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Church of Anuzish

The oldest and still dominant religious institution in the world, whose purpose is to venerate the planet and its divine incarnation, as well as to protect it from threats, both internal and otherworldly.

The base effect of faith depends on the season in which the character was born.


Patronage of Sylphid - Autumn
+25% to affinity (wind), SP +2, chance (faith) for an additional attack.

Patronage of Mohen - Winter
+25% to affinity (water), immunity to injuries and protection from fatal situations (e.g., traps) and effects (e.g., assassin abilities).

Patronage of Terron - Spring
+25% to affinity (earth), +50% to health.

Patronage of Rufus - Summer
+25% to affinity (fire), +50% to damage.

Priest Abilities
・Healing [500]
Removes negative effects from an ally and restores all health. Requires 20 points of virtue.
・Resurrection [500]
Brings a character who has fallen in battle back to life. Requires 35 points of virtue.
・Purification [500]
Deals 500 void damage to undead and demons. Requires 10 points of virtue. Range: 15.

New Tradition
Over time, some philosophers proposed that the church's doctrines and its presented worldview did not cover the entire spectrum of human civilization and, furthermore, did not correspond to the contemporary reality in which the planet's inhabitants found themselves. For this same reason, various sects based on the worship of Anuzish began to spread throughout the world, but with their own unique characteristics and without any connection to the church. To this day, although there are many small organizations, only three major sects have survived.

Sect of Order

The Sect of Order originated in Zimivia in the third century AoM and remains the largest religious organization in that country to this day. Its founder was Anastasia Moroznaya (201-298), daughter of the ruler of the principality of Morozny, far in the north, and later the Tsarina of all Zimivia. During this period, the island-state of Minjin, located to the south of her homeland, was struck by a catastrophe of nightmare proportions — it sank to the bottom. Despite the fact that her father's principality was very far from the event, Anastasia, within her limited resources and status, tried to provide all possible assistance to the refugees; some of them ended up in her service: mostly tailors, builders, and other craftsmen, but contact with the overseas culture sparked her interest in reforms within her own country.
Having married a tsar with an extremely weak and pliable character, power essentially passed into Anastasia's hands, although initially no one expected this — officials assumed that with such a ruler at the helm, they would live in clover, but the young tsarina turned out to be insightful, inventive, and ruthless towards those who stood in her way.

She established that for a worthy existence (which, in her view, was necessary to meet the expectations of Anuzish), people needed to become like cogs in a well-tuned mechanism of the state and society, where everyone lives according to strict orders and laws, and any deviation from them was severely suppressed. During her reign, Zimivia rose significantly, order was established, corruption was practically defeated, fair courts were organized, and much more; however, in the centuries that followed, the elite of Zimivia used the teachings and influence of the sect to strengthen their own socio-economic status and exploit the working class. Nevertheless, the doctrine of order exists to this day and is used not only within Zimivia but also beyond its borders.

- The head of the sect is the leader of the country if it has official status; otherwise, there is no leader.
- The Sect of Order practices matrilineal marriages, in which lineage and inheritance are traced through the maternal line.

Effect
Characteristic costs are 20% lower.

Priest Abilities
・Motivation [500]
Grants an ally an additional turn. Requires 35 virtue.
・Coordination [500]
Allows you to pool the entire team's initiative and redistribute it among each member as desired for one turn. Requires 5 virtue. Used at the start of a phase.
・Aegis [500]
The character takes no damage or negative effects; instead, they lose 50 virtue.

Sect of Chaos

Noirfram Murgleis (58 B.A. - 10 A.M.) was one of the captains of the Sidjmort fleet, a charismatic personality, a brave man, a brilliant tactician, and at the same time a very devout follower of Anuzish. With such a combination of personal characteristics, Noirfram could not help but question the laws and hierarchy of society. In his opinion, it could not be that the gods created them to toil their entire lives for kings and the like. The situation was exacerbated by the fact that the then-monarch of Sidjmort was in many ways an incompetent and pathetic man, yet possessed immense pride. In Noirfram's view, such injustice was possible only in the so-called "civilized" society, where the weak and morally deformed had the ability to bend the stronger and more worthy to their will. Deciding he had had enough, Noirfram kills the king of Sidjmort and hijacks several ships, then sets sail on a long voyage with his crew. Several months later, they discover an uninhabited island; Noirfram names it after himself, the sailors begin to settle the new lands, and the process of forming a new society begins, based not on written laws but on oral rules of conduct and fraternal traditions.

In 225, after a series of successful and profitable raids on merchant ships in the Anuzish Belt, a social split occurs in Noirfram: some believe that such activity ran counter to the needs and philosophy of their society, while the other group welcomed such methods of enrichment and entertainment. In the end, both groups agreed that the "pacifists" would keep Noirfram, and the "pirates" would take the ships with the lion's share of provisions, tools, and equipment. Some time later, the pirates settled in the center of Arhelon and, after a long series of disputes, decided to name the island they found Murgleis, after the sect founder's surname. Since then, they have lived by piracy.

- The sect has no leader.
- The sect does not practice any state institutions.

Effect
Additional turn if the character acts alone, +25% to affinity (fire), +25% to affinity (water).

Priest Abilities
・Luck [500]
Increases the selected character's critical hit chance by 10%. Requires 5 virtue.
・Intimidation [500]
Stuns all enemies. Requires 40 virtue.
・Battle Cry [500]
Allies deal 20% more damage until the end of combat. Requires 20 virtue.

Sect of Harmony

The Sect of Harmony is the result of a philosophical analysis of Order and Chaos by the brightest minds of Lycoris. Taking into account that both teachings contain kernels of truth based on actual societal problems, they decided to attempt to find a third path (the official name of the sect is the "School of the Third Path"). Understanding that achieving an ideal is impossible, they nevertheless made the necessity of striving for it the heart of the new teaching, namely in the harmony of the following aspects of human life:
- the person and their body; the aspiration to be healthy (physical peace) and beautiful (spiritual peace).
- the person and their family, neighbors, city, country; the aspiration to build and maintain good relations with everyone around them.
- the person and the state; the aspiration to solve problems and current issues at the local level.
- the person and nature; the aspiration to use nature's resources with gratitude and respect.
- the person and their daily life; the aspiration to live in harmony with nature, in relatively small and clean cities without abusing technological progress.
- people and people; the aspiration to respect the interests and culture of others, but also not to sacrifice one's own.
and much more...

- The sect has local leaders, usually elected by the residents of a specific territory; these are typically young and energetic people who are good at listening, resolving conflicts, understanding people, and representing their interests at meetings with representatives of other lands.

Effect
The player can create an additional character with the same faith.

Priest Abilities
・Diplomacy [500]
The character can force both sides of a conflict to part ways peacefully (does not work against undead and the like). Requires 100 virtue and at least minimal roleplay.
・Good Deeds [500]
Good deeds lead to luck, but require 30 virtue.
・Mercy [500]
The character's attacks do not kill enemies; instead, they merely take them out of combat. Requires 10 virtue.

Lugranism

Lugran of Sur (901-946) was a famous physician from Liod who, invited by the Tsarina of Zimivia, became her secret advisor. He was a highly erudite man and understood not only matters of medicine but also economics, history, and culture. However, he repaid the tsarina's favor with betrayal, using his position to weaken the royal family and the nobility, and when he was caught and an attempt was made to arrest him, he fled to Tulup, where he organized a rebellion, intending to overthrow the tsarina and reform society. In the end, the rebellion was suppressed, and Lugran was executed, but his cause and philosophy continue to live on to this day.

System of Ideas and Values of Lugranism
- Rejection of monarchy, social classes, religious organizations; establishing the interests of the state as paramount, the individual as secondary, and everything else as tertiary.
- Rejection of private ownership of resource deposits and means of production — they must become the property of the entire society.
- Establishing a priority on education, medicine, and strengthening the armed forces.
- Rejection of excess; establishing a ceiling for the "needs" of the individual.
- Establishing a necessary minimum of labor from each member of society depending on their qualifications.
- Entrenchment of Lugranist ideology within Zimivia as the unshakable core of the state raised from the ashes; aiding the oppressed and fighting oppressors abroad.

Exists predominantly within Zimivia, but is beginning to gain popularity beyond its borders.

Effect
The character's faith is always zero. Immunity to mind control.

Liberation

A movement founded by Utulg, the chieftain of the Crimson Claw (who is also its current leader). According to his ideology, instead of worshipping Anuzish and the elements, an advanced, modern civilization should exploit them for its own benefit.
Utulg places man (including elves, orcs, and other intelligent races) at the top of Anuzish's food chain and calls upon all intelligent peoples to free themselves from divine shackles.
In Utulg's speeches, man is more important than deities, the planet, the animal world, and everything else; he considers the satisfaction of individual desires and the unlocking of an individual's potential to be the highest good possible.

Effect
+3% to damage for each point of faith the enemy has if they adhere to a different faith.

Priest Abilities
Control Elements [500]
・+20% to affinity (air, water, earth, fire).
Control Forces [500]
・Nullifying another's affinity in one's presence. Costs 5 units of virtue per turn.

Luensian Ethics

Originating in Luensia, this system of moral principles enjoys a certain popularity far beyond its borders. Its key principles are love of labor, discipline, cooperation, integrity, and unity. According to Luensian ethics, labor is necessary for moral and spiritual development, whereas its absence in a person's life corrupts both body and spirit.

Effect
Alchemist gathers more ingredients.
Psychiatrist learns characteristics.
Doctor can heal without medications.
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 for learning combat skills is reduced by an additional 10%.
Athlete has +1 SP.
Artist can paint two paintings for 1 AP.
Teacher can have three students at once.

A character from Kridear receives +2 action points.

Cult of Mao

This faith is only available to characters affiliated with Shiho.
On the Mitsurugi Islands, Mao is revered as highly as Anuzish. She is the one who gave the island barbarians civilization, culture, national consciousness, a spirit of unity, and practically everything their society is based on.

Effect
+2 to willpower for each ally in combat.

Priest Abilities
・Body
Counterattack after every miss against oneself (void damage, ignores damage reduction).
・Spirit
The character can use faith for charisma checks.
・Mind
The character can use faith for intelligence checks.

Godlessness

Only available to female characters of Lower Lunaria. According to this faith, every dark lunar woman is akin to a goddess, while everyone else exists to serve her.

Effect
Defeating (or seducing) other characters allows you to make them your slaves. The slave limit is equal to charisma/5.