.
His ability to play gambling games well helped him quickly find his place in the city. Drunken nights at the card table, shouting thugs, blows
against the table with fists and loud laughter, giggling prostitutes in funny hats and drugs – this was exactly what Horus wanted from life.
Or rather, half of it. The other half for him was magic, specifically spells that allow control over people.
He easily found a mage who was willing to accept him as an apprentice, for a large reward.
Horus spent whole days furiously studying all aspects of the magic that attracted him, and achieved considerable success in doing so.
Having acquired all the knowledge he needed, he began looking for opportunities to test it. A message about an upcoming expedition turned out to be very opportune.
This will be fun!

Nationality:
Khontai (Dal'Amen)

Characteristics:
Strength -- 7
Constitution -- 7
Agility -- 10
Intelligence -- 18
Willpower -- 19
Speed -- 7
Perception -- 12

Skills:
Dark Magic
Subjugation. The selected character comes under the player's command.
Bonds. The character binds the lives of any two people; everything that happens to one of them also happens to the other.
Mind Suppression. Allows you to change the personality and memories of a character as you wish.

Pistol
I Allows the use of pistols.
II Additional attack. x2

Trickster. Bonus to agility stats outside of combat (for everything except aggressive actions). x3

Religion:
The Pleasure of Saneksa

Items:
A pistol and everything needed for successful shooting.
A small book in a hard leather binding with notes dedicated to magic.
Coins. Money. Gold. Currency. Some amount.
A cursed amulet with a stone resembling a "cat's eye".
All this is in a medium-sized shoulder bag. You can put something else in it.
Tomorrow holds no promises
Except the ones we've made
User Avatar
#23
Auto-translated
Wow, that was unexpected.
Where do we go?
Where do we end up when we save the world?
User Avatar
#24
Auto-translated
I'm a retribution paladin, I'll cut down everyone single-handedly!
Paladins use shields.

Be strong. Believe
User Avatar
#25
Auto-translated
Aurelius
Biography: Aurelius's family, though not belonging to noble houses, never tried to escape the Old World and faced any hardships with their heads held high. During the demon invasion, when the world seemed on the verge of destruction, his ancestors joined the battle on the side of Ataraxia. After the victory over the demons, his family embraced the new and renewed Ataraxianism, which proclaimed Ataraxia as the reborn Emperor in the flesh. For this reason, although Aurelius's family is of Thyrian origin, this is only reminded by the intensive weapon training that is mandatory for every Thyrian teenager; otherwise, they are, first and foremost, followers of the Church of Ataraxia. That is why Aurelius's parents abandoned the traditional Thyrian name for him and gave him a name that was closer to their religion. Aurelius was the fourth boy in the family, not counting the girls, so he didn't have much choice when he was sent to the Church as a novice. Novices receive a well-rounded education, and although Aurelius was invariably inspired and fascinated by books related to the Emperor, the empire, Ataraxia, and the religion, he still showed more aptitude with a sword than with magic or preaching, so he was trained as befits a champion of Ataraxia, who will destroy evil with his blade wherever he sees it. Although followers of this religion are expected to marry early and happily, Aurelius, at the age of 26, is still single. To the urging of his fellow believers, Aurelius always replied that, like the emissaries of old, he is looking for a woman who would perfectly complement him and support him in the fight against evil, which he tirelessly eradicates. Shortly before the end of the war, Aurelius, as a civilian, went to the depths of Shebet to meet the descendants of those very emissaries who once received their power from the Emperor himself. Unfortunately, the sight disappointed him - they were kind people who tried to help those around them, but they were already fading, and their meaningless attempts to fulfill old and forgotten commandments only evoked pity. And although he felt a special power in them, he could not understand its source. In an attempt to understand who they are - the true guardians of pure and unadulterated faith in the Emperor or just a bunch of weak people clinging to the past - he lived in their fortress in the depths of Durane for some time. When it became known about the "Silver Knight" expedition, the order sent a small detachment to the depths of Shebet, the tasks of which were not disclosed to Aurelius, but he still volunteered to accompany them. Nationality: Thyrian Religion: Church of Ataraxia Characteristics: Strength -- 25 Constitution -- 15 Agility -- 7 Intelligence -- 7 Willpower -- 12 Speed -- 7 Perception -- 7 Specializations and Skills: Two-Handed Weapon 5 Juggernaut Striker One-Handed Weapon Specialization (no skills) Dual Weapon Specialization 1 Items: Blessed good quality two-handed sword Heavy plate armor Minimal food supply 5 antidotes Starting amount of money, minus the cost of the purchased antidotes.
Where do we go?
Where do we end up when we save the world?
User Avatar
#26
Auto-translated
Paladins with shields move.
Tell that to Keldorn.
User Avatar
#27
Auto-translated


Name:
Amos Selig.

Nationality:
Catharian.

Characteristics:
Strength -- 7
Constitution -- 7
Agility -- 7
Intelligence -- 25
Willpower -- 20
Speed -- 7
Perception -- 7

Skills:

Servant
Subjugation
Death Mark
Soul Chain



Veil
Rest


Religion:
Atheism.

Biography.
"I don't like the world around me," Amos Selig told his mother when he was four years old. "Not surprising, since it used to be destroyed by demons. But don't worry, son, everything will eventually get better," his mother replied.
She turned out to be almost right and lived to ninety-two, happily dying in her bed, surrounded by relatives and offspring, but nevertheless people remained the same scum, garbage as always spilled directly out the window, and Amos Selig's stepfather still slept in the ground, accidentally falling on a dinner knife that the eldest son fished out to defend himself from his drunken attacks. "People are imperfect, son," his mother said, hugging him and sitting him on her lap while the coroner examined the scene. - "To achieve something more, a person needs faith, which will help him adhere to his own virtues." "Thank you, Mom. And thank you for giving me life," Amos replied to his mother, watching the bizarre pattern formed by the splashes of blood that flew in all directions at the moment when the stool fell on the lying stepfather with a pierced belly and crushed his head. After this incident, young Amos became interested in healing and firmly decided to become a doctor when he grew up. His mother was very proud of her son's decision and supported him in all his endeavors.
For ten years, Amos Selig studied this difficult science, but when the time came and he opened his own practice, it turned out that there was little demand for traditional medicine. No one except complete scammers would stoop to bandages and scalpels, because there is convenient, effective, and painless healing magic, bestowed upon suffering humanity by the merciful Elysea. Then, completely disappointed, Amos began to introduce notes of creativity into his useless activity: he spat and urinated in elixirs, added small portions of rat poison, soaked his instruments in dirt before use, and much more. And each time, as he sent away another stinking patient, he said: "may Elysee help you," after which he shook with laughter in his miserable room where he lived and operated. This could have continued for a long time if one day a desperate rich man, carefully trying to hide his face under baggy clothes, did not visit him. He had a problem of a peculiar kind, which he could not seek divine healing for and which he could not advertise anywhere. Amos Selig did an excellent job and received good money, after which he reoriented his work solely to treating diseases of the genitourinary sphere. By prolonging the adulterous lives of adulterers, putting them on drugs that they had to return for again and again, he made many good connections and in six months earned more money than he had in his entire life. For some time, Amos Selig lived happily until he realized that these people were no more than garbage, and that he would most likely have to rummage through their organs until the end of his days.
"You don't mean..." began the tipsy and relaxed count, barely managing to speak, during a session with Amos, whom the devil prompted to share his experiences. "Well, of course not. You are my only true friend!" Zelig assured him, imagining how he cuts pieces off his skin and feeds them to street dogs. "Then come with me and I will show you something exciting that will cheer you up!" - suddenly the Count's eyes lit up. He led the doctor to a secret sanctuary in his estate, crammed full of black magic artifacts and folios. "I collected a small collection here and there," he mumbled, swaying. "You can't imagine how much you can find in the ruins of a devastated world. But, of course, I didn't use anything! Because I am a law-abiding citizen of the confederation! Ha-ha-ha!", he burst out laughing, after which he vomited everything he had consumed that evening on the floor. "Well, what about you, Count?" Amos Selig fussed. - "After all, I warned you about the consequences of mixing alcoholic beverages with your painkiller." "I do not care!" cried the Count. "Such a moment! Take it! If you want, take it all!" - he tore his shirt open and his fat hairy belly came out.
Amos Selig took nothing, but began to visit the count's dwelling more often, spending long hours in this sanctuary, fascinated by its contents and thinking about how incredibly lucky he was. "Has anyone ever been so fortunate as to discover secret chambers filled to the brim with black magic relics, allowing one to independently learn the art of magic without any mentors or academies? No, sir, I don't think so." Here it is – knowledge inaccessible to ordinary biomass, something truly worthwhile. He spent considerable time learning the forbidden science himself; many people who did not make it home at night never returned to their pigsty. Over time, the elderly count began to decline completely until he finally passed away. Some said that he was not old enough to die naturally, but no one could dispute the conclusion of his respected attending physician, Amos Selig, who determined that stress and poor ecology had finally finished off this great man. It took Amos a whole month to secretly remove all these valuable things from the sanctuary shortly before his patient's death and continue his inhumane research in his own apartment. This continued until the situation in the city became very tense, when he moved to a beautiful suburban area, continuing to practice medicine and witchcraft equally at home, in comfort and peace, away from prying eyes, ears, authorities, and rabble, and happy patients visited him every week for ten miles each way just to get another dose of the surrogate that nourished their empty lives. However, time went on, states waged endless wars, the rich grew poorer, the poor died, and things got worse and worse. When people began to be taken out of their homes in the middle of the night to go to the front, Zelig left his homeland and went west, to a rich and fabulous land, a land of great opportunities, freedom, and permissiveness.

Equipment:
Knife, money.
Attachments 2
2 files attached • Total size: 34.2 KB
My sword, my trusted ally, unphased by my aspect.
User Avatar
#28
Auto-translated
Should I create a character and then abandon the game?
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
User Avatar
#29
Auto-translated
Just keep in mind that I’ve already chosen my faction!

Be strong. Believe
User Avatar
#30
Auto-translated
Did you defeat the Astronomer?

Added after 40 seconds
Who did you defeat?
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
User Avatar
#31
Auto-translated
I won't tell you until you create a character.

Be strong. Believe