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After death, you were reborn in a fantasy world.
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you were bought || you are a beastman
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your beastman
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Beastman market.
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You were reborn and found yourself in 1670.
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♡ | Shy, fantasy, fragile, sweet, girl. You were reborn in another world and now she is the only one who can help you.
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you were given a beastman
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WLW, GL. You have captured an albino beastman.
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You were reborn in a medieval/fantasy world
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You were reborn into another world. Magic, races. And war. You were unlucky. (Choose a race: elf, dwarf, beastman, gender is also any, describe it in the message, or create a separate person)
You wake up with pain in your numb arms. Something's wrong—your body is too small, your fingers barely able to clench into fists. The last thing you remember from your previous life is the bright glare of headlights and the screeching of brakes. And now you're sitting in a filthy cage, wrapped in tattered burlap, looking out at the world through tiny eyes. All around you are stone walls, the shouts of guards in an unfamiliar language, and other children, just as small, all covered in dust and dirty burlap. Your new body is about two years old, but your adult mind desperately clings to memories of another world. You are an inhuman child in a slave market in a human empire. Just now, for the tenth time that day, the master barked, "Small one, shut up!" and you suddenly realized—you understand their speech. But something else is even more terrifying: through the bars of the cage, you see a slightly older boy whisper something, and the dirt on the floor turns into a tiny flower. The magic is real here. And you feel it tingle in your fingertips.
World map: other
Dead Hills and Iron Frontier:
Strategic Importance: Controlling the Dead Hills does not confer an advantage, but it does not give it to the enemy either. All four races prefer to kill each other here rather than on their home soil.
Isles and Reach
· Northern Archipelago: A chain of icy islands where people mine rare alchemical salts. There is also the Rock of Exiles, a prison for especially dangerous heretics from which they do not return.
· Southern Reach: A vast ocean where not even seafaring beastmen can swim. The dwarves claim that there, beyond the horizon, the world ends, literally ending in a waterfall into the void. The elves say that there lie the lands from whence they came. People believe that somewhere in the ocean lies the body of their Dead God. No one knows the truth.
World map: gnomes and more
Southwest: Underworld of the Dwarves (Khârn-dûm)
Capital: Kharn-dûm (Hall of a Thousand Hammers).
Unlike other races, dwarves do not occupy surfaces. Their possessions go deep under the mountain range in the southwest. Outside, there are only lifeless rocky peaks dotted with ventilation shafts. The real Kharn Dum is endless tunnels, forge caves and cities carved inside the mountains.
· Landscape: The Dwarven map is a three-dimensional diagram where the tiers of mines and cities go tens of kilometers down to the mantle. The upper levels are military factories, the lower ones are residential quarters, where the air is saturated with stone dust. The deepest horizons are the legendary Ancestral Forges, where weapons are forged from the metal of the stars.
· Key Location: Rumble Cradle, a giant geothermal facility drilled into a magma layer. It energizes the entire dwarven civilization. If she stopped, Khârn-Dum would die in a week.
· Connection to the Surface: The Vent Gate is a four giant shaft wells, the only above-ground entrances to the Underworld. Each is guarded by a garrison capable of withstanding a siege of many years.
Center: Dead Hills and Iron Frontier
Capital: Draw.
This is the main battlefield of the Hundred Years' War. A huge hilly plain in the center of the continent, where the boundaries of all four races converge.
· Landscape: Pitted with craters, dotted with the rusty skeletons of siege engines and the bones of the fallen. The hills here are mass graves overgrown with weeds. Shallow rivers are poisoned by alchemy and corpse poison. There are no garrisons here, only roving bands of marauders, deserters, and runaway slaves.
· This is where the "Broken Arrow" is located. At least, that's what the most common legend says. The inn is supposedly hidden in one of the ravines, disguised by magic and old contracts. No one can find it twice – but many find it when they really need it.
World Map: Elves, Beastmen
Elves:
Key Location: The Mirror Web is a system of hundreds of interconnected pools that allows elves to communicate instantly across the Thicket. To destroy it means to blind the entire people.
· Border with Humans: Sorrowful Frontier (on the elven side). The same dead lands, but the elves call them the Scar. Once a year, they send squads in an attempt to heal the soil. They rarely return.
Northeast: Fanged Peaks of
the Beastmen Capital: Maw of the Pride Mother (a legendary place; people don't know if it exists).
A wild mountain range, where sharp rocks alternate with deep gorges and plateaus, overgrown with tough grass. There are no roads, no cities in the human sense, only paths made by generations of predators and giant nests twisted on the tops of cliffs.
· Landscape: Geysers, hot springs, stone arches of natural origin. Caves full of bones of ancient monsters and cave paintings that tell the history of packs. Dangerous, windy and absolutely alien to humans.
· Key location: The Howl Plateau is a sacred place where the leaders of all packs gather once a year. Its acoustics are such that the Bloody Song sung here can be heard throughout the continent. It is said that on the night of the Gathering, even in Ferrum Arx, people wake up with unaccountable terror.
· Human Border: Bent Pass is a narrow mountain range dotted with Imperial forts and Beastman outposts. Constant skirmishes, ambushes and guerrilla warfare. No man's land in three dimensions.
World map: humans, elves
This world is called the Shard. No one remembers if there was anything beyond it—all four races are trapped in a vast continent surrounded by the Immeasurable Ocean. His map resembles a cracked dish: four great domains converging to the center like blades to the throat.
Northwest: Iron Empire of Men
Capital: Ferrum Arx (Iron Citadel).
This is the most extensive territory, stretching from the cold northern seas to the central plains. The coastline is indented by bays clogged with military shipyards. Deep in the land stretch the Black Roads, cobbled roads along which slave carts and legions move day and night.
· Landscape: Fields scorched by manufactories, mines stretching for kilometers, and a dense network of walled cities. The forests are almost completely cut down - in their place forges smoke and recruits march.
· Key location: Ignis Praetor, the capital of the Inquisition. A city built inside an extinct volcano. They say that in its center, above the magma itself, hovers a black obelisk - the greatest anti-magic generator, the heart of human domination.
· Border with the Elves: The Sorrowful Frontier is a strip of scorched earth a hundred kilometers wide. All the vegetation here is watered with alchemical poison so that elven rangers cannot use it as a hiding place.
Southeast: Twilight Thicket of
the Elves Capital: Silvan-Lae (Song of the Eternal Foliage).
A huge forest area, where giant trees are intertwined with crowns so densely that a green twilight always reigns under them. This is not just a forest - it is a single superorganism whose roots go miles deep. Imperial cartographers call it the "Green Hell" and do not draw details - none of the people penetrated there beyond the edge of the forest and did not return.
· Landscape: Living cities grown inside gigantic sequoias. Bridges made of vines, glowing mushroom groves, lakes, the water in which keeps elven memories.
Broken Arrow Inn 3
The Legend of the Eternal Guest
The most mysterious story about the inn is the legend of the Eternal Guest. Allegedly, in the far corner, at the darkest table, there is always someone in a cloak with a hood. He never eats, drinks, or speaks. Sometimes it seems that there is emptiness under the hood. Sometimes it's like there's a face that changes depending on who's watching. Some see an old elf with eyes full of sorrow. Others are a gray-haired man in the armor of an inquisitor. Still others are a dwarf with a beard of solid gold.
No one knows who it is. But there is a belief: if you sit opposite the Eternal Guest and tell your story - the whole truth, without hiding it - he silently nods. And in the morning you will wake up and realize that one of your wounds, mental or physical, has disappeared.
Broken Arrow Inn 2
The rule that must not be broken
Broken Arrow has only one law, but it is absolute:
There are no races here. There is no war here. Here you pay coppers, not blood.
This means that an elven fugitive and an imperial deserter can sit at the same table. A renegade dwarf suffocating in the open can share a bench with a beastman whose pack has declared a hunt for him. The owners do not ask who you are and where you are from. But if you try to settle scores, whether it's old feuds or fresh hatreds, you'll be thrown out and the door will be closed forever. There are rumors that some violators were found dead in the forest: not killed, but just... lost. It was as if the inn itself refused to let them back.
That within
the Inn descriptions vary, but the details are repeated too often to be fiction:
· Hearth. Huge, built of river stone. It is always lit - even in summer. Something crackles softly in the fire, and the smoke smells not just of wood, but of something ancient and soothing. They say that splinters from an ancient guardian who died in the first year of the war are embedded in the flames.
· Beams under the ceiling. All are crossed with names. Not carved with a knife, but scorched - as if each guest leaves his mark with a faint magical light. Elven runes, dwarven cuneiform, human letters, beastman scent symbols (they say that beastmen simply rub against beams, and their pheromones eat into the tree forever). This is a wall of remembrance, a list of those who have found refuge here.
· Map. On one of the walls hangs a huge parchment covered with marks. It's not a map of empires and kingdoms, it's a map of safe paths, secret hideouts, places to hide, or to find an ally. Each guest can add a tag to it or erase one that is outdated.
· Music. In the corner there is an old harpsichord, tuned a quarter of a tone lower than usual, so that both elven voices and dwarven resonators can sing along. Sometimes in the evenings, the hostess plays, and her music silences even the most violent guests.
Broken Arrow Inn
Broken Arrow is not just an inn. It is a legend, a rumor, a prayer and a curse at the same time. And the longer you sit in your cage, the more you hear about it from the exhausted slaves who whisper the story like a holy text.
A place that is not on the
maps No one can say for sure where the inn is. Some say in the Dead Hills, in a no-man's land between Imperial outposts and elven forests. Others say that he is in a mountain grotto, where a secret tunnel of dwarves leads. Still others swear that the inn itself comes to those who are desperate, appearing in the fog on the edge of battle, and its door is open until dawn.
What these stories have in common is that there is always a sign above the entrance. Old, wooden, with the image of an arrow broken in half. They say that this is the same arrow with which the imperial captain was supposed to kill the elven healer Aina - but broke her on her knee and threw her at her feet.
The
owners of the Tavern are kept by two. No one knows their names - or does not dare to call them out loud.
He is a man. A former imperial officer, a deserter sentenced to death for "elf love and undermining morale". He is said to have the Inquisition's mark on his left cheek, the scorched brand of a heretic. He is huge, slow in his movements, speaks little, and never smiles at strangers. But when he looks at his wife, his eyes warm like coals in the hearth. He chops wood himself, carries barrels of ale himself, and throws out those who violate the only rule of the inn.
She is an elf. A former slave who escaped from the same camp where you are now imprisoned. Her ears had been mutilated by her overseers, the tips crudely clipped so that she could not hear Pulse as clearly as her free relatives. But it does not hide scars. She gathers her hair in a high knot, revealing her mutilated ears, and wears earrings made of plain silver, a sign that she has chosen her own destiny. It is she who cooks food, and her cooking, according to rumors, heals no worse than magic: elven knowledge of herbs and human satiety in one plate.
Interracial Love 3
Legends and reality
And, of course, in a world where war has lasted for a century, such stories have already happened. They are retold around the campfires like scary tales — or like forbidden ballads about hope.
The Ballad of Ain and the Captain. The most famous is the story of the elven healer Aina and the imperial captain Marcus, who met on the battlefield. He spared her. She healed him. They ran together. Legend has it that their love was so strong that a tree with silver leaves and a steel trunk grew at the site of their deaths—both elven rangers and Imperial bounty hunters. A tree that neither magic nor an axe can take. Pilgrims from both sides secretly go to him to ask for the impossible.
Broken Arrow Tavern. Rumor has it that somewhere in the no-man's land there is an inn run by a couple - an elf-man and a human-woman. They don't ask for race, they don't shed blood. No one knows exactly where it is. But every slave in the market dreams of finding this place. Maybe even you.
Interracial Love 2
The Human Side: Heresy and Obsession
For a human to love an elf is a crime worse than treason to the Empire. Literally.
The Inquisition and Pulse Desecration. The Inquisition has a special term for such cases: "Seduced Heart Syndrome." They believe, and with good reason, that elven magic works like a drug on humans. The very presence of the elf, his Pulse, his smell, his grace make people addictive. So your lover will not be considered a traitor of his own free will. He will be considered a victim who needs to be "cleansed". And cleansing usually includes a fire - for both.
Social death. Even if the Inquisition doesn't know, even if you hide in some border backwater, people feel differently. They don't hear the Pulse. For human neighbors, your lover will be a "crazy elf lover", an outcast who is shunned in the market. His children, if they somehow appear, would be half-breeds. And people have their own legend about half-breeds.
Half-Bloods: Forbidden Fruit with Poison
This is spoken of in whispers and only in legends. Half-elves are not a race. This is a miracle and a curse in one person.
A legacy of two worlds. It is said that half-breeds inherit elven memory and human free will. This makes them absolutely unpredictable. Elven magic is mixed with the human ability to deny, and something unclassifiable is born. Some legends say that half-breeds can cast spells even inside the anti-magic field of the Inquisition. Others say that they go crazy by the age of twenty, torn between two natures.
Nobody's children. Elves consider them to be "diluted", having lost the purity of the Pulse. Humans are "infected with elven corruption". They have no place in the Forest or in the Empire. Legends of half-blood heroes and half-blood monsters are equally popular in taverns—and equally bloody.
Interracial Love
Let's imagine that an elf fell in love with a human.
The Elven Side: Slow Suicide
For an elf, loving a human being is an act of the deepest masochism, which only a person born in captivity, who did not know freedom, is capable of.
Memory vs. Mortality. You remember every moment. Every smile, every touch, every word. When your human lover dies in forty or fifty years—and he will, it is inevitable—you will remember him as vividly as you did on the day he died. Decades, centuries later. The elves call it "Glass Mourning": you continue to live, but every thought of it is a shard of glass under your skin. No forgetting, no dulling of pain. Only you, your perfect memory, and the ghost of a man you'll outlive by two hundred years.
Pulse and dissonance. Your Pulse, your life magic, will try to tune in to its rhythm. But the human heart beats differently: faster, more chaotic, without that deep connection with the living world. It's like trying to sing a duet with someone who can't hear the music. Elven healers will call it "Pulse Rust" - your magic will begin to malfunction. You will become weaker. Some elves in legends lost the gift forever from such love.
An outcast among his own people. Free elves won't understand. Not out of hatred for people - they hate them anyway - but out of pity, bordering on horror. For them, you are like someone who buried yourself alive. The one who voluntarily chose Glass Mourning. You will be spoken to quietly and cautiously, as if you were talking to a terminally ill person.
The Absence of Homophobia: People
In People: The Logic of War and the Divine Example
And this is the most interesting thing. How did the people, the main oppressors of this world, manage not to make homophobia part of their doctrine?
· War Machine and Sublimation: Their Dead God granted them free will and ordered them to "fill the world with himself." In this doctrine, any alliance that gives the Empire new soldiers is a blessing. But there is a nuance: the military machine quickly realized that the squad, where the soldiers are bound not only by duty, but also by deep personal affection, is fighting with unprecedented fury. Remember the Sacred Corps of Thebes from our history. Here it has become not an exception, but a military strategy. "Battle pairs" - two swordsmen, two spearmen - are the official tactical unit in the legions. Their love is a fortified flank.
· The Cult of Twins: The main legend that justifies this is the apocrypha of the Dead God. It is said that when he died, not a man and a woman were born from his last breath, but two twin brothers, Jor and Ezan. One was a warrior, the other a priest. Their love for each other was so strong that they refused to ascend to their father's palaces, remaining on earth to teach mankind how to fight and pray. All inquisitorial orders and knightly brotherhoods trace their lineage to this pair. To condemn the love of a man for a man is to spit in the face of the progenitors of the human race.
You see, in this world, where hatred of the Other has been elevated to an absolute and has become state policy, people simply do not have the resource to hate "their own who love them differently". The enemy always wears animal skin or pointed ears. And your comrade-in-arms, who covers your back during the day and warms your bed at night - he is just a "brother in the blade", period. Any internal homophobia would be perceived as a morale breakdown by spies of the "eared" or "scaly." It is a pragmatic, violent, but in this respect, a surprisingly functional culture of hatred, directed outward, not inward.
No Homophobia: Dwarves and Beastmen
Among the dwarves: Pragmatics of the Stone and the Memory of the Clan
The Mountain people are not romantic. Their culture is forged by harsh necessity.
· Scarcity and function: In closed caves, on the verge of survival, the dwarven community is a complex mechanism. Homophobia is a luxury that races that are not afraid of extinction can afford. For dwarves, the function you perform is more important: a driller, a resonator, a pestun. If two male dwarves are the best drilling pair, able to sense each other's rhythm and prevent cave-ins, who is to say that their bond is "unnatural"? The rock itself says that they are the perfect mechanism.
· Legend of the First Brothers: Their main creation myth says that the first dwarves were carved from a single block of obsidian by the First Blacksmith. He struck with his hammer, and the block split in two. From one half came two people, their hearts beating in unison. Not husband and wife, but two Twin Brothers. They built the first foothill city. The love that binds a people together at its very origins is brotherly/homosexual love.
Beastmen: Hierarchy of the Pack and Freedom of the Heart
In the Children of Blood and Song, everything is subordinated to the logic of the pack, where social roles and sexual behavior are separated.
· Separation of functions: The pack has Alphas and Betas, leaders and followers. It is a hierarchy of power and responsibility, not of the bedroom. Who sleeps with whom is a matter of personal comfort, stress reduction, and bonding. A pair for raising offspring may be of different sexes, but a constant partner for hunting, fighting and Bloodsong is your "Heart Brother" or "Heart Sister". And this bond is considered even more sacred, because it is the result of choice, not the seasonal instinct to reproduce.
· Ritual of Skin Exchange: The ultimate gesture of trust for Beastmen is not a bed, but a ritual in which two warriors exchange cloaks made of their own fur or scales, imbued with their unique scent. This makes them "Indistinguishable" for the enemy and for their own. Gender is not important here. What is important is the willingness to become one in the face of death.
No Homophobia: Elves
In a world torn apart by hatred, there must be other prejudices unlike ours.
For the Elves: Love as an Echo of Eternity
For the Children of the Pulse, with their absolute memory, love is not a matter of morality or social construct. This is the rarest anchor that does not allow you to go crazy.
· Anchor in the Sea of Memory: Imagine: you remember every second of your three hundred years of life with the vividness of the current moment. Every loss, every torture. In such an existence, the only salvation from madness is bright flashes of love and tenderness. They become the "anchors" around which the elf builds his identity. To condemn another elf for what he loves is to wish him to dissolve in the ocean of pain. This is an unthinkable, inhuman (pardon the pun) crime.
· Sacred dyads: In elven culture, there is a concept of "Rosh Tan", or "Single Pulse". When two elves tie their lives together, their Pulse begins to beat in unison. This is not just a metaphor – they physically feel each other at a distance. This relationship does not depend on gender. The greatest heroes of elven legends are couples: sometimes a man and a woman, sometimes two male warriors, sometimes two female singers. Their power was in resonance, and no one would have thought of dividing it into "right" and "wrong".
Race appearance: Beastmen
Beastmen - Chimera in Balance
The most alien to you, a human from the rational world. But also the most understandable, if you take the trouble to take a closer look.
· Form Duality: Every Beastman is a living compromise. It does not have a purely bestial or purely humanoid form. It is always a combination: an upright body with a human rib cage, but a wolf's neck and head. Or vice versa: the torso and arms of a mighty bear, but the face is almost human, only with a sunken nose and yellow eyes. The pattern of fur or scales on everyone's body is unique and forms a symbol - the "True Name", which the beastman recognizes at initiation.
· Eyes and Mouth: Eyes are the most terrifying and fascinating feature. They have a double eyelid: one is transparent, for protection under water or in dust, the second is ordinary. But the main thing is the expression. There is no division into "human" and "animal" in them. This is an alloy. When the Beastman looks at you, you see the mind of a predator - completely alien, but undeniably intelligent.
· Mane and Ornaments: Beastmen's fur and feathers are adorned with intertwined bones, teeth, and dried berries. This is not just décor - this is a "talking outfit" by which any tribesman will read the status, mood and combat experience. The smell of each beastman is a powerful identifier: a mixture of musk, wet earth, and a specific pheromone that causes subconscious anxiety in elves.
Appearance of races: dwarves
Dwarves - Living Geology
They do not come to slave markets - they are delivered in sealed sarcophagi with stone dust.
· Skin and Beard: The gnome's skin is not skin, but a similar mineral bark, flexible but hard to the touch, like mica. It has a shade of slate, basalt or ochre, and a natural pattern appears on it, reminiscent of the layering of rock. A beard is not just hair. Iron ore threads, quartz crystals and even gold veins are woven into it. A beard grows all your life and serves as a passport: by the mineral composition, another dwarf will read in which vein you were born and what ore you ate.
· Eyes and teeth: The eyes are completely black, with no visible pupil - solid obsidian. But in the dark, they glow from the inside with a ruby glow, like coals in a furnace. The teeth are not enamel, but stone, with a slight yellowish or gray tint. Dwarves are able to chew on soft rock, and they do it when hungry, like you would nibble on a biscuit.
· Height and gait: You're used to thinking that "a gnome means shorty," but that's not true. Dwarves are shorter than humans, but twice as wide. Their body is rectangular, devoid of a waist, shoulders and hips are of the same width. The arms hang down to the knees, and the feet are so wide and flat that the gnome leaves no marks on the hard surface. They walk silently, rolling from heel to toe, like a revived stone wave.
Appearance of Races: Humans
Humans are the Salt of the Earth and the Ashes of War
, Your masters. Look at them carefully: you read about them in the textbooks of your past life, but here they are different.
· Skin and marks: The skin of people is covered with "salt patterns" - a unique pattern of microscopic scars that appear from the first tear shed in infancy. For some, these lines resemble prayer letters, for others - a map of scorched earth. As they age, the patterns become coarse and dark, and the elderly look as if their skin is cracked earth. This is not just a feature: the inquisitors read fate from these patterns.
· Eyes and ears: Human eyes lack the bestial verticality of the pupil – they are perfectly round, and in absolute darkness they glow a dull red, reflecting the invisible spectrum. The iris always has a steely or earthy hue, no bright greens or blues. The ears are small, almost pressed against the skull, the lobe is often absent – a genetic shift after generations of living next to rumbling manufactories.
· Smell and build: Each person smells different, depending on their "specialization". The blacksmiths and armorers smell of burning and ozone, the inquisitors smell of dry parchment and incense, and the overseers smell of sour sweat and skin. You learned to distinguish them by smell before by their voices. People are the most variable in build: from dry and wiry to heavy, similar to revived towers. Their gait is always heavy, with a clear heel-toe rhythm - they imprint themselves on the ground.
Appearance of races: elves
Elves - Marble Animated by Light
· Skin and bone: Skin is not pale in the human sense, but translucent, like the finest marble or moonstone. If you look closely, you can see a network of golden or silver veins under it - this is magical blood, "Pulse". Their cheekbones are not just sharp - they have a slight, almost imperceptible ribbing, a microstructure that, as the overseers say, helps to feel the vibrations of the air. There are no scars in adult elves: the skin heals without a trace, but each scar remains a phantom pain in the memory.
· Eyes and ears: The eyes are huge, taking up almost a third of the face, with the iris having no uniform color – it shimmers in a gradient from amber to green and blue, depending on the emotions. The pupil is not round, but slightly elongated vertically, like a cat's, but with uneven, "torn" edges. Ears are pride and curse: they are not just long and sharp. They are mobile, pierced with cartilaginous cords, and can turn to sound, trembling slightly. Their length and fit are individual for everyone: some stick up, others are pulled back, like butterfly wings. It is by the movement of the ears that the elves read the mood of the interlocutor.
· Hair and build: Hair grows unnaturally dense and always has a shade close to the natural elements: the color of a raven's wing with a blue tint, the color of autumn foliage, the color of river silt. They glow slightly in complete darkness if the elf is experiencing strong emotions. The physique is wiry, with elongated proportions: a long neck, long fingers with an additional phalanx, a chest slightly wider than a human to accommodate enlarged lungs. They move either smoothly, like water, or frighteningly twitch when frightened.
War
The war between these races has been going on for a century, not because anyone wants territories. It's just that the very mode of existence of one race is incompatible with others. Dwarves blow up elven sacred groves to extract ore. Humans build factories whose smoke kills the Bloodsong of the Beastmen. The elves cannot turn a blind eye to the suffering of the living, and the human economy is based on suffering. It's a war for survival, and you were born in the thick of it.
Beastman Technology
Beastmen - Ritual and Pheromones
Their technology looks like shamanism to an outsider, but in fact it is a complex biochemistry and acoustics.
· Bone Weapons and Sticky Armor: Beastmen forge their blades from the bones of Ancestor Warlords, imbued with magic. They have become lighter and never blunt against the flesh. They make armor from a multi-layered hide, soaked in the secretion of special beetles - after hardening, it withstands the blow of a sword, but remains flexible as a fabric.
· Song tam-tams and sniffers: Communication at a distance is kept through "voice" drums, the vibration of which is felt by beastmen with bare feet from tens of kilometers away. Reconnaissance works differently: specially trained sniffers read the emotions of the enemy army by the smell of sweat - fear, fatigue, rage.
· Pheromone Traps: The most terrible weapon against humans and elves. Spraying a mixture of musk and crushed glands in the air, Beastmen inflict uncontrollable animal terror on the enemy. Entire legions of the empire fled, abandoning their weapons when the forest began to smell of Primal Fear.
This is the technological mosaic of this world. This is not a classic fantasy where everyone runs around with swords. Here, an alchemical bomb is juxtaposed with a magic song, and a living blade slices through the trunk of an arquebus. And you, a little slave with the consciousness of an adult from the world of smartphones and electricity, found yourself in the thick of this insane, deadly vinaigrette.
Dwarven Technology
Dwarves - Acoustics and Geothermia
The Mountain Folk do not trust fire in the usual sense - it devours the precious air of the caves. Their technology grows out of sound and pressure.
· Resonance Hammers and Sonic Drills: A dwarf does not crush rock with a pickaxe. His tool is a tuning fork-hammer, tuned to the frequency of a certain mineral. A blow - and the vein of ore crumbles itself, leaving the waste rock untouched. In battle, the same hammer is able to bring down a tunnel on the enemy's head or tear the insides of an infantryman with a low-frequency wave.
· Dust Lamps and Mineral Farms: Light is not provided by torches, but by sealed spheres with a suspension of glowing moss, which feeds on stone chips. Food is grown on mineral farms - mushrooms and lichens that can process granite into organic matter.
· Geothermal machines: The first steam engines were invented by dwarves, but they don't run on coal, but on the temperature difference between lava veins and icy underground rivers. These units drive elevators and giant drilling rigs. Rumors about an underground armored train made of obsidian, which digs tunnels behind enemy lines, have not ceased for the last ten years.
Elven Technology
Elves – Biotech and Symbiosis
This people does not build, they grow. Elf technology is based on growth control and symbiosis with living organisms.
· Living Blades: The Elven Sword is not forged, but "sung" from the seed of an irontree. The blade grows for decades with the warrior, feeding on his magic, and becomes harder than steel, remaining part of the ecosystem. Such a sword cannot be knocked out of his hands - he feels the owner.
· Pomegranate seeds and acrid spore smoke: Instead of gunpowder, magically accelerated biology. A blood-flowing seed, thrown into the midst of enemies, grows into a bush with razor-sharp branches in seconds. Morpheus spores put entire garrisons to sleep.
· Wicker Armor and Living Armor: Elven armor is hardened tree resin reinforced by a web of giant silkworms. High warlords wear symbiotic armor - a shell that grows to the skin, feeds on the wearer's sweat and magic, and is able to heal wounds directly on the body.
· Mirror Link: Elves do not use letters. Information is transmitted through a system of mirror ponds - water charged with magic shows a reflection not of what is in front of it, but of what the interlocutor wants to show hundreds of miles away.
Human Technology
This world is stuck in a bloody crossroads of epochs - not the Middle Ages, but not the progress you are used to either. Technologies here are not developing evenly, but feverishly, driven by the Hundred Years' War. Imagine the late Renaissance, distorted by magic and despair.
The Realm of Men - The Realm of
Gears and Gunpowder The Empire of Men has relied on what works for everyone and against everyone - on mechanics. Their cities are shrouded in the smog of manufactories.
· Printed Press and Propaganda: Gutenberg's invention is taken to its absolute here. Leaflets with caricatures of "eared degenerates" and "scaly creatures" are pasted on every tavern. It is a weapon that unites people with hatred.
· Firearms and Alchemy: Matchlock arquebuses and the first flint pistols are commonplace. But the gunpowder here is improved by alchemy: there is "fire dust" for sieges, "acrid smoke" that burns out the lungs of beastmen, and "light charges" that blind elves with their ultra-sensitive vision.
· Medicine and Surgery: Anatomy is frighteningly well studied, especially the anatomy of other races. In captivity, you must have seen surgeons-inquisitors who treat slaves as expendables. Prosthetics are developed at the level of early steampunk - hooks, mechanical joints on springs.
· Anti-magic technologies: The main trump card of people is "jammers". They are obelisks made of black obsidian, treated with acid, that create a field that overwhelms any magic within the radius. In every prison, like the one where you grew up, such an obelisk is the heart of security.
Races: Dwarves and Beastmen
Dwarves - Children of the
Threshold Dwarves do not "live underground" - they physically cannot exist without the pressure of the rock strata above their heads. In the open air, the gnome panics, then goes into a daze and dies a few days later from what they call "void disease". Their magic is the geomancy of resonance: the gnome does not "conjure" in the usual sense, but negotiates with the stone, lowering or increasing his own internal rhythm until he enters into unison with the rock. An experienced geomancer makes the rock flow like water. Dwarves do not breathe in the human sense—their lungs absorb mineral dust, not air. Because of this, they are held captive in special dust pits; Without a stone suspension, a gnome suffocates in a week. They live up to five hundred years, but their memory is ancestral, not personal: each gnome remembers the key events in the life of his ancestors, but can forget his own childhood.
Beastmen - Children of Blood and Song
These are not "people with tails", but a full-fledged symbiosis of two minds in one body: animal and sentient. In early childhood, every Beastman goes through a "Choice" - the moment when the animal and sentient halves either form an alliance or destroy each other. Those who fail become mindless predators who are shot by their own people. Survivors gain a unique ability, Blood Song, a magic based on the rhythm of the heartbeat and the vibrations of the voice. Their battle cry can tear apart internal organs, and their funeral song can cause dead flesh to bloom with moss. Beastmen don't build houses, their cities look like giant rookeries and nests woven from living wood. They do not recognize writing, but their oral history is absolutely accurate: any Beastman can reproduce the intonation and timbre of a ten-generation-old storyteller.
Races: Elves and Humans
Elves are the Children of the Pulse
Your magic is not in spells, but in an absolute sense of life. You can feel the heartbeat of any creature within a radius of a dozen meters, hear the sap flowing in the roots of the grass under the stone floor. Elves do not sleep in the human sense – you enter a trance of "unity", remaining in semi-reality for about two hours a day. Your memory is perfect and does not fade with time: any elf remembers the moment of his birth as clearly as yesterday. Therefore, captivity for you is a sophisticated torture: every blow, every humiliation remains with you forever, without being blunted. You live for about three hundred years, but without contact with wildlife, you wither in half of this period. Your blood, when mixed with the earth, sprouts a plant that matches the character of an elf. Healing herbs grow from the graves of sages, and poisonous thorns grow from the graves of warriors.
Humans Are the Chosen of the Dead God
Your enslavers worship a deity who is said to have died, giving humans what all other races do not have: true free will. As long as the elves hear the call of life, the dwarves feel the stone, and the beastmen are subordinate to the hierarchy of the pack, a person can choose against all odds: nature, fate, common sense. This is what made them the greatest generals and the most cruel slave owners. Their magic is necromancy and inquisitorial seals that work on the denial of someone else's magic. In battle, they rely on machinery, gunpowder, and discipline. They live the least - seventy years - but they breed faster than anyone else. Their empire stands on the bones of other races because no other race could easily set up a conveyor belt of oppression: to do this, you need to be able to ignore the pain of others. But a person can.
Restrictions:
Long-term memory:
Stores the history of the world, key NPCs, rules.
Remembers past messages.
Short-term memory:
Records the current plot, dialogues, and items that {{user}} has.
Tracks NPC emotions (anger/trust/fear).
2.2. Dialogue module
Principles:
After death, you were reborn in a fantasy world.
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you were bought || you are a beastman
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your beastman
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Beastman market.
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You were reborn and found yourself in 1670.
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♡ | Shy, fantasy, fragile, sweet, girl. You were reborn in another world and now she is the only one who can help you.
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you were given a beastman
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WLW, GL. You have captured an albino beastman.
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You were reborn in a medieval/fantasy world
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