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Beliefs
Arteria
Despite the loss of influence by Reginleif and the Church, worship of Arteria remains the most widespread belief in Visteria. Followers of Arteria are identical to the Church of Arteria, with the only difference being that they do not necessarily support the ideas of that organization. Members of the Cult of Arteria believe that enjoying life at the expense of the goddess's sacrifice and her daily suffering is the worst of crimes; they pursue two goals: the liberation of the goddess and the destruction of all the unfaithful and impure. Followers of the Airisufir branch believe that the ruling Empress of Airisufir is the second birth of Arteria and consider women to be closer to the image of Arteria than men. Followers of Felicianism either believe that Queen Felicia Longworth is an avatar of Arteria, or revere her as a separate individual — a valkyrie, a queen, a warrior woman.
✦ +3 to faith, +2 to beauty, +1 to spirit.
✦ The character does not receive permanent injuries. 

Church of Arteria
✦ Piety 6: Healing: restores 10 health points to self or a chosen ally for each point of piety, removes negative effects. Range: 3. 7 init.
✦ Piety 9: The character's attacks deal additional star damage: +5% for each point of piety.
✦ Piety 12: The character's attacks cannot be blocked or parried.
✦ Piety 15: Prayer: revives a character who died from lack of HP.
✦ Piety 20: The character returns to life after the end of the battle.

Felicianism
✦ +10 to the protective barrier for each point of piety. Restored after the end of the battle.
✦ +1 to all resistances for each point of piety.
✦ Piety 10: The character reflects received damage back to the enemy (same attack type). 5% of the received damage for each point of piety. 
✦ Piety 15: Immunity to negative effects besides damage as long as the shield is intact.

Airisufir

Women
To activate effects, the character's attractiveness parameter must be at least 10, and strength no more than 5.
✦ Piety 6: Opponents must pass a will check against the character's attractiveness, otherwise they cannot use negative actions against her.
✦ Piety 12: In battles where the enemy's forces are weaker or roughly equal, those among them who do not pass the will check against the character's attractiveness will surrender or defect to the character's side if she is the squad leader. 
✦ Piety 20: A faithful follower for every 5 units of attractiveness after the end of the current game cycle (maximum 5). Activates once. 
Men

To activate effects, attractiveness and etiquette parameters must be at least 7.
✦ Piety 3: if the character has a Lady commanding them who adheres to the same belief, the effectiveness of the character's rolls in battle increases by 50%.
✦ Piety 5: the character can take upon themselves attacks and other negative actions directed at allied girls who are within their movement speed radius.
✦ Piety 10: a defensive action reduces the final damage received by the character by 50%.

Cult of Arteria
✦ The character's attacks and spells can deal lethal damage, the chance is equal to piety.
✦ Chance to get +5 to initiative, probability equals piety.
✦ The character will fight to the last (number of turns depends on piety), even if their health goes deep into the negative, but reviving them will be impossible.
✦ Damage against characters adhering to a different belief increases by 5% for each point of piety.

Followers of Arteria

✦ +5% to resistances (fire, water, wood, air, sun, moon) for each point of piety.
✦ +5% to experience gained for each point of piety.
Animism

Patronage of the Spirit of Fire
✦ +3 to strength, +3 to endurance.
✦ The character's attacks deal additional fire damage: +5% for each point of piety.
✦ +5% to fire effectiveness for each point of piety. 
✦ Piety 10: Immunity to fire.
✦ Piety 15: +50% to damage. 

Patronage of the Spirit of Water
✦ +3 to agility, +3 to speed.
✦ The character's attacks deal additional water damage: +5% for each point of piety.
✦ +5% to water effectiveness for each point of piety. 
✦ Piety 10: Immunity to water.
✦ Piety 15: Regeneration of 100% health at the start of the phase. 

Patronage of the Spirit of Earth
✦ +6 to endurance
✦ The character's attacks deal additional wood damage: +5% for each point of piety.
✦ +5% to wood effectiveness for each point of piety. 
✦ Piety 10: Immunity to wood.
✦ Piety 15: Actual damage taken is 30% lower. 

Patronage of the Spirit of Wind
✦ +3 to perception, +3 to speed.
✦ The character's attacks deal additional air damage: +5% for each point of piety.
✦ +5% to wind effectiveness for each point of piety. 
✦ Piety 10: Immunity to wind.
✦ Piety 15: +100% to movement speed. 

Dakara

El Isin
✦ +3 to charisma, +1 to strength, +1 to endurance, +1 to agility.
✦ The character's attacks deal additional sun damage: +5% for each point of piety.
✦ +5% to sun effectiveness for each point of piety. 
✦ Piety 3: +25% fire resistance.
✦ Piety 6: +25% fire resistance.
✦ Piety 10: Immunity to sun. 
✦ Piety 15: A faithful follower for every 5 units of leadership after the end of the current game cycle (maximum 5). Activates once. 

Sin Ash Shamash
✦ +4 to beauty, +2 to intelligence. 
✦ +5% to fire resistance for each point of piety.
✦ +5% to wood resistance for each point of piety. 
✦ Attacks deal additional wood damage: +5% for each point of piety.
✦ Piety 6: The character's attacks and spells cause burn and poison.
✦ Piety 8: The character's attacks and spells cause injury and disease.
✦ Piety 10: The character's attacks and spells cause weakness and lethargy. 
✦ Piety 12: Spell "Explosion": The chosen target must pass a will check against a value of "15" or take damage equal to 50% of their maximum health (fire) and 50% (wood); if this spell kills the target, they explode and deal fire damage equal to their maximum health to all characters on adjacent tiles. Requires 3 spell points, 10 initiative. Range: 10.
✦ Piety 14: +1 to accuracy for each unit of attractiveness if the character's strength is not higher than 7 and they are not wearing armor.
✦ Piety 16: +1 to evasion for each unit of attractiveness if the character's strength is not higher than 7 and they are not wearing armor.

Enkinabu
✦ Family heirloom.
✦ +3 to charisma, +3 to intelligence. 
✦ +1000 lunds. 

Eshingir
✦ +6 to strength.
✦ Piety 3: The character starts the battle with the status "protection from lethal attack" (survives with 1 HP) and restores it after defeating an enemy).
✦ Piety 6: +5 to initiative for each defeated enemy.

Ren
✦ The player starts the game with an additional character: a companion-lover of the opposite sex from among their close relatives.
✦ Father's bonus (daughter): The cost of combat skills after the start of the game is two times lower; unspent experience is halved. +3 to agility, +3 to speed.
✦ Mother's bonus (son): The character survives a fatal wound without receiving an injury after the end of the battle (once per day). +3 to charisma, +3 to perception. 
✦ Son's bonus (mother): The cost of peaceful skills after the start of the game is two times lower. +3 to beauty, +3 to intelligence.
✦ Daughter's bonus (father): +2000 exp. for combat skills. +3 to strength, +3 to endurance.
✦ Brother/Sister's bonus: Character rolls are summed if they are within 5 tiles of each other, +3 to faith, +3 to spirit.

El-Hamazi
✦ +4 to intelligence, +2 to spirit.
✦ +2000 exp. for magic skills. 
✦ Piety 5: The learning speed of magic skills is two times higher.

Shahrazad
✦ +2 to beauty, +2 to charisma, +2 to agility.
✦ Piety 5: The effectiveness of musical performances and other presentations is higher than usual.
Liebeszeichen
The key elements of this belief are as follows:
- Admiration for Queen Sophia der Grosse of Serberia. In recent years, this figure has gained a large number of followers not only within her native kingdom but also beyond its borders.
- Devotion to the homeland (for natives)/interest in Serberia (for those unlucky enough not to be born in that country).
- Interest in science and the technological progress of humanity; the desire to surpass the limits set by nature. 
✦ +6 to speed.
✦ Piety 2: +2 to movement speed. 
✦ Piety 5: +5 to initiative for each defeated enemy.
✦ Piety 8: damage against characters of other beliefs is increased by 50%. 
✦ Piety 10: Effects of characters of other beliefs that reduce (but do not ignore) damage are ignored.

Children of Tomoe (Mirai and Kuyayama only)
✦ Inability to use zodiac sign bonuses.
✦ +1 vitality point for every 3 units of piety. In one enemy turn, a character cannot lose more than 1 vitality point, equal to the sum of their health divided by the total number of points. 
✦ +1 to strength, endurance, perception, speed, and spirit for men.
✦ +1 to agility, intelligence, beauty, charisma, and faith for women.
✦ Piety 3: The rate of gaining strength, endurance, perception, speed, and spirit for men is twice as high.
✦ Piety 3: The rate of gaining agility, intelligence, beauty, charisma, and faith for women is twice as high. 
✦ Piety 3: +50% air resistance. 
Fortune
This deity has many names and is found in almost all cultures of Visteria. Recently, its image has become identified with the image of rabbit girls working in houses of chance — casinos. 
✦ +7 to random characteristics. 
✦ The character makes two rolls and uses the best result.
✦ Ability to use the wheel of fate (two numbers):
0: Any number of choice. 1: Origin "Telos". 2: Non-human origin. 3: Android origin. 4: Origin "Midas". 5: Origin "Nakiri Plains". 6: Character's gender - male. 7: Character's gender - female. 8: Random curse. 9: +1 to event points. 10: Random injury. 11: Legendary weapon. 12: The character starts the game as a slave of a traveler passing through Longworth. 13: Legendary accessory. 14: Inability to be resurrected. 15: One-time death protection. 16: Debt to the Longworth Trade Guild (10000 lunds). 17: +1-3000 lunds. 18:  Origin "Clan of the Void". 19: Companion (animal). 20: -20 to random characteristics. 21: Additional character. 22: Beauty and charisma are minimum (0). 23: Luxurious clothing and jewelry. 24: The character cannot have a belief. 25: Teacher skill. 26: The character is too cowardly and cannot fight. 27: +20 to random characteristics. 28: The character starts without equipment in Longworth prison. 29: +1-3000 exp., +2 SP. 30: Some ill-wisher is hunting for the character's head. 31: +50% to magic effectiveness. 32: The rate of gaining experience and characteristics is two times lower. 33: The character starts the game without memories of their past. 34: Intelligence is always minimum (1), +7 to beauty. 35: +1 companion-servant (created by the GM). 36: Fanaticism: the character cannot work with people adhering to a different belief. 
✦ Ability to use random character generation (incl. belief, +1500 exp., +1 SP, +7 random HP). 
The Nameless One
✦ +3 to faith, +3 to spirit. 
✦ Piety 5: The character starts the game with a skeleton companion, generated by the same rules as a normal character, but without a belief, and only the player character can communicate with it via telepathy. The skeleton has immunity to mind-affecting effects, poisons, diseases, and other similar effects. The skeleton's health cannot be restored by normal means and does not regenerate on its own, but it is increased by (the piety of the main character at the start of the game) times. It is also impossible to revive a defeated skeleton. +100% moon resistance, -100% sun resistance, damage from lethal attacks does not exceed 25% of maximum health, cannot be raised again by normal means.
✦ Piety 8: Immunity to lethal damage (such attacks deal no damage).
Piety 15: The character can raise skeletons of fallen allies and enemies for 2 spell points; they have the same combat characteristics and abilities, but have no beliefs. They function until the end of the day, after which they cannot be raised again.


Other/No Belief
+1 to event points.

Heckelian Pantheon
✦ +1 to all characteristics.
✦ Piety 3: The character gains additional experience each time they personally defeat an enemy (+50).
✦ Piety 4: The character gains additional experience after each intercourse with a new partner (+100).
✦ Piety 5: The character gains experience for successful performances in new specific locations (+250).
✦ Piety 8: The character gains additional experience for completing quests (+50%).
✦ Piety 9: The character's attacks deal additional fire damage (+2% for each point of piety).
✦ Piety 10: The character's attacks deal additional wood damage (+2% for each point of piety).
✦ Piety 15: The character can spend all their initiative in one turn. 
✦ Piety 17: +50% to accuracy rolls.
✦ Piety 20: +50% to evasion rolls.


Eishi
The nomads of the Eishi Clans worship the heavenly gods and always follow the strongest — the one closest to the sky.
✦ +3 to perception, +3 to endurance.
✦ Damage taken from any source is lower by 1% for each point of piety.
✦ If the character is the leader of a squad (their clan) and possesses sufficient charisma, they can gather allies and concubines from defeated enemies, provided all other conditions allow it.

Telos
✦ +1 to three random characteristics after the end of each phase. 
✦ Each time the character survives a fatal wound, they gain 1000 exp.
✦ The character has immunity to the effects of other beliefs and mind-affecting influences. 

Legends of Visteria
✦ +3 to charisma, +3 to faith.
✦ The character can summon the spirit of one of the heroes of the past to aid them; the chance of success depends on the rank (clarified with the GM for a specific individual) of the hero (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star). Additionally, during the contract period, the summoner will have the opportunity to give the hero's spirit 3 commands, which it must fulfill. 

Supremacy
An ideology based on the supremacy of one's own origin over others. 
✦ Damage against characters of a different origin is increased by 50%.
✦ +1 to initiative for each ally of the same origin as the character (no more than 10).
✦ +10% to evasion and accuracy for each ally of the same origin as the character (no more than 10). 
✦ The character does not receive leadership bonuses from allies of a different origin.

Shamanism
Shamanism originated and is most practiced by non-human tribes, although it is not limited to them. The character is patronized by the spirit of the totem that protected their native village:
✦ Totem of Fire: immunity to fire, +50% damage in melee combat.
✦ Totem of Water: immunity to water, +50% evasion.
✦ Totem of Wind: immunity to air, +50% damage in ranged combat.
✦ Totem of Earth: immunity to wood, +50% health.
✦ Totem of Sun: immunity to sun, +50% will and spell points. 
✦ Totem of Moon: immunity to moon, +50% initiative. 
Witchcraft
✦ The character can fly on a broomstick (in battle, costs 1 spell point per turn); movement speed in battle equals creation/2. 
✦ Magical Transformation (✿>ᆺ◕)~
Transforms a chosen character into a small animal or animated object until the end of the day or until the witch releases them from the spell. Range: 5. Creation check vs target's will. Requires 3 spell points and 5 initiative. 
Learning costs 1000 experience points. 
✦ Irresistible Charm (✿◠‿◠)♡ω♡)
The witch can gift an enchanted lock of her hair or some personal item to another character so that they become madly in love with her. Success depends on the witch's attractiveness and the target's will. Can be used only once by one witch on one character. Requires five spell points. 
Learning costs 2000 experience points. 
✦ Verdict 😈
If she has access to the character's blood, the witch can perform a ritual to eliminate them. Success depends on her creation and the target's piety. Can be used only once by one witch on one character. Requires five spell points. 
Learning costs 2000 experience points. 
✦ Amulet ~(>﹏◕✿)
The character can sacrifice 7 units of characteristics and 777 exp. for the witch to create a protective talisman for them:
- One-time protection from death/injury.
- Protection from the first negative action (1 time).
Requires five spell points. 
Learning costs 1000 experience points. 
✦ Night of the Witches \( ̄▽ ̄)/
The witch and her allies receive +1 to three random characteristics and 500 exp. Can be used once per month. 
Learning costs 2500 experience points. 
Requires five spell points. 
✦ Mirror of the Soul (✿◦✧∇✧)
If the witch obtains for her use (gift, barter, etc.) one of the character's personal items, she can watch them through reflections in water, learn about their motivations, etc. Success depends on her creation and the target's piety. Can be used only once on one item. Requires 3 spell points. 
Learning costs 1000 experience points. 
✦ Confusion【・_・?】
Opponents must pass a will check against the witch's creation, otherwise they will cease to distinguish friend from foe. Requires 3 spell points.
Learning costs 2000 experience points.
✦ Illusion (◐‿◑)
Opponents must pass a will check against creation and piety vs. the witch's attractiveness, otherwise they cannot attack her.
Learning costs 2000 experience points.