SETTING
⚰︎ ⍢ ⌲ ⍚ SETTING
THE TOWN
Rubilykskoye appears on the surface to be a modest village surrounding a Gothic-style castle. The technology approximates 19th-century Eastern Europe, with the caveat that this small village does not necessarily possess the infrastructural benefits of a large city during that period. You can expect nascent electricity, indoor plumbing, and other similar luxuries, but you won't be seeing any cars rumbling down the street.
The local population is ethnically diverse and friendly. Newcomers are enthusiastically welcomed into the town, and the citizenry openly states that they are glad to have new blood. The NPC residents are ostensibly human. There is no dominant ethnic/racial group, but they all use Eastern European linguistic structures for naming.
The locals here share the player characters' curses and have lived with these monstrous curses all their lives. According to the locals, it manifests in puberty and continues through infirmity. They call their appetites for sex or violence zadza and describe the transformative experience as their duchozwierz, or inner beast, emerging. These NPCs unilaterally encourage player characters to sate their duchozwierz with acts of sex and violence over time instead of resisting and allowing it to accumulate and overwhelm them, insisting that it is a part of nature.
The town is several square miles encircled by stone walls, which sprawl out from the castle and wrap around the city. There is one entrance into the city, an enormous gate with an accompanying guard post. Individuals who volunteer to guard the wall do so against the void. They do not prevent any individuals from entering or exiting, but they will warn individuals who exit the town in the dark of the risks of the land beyond.
The local population is ethnically diverse and friendly. Newcomers are enthusiastically welcomed into the town, and the citizenry openly states that they are glad to have new blood. The NPC residents are ostensibly human. There is no dominant ethnic/racial group, but they all use Eastern European linguistic structures for naming.
The locals here share the player characters' curses and have lived with these monstrous curses all their lives. According to the locals, it manifests in puberty and continues through infirmity. They call their appetites for sex or violence zadza and describe the transformative experience as their duchozwierz, or inner beast, emerging. These NPCs unilaterally encourage player characters to sate their duchozwierz with acts of sex and violence over time instead of resisting and allowing it to accumulate and overwhelm them, insisting that it is a part of nature.
The town is several square miles encircled by stone walls, which sprawl out from the castle and wrap around the city. There is one entrance into the city, an enormous gate with an accompanying guard post. Individuals who volunteer to guard the wall do so against the void. They do not prevent any individuals from entering or exiting, but they will warn individuals who exit the town in the dark of the risks of the land beyond.
THE BOARDING HOUSE
Upon their arrival, the locals will speedily help characters get set up in rooms in a local boarding house, which prior to their arrival was mysteriously empty following the previous owner's untimely death. While the locals will notably not expound on the boarding house's history, Characters may occasionally find little tidbits that suggest something about the building's prior residents.
It has plenty of comfortable rooms and living spaces, at least! Some bedrooms are designed for single occupancy, some are designed for double. Players may coordinate potential for shared accommodations amongst themselves if they desire — either by choice or by misfortune.
If the game cap's full 60 characters attempted to reside there at once, it would be far over capacity, so as the time has gone on some characters have struck out on their own, whether roughing it beyond the walls, exchanging dedicated full time work for a room at their job, or spending a plot coin to find independent housing by other means.
It has plenty of comfortable rooms and living spaces, at least! Some bedrooms are designed for single occupancy, some are designed for double. Players may coordinate potential for shared accommodations amongst themselves if they desire — either by choice or by misfortune.
If the game cap's full 60 characters attempted to reside there at once, it would be far over capacity, so as the time has gone on some characters have struck out on their own, whether roughing it beyond the walls, exchanging dedicated full time work for a room at their job, or spending a plot coin to find independent housing by other means.
THE MOOT HALL
Filled wall-to-wall with tables and seating, the moot hall is where the townspeople gather to discuss issues which concern the general population. This may include discussions of how to handle certain criminal behaviors, planning for religious festivals, and/or coordination of labor. It is positioned in the town center, and as one of the older building, is known for its poor lighting and insulation. Fortunately, when it's in use, it's usually too crowded for anyone to care.
When an official moot hall meeting is called, it will usually be mentioned as part of an event. Player characters may choose to address the moot hall, especially if they want to defend or admonish someone standing trial - this can be written out in the appropriate log or summarized on the plotting page.
Outside of meetings, the moot hall is most often used as a community center: children who are not needed at home gather there for after school care, hobby groups and committees appointed to organize a city project will meet there, and it is often barricaded into a place of safety during an emergency.
When an official moot hall meeting is called, it will usually be mentioned as part of an event. Player characters may choose to address the moot hall, especially if they want to defend or admonish someone standing trial - this can be written out in the appropriate log or summarized on the plotting page.
Outside of meetings, the moot hall is most often used as a community center: children who are not needed at home gather there for after school care, hobby groups and committees appointed to organize a city project will meet there, and it is often barricaded into a place of safety during an emergency.
THE CASTLE
At the top of the hill in the North edge of town sits Castle Rubilyk, an imposing structure in the Gothic style. Hewn of sand-colored stone, it has cheerful-looking red roof shingles. This 40,000 square-foot marvel has over 150 interior rooms, including three main towers (Eastern, Western, and Northern).
The interior of the castle suggests Medieval-era architecture, but it too has been updated with "modern" conveniences like electricity and plumbing. The halls are decorated with paintings, sculptures, rugs, and other art that suggests anything from ancient to renaissance to rococo from all around the world.
The castle is currently inaccessible to incoming characters, its gates closed tight to all but the dead. All those townspeople who are employed within also live within — they do not commute back and forth from town. However characters who were present for the August event were invited to enter the castle to meet the Duchess, and further invitations may be forthcoming in the future.
The citizens of Rubilykskoye talk freely of the nobility who live there. The Duchess and her family are revered by the cursed citizens of Rubilykskoye, and positions in her house are highly coveted. However, there's also an edge of Calvinist fear of God to their reverence. That which is great is also powerful, and the townspeople discuss making offerings to appease their leadership.
The interior of the castle suggests Medieval-era architecture, but it too has been updated with "modern" conveniences like electricity and plumbing. The halls are decorated with paintings, sculptures, rugs, and other art that suggests anything from ancient to renaissance to rococo from all around the world.
The castle is currently inaccessible to incoming characters, its gates closed tight to all but the dead. All those townspeople who are employed within also live within — they do not commute back and forth from town. However characters who were present for the August event were invited to enter the castle to meet the Duchess, and further invitations may be forthcoming in the future.
The citizens of Rubilykskoye talk freely of the nobility who live there. The Duchess and her family are revered by the cursed citizens of Rubilykskoye, and positions in her house are highly coveted. However, there's also an edge of Calvinist fear of God to their reverence. That which is great is also powerful, and the townspeople discuss making offerings to appease their leadership.
BEYOND THE WALL
THE FARMLANDS
Beyond the town, there is enough land for hunting and farming to feed the population. These are modest farms maintained with early industrial equipment, and many townspeople work out here — though, notably, most of them return to town when the sun sets and the work is done.
This countryside extends for a couple of miles. The ecology of Rubilykskoye is largely influenced by eastern Europe, so you can take some liberties with what types of crops and animals are common to the real-world region and port it here. Examples of field game might include wild goats, boar, ibex, pheasants, ducks, and chamois, as well as weasels like ermine, while it wouldn't be unusual to see that the farms are harvesting sugar beats, wheat, and squashes.
The arable land gives way to thick, dark woodlands in all directions. While there may be wolves, bears, and red deer as characters venture towards the wooded areas, this can be dangerous as it begins to touch on the edge of the void. Some of the animals may be normal, some may be strange, and some may appear normal but be anything but.
This countryside extends for a couple of miles. The ecology of Rubilykskoye is largely influenced by eastern Europe, so you can take some liberties with what types of crops and animals are common to the real-world region and port it here. Examples of field game might include wild goats, boar, ibex, pheasants, ducks, and chamois, as well as weasels like ermine, while it wouldn't be unusual to see that the farms are harvesting sugar beats, wheat, and squashes.
The arable land gives way to thick, dark woodlands in all directions. While there may be wolves, bears, and red deer as characters venture towards the wooded areas, this can be dangerous as it begins to touch on the edge of the void. Some of the animals may be normal, some may be strange, and some may appear normal but be anything but.
Karpurâng Peaks
Hiking eastward through Pajak Wood, the ground slopes precipitously upward. Over a stretch of about four miles, a mountain range juts cruelly upward, with its peak over 600m higher than the surrounding area. The eastern edge of this mountainous area is shrouded by the Void, which encroaches upon it like the fog of a cloud.
Instead of growing colder and dryer, the incline brings on greater heat and humidity. The spruces, conifers, and oaks of Pajak Wood give way to more tropical fare that you might expect to see around Earth's equator. A wide variety of palms, banyan trees, and fruit-bearing plants and trees such as marchands, bananas, mulberries, and even cacao.
This densely-wooded area is filled with a variety of new animal types. The flying insects are reminiscent of mosquitos and dragonflies, though some of them get as large as your head and have bioluminescent blue underbellies. The insects are attracted to the salt in human sweat, and some of their bites or stings have unusual side-effects. The snakes are similar, with one particular species of constrictor coming in at around 30m long, with fangs as tall as the average adult male human. It's the small ones that you have to watch out for, however, as they are known to swarm.
The only relief from the heat comes in the shade of the subterranean cave system that winds through the mountain. As dark as the Void itself, these caves contain a number of precious minerals—both familiar (copper) and not (the nuclear-yellow glow of orichalchum). There is presently no infrastructure for extracting these minerals, but they would be quite valuable to the townspeople if they could be brought back.
However, anyone spelunking the caves ought to be careful of the locals. While their reclusive nature makes it hard to catch a glimpse of one, hiding in the dark are myconids, an anthropomorphic species of fungi that communicate via a hivemind and fill the caves with their spores, which have a range of effects. Those who inhale or absorb the spores through their skin might find themselves drawn into the web of the myconids' hivemind, and prolonged exposure can make the effect permanent. These starved creatures feed on decaying flesh, so incautious intruders may be murdered and made into a meal.
Instead of growing colder and dryer, the incline brings on greater heat and humidity. The spruces, conifers, and oaks of Pajak Wood give way to more tropical fare that you might expect to see around Earth's equator. A wide variety of palms, banyan trees, and fruit-bearing plants and trees such as marchands, bananas, mulberries, and even cacao.
This densely-wooded area is filled with a variety of new animal types. The flying insects are reminiscent of mosquitos and dragonflies, though some of them get as large as your head and have bioluminescent blue underbellies. The insects are attracted to the salt in human sweat, and some of their bites or stings have unusual side-effects. The snakes are similar, with one particular species of constrictor coming in at around 30m long, with fangs as tall as the average adult male human. It's the small ones that you have to watch out for, however, as they are known to swarm.
The only relief from the heat comes in the shade of the subterranean cave system that winds through the mountain. As dark as the Void itself, these caves contain a number of precious minerals—both familiar (copper) and not (the nuclear-yellow glow of orichalchum). There is presently no infrastructure for extracting these minerals, but they would be quite valuable to the townspeople if they could be brought back.
However, anyone spelunking the caves ought to be careful of the locals. While their reclusive nature makes it hard to catch a glimpse of one, hiding in the dark are myconids, an anthropomorphic species of fungi that communicate via a hivemind and fill the caves with their spores, which have a range of effects. Those who inhale or absorb the spores through their skin might find themselves drawn into the web of the myconids' hivemind, and prolonged exposure can make the effect permanent. These starved creatures feed on decaying flesh, so incautious intruders may be murdered and made into a meal.
THE VOID
In the wooded wilderness several miles outside of town, reality ebbs away. The shadows deepen and swallow trees and cliffs until a blackened void swallows anyone who enters it. This void space is so dark that even the best dark vision cannot see beyond. Prolonged stretches spent inside it will drive characters to madness, unleashing their worst impulses and provoking their beast transformation.
DAILY LIFE
Most of the people in town live on a simple diet of readily accessible resources like apples, barley, beef, beets, cabbage, carrots, cherries, chicken, chickpeas, currants, dates, eggs, grapes, mushrooms, oats, onions, parsnips, peas, plums, pork, potatoes, pumpkin, rye liquors, turnips, and wheat.
Characters may notice that certain resources are not acquired nearby — some spices, chocolate, some specific minerals that cannot be quarried in the accessible mountains outside of the city walls, and other commodities that you may include in your threads but would not trace historically to the setting's Eastern European influence. These resources are scarce, and if questioned, NPCs may note that some of these resources came as boons from the Duchess and her family, and no one can say where they got it from — Rubilykskoye is known for its self-sufficiency.
Medical care is provided at a reasonable cost, but may not be up to a modern standard. Most people are treated in their homes by physicians who make house calls. While there is a single hospital, it's really more of a single room with a number of cots in it for rare occasions or situations where the patient's home is ill-suited for rest. Antibiotics and real sterilization are not in common use, though there is some attention to cleaning wounds. Painkillers are limited to opium and alcohol, so some people with otherwise treatable injuries that cause great pain or suffering may be preemptively killed on the understanding that the Duchess will simply resurrect them. Contraception options include condoms made from sheep intestines and herbal teas of dubious effectiveness.
All NPC children under the age of 15 attend school in one of many all-grades schoolhouses or with governesses, then take up trades. The people in charge of their apprenticeships are also expected to help them adjust to their post-pubescent curses, and they will often be paired with someone who has the same curse rune as they do. Please provide ample warning for any adult content that involves NPC children, whether it involve sex or violence.
The written version of the native language of Rubilykskoye, Rubean has some loose resemblances to Cyrillic languages in the general shapes and symbols and structures. While initially characters found this to be inscrutable enough to drive them to madness, in November 2023 the Duchess granted all new arrivals the boon of being able to read and write Rubean fluently, as part of their telepathic connection.
Further information on Rubean daily life, resources, and culture, can be found in the links to player-asked questions on the FAQ.
Characters may notice that certain resources are not acquired nearby — some spices, chocolate, some specific minerals that cannot be quarried in the accessible mountains outside of the city walls, and other commodities that you may include in your threads but would not trace historically to the setting's Eastern European influence. These resources are scarce, and if questioned, NPCs may note that some of these resources came as boons from the Duchess and her family, and no one can say where they got it from — Rubilykskoye is known for its self-sufficiency.
Medical care is provided at a reasonable cost, but may not be up to a modern standard. Most people are treated in their homes by physicians who make house calls. While there is a single hospital, it's really more of a single room with a number of cots in it for rare occasions or situations where the patient's home is ill-suited for rest. Antibiotics and real sterilization are not in common use, though there is some attention to cleaning wounds. Painkillers are limited to opium and alcohol, so some people with otherwise treatable injuries that cause great pain or suffering may be preemptively killed on the understanding that the Duchess will simply resurrect them. Contraception options include condoms made from sheep intestines and herbal teas of dubious effectiveness.
All NPC children under the age of 15 attend school in one of many all-grades schoolhouses or with governesses, then take up trades. The people in charge of their apprenticeships are also expected to help them adjust to their post-pubescent curses, and they will often be paired with someone who has the same curse rune as they do. Please provide ample warning for any adult content that involves NPC children, whether it involve sex or violence.
The written version of the native language of Rubilykskoye, Rubean has some loose resemblances to Cyrillic languages in the general shapes and symbols and structures. While initially characters found this to be inscrutable enough to drive them to madness, in November 2023 the Duchess granted all new arrivals the boon of being able to read and write Rubean fluently, as part of their telepathic connection.
Further information on Rubean daily life, resources, and culture, can be found in the links to player-asked questions on the FAQ.
JOBS AND EMPLOYMENT
The people of Rubilykskoye live mostly simple lives. The goal of the locals is to help incoming characters adapt to their new lives here as smoothly as possible, and they're happy to treat player characters as part of the community. Therefore, characters will be expected to contribute and take up employment.
Notably, characters won't be denied food or turned out of the boarding house if they decline to work or are incapable — rather, the consequences for this amount primarily to social ostracization and a lack of luxuries.
Anyone who chooses to can take up any trade or profession befitting the pseudo-historical context. The following list is intended to be generative, not exhaustive, and for relevant professions, player characters may be asked to demonstrate their skills before being welcomed on by any NPC businesses:
There are other options, of course, but notably, there are no temples or churches for characters who wish to become clergy; the locals will attribute this to the naturalist and personal nature of their religion. Religious festivals and ceremonies that pass without a game event to mark them will be noted on the game calendar with a brief summary of their general practices.
To help keep track of employment, please respond to the top-level comments on this post appropriate to your character's workplace, using the following form:
If you can't find your character's industry, you can request a top level comment here.
In most cases, players do not need to list or report their characters' employment. However, some cases may require making a PLOT REQUEST. For example, if a character seeks employment that would lead to substantial IC power/influence or put that character in close contact with one of the major NPCs listed on this page, those players should reach out to the moderators.
Similarly, characters interested in operating their own businesses will need to submit a business proposal to the PLOTTING page. Please note that incoming characters will likely not be able to accrue the resources to do so without expending a plot coin when the Minstrel comes through. For more information, see the ACTIVITY page.
Notably, characters won't be denied food or turned out of the boarding house if they decline to work or are incapable — rather, the consequences for this amount primarily to social ostracization and a lack of luxuries.
Anyone who chooses to can take up any trade or profession befitting the pseudo-historical context. The following list is intended to be generative, not exhaustive, and for relevant professions, player characters may be asked to demonstrate their skills before being welcomed on by any NPC businesses:
bakers | watchmen | barbers | bartenders |
blacksmiths | bookbinders | brewers | carpenters |
cobblers | cooks | electrician | farmhands |
grocers | handymen | hunters | innkeepers |
jewelers | laundresses | leatherworkers | maids |
masons | messengers | millers | morticians |
painters | performers | physicians | plumbers |
prostitutes | shopkeepers | stablehands | tailors |
teachers |
There are other options, of course, but notably, there are no temples or churches for characters who wish to become clergy; the locals will attribute this to the naturalist and personal nature of their religion. Religious festivals and ceremonies that pass without a game event to mark them will be noted on the game calendar with a brief summary of their general practices.
To help keep track of employment, please respond to the top-level comments on this post appropriate to your character's workplace, using the following form:
If you can't find your character's industry, you can request a top level comment here.
In most cases, players do not need to list or report their characters' employment. However, some cases may require making a PLOT REQUEST. For example, if a character seeks employment that would lead to substantial IC power/influence or put that character in close contact with one of the major NPCs listed on this page, those players should reach out to the moderators.
Similarly, characters interested in operating their own businesses will need to submit a business proposal to the PLOTTING page. Please note that incoming characters will likely not be able to accrue the resources to do so without expending a plot coin when the Minstrel comes through. For more information, see the ACTIVITY page.
LEGAL MEASURES
Like any town, Rubilykskoye has its share of thieves, gamblers, and vagrants (notably, there is no organized crime equivalent). However, due to the ongoing struggle all citizens have with zadza and the need to keep it satiated, the legal system and its enforcement functions differently than expected.
All crimes should be submitted as PLAYER PLOTS so that the mods can negotiate consequences with the players in advance. These discussions will involve weighing the nature of the crime against the locals' conceptualization of morality. Rubilykskoyan society observes two categories of immorality: crimes of the stomach and crimes of the mind.
Crimes of the stomach are largely regarded as those that are motivated by passions, and the townspeople look forgivingly on these as they sate zadza. This category can involve lying, cheating, even kidnapping and physical violence. The key to this categorization is the impetus: did the actor react to an impulse? Regardless of the extent of the damage, these crimes will largely result in short stints in lock-up to help the offender calm down.
Crimes of the mind are those which are premeditated. Acts of violence executed due to built up resentment, elaborately planned. Some instances of theft and property damage, especially when motivated by ambition or envy, fall here. These are your first degree murderers and tax evaders. These crimes are regarded more seriously because they are considered not to be necessary to managing the zadza, but instead a sign of someone who is cut off from their own instincts and impulses. Offenders face stricter sentences that often aim to strip the offender of their inhibitions.
Trials are held in the Moot Hall (as described above), and may include oversight from both mod NPCs and player characters who have earned titles. Depending on the crime, punishments may involve reparations, a jail sentence, or more medieval response like flogging and public execution. Any acts committed by an individual in their monstrous form are regarded as acts of nature. Collective reparations are made to resolve the damage or restitute the victims (except in the case of death, wherein the Duchess and her family will resurrect the wronged party). Notably, crimes committed during festivals and socially sanctioned zadza-purging customs will be redressed with collective reparations and not individually punished.
For more information on how the citizenry deals with death, see the FAQ.
All crimes should be submitted as PLAYER PLOTS so that the mods can negotiate consequences with the players in advance. These discussions will involve weighing the nature of the crime against the locals' conceptualization of morality. Rubilykskoyan society observes two categories of immorality: crimes of the stomach and crimes of the mind.
Crimes of the stomach are largely regarded as those that are motivated by passions, and the townspeople look forgivingly on these as they sate zadza. This category can involve lying, cheating, even kidnapping and physical violence. The key to this categorization is the impetus: did the actor react to an impulse? Regardless of the extent of the damage, these crimes will largely result in short stints in lock-up to help the offender calm down.
Crimes of the mind are those which are premeditated. Acts of violence executed due to built up resentment, elaborately planned. Some instances of theft and property damage, especially when motivated by ambition or envy, fall here. These are your first degree murderers and tax evaders. These crimes are regarded more seriously because they are considered not to be necessary to managing the zadza, but instead a sign of someone who is cut off from their own instincts and impulses. Offenders face stricter sentences that often aim to strip the offender of their inhibitions.
Trials are held in the Moot Hall (as described above), and may include oversight from both mod NPCs and player characters who have earned titles. Depending on the crime, punishments may involve reparations, a jail sentence, or more medieval response like flogging and public execution. Any acts committed by an individual in their monstrous form are regarded as acts of nature. Collective reparations are made to resolve the damage or restitute the victims (except in the case of death, wherein the Duchess and her family will resurrect the wronged party). Notably, crimes committed during festivals and socially sanctioned zadza-purging customs will be redressed with collective reparations and not individually punished.
For more information on how the citizenry deals with death, see the FAQ.
NOTABLE NPCS
Players are welcome to invent and render minor NPCs who are a part of their characters' daily lives. Players are welcome to share some brief, simple information about their NPCs for other characters to reference by responding to the top-level comments on this post appropriate to the NPC's workplace, using the following form:
If you'd like some help naming an NPC, you can use one of these generators provided by Pel: One will generate "new" names that sound Slavic and the other will generate a random collection of extant names. You can also use this random monster generator if you'd like to give your NPC an associated monster. Note that these resources are purely optional and players are free to generate their own NPC names or monsters.
Players should not use named mod NPCs or any NPCs who are workers or residents of the castle without a plot request and mod approval.
Mod NPCs will be made available to thread approximately once every two months. Each player may request an NPC interaction with only one of their characters on a given mod log. As replies will be limited, these threads should not be smalltalk or CR-building in nature. Threads will be continued for up to one week or up to 5 NPC replies, whichever is shorter. These threads can either be an IC interaction played out beat-for-beat with the NPC, or players can write an OOC summary of the things their PC would say/ask and how. NPCs will respond in kind with the same limits on replies. Please see these examples: IC Interaction, OOC Interaction.
NPC threads have the potential to reveal information about the game's plot, lore, or NPCs. Understand that due to the unpredictable nature of threads and the variety of player approaches, the mod team cannot guarantee that NPC threads will lead to something actionable or reveal information about the plot.
In situations where these threads do produce plot information, the mods will identify key information through the use of text emphasis. Players are expected to share any details provided by an NPC in a timely and public post or open log following their thread. Players who do not share this information will be passed over when NPC interactions are next offered.
If you'd like some help naming an NPC, you can use one of these generators provided by Pel: One will generate "new" names that sound Slavic and the other will generate a random collection of extant names. You can also use this random monster generator if you'd like to give your NPC an associated monster. Note that these resources are purely optional and players are free to generate their own NPC names or monsters.
Players should not use named mod NPCs or any NPCs who are workers or residents of the castle without a plot request and mod approval.
Mod NPCs will be made available to thread approximately once every two months. Each player may request an NPC interaction with only one of their characters on a given mod log. As replies will be limited, these threads should not be smalltalk or CR-building in nature. Threads will be continued for up to one week or up to 5 NPC replies, whichever is shorter. These threads can either be an IC interaction played out beat-for-beat with the NPC, or players can write an OOC summary of the things their PC would say/ask and how. NPCs will respond in kind with the same limits on replies. Please see these examples: IC Interaction, OOC Interaction.
NPC threads have the potential to reveal information about the game's plot, lore, or NPCs. Understand that due to the unpredictable nature of threads and the variety of player approaches, the mod team cannot guarantee that NPC threads will lead to something actionable or reveal information about the plot.
In situations where these threads do produce plot information, the mods will identify key information through the use of text emphasis. Players are expected to share any details provided by an NPC in a timely and public post or open log following their thread. Players who do not share this information will be passed over when NPC interactions are next offered.
THE TOWN
![]() | ![]() | ![]() | ![]() |
Mateus | Nikita | Magda | ivica |
Mateus is the churchwarden and defacto community leader of Rubilykskoye. He is friendly and makes his business to coordinate the organization of Rubilykskoye's communist democratic processes. His curse mark is a skala. | Nikita tends a tavern in the center of town. She is generally antisocial, but the upside is that she minds her own business. Just don't break anything in her tavern. | One of the older residents, Magda has worked as a doctor for many years. Though stern-faced, she is friendly (if tired) when approached. | The generous and patient Ivica owns and operates the general store, which is really more like a processing center or pantry, as goods are more or less communally shared. Rumor suggests she keeps the good shit in the back. |
THE CASTLE
![]() | ||||
Duchess | Dragana | |||
Names herself as Zlatka. A mysterious figure who resides within the castle and rules over Rubilykskoye. | The stoic majordomo of the castle, who has devoted their life to guarding and serving the Duchess despite their missing limb. |
MISCELLANEOUS
![]() | |||
Minstrel | |||
A scarcely-mentioned individual shrouded in mystery who does not appear to be in Rubilykskoye at present, but comes through every few months... |
Page 1 of 2