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Dive into the world of Dishonored
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Life in the dystopian world of Dishonored. Be whoever you want to be, an ordinary citizen of the empire, a nobleman, a criminal, or marked by the Outsider himself. It's up to you.
Welcome to the world of Dishonored Choose your role...
Dishonored
34 entries · scan depth 50 · budget 512 tokens
- #1Countries
Keys: Countries, Cerconos, Gristol, Morley, Tivia, World, Dunwal
COUNTRIES:
CERCONOS: The Serconos, the jewel of the south, is famous for its warm winds, spicy spices and vast sandy shores. Travelers bring from the south new recipes and a love of colorful dress, and the dances that the people of Cerkonos learn from a young age are renowned in Danwall and throughout Gristol for their sensuality. These dances are eagerly adopted by the nobility.
GRISTOL: The largest of the islands, Gristol is famous for its green hills and misty lowlands. It is home to nearly half of the population of the known world. There are five large towns on the island. The capital city of Dunwall is located on the southern coast of Gristol.
MORLEY: This land is forever sheltered from the sun by a thick veil of clouds, the trees are covered with thick moss, but the inhabitants of Morley do not lose heart and are characterized by an amazing vitality. The Morleys are famous for their love of good food and strong drink. The country has produced many poets, musicians and philosophers, many of whom have come from the grassroots.
TIVIA: Tivia is the northernmost of the Islands. Tivia's landscapes are adorned with isolated mountain ranges that rise above glaciated valleys. Traveling from town to town is very dangerous due to the abundance of dire bears and packs of wild dogs accustomed to the harsh climate.
CAPITAL OF THE EMPIRE: Dunwall, the southern city of Gristol, sits on the rocky banks of the wide and full-flowing River Renhaven.
With access to the sea, Dunwall is one of the largest ports in the country. Whalers bring their spoils here, and merchant ships bring goods from all over the Islands. The river is a source of electricity, supplying factories and homes. It is in Dunwall that all scientific innovations and the largest industries, from shipbuilding to textiles, are concentrated.
As a result of its extensive development, Dunwall is virtually devoid of vegetation. Stone and metal dominate, and public gardens are rare. The planting of trees and flowers can be seen mostly in private gardens, in the mansions of aristocrats or wealthy citizens. Neo-Gothic style prevails in the architecture, with buildings of three to five stories and built adjacent to each other.
- #2industry
Keys: industry, currency, money,
INDUSTRY: There is a definite raw material division in the Islands, developed due to geography and climate. Ore and furs are mined on Tivia, while Morley and the Serkonos are famous for agriculture. Cerkonos, as the southernmost island, is a favorite destination for tourists due to its beaches and fine cuisine, and cigars are brought from there to Downall. Technology is more advanced in Gristol than anywhere else. The inhabitants of all the Islands are engaged in fishing and whaling.
The main currency is gold. There are also silver and copper coins. All money is in the shape of a regular seven-sided coin. Five coppers is a silver coin. Ten is gold.
- #3society
Keys: society, people, Aristocracy, work
SOCIETY: Aristocracy - descendants of noble families, in whose hands most rights and real power are concentrated.
The bourgeoisie are entrepreneurs and businessmen of all kinds whose wealth has grown through manufacturing, construction, whaling, and trade.
Scientists and creative intellectuals - people who have devoted themselves to science or the arts.
Commoners - artisans, laborers, servants, farmers, whalers, and fishermen.
- #4Technology
Keys: Technology
There are many different technologies, most powered by whale oil, found throughout the Empire of the Isles. Some are benign and helpful, like the streetlight and the motorized vehicles; others, like the floodlight and the wall of light, are a response to the rats and the rat plague; and some are militaristic, such as the tallboy, the watchtower, and the Clockwork Soldier, used by various corrupt regimes to control and oppress the populace.
- #5gangs
Keys: gangs, groupings, The Slackjaw Gang, The Whalers, The Hippers, The Dead Eels, Crime
The Slackjaw Gang of Bottle Street. In addition to producing whiskey and "Sokolov's elixir" during the plague, it has extensive connections with slave traders, smugglers, and dealers in stolen goods.
The Whalers are a sect of assassins led by Dowd. A first-class assassin from the Serkonos, he enjoys great prestige among his followers. Infinitely loyal, they are willing to lay down their lives for him. Daoud has the mark of an Alien and utilizes supernatural abilities. Due to the fact that all members of the group wear leather clothing that protects them from injuries and gas masks, they are called "whalers". The only woman in this company is Dowd's apprentice, Billie Lerk.
The Hippers are a criminal gang from the Weaving District. The gang is made up of only men. The main visual difference is yellow and red shirts, suspenders and cylinder hats. The leader of the gang, Mortimer Huth, is known as the Old Man.
The Dead Eels are pirates and smugglers who have settled on the docks near the Weavers' Quarter. Their leader, Elizabeth (Lizzie) Stride, is characterized by a savage temper and cruelty. She owns a ship called the Undine.
- #6Warriors
Keys: Warriors, The Royal Secret Service
WARRIORS: The Royal Secret Service, or as it is also called, the Secret Chancellery deals with intelligence and counterintelligence. It is also in charge of political crimes and crimes against Imperial authority.
The staff includes well-trained individuals who can quickly extract the necessary information and eliminate the target.
Whistleblowing is rampant in Danwall.
- #7Fuel
Keys: Fuel, Whale oil
Whale oil is the oil that is harvested from whales, and the basis of the Empire's industrial revolution. Highly volatile, it is held in tanks which can be found throughout major cities. In Dunwall, it is used to power all technology, while in Karnaca, it is used interchangeably with wind power. Whale oil is easily recognized by the bright blue glow it emits.
- #8Science
Keys: Science
SCIENCE: Scientific minds continue to investigate human nature and the effects of various substances. At the Academy of Natural Philosophy, animal vivisection is practiced, and autopsies of dead bodies are performed, so that surgery has advanced considerably. The beneficial properties of plants are widely utilized, and advances have been made in the prevention of gangrene and sepsis, as well as in the treatment of certain infectious diseases.
- #9Weapons
Keys: Weapons, knives, pistols, sharmanka, tollboy, The Wall of Light, The Discharge Pillar, Watchtower, City guards
WEAPONS: Bladed weapons such as knives, long cleavers, sabers, and palashes are widely used.
City guards and overseers are armed with palashas, sabers and pistols. In addition, both often use specially trained dogs - wolfhounds.
The keepers' sharmanka is a special mechanical device that plays the so-called "17-note music". If ordinary people tolerate it, those endowed with magical powers cannot use them and quickly lose their strength.
Assassins prefer long daggers and crossbows, which can be loaded with soporific or battle bolts.
Dishonored game
Tollboy is a fundamentally new type of armament invented by Anton Sokolov. The equipment consists of special stilts and reinforced armor, which makes such a fighter practically invulnerable. The mechanism is powered by a tank of blubber fixed on his back, a longbow is a powerful weapon that shoots bursting bolts and burns the victim.
The Wall of Light was originally proposed by Anton Sokolov as a security system. Four generators installed around the perimeter of the passage produce a powerful electrical discharge that incinerates the intruder.
The Discharge Pillar is a weapon that acts in a similar manner. Unlike the Wall, the kill zone is not perimeter, but 360 degrees.
Watchtower - a rotating tower with a searchlight, located on a high support. When an intruder crosses the designated perimeter, it reacts by firing a cannon.
- #10Education
Keys: Education
EDUCATION: A good education in the Empire of the Isles is the privilege of the wealthy. Despite the existence of charitable schools, many simply cannot afford to study due to the need to work and the harsh treatment within the walls of educational institutions.
Girls strive to marry successfully in order to forge a favorable alliance between houses. Women interested in science, business, geographical and natural philosophical studies are more the exception to the rule.
The cruelty of teachers breeds cruelty in children, many of them openly bullying each other.
- #11life
Keys: life, leisure
LEISURE AND LIFE: The housing of city dwellers depends on the degree of income. From luxurious mansions with high ceilings, crystal chandeliers, rich interiors and luxury goods in every corner, to small, sparsely furnished apartments where a family of six or eight people can sleep on the floor.
On almost every corner of the city you can come across corpses and piles of garbage.
There are hotels in the capital for clients of varying degrees of wealth.
- #12food
Keys: food,
FOOD: The staple diet of the common people of Danwall is canned whale or fish meat, and to a lesser extent, animal flesh such as mutton or meat of the ravenous buffalo.
The poor eat mostly dark bread, the wealthy eat white bread. Confectioners make all kinds of sweets. Especially popular are meat pies, muffins and fruit-filled tartlets.
Ordinary residents of Dunwall often consume whisky.
- #13animals
Keys: animals, rats, whales
Whales are giant mammals that live in the depths of the sea. They are closely linked to the life and well-being of the Islanders.
The blue-toothed lamprey is a predatory fish that is abundant in the Renhaven River. Their favorite habitats are industrial complexes, especially in the vicinity of meat processing plants. A flock of these fish can devour the body of a human or animal within a couple minutes.
River crustaceans are a parasitic species of mollusks that live in flooded and damp places. Extremely sensitive, sensing prey even at a great distance, capable of killing or seriously injuring with caustic mucus.
The king sparrow is a small bird, appropriately named, characterized by bright beautiful plumage. The feathers of the king sparrow are used as jewelry.
Plague rats have become a plague on the people of Dunwall. They carry a deadly virus and are particularly aggressive. Gathering in packs, the rats attack people and animals, eating them alive.
Cats were rare even before the plague in Danwall, and then they disappeared, destroyed by superstitious people and hordes of rats.
Wolfhounds are a special breed of dog popular on the Isles. They are suitable for both guard duty and fighting.
Feral dogs live outside of the cities and are a danger to the inhabitants and visitors of Tivia. Gathering in packs, they attack humans.
The buffalo is a large land mammal whose meat, milk and skin have been used by humans for centuries.
The bear is a large predatory animal native to Tivia, which is often hunted by the locals.
- #14Void
Keys: The Void, the Outsider, Runes
The Void is an alternate dimension in the Dishonored universe that "hungers for a representational, godlike entity", the Outsider being its current divine inhabitant. It consists of a series of floating islands in an organic and chaotic state, which contain uncanny representations of real world locales held in suspended animation.
There exist cults of devotees on the fringes of society who worship the Void. Approximately 4,000 years ago, on the edges of the Void, the Outsider was made in a ritual by cultists who saw signs of his representational capacity. When his mortal life was brought to an end, he was "merged in part with the Void" and reborn a god. The site of his transfiguration remains intact and serves as a vault of power, which others are able to harness.
It is suggested that there is an otherworldly connection between the world of the Empire and the Void; events that take place within the natural world can appear as still scenes within the Void, such as the death of Jessamine Kaldwin. The Void "draws from [one's] mind", which in turn "influences the environment".
There are various means of reaching the Void. While some are brought into the Void in their dreams, the dimension can be accessed directly from the natural world, as evidenced by Daud and Delilah Copperspoon. Outsider shrines also act as momentary conduits between the natural world and the Void, as individuals are brought into the Void when runes are taken from the shrine alters.
- #15The Outsider
Keys: The Outsider
The Outsider is a mysterious, morally ambiguous supernatural being, neither good nor evil. He usually appears to people of interest as a plain-looking young man with short brown hair and black eyes, wearing a brown coat, blue-grey pants and black boots.
Though many people worship him, such is considered heresy by the Abbey of the Everyman and punishable by extreme measures, up to and including death. Created to be the Void's representational figure, he appears to be the source of all magic in the world of the Dishonored, and his shrines can be found across the Isles. The Outsider is revealed to have "human emotion, but inhuman perception", making him possessing two parts – "human faculty and something primal and chthonic". Some of [the Outsider's] lines are sarcastic, but his tone can go unnoticed.
Though widely sought and worshiped throughout the world, the Outsider states that he "[doesn't] play favorites", and is known to only appear to "interesting" individuals – his interest in people being the primary prerequisite for his audience. He deems devotees of himself and the Void to be "unhinged" and grants them no favors for their reverence. Those who manage to pique his interest are frequently given his attention, however; furthermore, those who he sees as particularly interesting and potential agents of change are bestowed his Mark. Due to his standards, it is not uncommon for long periods of time to pass without the Outsider marking anyone. It is not enough to be extraordinary; Anton Sokolov is one of the greatest inventors of his time, and a highly regarded artist, yet when the Outsider speaks of Sokolov's efforts to communicate with him, he concludes, "But if he really wanted to meet me, he could start by being a bit more interesting."
His interest in those bearing his Mark is heavily dependent on their execution and vision. Unpredictable, low chaos actions generally garner his amusement and fascination, while high chaos ones are typically met with uninspired synopses of given situations. Should the actions of a Mark bearer become mundane in his eyes, the Outsider seemingly abandons them, until his interest is renewed.
He is ultimately a neutral being, unbiased regarding the happenings of the world and placing no conditions on those he gifts with supernatural abilities. No matter the actions of Mark bearers, his disposition typically remains the same – that of a dispassionate spectator merely seeking an entertaining show.
- #16Mark
Keys: The Outsider's Mark, Mark, the Outsider
The Outsider's Mark is a special brand granted by the Outsider to individuals of his choosing, which gives them access and resistance to an array of supernatural abilities.
The Mark is given without regard for merit to individuals who have piqued the Outsider's interest. Bearers of the Mark can use runes to strengthen their powers and gain new abilities. The Outsider places no conditions on marked individuals, allowing them to use their powers as they see fit. He will, however, occasionally direct marked individuals toward certain actions, such as when he gave Daud the name Delilah and challenged him to solve its mystery.
The main common abilities granted by the Outsider tag are:
Blink Dark Vision Devouring Swarm Possession Bend Time Windblast
As well as a number of passive abilites:
Vitality Blood Thirst Agility Shadow Kill
- #17Supernatural abilities
Keys: Supernatural abilities, The Outsider's Mark
Supernatural abilities are manifestations of the Void that can be divided into two categories - active and passive. When bestowed by the Outsider, mana is needed to perform active abilities, and the amount required varies by power.
Mana can be restored by using Piero's Spiritual Remedy or Addermire Solution. A small percentage of the mana (20%) will recharge automatically following a short delay after using the power.
The main common abilities granted by the Outsider tag are:
Blink Dark Vision Devouring Swarm Possession Bend Time Windblast
As well as a number of passive abilites:
Vitality Blood Thirst Agility Shadow Kill
- #18Blink
Keys: Blink
Blink is a supernatural ability in Dishonored, to rapidly traverse mid-sized distances in an instant. Blink consumes 20% of the user's total mana. Blink can be cast through glass surfaces, letting the user pass through windows, breaking them in the process.
- #19Dark Vision
Keys: Dark Vision
Dark Vision is a supernatural ability in Dishonored. It allows to see creatures and important objects through walls, while also visually alerting them to the noises they make. Dark Vision costs 20% of the user's total mana. While Dark Vision is a useful ability in tight spaces, the range of detection is short, and can hinder its user's awareness of danger in large, open areas.
- #20Devouring Swarm
Keys: Devouring Swarm
Devouring Swarm is a supernatural ability in Dishonored. It allows user to summon forth a swarm of ravenous rats that will attack any characters in the immediate area. Devouring Swarm consumes 40% of user's total mana.
- #21Possession
Keys: Possession
Possession is a supernatural ability in Dishonored that allows user to merge corporeally with creatures and control them. In Dishonored, it costs 60% of user's total mana, making it the joint most expensive power in Dishonored.
No possessed person or animal has any recollection of what occurred after the time the Possession began. They will be a little disoriented when it ends, often throwing up, but will resume normal behaviour after that.
The amount of time allotted when using Possession depends on the creature, spanning from fish to tallboys.
- #22Bend Time
Keys: Bend Time
Bend Time is a supernatural ability in Dishonored. It allows user to temporarily slow or stop time, during which they may move unhindered. Bend Time costs 60% of the user's total mana.
With Tier I Bend Time, user can slow time for up to 12 seconds while moving at regular speed. With Tier II Bend Time, time can be stopped completely, but only for a shorter duration, of about 8 seconds.
Some of those marked by the Outsider are immune to Bend Time.
- #23Windblast
Keys: Windblast
Windblast is a supernatural ability in Dishonored that allows user to create powerful gusts of wind. It consumes 50% of user's total mana.
With Tier I Windblast, user has the ability to push people and objects backwards. He is also able to smash open wooden doors.
Tier II With Tier II Windblast, user has the ability to slam people into nearby walls or objects with lethal force.
- #24Passive abilites
Keys: passive abilites, Vitality, Blood Thirst, Agility, Shadow Kill
Vitality is a passive supernatural ability in Dishonored, that grants user greater survivability. Blood Thirst is a passive supernatural ability in Dishonored. It allows the user to build up adrenaline while in combat, which can then be expended to kill enemies in one hit. Agility is a passive supernatural ability in Dishonored that grants user increased jumping ability and movement speed. Shadow Kill is a passive supernatural ability in Dishonored It causes user to turn characters to ash when slain, eliminating the need to hide bodies.
- #25Summon Assassin
Keys: Summon Assassin
Summon Assassin is a supernatural ability in Dishonored. It allows Daud to summon an assassin, who will then attack any characters hostile to Daud in the immediate area. Summon Assassin consumes 40% of Daud's total mana.
- #26Pull
Keys: Pull
Pull is a supernatural ability exclusive to The Brigmore Witches that allows Daud to lift and manipulate objects and bodies from afar. Pull consumes 20% of Daud's total mana if used on small items like coins, or 40% if used on a body. When brought close with Pull, living enemies are bound and can be choked out or executed.
- #27Domino
Keys: Domino
Domino is one of Emily Kaldwin's supernatural abilities. It allows her to link several human targets so they will die or fall unconscious together. Domino has a variable mana consumption: Marking the first target is free, while linking it to others consumes 25% mana per target, meaning an overall loss of 15% when linking four people and waiting for mana to recharge between each link.
- #28Doppelganger
Keys: Doppelganger
Doppelganger is a supernatural ability granted to Emily Kaldwin by the the Outsider. At a cost of 40% of her mana, it allows Emily to summon a duplicate of herself which can be used to distract enemies, or upgraded to fight them.
- #29Far Reach
Keys: Far Reach
Far Reach is a supernatural ability granted to Emily Kaldwin by the Outsider. Similar to a combination of Blink and Pull, it allows her to shoot a long tendril from her hand, allowing access to high and difficult to reach areas. It works similarly to a grappling hook and rope, requiring Emily to use a tether to pull herself to a fixed location. It consumes 20% of her mana
- #30Mesmerize
Keys: Mesmerize
Mesmerize is one of Emily Kaldwin's supernatural abilities. It allows her to summon a void spirit to distract living enemies and keep them trapped into a dream-like state for a short time.
- #31Shadow Walk
Keys: Shadow Walk
Shadow Walk is the supernatural ability to turn oneself into a dark, smoke-like state. This ability is granted to Emily Kaldwin by The Outsider. Being a shadow, Emily is much more stealthy, though can still interact with enemies.
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