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Expedition: general discussions.

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"Soon" is a flexible concept... Here's a rough draft I've put together for now.
Mechanics.
Initially, each player has 100 HP. They can spend them on either characteristics or skills. The player's class is determined by the sum of the base costs of the taken skills; additional class skills cost a third more. A player cannot take skills from more than 2 classes.
Characteristics:
Characteristics cost 2 HP
Strength.
Each unit of strength increases damage by 6% for one-handed and throwing weapons, 10% for two-handed, 15% for unarmed, and 2% for bows. Strength above 10 does not add damage to short bows, and above 18 to longbows. Additionally, each weapon has a strength requirement. If the character's strength is lower than required, penalties will be applied to damage and accuracy depending on how many units of strength are missing.
Endurance
Each unit of endurance increases the health pool by 10%. When a character's health drops to 75%, 50%, and 25%, penalties are applied. With high endurance, these penalties are significantly reduced.
Agility
Each unit of agility increases evasion and attack by 10. Every 2 units of agility increase speed by 1 unit.
Intelligence
Intelligence determines the character's turn order and affects many skills. Each unit of intelligence increases magical energy by 20.
Will
Each unit of will from 1–10 increases magic power and resistance by 5 units. Each unit of will from 10–15 increases magic power and resistance by 7 units. Each unit of will from 15–25 increases magic power and resistance by 10 units. Each unit of will 25+ increases magic power and resistance by 15 units. Each unit of will reduces the chance of spell failure by 1%. To clarify: almost every spell has its own failure chance, upon which the spell fails and half of the required mana is consumed. For example, with a base failure chance of 40% and will of 20, casting will fail in 20% of cases.
Luck
Each unit of luck increases crit chance by 2%, and evasion and accuracy by 2.

Classes and Skills.


Warrior.

120 health units, ability to use any armor and weapons without penalty.
Parry 1
Grants a chance to parry an enemy strike. Depends on weapon type and agility. Cannot parry more than (agility/5) attacks per round.x8

Parry 2

After parrying, there is a chance (agility x2.5) to perform a counterattack. Counterattack damage for two-handed weapons is reduced by 40%. X8

Fortitude

The endurance effect when calculating wound penalties is doubled. Each point of endurance provides 3 additional health units. X10

Fight to the Last

When a warrior's health drops to zero, they receive additional penalties to evasion, damage, and accuracy, but continue fighting until their health level drops to -50%. X10

Bloodlust

After killing an enemy, the warrior restores 5% health and gains an additional attack with 150% damage.X6

Armor Wearing

Speed penalty is reduced by 50% when using armor and shields. X10

Disarm

Chance (intelligence*1.5) to disarm an enemy. Can be used intelligence/5 times per battle. The move deals no damage.X8

Second Wind

Recharges all moves, restores 15% health, and cancels all debuffs of a physical nature. Does not consume a turn. Once per battle.X10

Duelist

In one-on-one combat, hit and evasion chances are doubled x10

Juggernaut

Evasion chance drops to zero, damage increases by 50%, health by 100%. X16

Berserker

+50% damage, parry, block, evasion -50%, damage resistance +20% X14

Defender
+25% to evasion, blocking, parrying, and health. X10

Mobility

After delivering a strike, the character's turn does not end and they can move some further distance. +3 to speed and initiative. X8

Assault

The character instantly covers the distance to the target (but no more than 50). Once per battle. Not applicable in heavy armor.X14

Critical Strike

+5% crit chance. Critical strikes ignore armor and deal triple damage instead of double.X10

Leader

+4 to accuracy and evasion, +2 to magic resistance, +2% damage per unit of intelligence, +1 to initiative and speed for every 5 units for all allies.X10

Iron Will

Magic resistance x1.5 X8

Combat Master

+25% to accuracy, damage, hits, and evasion, +10% crit chance, additional attack for one-handed and pole weapons; if the target's constitution is lower than the character's strength, damage increases by 10% per unit of difference, but no more than +100% (for two-handed weapons), can use a one-handed weapon in each hand X20

One-Handed Weapon 1

Additional attack. X14
One-Handed Weapon 2

Additional attack.X20

Two-Handed Weapon 1

+10% crit chance, +25% to parrying, +30 to accuracy, chance to disable enemy pole weapons (swords) / strength effect is increased by 1.5 times (axes and hammers) X14
Two-Handed Weapon 2

Once per battle, the ability to deal damage to all enemies standing in adjacent cells appears.
Chance to deliver a strike with triple damage (strength+intelligence)X18

Polearm 1

The chance to perform an additional attack before the opponent's strike and deflect it increases by 1.5 times (initially this chance exists for all polearms and depends on intelligence and agility), ability to use a light spear with a shield appears. X12
Polearm 2

Additional attack. X16

Shield 1

After reflecting an attack, a shield strike is delivered, dealing 15 damage and having a chance (strength) to paralyze the enemy for 1 turn. The character ends each series of attacks with a shield strike with similar properties. X12
Shield 2

Block chance x1.5 X16

Unarmed Combat
(brass knuckles and gloves are not considered weapons)
1.Accuracy in unarmed combat x2, strike cannot be parried. X6
2.
Additional attackX6
3.
Additional attack X6
4.
Base damage +6 X8

Whirlwind of Strikes

Number of attacks is doubled. X16

Light-footed

+50% to speed and evasion if fighting without armor X8

Stunning Strike

The character delivers a critical strike; the opponent, failing an endurance check against strength, is paralyzed for 2 turns. The character cannot perform other actions in this round except movement. Intelligence/5 times per battle.X8

Mighty Strike
(only with brass knuckles/gloves)
+10 to base damage.X10

Wind Fist
(only completely unarmed)
With each attack, there is a chance (intelligence) to paralyze the enemy for two turns. +10% crit chance. Additional attack. X10

Rogue

90 health units, only ranged, throwing, one-handed weapons and light armor.
Cheat.
Agility outside of combat x2. X10

Scout.

The character gains the ability to quickly gather information about the nearby area. X6

Lockpicker

Ability to pick locks appears. Success chance depends on agility and intelligence. X6

Vulture.

When searching a corpse, loot is doubled.X8

Assassin 1

Allows instantly killing a target that does not see the character. Unarmed use only with strength 18 X16

Assassin 2

Allows instantly killing a target that sees the character but does not expect an attack. Success chance depends on agility and intelligence. Cannot be used with bows. Unarmed use only with strength 18 X10

Stealth

Outside of combat. Chance to remain unnoticed depends on agility and intelligence. X12

Gambler

Can reroll a failed result (only in gambling games) X6

Trading

The character sells and buys 40% more profitably. X6

Escape

The character instantly leaves the battlefield. X10

Feign Death
After activation in battle, enemies stop paying attention to the character, but they continue to receive half damage from area spells. The character can exit this state at any time; upon deactivating the skill, they receive one additional turn. X8

Backstab
Damage against an opponent engaged in melee combat is increased by 30%. X6

Bleeding
Each strike has a chance (intelligence) to inflict a bleeding wound, which removes 5% of the opponent's initial health every turn. Intelligence/4 turns X6

Crippling Strike/Shot

Each strike/shot has a chance (intelligence) to reduce the enemy's agility by 4 and strength by 2. X8

Combat Mastery 1

+3 to speed, +10% crit chance.X10

Combat Mastery 2

Allows using a one-handed weapon in each hand. X10

Archer

90 health units, one-handed, throwing, ranged weapons, light armor.
Snap Shot
Number of attacks x2, damage -20%, crit chance -10%, accuracy -20% X8

Aimed Shot

The character always moves last but gains +25% to damage and accuracy, +15% crit chance. If the character has more than one shot, the bonus applies only to the first two X8

Headshot

Instantly kills an enemy, and their head explodes like an overripe watermelon. Shot accuracy -50%. Chance equals intelligence*4. Chance decreases if the opponent wears a helmet. Ability available intelligence/10 times per battle.X12

Firing on the Move

Can move and shoot in one turn (not required for throwing weapons). X14

Crippling Shot

Each shot has a chance (intelligence, doubled for crossbows) to reduce the enemy's agility by 4 and strength by 2. X8

Bow 1

Additional attack/ +25% damage, +20% accuracy, +5% crit chance, +12 range (longbows)X12
Bow 2

+20% to damage and accuracy, +10% crit chance.X12
Bow 3

Additional attack. X14

Beast Hunter

+100% damage to animals and +50% to monsters.X12

Concentration

For one round, all attacks automatically hit and deal critical damage. X12

Crossbow 1

+50% armor penetration. X6
Crossbow 2

+40% accuracy, +20% crit chance. X12
Crossbow 3

+50% initiative, ability to hit multiple targets in a straight line appears, critical strike deals x4 instead of x2 damage and ignores armor. X14

Critical Shot

Automatically deals critical damage, paralyzes the enemy for one turn, ignores armor, target receives -6 agility and -3 strength penalty, additionally removes (intelligence*100%) health. X12

Binding Shot

Each shot has a chance (intelligence*1.5) to paralyze the enemy for 2 turns.X8

Throwing Weapon 1

+20% accuracy, +10% crit chance, +20% damage. X10
Throwing Weapon 2

Additional attack.X12

Specialization: Throwing Spears

+2 range, +30 damage, critical strike has a chance (intelligence*2.5) to instantly kill the enemy.X10

Specialization: Throwing Knives

Additional attack, +1 range, +30% accuracy, +15% crit chance, crit ignores 50% armor.X10

Specialization: Throwing Axes

+10 damage, +5% crit chance, +1 range, additional attack.X8

Mage(class available only for illithids, lerbergs, todalens, vilasundians, arifians, ustads and werebeasts).

70 health units, only one-handed weapons and crossbows, only light armor. Cannot take skills from more than two schools of magic. R means a resistance check can be rolled.
Expert
-10% failure chance for all spells.X10

Magical Power

+30% to magical strength. X10

Destroyer

+50% damage.X14

Quick Mind

Can cast 2 spells per turn. X24

Mental Endurance.

Mana pool +40%. X10.

Blood Magic 1

Health is used for casting instead of mana. Spell cost -75%. Failure chance -30%. Cannot be taken with Light magic. X10
Blood Magic 2

Spell power +50% when casting using health. Damage +20% X12

Elemental Magic


Fire Magic
Fire Arrow
30+will units of damage, chance (will+intelligence) to set the opponent on fire; they will take 15 damage over 3 turns.R. 30. 25%.X6
Fireball
100+will units of damage in a 4x4 area; the area can be reduced to 2x2, chance (will+intelligence) to set the opponent on fire; they take 30 damage over 4 turns. R. 120. 55%X8
Fire Shield

The selected character gains 100% fire resistance, and the opponent takes 50 units of damage per attack on them and 40 for being in an adjacent cell. 80. 35%.X6
Flaming Weapon

The selected character's weapon deals an additional 20+will units of fire damage. 70. 25%.X8
Fire Wall

A same-shaped area with a total size of 10 or fewer cells becomes a wall of fire; passing through it, the opponent takes 80 units of damage, and there is a chance (will+intelligence) to set them on fire; they take 20 units of damage over 2 turns. R. 50%. 120. X8
Fire Storm

All characters in a 30x30 area take 170+will damage, chance (will+intelligence)*2 to set on fire (5% of initial health +20 units of damage over 3 turns). R. 250. 75%. X12
Incineration

The opponent takes 70% damage from initial health +60+will, chance (will+intelligence)*2 to set the opponent on fire (10% of initial health over 2 turns). Must approach the opponent closely. R. 250. 75%. X14

Cold Magic

Ice Shield.
The selected character gains 100% resistance to ice magic and 50% resistance to physical damage. 80. 35% X8
Ice Spear

Deals 60 units of damage. R. 25. 30%.X4
Ice Block

The selected character gains full immunity to damage and is paralyzed until someone breaks the block or the caster wishes to release them. R. 120. 65%. X10
Slippery Ground

In a same-shaped area with a total size of 30 or fewer cells, the ground is covered in an ice crust. Each character passing through this area must pass an agility check, otherwise they will be paralyzed for one turn. 100. 45%.X8
Hail

In a 6x6 area, all characters take 70 - 100 damage. 100. 45%. X8
Freeze

The selected character is paralyzed for 3 turns. The first attack on them will deal triple damage. R. 160. 65%.X10

Air Magic

Flight
The selected character gains the ability to fly. Aggressive actions cannot be performed while flying. 50. 30%. X8
Air Barrier

The selected character gains 100% resistance to air element and immunity to ranged attacks. 70. 35%. X5
Lightning Strike

60+will + 1-200 damage, chance (will+intelligence) to stun the target for 2 turns. R. 120. 50%. X8
Chain Lightning

Same as lightning strike, but hits up to 4 additional hostile targets with damage 40+will+1-100. R. 200. 65% X10
Storm

In a 40x40 area, all characters are subjected to lightning strikes for 10 turns. Cannot be used indoors. R. 260. 65%. X10
Tornado

A vortex unfolds over a rectangular area of 40x7. Characters in the area take 25%-85% damage from their initial health +50-150 and with a chance (will+intelligence)*2 are paralyzed for 1-4 turns. Cannot be used indoors. 300. 75%. X16
Wings of Wind

The mage gains +100% speed and +50% initiative. Passive. X10
Thunder Halo
The selected character's weapon deals an additional 20+will units of electricity damage. 70. 25%. X6

Earth Magic
Stone Skin
The selected character gains 40% resistance to all types of damage. 120. 35%.X8
Rift
Characters in a same-shaped area of 12x3 will be paralyzed for 1 turn if they fail an agility check. If they fail a similar check on the next turn, they take 350 units of damage.220. 60%. X14
Incredible Power

Damage and health of the selected character increase by 50%. 160 45%X10
Stone Fist
Deals 60+will units of damage; a target failing an endurance check fails their action. R. 60. 35%. X6

Water Magic

Wave
40-140 damage to all in a 20x8 cell area forward from the caster. If targets fail an endurance check, they are paralyzed for 1 turn. 80. 45%. X8
Deadly Steam

Surrounds the enemy with a cloud of hot steam. In the first turn it removes 15% of initial health, in the second 30%, in the third 45%, and on the fourth they die. R. 200. 70%. X14
Water Sphere

Encloses the opponent in a water sphere; after endurance/5 turns, they drown and die. The sphere can be destroyed, releasing the prisoner. Can be applied to oneself or allies, then the sphere will not be filled with water from inside, allowing breathing underwater and ignoring pressure. R. 70. 50%. X8
Desiccation

Pulls water out of the opponent's body. The target receives -50% to strength and agility. Also, the opponent must pass an endurance check or die on the spot. R. 140. 65%. X12
Downpour

Gives all allies immunity to the ignition effect and gives 50% fire resistance (except "Incineration"). 40. 10%. X4

Light Magic

Healing
1 health unit per 1 mana unit. 45%. X12
Purification
Removes all negative effects, poison and diseases. 80. 45%. X10
Clarity
Removes all negative mental influences, gives +100% resistance to these effects. 100. 55%.X10
Blinding Light
Paralyzes the enemy for one turn and reduces their accuracy and evasion by 40% for three turns.R. 80. 50%. X8
Resurrection
Revives a recently deceased character with 1 health unit. 350. 85%. X16
Meditation
Fully restores health and magical energy. Outside of combat.X8
Shield of Light

Gives immunity to everything for 10 turns; movement is possible, but other actions are not. Used on oneself and all allies. The shield can be removed at any time. 140. 70%. X12

Dark Magic
Corruption
Luck of the selected character -40, each action has a failure chance of 25%. In non-combat periods, the spell gains many other interesting effects.R. 120. 50%. X6
Necromancy

Revives a corpse (only fresh) and forces it to serve the caster. The higher the will, the more durable the corpse. 120. 60%.X10
Hand of Death

The selected character dies. R. 200. 80%. X12
Subjugation

The selected target is forced to obey the caster's orders. A resistance check will be rolled every half hour. R. 180. 65%. X12
Life Drain
- 70 health units from the selected target, which are transferred to the caster; 10 units are added permanently. R. 80. 55%.X10
Destruction

Can be applied directly to an enemy, or to a weapon/shield/armor. When applied to a character, they receive -50% to damage, accuracy and evasion; the item will be destroyed.R. 100. 60%. X8
Horror

The target is paralyzed for one turn; there is a chance (will+intelligence) that they lose their memory, a chance (will+intelligence) that they go insane, and a chance (will+intelligence*1.5) that the paralysis lasts 4 turns. R. 120. 55%. X10
Mind Reading

Can read the thoughts of another character. R. 80. 60%. X10
Phylactery

The character moves their soul into a selected item. If they are killed, they continue to exist as a ghost and can possess the body of another character. If the item is destroyed, the ability disappears. X10

Transformation Magic

Monstrous Transformation
The character modifies their body; for example, they can grow wings temporarily or turn a hand into a huge clawed paw. However, while the skill is active, the character receives -1 to strength, agility and endurance. 120 65%. X12
Mutability
Physical characteristics can be redistributed; an additional 4 points of physical characteristics are acquired. 80. 30%. X8
Change Appearance

Can take the form of any humanoid creature, including simply changing appearance without taking the form of a specific character. Lasts about an hour. 100. 60%. X12
Transformation 1

Can transform into an animal or inanimate object. 140. 65%. X14
Transformation 2
Can use transformation on other characters. R. 200. 80%. X16
Size Alteration

Allows changing the size of a selected item or character in either direction. Success chance and duration depend on the item and the percentage change in size. R. 180 X18

Nature Magic

For resistance to nature magic, an endurance roll is made instead of will.
Friend of Nature
Animals do not attack the character and their allies. Passive. X6
King of Nature

Ability to command animals appears. Passive. X6
Creeping Death

A huge number of insects attack a selected enemy; they lose 60 health units every round and have a 40% chance to fail their action. R. 180 50%. X12
Entanglement

Deprives the character of the ability to move. 5 turns. R.90 45%. X10
Ent

Can revive a tree (but not too large). 140 60%. X12
Merging with Nature

The mage dissipates their physical shell, temporarily moving the spirit into surrounding nature, fully controlling every part of it. 200 50%. X16
Weather-Mancer

Can change the weather. Success chance and cost depend on the complexity of the request. X6
Renewal

The character ages five times slower, does not need water or food, gains +2 to all physical characteristics, health regeneration outside of combat, immunity to diseases; poisons are 50% weaker and removed from the body faster. Passive. X10

Arcane Magic

Invisibility
Outside of combat. Aggressive actions cannot be performed. 100. 50%.X10
Phantom

Creates an illusory image of something.100. 45%. X8
Teleportation

The character gains the ability to move outside of combat to any previously visited location. 120. 65%. X12
Slumber

Plunges the target into sleep for 1 hour. R. 100. 50%. X10
Time Stop

Everything in a radius of 50*50 freezes for 4 rounds. 160. 85%.X14
Mage's Eye
Can observe a certain item or character from a distance. 60. 50%. X6

Scholar

70 health units, only one-handed weapons, bows and crossbows, only light armor. The power of all skills (except combat training) depends on intelligence.
Combat Training 1
+25% to accuracy, health units and evasion, chance to parry a strike, can wear medium armor.X8
Combat Training 2

Additional attack/ +15% crit chance, +20 accuracy, +30% armor penetration (crossbow or longbow)X10.

Medic 1

Can use a first-aid kit to treat poisons, wounds and diseases. X8
Medic 2

Ability to heal a character whose health has dropped below zero, but not lower than -20%, appears; overall effectiveness of the skill is increased. X10
Medic 3
+25% damage to humanoids, +15% crit chance against them, chance (intelligence*1.5) to inflict a bleeding wound, chance (intelligence*1.5) to inflict a crippling injury, +20 to own base health. X16

Toxicologist

Can make poisons and antidotes.X6

Chemist

Can make narcotics.X8

Alchemist

Can make potions with various effects. At the start, the character knows intelligence/5 potions. The player chooses which ones. X14

Inventor

Can manufacture many different devices. At the start, there are intelligence/6 blueprints.X12

Linguist

Can speak other languages. X8

Archaeologist

The character gains the ability to conduct research in specific places, identify items, as well as their cost. X8

Zoologist

Knowledge of wild animal habits, ability to recognize their tracks. Deals +50% damage to animals personally, group deals +25%. X6

Botanist

Can identify plants used for potions, narcotics, poisons or in raw form. X8

Monstrologist

The character can determine the abilities and characteristics of various creatures that cannot be classified as humanoids or animals. Deals +50% damage to monsters personally, group deals +25%.X10

Blacksmith 1

Can repair armor and weapons. X4
Blacksmith 2

Can create and improve weapons and armor. Forge required. X10

Added after 32 seconds
Peoples
Illithids

A small race of highly developed beings living underground. They are extremely intelligent, constantly exercise their brains and achieve incredible logical abilities, willpower and memory capacity. Illithids do not care much for magic; this science is too unstable. They prefer another discipline — psionics. Unlike magic, illithid abilities are much more reliable and require neither words, nor gestures, nor dancing with a tambourine. Also, illithids look very charming... if you like bald humanoids with bluish-purple slimy skin, whose face ends in a bundle of four warty tentacles. However, illithids are loved not for their beauty, but for their method of reproduction.
An illithid is a head, and not just figuratively. In fact, what is on its shoulders is the actual illithid, and everything else is... raw material appendage. At the initial stage of their life, an illithid is a small parasitic creature, which other illithids keep in a special chamber for some time, where ideal conditions are provided for it.
Then begins the most important stage: find a living humanoid somewhere and implant the larva into its brain through the nose/ear/eye socket. For a couple of months, the body lies in same-state and transforms into a form befitting an illithid. At the same time, the larva takes control over all nerve centers of the body. Only a miracle can return the mind and soul of the former owner of the body.
To obtain biological material, illithids trade with surface dwellers, exchanging people (in a couple of places one can perfectly legally sell a criminal or slave to illithids, but as a rule, trade is carried out illegally) for precious minerals, their inventions and underground mushrooms from which narcotics can be made.
Strength 5
Endurance 6
Agility 6
Intelligence 14
Will 13
Luck 8
Racial traits:
-24 OP
Telekinesis
Ability to move objects with the power of thought.
Will Suppression
The character must make a will save, otherwise they will be forced to obey the illithid. If the check is passed, they are paralyzed for one turn.
Ratfolk

Or simply rat-scum. A relatively young race that emerged only a few centuries ago. They were created by illithids who attempted to create a slave race, as using beings as advanced as illithids themselves as labor is inefficient, pointless, and unnatural.
The resulting creatures were not very successful: weak and sickly. However, they were hardy and bred quickly. These two factors determined the success of the rat-scum as a species when, due to their masters' oversight, they escaped to the surface. Currently, they have spread across almost the entire world. Usually, they live in Clans, but loners are also found.
Ratfolk prefer to obtain food through gathering (fortunately, things that even a hungry hyena wouldn't covet are suitable as food for them), but if there are many of them, trade, war, and hunting come into play.
The power of the rat leader within a clan is immense; he has the right to literally everything that crosses his mind, and his orders are obeyed without question. The primary means of control is fear, as reckless courage is not characteristic of this people. The rat chief does not shy away from the harshest measures, which only increase the loyalty of his subjects. As long as a rat-scum knows he is being watched, he usually carries out orders quite thoroughly. But if given the chance, rats flee from their beloved leader, and not only during war. Outcasts settle on the periphery of cities of other races.
Rat-scum Clans without central authority usually begin to decay, especially in urban conditions. The reason is most often one: susceptibility to temptation. Ratfolk easily get hooked on alcohol and other narcotics and are drawn to gambling.
Strength 6
Endurance 9
Agility 12
Intelligence 12
Will 5
Luck 8
Racial traits:
Strength in Numbers!
If a rat-scum fights on the side with a numerical advantage, he receives +35% to damage, accuracy, and evasion.
Werebeasts

Very rare and unusual creatures who change their appearance from human to beast at sunset or sunrise. Most often they turn into predatory mammals, such as wolves or panthers, but there are bird-werebeasts, and a couple of times werebeasts turning into insects have been seen.
For long years, humans exterminated werebeasts, considering them dangerous monsters that eat children and spread diseases and curses. Recently, the attitude toward werebeasts has improved slightly, but in some places they are still persecuted and killed.
Most werebeasts are loners; only a few live among their own kind, and werebeast settlements almost never exceed a couple of dozen individuals.
Strength 9
Endurance 9
Agility 9
Intelligence 8
Will 9
Luck 8
Racial traits:
Transformation
At sunset/sunrise, the werebeast transforms into an animal. During this process, all its wounds are healed; if it has less than 0 but more than -10% health units remaining, it will be resurrected.
Chanzjing

One of the most ancient states, located in the northeastern part of the continent. The population is strictly divided into five castes, in increasing order of social standing: peasants, artisans, warriors, clergy, nobility. The clergy consists mainly of monks living isolated from the world and possesses exceptional rights; in some cases, they even have the right to disobey secular authority. Caste membership is hereditary (with the exception of the clergy; any person whom the monastery abbot deems worthy may enter this caste). Inter-caste marriages are strictly forbidden.
Chanzjingians try to live isolated from the rest of the world and view strangers very disapprovingly, considering their way of life strange and the strangers themselves as crude barbarians. It should be noted that the level of science and art in the country is indeed very high.
Strength 8
Endurance 8
Agility 9
Intelligence 10
Will 9
Luck 8
Racial traits:
Gifted
Cost of all skills -2
Ingelstad

A state in the north of the continent. In terms of government, it is a monarchy. Ideally, power should have been passed down hereditarily; however, in practice, after the death of a ruler, a long and bloody feud almost always begins. Every relative of the king, even to the tenth degree, considers it their mandatory duty to get involved in the struggle for power.
Once Ingelstad was the most powerful military power, keeping all civilizations in the center of the continent in fear. Now, due to constant internal strife, it has significantly weakened and lost its positions.
Ingelstadians are famous for their warlike, harsh, and even somewhat wild nature, which is the main cause of the feuds. They simply do not know how to live peacefully and cohesively. The country is fragmented into warring clans, and only in the event of an external threat are they capable of uniting and forgetting their personal ambitions.
Ingelstad is one of the few countries where slavery is legalized.
Strength 10
Endurance 10
Agility 9
Intelligence 7
Will 8
Luck 8
Racial traits:
Hardened
Elemental and poison damage -25%

Leirvikians

"People of the sea," this people were the indigenous population of the archipelago to the southeast of the continent. They are magnificent navigators and shipbuilders. The primary industry of the Leirvikians is fishing.
For a long time, this people lived isolated from others; first contact was established with them several years ago by the Todalens. More accurately, the Leirvikians established contact with the Todalens, as at that time the "civilized world" could not even conceive of venturing into the open sea.
Leirvikians were also the first to attempt to venture into the open ocean, but it was not successful.
Strength 9
Endurance 9
Agility 10
Intelligence 10
Will 7
Luck 6
Racial traits:
Navigator
Easily orientates on land and sea; can create a map of the area

Bedingian Empire

Less than a century ago, the empire was a small kingdom that could not be compared to other states. Central authority was extremely weak; numerous feudals fragmented the state into pieces, striving for separation from the government. Everything changed with the rise of King Frederick I. He came to power at the age of 24 when the heir to the throne died under mysterious circumstances.
In a few decades, the new king, and subsequently emperor, increased the territory of the state several times over, carried out economic reform, reorganized the army...
Unfortunately, the emperor's heir did not inherit his father's best qualities, and it is already apparent that the empire is beginning to weaken. Not all residents of the country, especially the nobility, were satisfied with Frederick's policies, and no one knows if the new emperor will be able to preserve the country his father created with such effort.
Strength 9
Endurance 9
Agility 9
Intelligence 9
Will 8
Luck 8
Racial traits:
Learnability
For victory in battle, the character is guaranteed to receive a small amount of XP.

Liarumians

One of the peoples who suffered from Frederick I's expansion. However, they were much less lucky — in the war with the Bedingians, they almost completely lost their ancestral lands.
Now small settlements of Liarumians are scattered throughout Bedingia. They terrorize the local population, steal livestock, rape women, and sometimes burn down entire villages. If they were somewhat restrained during the emperor's lifetime, then after his death, sensing the weakness of the new ruler, they seemed to break their chains and the terror turned into guerrilla warfare. Suppressing them is very difficult despite their small numbers, poor knowledge of military affairs, and lack of proper weapons. However, the imperials are not too keen on making peace with a bunch of forest ragamuffins, and the situation only worsens over time.
However, not all Liarumians chose the path of war. Some accepted the loss of their homeland and have now become citizens of the Empire, wander the world, become mercenaries, or beg on the streets.
Strength 9
Endurance 9
Agility 11
Intelligence 8
Will 7
Luck 8
Racial traits:
Guerrilla
+25% chance to remain unnoticed; an attack from cover using ranged weapons will automatically deal critical damage

Dagoria

Dagoria is a mysterious and enigmatic country, a land of dense forests and endless fields, a country whose inhabitants are fearsome in battle and good-natured at the feast table, a beautiful but simultaneously frightening land.
Dagorians usually live in communities of 20-30 families, much less frequently in cities. In cities, affairs are usually managed by a council of the most respected citizens; in some cases, the ruler of Dagoria appoints people himself. Royal subordinates periodically visit cities and large villages to collect tribute, but the head of state rarely interferes in the lives of the Dagorians. This people is usually very loyal to the tsar, and one need not fear rebellion. In those settlements that the tsar's eye does not reach, the priesthood generally plays the leading role.
Dagorians have a very strong sense of camaraderie and national unity; if a Dagorian does not love his country and does not stand up for his people, then he is not a very proper Dagorian.
Dagorians are also famous for their extraordinary strength and military skill, before which even Ingelstad bowed.
Strength 10
Endurance 10
Agility 8
Intelligence 8
Will 8
Luck 8
Racial traits:
Bogatyr
+2 to base health per unit of endurance

Todalen

In this country, the greatest attention is paid to magical science. Todalens are naturally talented mages, and unlike most countries, magic here is not condemned but rather supported by the authorities. Only in Todalen are there academies of magic.
In Todalen, a clear division into two social layers is noticeable, membership in which is entirely determined by material wealth. Poor citizens have no rights and are in no way protected from the own whims of the rich. There is no middle class in the country.
It cannot be said that Todalens are pleasant people to communicate with. They are arrogant, overconfident, and mercenary.
Strength 7
Endurance 7
Agility 8
Intelligence 11
Will 11
Luck 8
Racial traits:
Science of Sorcery
Intelligence adds +2 to strength and magic resistance per unit
Volmar

Volmarians are known for their strict rules of etiquette, piety, and asceticism. A Volmarian must be a sincere believer in the Lord, guard the church, protect the weak, love the homeland, be courageous in battle, obey and be loyal to his lord, speak the truth and keep his word, maintain purity of morals, be generous, fight against evil, and protect good. Every resident of the country — from king to peasant — tries to adhere to these rules.
The population of Volmar is conventionally divided into five layers: high nobility (the king and his inner circle), petty feudals who own small land estates, landless knights who enter the service of the king or feudals, dependent peasants, and the clergy.
Separate mention should be made of the Order of Paladins, which is simultaneously a political institution, a spiritual order, and a military establishment. Even a peasant can join it, but only if he proves himself to be a worthy person. The Order participates in the political life of the state, tries as best as possible to maintain order in the country, and the knights of the order are the core of the Volmarian army.
Strength 9
Endurance 9
Agility 7
Intelligence 8
Will 11
Luck 8
Racial traits:
Strength of Spirit
Magic resistance +2 per unit of will, +1 to base health per unit of will, +1% to damage per unit of will

Vilasund

Vilasundians interpret the commandments of the Creator somewhat differently than Volmarians. Priority is given not to courage and asceticism, but to humanism and spiritual purity. Driven by an altruistic desire to save other people and turn them toward the light, they often send missionaries to other countries.
The head of the Vilasund church is also the head of state. Compared to Volmar, the black clergy in Vilasund is much less common.
Perhaps the government of Vilasund cares for its citizens better than any other state. The level of social inequality in the country is very low, and the standard of living is higher than in other states.
Strength 8
Endurance 8
Agility 8
Intelligence 10
Will 10
Luck 6
Racial traits:
Mana regeneration outside of combat

Lerbergi

A people inhabiting the swamps located in the wildest and least explored part of the continent, in the southwest. Lerbergis live isolated from the rest of the world, and savage and cruel customs still prevail in their environment.
As a rule, swamp dwellers live in small communities consisting of five to ten families. The community is ruled by a powerful (or not so powerful, but nonetheless superior to all others in the community) priest or sorcerer, who essentially rules no one, but merely frightens other people in the community that if they do not bring him food and women as gifts (actually, only these two things are considered values by Lerbergis), he will rain down the wrath of heaven upon their heads and they will all be swallowed by the swamps. Debauchery and disorder prevail within the community: swamp dwellers actively practice cannibalism, intra-family marriages, patricide and fratricide (for the title of head of family), and the use of homemade narcotics. Anyone who happens to walk even a couple of dozen steps into Lerbergi territory without drowning in a mire will be killed and eaten. Not all Lerbergis are fond of this, but they cannot escape: they will be caught and eaten. However, some still manage to pass through the swamps and reach civilization.
Strength 10
Endurance 11
Agility 11
Intelligence 6
Will 6
Luck 8
Racial traits:
Ferocity
Not subject to penalties when health is below 75%, and is 25% better protected against debuffs of a physical nature.
Yustads

A people inhabiting the western part of the continent. Once they were the most powerful nation in the world, but after the beginning of the age of men, their state declined and collapsed.
At present, the Yustads have no truly organized state. Each tribe has its own chief, its own customs, and laws. In general, Yustads are a fairly harmless people striving for a life of peace and harmony with nature.
Yustads live long lives and hardly grow frail. Their average lifespan reaches two hundred years.
Strength 7
Endurance 9
Agility 8
Intelligence 11
Will 10
Luck 8
Racial traits:
Health regeneration and removal of all negative effects outside of combat.
Sheds

A nomadic people inhabiting the lands between the domains of the Hemnes and the peoples of the center of the continent.
Nomads can obtain their livelihood from a wide variety of sources — nomadic animal husbandry, various crafts, fishing, hunting, or even looting or military conquests.
Mobility gives nomads a significant advantage in military affairs. Not all states are capable of protecting border lands from a raid by Sheds, who suddenly appear from the endless steppes and disappear just as suddenly.
It is mistaken to believe that Sheds are several unrelated tribes. The existence of a union of tribes among the Sheds is known, which is a kind of state headed by a leader with hereditary power.
Strength 9
Endurance 10
Agility 10
Intelligence 9
Will 7
Luck 8
Racial traits:
Rider: while on a horse, all parameters are increased by 50%
Hemne

A state in the south of the continent, populated by creatures that look like humans with lion heads. In terms of government, the state is an absolute monarchy. Interestingly, the ruling dynasty of Hemnes has never been interrupted.
Orders in this country are very strict; for disloyalty to the ruler, murder, or theft, the death penalty is prescribed. Those who commit less serious crimes, such as idlers or those using alcohol/narcotics (use is also considered a crime, though not as grave as distribution), are sent either into slavery or to the fighting arena. Hemnes are naturally a warlike people, and spectacles such as gladiatorial combat are very much to their liking. By Hemnes standards, if a citizen is useless to the state, then his life holds no particular value.
Such strict orders bear fruit. Hemne is one of the most powerful and wealthy states in the world.
Strength 11
Endurance 10
Agility 7
Intelligence 7
Will 9
Luck 8
Traits:
No chance of critical failure; the spread between minimum and maximum values of damage, attack, and evasion is reduced by 20%

Arifia

The territory of this state lies to the east of Hemne. The conflict between these two states has lasted for many decades.
The harsh climatic conditions of the desert have taught Arifians to live modestly and be content with little; this people is mostly relaxed, non-adventurous, and inclined toward contemplation. However, the elite of Arifian society often have different views on life.
About two decades ago, Vilasund missionaries visited Arifia, but despite some support from the authorities, the new faith did not gain widespread popularity.
Strength 9
Endurance 10
Agility 8
Intelligence 8
Will 9
Luck 8
Racial traits:
Peacefulness: all positive actions directed at the character have a one-and-a-half times greater effect
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers