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Reginleif
Reginleif is the modern name of the island where, millennia ago — long before the unification of Wysteria — worship of Arteria first began. During the Dark Ages, the goddess of love's followers cleansed the island of the dangerous monsters that inhabited it and established their headquarters there. Centuries later, Reginleif would become the center of the Church of Arteria and the most influential state in Wysteria. Geographically, Reginleif lies near the central part of western Wysteria, which has always caused the Church's influence to tilt toward the nations of that region. Every true follower of Arteria aspires to visit at least once in their lifetime, to see with their own eyes the birthplace of their goddess.

Today, Reginleif functions as an ordinary state with its own government, economy, armed forces, and so on; thanks to additional territories on the continent and neighboring islands it has claimed over the years, the country is home to a sizable population. Reginleif's form of government is a monarchy, but royal power is limited and not hereditary — the new queen is whichever girl the Tiara of Arteria, one of the ancient artifacts, deigns to accept. The queen rules Reginleif as an absolute monarch, consecrates warriors as einherjar and paladins, and so forth, yet her role within the Church itself is quite limited: the supreme leadership of the Church rests with the Council of Valkyries, on which the queen holds only a single vote on any important matter. The remaining twelve votes belong to the Valkyries — the goddess's chosen. A young woman becomes a Valkyrie when painful, bleeding wounds appear unbidden on her body; once healed, these wounds are replaced by sacred symbols, signifying the blessing she has received. Valkyries cease to age, cannot fall ill, and so on — they live for as long as their bodies continue to function. The average lifespan of a Valkyrie is roughly a hundred years, though the more they fight, the shorter that span becomes. After a Valkyrie's death, considerable time may pass before her successor appears in the world.

Numerous organizations necessary for maintaining peace, order, and prosperity throughout Wysteria operate under the Church's authority. Quite often one of the Valkyries leads such an organization, though not always. The most prominent of these organizations are listed below.
The Bureau of Magic
This organization collects all information related to the magical sciences and restricts the use and spread of magic on the continent whenever sorcerers employ it for malicious purposes or attempt to conduct forbidden research. The Bureau of Magic also apprehends unregistered mages and confiscates magical artifacts that pose a threat to the public.
The Order of the Camellia
The Order of the Camellia's purpose is to provide education and medicine in regions where ordinary people find access to them difficult or impossible. Members of the Order travel the world, enlightening adults and children alike and offering medical care to all who need it. Wherever possible, they establish schools and hospitals.
The Fleet of Reginleif
The fleet of the sun-colored sea… The largest naval armed force in Wysteria belongs to Reginleif. Normally it answers to the queen, but if the position of Admiral of the Fleet is held by one of the Valkyries, command priority passes to her. The Fleet of Reginleif controls Wysteria's seas, protects merchant vessels from pirate attack, assists sailors in navigation, and enforces blockades on states such as Lisliar.
The Priestesses of Arteria
The Priestesses of Arteria carry out the Church's missionary work and spread joy and love throughout the world. Beyond a deep understanding of the Church's religious teachings, they are also accomplished vocalists, dancers, and more — drawing attention through their talents and bringing delight to all around them.
The Inquisition
The Church of Arteria is generally quite tolerant of other beliefs, but in certain cases — for instance, when followers of a given religion threaten the safety of others or practice forbidden rites — the Inquisition intervenes. Demon-worshippers and heretics, however, are destroyed without mercy regardless of circumstances.
The Order of the Keepers
This organization is charged with preserving the full truth about the world and its historical events, and with keeping watch over artifacts of ancient, divine origin.
The Army of Reginleif
As with the fleet, this country's armed forces are unmatched and answer to either the queen or one of the Valkyries. The Church's warriors take part in peacekeeping missions across the nations of Wysteria, frequently serving as mediators to bring an end to hostilities between warring parties.
Amatonte
The Church's intelligence organization, responsible for gathering information about events taking place across Wysteria. Amatonte agents operate undercover in nearly every country in Wysteria, exposing corrupt officials and so on.
The Department of Technology
This organization conducts research across the most diverse fields of science and is responsible for a large share of the continent's technological innovations. The first prototypes of firearms originated here — a development that sparked one of the most serious conflicts on the Council of Valkyries in the past century.

The war against the northerners ended with catastrophic losses for the Church of Arteria: they lost eleven of the twelve Valkyries then serving, expended unimaginable resources, and forfeited much of the infrastructure necessary to sustain their former influence. Had the Selvarian invasion not occurred, the followers of Arteria would likely already have been on the path to unifying the continent — but the invasion weakened their influence enormously. The Church is still capable of crushing any single state in Wysteria, yet now it must tread carefully on thin ice, for its strength is no longer sufficient to contain the chaos that could follow from rash actions or the discontent of the other players on Wysteria's political map.
Origin
+1 to piety for every point of faith.
Unique Skills

Western Wysteria
Serberia
Serberia was founded during the revolts against Selvarian rule, led by Artorius der Grosse in the year 565. The leader of the rebellion seized upon the situation not only to overthrow the occupiers, but also to become the sole ruler — king — of the territories he had liberated, ruthlessly crushing all other potential claimants to power over those lands. He was also one of the foremost ideologists of the era advocating for the complete extermination of the northerners, a stance that boosted his popularity among the people while damaging future relations with the Church of Arteria, which had spoken out against such radical measures.
Once the military campaign against the northerners concluded, the well-organized Serberia embarked on a lightning-fast expansion that secured its position in Wysteria. To this day, Serberia remains one of the most aggressive and militarized states on the continent.
Only the weak crave equality.
The famous motto of the kingdom's founder — which became the bedrock of Serberian national identity and its future laws — remains as relevant today as ever. The kingdom's aristocracy is formed by a warrior caste endowed with a range of privileges, the foremost being the right to hold land. That said, their lives are not quite as easy as they might appear at first glance, since nobles are expected not only to possess exceptional martial skill but also to be versed in music, painting, and other arts. Below them in Serberia's class system are commoners — citizens of the kingdom who hold no special privileges but are not deprived of their rights either. At the very bottom are slaves: warriors and peasants captured in conflict with other nations. Social mobility for ordinary citizens takes the form of distinguishing oneself in battle, while slaves can hope to gain civil rights only by invoking their right to challenge the arenas of Serberia for the entertainment of the crowd.

There has never been open confrontation between Serberia and the Church, yet conflicts between them are not rare. Under Church pressure, for instance, the belligerent kingdom was forced to abandon certain imperial ambitions, plans to create an autonomous branch of Arterianism, and the complete stripping of all rights from slaves — originally it was intended that, unlike the kingdom's commoners, slaves would be granted no freedoms whatsoever and their fate would lie entirely at their masters' discretion, but in the end the Serberian government had to make modest concessions, granting slaves a bare minimum of rights and permitting them to lodge complaints with Church officials if those rights were violated.

Serberia is one of the most influential states on the continent, and its capital, Messenzetz, is Wysteria's second most populous city — a destination that draws tourists from every corner of the continent to witness its various performances, including arena combat, and to enjoy the many fruits of Serberian art.

The current king of Serberia, Heinrich der Grosse, is more pragmatic in his pursuits and approach to governance than his father, who was known for his love of tournaments and celebrated for his strength and martial prowess. When the first firearm prototypes fell into his hands, he quickly recognized their potential in real combat and immediately ordered mass production of the new weapon — a move that subsequently gave Serberia the most modernized army on the continent.

Origin
-2 to faith, -1 to spirit, +1 to strength, +1 to perception, +1 to charisma, +1 SP (peaceful skills), +3 SL, +20% to marksmanship, +20% to crafting, +20% to etiquette, +20% to initiative.

Unique Skills
Shengkai
The history of Shengkai as a fully formed political entity begins in the year 289 before the founding of the Church of Arteria, making it one of the oldest surviving civilizations in Wysteria. Shengkai was founded by the people of the region with the support of wandering followers of Arteria, in an effort to defend themselves against famine and the barbarians that dwelt in the vicinity at the time. Once the people's basic needs were met and their cities secured, the movement's leader of that era, Kuan Shao, was crowned and became Shengkai's first king. Over the following centuries, the descendants of Kuan Shao engaged in what might be called "peaceful expansion," drawing smaller and less developed neighboring countries and tribes into their kingdom through investment and cultural influence. From the year 181 onward Shengkai became an empire, but as a result of the Selvarian conquests several centuries later, the imperial dynasty was dissolved and subsequently lost not only its political influence but even any ceremonial significance. After liberation from the occupiers, the territories of Shengkai were reorganized under a democratic system and the country transformed into a republic.

If Serberia is master of war, Shengkai is master of trade. The people of the republic are extraordinarily hardworking, well-disciplined, and fiercely entrepreneurial. Shengkai's merchants travel the continent not only to conduct business but to uncover the secrets of foreign cultures and technologies, absorbing the best of what they find.

The capital of Shengkai is Shao — the largest city in Wysteria by both population and size, and one of the continent's most important centers of commerce.
In the presidential elections of years 720 and 725, the winner both times was Yuan Pei, a wealthy entrepreneur from the southern part of Shengkai. Pei is known for his good sense of humor, his positivity, and his ability to put people at ease; however, his competence as a national leader remains in question, and according to widespread but of course unconfirmed rumors, all of his decisions are guided by his daughter Yuan Lin, who took over as chief executive of her father's company following his inauguration.
Despite the president's conspicuous peaceableness and affability, the Republic seizes every opportunity to strengthen its position on the international stage, and its economic dominance has allowed the country — much like its imperial predecessor — to subordinate its neighbors virtually without bloodshed. Opinion among Shengkai's own citizens is divided: some complain about the country's aggressive foreign policy and lengthening work hours, while others support the president, proudly declaring that Shengkai's progress cannot be stopped.

Origin
-2 to strength, -1 to endurance, +1 to agility, +1 to beauty, +1 to intellect, +1% to rewards received for every point of etiquette and attractiveness, goods and services cost 10% less (total cap), discount limit increased by 20%, crafting +25%.

Unique Skills
Northia
The Kingdom of Northia was formed in the year 106 through the unification of the previously independent northern counties, under the influence of the Church of Arteria. All that was asked of the new royal dynasty of the Regeldorfs and the surviving pious aristocracy was to live according to the goddess's commandments and care for the welfare of their subjects. And so life in Northia continued — the people lived modestly but with dignity, and the members of the aristocracy favored a stoic way of life.

The liberation campaign against the northerners proved far more destructive and traumatic for the people of Northia than Selvarian rule had been — the occupiers had been strict but fair, whereas the liberators, drunk at the time on the achievement of final victory over their long-standing enemy, turned to pillage and violence against the local population. To be sure, not all members of the liberation movement took part in this, and many of the perpetrators were punished, but in the end it was enough to permanently poison relations between north and south.

After the restoration of state sovereignty, power in Northia returned to the Regeldorf dynasty, but the country's sufferings did not end there. During the occupation, the queen of Northia at the time had been forced to become the concubine of one of the northern commanders, and her descendants had the misfortune of inheriting their father's snow-white hair — a trait that the people of Wysteria associated with the northerners they despised. The majority of Northians treated the ruling dynasty well enough, but there were those who called for their complete extermination. The activities of numerous criminal organizations repeatedly endangered the lives of innocent citizens and caused damage to the country's infrastructure and economy.

The capital of Northia is Scherzo — the oldest city in the region, home to the Snow Palace, which originally served as the seat of the Regeldorf dynasty, was then seized and expanded by the northerners, subsequently plundered by the southerners, and at last returned to the rule of the royal dynasty.

Anastasia Regeldorf, the current queen of Northia, inherited the northern crown in the year 718 when her father was killed by enemies of the "white-haired devils" — an unnamed organization that, according to some suspicions, was acting with the backing of an outside patron.

The activities of criminal organizations on Northian soil over the past several decades have caused enormous harm to Northia and the standard of living of its citizens, so one of Anastasia's first measures was to expand economic freedoms and open the country to international trade and cooperation. Starting in the year 720, private companies from Shengkai — having received enormous subsidies from the new government through a "shared prosperity" program — began investing in Northia's economy, opening branches on its territory, and rapidly increasing the flow of goods and capital between the two countries. As a result, by the year 729 Northia's GDP had multiplied many times over, but the domestic market had grown dependent on foreign capital. Northia is currently experiencing a period of economic flourishing, yet despite this a great shadow of uncertainty hangs over the country — in exchange for solving its problems it has lost its sovereignty, and the influence of Serberia's and Shengkai's supporters within the government grows with each passing day.

Origin
-1 to agility, -1 to beauty, -1 to speed, +2 to endurance, +1 to spirit, immunity to mind effects and weather conditions, +25% to resistance (water), +25% to effectiveness (water).

Unique Skills
The County Alliance of Roiental
Like Northia and many other nations on the continent, Roiental was forged through the efforts of the Church of Arteria — though in this case the process was far from simple, since over an extended period the warring counties and barbarian tribes that populated the region refused to coexist in peace with one another. From the year 152, when the internecine conflicts came to an end and peace settled over the land, Roiental remained a loyal vassal of the Church right up until the northerners' invasion at the start of the sixth century.

After the end of Selvarian rule, Roiental split into seven sovereign counties — Engelshoven, Naihing, Hoenkirch, Elheim, Tseshvitz, Zaiber, and Droizen — and power passed from the followers of Arteria to a self-proclaimed aristocracy made up of military commanders and criminal organization leaders whose influence had grown amid the turbulent times that followed the northerners' invasion and swift downfall. The newly minted counts of Roiental agreed not to interfere in each other's affairs, but pledged to present a united front against any potential threat from outside. Thus the County Alliance of Roiental was born.

For the people of this land, life under the new rulers proved considerably worse than before: the rights and freedoms of ordinary citizens were of little concern to the aristocracy, who put their own enrichment above all matters of national interest. Naturally, such methods of governance caused Roiental's regional standing to decline sharply. When King Heinrich der Grosse of Serberia encroached upon the territory of one of the counties in the year 721, the alliance's forces proved unable to repel the aggressor — their armies were poorly armed and organized, and the soldiers themselves were insufficiently motivated to defend their lords' interests. Six months later the war ended in a crushing Serberian victory; the Alliance of Roiental lost one of its members, Elheim, and was forced to pay the victor a large financial indemnity in exchange for peace. This event prompted Roiental's aristocrats to reconsider their approach to running the country. Erich von Florian, Count of Naihing, with the support of his allies, put before the alliance council a series of reforms aimed at strengthening Roiental's economic and military power, the main objectives of which were to create a centralized government and a national idea that would inspire the country's citizens to be loyal to their homeland and to defend its interests in times of need. To make the effect even stronger, he also proposed taxing the townspeople somewhat less heavily, so they would see that the aristocracy cared about their interests. After several years of heated confrontation, the council finally approved Erich's proposals, and a year later appointed him Chancellor of Roiental.

Origin
-2 to spirit, -1 to faith, +2 to agility, +1 to perception, +1 SP and +3 SL for one chosen specialization: rogue, marksmanship (bow), marksmanship (crossbow), firearms, gentleman bandit; +20% to evasion, +20% to marksmanship.
Engelshoven: +1 to charisma, +1 to beauty; Naihing: +1 to intellect, +1 to agility; Hoenkirch: +2 to speed; Elheim: +2 to spirit, +1 to faith; Tseshvitz: +2 to perception; Zaiber: +2 to strength; Droizen: +2 to endurance.

Unique Skills
The Nakiri Plains
The Nakiri Plains take their name from the nomadic people who came to these lands in the late years of the Dark Ages. Fleeing the hardships and dangers of the south at the time, they traveled north until they found themselves enclosed within this region — by the time they considered moving on to somewhere else, the surrounding territories had already been claimed by others and could no longer be freely traversed. Seeing no other option, they resolved to settle here, declaring that these plains were their home. Over the following centuries they repeatedly had to defend their interests — first against neighbors, then against the Selvarians — yet they were never conquered. Today, the homeland of the nomads borders Serberia and Shengkai to the north, Roiental to the west, and Anemone to the east. To their south lies Marion.

The nomads themselves are a very peaceful, modest, and respectful people — which, however, does not prevent them from being excellent warriors. They revere Arteria and worship the winds, believing that the winds serve as the goddess's voice.
In addition to the Nakiri, other tribes inhabit the remote corners of this land, but the nomads have never sought to encroach upon their territories except when compelling warlike tribes toward peace.
The nomads' distinctive physical features are a slightly darker complexion, dark hair, and green or blue eyes.

Origin
The character may dodge a negative effect directed at them (2% chance per point of piety, number of activations unlimited). The character's attacks deal an additional 50% air damage.

Unique Skills
Moenia
The Republic of Moenia lies at the far south of western Wysteria, bordering Miwa to the north and Lisliar to the east. As with many other nations on the continent, credit for Moenia's founding belongs to the efforts of the followers of Arteria; however, because Moenia was never conquered by the Selvarians, its society and statehood preserved the order and traditions of the past. Today the Republic is one of the Church's most important allies, though conflicts between them are not absent — especially in recent times, owing to the governing style and actions of the current Consul. Titanius Minerva, though very popular within Moenia, is an adherent of a militant form of Arterianism, believing that other convictions held by Wysteria's inhabitants do not deserve to exist and must be eradicated — a view that diverges somewhat from the Church's own teachings. The absurdity of his obsession with serving the goddess reached its height when word reached him that in the capital, right under his nose, there existed a secret gathering place for heretics. Upon hearing this he was overcome with such rage and shame that he left his office on the spot and, over the objections of his advisors, set out alone to eliminate the miscreants. The incident cost him his right eye — though as the Consul himself confesses, he has no regrets about it; such a sacrifice was a trivial price for the joy of serving the goddess. According to rumor, his private residence is filled with paintings and sculptures depicting Arteria.

Aside from certain religious restrictions introduced in recent times, the republic's citizens enjoy a high degree of rights and freedoms, especially compared to countries that adhere to a feudal system. The Republic is also quite prosperous, allowing its citizens to satisfy most of their economic needs. Even so, Moenia has its own peculiarities. Since Moenians have had to defend themselves against monsters, barbarians, and despotic states from time immemorial, compulsory military service and a martial culture have always existed here. In the present day, constant armed conflicts with Lisliar do little to inspire the younger generation's confidence in the future.

Many of Moenia's domestic matters are decided by national referendum. District, city, and regional representatives, as well as the Consul, are elected by vote as well — but not everyone may vote; Moenia's democracy differs from all others in that the vote belongs to the "family unit" rather than the individual. Consequently, citizens who are not married have no right to vote, and each family chooses one person to represent its interests at the ballot.

Origin
+3 to faith, +1 to strength, +1 to endurance, +1 to spirit, +1 to charisma, +3 SL for martial skills, +250 jewels, +20% to power, +20% to resilience.

Unique Skills
Miwa
The mutants who emerged during the Dark Ages had a hard time of it — they had no homeland of their own, and they were unable to settle anywhere because of other people's prejudices. An extra pair of ears, animal as they might be, and sometimes a small tail — not so great a difference from the ordinary human form, yet as time showed, it was enough for people, especially in troubled times, to regard anything unusual with suspicion, fear, and revulsion. They were called many things: demons, inhuman creatures, degenerates — but they had never had a name of their own, which only made their situation worse.

The only ones who helped this long-suffering people and provided them with protection were the followers of Arteria, and later the representatives of the Church. In the year 93, Church officials recognized the settlement built beside the Miwa River as a special territory and pledged to protect it. This led to the majority of that people gradually relocating to this area over the following centuries. In the year 299 the Council of Reginleif was compelled to designate a substantial territory around Miwa as belonging to it and to grant it the status of a sovereign state. To make this possible, Moenia and Marion had to cede portions of their land, but it was precisely in this way that Miwa was achieved within its current borders.

During the Selvarian invasion, the people of Miwa assisted the resistance forces in every way possible, including participating in military operations, though the war never reached their home.

Miwa is a homeland of countless innovations. After gaining sovereignty, it became the source of numerous discoveries in the fields of cuisine, cosmetics, furniture-making, tailoring, and more. Beautiful and practical clothing — expensive, but world-famous — gained global popularity alongside a number of other local goods, while its divinely delicious and visually magnificent food and drink drew tourists from every corner of Wysteria. All of this allowed the people of Miwa to accumulate unimaginable wealth and attain the highest standard of living on the continent.
The Schism
As Miwa's economy and cultural influence grew, problems began to emerge — the foremost being an influx of immigrants. Drawn by the exotic culture and extravagant way of life, people moved from their own countries to Miwa en masse. Many residents were opposed to this, as they distrusted the foreigners who had scorned and driven them out everywhere in the past, but the government, preoccupied with economic and geopolitical concerns, left their anxieties unaddressed. Over time this led to a situation where the number of outsiders in Miwa threatened to exceed the number of native inhabitants. In the year 661, patriotically minded figures in power and the military attempted to stage an armed coup, but failed to achieve their objectives, and civil war broke out. Five years later, with the intervention of outside forces, Miwa was divided into two parts — northern and southern. The north went to those who had been content with the previous state of affairs, while the south became the place where only members of Miwa's native population could live. This did not resolve the issue, however, and both Miwas still lay claim to both parts to this day. Since the northern part contained the greater share of industry and a considerably larger population (the people who had been living on the southern territory were relocated north), northern Miwa is significantly wealthier than southern Miwa. The south compensates for this by being better organized. By a certain irony of fate, a popular career for southerners became mercenary work — armed groups from this country earn money all over the world to help support their homeland.

Origin
Northern Miwa: -2 to endurance, -1 to strength, +2 to intellect, +1 to beauty, +250 jewels, expensive clothing and jewelry, +35% to crafting, +35% to etiquette.
Southern Miwa: +2 to agility, +1 to perception, mercenary specialization and 3 SL toward it, +30% to marksmanship, +30% to evasion, +3 to speed, +50% to initiative.

Unique Skills
Anemone
The civilization of modern Anemone was born in the city of Storge — its future capital — when the warrior tribe that inhabited the region renounced its old customs and adopted monarchy, arriving at that system through the deliberations and reflections of its own leaders and philosophers. This occurred a thousand years before the founding of the Church of Arteria, making Anemone one of the few states in western Wysteria that does not owe the followers of Arteria for the shaping of their nation. Despite this, after contact with the goddess's servants in the year 10, the people of Anemone embraced their faith and have since that time remained — and continue to be — steadfast allies of the Church.

Anemone prizes martial craft, the arts, and skilled trades, and its people are very welcoming and ready to lend aid to those in need — yet at the same time they are wary of foreigners who wish to settle in their land, fearing for the preservation of their own culture and unwilling to disrupt their accustomed way of life. They may help a traveler back on their feet in a moment of weakness, but will certainly send them on their way once they are capable of doing so.

One of the most important elements of the Anemonian spirit and national character is one's vocation — it is held that whatever endeavor a person undertakes, they must master it completely. This often results in the country's people being very skilled in some particular craft or art while being quite unfamiliar with other matters.

The people of Anemone observe etiquette and show respect for foreign cultures when they are on foreign soil, yet they always strive to uphold their own code of honor and not to betray what they consider the ideal of moral purity and justice. Compared to other nations culturally connected to the goddess of love, Anemonian people are even stricter and more naive in matters of love — here, even holding hands between an unmarried man and woman is considered unacceptable. Wearing skirts above the knee is likewise frowned upon…

The current king of Anemone, Weiss Kijin, long since withdrew from public affairs, spending most of his time in the forests and mountains of Anemone living as a hermit. In his stead, his granddaughter Haku Kijin fulfills the duties of representative and head of state. At present, however, Anemone's political influence declines with each passing year, a consequence of the country's cultural characteristics keeping its population noticeably smaller than that of other nations in Wysteria.

Origin
-1 SP, +2 to beauty, +2 to charisma, +2 to spirit; the character earns experience points and attribute gains for deeds that align with the ideals of moral purity and justice of Anemonian culture.

Unique Skills
Issellia
Since the magical sciences first appeared in Wysteria, they had always created certain problems for its inhabitants and posed a significant threat to its stability. For this reason the followers of Arteria made strenuous efforts to restrict the free use and spread of magic, while at the same time preventing the science from vanishing entirely — for they understood that, with responsible and benevolent stewardship, it could be of enormous benefit to all of Wysteria's people. With this in mind, years later the Church of Arteria founded a small country called Issellia, where the study of the magical arts was permitted under the close supervision of the Bureau of Magic, one of the Church's organizations. Studying magic outside its borders was thenceforth forbidden, and as a consequence, unregistered mages prefer not to reveal their abilities unless absolutely necessary. Another drawback of studying and living in Issellia is that many branches of magic and individual spells within permitted schools are banned, so the intellectual hunger of mages is not always satisfied.

Issellia is governed by the Council of Eight — the masters of each of the eight principal schools of magic taught in Issellia. They decide most internal and external matters, but remain entirely subordinate to the Bureau of Magic.

Issellia invented various magical instruments and devices to enhance sorcerers' abilities — rings, wands, staves, and the like, whose function is generally oriented toward storing energy or aiding in its more precise concentration. Over time these items gained popularity among mages across the continent, though due to their high cost they are not accessible to all.

Origin
-2 to strength, -2 to endurance, -2 to agility, +2 to intellect, +2 to perception, +2 to spirit, +1 SP (magic), +5 SL (magic), +20% to spell power, +30% to magical energy.
Marion
Marion is often called "the land of knights" because of the large number of knightly orders and the role they play in the life of this land. From ancient times to the present day they have remained Marion's defenders and take an active part in all internal and external affairs of the country. The country does have its own royal dynasty, but for all practical purposes it holds no real power — Marion's supreme leadership rests with the grandmasters of the five most influential orders: the Rosenritters, the Drachenritters, the Nachtritters, the Order of the Moon, and the Order of Arteria. Beyond its knights, Marion can also boast the most fertile lands on the entire continent, a high degree of safety, and justice. Although people live in relative modesty, no one here goes hungry.

The Order of Arteria
As the name suggests, it was founded in honor of Wysteria's goddess by her faithful followers. The Knights of Arteria travel throughout Marion and beyond to render aid to those in need — whether that means medical services, helping to rebuild towns and villages struck by disaster, educating children where schools and teachers are lacking, or protecting those who cannot protect themselves.
Grandmaster of the Order: Luca Fivernight (21) — the youngest grandmaster in Marion's history, celebrated for his moral purity, unparalleled charisma, selflessness, beauty, and radiant smile. He has countless admirers both within Marion and beyond its borders, but to their devastating disappointment Luca took a vow of celibacy at the age of twenty in order to dedicate his life to serving the goddess.

The Rosenritters
Membership in this Order is exclusive to male candidates. It is now difficult to determine what first gave rise to this rule, but according to a popular legend the Order's founder was dissatisfied with the state of affairs in the Church hierarchy, where all the highest positions were held exclusively by women, and wished to create an organization with the opposite system. In modern times the image of the Rosenritters is split in two: on one side, they are adventurers, gentlemen, and true romantics; on the other, cunning thieves of ladies' hearts.
Grandmaster of the Order: Alfons Rosenhart (38). Unlike the other orders of Marion, in the Rosenritters leadership passes by inheritance — to one of the reigning grandmaster's sons, or if there are none, to the most popular knight of the Order. In the latter case the new grandmaster takes on the founding family name of the Order. Alfons Rosenhart is renowned as one of the strongest and most valiant knights in Marion, yet for reasons unknown to the public, many who know him well hold him in poor regard.

The Drachenritters
The initiation rite for joining this Order is straightforward enough — the would-be member need "only" drink the blood of a superior dragon. Those who taste this liquid can substantially enhance their physical abilities, but risk losing their life in the process, since dragon blood is lethal to humans. The Drachenritters love to fight and frequently offer their services to other nations and factions in exchange for monetary reward and the opportunity to revel in battle.
Grandmaster of the Order: Oogr Ladd (62). An unsociable warrior who rarely thinks of anything beyond wanting to drink and crack his enemies' skulls. He is on difficult terms with the Church because its representatives demand he put an end to the Order's mercenary activities and its deadly initiation rite.

The Nachtritters
The foundational philosophy of the Nachtritters and the core of every knight's existence within it is the honing of martial craft. They leave the mundane world behind and devote themselves to the way of the sword.
Grandmaster of the Order: Ktsiul Ellayd (40). A mysterious individual about whom almost nothing is known, yet who somehow managed to attain the highest rank in the Nachtritters regardless.

The Order of the Moon
The Knights of the Order of the Moon specialize in reconnaissance, espionage, and the exploration of ancient ruins. It is said that the Order holds damaging information on officials in many of Wysteria's countries, enabling them to exert a certain pressure on those states.
Grandmaster of the Order: Alea Mond (42). A stern woman with a strong sense of duty and professionalism. Many fear her on account of her imposing manner and her inability to appreciate humor.

Origin
+50% to health.
Lands of the Order of Arteria: +2 to faith; lands of the Rosenritters: +2 to charisma; lands of the Drachenritters: +2 to strength; lands of the Nachtritters: +2 to perception; lands of the Order of the Moon: +2 to agility.

Unique Skills
Sillia
For a very long time, Sillia was a small kingdom that flourished under the care of benevolent monarchs with the support of the Church of Arteria — but that period came to an end in the year 722 when the kingdom was struck by a sudden revolution aimed at overthrowing the monarchy and establishing a democratic order. The participants — first in protests, then in aggressive riots — accused the existing authorities of every possible crime and demanded the impossible, until the movement eventually grew into an armed uprising and ended with the execution of the royal family… Ever since that moment, Sillia's political system has nominally become democratic, yet peace in the country has never been achieved. The current authorities have secured the backing of a powerful patron — Shengkai — but Sillia's unyielding partisans refuse to recognize the new government, regarding them as puppets of the cunning republic.

Origin
-2 to strength, -1 to faith, +1 to agility, +1 to beauty, +1 to perception, evasion +50%, crafting +50%.

Unique Skills
Saffron
Since its founding, this state has attempted to remain isolated from the rest of the world — to take no part in external conflicts and even to have any form of contact with neighboring countries. This state of affairs continued for Saffron across long centuries, right up until the period of Lisliar's ascendancy, when the eastern empire invaded the reclusive state's doorstep and threatened to drown Saffron in blood before crushing it entirely. Understanding that they stood no chance against so formidable a foe, Saffron's king appealed for aid to Moenia, and in exchange for abandoning his isolation policy and pledging future loyalty to the Church of Arteria, concluded an alliance with the republic.

After the allied and Church forces repelled Lisliar's advancing armies, Saffron opened itself to international trade — a development that not only multiplied the southern power's economy many times over, but also enabled it to make an enormous technological leap forward, thanks to all the innovations brought in from outside. The unique creations of Saffron's craftsmen, in turn, gained considerable popularity abroad.

In the year 719, Saffron's king attempted to conclude a secret treaty with the ruler of Lisliar in the hope of dealing a treacherous blow to Moenia's forces from behind, but was betrayed by his own bodyguards. From that year to the present, power in the country has rested in the hands of the royal guard — fervent followers of Arteria.

The people of Saffron have a custom of supplying departing relatives and neighbors with the necessities for their journey, so that the road might be a little easier and so that travelers do not forget their home.

Origin
Various gifts from the people of Saffron.

Unique Skills
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария