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Eastern Visteria
Lisliar
Sharan Aganzo, founder and tsar of Lisliar, was born in 483 in Marion on territory belonging to the Knights of Arteria. From childhood dreaming of joining the order's ranks, upon growing up he abandoned this idea and preferred to enter the Isselia Academy to study magic, as at that time he found it more fascinating and useful compared to weapon mastery. Years later, after a brilliant graduation from the magic academy, he joined the church and over time rose to the rank of paladin — the most honorable a man could aspire to. His devotion to the goddess, however, was not as strong as his comrades surrounding him believed. He secretly studies magic forbidden by the church and in 510, at the height of the military conflict with the Selvari, leaves the service, grabbing several valuable church artifacts, which he managed to achieve not least because all the valkyries and most of the troops were engaged in the north. Taking advantage of the chaos reigning in this era and the church's preoccupation with more pressing matters, he heads southeast, where he begins rapidly gathering followers around him and uniting under his command what remained of the once great Hekkelia — its numerous shards. By the time the war in the north ended and the Church managed to recover, the followers of Arteria had a new problem in the form of the overgrown empire of Aganzo, which he named Lisliar.

In the early years of his reign, the newly-minted tsar sincerely tried to bring his ideal of a perfect state to life, striving to save people from what he then considered "the tyranny of the church," and to some extent he succeeded, as the model he created was quite effective, but over time he grew tired of micromanaging the country and let everything run its course, allowing the regional administration to handle all internal matters independently. Over time, Lisliar came to be run by an elite consisting of powerful wizards and wealthy individuals engaged in the slave trade. As for the tsar himself, he tried to occupy himself with things removed from politics — forbidden magic, visual arts, fencing, music, etc. He also gathered many wives of almost all nationalities, but over time realized that no matter what he did, little brought him joy. During periods of severe existential crisis, he even attempted suicide but, ironically, his body, possessing strong regenerative abilities, obligingly refused to fulfill his impulsive desires. After such episodes, he would often lock himself in his chambers and stare for a long time, sometimes at the ceiling, sometimes at the wall.
The Tsar of Lisliar is customarily revered as a god, as he was the founder of the country, the strongest wizard on the continent, and a long-liver, but since he takes virtually no part in governing the country, he is rarely spoken of in high society.

Currently, Lisliar is completely isolated from the rest of the world: the Church of Arteria and its allies refuse to trade with this country and prevent others from doing so, demanding that the empire make enormous internal changes. It is nearly impossible to enter or leave Lisliar without the knowledge of the church or its allies.

Origin
+12 to HP, -3 to faith.

Unique Skills


Airisufir
During the era of the northern invasion, most of western Visteria was occupied by war with the invaders, but there were those who did not want to subject themselves
and their well-being to risk. Lance Ainz Air el Sufir, grandmaster of the Marion knightly order "Clemantis" and one of the richest people in Visteria at that time, took advantage of the situation to organize a large expedition to the southeast. The first city he founded, which also served as the future capital, was named after the order based there. In the years that followed, the knights of "Clemantis" and the numerous expeditioners hired by Lance engaged in conquering the tribes and small states that existed here, which led to the birth of the empire of Airisufir, named after the family name of its founder and first monarch.

Thanks to the significant budget of the organized expedition, competent planning, and a favorable confluence of circumstances (the war in the west, the church's preoccupation, and Lisliar which had only just begun to form), Airisufir managed to achieve enormous influence in the region and great economic and military power. The latter was caused not least by the wealth of natural and human resources in this region, which was not distinguished by discipline or knowledge of the military craft.
A favorable geographical location between the west and east also allowed Airisufir to become an important trade hub, however, the embargo imposed on Lisliar is to some extent disadvantageous for the young empire. There is also significant class stratification in this country, and while before the law everyone is more or less equal, in economic terms only members of the aristocracy (descendants of the knightly order and former expeditioners who took part in the founding of the country) and craftsmen of exceptional talent live richly, while people who do not stand out with any particular skills and abilities live quite poorly. The latter, in turn, usually consist of representatives of the peoples conquered by Airisufir.

Airisufir is an ally of the church, but does not always follow its recommendations and conflicts on a number of issues. For example, the empire is currently attempting to annex the territories of nonhuman tribes, while church representatives believe that they should be left alone.

The current empress, Astraea Air el Sufir, is known for her love of jewelry, various luxury items, masterwork items, etc., but it is too early to speak of her qualities as a leader and ruler, as she ascended the throne only five years ago at the age of 16.

Origin
Starting skill points and specialization points are unavailable; a fully learned specialization.

Unique Skills
Meristia
The land of the Meristian elves is located between Lisliar and Airisufir, while to the south of them live numerous tribes of aggressively-minded nonhumans. Despite this, the elves managed to defend their home from the encroachments of ill-wishers for a very long period of time, even despite their lack of a centralized government. Meristian society is based on mutual voluntary agreements, cooperation, and mutual aid in conditions where every member of society stands as equal to their fellow countrymen. The elves do not have a state as such, but depending on the situation, they can choose representatives of cities and villages, military leaders, etc. — depending on what today's realities require.

Meristians are distinguished by their love of adventure, directness, and courage. Very often, representatives of this nation can be found in various corners of the continent, and Meristia's access to the sea has allowed these people to conduct productive trade with the countries of western Visteria for entire centuries.

Origin: +2 to beauty, +2 to speed, +2 to agility, +2 to perception, +40% to accuracy, +40% to evasion, +40% to stealth, +40% to initiative.

Unique Skills

Nonhuman Tribes
Few can say with complete certainty what the nonhumans of eastern Visteria are, but many lean towards the belief that they are demons from another world who came to terrorize people and drown the continent in suffering and blood... A slightly less popular but more rational point of view holds that nonhumans are simply mutants, in the distant past once human, that is, yet another of the many consequences of the "dark ages" era. Missionaries of the Church of Arteria have repeatedly tried to establish contact with the nonhuman tribes in the hope of transforming their aggressive and backward cultures, but most often such endeavors did not end in success, not least because each tribe exists independently of one another, but despite this, some representatives of these peoples can sometimes be encountered in human cities, but not very often, as few nonhumans possess sufficient intelligence to integrate into human society.

Origins
Snakeman: +5 to strength, +5 to endurance, +5 to agility, spirit and intelligence are limited to 5, their cost is doubled. -10 to beauty, beauty is limited to 0.
Tau: +5 to strength, +5 to endurance, +50% to resilience, +50% to power, +50% to health, spirit and intelligence are limited to 5, their cost is doubled. -10 to beauty, beauty is limited to 0.
Orc: +5 to strength, +5 to endurance, +5 to perception, spirit and intelligence are limited to 5, their cost is doubled. -5 to beauty, beauty is limited to 3.
Goblin: +5 to agility, +150% to evasion, -50% to health (final), intelligence is limited to 5, -5 to faith, -7 to beauty, beauty is limited to 3.

Nonhumans cannot be enchanters or use katanas.
Eisha Clans
The agnatic clans of the Eisha people inhabit the territory of eastern Visteria and, in their culture, give preference to hunting and the martial craft. Children are taught horseback riding from a very early age, which is why grown Eisha warriors are sometimes compared to centaurs — so deftly do they handle horses. In addition to horseback riding, they are also excellent with bows and swords.

The nomadic Eisha Clans are the scourge of civilized states, whose cities are constantly subjected to raids from them. The eastern warriors are merciless and recklessly brave, but at the same time quite disciplined: order in their armies requires warriors to provide mutual assistance and support, and cowardice is almost always punished by death. The leaders of the clans, as a rule, become the warriors most respected by the nomads, sometimes the strongest of men, and sometimes the wisest. Often, leadership in a clan is passed to one of the sons of the previous leader, if he is worthy of it.

Origin
-2 to intelligence, -2 to beauty, -2 to faith, +2 to strength, +2 to endurance, +2 to agility, horseback riding, +30% to power, +30% to resilience, +30% to evasion, +30% to accuracy, +30% to health, +30% to will.

Unique Skills
Aster
Aster is the southernmost state of Visteria and also one of the least populated. Except for the conquests of the legendary Eshingir and his numerous followers, the local inhabitants, surrounded by deserts and other conditions unfriendly to humans, have always lived in isolation and rarely leave their native lands. Those who leave are usually either seekers of adventure or a better life, or those who wish to somehow help their homeland by earning money in foreign lands, usually through the assassin's craft practiced here since ancient times.

Physical labor in Aster is performed by skeletons raised through necromancy, who are relatives and friends of the living. It is said that for the Asterian rituals to work properly, a spiritual connection must exist between the living and the dead.

Origin
-2 to strength, -2 to beauty, -2 to charisma, +3 to spirit, +3 to agility, +50% to will, +50% to evasion.
Unique Skills
Telos
Telos is one of the most ancient states that originated in the era of the dark ages, it is the homeland of many great scientists, philosophers, and generals. Throughout its history, the mighty and fearless soldiers of this country fought off hordes of barbarians, monstrous creatures, and even the vampires of the north and minions from the demon world, but never lost to anyone, relying only on themselves, a deep understanding of the philosophy of war, and strict discipline.

Although the inhabitants of Telos do not deny the existence of deities and other supernatural forces (on the contrary, they believe in them and composed numerous myths and legends about them over the centuries), they refuse to rely on their help or fear them in any way. Instead, they are accustomed to achieving everything with their own hands and believing exclusively in their own strength and the importance of camaraderie: working together to achieve the common good.

One of the main differences between Telos and other cultures of Visteria is the position of women in their society; they do not have a significant role in society, but by their duty are obliged to look after the home and raise children when their husbands go to war. At other times, they attend to their own affairs separately from men, gathering in interest groups or based on place of residence. In the culture of Telos, it is commonly believed that men surpass them in absolutely everything — they are smarter, stronger, and more beautiful, and therefore there is not much use from the weaker sex. When choosing a wife, the men of Telos select girls either from the families of their close friends or seek out those who are smarter and physically healthier, so that their offspring are more likely to possess positive traits.
In Telos, it is believed that every worthy man should be good at everything: masterfully wield a sword, understand the sciences, grasp the subtleties of politics, and cook so that even the gods would envy the taste of earthly dishes.

Due to the cultural characteristics of Telos, this country has always had tense relations with the Church of Arteria and its allied countries.

Origin
Male characters only, +2 to strength, +2 to endurance, +2 to agility, +2 to perception, +2 to speed, +2 to intelligence, +2 to spirit, +2 to charisma, +2 to beauty.

Unique Skills
Midas
The inhabitants of Midas differ from the people of Visteria in their short stature and significantly more robust physique, which is why many classify them as nonhumans similar to snakemen and orcs, but due to the inaccessibility of the lands of Midas (mountains and dungeons of the northeast), significant conflicts between the dwarves and other Visterians have almost never occurred, and the inhabitants of Midas are always happy to trade with foreigners and could not care less about their attitude towards them; the dwarven people are not so petty or proud that this would hinder them from conducting productive business.

Dwarves love money very much, but they will never take for themselves what does not rightfully belong to them. Their main pride is in their chosen profession, in which they always strive to achieve mastery.

In 333, the first church built by followers of Arteria appeared in Midas, and since then the dwarves have converted to worship the foreign goddess, leaving their own customs in the past. This took time, but the conversion occurred without any significant conflicts.

Origin
-50% to evasion, +1% to health for each point of resilience and power, triple damage to "large" creatures.
The character takes 1 more block point if the opponent parries the character's attack and also paralyzes them for one turn if they fail a resilience check*2 against the dwarf's power.
Yamato Islands
Mirai
The Yamato Islands are located in the very heart of Visteria between its western and eastern parts, which during the period of the dark ages made these territories isolated from the rest of the world and caused the local culture and beliefs to develop separately from the other peoples of Visteria. In the past, several independent and distinct kingdoms existed on the territory of these islands, but over time they were all united into one state — the Mirai Empire. The first emperor forbade the feudal lords from warring among themselves and proclaimed an era of endless harmony, intending to build a paradise on earth for his subjects. This, however, did not happen, and peaceful times alternated with wartime and vice versa with regular frequency, and at times imperial power even faded into the background, remaining purely ceremonial, while his vassals fought for real power in the country.

In 155 from the founding of the Church of Arteria, the then-ruler of Mirai took it into his head to expand the borders of his empire onto the continental part of Visteria and involved himself in a major war with the church and its allies, which lasted long and bloodily but, in the end, ended in the defeat of the island empire. Mirai had to allow missionaries onto its lands and grant sovereignty to one of its own islands, whose ruler agreed to become a faithful follower of the overseas goddess of love. Since then, the imperial family has lost real power, and the islands have come under the control of feudal lords warring among themselves. Conflicts with the countries of Visteria occur among the local rulers, but not often. Otherwise, contact with the continent is limited to trade.

Origin
+1 to agility, +1 to beauty, +1 to intelligence, +1 to spirit, +1 to faith.
One to choose from: access to Tomoe-ryu skills, access to shinobi skills, an additional player-created character (brother or sister of the main character).

Unique Skills

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