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Knights of Tezoth

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Revnland
Filled with dense forests and quiet lakes, this region is inhabited by gloomy people devoid of grand ambitions, who prefer thoughts over actions. Their minds are occupied more by the mysteries of the universe and the afterlife than by questions of politics, economics, or what their neighbor is up to — the latter is, for the most part, a matter of complete indifference to them, perhaps because one of the core traits of the regional mentality is the desire and ability to avoid drawing attention to oneself and not bother those around them. Their work ethic ranges from utterly negligible to quite respectable, owing to their inherent and sometimes contradictory detachment and sense of responsibility. In other words, Revnland's economic output sits at the very bottom of Tezoth. Nevertheless, despite their ascetic lifestyle, the Revnlanders harbor an immense passion for cultural artifacts, and even in the most squalid slums, an outsider can expect to encounter a well-preserved painting, figurine, or books — it is said that the locals care for their personal "relics" even better than for their own health. 

Regional origin: grants access to the Stealth skill. 

Stealth
The character moves unnoticed by those around them. Can be activated during combat. 
Cost: 1 AP.

Duskwing
One of the oldest cities in the south of Tezoth, the capital of the region, whose architecture is dominated by the Gothic style; particularly beloved here are the detailed statues of people and animals, as well as stained-glass windows, which can be admired even in the windows of ordinary homes. Duskwing is home to an organization known as the "Order of the Fallen," which has become a haven for those who have renounced worldly life in pursuit of mastery with the blade. 

Origin: grants access to the Fallen Mastery skill.


Fallen Mastery
The character can wield a sword in each hand. The number of attacks and opportunities to use active skills increases accordingly.

Lesszen
The most sparsely populated and poorest city in Revnland, located at the foot of the Lunian Mountains. Deprived of the entertainments and comforts of civilization common to other corners of the kingdom, the inhabitants of Lesszen have, over the relentless sands of time, found aesthetic pleasure in temporal things, such as a fire burning down to embers and a goblet drained to the last drop. One of their favorite traditional pastimes is chopping contests — against trees and even stone — in which victory goes to the one who can deliver the most destructive, most precise, and fastest blow to the chosen target.

Origin: grants access to the Crushing Blow skill.


Crushing Blow
30% damage, destroys a random piece of the target's equipment. Cost: 1 AP. Melee only. No spirit check. 

Windhell
In the days of Eidos the Iron's rise onto the pages of Tezoth's history, Windhell was a secret village hidden in the depths of a gloomy forest, where inflicting and receiving pain was viewed not merely as a purely negative phenomenon, but also as a way to relax the mind, spirit, and body. As the kingdom expanded, Windhell inevitably became part of modern Revnland, but its traditions continue to live on to this day. They manifest in duels, therapeutic bloodletting, binding, and so forth. 

Origin: grants access to the Blood Mark skill. 


Blood Mark
The character's attack places a blood mark effect on the target: every attack against the target from any source applies a bleeding effect; bleeding deals double damage. Cost: 1 AP. Spirit check. 

Grimgale
Both now and in the past, Grimgale has been and remains the only port city in Revnland, serving as the point of connection with the outside world. In the era of Blue Blood, the then-lord of this region founded a nameless organization within it with the aim of training professional assassins who would protect his interests where the relatively weak military, economic, cultural, and political influence was insufficient to achieve set goals. 

Origin: grants access to the Dark Aesthetics skill. 


Dark Aesthetics
An attack from a state of stealth kills the target. No spirit check. 
Cost: 1 AP.  

Blacksol
A fortress-city built shortly after the emergence of the Crater of Regret, when many believed that Tezoth faced an inevitable end. Here were trained the most enduring, the most tenacious warriors of Revnland, who were meant to become a shield for refugees from across the entire country. That mission was not destined to come to pass, but the traditions established in those times are preserved to this day. 

Origin: grants access to the Warrior of Darkness skill.


Warrior of Darkness
Damage received by the character cannot exceed 50% of their maximum health. 

Frozenhop
Outwardly — an unremarkable mid-sized town with no landmarks worthy of mention; in reality — a very unwelcoming place. Like other residents of Revnland, the inhabitants of Frozenhop prefer to exist in isolation, but this trait manifests in an aggressive form — generation after generation, the locals have taught themselves that, in order to ensure people truly stop bothering them, annoying individuals must be given a very good reason to do so. 

Origin: grants access to the Cruel Strike skill. 

Cruel Strike
100% damage, leaves a wound; if a wound is already present, leaves a trauma. Spirit check. 
Cost: 1 AP.

Lord of Revnland: Karneya Keykunia Iretiret.
No one has ever seen her sober. A vulgar sadist devoid of taste and manners, whom any other lord of Tezoth would wish to be rid of. She cannot be negotiated with, she cannot be persuaded. She breaks traditions and orders that have stood for centuries, and only thanks to assassins and spies skillfully scattered across the country does she still keep her head upon her shoulders. 
She has many nicknames. The Bloodsucker, for in a country where capital punishment is treated with great caution and reluctance, she introduced its most cruel forms; the Mantis, for none of her lovers have ever managed to return alive from her private chambers; the Giantess, for at a height of 31 tins, she wears high-heeled shoes. 
Whoever enters her service must renounce both their own dignity and their conscience. 

Number of Knights: 6