The Welfern Empire is a very large country. Its borders stretch from the far north of Nijikonia (the northern continent) to the northern lands of Haulia (the southern continent). It possesses islands in the Great Sea and distant overseas colonies. As a result, the cultural and ethnic composition of the empire is very multifaceted.
North

Before the exploration and settlement of the empire's northern territories began, these lands had no name of their own and were mentioned in conversations, as well as in documents, simply as "the north of the empire" or just "the north." Years passed, the region developed significantly and acquired great importance for the state, but it never received a unique name.
The population of the North is relatively small and consists mainly of descendants of imperial explorers and settlers from Zimivia and Luensia. The region is rich in forests, minerals, and metals.
At the furthest north of the imperial territories lies a massive wall separating it from Zimivia; this place saw the greatest number of clashes between the armies of both countries. An important military port responsible for the control of the north of the Great Sea is also located in this region.
Origin Bonus
+35% Health, affinity +40% (water). Immunity to snow and blizzard.
Scryme Tribes

In the past, various criminals of all stripes gathered on these lands from all surroundings — bandits, robbers, rapists, and other undesirable elements of adjacent societies. These people had no state, but they had oral laws and unspoken rules based on common sense and justice — at least in the form those terms were understood by the local residents. For this reason, they possessed some level of organization, and when their numbers grew sufficiently large, they became a true plague for neighboring lands. Free from obligations to any state, yet moderately disciplined, they were superb warriors who lived off war and looting.
These people took on their current form when they carried out a raid on Lenheim, which was located far to the south. A native of that city, a powerful wizard named Scryme, upon learning of what happened, decided to take revenge on the barbarians and cursed them so that what they had inside matched their outward appearance. As a result, tribes of orcs, goblins, ogres, kobolds, and trolls appeared. However, the Scrymes did not cease their barbaric activities until they were captured by the empire.
Each tribe is led by a chief, and the representative of all Scrymes in the imperial senate is the High Chief. Despite the fact that the Scryme lands are divided among five tribes, representatives of these tribes can live not only in the territory of their own clan, but also in the settlements of other clans.
For a long period of time, the Scrymes had no religious beliefs, but not long ago, a new religious movement founded by Chief Utulg originated among them.
Origin Bonus
Beauty -10.
- Scarlet Claw (orcs): double crit chance roll in melee combat, +40% Health.
- Green Skull (goblins): +3 SP, +15 Agility.
- Big Axe (ogres): +15 Strength, +15 Endurance.
- Fast Bolt (kobolds): double crit chance roll in ranged combat, +15 Perception, +1 Range.
- Slimy Lip (trolls): regeneration of 50% Health per turn.
Kingdom of Luensia

One of the world's oldest civilizations, Luensia has managed to preserve its identity despite forced annexation into the empire.
Luensia is home to a very strict, perfectionist, and enterprising society, which on one hand strives to adopt positive traits (as they see them) of other countries and peoples, but at the same time requires all its residents and guests to follow the laws and rules of Luensia itself to the letter.
National spirit is very strong in Luensia, but almost anyone can become "one of their own" — even a troll, even a goblin, but only if they have managed to prove that they fit Luensian culture and can become a worthy member of its society.
In Luensia, power belongs to the monarch, but generally, it is delegated to competent advisors, important public figures, efficient entrepreneurs, etc. These, in turn, may lose these powers if the monarch deems their activity unsatisfactory or if they lack sufficient popularity among the people. Currently, due to an injury sustained in the war with Zimivia, the king hardly participates in the political life of the region; however, his daughter Bianca takes a very active part in governing it.
Origin Bonus
All stats +1.
Republic of Mindjin

A country founded by refugees from a sunken island, serving as a home for a hardworking, enterprising society based on meritocracy. Mindjin is led by a union of workers and entrepreneurs (SRP).
Origin Bonus
+1 additional (random) profession.
Subin

In its current form, Subin was formed in 507 B.O.M. and since then has lived under the rule of the Eul royal dynasty, whose main dogmas throughout all these centuries have been as follows:
- Avoidance of war and military actions.
- Development of science, culture, and commerce.
- Security, justice, and stability.
The result of such ideals was that despite its extremely modest size and lack of natural resources, Subin managed to become home to a numerous and highly educated population, without lagging behind larger competitors in economic strength. Nevertheless, long working hours, fierce competition, and an obsessive drive for success require residents to be ready to make great sacrifices in their personal lives.
Origin Bonus
Efficiency of events related to work activities is twice as high.
Lauria

A small country of noble warriors for whom martial arts and the craft of war are, first and foremost, a method of self-development and meditation, and only then a means of protecting themselves, their loved ones, and their compatriots. Residents of this region revere everything related to aesthetics and strive to surround themselves with beauty in its many manifestations. The streets of Lauria's cities are always clean, and its people are tidier than anywhere else.
Origin Bonus
+5 Beauty, +5 Charisma, +1 Faith.
Buruaka
In the past, this region served as a home for humanoid frogs, but after a failed rebellion against the rule of the empire, during which most of Buruaka's prominent figures were exterminated, this land became a place of exile for numerous imperial criminals and is used for the extraction of the many resources with which these lands are rich.
Origin Bonus
- Buruakans
Beauty -10.
Regeneration of 25% Health per turn.
Affinity (water) +50%.
- Humans
+3 Strength, +4 Endurance, +3 Agility.
Margel

The capital of the empire, where it all began. Its cultural, economic, scientific, and general center.
Origin Bonus
An artifact can be chosen at your discretion, but in that case, you must describe how it was granted by the emperor for certain merits.
OR
+1000 rems.
Vallen

For centuries, Vallen has been and remains a land of aristocratic hedonism — despite countless attempts, the imperial authorities have failed to eradicate this cultural trait. Formally, there is no privileged class in this region; however, because all wealth and means of production belong to a limited circle of families, as well as pervasive corruption, life here is good only for those lucky enough to be born into the right family. The most respectable professions for an ordinary person in Vallen are butlers, maids, assassins, and other direct subordinates.
Origin Bonus
5% chance to kill an opponent with any attack (no check).
OR
+1000 rems.
Villia

A land of hereditary knights for whom war is a noble cause. Traditionally, gold earned through feats and the craft of war are most revered. Here, even simple laborers dream of one day donning shining armor and going off to play the hero.
Origin Bonus
Good set of starting equipment.
Shiho

One of the newest regions of the empire. The city of the same name was built on a vacant island east of Mitsurugi. Currently, it serves as an important port for the empire, representing a bustling trade center between the empire and the island nations.
Origin Bonus
Certain oriental items, possibly weapons or other equipment (determined randomly).
Renn

The motto of this land states — "brotherhood and equality," which well reflects the mentality of its residents and the local peculiarities of life. Long ago, the leaders of the then independent republic of Renn fought for the overthrow of aristocracy and monarchies worldwide, but having been annexed by the empire, they had to leave these ambitions in the past.
Origin Bonus
+1% Accuracy and Evasion for each ally (limit: 10%).
Elysia

Powerful dragons capable of taking human form live here. You cannot play as this origin, but knowing of its existence will not hurt.
Helm

This part of the massive Elysian mountain range is inhabited by angels — humanoid creatures blessed with wings. In terms of science and technology compared to other imperial regions, Helm is very underdeveloped, not least because most of its inhabitants reject any changes to their accustomed way of life. Consequently, more curious angels must satisfy their thirst for knowledge in other parts of the empire, and sometimes beyond its borders.
Origin Bonus
- 5 Endurance.
Character can fly.
Upper Lunaria

Home of the world's first sentient race and the very first civilization. Lunarians live in small settlements (about 50 families) in harmony with nature, and occasionally in cities with populations up to several thousand residents. Despite seeming primitive at first glance, they are a very advanced people. For example, Lunarian chronicles describe the history of the entire world in detail, and even the richest and most technologically advanced state could envy their natural medicine. Additionally, every Lunarian possesses an affinity for magic, whereas among other peoples, only one person in a thousand has the potential to unlock themselves in this direction.
A separate mention should be made of the reproductive peculiarity of this people — on average, Lunarians live about a thousand years, but each time conception occurs, the lifespan of the future parents is halved; furthermore, cases where parents had more than three children have not been recorded in history. This trait has made Lunarians great romantics, who enter intimate relationships only with someone they are ready to spend the rest of their lives with. This also explains the relative small number of Lunarians compared to other peoples.
Origin Bonus
+10 Beauty, guaranteed ability for magic during testing (after start).
Lower Lunaria

Throughout the long history of Lunaria, not all its residents shared the accepted norms inherent to this culture. There were even those who rejected the teachings of the first queen — the divine incarnation Anuzish. Mysteriously, this led to the skin of such Lunarians taking on a darker shade over time, making them easy to distinguish from the general mass. As a result, conflicts began to occur between ordinary Lunarians and dark Lunarians. Eventually, the divided people had to split their lands in two — the upper (northern) part remained with the traditional Lunarians, while the lower (southern) part went to the dark ones.
The traditional way of life of their people was so abhorrent to the residents of Lower Lunaria that in the years following the division, they even managed to devise contraceptive magic to enable them to indulge in lust without sacrificing precious years of life. Later, a so-called "war of the sexes" occurred in Lower Lunaria, resulting in the enslavement of the male population. Over time, these slaves were bred with captured human women to use half-breeds as labor. Currently, every dark Lunarian woman has at least a few slaves.
Origin Bonus
+10 Beauty, guaranteed ability for magic during testing (after start).
Noir

Noir is an underground region located beneath Elysia, Helm, and Cridear, inhabited by dwarves.
Origin Bonus
-5 Beauty, character can enchant equipment using precious stones.
Sheria

Sherians might look like this — click. Or they might look different. They live in tribes, and their appearance and cultural characteristics vary greatly.
Origin Bonus
Depends on which animal the player wants to associate their character with. Generally, their beauty parameter suffers just as it does for other non-humans.
Minua

If Lauria is a region of noble warriors, then Minua is one of primitive ones. Representatives of this people always follow the strong. Most often, they engage in hunting or mercenary work.
Origin Bonus
Profession of fisherman, hunter, or mercenary.
Marcell

Marcell consists of 6 cities — Campaspa, Roxana, Taisa, Korrorata, Nefta, and Elise.

As a result of such geographical positioning, this imperial region controls the lion's share of trade between north and south, west and east. Consequently, over time, it became home to a multinational population.
Origin Bonus:
Choice of sailor or merchant profession.
OR
Additional character (without artifact) - quota and roleplay handled by the player.
Kumari Islands

A land of serpentine sentient beings conquered by the empire in the year 959. Due to the abundance of dangerous animals such as dinosaurs, ordinary mortals rarely dare to step outside the cities.
Origin Bonus:
-10 Beauty.
Resistance to negative effects is twice as high.
Immunity to poisons.
Affinity (fire) +50%.
Cridear

Residents of the mountainous area who have led an ascetic lifestyle since ancient times. They practice martial arts to develop discipline, and love to spend their free time reading books and engaging in philosophical conversations.
Origin Bonus:
Alchemist collects more ingredients.
Psychiatrist learns characteristics.
Doctor can treat without medication.
Merchant can buy one item for free (chance depends on luck), only once per shop.
Fisherman catches more fish.
Philosopher has no risk of suicide.
Soldier's cost of learning combat skills is reduced by another 10%.
Athlete +1 SP.
Artist can paint two pictures for 1 AP.
Teacher can have up to three students at once.