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Kingdom of Yorun
Yorun is inhabited by humans, ingi, yan'shi, and dwarves. The policy of the previous king, Thorstein "the Radiant", allowed all northern peoples to coexist and work together for the benefit of their common homeland.

King Isgerd continued his father's policy, however, he himself showed far less interest in governing the state than his predecessor. Isgerd prefers to spend much of his time outside civilization, hunting animals and living in the wild, trying to survive in the harsh conditions of the north. And although this has caused an undesirable growth in the authority of his advisors, no serious problems have arisen because of this so far; on the contrary, the inhabitants of the kingdom respect their monarch for his strength and courage.
The King's Council
Geirstein
Position: Head of the Royal Army
Unlike King Isgerd, Geirstein takes a more serious approach to the security of Yorun, being mindful of his actions and the political situation in Ertenia.
Unit: Winter Winds (reconnaissance)
Bafur
Position: Treasurer
Bafur is the link between Yorun and Asvald. Thanks to the successful diplomacy of this dwarf, Thorstein managed to establish relations with his kin, with whom the same Yorun people had generally been at war until then.
Unit: Golden Hands (starting rune set)
Ri'set
Position: Research Commander
Ri'set conducts research in the field of magic and supernatural studies of the north, while simultaneously studying and archiving all data on the far corners of Yorun that ordinary people cannot reach.
Unit: Children of Winter (cold immunity, combat magic (cold; passive +1(+2 for yan'shi) to magic exclusively for this spell), +3 will)
National Abilities
Northerner
+90% cold resistance
+40 health
+3 speed
+10 stealth
+2 accuracy, +2 reaction, +2 will.

Kingdom of Geirt
Strangely enough, today it is Geirt that serves as the bastion of the Kalevrit faith. Once scattered tribes of barbarians, after several generations of Kalevritization, managed to unite under one monarch and build a civilized society with strict laws and orders.

Ainar will undoubtedly leave a huge mark on history, but will his children be able to handle the weight of his legacy? God knows, the king is already old and the hour of his death is near.

Geirt tries to provide assistance to both Western Kalevritia and Eastern Kalevritia, naturally because they are brothers in faith, but not least due to the threat from Sintan.
National Abilities
Warrior of Faith
-2 magic
+Skill (one-handed weapon and armor wearing)
+80 health, +4 accuracy, +8 will, -2 speed, -3 reaction.

Kingdom of Illiniar
Queen Naraya is a direct descendant of Gavellus, the founder of the Illiniar kingdom who was deified in the pantheons of Ilinar and Illiniar. She is a benevolent but very strict and stubborn woman who always stands her ground, both within the family and the kingdom, as well as in foreign policy.

The goals of the royal house and the royal council are split between two ideas: one suggests the necessity of restoring the former power of Illiniar and all its territories, while others believe it is necessary to focus on what exists now and prioritize improving the quality of life for the crown's subjects. Both sides, however, agree that increasing military power is simply essential.
National Abilities
Servant of the Crown
This ability can be exchanged for an ability of another nation.

Ishanad
As before, Ishanad remains the most mysterious land of Ertenia and the entire known world.
National Abilities
Ishanad
+6 spells, +1 magic, +250 energy
  • Subjugation. Forces a chosen character to follow the wizard's orders.
  • Curse. The will of characters in the spell area (7x7) is reduced by a number equal to caster's will-5.
  • Channel Rupture. Burns (5%*will) magical energy of the target and deals equivalent damage.
  • Oblivion. Character loses their memory.
  • Cloud of Death. Characters in the spell area (7x7) die if they fail a will check +5.
  • Plague. Characteristics of characters in the spell area (7x7) are reduced by (5%*will).
  • Mind Suppression. Rewrites target's personality and memories; only outside of combat.
  • Wither. Steals (5%*will) health from the target.
  • Mind Transfer. The wizard's consciousness is transferred into the target's body.
  • Necromancy. A dead target rises from the dead and fights on the wizard's side.
  • Banishment. Eliminates a specified undead/summoned creature (will-5).
  • Black Magic. The player can create a certain creature or humanoid at the start of the game.

Tilian Archipelago

In the age of firearms and colonial empires, the anarchic society of Tilia did not cease to exist but, on the contrary, became even bolder in its attacks on defenseless port cities and small ships sailing the Ertenian (and other) seas. And thanks to smuggling and looting, pirates managed to acquire more modern weapons than many countries have available.
Tilian Trio
Captain Reicher
Flagship: "Misfortune" (Duelist. In one-on-one combat, accuracy, evasion, will, and speed are twice as high)
Reicher was born and raised on the islands of Tilia and participated in pirate raids from early childhood. At first, he helped older comrades by working on deck, mopping floors, guarding prisoners, observing the situation during voyages, etc. As he grew up, Reicher often found himself in the front lines of battles with a saber in hand. Bravery and charisma made him the terror of the seas, while intelligence and luck saved his life more than once.
Captain of "Misfortune" lost the eyes of his previous ship in a battle with Admiral Carvelos's fleet several years ago. Then Reicher swore to avenge himself on Lestat or his successor as admiral of the Nosenroth Empire's fleet.
Captain Ward "Black Hands"
Flagship: "Anabella" (-1 reload)
Captain Ward, whose real name was lost somewhere in the annals of history, spent his youth in the Nosenroth navy. He had no reason to leave; his record was clean, the pay was good, and a quite acceptable career awaited him. Nevertheless, the young captain wanted more from life, not so much in material terms as in terms of opportunities. He wanted freedom, and therefore he left.
He got his nickname when he rushed to put out valuable papers with his bare hands, having nothing else at hand.
Captain Nazi
Flagship: "Bottomless" (Dirty Fighting. Chance (accuracy vs will on hit) to paralyze the opponent)
Nazi spent part of his youth in slavery, praying every day that he would not end up on his masters' dinner table. They, however, did not know they held a snake who would take the first available opportunity for escape, even if he had to paint the road to freedom with someone's blood.
For some reason, Nazi always knows about the most profitable routes and the wealthiest targets for looting.
Special Skills
Adventurer
+Skill (firearms, one-handed weapon)
+Ability to use a weapon in each hand.
+3 accuracy, +3 reaction.
+Parrying.
+Attack.
-Shield.
-Armor.
Luck
All failed actions are automatically rerolled.
Chance to survive a lethal wound (will*5). (Will*2) if the threshold is below -50%.
When visiting a new location, 10% chance for a rare encounter.
When searching locations and looting corpses, 5% chance to find something rare.