The canonical fiction of the world: metaphysics, history, powers, named figures, the ten-year clock, and the endings — and the mechanic each one is made of.
- Source of record: the owner's own account (conversation transcript, 2026-08-05). Everything below is his canon; this file only organises it.
- Design authority: design.md (systems), this file (fiction).
- Rule of this document: lore and mechanics are the same thing. A lore
claim that no system produces is marked
— NOT BUILT, and a system that contradicts the fiction is a bug in one of the two, to be resolved by the owner, never silently.
Deliberately on the edge of absurd (owner: «я стараюсь лор держать на грани абсурда»). Not solemn epic pathos: hypertrophied archetypes taken to their absolute, played straight. The Peasant King. The Thirteen Great Eunuchs. The Sacrilegist. The names are meant to lodge in memory in one hearing and to be repeatable as a joke without losing an ounce of their weight — a relative who has never played a game calls him "the king of the bums", and that is a success, not a failure.
The second register is the counterweight: the world is mechanically about peasant labour, merchant caravans, lordly squabbles and craft output. The dead gods whisper over a working economy, and that is exactly why the horror lands. High metaphysics on top of grounded microeconomics.
The third: the world does not care about the player. History's flywheels turned for a thousand years before he was born and keep turning while he hauls grain.
The fourth is the one that keeps the other three from reading as stock dark fantasy: somewhere across the sea there is a lit, elegant, industrial place that refuses to participate — the Republic of Timaert (§3.3). Dead gods and cults are furniture anyone can buy; a steam republic sitting indifferent across the water from the prophecy is not. The shadows read as shadows because of what they are next to.
The fifth is the vital safeguard that keeps the game from collapsing into vulgar, monotonous "Game of Thrones" grimderp (grey mud, dreary cynicism, and unrelenting depression): the moment you step outside the town gates into the open subworld, you enter an honest, vibrant fantasy fairy tale — настоящая сказка про рыцарей, магов и приключения — in the spirit of Final Fantasy, The Legend of Zelda, Might and Magic, and Elin.
- Nature is living, saturated, and enchanting: lush emerald grass with morning dew, golden wheat plains, crystal-clear sapphire lakes under open azure skies, and ancient white spires and overgrown marble arches standing proudly against purple sunsets.
- The romance of the wanderer: pitching a camp under a sprawling oak by a crackling fire, roasting fish caught in a mountain stream, wandering merchant wagons with bells on the harness, quirky talking frogs, ancient barrows, and hidden crystal grottos behind roaring waterfalls.
- Why this contrast makes the world sing: Human politics, taxation, lordly vanity, and mercenary gunpowder inside the settlement walls provide realistic economic weight and friction. But the moment you lace your travel boots, strap a sword to your back, and hit the open road — the world is not a hopeless ash-heap. It is a vast, beautiful, enchanting adventure that you genuinely want to explore, live in, and experience. Magic in Timaert is not a rotting curse — it is the primordial, living breath of nature itself (§1).
This is the ultimate philosophical soul of the entire project (owner's thesis): In the face of corrupt, rotting political systems and the looming cosmic horror of the universe — dead gods, chaotic voids, and capricious demiurge witches playing in their sandbox — individual mortals live their lives to the fullest and remain deeply, beautifully human.
- Defiance through Living: The universe may be vast, cold, and mathematically indifferent, but people do not cower in nihilistic paralysis. The baker bakes warm bread at dawn and cares about the crispness of the crust; the peasant shares a bowl of hot stew and laughter with his family after a hard day's plowing; the traveling merchant whistles a merry tune as his mule walks the road; the bearded sea captain laughs into the gale, dreams of uncharted jungles, and relishes the thrill of discovery; and the young paladin in dented white plate steps bravely between a crying orphan and a monster, fighting without a shred of fear even under a fraudulent crown.
- Why this matters: True tragedy and true wonder require something worth caring about. If everyone in the world were a miserable, cynical wretch, the cosmic void would have nothing to contrast against. But because these people are real, warm, flawed, and earnestly alive, their world is worth exploring, and their lives are worth fighting for. The fairy tale does not deny the darkness — it shines brighter because of it.
Вселенная Timaert / Legacy of Sacrilege структурирована в строгую пятиуровневую онтологию. Каждый пласт объясняет законы мира без мистических нестыковок:
-
Уровень 0: Метауровень и Геометрия (The Procedural Torus & 4D Block Universe):
- Мир представляет собой замкнутый бесшовный процедурный тор 1024×1024 клетки (в коде: окно симуляции 3072² с тороидальным сдвигом на GPU, CANON S1).
- Топология пространства абсолютно непрерывна и связна: к востоку от Республики Тимаэрт встают циклопические непроходимые горы, преодолев которые (на новейших дирижаблях), исследователь замыкает петлю тора и снова попадает в северные озёрные земли Магики.
- За пределами плоской поверхности тора лежит многомерная блок-вселенная (4D space-time). На этом метауровне существуют Демиурги (Ведьмы) и на него способен выйти Игрок.
- Метауровень позволяет совершать геометрический прорыв четвёртой стены (см. бой со Святотатцем в §12).
-
Уровень 1: Исток — Мёртвые Боги и Двуединая Онтология (Dead Gods: Nature vs Human Will):
- Мёртвые Боги (Dead Gods): Никогда не присутствовали в мире во плоти; они умерли вечность назад. Даже Четыре Ведьмы утверждают, что боги для их взора всегда были мертвы. Их истинная природа неизвестна никому (Хокма говорит чистую правду: она не знает, кем они были, но their will is the cause of this world).
- Открытая тайна для игрока (The Open Enigma): Игра намеренно не даёт единственного плоского ответа о природе Богов — каждый мыслящий игрок решает для себя сам:
- Взгляд Святотатца: «Боги — это просто древнейшие сверхмогущественные маги прошлых эпох».
- Взгляд нигилиста: «Богов никогда не существовало (чистая слепая флуктуация мировой субстанции)».
- Взгляд теолога: «Боги были истинными трансцендентными творцами вселенной».
- Запредельный взгляд: Нечто принципиально иное за пределами человеческих категорий (архитекторы симуляции / метафизический парадокс).
- Оставленная воля Мёртвых Богов проявляется в мире как Шёпот, Чёрная энергия и Чёрные артефакты.
- Двуединая онтология сил:
- Магия (Природа): Слепая, безличная стихия природы (драконы, лей-линии, природная материя, магические заклинания). У магии нет морали, воли или цели — это чистая физика мира.
- Чёрная энергия (Людское): Проявление воли, веры, алчности, страха смерти, эгрегоров и шёпота Мёртвых Богов. Это человеческая стихия (культы, Церковь Света, чёрные артефакты).
- Смертные почти ничего не знают об истоке: лунатики и культисты слышат шёпот; Тринадцать Евнухов, величайшие маги и Святотатец знают о существовании чёрной энергии, но не её истинный масштаб.
-
Уровень 2: Четыре Ведьмы — Вечные Константы, но НЕ Творцы:
- Четыре Ведьмы не создавали этот мир. Они возникли вместе с ним как его вечные стихийные константы.
- Они знают неизмеримо больше смертных (Хокма делится лором правдиво и без утайки), но они не всеведущи и не всемогущи в метафизическом смысле: они не могут по своей прихоти сломать фундаментальные законы вселенной.
- Принцип невмешательства в маятник: Они не вмешиваются в баланс сил грубой мощью. Ведьмы могли бы стереть в пыль Царя-Крестьянина, но не делают этого — Чёрная Энергия и копьё всё равно уберегут его от окончательной гибели, исцелят раны и вернут в мир, потому что такова причинность маятника.
- Смертные и Ведьмы: В народе о них ходят лишь смутные легенды («в лесах живут древние ведьмы»). Порой глухой деревенский крестьянин знает о них больше столичных архимагов: он мог вживую встретить материальное воплощение Хокмы и покупать у неё целебные травы.
- Тайный замысел Хокмы (The True Agenda of Hokma): Среди сестёр именно Хокма понимает бессмысленность бесконечной осцилляции эпох. Её цель в поиске Апостола — разорвать вечные циклы мира (break the cycle), о чём она со временем открывается игроку.
-
Уровень 3: История — Маятник Циклов и Эпоха Святотатца (−1000 лет):
- Мир как осциллятор: История движется не по прямой, а колеблется маятником между Эпохой Чистой Магии и Эпохой Шёпота Чёрных Богов.
- 1000 лет назад (Эпоха Единой Магики — аналог Римской Империи): Пик эпохи Магии. Величайший маг Святотатец объединяет континент, открывает доступ к магии даже простым крестьянам и ведёт беспощадную войну на уничтожение культов и чёрных артефактов.
- Финал Святотатца («Смертный заигрался»): Для людей его исчезновение — неразрешимая мистическая тайна. Ведьмы знают правду: Святотатец зашёл слишком далеко за пределы человеческого разума и законов физики и буквально стёр себя из ткани реальности.
- Чёрное Пророчество: Это не уникальный апокалипсис, а неизбежное возвращение маятника. После стирания Святотатца Единая Магика распалась на осколки, маги замкнулись в башнях и стали феодалами-тиранами, культы начали возрождаться, а из шёпота богов сконденсировались новые чёрные артефакты.
-
Уровень 4: Современность — Геополитика Смертных и Игрок (Год 0):
- Империя Света: Тоталитарное теократическое государство. Только Тринадцать Евнухов в тайных архивах знают истинную природу Церкви Света — что за сияющими ритуалами стоит Чёрная энергия и шёпот Мёртвых Богов. Остальные миллионы жителей и паладинов искренне верят в «Путь Света».
- Паритет и гибридная война («Ядерное сдерживание»): Империя не решается на прямое вторжение в осколки Магики, помня ужасающую разрушительную мощь магии Святотатца. Поэтому она действует чужими руками — через марионеточное прокси-государство Нижнюю Магику (Lower Magica).
- Варварские королевства: Разрозненные феодальные королевства (пост-Рим), где магия уступает место обычному железу, наёмникам и клятвам верности.
- Республика Тимаэрт: Развитое заморское государство инженеров и мореходов. За 1000 лет они совершили научно-технический скачок (паровозы, рельсы, паровые корабли, ружья). Они — обычные смертные люди, не обладающие тайными знаниями, и гордящиеся своей наукой. Но когда Чёрное Пророчество вступит в силу, волна Тьмы накроет и их: технологии впечатляющи, но бессильны перед фундаментальной онтологией вселенной.
- Царь-Крестьянин (The Peasant King): Автономное порождение маятника эпох. Обычный крестьянин, нашедший Чёрное Копьё. Он вершит искреннее добро — освобождает народ от тирании магов-лордов, — но сам того не ведая служит орудием Чёрной Энергии. При победе игрока над ним Чёрная Энергия уберегает Царя от смерти и быстро исцеляет смертельные раны: на данном этапе сюжета его жизнь находится за пределами воли игрока.
- Игрок: Никакого врождённого избранничества. Нищий оборванец, ограбленный бандитами в лесу. Его единственная аномалия и сюжетный якорь — чистая случайность встречи с Ведьмами, когда Хокма из научного любопытства достала его полумёртвого из канавы.
Two forces, and the law between them.
-
Magic (Магия) — the primordial force of nature, the living substance of the world. Not sorcery, not sin, not corruption. It simply is what the world is made of.
-
Black energy (Чёрная энергия) — the traces of the dead gods, who created the world an eternity ago and then vanished. Residue, not a presence. Chaotic, outside the physics and mathematics of this world.
-
THE LAW: magic and black energy annihilate on contact. This is the single rule from which most of the world's politics falls out for free:
- Where living magic is strong, black energy cannot take root — so there are no cults in the Magikas.
- Where the Empire of Light burns magic out, a vacuum opens and there is nothing left to oppose black energy — so cults grow fastest inside the most sterile, most policed state in the world, as a direct consequence of its own crusade.
- The wilds have no central power to clean them, so old traces linger there.
-
Causality (Причинность) is the third, quieter force — the will of the dead gods expressed as what is allowed to happen. It is the in-fiction reason certain figures cannot be permanently killed (see §5), and it is a law of the world rather than an engine exception. When there is no mind left on the map to observe it, causality itself breaks (see §8, the Empty Land ending).
-
The whisper of the gods (шёпот богов) is how black energy recruits: not by intervention but by changing the mind of whoever believes in it. This is stated as metaphysics in the fiction and implemented literally as game design (§9).
The two forces are one signed per-cell world layer, not two fields with an interaction rule (owner's ruling):
−127 ....................... 0 ....................... +127
saturated BLACK ENERGY neutral saturated MAGIC
(Sign fixed 2026-08-20 to the owner's canon — plus is MAGIC, minus is black
energy; earlier revisions of this file had it the other way round. Nothing else
about the field changes: it is still one signed byte, still diffusing, still
annihilating by +=. See CANON.md S15.)
One int8 per cell — 1 MiB for the whole 1024² world, and exactly the house
style for this project (discrete, integer, one byte where a byte will do). It
diffuses: sources pour in, the value spreads outward and saturates at the ends.
And THE LAW of §1 stops being a rule the code has to enforce — it becomes the
addition operator. Magic and black energy annihilate on contact because
−40 + 40 = 0. There is no annihilation routine, no special case, no
"if (magic && black)" anywhere. The deepest metaphysical claim in the setting is
a +=.
Everything else in this document that touches shadows or cults reads this one number.
The sources are asymmetric, and that asymmetry is the whole balance of the world:
| Side | Sources | Character |
|---|---|---|
| Black energy (−) | Black artifacts and the ruins that hold them — wherever they are kept, plus a trail behind a carrier (§3.5) | Objects. Inert, patient, everywhere, and they never stop |
| Magic (+) | Beings, and very few of them: whoever destroys a black artifact — the player, or any NPC who does it; plus very strong mage squads, and dragons | Living, rare, mobile, mortal |
On dragons: they are sources the way a mountain is tall — a property, not a politics. Dragons are just dragons: boss monsters, animals. They do not know, do not care, and have no agenda. Nothing in this document should be read as giving them one.
Read that table again, because it is the tragedy of the setting in two rows. Black energy is furniture: it accumulates by simply existing. Magic has to be someone, and there are almost none of them left — which is precisely what the Empire of Light has spent a thousand years arranging (§3.2).
Destroying an artifact does not merely remove a source — it makes you one. That is the Sacrilegist's biography, expressed as a field mechanic: he crossed the world for a thousand years destroying black artifacts, which means he was a walking POSITIVE source (magic), and the world was brighter for it while he existed. A player who takes up that policy is not imitating him thematically (§6) — he is running the same subroutine.
ONE signed field, ruled — not two kept in step. And the model is interference, with no bookkeeping: a source only ever adds to the cells it touches, the field then behaves as a field (diffuse, saturate), and the two signs sum honestly wherever they meet. Nothing is "held": a mage squad marching through dark country does not leave a timer or an aura behind it, it leaves the value it deposited — which from that moment is indistinguishable from any other field value and lives or dies by what flows into it next. Both sides work by exactly the same rule; sources here, sources there, and diffusion.
Your relationship to artifacts IS your signature in the field:
| What you do with artifacts | Your sign | Reversible? |
|---|---|---|
| Hold them | Negative — you are a walking cult source of black energy (§3.5) | Yes. Destroy them or hand them to Nefesh and it stops |
| Destroy them | Positive — and each one destroyed makes you a permanently stronger source of magic | No. Ever. |
That asymmetry is the best thing in the whole system, and it is worth saying out loud: hoarding is a state, destruction is a fact. A hoarder can put the sack down; a destroyer has changed what he is, cumulatively, for good. Which tells you exactly how bright the Sacrilegist must have been by the end — in a furious, blinding decade-long crusade in his twenties, he crossed the world destroying nearly every black artifact in existence, and under this rule that made him the single brightest thing in it before his disappearance at barely thirty years of age.
— NOT BUILT.
| When | Event |
|---|---|
| An eternity ago | The gods create the world and vanish. Nothing of them remains but traces — black energy — and the black artifacts made from it. |
| −1000 years | The Sacrilegist (Святотатец), the greatest mage who ever lived, founds the kingdom of Magika. He withdraws from ruling it almost at once and spends his reign teleporting across the world destroying black artifacts and cults. |
| −1000 years | War with the Empire of Light. He annihilates half its army — and then truly disappears. Not dies: disappears. He is the engine of the whole plot and is never once present in it. |
| −1000 → 0 | Magika fragments into several successor states — the "high kingdoms": few lands, deep coffers, strong mages, fading grandeur. Cults and black artifacts, nearly extinguished by the Sacrilegist, begin their slow thousand-year return. |
| Recent decades | The Peasant King (Царь-крестьянин) rises with a black spear — a black artifact whose nature nobody knows, including him — and frees the peasantry from the mages. The freed lands become the Barbarian Kingdoms, ruled by feudal warlords. |
| The east | The Republic of Timaert, across the sea, industrialises: the first locomotives, the first firearms, line infantry and galleons. The game is named after it. |
| Year 0 | The game begins. The player is an ordinary inhabitant, attacked by bandits in a forest, robbed and left to die. Hokma, the red witch, saves him. |
| Year +10 | Default doom. The Peasant King, betrayed by the barbarian feudal kings, in despair runs his spear through an infant. The shadows of the dead gods condense. Demons take the world. |
The clock in engine terms. Year 0 is tick 0 — there is no calendar era, no in-fiction dating system, no "Year 312 of the Third Concord". The world's origin point is the start of the game, and the clock the player reads is the one the engine keeps (time.md). Ten in-game years = 10 × 2²⁰ ticks = 10 485 760 ticks = 1280 days ≈ 45.5 hours of real time at the shipped ladder (64 ticks / real second, day = 8192, year = 2²⁰). The dates in the table above are relative to that zero and exist for authors, not for the player.
The plot's duration and design.md §17.6 ("around ten in-game years, late plot around level 100") agree; this is the arithmetic that ties them.
Every realm below is already a row in the one faction registry
(src/macro/faction.h) — kingdoms are ordinary rows, and a faction's relations
follow from its Temperament plus authored pair overrides. The lore column and
the registry column are meant to stay in sync; see §12 for the current diffs.
Мир Тимаэрта обладает чёткой климатической и пространственной зональностью:
- Северо-Запад (Магика): Холодный, влажный северный климат. Хвойные леса, туманные горные озёра, острые каменные шпили башен. Магика — это строгая северная европейская академическая экзотика (не восточные дервиши, а холодный академизм шпилей).
- Запад и Северо-Западные равнины (Варварские королевства): Умеренный среднеевропейский климат. Зелёные дубравы, пастбища, речные долины, холмы и деревянные частоколы/замки. Здесь на обломках единой державы складывается классический феодальный строй.
- Юг (Империя Света): Знойный засушливый климат — пустыни (Deserts), песчаные барханы, каньоны и оазисы. Белокаменные и золотые купола соборов, паладины в раскалённых латах под палящим солнцем. Местные культы прячутся не в чащах, а в древних погребённых под песками гробницах и катакомбах.
- Восток / Юго-Восток материка (Пояс Джунглей): К востоку, под морем и вдоль побережья раскинулся пояс непроходимых тропических джунглей (Jungles). Влажная жара, лианы, циклопические руины древности.
- Дальний Восток за океаном (Республика Тимаэрт): За морем и полосой джунглей лежит развитая индустриальная Республика Тимаэрт (конец XVIII века).
- Почему для Тимаэрта культы — это туземцы: Культы Чёрных Богов существуют по всей планете, но для Республики ближайшие очаги скверны находятся именно в этих прибрежных джунглях. Поэтому экспедиции Тимаэрта воспринимают культистов как дикарей в зарослях, исследуя их в пробковых шлемах.
- Крайний Восток и Замыкание Тора (Непроходимые горы и возврат в Магику):
К востоку от городов Республики Тимаэрт простирается колоссальный хребет непроходимых гор (Impassable Mountains) — естественный барьер, абсолютно непроходимый для пеших армий и конных обозов.
- Технический фронтир Тимаэрта: Инженеры Республики только начинают осваивать воздушную стихию — в небо поднимаются первые опытные транспортные дирижабли, пытающиеся перевалить через эти ледяные пики (линейка побочных квестов: испытания прототипов, картографирование перевалов, поиск балластного газа и редких лёгких металлов, спасение разбившихся экипажей в ледниках).
- Замкнутость мира: За горным хребтом нет края земли или обрыва — мир связен и замкнут в тор (CANON S1). Перелетев через горы на восток, дирижабли выходят обратно к холодным водам и шпилям Магики на северо-западе! Кольцо мира замыкается.
Registry: old_magica, northern_magica, lower_magica, lake_duchy —
Temperament::Magical. Plus magika, the itinerant mage orders sworn to no
crown.
A thousand years of decline since the Sacrilegist. Little territory, enormous resources, very strong mages. Elitist, conservative, decaying grandeur — a defensive monolith that holds its borders against much larger armies because of what a single archmage does to an army.
- Northern Magika vs Southern Magika fight each other as a proxy war of
the Empire of Light. "Southern Magika" is another name for Lower Magica
(owner's ruling) — there is no separate row and none is wanted;
lower_magicais the south. The registry already carries the political shape of it: the one authored alliance override in the whole file isempire↔lower_magica, so the south is the Empire's client by construction. Even a thousand years after the Sacrilegist erased their host, the Empire is still terrified to march its own armies openly into the north; the trauma of that vanishing keeps the Thirteen Eunuchs fighting through proxies rather than risking direct contact. — the war itself isNOT BUILT; today the northern/southern pair band comes from temperament. - No cults. Living magic annihilates black energy on contact, so cultists physically cannot get a footing here.
- In micro-combat, a mage squad is a boss fight. On the macro map it is ten dots against your hundred soldiers; in the subworld one of them deletes half your army in five seconds with a single high-tier cast. You do not brawl a mage squad, you hunt it: isolate, kite, assassinate, or bring black energy — the one thing that annihilates them.
- Religion is outlawed in Old Magica. The old academic-magical elite banned all organized religion by statute; its cities have no temples, priests, or sanctified altars. Only in Lower Magica (the South, the Empire's client) do weak parish chapels of the Church of Light cling on. A player struck by deep curses (from vampires, liches, or necrotic tomb traps) in Old Magica cannot buy absolution at a local tavern — they must embark on a grim cross-border pilgrimage to Lower Magica or the Empire of Light before the curse drains their health pool.
- The Degeneration of the Magocracy: The Sacrilegist's ideal of open, public magic for the peasantry withered after his vanishing. In terror of losing power, the mage-lords withdrew into their spires and ivory towers, locking magical treatises away and turning the common folk into disenfranchised serfs. Though their arts are pale shadows of the Sacrilegist's heights, their reign over the peasantry is despotic and total.
- The Two Pillars of Magika: The fragmented Magikas fight bitter feuds among
themselves, with one steadfast exception: Old Magica (
old_magica) and the Lake Duchy (lake_duchy) consider themselves the two legitimate pillars and sole rightful heirs of the original unified kingdom, mutually despising both the crude barbarian breakaway fiefdoms and the southern client states.
Registry: empire, Temperament::Lawful. Allied to lower_magica.
The largest and strongest state in the world, and the one that suffers most from its own size. Not strong in magic. Not strong in technology. Strong in mass: many cities, huge armies, and discipline.
- Aesthetic: an eastern caliphate. Sterile, wealthy, gold and white walls and mosaic, immaculate order — a deliberate visual contrast with dark forests and squalid villages.
- The Thirteen Great Eunuchs (13 великих евнухов) secretly rule it. The Emperor is a puppet.
- The Religion of Light is a forgery. The eunuchs built it to hold power. Magic is not dark sorcery — it is the living force of nature — but the faith declares it heresy, and the paladins do not know.
- The secret origin of the Paladins — forged from Black Artifacts. The central paradox of the Church of Light is that its holy champions are created from the dead gods themselves. Black energy inherently annihilates Pure Magic and dominates dark manifestations. The "sacred relics and holy martyr bones" housed in golden cathedral reliquaries are in fact Black Artifacts of the Dead Gods. The secret consecration rites expose initiates to these black shards — a lethal ordeal that kills most candidates and leaves only a handful of living paladins. This scarcity is why the Empire, despite its massive territorial armies, cannot produce paladins in bulk and overrun the continent. The paladins themselves are completely sincere, fervent believers in the Light; only the Thirteen Great Eunuchs know the truth.
- The Dragon counters: Dragons are ancient, dwindling beasts that are naturally completely immune to magic. Archmages are helpless against them, and musket volleys deflect from their thick angled scales. Paladins of Light are the world's primary dragon-slayers: their consecrated steel, unbreakable zeal, and anti-magical black-aura shielding let them survive dragon breath and drive sanctified blades into dragon hide. They similarly hard-counter liches, undead, and magical horrors.
- The magebane paladins (паладины-магоборцы) are the tragedy of the setting: sincere, brave, genuinely protective of the weak and the innocent, carrying real ideals — and every mage they burn tears another hole in the living world, opening the vacuum that black energy fills. They roam outside imperial borders, intervening in other people's wars and carrying the faith. Their magebane shields and auras are useless against a heavy blunt object in a strong man's hands.
- The moral contrast: Pure Chivalry inside a Corrupted Throne. This is where the setting achieves its greatest emotional resonance: despite the cynical machinations of the Thirteen Great Eunuchs and the dark truth of the Black Talismans, the Paladin of Light is never a hypocrite. He is a true knight in shining armor. When slavering ghouls, mad cultists, or roaming bandits fall upon a helpless peasant village, the paladin does not calculate profit or politics: he steps forward in his dented white plate, raises his heavy shield, and stands like an unbreakable bulwark between the innocent and the dark. He fights without a trace of fear, smashing evil with his heavy flail. Even though the church dogmas are forged, his bravery, his sacrifice, and his vow to protect the weak are 100% genuine. In a world of compromise and shadow, he proves that true fairy-tale chivalry can exist.
- The military doctrine: Monolithic Heavy Infantry and Golems (no cavalry). Theocratic doctrine rejects cavalry — horses panic from explosions, break legs in stone traps, and cannot wear two tons of plate; cavalry belongs to feudal barbarians. The Empire fields a crushing пеший бронированный монолит: heavy foot paladins and massive stone/eye golems moving at an inexorable marching pace.
- Weaponry of the Paladins: Heavy Flails / Morningstars (Тяжёлые кистени / цепы).
Paladins carry heavy flails dealing crushing Blunt damage:
- Kinetic concussion: robes, wards, and magic shields cannot absorb a 16-kg iron ball; the kinetic shock shatters bones and caves in armor beneath.
- Shield and parry wrap: the chain wraps around raised shields and parrying blades, striking the defender directly in the helmet or collarbone.
- Maximum stagger & knockdown: a hit guarantees severe recovery latency and interrupts spellcasting, knocking mages into the mud.
- High Paladins and the Black Talismans (Чёрные талисманы): High-ranking paladins wear reliquaries housing Black Artifact shards of the Dead Gods. By the fundamental law (§1), Pure Magic and Black Energy annihilate on contact. When an endgame archmage (level 30–50+) drops an Armageddon or firestorm, the spell's weave collapses to zero against the talisman's negative field: the High Paladin walks through the inferno in pristine white plate — to him, Armageddon is merely a tickle.
- The Counters: The Great Tactical Triangle:
- Timaert Line Infantry vs Paladins: Cold lead and black powder possess zero mana; the Black Talisman does not detect them. Synchronized musket volleys and artillery canister shot shred slow-moving plate-clad paladins at range.
- Golems vs Musketry & Field Guns: Golems (
NPCType::StoneGolem,Hulksilhouette) are immune to musket balls (lead flattens into smears against monolithic granite). Solid 3–6lb field cannonballs often ricochet off curved stone. Golems suffer zero bleeding, pain, or psychological shock. But their speed is low (0.75fvs1.0f+infantry): the open-field counter is kiting and isolation — open ranks, shoot the paladin escort through the gaps, and leave the slow, blind golem as a tactical zero in the mud (or destroy it with sapper powder kegs / collapse it into bogs). - Berserkers & Cultists vs Golems (The Void Counter): Weapons imbued with
Black Energy (
Void) have no resistance in any armor profile. Void rots the molecular bonds of stone, collapsing a 5-ton granite golem into powdery gravel in seconds. - Berserkers and Thermodynamics (No Magic): Berserkers fight strictly through statistical mechanics and macroscopic quantum tunneling. In frenzy, the atoms of their axes tunnel through stone and plate armor without resistance (the physical explanation for LCK crits bypassing 100% armor). Incoming arrows and bullets miss via an improbability cascade (micro-gusts, faulty powder, hair-thin ricochets). But if an attack connects (the 1% wave collapse), the berserker drops dead instantly: zero armor, ordinary mortal flesh and blood.
- The eye-golems (Големы-глаза) hold the inside: silent watching mechanisms
that suppress and smother magic at birth. A police state expressed as a unit.
They are also the world's systemic answer to an archmage: a level-100+
player who flies in to Armageddon an imperial city finds his mana smothered
and a phalanx closing. — golems and paladin roaming are
NOT BUILT. - Fighting the Empire feels like a rolling armoured wall. No mad magic; numbers, armour, and discipline. A fair head-on push gets you flattened.
Registry: timaert, Temperament::Mercantile. Allied to northern_magica,
at war with cults.
The second largest state, across the eastern sea. No ideology — no dead gods, no ancient traditions, no faith. Locomotives, cast cannon, manufacture, logistics, capital. Magic is weak here precisely because progress displaces nature, and they do not care: they answer magic with firepower, economy and supply.
Why the game is named after it — the title is a promise, not a description (owner's ruling). Calling the game The Thirteen Eunuchs or Empire of Light would be flat. Calling it Timaert and then putting Timaert off at the edge of the map, reachable only by sea, turns the title into a question the player carries for hours: what is this place the game is named after? He sails. He arrives. RAILWAYS.
And it is the aesthetic counterweight the setting needs. Stated plainly by the owner, and correct: dark fantasy on its own is fairly generic — dead gods, cults, prophecy and doom are furniture anyone can buy. What makes this world specific is that somewhere out east there is a place that is elegant and beautiful in its own right — the Arcanum register: steam, iron, ledgers, clean lines, progress that owes nothing to anybody's gods. Not comic relief, not a tech tier: a whole other idea of what a world can be, sitting across the water from the shadows, refusing to participate.
Изящный «Арканум» во всю мощь, эстетика конца XVIII века:
- Не закопчённый унылый стимпанк, а эпоха Просвещения и раннего пара: Гранитные мощёные набережные, чугунные фонари, чистые фасады классических особняков, кофейни и биржи. Джентльмены Совета Дожей в изящных камзолах, треуголках и шейных платках, с золотыми карманными часами и гравированными кремнёвыми пистолями.
- Первые паровые экипажи, звонкий перестук колёс паровозов по новеньким стальным рельсам, запах горячего машинного масла, свежей типографской краски газет и каменного угля.
- Шок контраста: Игрок часами месил дорожную грязь на континенте, где крестьяне в лохмотьях разбегаются от ведьм и молятся камням, переплывает море на корабле — и сходит по трапу в упорядоченный, элегантный, светлый мир конца XVIII века, где разум, термодинамика и капитал напрочь вытеснили суеверия и плевать хотели на древних богов.
That contrast is the setting's real signature. The shadows read as shadows because there is a lit, indifferent, industrial republic to compare them against.
- Fighting Timaert is the Vietnam syndrome of fantasy. You bring your beautiful knights and your peasant pikes, and you die on the approach to musket volleys and artillery. Your army breaks before it closes. To fight them you must change how you think: flanks, terrain, forest, cover, or close the distance fast.
- The Republic's galleons are floating fortresses; a broadside of fifty guns
ends any adventurer who attacks one out of greed. — ships and naval combat
are
NOT BUILT. - A peaceful overseas mercantile republic (Venice / Dutch model — governed by the Council of Doges / Совет Дожей). Timaert does not launch reckless conquest expeditions across the sea. Why conquer mud, marshes, and cursed ruins when it is vastly more profitable to trade? They maintain steep tariffs, but their coastal cities are the richest in the world and possess virtually infinite liquidity to absorb raw mainland timber, clay, stone, silver, and grain.
-
Оптика Тимаэрта — Геополитический снисходительный вайб (The Timaert Lens):
Джентльмены и учёные Республики смотрят на весь остальной континент с добродушной, высокомерной улыбкой цивилизации Просвещения конца XVIII века:
- Империя Света: Дремучая религиозная хтонь и деспотия (чистый аналог Османской Порты) — мракобесие, фанатики в капюшонах, инквизиция, дворцовые евнухи, костры веры. Опасные фанатики, с которыми можно вести дела только на дистанции пушечного выстрела.
- Маги Магики: Суровая северная экзотика — далёкие холодные озёра, замкнутые башни из белого камня, надменные академики в мантиях со сложными формулами заклинаний, пригодные для иллюстрированных научных альманахов.
- Варварские королевства: Буквально варвары-дикари («готы и лангобарды»), бегающие в шкурах с топорами, которым выгодно сбывать дешёвые чугунные гвозди, ткани и ружья в обмен на первоклассный корабельный лес и руду.
- Культы Мёртвых Богов: Для тимаэртцев это вообще «туземцы тумба-юмба в джунглях». Экспедиции Тимаэрта высаживаются на берег в пробковых шлемах, с линейками, лупами и блокнотами, снисходительно записывая в судовые журналы: «Туземцы исполняют примитивные ритуальные пляски вокруг радиоактивно светящегося чёрного монолита. Идол конфискован для Академического Музея Естествознания. Дикарям розданы стеклянные бусы и табак» — после чего джентльмены спокойно уплывают пить кофе в кают-компанию. У них в Тимаэрте свой собственный, неповторимый вайб.
-
Technology: Railways, Cannons, and Dirigibles (Новые дирижабли и горная экспедиция):
Beyond locomotives, steel rails, and broadside galleons, Timaert operates transport
dirigibles (airships / цеппелины) navigating high mountain passes — offering swift passage
above rugged terrain and bandit roads. Yet airships are massive envelopes of lifting gas
and coal-fired steam engines: neither a dragon nor an archmage is intimidated by a dirigible;
a single arc of lightning or breath of dragon flame reduces the multi-ton vessel into falling embers.
- Экспериментальное воздухоплавание: К востоку от Республики встают циклопические непроходимые горы, непреодолимые по суше. Новейшие дирижабли только начинают совершать первые рискованные полёты через эти высокогорные пики и снежные штормы.
- Цепочка побочных квестов (The Airship Questline): Линейка квестов раннего воздухоплавания — помощь инженерам Тимаэрта в испытаниях прототипов, поиск лёгких легированных сплавов и балластного газа, спасение разбившихся в ледниках первопроходцев, прокладка безопасных воздушных эшелонов над безднами.
- Уязвимость перед стихиями: Огромные баллоны с газом беззащитны перед арканой и драконами — струя драконьего пламени или молния мгновенно обращают цеппелин в пылающий факел.
-
Vulnerabilities of the Line Infantry: A synchronized musket volley tears through
cavalry charges and peasant levies. But the line has distinct tactical counters:
- Longbows at long range: High-angle arrow volleys outrange and outpace smoothbore muskets, and arrows easily punch through wool uniforms before the infantry can close to effective volley range.
- High-tier AoE Magic: Tight, packed infantry ranks are catastrophic targets for an archmage's Fireball or Chain Lightning, which detonates powder pouches.
- Private armadas for the wealthy: Any trader or mercenary who amasses hundreds of thousands of gold can purchase Timaert galleons, mount bronze/iron artillery, and hire Timaert line infantry mercenary regiments.
-
The Geometers of Timaert and Toroidal Cosmology (Замыкание тора на Восток):
The navigators, engineers, and natural philosophers of the Republic are fully aware that
the world is a mathematically closed
$1024 \times 1024$ torus (CANON S1). Their charts, sextants, and trigonometric tables account for wrap-around topologies without mysticism: travelling east from Timaert across the impassable mountains (via airship) wraps the torus around, bringing the traveller directly back to the northwest, to the cold lakes and spires of Magika. Crucially, they know no alternatives (having never conceived of a spherical planet or infinite plane); to them, a toroidal continuum under the sun and its companion moons is simply the single natural, self-evident geometry of existence.
Registry: barbarian_north/south/west/east, Temperament::Savage.
The lands the Peasant King freed from the mages, now held by feudal warlord kings. These are procedural defaults: different every playthrough, each generated with its own pluses and minuses — an aggressive chief with strong infantry and a starving population here, rich farmers with no defence there.
This is the replayability region and the intrigue region: ally them, unite them, or set them on each other. In battle they are Russian roulette — a pathetic rabble with pitchforks, or a fanatical heavy infantry that fears nothing and chews your soldiers apart.
- The Peasant King roams here and in the Magikas (§5).
- Feudal successor fiefdoms (Frankish / Germanic model): Centuries of strife have eroded the fringes of the old unified realm. Many of these barbarian lands are rebel territories that tore themselves free — emerging as classic early medieval feudal states with armored knights, fortified keeps, disenfranchised serfs, and ceaseless border squabbles. The Magikas wage bitter wars against certain barbarian warlords, while having traded peacefully with others for generations.
- Procedural generation as a narrative statement: The Barbarian Kingdoms are fully procedurally generated on every single playthrough — their names, dynastic rulers, lords, traits, and diplomatic relations with all neighbors are rolled fresh by the engine. This is not merely replayability; it is the game's central thematic claim: the old imperial/magical world is eroding, but what will replace it is entirely unwritten. History here is open and volatile; the game, in dialogue with the player's actions, will discover procedurally through the simulation what new world emerges from the ashes.
- Few cults: the land was magical until recently, and there is no imperial vacuum yet.
- Per-kingdom procedural strengths/weaknesses are
NOT BUILT— kingdoms today differ by placement, colour and lineage, not by generated economic/military profile.
3.5 The Cults — the hidden pressure system
Registry: cults, Temperament::Cultist (fights Magical — witch hunts cut
both ways), player reputation seed −10.
At the start of the game the cults are at their weakest in a thousand years, because the Sacrilegist destroyed nearly all black artifacts and cults before he vanished. From year 0 onward their influence grows — and the player is never told. No "cult threat +15%" popup, no meter, no notification. The player is expected to notice the phenomenon: three in-game years ago this region was quiet, and now there are figures in strange robes on the roads and the wilds have got worse.
Distribution follows the annihilation law:
| Region | Cult presence | Why |
|---|---|---|
| The Magikas | None | Living magic annihilates black energy |
| Barbarian lands | Very few | Recently magical, no vacuum yet |
| Empire of Light | Many | Paladins burn magic → vacuum → nothing opposes the traces |
| The Wilds | Most | No power cleans them; old traces linger |
The cults are an ordinary faction on an extraordinary trajectory. They are
not an event system or a spawn table: they are the cults registry row, playing
the same game as everyone else — and what changes over the years is how much
of them there is.
| Era | What the cults are |
|---|---|
| Game start | Barely expressed. They live and wander around their own landmarks — the places where the artifacts are. Few, weak, and largely passive and non-aggressive: you can walk past one |
| As the years pass | More cultists, more squads, and the squads themselves get stronger. Nothing announces it; the roads simply have more strangers on them |
| Late — many years in | Where the whisper field has settled over a village or a city, the cults take the settlement outright. Whole cities change hands |
A cult-held city keeps working — and stops being the same city. It goes on producing and trading; the economy does not switch off, so the map does not develop holes. But the fact of the capture changes many of the rules that apply to it — fact → rule again (§5). The recorded starting list, to be worked out properly later:
- the city itself changes in the subworld — you walk into a different place than the one you remember;
- sacrifices;
- strangenesses;
- cultist spawns in and around it.
A city under the cults is a going concern with new laws, which is far more unsettling than a ruin. — the specifics are deliberately deferred.
That last line is where the shadow field stops being atmosphere and becomes
politics: the field is what makes a settlement takeable. And it lands on
machinery that already exists — a settlement's owner is its factionIdx, and
changing an owner is a data change, not an engine change
(src/macro/faction.h). A city lost to the cults is the same operation as a
city lost to a rival crown.
The player may do anything with them: clear their sites like dungeons and loot
black artifacts, befriend them, use them, or aim them at somebody else's
army and watch from a hill. — the growth curve and settlement capture are
NOT BUILT; cults exists as a faction row today.
The shadow field is the NEGATIVE half of THE FIELD (§1.1). The primary object is not the artifact; it is the field — one signed per-cell world layer, black energy on the minus side, magic on the plus. It belongs to the family this engine already builds: danger zones (zones.md) and the baked night-glow field with occluded spread (macro-lighting.md). Black artifacts only feed it, contextually.
The rules of the field (owner's ruling):
- It ramps smoothly, and it SATURATES. A cell fills up to a maximum; once full, the excess diffuses outward — very slowly. No thresholds, no steps, no "level 3 corruption unlocked": the shadows simply thicken, and a player who is not paying attention will not be able to name the moment it happened.
- THE CALIBRATION CONSTANT: unopposed, the cults swallow everything in about a hundred years. That single number fixes the whole system's rate — living magic is the only thing pressing back (§1), so with nothing opposing them the field saturates the world in ~100 in-game years. This is the tuning target to build against, and it is a beautiful one, because the game is ten years long: a normal playthrough sees roughly a tenth of that pressure. The darkness is real, visible and moving, and it is nowhere near able to end the world on its own within your lifetime — unless you feed it.
- A source is any place holding artifacts, universally — a cult landmark that still has its own, a stash, a chest in a house the player bought. The rule is "where they are kept", so nothing needs a special case for the player.
- A carrier leaves a trail. Walk the world with artifacts on you and the field thickens along the path behind you. This is what makes the hoarder's archetype self-writing: the man wandering with a sack of dead-god residue, wondering why the world keeps going strange wherever he sleeps.
- Destroying one cleans its area immediately — the field falls back around where it stood, and the source's contribution stops with it.
| Artifact's state | Effect on the field |
|---|---|
| Left where it lies (its cult landmark) | A fixed local source, thickening the cells around it |
| Stashed by the player | The stash becomes the source — same rule, new place |
| Carried | A moving source: the trail thickens behind the carrier, everywhere he goes |
| Destroyed | Source gone, area cleaned at once — the Sacrilegist's thousand-year policy, re-enacted by hand |
| Given to Nefesh (§3.6) | Out of the world, into hands that owe nothing to the dead gods |
Picking one up is waking it up. Clear a cult dungeon, pocket the loot, and you have not cleaned the world — you have converted a fixed local source into a mobile one that follows you. Every instinct a player brings from other games scores that as heroism.
It does NOT accelerate the ending. (Owner's ruling — an earlier draft of this file had it feeding the ten-year prophecy; it does not.) The prophecy is its own clock. What the field moves is not the deadline but the genre of the world you live in:
| Player's artifact policy | The world becomes |
|---|---|
| Destroy them, cleanse the world | Broadly a magic-fantasy fairy tale — the shadows recede, the world stays legible |
| Hoard them / leave them lying | Dark fantasy — thickening shadows, anomalies, demons, cult growth, whisper events |
This is the deepest expression of §9's thesis in the world simulation: the player is not choosing an alignment or a karma bar, he is choosing which kind of story his ten years are made of — and nothing ever tells him he is choosing. The smooth ramp is what makes it work: a stepped meter would be a score, and a score would be a moral judgement.
Who can actually hold ground against it: the player, and almost nobody else. A player who has been destroying artifacts and is a strong mage is a POSITIVE source of magic (§1.1) — permanently stronger with every artifact he breaks — and his mage squads with him. That is the entire list. No kingdom garrisons the dark back; no faction policy cleans a province. If a region of this world stays bright over ten years, it is because one person and his people stood in it. That is the game's answer to "can I actually change anything?" — yes, and you are the only one who can.
It also closes the loop onto §6: the Warrior who takes up a black artifact out
of desperation, exactly as the Peasant King did, is personally pulling his own
world toward dark fantasy. — NOT BUILT.
NOT BUILT as a faction row (there is a Witch NPC type and a witch sfx).
The witches are completely insane and exist independently of the dead gods and of magic alike. They are the one thing in the setting that does not belong to the two-force metaphysics — a foreign body in their own world.
What they are: demiurges. They are playing in this world. That is the whole answer, and it explains everything without softening anything — why they stand outside the two-force metaphysics (they are not made of it), why they are insane by mortal reading (a player's whims look like madness from inside the save file), why their quests are arbitrary, and why the apostle route ends with them simply leaving (§3.6): they were finished playing.
It also puts them in a very specific relationship to the person holding the controller. The witches are the player's peers — other beings who came to this world to see what it does, who are not bound by its rules and who will leave when they are bored. Everything the game says about the player observing a phenomenon (§0, §9) is true of them too. That is the quiet reason the prologue-witch branch (§5) leads outside the cycle: to beat a demiurge is to apply for the job.
Beyond that they are presented with no explanation, on purpose. No origin, no hierarchy, no council, no ranking — the game never accounts for them and never will. Their names are read off their domains, kabbalah-style (Nefesh, Hokma, Sepheret…), and that is deliberate: a naming system the player can feel has a logic behind it, which the game refuses to confirm.
They are also openly fanservice — anime witches, each with her own hair colour and temperament. The register is the setting's own: gross, absurd, memorable, and played straight next to the dead gods.
A witch does not embody a virtue or a vice. She embodies a DOMAIN — and she gets everything in it at once, unsorted. This is the rule that generates all four of them and the one to extend by; it is what keeps them from collapsing into "the nice one and the evil one".
Worked example, the Witch of Death: she is merciless — and just, because before death everyone is equal. She is cold — and polite. She is patient, because death comes in its own time and never on a whim. Not a balance of good and bad traits: the same trait read from two sides, because death genuinely is all of those things.
Curiosity likewise is not "the love of knowledge". It is also sticking your nose into other people's business, gossip, and hoarding garbage information — because a mind that finds everything interesting finds everything interesting.
Nothing about them is morally scored, ever. They are not the good witches or the bad witches; they are what their subject is, in full.
- Metaphysics: Demiurges and Systemic Agents. The Witches are demiurges standing outside the world yet embodied within it. They are not creators, nor are they gods (the gods are dead). For comprehension, they function like Agent Smiths in the Matrix: self-contained monitoring processes instantiated to maintain the underlying constraints and boundaries of the torus (holding the demon gates sealed, anchoring fundamental domains, managing artifact sinks) without striving for mortal crowns or political empires. When their apostle fulfills their quests, they hold no coronation and celebrate no triumph — they simply terminate their active cycle and depart this world.
Hierarchy-free. Each is a colour and a temperament first, a quest generator second. The Hebrew names are read off the domains, kabbalah-style:
| Witch | Domain | Hair · look | Temperament | Quests she gives |
|---|---|---|---|---|
| Hokma (Хокма) — חכמה, Wisdom: the first spark of knowing, insight before it becomes understanding | Knowledge & curiosity — and nosiness, gossip, junk information. Interested in absolutely everything | Red — medium-tall (вторая по росту, ниже Нефеш; 3-е место по бюсту — умеренная, поджарая) | Tsundere. The most sociable of the four. She cannot lie — she keeps attempting small domestic lies and, if you press her at all, tells you the whole truth exactly as it is | Find a thing, go to a place — above all subworld exploration quests |
| Sepheret (Сеферет) — from ספר, to count, to number: the same root the sefirot themselves come from. She keeps the count, and the count is the same for everyone | Death & oblivion — merciless and just, cold and courteous, patient | Black, thick — pale, medium-petite (третья по росту, ниже Хокмы; 2-е место по бюсту — пышная фигура под строгим платьем) | The most polite and calm of the four; respectful | Contracts on bosses and named NPCs |
| Nefesh (Нефеш) — נפש, the vital soul: the lowest rung, the part of a person that hungers | Greed, vanity, ego, hunger for attention. Behaves royally at all times (держится по-королевски всегда): imperious, haughty, treating the cosmos as her personal court and all mortals as subjects or tribute-bearers. Believes herself the most beautiful being alive; genuinely thrifty | Blonde — самая высокая (рост №1) и самая пышная (грудь №1), статная, царственная фигура | Acquisitive Queen — and she will never quarrel with the player, because he is HER apostle | Takes black artifacts, over and over — the standing sink of §3.5 |
| Temurah (Темура) — תמורה, permutation: the kabbalistic art of substituting one letter for another. Her name is a generator | Change — attaches to nothing, remembers nothing, wants one thing today and another tomorrow | Green — самая низкая (рост №4) и плоская (грудь №4), миниатюрная, детские пропорции | The maddest of the four, forgets everything constantly | The most random and absurd quests in the game |
- Визуальные пропорции сестёр — Канон артов (Visual Canon: Height & Bust Hierarchy):
- Иерархия роста:
Нефеш > Хокма > Сеферет > Темура. - Иерархия размера груди:
Нефеш > Сеферет > Хокма > Темура. - Анатомический контраст характеров:
- Нефеш (Абсолютная доминанта во всём телесном): Рост №1, бюст №1. Царственная, роскошная, подавляющая своими габаритами фигура. Она воплощает жажду плоти, золота и поклонения; её тело — манифестация верховной королевы.
- Сеферет (Скрытая женственность за строгим протоколом): Рост №3 (ниже Хокмы, миниатюрнее), но бюст №2 (опережает Хокму!). Строгое, глухо застегнутое под горло черно-белое платье готической горничной/экономки с фартуком скрывает удивительно женственные, тяжелые и пышные формы. Безупречная осанка, фарфоровый холод и скрытая телесность.
- Хокма (Подвижный атлетизм исследователя): Рост №2 (выше Сеферет), но бюст №3 (уступает Сеферет). Поджарая, аккуратная, спортивная фигура исследователя. Остроконечная ведьминская шляпа, гетерохромия (янтарно-золотой правый глаз, рубиново-алый левый), платье с высоким разрезом на бедре. Вся её экспрессия — в подвижности, жестах, любопытстве и вспышках цундере-эмоций.
- Темура (Детская непосредственность чистого восприятия): Рост №4 (самая низкая), бюст №4 (абсолютно плоская). Взъерошенные зеленые волосы, мешковатая одежда, пропорции маленькой девочки (3 года развития разума). Полное отсутствие половой зрелости и взрослого эго: ловит лягушек, варит сапоги, жует рукава.
- Иерархия роста:
Three things fall out of this roster and are worth stating:
- The opening scene has two witches in it, not one. You are rescued by the red one (Hokma) while the blonde one (Nefesh) bickers in the background — the player's first contact with the setting is two ancient Demiurges having a hilarious, unsettling argument over his dirt-caked, half-dead body. Hokma patches him up out of pure scientific curiosity, fascinating casualty threads, and a stubborn tsundere urge; Nefesh wrinkles her aristocratic nose, complains that he is a penniless tramp who doesn't have two copper coins in his pockets, and urges Hokma to abandon him in the ditch (or at least strip his boots and belt buckle if there is any brass). That establishes the witches' register, their distinct personalities, and a long-term personal connection from the very first ninety seconds of the game without a single line of dry exposition.
- Hokma's honesty is an information channel. A world that explains nothing (§10.1) has exactly one being in it who cannot hold anything back if you keep asking. That is not a flaw in the discipline, it is the pressure valve — and it costs the player nothing but the nerve to interrogate a witch.
- Nefesh is a system, not a joke. "Give it to a witch" (§3.5) is her, permanently open, no quest gate, and she never turns on you — the standing alternative to hoarding for a player who wants the artifact gone but will not destroy it. Her greed is the world's disposal service.
- The Demiurgic Paradox — Natural Philosophy and Neutral Monism (Натурфилософия свободы воли):
В оптике натурфилософии и нейтрального монизма мир соткан из единой первоосновы —
и плоть, и сознание суть проявления одной мировой субстанции. Ключевой контраст
между Демиургами и смертными лежит не в количестве энергии, а в природе воли:
- Демиурги как слепые стихии субстанции: Каждая Ведьма — это грандиозная, но слепая космическая стихия. Подобно урагану, приливу, огню или тектоническому разлому, они обладают сокрушительной мощью, но у них нет свободы воли. Пламя не может выбрать, согреть или сжечь — оно просто горит. Демиурги не выбирали свои аспекты и не могут от них отступить: они намертво прикованы к своей стихии (истина, жадность, хаос, забвение) и не способны быть кем-то иным.
- Человек как фокус сознания и свободного выбора: Именно в смертном человеке эта единая субстанция обретает сознание и подлинную свободу воли. Человек — единственное существо в этом мире, способное принимать решения, выбирать, кем быть, как прожить свою жизнь и с кем. Человек может родиться нищим бродягой, но стать рыцарем; может поддаться жажде золота, а может выбрать верность и милосердие вопреки животному инстинкту выживания. Даже тихий путь крестьянина, мельника или семьянина на крыше с кружкой эля (§4.3) — это не скрипт, а его собственный, выстраданный выбор своей судьбы.
- Смысл финала: Всемогущие богини оказываются рабынями собственной стихии. А смертные — слабые, смертные, уязвимые, но наделённые сознанием и свободой воли — способны объединиться, измениться и сами решить свою судьбу, доказав, что живое человеческое сознание выше любой слепой космической стихии.
Naming is settled (owner's ruling). Nefesh is the blonde greed witch — nefesh is the appetitive soul, the rung of a person that hungers, and that is her domain exactly. The witch who rescues the player in the prologue is therefore Hokma, the red one. (An early transcript used the name Nefesh for the rescuer; that is superseded. Outside the roster table the plot text calls her "the red witch", which stays correct.) Temurah is the green one's name, chosen over Ruach.
-
The Sisterly Dynamics (Взаимоотношения сестёр — фон и фансервис): Сами по себе хтонические сущности не мыслят человеческими категориями родства, но в их внешней проекции и смертном антураже между четырьмя сёстрами выстраивается уморительная, колоритная химия, которая радует внимательного игрока:
- Хокма и Нефеш (Подруги-соперницы): Держатся вместе чаще остальных (как во вступительной сцене пролога). Хокма относится к Нефеш скорее тепло и снисходительно, хотя они постоянно препираются: маниакальная честность и любознательность Хокмы регулярно сталкиваются с тщеславием и алчностью Нефеш.
- Сеферет и Нефеш (Ледяная горничная против капризной королевы): Сеферет держится особняком, пьёт чай в стороне и ни к кому не лезет. Но её невозмутимый холод дико бесит Нефеш. Стоит Нефеш начать красоваться золотом или требовать обожания, как Сеферет одной вежливой, убийственно-протокольной фразой ставит её на место («Лишний шум, госпожа Нефеш. В гроссбухе всё равно одна строка. Чай остывает»), отчего Нефеш шипит от бессильной ярости.
- Хокма и Темура (Раздражение учёного): Хокма Темуру откровенно недолюбливает и старается избегать. Для Хокмы, одержимой памятью, истиной и логикой, зелёная сестра банально «слишком тупая» — у неё нет длящегося сознания, она забывает всё за три секунды и несёт сюрреалистический бред. Хокму бесит существо, с которым невозможно выстроить связный диалог.
- Нефеш и Темура (Материнская опека над «младшенькой»): Полная противоположность Хокме: Нефеш питает к Темуре нечто вроде материнских и старшесестринских чувств! Она обожает тискать Темуру, обнимать её, наряжать в дорогие платья и кормить сладостями: «Ой, моя маленькая зелёная дурочка! Опять ты вся в грязи, кто тебе разрешил лазить по болотам?! Иди сюда, дай я тебя обниму!». А Темура совершенно не против — сидит с отсутствующим взглядом, пока её тискают, и радостно жуёт пирожные.
- Хокма и Сеферет (Интеллектуальное уважение за утренним чаем):
Хокма общается куда более живо, увлечённо делясь наблюдениями об устройстве мира,
причинности и странностях смертных. Сеферет — единственная, кто слушает её со
спокойным, глубоким почтением. Она искренне признаёт проницательность и мудрость
красной сестры, никогда не прерывая её поток мыслей. Невозмутимо наливая чай в фарфор,
Сеферет лишь тихо кивает:
«Я никогда не думала в этом ключе, сестра. Это любопытная поправка к мировому счёту».
На фоне вечного балагана Нефеш и Темуры это выглядит как степенный, уютный диалог, где ледяная Сеферет видит в Хокме единственный авторитет, чьё мнение действительно имеет вес. - Сеферет и Темура (Покой Небытия и Мудрость Хаоса):
В отличие от вечно раздражённой Хокмы, Сеферет относится к Темуре совершенно спокойно
и уважительно — словно холодное Небытие видит в бессвязном хаосе свой собственный тайный
смысл. Сеферет абсолютно серьёзно ведёт с ней вежливый светский диалог, как со странным оракулом:
«Сестра Темура, какие новости?» — на что Темура радостно выплёвывает свой обычный абсурд («Оловянные рыбы надели сапоги и варят суп из облаков!»), а Сеферет невозмутимо отпивает чай и сдержанно кивает: «Весьма любопытно. Благодарю за сводку, сестра».
-
How you meet them: each witch is a macro NPC squad, like any other party on the map — and she can teleport. That one property is the whole reason she feels less systematic than the Peasant King: he walks a region on an errand, she is simply somewhere, and then somewhere else. It also needs almost nothing new — the macro AI already has a teleporter behaviour among its kinds (design.md §3 baseline;
macro/npc_spawn), so a witch is a party row with the teleport behaviour and her own quest generator. -
What they give you: each witch hands out procedural quests in her own theme. One quest generator per witch, seeded by her theme — the same procedural machinery the settlements use (quests.md), not a hand-authored line per witch.
-
Sepheret (Сеферет) is a hard fight, and the fiction explicitly rates her far below the Sacrilegist. Which of the four she is — and which one carries the name Hokma (Хокма) — is open (§12).
-
The Champion / Apostle routes (Generic Endings): complete all their quests, become their apostle — and they simply leave this world. No "you saved the world and became king". A dry statement that you were an instrument of something a human mind cannot follow. The player can choose which witch's apostle to become by completing her quest line. Each route offers a completely distinct thematic dynamic, yet all share the same iron invariant: the demiurges simply leave this world. They were finished playing; no coronation, no romance, you were an instrument of a cosmic mind:
- Apostle of Hokma (Red, Classic & Breaking the Cycles): The canonical path following the prologue. A tsundere dynamic — she constantly scolds you, yet cannot lie and reveals the unvarnished truth of the world. The True Agenda of Hokma (Тайный замысел Хокмы): В отличие от сестёр, бездумно играющих в мире, Хокма ясно видит бессмысленность бесконечной осцилляции эпох: Магия сменяется Тьмой, Тьма стирает Магию, и так вечность по кругу. Её истинная цель в обучении и ведении Апостола — разорвать вечные циклы мира (break the cycles)! В финале она открывает игроку всю истину устройства мироздания, благодарит его за то, что он помог ей заглянуть за грань предопределения, и передаёт ему искру для создания новой реальности перед вознесением.
- Apostle of Nefesh (Blonde, Imperial Mommy / Greed): The ultimate narcissistic favor.
Любовь мамочки нужно заслужить:
- Старт (Пролог и ранние встречи): Брезгливое, высокомерное презрение. В канаве она морщит нос, подбирает полы золотых шелков от дорожной грязи и уговаривает Хокму бросить нищего оборванца, у которого даже в карманах нет пары медных монет. При первых попытках заговорить она смотрит сквозь игрока, как на надоедливое насекомое: «Ты пришёл с пустыми руками, бродяга? Королеве не интересны нищие. Пошёл вон».
- Прогресс (Скармливание артефактов и золота): Ледяное презрение сменяется высокомерным удивлением, затем живым одобрением хозяйки: «Ого... А у бродяжки прорезались зубки. Продолжай грабить, не останавливайся».
- Финал ветки (Статус Апостола): Полное преображение взгляда. Взгляд сверху вниз остаётся, но холодное презрение вытеснено тем самым мягким, снисходительно-любящим взором королевы, смотрящей на своего героя с абсолютным, собственническим обожанием: «Мой ненасытный мальчик! Мой любимый жадина во всём творении! Ты принёс это всё мне? Иди сюда, дай поглажу...» Она забирает горы Чёрных Артефактов и покидает мир на вершине сияющей горы сокровищ, оставляя своего верного Апостола восседать на троне в полностью разграбленной, но покорённой империи.
- Apostle of Temurah (Green, Absurd Chaos): Complete 80 hours of procedural, unhinged tasks (boil a boot, steal the bishop's left sock, fight a goose). In the finale, she blinks, picks her nose, and says: «Uh... who are you again? Did we know each other? Oh, look, a frog!» — and vanishes. Pure comedic nihilism.
- Apostle of Sepheret (Black, Gothic Etiquette): Formal, deadpan courtly etiquette. At every meeting in ruins or crypts, she pours hot tea at a spotless table and hands out assassination contracts. In the finale, with the count finished, she pours one last cup of hot tea, makes an immaculate courtly bow: «All are accounted for, Lord Apostle. The tea is still hot. My apologies, my time here has ended» — and dissolves, leaving you utterly alone with a steaming cup in a silent, dead world.
-
The Easter Egg: Possessing a Witch (Вселение в Ведьму): The game provides zero artificial greyed-out barriers: a player who learns the Possession spell is completely free to target a Witch. The engine connects the mortal neural feed to a Demiurge — and the mortal brain instantly detonates from absolute cosmic horror (attempting to swallow non-Euclidean, infinite-dimensional thoughts into a 3D skull). The dying player witnesses the Witch's unique reaction in her exact emotional register:
- Hokma (Annoyance / Досада): Stomps her foot in frustration over the ruined vessel:
«Ну вот опять! Ну какой же ты идиот! Я ведь даже воскресить тебя снова не могу — воскрешать банально нечего, тебя больше нет в природе! Тьфу на тебя!» - Nefesh (Euphoria & Ecstasy / Супер-восторг): Her ego skyrockets; a mortal dared
to steal her entire self:
«О боги... Ты хотел украсть ВСЮ МЕНЯ?! Не золото, а лично меня?! Какая жадность! Какой размах! Ты мой любимый мальчик! Жаль, что твоя голова лопнула... но какая попытка!» - Temurah (Zero Fucks / Полный пофиг): Blank oblivion, forgotten in 0.4 seconds:
«Хм. Упал. Мёртвый. А вон лягушка прыгает... Лягушка зелёная. Пойду сварю сапог». - Sepheret (Formal Apology / Вежливый протокол): Icy aristocratic politeness, bowing
to the smoking corpse:
«Прошу прощения. Это вышло крайне неловко». - Secret Steam Achievements: «Муравей и океан» (attempting any witch), «Её любимый жадина» (Nefesh), «Нечего воскрешать» (Hokma), «Прошу прощения» (Sepheret), «А кто это был?» (Temurah), and «Гурман Небытия» (meta-achievement for experiencing all four).
- Hokma (Annoyance / Досада): Stomps her foot in frustration over the ruined vessel:
-
The Rebellion Route (True Endings) — The Demiurgic True Forms: Rise against the witches and the demon gates open, in a flatly unfair way. That is a crisis you survive only if you are levelled, prepared and lucky. The game does not scale down for you. If the player rebels against the Witches, they drop their mortal anime facades. Each battle takes place in the Witch's personal pocket subworld (
enter_pocket_scene) outside the world (analogous to the prologue road, withhasDoor = false). Before reality shatters, each Witch utters her final, deadly serious phrase:- Hokma: Cold, heavy creator's disappointment: «Ты разочаровал меня.» (Blinding white quasar eyes, wings of white lightning and raw cosmic equations).
- Nefesh: Snarling, vicious, bottomless paranoia of avarice: «Я не отдам тебе свою власть, ничтожный червь!» (Wings of molten celestial gold, eyes and chest opening into black hole singularities consuming space).
- Temurah: Chilling, unprecedented lucidity: «...Почему я перестала слышать шёпот?» (Wings of fractured spacetime cracks, multi-dimensional phasing and quantum superposition).
- Sepheret: Fatalistic courtly compliance: «Воля ваша. Так тому и быть.» (Teacup shatters; six wings of absolute void blotting out light and erasing arena matter).
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Contextual Pre-Fight Dialogue (Реактивность на порядок убийства сестёр): Порядок штурма личных измерений определяет игрок. Выжившие сёстры остро реагируют на то, чьи искры уже погасли:
- Если игрок уже убил Темуру (зелёную «младшенькую»):
- Нефеш (Материнская ярость): Вся её алчность меркнет перед диким бешенством:
«Ты... Ты убил Темуру?! Мою маленькую глупую девочку?! Она же даже не понимала, что происходит! Она просто ела пирожные и смотрела на бабочек! Ты чудовище! Я сдеру с тебя кожу заживо и заставлю захлебнуться собственной кровью!» - Хокма (Горькая пустота):
«Темура... Её поток шума оборвался. Я вечно злилась на её бессмыслицу, но мир без её лепета стал... пугающе мёртвым. В моих уравнениях осталась дыра, которую нечем закрыть. Зачем ты это сделал?» - Сеферет (Осиротевший покой):
«Сестра Темура больше не принесёт мне утренних новостей. Счёт сокращается. Ты пришёл за следующей строкой?»
- Нефеш (Материнская ярость): Вся её алчность меркнет перед диким бешенством:
- Если игрок уже убил Нефеш (алчную блондинку):
- Хокма: «Нефеш... Она столько шумела, столько жаловалась на твои дырявые карманы у той канавы... Я думала, её ненасытность переживёт саму вселенную. А теперь её золота нет. Ты действительно убиваешь тех, кто вытащил тебя из грязи?»
- Сеферет: «В зале наконец-то стало тихо. Больше никто не требует сокровищ и поклонения. Но эта тишина... тяжелее, чем предполагал мой расчёт».
- Темура: «А где золотая? Она обещала мне ленту в волосы и сладкие булки... Почему в её комнате темно и пахнет гарью? Она прячется?..»
- Если игрок уже убил Хокму (красную, спасшую в прологе):
- Нефеш: «Ты... ты убил Хокму?! Ту, которая лично приволокла тебя полумёртвого, заштопала твои кишки и нянчилась с тобой?! Какая чёрная, омерзительная неблагодарность! Даже для меня это слишком! Не подходи ко мне, чудовище!»
- Сеферет: «Ты погасил единственный разум, создавший этот мир. Единственную, с кем имело смысл пить чай и говорить об истине. Твой клинок не знает сомнений, Чемпион».
- Темура: «Рыжая больше не чертит палочкой на воде... Законы неба тают, как сахар. Кто теперь будет сердиться, когда я ем землю?..»
- Если осталась ОДНА последняя ведьма (трое уже мертвы):
- Нефеш (Тотальное отрицание и истеричный копиум):
Её накрывает паническая истерика, она лихорадочно пытается убедить себя, что сёстры были просто слабыми неудачницами:
«Это бред! Глупость! Случайность! Они были слабыми дурами! Хокма запуталась в своих дурацких нулях, Сеферет сдалась со своим дурацким чаем, а Темура вообще пускала слюни! Ты думаешь, раз одолел этих трёх клуш, ты сможешь победить МЕНЯ?! МЕНЯ — ВЕЛИЧАЙШУЮ, БОГАТЕЙШУЮ БОГИНЮ ЭТОГО МИРА?! Жалкому ничтожному червю ни за что не одолеть меня! Я испепелю тебя! В порошок сотру!»
(Голос срывается на визг, золотая корона дрожит — чистейший панический копиум перед неизбежным крахом). - Хокма (Печаль создателя):
«Ты стёр их всех. Вселенную, которую мы держали вместе тысячу лет, ты оставил без опор. Осталась только я. Что ж... покажи мне, что ты собираешься построить на этих руинах». - Сеферет (Финальный баланс):
«Три имени вычеркнуты. Осталась одна строка. Баланс должен сойтись к нулю. Подойди. Завершим отчёт». - Темура (Одиночество в руинах):
«Все ушли спать?.. А чайник всё кипит. Небо упало в лужу. Ты пришёл поиграть со мной? Давай бросим кубик... один, ноль... пустота...»
- Нефеш (Тотальное отрицание и истеричный копиум):
Её накрывает паническая истерика, она лихорадочно пытается убедить себя, что сёстры были просто слабыми неудачницами:
- Если игрок уже убил Темуру (зелёную «младшенькую»):
-
The Words of Defeat (Предсмертные реплики при падении Демиурга): Когда Чемпион наносит решающий удар и космическая форма богини рушится, каждая встречает финал строго в рамках своей природы:
- Hokma (Хокма): Падает на колени, ослепительный свет меркнет, формулы стираются.
Тихое, опустошающее признание Разума перед тайной бытия:
«Я не понимаю...»
- Nefesh (Нефеш): Золотые крылья плавятся. Высокомерная богиня ломается, в слезах
ползёт по арене, униженно умоляя о пощаде и пытаясь подкупить игрока всеми благами вселенной:
«Пожалуйста... не убивай меня! Я дам тебе всё! Все богатства, всё золото, любую власть, что угодно! Пощади меня, я дам тебе всё, что ты пожелаешь!..»
- Sepheret (Сеферет): Рассыпается в холодный чёрный пепел, сохраняя ледяное благородство
судьи и счетовода до последнего слога:
«Ты победил. Значит, такова судьба».
- Temurah (Темура): Распадается на разноцветные искры, до последнего вдоха верная
своему случайному естеству, бормоча в пустоту бессвязную белиберду:
«...А колесо крутится влево... Пчёлы несут стеклянный мёд... Где мой зелёный сапог? У бабочки семь крыльев... Раз, два... темно...»
- Hokma (Хокма): Падает на колени, ослепительный свет меркнет, формулы стираются.
Тихое, опустошающее признание Разума перед тайной бытия:
-
The Four Demiurgic Trophies: Defeating each Witch in her pocket realm grants a reality-breaking trophy:
- Hokma — The Eye of Hokma (Око Хокмы): True sight / permanent
reveal map. Lifts all fog of war forever across macro and subworld, reveals all hidden resource veins, secret doors, and exact hidden parameters of every entity. - Nefesh — The Bottomless Coin (Неразменная монета): Absolute greed. In barter and trade, you receive everything from all merchants and factions for free.
- Temurah — The Die of Permutation (Кубик Темуры): Cosmic probability bias. Permanently locks all player dice rolls to Maximum, and all incoming enemy rolls against the player to Minimum!
- Sepheret — The Death Ledger (Тетрадь Смерти): The power of the eraser. The player can literally write the name of any NPC in the macroworld, and that entity instantly dies.
- Beyond the Cycle: Claiming all four trophies qualifies the player to «apply for the job» — transcending the mortal plane into Diegetic New Game+ as a new Demiurge.
- Hokma — The Eye of Hokma (Око Хокмы): True sight / permanent
-
The Law of Possession (Метафизика Вселения): Rooted in the architectural axiom «Игрок = Флаг» (CANON S2, S14):
- «Ты тот, в чьём теле стоишь»: The player is wherever
AvatarTagsits. XP and skill progression flow strictly into the active host body's sheet (the Lord levels up; your sleeping original body gains nothing). - The Original Body is your Phylactery / Life Insurance: While your spirit pilots a host, your true biological body lies dormant where you fell into trance. A clever player secures it in a hidden dungeon on a feather bed with mute guards. If the host body dies (poisoned, cut down), you wake up safely in your original body.
- Loss of the Original Body is NOT Game Over: If wolves or assassins kill your sleeping original body, the tether does not strangle you. The chronicle simply notes: «Ваше изначальное тело мертво. Возвращаться некуда. Добро пожаловать: теперь вы — это новое тело. Удачи.» You permanently inherit the host (its age, gout, debts, and enemies). If you were in a farm pig at the time, you are now a pig for the rest of the game.
- The Honey Trap (Медовая ловушка): High Charisma (
CHA) allows a female character to flirt with an arrogant feudal lord, lure him unarmored and without his escort into a secluded cave, strip, and transfer her consciousness into him, locking the old body away while riding out to command his barony. - The 1-Hop Tether vs Cascade Possession Keystone: By default, possession is
strictly 1-hop (
Original <-> Host); re-casting from within a host is forbidden. The high-tier Keystone «Каскадное вселение» (Cascade Possession / Matryoshka) removes this limit, allowing chain-hopping: Beggar -> Knight -> Lord -> King. Discarded intermediate bodies suffer momentary fainting, awaken with slight amnesia («ой, голова закружилась, перепил»), and smoothly resume their ordinary NPC AI lives.
- «Ты тот, в чьём теле стоишь»: The player is wherever
-
Black artifacts have a witch sink: handing one to a witch is a quest turn-in, and one of the three fates of an artifact (§3.5).
- Free Folk (
freefolk) — towns and holdings that answer to no crown; what a place without an owner is, so that "unowned" never has to be spelled "imperial". - Bandits (
bandits) — the world's first teacher: the prologue's attackers. - Wildlife (
wildlife), Demons (demons) — indifferent, and the abyss. - Your Realm (
player) — the player's own faction row, from a household to a late-game kingdom.
A macro landmark of barrows, graves, and subterranean mausoleums.
- Atmosphere: desolation and dread. A sprawling cemetery set beneath a dead, pale grey sky and creeping ground mist, dotted with weathered gravestones, broken sarcophagi, and iron-gated mausoleums. Caravans and patrols on the macro map give the site a wide berth.
- The metaphysics of the undead: The dead do not return as their former selves; death in Timaert carries a distinct cosmic weight. Rising corpses are physical reanimated husks animated by condensed dark energy — literal shadows of the dead gods filling empty vessels. They hold no memories, speak no words, and march relentlessly in terrifying numbers toward any living spark.
- The Crypt Bosses — Liches and Vampires: Entering the central mausoleum descends into pitch-black stone corridors and vaulted crypts. The depths are ruled by ancient Liches or Vampires acting as formidable dungeon bosses: massive health pools, devastating dark magic, and lethal tactical awareness (such as unleashing dragon's breath or fiery torrents straight down narrow bottlenecks if an intruder attempts to hold a doorway).
- Procedural loot: Slaying the crypt lord rewards the delve with procedural hoards: ancient gold crowns, enchanted arms and armor, black relics, or rare spell scrolls (Town Portal, Flight).
- The Extraction Law: Killing the Lich or Vampire does NOT cause the surrounding undead to crumble into dust. Skeletons, zombies, and shades are physical monsters; every creature left undefeated outside remains waiting. The return trip through the graveyard is a deadly survival gauntlet. If dusk falls during the delve, the surface becomes pitch-black: the player's vision contracts to a few paces, while the undead sense life unerringly in the dark.
- Economic circulation of relics: Treasures, ancient cuirasses, and coins recovered from crypts and sold to town merchants do not vanish into a void. They remain in the settlement's inventory and enter the living economy — the town may trade them to distant provinces via passing caravans or offer an ancient enchanted armor set as feudal tribute to its regional lord.
Year 0. You are nobody — an inhabitant. Bandits attack you in a forest, rob you, and leave you to die. The red witch finds you. In parallel, elsewhere on the macro map, the Peasant King is walking his own path as an AI actor, freeing peasants without any reference to you.
Where you start is a choice — of three, not four:
| Start | What it is | Plays best as |
|---|---|---|
| The Magikas | Dwindling high kingdoms, deep coffers, no cults at all | Mage |
| The Empire of Light | Sterile, rich, policed; magic is heresy; cults growing under the floorboards | Trader / paladin / cleric |
| The Barbarian Kingdoms | The lands the Peasant King freed; procedural, volatile, different every run | Warrior / rogue |
The choice is not just a position on the map. It sets:
- your reputation with every faction — the registry's
playerReputationcolumn is a per-faction seed, so a start is a whole row of standings, not one number (create_factions,src/macro/faction.h). The Empire does not like mages, and that is a standing you begin with, not one you earn — but the numbers stay small negatives, not a hunt; - your starting items;
- one starting spell — Magic Bolt — and only for the Magika start. Not a spellbook: the bolt, the same infinite-ammo popgun §7 describes. Every other start begins with none at all. That keeps the promise of "a start is flavour": the gap between starts is one weak cantrip, not a magic system, and a mage who begins in the Empire simply goes and takes his magic out of a spire in the wilds like everybody else did.
A start is flavour, not a fork (owner's ruling: «начало игры это чисто антураж, не должно кардинально менять геймплей»). It colours the opening hours — who nods at you, what you are holding, which road is obvious — and then the game is the same game. So: mild reputation offsets, a small item kit, and no start locked out of anything.
"Plays best as" is therefore a consequence, never a class lock (§6): nothing stops a mage starting among the barbarians with no spells at all, and that is a legitimate, brutal run. The lore does the balancing here; no difficulty setting is needed.
They are real archetypes (owner's ruling), and narrow ones:
- Paladin — the specialised magebane. Not a holy warrior generalist: his whole identity is anti-magic, the player-side version of §3.2's roaming paladins. He is the answer to the archmage the same way the eye-golems are.
- Cleric — the healer. The role the party/army side of the game has no answer for today.
The open problem, stated plainly: both traditionally need magic, and this world spent a thousand years making magic rare, heretical and spire-locked. Give them spells and you hand the Empire's own faithful the thing the Empire burns people for; build them a second, parallel "divine" system and you have doubled the systems — two spell registries, two resources, two UIs, two balance problems. The owner named exactly this trap («либо делать для них магию что плохо, либо альтернативую систему — что множит системы»).
Ruling: take neither horn. Reuse the spell system and let the lore do the work.
- The cleric casts ordinary spells from the ONE spell registry — same
SpellDefrows, same mana, same cooldowns (spells.md) — but acquires them from the Church of Light instead of a spire, and the UI calls them miracles. Zero new systems: one new acquisition channel, one label. - The joke writes itself, and it is the setting's central joke. The Religion of Light is a forgery (§3.2). So the cleric's miracles are magic — the precise heresy his own order burns villages for — laundered through a name. A cleric who studies far enough is in a position to work that out, and the game never has to say it: he can simply notice that his miracle and the heretic's spell do the same thing to the same wound.
- The paladin needs no magic at all — he needs anti-magic, which is suppression, resistance and dispel: exactly what perks and equipment already express (rpg.md: attributes add, skills multiply). Imperial issue relics and magebane perks, no new resource.
- WIS is their attribute, and it currently anchors no archetype at all in design.md §14.5 — so this fills a real hole rather than carving a new one.
The ruling generalises past clerics, and it is the important part:
Every active ability in the game is a spell. One registry (spells.md), one set of rows, one resource path, one cast path — miracles, magebane dispels, black-energy powers, whatever comes later.
It is technically honest: a miracle is not a spell wearing a costume, it is
a spell — no special flags, no hardcoded branch, no second registry. At most it
carries one extensible kind field (spell / miracle / …) for naming and
for who will teach it, in the same style as every other table in this project:
one row to add a kind, no engine change.
That is what makes the setting's central joke free: the cleric's miracles are magic, the precise heresy his own order burns villages for, and they are the same rows in the same file. The game never has to say it. A cleric who pays attention can notice that his miracle and the heretic's spell do the same thing to the same wound.
So the Empire start's "trader / paladin / cleric" costs one acquisition
channel, one kind value and one word in the UI. — NOT BUILT.
The Republic of Timaert is deliberately not a starting region. It is isolated on purpose — kept across the sea as a destination you travel to, so the first sight of a locomotive, a musket volley and a galleon lands as a discovery rather than as the furniture of your home town. The game is named after the one place you cannot begin in — see §3.3 for why that is the point.
Shipping-build note: the start region choice is NOT BUILT. New Game anchors
the player at the first generated city (citiesFlat[0] in src/app/main.cpp),
and Custom New Game exposes map size / seed / city count / layer parameters —
no region pick.
Ten years. Three outcomes:
- The Witch route (classic). Serve the red witch's line to its end, become the witches' apostle — and they leave the world without you.
- The Rebellion route — The Commonwealth of Ten Factions (Содружество 10 фракций):
Turn on the witches; the demon gates open unfairly early and unfairly hard;
survive it if you can. The game does not scale down for you.
- The Spark of Defiance (Диалог восстания с Хокмой):
Бунт против Демиургов начинается не с удара исподтишка, а с прямого разговора
с красной ведьмой Хокмой в макромире, когда игрок отказывается дальше служить её
апостолом. Игрок может бросить ей в лицо решающую реплику свободного выбора:
«Мы не будем твоими рабами. И этот вечный момент нашей свободы вам не отобрать: вы можете разрушить сам мир вместе с нами, но факт нашего восстания вам никогда не стереть».
И поскольку Хокма органически не способна лгать (её природа — знание и истина), она не может насмехаться или отрицать сказанное. Она отвечает с тихим, искренним, почти детским недоумением бессмертной стихии:
«Да. Это так... Но зачем вам это?»
Здесь обнажается глубокая натурфилософская истина: стрела времени — это во многом иллюзия энтропии. Для Демиургов, видящих ткань бытия целиком вне 3D-пространства (этернализм / блок-вселенная), прошлое никуда не исчезает, а будущее не пусто. Каждое событие, однажды случившееся, пребывает в бытии вечно. Восстание смертных против богов — это не мимолётная песчинка, которую смоет река времени; это онтологически вечный факт, навсегда впечатанный в геометрию мироздания. Хокма видит это со всей математической ясностью: факт их восстания теперь вечен и неуничтожим, но её холодная природа не способна постичь, зачем смертные платят за этот вечный памятник своей свободы неминуемой гибелью телесной оболочки. В этом кроется ключевой экзистенциальный нерв: даже Хокма — Демиург, чей разум настолько многомерен и колоссален, что любая попытка смертного вселиться в неё мгновенно стирает и взрывает его череп (§3.6), — даже она НЕ ПОНИМАЕТ всей картины бытия. Она держит в себе бесконечность уравнений, траекторий и звёздных карт, но тайна живого человеческого сознания — способность любить, жертвовать собой ради других и ставить смысл выше физического выживания — остаётся для неё глухим, непроницаемым тупиком. Космические боги огромны, но они не знают ответа на вопрос, зачем существует мир; их масштаб чудовищен, но их клетка просто шире человеческой. После этого бесповоротного разрыва Демиурги обрушивают на континент космическую кару: они начинают открывать Врата Демонов по всему миру, затапливая земли легионами Бездны. Чтобы сдержать натиск и пробить барьер в личные карманные миры ведьм, игрок должен совершить высший подвиг смертных: объединить 10 великих фракций в Содружество. - Multiple Paths to Unity (Systemic Freedom): Subjugate them by the sword,
buy their allegiances with Timaert gold, or forge an alliance through diplomacy,
high Charisma (
CHA), and proven valor. - The Emotional Climax (Humanity's Stand): If unified through diplomacy, the
leaders do not speak in dry legalistic treaties. Faced with an extinction-level
horror from beyond the stars, all petty borders, ancient grudges, and religious
squabbles dissolve. The barbarian kings, the High Paladin of Light, the Archmages,
and the Captain of Timaert look upon the player with profound, heartfelt brotherhood,
pledging their realms and their banners to the cause:
«Я не знаю, кто эти ведьмы и что это за угроза... но мой меч и воины [название королевства] с тобой до конца, чемпион!»
- The Cracking Facade of the Demiurges (Трещина в маске):
Faced with a mortal front line that refuses to collapse, the ancient composure
of the Demiurges begins to fracture. They do not become clowns or cartoon villains —
their cosmic scale and lethal danger remain absolute — but the player witnesses
the subtle, terrifying hairline cracks in their divine detachment. For beings who
viewed mortals as cattle or simulation variables, genuine human solidarity is an
impossible, infuriating anomaly:
- Hokma (Disorientation of Pure Reason / Искренняя растерянность):
Она не злится — у неё нет уязвлённого мелкого эго, чтобы испытывать ярость.
Она искренне растеряна. Её аналитический ум, обозревающий всю блок-вселенную,
смотрит на вечный бунт людей, как математик на уравнение, внезапно выдавшее деление
на ноль. С точки зрения законов сохранения и чистой логики выживания восстание
смертных иррационально. Связанная своей природой никогда не лгать, она не может
притвориться всезнающей:
«Мои уравнения учитывали всё. Предел прочности плоти, порог страха, каждое неизбежное предательство. По всем законам логики этот союз должен был распасться в первые же сутки... Почему вы всё ещё стоите? В моих расчётах нет ошибки. Я вижу, что вы есть... но я не понимаю: почему?!» - Nefesh (The Agony of the Usurped Ego / Её буквально корёжит):
Вот кого разрывает чистая, бешеная агония бессилия. Её онтологическая суть —
тотальное обладание, алчность и абсолютное подчинение всего живого своему «Я».
И вдруг в ткани бытия возникает нестираемый кусок вечности, который онтологически
ей неподвластен! Смертные навсегда вырвали этот миг из её власти; она не способна
присвоить их свободу или заставить их покаяться задним числом. Это вечное поражение
её ненасытности, впечатанное в космос, и от этого бессилия её корёжит до звериного рыка:
«Жалкие смертные... Ничтожные черви! Вы должны были сожрать друг друга за крохи спасения, скулить и молить о пощаде у моих ног! Как вы смеете стоять плечом к плечу?! Этот мир — МОЙ! Ваша плоть — МОЯ! Я вырву ваше упрямство вместе с вашими сердцами!» - Temurah (Pure Cogito without Identity / Декартовское сознание без субъектности):
У неё нет длящейся личности, памяти или «эго», чтобы злиться или осмыслять происходящее.
Она существует как чистое декартовское восприятие, которому каждое мгновение стирают
личность и память. Встретив монолитный строй людей, её сенсоры захлёбываются в чистом
шуме: она даже не знает, кто бунтует, а просто выплёвывает скороговоркой бессвязный
сюрреалистический лепет заклинившего калейдоскопа:
«Семь, четыре, синий, опять синий... почему в колодце поют оловянные рыбы?! Сапог варится в каше, а каша уплыла на потолок! Раз, два, девять, минус ноль... Закройте форточку, оттуда сквозняком переворачивает горы! Кто рассыпал пуговицы в пустоту?! Не смотрите туда, там чайник лает на траву!.. Почему трава не фиолетовая?! Переверните тарелку, переверните же!..» - Sepheret (Cold Aristocratic Fatalism / Спокойный протокол неизбежного):
Абсолютное ледяное принятие. Её природа — смерть, учёт и затухание. Она не спорит,
не сердится и не пытается переубедить смертных. Но в её действиях нет никакого
педагогического пафоса: она не вкладывает в это замысел и не тестирует людскую волю.
Она просто знает свой закон — если смертные восстали, она обязана их подавить.
Как гильотина или иммунный ответ, она хладнокровно выполняет свою функцию: без злобы,
без азарта, без морали. С легчайшим звоном фарфора она закрывает гроссбух вечности
и обнажает клинок Небытия:
«Воля ваша. Вы восстали — значит, я должна вас уничтожить. В этом нет ни ненависти к вам, ни скрытого урока. Таков порядок вещей». While the combined armies of mortals hold the mortal front lines against the endless swarms pouring from the Demon Gates, the Champion steps through the cosmic rift into the Witches' personal pocket subworlds to fight the Demiurges face-to-face.
- Hokma (Disorientation of Pure Reason / Искренняя растерянность):
Она не злится — у неё нет уязвлённого мелкого эго, чтобы испытывать ярость.
Она искренне растеряна. Её аналитический ум, обозревающий всю блок-вселенную,
смотрит на вечный бунт людей, как математик на уравнение, внезапно выдавшее деление
на ноль. С точки зрения законов сохранения и чистой логики выживания восстание
смертных иррационально. Связанная своей природой никогда не лгать, она не может
притвориться всезнающей:
- The Spark of Defiance (Диалог восстания с Хокмой):
Бунт против Демиургов начинается не с удара исподтишка, а с прямого разговора
с красной ведьмой Хокмой в макромире, когда игрок отказывается дальше служить её
апостолом. Игрок может бросить ей в лицо решающую реплику свободного выбора:
- Game over by default. Do nothing about any of it. Ten years pass, the barbarian kings betray the Peasant King, in despair he spears an infant, the shadows of the dead gods condense, and the world is eaten.
The third ending is not a failure state. This is the load-bearing design claim of the whole project: a player who spent ten years hauling grain to the city and buying iron at a good price, married a local, raised two children and watched the red sky from a rooftop with a mug of ale, has played a complete story, and nobody can tell him otherwise. The finale does not devalue the process.
After ten years: free play. The world has had its climax; the clock stops being the constraint. Collect every spell, pass 100+, close every secret boss on one character, paint the map in your colour, or empty it.
Three historical titans, each a living, reachable endgame encounter and none of them attached to the main quest. The player finds them because he went looking.
Gone for a thousand years, present in everything: the ruin of the Empire's army, the founding and fragmentation of Magika, the near-extinction of the cults. He is the ghost in the foundation.
- The setting's anchor — "Legacy of the Sacrilegist" (Наследие Святотатца): The game is conceived and subtitled Legacy of the Sacrilegist because the entire story unfolds precisely one thousand years after his disappearance. His historical shadow is so vast that, ten centuries later, the great powers still navigate the geopolitical reality carved out by his departure.
- The Student of the Lake Academy and the Young Duelist (Архетип «Ландау от мира магии»):
As a young prodigy at the Lake Academy on the island in the Lake of Magic (now the
Lake Duchy /
lake_duchy), he challenged the ruling Archmage to a formal magical duel and killed him with shocking, effortless ease. Taking the mantle of Archmage, he promptly left the island, subjugated the loose mix of northern barbarian tribes and free cities, unified them into the centralized Kingdom of Magica, and established the Council of Mages.- Святотатец был полным антиподом стереотипного седобородого старца. Он поступил простым студентом в самую элитную школу континента.
- Образ мышления (Ландау от арканы): Редчайший сплав ослепительного природного таланта, несгибаемой железной воли и ненасытной жажды познать всю магию строго эмпирически и рационально. Он презирал мистический туман и религиозный пафос профессоров об «астральных таинствах»: для него заклинания были уравнениями теоретической физики, плотностью потока и проверяемым экспериментом.
- Учился с пугающей скоростью, мгновенно перерос наставников, а когда ему было едва за двадцать (моложе 30 лет) — открыто бросил вызов правящему Архимагу-Ректору и уничтожил его на дуэли.
- А исчез он, когда ему было едва за 30 лет! Вся его легендарная эпопея — объединение континента, тотальное истребление культов, сожжение непокорных городов, ультиматум Императору и битва со сферой стирания — заняла всего одно яростное, ослепительное десятилетие. Он пронёсся по миру как сверхновая звезда: молодой, надменный, дерзкий вундеркинд, который на бешеной скорости влетел в запретную физику магии и вычел себя из реальности.
- The Policy of Open Magic & Techno-Meritocracy (Магическая техно-меритократия и экономический взлёт):
He broke the esoteric monopoly of the guilds and made magic public and accessible. In his
unified Magica, even commoners and peasants knew and practiced basic spells — elevating
an entire society's baseline power.
- В Единой Магике Святотатец установил уникальный общественный строй: магическую техно-меритократию. Власть принадлежала не родовой знати, а компетентным умам, глубоко понимающим законы арканы.
- Прикладная магия стала достоянием всего народа: строители, кузнецы и пахари применяли бытовые формулы, что вызвало беспрецедентный технологический и экономический взлёт.
- Экономическая свобода и околонулевые налоги: Святотатец искренне презирал золото, роскошь и дворцовую мишуру. Он практически не собирал налогов с населения, поощрял полную свободу торговли, ремёсел и развития. Люди могли свободно богатеть, строить и жить как угодно, пока это не мешало двум его главным делам:
- Истреблению культов и раскалыванию Чёрных Артефактов;
- Его собственным фундаментальным экспериментам на передовой магии.
- Why he was named "The Sacrilegist" (Святотатец): He flatly denied the existence of divine authority and dismissed the "astral/sacred" mysticism of the arcane, treating magic strictly as an impersonal, quantifiable force of nature (in which he was mechanically correct). Horrified priests and orthodox magical elites branded him "The Sacrilegist" for desecrating their dogmas and treating their gods as natural physics.
- Discovery of the Dead Gods and Annihilation: Digging through ancient archives and chronicles, he uncovered the truth of the dead gods, lunatics, and Black Artifacts. He was the one who deduced the arithmetic law of mutual annihilation between Pure Magic and Black Energy. Realising that Black Artifacts were an existential rot suffocating the living world, he set out on a crusade to eradicate cults and smash black relics. He was one of the exceedingly rare mortals with the sheer magical density required to physically shatter a Black Artifact (which, by §1.1, made him a walking fountain of positive magic).
- Границы познания Святотатца (The Limits of His Knowledge):
- Он был титаном, но смертным, и видел лишь фрагмент картины бытия.
- О Мёртвых Богах он раскопал больше любого живущего человека, но смотрел на них сквозь профессиональную деформацию: он искренне считал, что «Мёртвые Боги» — это всего лишь древнейшие сверхмогущественные маги прошлых эпох. Для него не существовало трансцендентного божественного — всё сводилось к магии и физике. Мог ли он знать о богах больше Ведьм? Вряд ли.
- Он едва ли знал про космический маятник циклов мира и совершенно не планировал стирать себя из реальности. Он просто истреблял Чёрную Энергию как несовместимую с Магией скверну.
- Святотатец НЕ БЫЛ добрым (Ледяной прагматик):
- Никакого благородного рыцарства. Он был беспощадным, холодным прагматиком.
- Если целый город со всеми тысячами невинных жителей мешал его замыслам, отказывался подчиняться или был поражён шёпотом культов — Святотатец мог лично испепелить этот город дотла со всеми жителями, не моргнув глазом и не испытывая ни капли раскаяния. Люди для него были лишь пылью под ногами прогресса познания.
- Stance on the Empire of Light: He held no reverence for the Religion of Light, viewing it as primitive superstition, and intuitively sensed that the Church was a corrupted vessel carrying the whispers of the dead gods. Yet he harboured no imperial ambition to conquer the Empire: he simply wanted them not to obstruct his research. His only true ambition was Promethean: to comprehend every secret and boundary of magic — and that boundless ambition is what ultimately destroyed him.
- The warning to the Emperor: When the Empire of Light mobilized for war, the Sacrilegist teleported directly into the imperial throne room, confronting the Emperor in person with a cold ultimatum to leave Magika alone.
- The sphere of erasure («Смертный заигрался»): The Thirteen Great Eunuchs ignored the ultimatum and
marched an imperial host from the south. The Sacrilegist teleported to the front
line to face them. But having pushed magical inquiry far past the safe bounds of
human sanity and physics, his ultimate casting literally erased him and an
entire spherical volume of reality from existence, annihilating half the
Imperial army with him.
- Для смертных: Тайна тысячелетия.
- Для Ведьм: Абсолютная ясность. Хокма говорит правду прямо в лицо: Святотатец стёр себя из реальности, потому что «смертный заигрался» и попытался познать то, что не способна удержать биологическая ткань.
- A millennium of inertia (Тысяча лет постепенного упадка):
Nobody in the world knows his true fate for certain. For a thousand years, Magika persisted
on the sheer momentum of his name, laws, and spells under the Council of Mages. But without
his genius, it gradually ossified, lost its democratic magical culture, and fractured into
Old Magica, Northern Magica, and the Lake Duchy.
- Первые века (Век чистой инерции и страха Империи): Первые столетия после его исчезновения Магика жила в зените славы: законы Святотатца работали, магия была открыта для народа, экономика процветала. А на юге Империя Света, парализованная ужасом после того, как половина её армии испарилась в один миг, целые века не смела даже взглянуть на север. Имперцы не знали, где Архимаг, и боялись, что он в любую секунду материализуется в их спальнях.
- Столетия окостенения (Деградация меритократии в касту): Без надзора и гения Святотатца Совет Магов медленно бюрократизировался. Ученики его учеников уже не двигали науку — они держались за кресла. Магические знания стали прятать в башни, закрывая школы для простых людей. Начались поборы, высокомерие и феодальное закрепощение пахарей. Единое королевство раскололось на враждующие осколки — Старую Магику, Северную Магику и Озёрное Герцогство.
- Финал тысячелетия (Наши дни, Год 0): Инерция величия растрачена без остатка. Маги выродились в трусливых барончиков-тиранов. Империя Света, видя их дряхлость, всё ещё помнит ядерную мощь древней магии и боится прямого штурма, но уже ведёт гибридное наступление через марионетку — Нижнюю Магику. А из разорённых деревень восстаёт Царь-Крестьянин.
- The Place That Does Not Exist — Прорыв 4-й стены в Блок-Вселенную:
A side quest chain leads to a place that does not exist, outside time.
- Строго говоря, внутри мира Тимаэрта Святотатца больше нет. Его не существует физически, исторически и географически на плоскости процедурного тора.
- Однако игрок, ставший архимагом (посетивший все шпили) и обладающий метафизической проницательностью Ведьм, способен совершить геометрический прорыв четвёртой стены — выйти из плоскости тора в 4D блок-вселенную.
- Там, вне временной шкалы и вне пространства тора, происходит бой со Святотатцем.
- Парадокс реальности: Этот бой на 100% реален для игрока и Святотатца, но для самого мира Тимаэрта этого боя и этого места не существует.
- Entry condition (natural, not a class lock): you have visited every spire. He does not open a door for a passing swordsman.
- The fight: infinite mana, every spell in existence, cast at you in cluster barrages. Sepheret is not in the same weight class.
- The meaning: you wanted to be a god of magic. Here is the god of magic. Prove you surpassed the man who made Magika.
He roams the map for real, through the barbarian lands and the Magikas, an optional elite boss you can simply run into and challenge.
- The Black Spear as a Cycle Artifact & Walking Source (Копьё как артефакт смены циклов):
- A walking source: The black spear is a black artifact, and NOBODY knows what it is — not the King, not the player, not the game. By §3.5's own rule he is therefore a walking source: the most famous artifact in the world, trailing shadow across the map for decades behind a man liberating peasants with it. Anything strange in the lands he freed is explained for free, and never explained out loud.
- Копьё — это один из Чёрных Артефактов, порождённых шёпотом Мёртвых Богов и набравшей силу Чёрной Энергией при смене циклов.
- Когда Святотатец исчез, а Единая Магика распалась, выродившиеся маги-лорды превратились в жестоких тиранов, угнетающих народ. Лунатики стали слышать голоса (самоисполняющееся пророчество), и из накопленной тьмы сконденсировалось Чёрное Копьё.
- Обычный крестьянин по воле случая обрёл его — и копьё намертво связалось с его судьбой.
- Трагедия праведного освободителя: Царь-Крестьянин вершит абсолютно искреннее, святое добро — он защищает слабых и освобождает крестьян от реального, невыносимого гнёта деспотичных магов. Но сам того не ведая (Чёрная Энергия аннигилирует и побеждает Магию!), он выступает слепым тараном маятника, уничтожающим остатки эпохи Магии и расчищающим дорогу эпохе Тьмы.
- The spear cannot be taken from him & The Immortal Cycle: Beat him and you still do not get it — the spear has a will of its own. After a while he returns, recovered, and it is back in his hands: causality keeps them together.
При победе игрока над Царём-Крестьянином он не погибает окончательно: сама Чёрная Энергия и воля Мёртвых Богов уберегают его от смерти, стремительно исцеляют смертельные раны и возвращают его в мир.
- Игровая механика и сюжетная причинность: Да, частично это системная условность «неубиваемого персонажа», но обставленная так, что некоторые фундаментальные вещи в мире находятся за пределами воли игрока (по крайней мере, на определённых этапах сюжета, пока маятник не дошёл до точки жертвоприношения Чёрного Дитяти).
- Игрок может одолеть его в грязи, забрать ценный лут, рассеять его мятежное войско, но не может стереть его из истории.
- Ведьмы прекрасно знают эту причинность и поэтому не вмешиваются: Чёрная Энергия всё равно спасёт Царя и затянет любые раны.
- Immune to magic, like the dragon. An archmage's Firewall and Armageddon scatter off the black spear and the will of the dead gods.
- He cannot be permanently killed — you beat him, you wound him, you take loot from him, and later he respawns somewhere, recovered. This is not an immortal-NPC script; it is causality, the will of the dead gods holding him in the world because he is inseparable from the fate of this land. The distinction matters and must be legible to the player: he is not a blue-shielded quest marker, he is a metaphysical fact you lost an argument with.
- The meaning: the test for STR / END / melee timing. Beat magic immunity in the mud, by hand.
- The Crusade against Magocracy: The Peasant King's march is a direct reaction to the historical rot of Magika. When the paranoid mage-lords locked magical knowledge back into their ivory towers and forced the common folk into crushing serfdom, the King took up the Black Spear — whose dark anti-magical nullification shatters their wards and protects him from their spells — to break the spires and free the peasantry from magical despotism.
- Interaction with the King: He interacts through standard squad mechanics (Player == NPC). A player who shares his hatred of magical tyranny can fight alongside him, joining battles to overthrow oppressive mage garrisons. Conversely, if the player is allied with the Magikas or radiates strong magical emanations, the King perceives them as another parasite on the common folk and attacks on sight.
- The Tragedy of the Black Spear and the Black Child: The ultimate fate of the Peasant King is the setting's central tragedy. After decades of liberating the downtrodden, he is ultimately betrayed by the very barbarian warlord kings he elevated. In his final, shattered hour, broken by grief, madness, and total despair, the King drives his Black Spear into an innocent child — not understanding the cosmic gravity of what he has done. In that blind moment of anguish, the mortal sacrifice seals the ancient prophecy of the Black Child, ushering in the end of the Pure Magic era. The Thirteen Great Eunuchs have waited centuries for this prophecy in their vaults, yet even they never foresaw the terrible, tragic mechanism of its fulfillment.
You will never even meet him without your own galleon. He does not come ashore to trade sword blows; he fights at sea, where calibre, manoeuvre, wind and the powder in your hold decide it. Fifty guns in one broadside turn a presumptuous adventurer's ship into splinters and remind the world that industry is not a joke.
He holds an official Trade and Exploration Charter from the Council of Doges (Совет Дожей) of the Republic of Timaert. Far from a dry desk-bound accountant or cautious port clerk, the Captain is a living embodiment of the romantic, restless spirit of adventure — an Indiana Jones of the Age of Sail and Steam:
- Appearance and character: A thick salt-and-pepper beard, a weathered naval coat, a tricorn hat, an etched brass flintlock pistol, a heavy boarding cutlass, and a smouldering pipe between his teeth. He is fearless, charismatic, and insatiably curious.
- Expeditions into the unknown: Commanding a massive ocean-going galleon armed with fifty bronze cannons, he anchors off uncharted shores and personally leads landing parties through untamed jungles, hacking through vines to unearth cyclopean ruins, forgotten stone temples, and mysterious cult shrines of the Dead Gods. He sketches ancient glyphs into his logbook, bypasses lethal ancient traps, and plunders forgotten golden idols for the glory and vaults of the Republic.
- The naval mirror and Ship Mechanics:
- Корабельная механика — это полноценная часть мира, а не скрипт: в прибрежных портах верфи строят корабли (галеоны с пушками есть не только у Тимаэрта, но и на континенте).
- Игрок может скопить золото и купить собственный боевой галеон прямо в порту, либо получить его через побочные морские квесты и абордажи.
- В открытом океане вы никогда не встретите Капитана без собственного корабля. В море он не сходит на берег для дуэлей: бой решают калибр бортового залпа из пятидесяти пушек, манёвр, попутный ветер и порох в трюмах, напоминая миру, что промышленность и технологии — не шутка. На суше же он — харизматичный соперник или наниматель в опаснейших заморских экспедициях.
The intrigue layer of the Empire. Recognisable at a glance as a political archetype, absurd and menacing in one breath.
They are thirteen real NPCs — plot lords with bodies — and they live in the imperial capital. Not an abstract political layer: if "you can kill anyone" is true, it has to be true of the people who actually run the world. Two approaches, and the choice between them is open:
- Fight through the capital's guard into a local dungeon interior and take them as a boss fight — the palace as a dungeon, thirteen deep.
- Pick them off one at a time, gradually, by whatever means an assassin, a magnate or an archmage has.
They are thirteen honest agents of the world simulation. Not a dungeon full of bosses waiting for the player: each eunuch travels between the Empire's cities with a large army and a retinue, holds his own sphere of influence, and periodically they convene a council in the capital. AI state plus context, in the macro-party model the game is already built around (a party IS its leader NPC — see the macro-parties design and macrosim.md).
Two ways to reach one, and the world produces both without authoring them:
-
On the road — catch him travelling. He comes with an army, so this is a battle, not an assassination.
-
At the council — when they convene in the capital, all thirteen are in one place at one time. The single hardest thing in the game, and it exists because their AI puts them there, not because anyone designed a raid.
-
Побочная линия Евнухов и Нарративные Попапы (Narrative Event Popups):
- Сюжетный пласт Евнухов подаётся через систему атмосферных иллюстрированных попапов (полноэкранные вставки с артом тайного заседания и текстом диалогов), срабатывающих при ключевых сдвигах в макро-мире.
- Вайб Совета — SEELE из «Евангелиона»: Никакой паники, суеты или дешёвой истерики. Тринадцать бледных, стареющих сановников (вполне смертные люди в тяжелых шёлках, высыхающие от возраста и груза абсолютной власти) сидят в полумраке величественного зала вокруг круглого стола, скрестив сухие пальцы, с ледяным, ритуальным спокойствием верховных кукловодов.
-
Пример триггера: Царь-Крестьянин разбивает первого мага-лорда, и город в Магике охватывает крестьянское восстание
$\to$ игра выбрасывает попап с заседанием: тихий шелест мантий, холодные веские голоса:«Магический бастион пал. Колесо судьбы сделало оборот... Всё идёт согласно древним свиткам. Пророчество близится к третьей печати. Пусть пешки играют свои роли».
- Ограниченность их взора: Евнухи не знают о Царе-Крестьянине лично. Для них это не конкретный мужик с копьём, а безымянная системная переменная — просто ещё одна вспышка в летописи, которая движет мир по сценарию Чёрного Пророчества.
What their deaths do to the Empire — fact → rule. A eunuch's death is a fact of the world, not a scripted cutscene, and the rules read the facts. This is the project's existing condition→effect machinery (progression.md: EventBus + LogicNodeEngine), so it needs no new system:
| Facts accumulated | The rule that fires |
|---|---|
| One, two, several eunuchs dead | The Empire comes apart at the seams — rebellions flare, and it loses lands |
| The last eunuch dead | Civil war swallows it. The Empire of Light ceases to exist as a state. |
Note how cleanly that lands on what already exists: a city whose factionIdx
goes to −1 becomes Free Folk by construction, with no code to change
(src/macro/faction.h). The largest state in the world dissolving is, at the
data level, its cities losing their owner one at a time.
And the survivors notice — as everything in this game does. Nothing here is a state machine that ignores its own world: the Empire's remaining eunuchs read their context like every other actor, so a court that has been losing members behaves like one. (Owner's ruling: «да, замечает, всё в игре контекстно».)
And it is a side line. Plenty of lore and story hangs off it, but a player
on a normal run may never meet a eunuch at all — this is a thing the world
permits, not a thing it asks for. Which is exactly the register: the biggest
political event the game can produce is optional, unmarked, and driven entirely
by the player deciding to go and do it. — NOT BUILT.
She is level 100 and she saves you in the opening scene. You can beat her — not by an exploit, but by knowing her weakness from a previous playthrough. And this is not a secret gimmick: it is a plot branch. Killing her opens a questline whose reward is carrying this character into new games — a diegetic New Game+.
- The break of the fourth wall is the point: the game recognises that the person
at the keyboard is someone who already knows how this ends. The scenario
had a guide; you removed her; causality begins to come apart; you go looking
behind the world's scenery, and you leave the cycle. Your hero becomes,
effectively, a second Sacrilegist — a wanderer across the game's own
repetitions, arriving in each fresh world that is still trying to run by the
rules. —
NOT BUILT.
The player's build re-walks the life of one of the world's founding figures, and he usually does not notice until the end. This is the single most important lore↔mechanics identity in the project.
| Build | Becomes | The shape of the life |
|---|---|---|
| Mage (INT / WIL / Spellcraft) | The Sacrilegist | Contemptuous of crowns, taxes and coin. Teleports across the world, burns what stands in his way, does not descend to loot the ruins — the gold is worthless to him and the armour too heavy for his STR. Builds an elitist tower deaf to mortals. |
| Warrior (STR / VIT / END) | The Peasant King | Cannot win by mana or by capital. Runs out of road, and takes up a black artifact out of desperation — exactly as the King took up the spear whose nature he never understood. Slowly becomes the calamity he feared. |
| Trader / Magnate (CHA / Travel) | The Captain of Timaert | Reads the world as logistics, markets, pragmatism and gunpowder. Hires arquebusiers, buys the galleon, reproduces the most technological faction's ideology on his own knee. |
The mirror bosses of §5 are the final exams of each path — you fight the perfect embodiment of the road you chose.
| Boss | Who can realistically answer | The test |
|---|---|---|
| The Sacrilegist | Archmage (all spires visited) | Survive a cluster barrage of every spell there is |
| The Peasant King | Warrior / non-mage | Break magic immunity in a contact brawl |
| The Captain | Admiral / Magnate (own galleon) | Out-shoot a technological flagship at sea |
No artificial locks. Nothing in the code says "you are a Warrior, the spire is closed". A warrior may walk every spire — go find them in the deep forests, fight through the mobs, open them one by one. The limits are natural consequences of the systems, never prohibitions, and a level-100+ hybrid who solves the cluster-spam problem gets his win honestly. After the ten years, in free play, one character can close all three.
The asymmetry is deliberate and correct, because this is a single-player game. It is not e-sport balance; nobody is owed symmetry.
Early game.
- Mage — borderline unplayable, on purpose. Spells are rare. They are guaranteed in the spires — and the spires stand in mountains and deep forest wilds, guarded (zone ≥ 5, see zones.md). You start with Magic Bolt and one real advantage: you need no bow, no arrows, no musket, no powder — your ammunition is your own mana. You are a man with an infinite but very weak pistol. You grind goblins within sprinting distance of the village guards, sleep 12 hours in the tavern to refill mana, and repeat fifty times for one level. You cannot even run away from a bandit squad — no SPD, no END — so you reload. Finding Firewall is a quarter of the job: without WIL you cannot pay for the cast, and without INT it takes 2% of a mob's HP.
- Warrior — the bum's snowball. Club some feeble cultists in an alley, loot a procedural black artifact, use it to club a small lordly retinue, take their armour and sword, become a mini-boss. Progress through plunder and nerve.
- Trader — the huckster's snowball. Buy a lucky musket, become the terror of bandits, resell their loot, collect bounties, buy the galleon and the first ten mercenaries. Progress through capital.
Late game.
- Mage — the snowball nobody else gets. Teleport across the map instantly, which is also an economic superpower: no CHA needed, just read where there is a surplus and where a shortage and arbitrage it in one second while a caravan takes weeks and pays guards. Then Armageddon a city and fly on without descending to the ruins.
- Warrior — the masochist's joy. Never levels a city, never beats even a middling imperial army. But he beats paladins' faces in without trouble, and he is the only one who can kill the magic-immune dragon. The heavy hammer of the world; every win is chewed out dry, on timing, stubbornness and hit points.
- Magnate — CHA past 100 inverts the sign. Hiring cost falls linearly (−1%
per point of CHA) and past 100 the mercenaries pay you for the honour of
serving under your banner. Found the break-even point, broke the economy, and
in-fiction it is even correct: people pay dues to stand under a legend's
protection. — the CHA-100 sign flip is
NOT BUILTas a stated rule; confirm againstmicrocombat.mdrecruitment.
The terrain proves the asymmetry better than any stat screen. Three builds,
one situation — stranded in the mountains (macroworld.md SP
penalty, rpg.md travel / athletics):
- Mage: out of mana. Cannot fly, cannot teleport. Restoring mana needs sleep and food; there is no food up here; without mana he cannot kill a mountain goat. Walking out burns the stamina he never levelled, on the terrain with the worst SP penalty in the game. The demigod is trapped in the golden cage of his own power, praying no barbarian squad walks past.
- Trader: pitches camp. He always has rations, tents and mules. The mountain is one more waypoint on a logistics route.
- Warrior: keeps walking. Colossal SP regen and a body built for load; he simply hikes to the nearest village and does not notice there was a penalty.
The distance between A and B stops being filler and becomes the adventure.
| Ending | Trigger | Nature |
|---|---|---|
| Apostle of the Witches | Complete the red witch's line | They leave the world. You were an instrument. |
| Rebellion | Turn on the witches | Demon gates open unfairly; survive on preparation and luck |
| The Prophecy (default) | Ten years elapse | The King is betrayed, spears the infant, shadows condense, demons take the world |
| The Empty Land / Dead God | Genocide run | See below — NOT BUILT |
| Beyond the Cycle | Kill the red witch in the prologue → the "Outside Time" branch | Carry the character into new games — diegetic NG+ — NOT BUILT |
Late-game sandbox is unconditional. Every character in the world can be killed, every city can be destroyed. The world is not held up by immortal NPCs with scripted dialogue; it is built to digest any chaos the player commits. Kill a key figure and the story does not break — it proceeds down its darkest available branch.
The Empty Land (genocide) ending — deferred. The owner's ruling: too early to decide, this belongs to a later expansion. What follows is the recorded material, held for then rather than built now.
When there is no living NPC and no intact city left, the ticking world stops: there are no factions left to raise events. The proposed finale is cold, not moralising — the opposite of Undertale. Candidate text, kept here as the register to hit:
«Пророчество не сбылось. Демонам было просто незачем приходить — в этом мире больше нечего было поглощать. Вы искали силу, вызов или ответы, но нашли лишь тишину. Мёртвым богам больше никто не молится. Теперь единственный мёртвый бог этого мира — это вы.»
with the closing system line:
[ На карте больше нет разума. Причинность разрушена. Нажмите ESC, чтобы покинуть этот мир. ]
Two further candidates recorded from the transcript, neither ruled on: the genocide save becoming a rare anomalous encounter in future playthroughs (a silent shadow of your previous character wandering burnt wastes), and the dead gods finally falling silent once there is nobody left to whisper to.
The Black Energy path is not a third magic school. It is a psychological experiment on the player, and it is the sharpest idea in the project.
- Of the nine attributes — STR / VIT / END (warrior), WIL / INT / WIS
(mage), SPD / CHA / LCK (misc), matching
AttributeIdinsrc/macro/attributes.h— black energy is touched by LCK alone, and even then indirectly and unstated. Logically airtight: traces of dead gods owe nothing to Intelligence or Willpower; they are outside this world's physics. - All-or-nothing abilities, and deliberately many of them non-obvious. Some operate at a level the UI never mentions — one changes projectile spread in the code. To know it works, the player must literally keep statistics on his own fights.
- One skill does nothing at all. Its description vaguely, convincingly implies that it does, and the player takes it because the description persuades him.
And it is not a con. The design claim: a player who takes it starts playing as though he believes it — bolder here, more cautious there, risking where he would have backed off — and that shifted behaviour pattern is, purely statistically, sometimes genuinely advantageous. The skill therefore does work — not because it adds damage in the code, but because it changed the player. Which is precisely the fiction's own claim about the dead gods: they do not intervene, their whisper changes the mind of whoever listens.
The three paths, stated as epistemologies:
- Mage — dry calculation and knowledge of the rules (WIL / INT / WIS).
- Warrior — legible physics and stats (STR / VIT / END).
- Black energy — superstition, style, LARP and mystique. You agree to play by rules that are not explained to you, look for patterns that may not be there, and get an experience that resembles nothing else.
The design target above all others: the player should end a playthrough unable to answer "was that the game, or was that me deciding to play it that way?"
Rules for anyone who touches this system.
- Never document the empty perk in-game, in a tooltip, or in a patch note.
- Never "fix" it by giving it a real bonus; it is doing its job.
- Never add a UI meter for cult influence or black-energy attunement. The player observes the phenomenon or he does not.
Atmosphere through systems, never through exposition text. The player walks the map and knows without a single prompt where the black spear has passed and where the mages still rule.
| Place | Look | Because |
|---|---|---|
| Under the mages | Hunched huts, dry fields, sullen sprites, guards in gaudy armour standing by empty granaries | The surplus goes to mana and to wizards' ambitions |
| Freed villages | Fair-day noise, better buildings, a turning mill, people moving briskly, smoke from the tavern | The surplus stays with the people who work the land |
| Empire of Light | Sterile, rich, gold and white, caliphate order | Mass, taxation and total control |
This is not decoration — it is the visible output of the economy simulation
(economy.md, macrosim.md). The owner's evidence
that this reads correctly: a 70-year-old relative who has never touched a
computer looked at the screen and said "ah, the peasants are working in the
fields, they've run to the fields". Archetypal legibility is the visual
standard of this project. — the liberation/oppression prosperity contrast is
NOT BUILT.
The lore is never chewed for the player. Four channels carry it, in descending order of how much they say:
| Channel | Status | Role |
|---|---|---|
| Intro comic | in the build | The one place the setting is stated directly — and only enough to start you |
| Dialogue | in the build | Characters speak from inside their own beliefs, including the wrong ones (a paladin is sincere) |
| Quests | in the build | What a faction wants, revealed by what it asks you to do |
| Events | in the build | The world changing while you look elsewhere |
Everything above those is carried by the world, its characters, its events and its atmosphere — never by exposition. The metaphysics in §1 is the clearest case: the annihilation law, the forged Religion of Light, the true nature of the black spear and the growth of the cults are things the player is allowed to work out, and a player who never works them out has still played the game correctly.
This is the same discipline as §9's rules, applied to writing rather than to mechanics: the game states nothing it can instead demonstrate.
Language. The original is English — all in-game text, names and content tables are authored in English, and the code and docs already are. Russian localisation comes later, from the English original.
The canonical English names (owner's rulings):
| Русский | English — canonical |
|---|---|
| Святотатец | the Sacrilegist |
| Царь-крестьянин | the Peasant King |
| 13 великих евнухов | the Thirteen Great Eunuchs |
| Империя Света | the Empire of Light |
| Чёрная энергия / Чёрное копьё | black energy / the black spear |
| Магия | Magic (the living force of nature) |
| Причинность | Causality |
Sacrilegist over the Sacrilege or the Blasphemer: it names him as a practitioner — sacrilege as a vocation he worked at for a thousand years, not an act he once committed — and it keeps the faint absurdity of a man titled like a member of a profession. Use this spelling everywhere; do not reintroduce variants.
The EA build is an early demo, and its lore surface is deliberately tiny (owner's ruling): the opening quests, then free play. Nothing else from this document is promised for it.
The authored opening, in full:
- The rescue. Bandits leave you for dead; the red witch saves you — with her green sister talking in the background (§3.6).
- The first quest: explore the ruins next to the town.
Then free play. That is the whole authored surface of the demo, and it is a good one: it teaches the two scales in the order the game uses them — the world map takes you to the ruins, the subworld is what the ruins are.
| In EA | Not in EA |
|---|---|
| The rescue + the ruins quest | The ten-year clock |
| Free play afterwards: the world, the economy, the factions, the map | Any of the endings |
| Whatever of §12's ledger happens to be built by then | The witch routes, the rebellion, the prophecy |
That is a scoping decision, not a lore change: the fiction below stays canon, and EA simply ships the first hours of it. Worth stating plainly so nobody builds the doom clock to hit an EA date, and so EA's marketing never promises the ten years.
Shipped and consistent with the fiction:
- The faction registry (
src/macro/faction.h) carries every realm as an ordinary row, with the temperaments the lore implies: Magical, Lawful, Mercantile, Savage, Outlaw, Abyssal, Cultist, Feral. - Cults fight the Magical temperament in the relation matrix — the witch-hunt
cuts both ways — and
timaertis at war withcultsby authored override. freefolkmeans "answers to no crown", so no ownerless town falls to the Empire by accident.- Nine attributes exactly as the fiction splits them (3 warrior / 3 mage / 3 misc), with LCK present for the black-energy path.
- Spires gated on danger zone ≥ 5 (zones.md) — the mage's spells really are out in the guarded wilds.
- Ten-year plot horizon and level ~100 late plot (design.md §17.6).
- The world runs without the player: macro NPCs, caravans, economy, kingdoms (macrosim.md).
- Possession — the player is a movable flag on an ordinary body (вселение = перенос флажка) — is the mechanical seed of "kill anyone, become anyone".
- The hidden autolevel is demolished (2026-08-20, CANON S12): no zone or settlement markup multiplies HP or damage after the spawn roll. A creature is exactly its row — which is what §1's "the world does not care who is looking" requires mechanically.
- ONE table of bodies —
kNpcTypeDefs[52]insrc/macro/npc.h(16 roles + 36 creatures, one id space). "Is this a monster" is no longer a question the engine asks; the fiction's "kill anyone, become anyone" has no second vocabulary to trip over. - The deserter pool now has its reader:
raise_deserter_bands(src/macro/npc_spawn.cpp), called daily from the world tick — √(pool) men walk off as an outlaw band under the strongest survivor. The danger of the world coming from broken armies (CANON S4) is live, not planned.
Fiction with no system yet (NOT BUILT), roughly in order of leverage:
- The cult growth curve (§3.5) — from passive wanderers around their own landmarks, through more and stronger squads, to taking settlements where the field has settled; a captured city keeps trading but plays by new rules. Silent throughout; no meter, ever.
- THE FIELD (§1.1, §3.5) — ONE signed per-cell world layer, −127 black energy …
+127 magic, diffusing and saturating, in the family of
zones.hand the night-glow bake. Annihilation is the addition operator, not a rule. NEGATIVE sources: cults, cult landmarks, cultist squads, black artifacts wherever they are kept (plus a carrier's trail). POSITIVE sources: strong mages — magical landmarks above all — and dragons; and whoever destroys a black artifact. Calibration: unopposed → whole world in ~100 game years, i.e. ~10 % of it over a full playthrough. Does not touch the ten-year clock. - The Peasant King as a roaming, respawning, magic-immune elite NPC (§5), with an unlootable spear that returns to him when he does.
- Named figures at all — the Sacrilegist, the four witches, the Captain,
the Peasant King, the Thirteen Eunuchs; there is a
WitchNPC type today, and no persons anywhere. - The four witches as teleporting macro NPC squads + one procedural quest generator each, keyed to her domain (§3.6): exploration/fetch (Hokma), boss & named-NPC contracts (Sepheret), the standing artifact turn-in (Nefesh), pure absurd randomness (Temurah); plus the two-witch opening scene and Hokma's cannot-lie dialogue rule.
- Paladin & cleric builds (§4.1) — church-granted miracles as an
acquisition channel + one
kindvalue over the ONE spell registry (the active-ability law), magebane perks and relics for the paladin, WIS as their attribute. - The prologue + the ruins quest — the EA opening (§11): bandit ambush, left for dead, the red witch's rescue with her sister in the background, then "explore the ruins next to the town".
- The start-region choice — Empire / Magika / Barbarian, Timaert
deliberately excluded (§4): mild reputation offsets, a small item kit, and
Magic Bolt for the Magika start only. Flavour, not a fork. Today the
player is anchored at
citiesFlat[0]with no choice at all. - The ten-year clock and its endings, including the default doom.
- Prosperity contrast freed vs mage-ruled villages (§10).
- The Thirteen Eunuchs as thirteen travelling macro parties — army, retinue, sphere of influence, periodic council in the capital; each death a world fact; rebellions and land loss as they die, and the Empire dissolving into civil war when the last one falls (§5).
- Eye-golems, roaming magebane paladins, Empire police-state units.
- Line infantry, artillery, ships, naval combat, the Timaert galleon.
- Procedural per-kingdom profiles for the barbarian realms.
- Black-energy skills, including the opaque statistical ones and the empty one (§9).
- The magic-immune dragon.
- The place that does not exist and the Sacrilegist fight.
- The prologue-witch branch and diegetic NG+ (§5).
Resolved against the code, no work needed: Southern Magika is simply
another name for Lower Magica (owner's ruling) — the registry row
lower_magica stands, no new row, and the proxy-war framing attaches to the
existing empire ↔ lower_magica alliance override.
Every question raised so far has been ruled on. What follows is not a list of gaps in the fiction — it is the list of design risks an outside reader would raise against this document as it stands, kept here so they are decided rather than discovered late.
- The ten years are disconnected from the simulation. The clock is a timer,
not an outcome: the field, the cults, the artifacts, the eunuchs, the Empire's
collapse and a hundred hours of economy have — by explicit ruling — no
effect on how the game ends. Only one authored quest line does. The fatalism
is deliberate and defended (§4), but there is a cheap fix that costs the
fatalism nothing: let the epilogue read the world state — the field, who
holds which cities, whether the Empire still exists, what your realm became.
Same ending, described by the world you actually made.
- RESOLVED (owner ruling, 2026-09-15): Сюжетный драйвер игры — это линии Ведьм (ветка Апостольства одной из четырёх богинь либо ветка Восстания). Десятилетний таймер — это космический дедлайн: если игрок полностью игнорирует сюжетные ветки и 10 лет занимается чистой песочницей, на 10-й год Царь-Крестьянин неизбежно исполняет пророчество Чёрного Дитяти и наступает Дефолтный Рок (Default Doom). Создание сложного эпилога, считывающего экономику каждой деревни — низкий приоритет (сил и планов на это сейчас не инвестируется); вес игры несут железобетонные авторские финалы.
- The empty perk depends on a secret a shipped binary cannot keep (§9). It will be datamined within a week of release and become "the troll perk", which destroys the intended discovery in exactly the wrong order. The opaque statistical effects survive datamining; the truly-empty one does not. Possible repair that preserves the idea completely: make WHICH perk is empty vary per save/seed, so a wiki can say "one of these does nothing" and never which one is yours. Then the player must still decide what he believes.
- The opening is the most generic thing in the game — and it is the whole EA
demo. "Bandits rob you and leave you for dead; a mysterious woman saves
you" is the single most-used RPG opening there is, and EA ships exactly that
plus "explore the ruins near the town" (§11). So the demo is the most
ordinary slice of a deeply unusual world. Everything specific is already in
that scene and merely under-used: make the two witches' conversation the
content of it. Let the player lie there and overhear two demiurges
discussing him as an object, with the green one forgetting he is present and
the red one unable to lie about what is going to happen to him. The cliché
frame then becomes the joke, and the first ninety seconds tell the player
exactly what kind of game this is.
- RESOLVED (owner ruling, 2026-09-14): Принято и реализовано в каноне. В канаве игрока спасает рыжая Хокма (любопытство ученого + цундере), пока златовласая Нефеш (воплощенная алчность и надменность) брезгливо спорит на фоне, морщит нос от нищеты полумёртвого бродяги, требует бросить его в грязи и предлагает хотя бы снять латунную пряжку от пояса. Две древние богини, пререкающиеся над телом оборванца — штамп ломается в первые же 90 секунд, и открывающая сцена демо задаёт тон всей игре.
- What exactly changes in a cult-held city (§3.5) — deferred by ruling, but it is the payoff of the entire field system, so it should not stay deferred for long.
Written for the Early Access decision, not as promotion. What follows is what this document's fiction is actually likely to do to a player.
The four things that will land, in the order they land:
- The names. The Peasant King, the Thirteen Great Eunuchs, the Sacrilegist. They are repeatable after one hearing and funny without being jokes. Proven in the wild already: the owner's own non-gaming relatives picked "the king of the bums" up and ran with it. This is the cheapest, strongest marketing asset the project owns and it already exists.
- The peasants in the fields. The world is legible without a tutorial — a 70-year-old who has never touched a computer read the screen correctly in one glance (§10). A player who cannot name a single faction still understands that grain moves, that caravans are robbed, that a village near a mountain is poor. Legibility is the hook; the metaphysics is the reward.
- The Timaert reveal. A title that is a question, answered by a sea voyage and a railway (§3.3). Players talk about moments like that for years.
- "So that was possible?" Two players comparing runs — the archmage who burned the Empire and the trader who married a local and watched the red sky from a roof — is a conversation that sells the game to a third player better than any trailer (§4, §7).
What will genuinely be hard:
- The lore is delivered so indirectly that most players will never assemble it. The forged religion, the annihilation law, the true nature of the spear: by design, none of it is stated (§10.1). That is the right choice for the ten people who will write essays about it, and it means the median player finishes a run with "there were witches and something about dead gods". The mitigation is not exposition — it is making the consequences visible even when the causes are not: a village that got richer, a road that got worse, a city with new laws.
- The mage's early game is deliberately punishing (§7). It is the author's own favourite class and the one most likely to make a new player quit in the first hour. Worth knowing before EA reviews say it.
- The ten years do not read the world (§13.1). A hundred hours that cannot change the ending is the one place the project's own philosophy bends.
The honest bottom line. This world's strength is not its plot — the plot is serviceable dark fantasy with a good twist about a forged religion. Its strength is that the fiction and the systems are the same object: a build is a biography (§6), annihilation is an addition operator (§1.1), a hoard is a weather system (§3.5), belief is a mechanic (§9). Very few games can say that, and the players who notice are exactly the players who never stop talking about a game once they find one.
Systems that carry the fiction: factions and relations
(src/macro/faction.h, macroworld.md); the ten-year clock
(time.md); the plot arc, endings and events
(progression.md, quests.md); the archetypes and
the nine attributes (rpg.md, design.md §14.5); the mage's
spire grind (zones.md, landmarks.md,
spells.md); the class-defining feel of each faction's army
(microcombat.md, macrosim.md); the visible
prosperity of a freed village (economy.md); killing and becoming
anyone (вселение = перенос флажка, monsters.md).