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Other Countries of Ertenia
Asvaldr
Representative of the Asvaldr people's interests: Barin
Currently, Asvaldr actively cooperates with Nozenrot, the Republic of Ilinar, and the Jorum kingdom. The dwarves trade resources and weapons they have produced, provide services in engineering and rune magic; however, they will under no circumstances directly support any side in a military conflict, nor will they become aggressors themselves.


Engineer
+5 accuracy (ranged combat). The character can use the Asvaldr arsenal (+0.5 damage and range), repair it, as well as control golems and repair them.
Duchy of Puria
Duchess: Naria Ariana Purian
The only child of the previous Duke of Puria. She inherited this small but independent and wealthy country at a young age and, as a result, grew up very far from understanding Purian values and what her father and grandfather fought for.
Skilled in magical sciences and, specifically, Ishanad magic. In attempts to gain desired knowledge and experience, Naria repeatedly invited Ishanad sorcerers to the duchy, which led to unrest among common Purians.
Duchy of Puria (+1 to magic and ability to study Ishanad magic or +1 EXP.
Iltan
Ruler: Carvelos the Younger
Son of Carvelos the Elder and nephew of Jarevik, two Namhani Teyos who left a significant mark on the history of Ertenia.
Carvelos's childhood idols were Namhani Teyos like his father and uncle, as well as legends of Ertenia such as Tartarrus Ghostdrain.
Today Iltan, as before, remains a very wealthy coastal city predominantly inhabited by Nozenrot Knight and other warriors of Ertenia.
Iltan. (+10 health, +4 accuracy and +4 evasion in melee combat).
Arinasai
Ruler: Enbilla
As a result of numerous changes in Ertenia over the last half-century, Arinasai became a new home for the majority of Teyosians who managed to survive until this day. You can find anything your heart desires in Arinasai; it is the largest black market in Ertenia with a very developed entertainment industry.
Arinasai (any origin bonus can be chosen)
Darnia
Leader: Ilgon
Nowadays, even the Darnians, a peaceful and creative people, understand that they cannot protect themselves from external threats through a policy of isolation.
They wiped out the parasites of the forest — goblins — and expanded their controlled territory, which caused a sharp deterioration in relations with Melhorians and subsequent clashes with them.
Darnia (the character gains experience after completed acts).
Shuna
Queen: Lalassu
The last stronghold of Shunan culture and traditions.
Shuna (the character starts the game as a slave in the company of their master or mistress, or has +2 to accuracy and +4 to evasion if they are Shunan).
Melhoria
Leader: -

Partisan
In mountains, forests, etc.:
+12 accuracy and +12 evasion (ranged combat), +6 accuracy and +6 evasion (melee combat).
+6 speed
+30% critical damage chance.
+20 stealth

Hunter
+Archery (bow)
+20 health
+3 reaction
+3 accuracy
+2 speed
+10 stealth

Yoheitnan
Founded by Tirza Ayers in 337, Yoheitnan was conceived as a sanctuary for those warriors who did not wish to pledge loyalty to any particular state. Some of them simply wanted to hone their skills without being bound by army service. Others felt betrayed by the government of their home country and did not wish to repeat past mistakes. Instead, the residents of Yoheitnan offer their services to whoever pays better.
Despite having military strength comparable to another country, it would be more accurate to call Yoheitnan an independent mercenary organization. It cannot boast a developed economic infrastructure, does not engage in active trade, and its lands are limited to the fortress-city Ada'Al. The resolution of administrative issues rests entirely on the shoulders of the head of the organization, while foreign and domestic policy are coordinated at the council. Members of the council, besides the head of the organization, are leaders of the most influential mercenary groups.
While Yoheitnan has no allies as such, the organization can boast long-term and mutually beneficial relations with neighboring Ninsharria.
Yoheitnan: Any origin bonus can be chosen
Council
Amendur
Current head of the organization and leader of the "Abyss Watchers" squad.
Being Tirza's beloved and the father of her children, they shared the burden of rule even during the founder's lifetime. After her death, Amendur managed to maintain his status, although the workload increased considerably. Nevertheless, he proved himself to be a talented leader, managing to dedicate time to both professional and paternal duties. In addition, Amendur is known as a fairly powerful mage who personally developed the magical technique now used by members of his mercenary squad.

Metamage
+1 magic, +150 energy, +(magic) will, +25% magic resistance, 3 spells
  • Squall: the mage releases up to will/2 magical projectiles, each dealing magic*15 energy damage and reducing the target's magic resistance by 5% until the end of combat. Each projectile costs 20 energy.
  • Absorption Aura: Passive ability. The mage receives 40% of the energy spent on spells directed at them or targets within a 7x7 radius around the mage.
  • Ghost Form: The mage becomes intangible and invulnerable to physical attacks, immobilization and slowing effects, can ignore obstacles and pass through characters, gains +5 speed and restores 10 health per turn. Costs 70 energy per turn. Deactivating the spell does not cost a turn.
  • Touch of the Abyss: Attacks on the target deal energy damage and receive 10*magic additional damage. Costs 10 energy per turn.
  • Pure Power: A copy of any combat spell known to the mage, dealing energy damage instead of the original damage type. Costs 33% more energy than the original spell.
  • Residual Energy: Sucks remaining strength from a dead creature, restoring (target's max health/25)*will) as energy to the mage.
Adeline
Current head of the "Reborn" squad
Like Tirza, Adeline hails from Kalevritia. However, unlike Tirza, the main reason for her desertion was not so much a difference in views as the deplorable state of the country after the war with Sintan. Not feeling strong emotions toward her homeland, but also not wishing to join "Ludovic's barbarians," Adeline found her sanctuary in Yoheitnan and, after Tirza's death, took charge of the "Reborn." She has managed to establish herself as a strict but effective leader.

Reborn
+3 to will and accuracy, +20 health.
+Persistence. 2 attacks for one-handed weapons and spears, +1 for two-handed. +2 speed
+Willpower. Will*10=damage barrier. Restores 10% durability every turn.
+Tirelessness. Restores 30 health every turn.
Karel
Current head of the "Rustle" squad
If you need to find out some information, sabotage a competitor's business, or kidnap someone without unnecessary noise, then Karel is your man. Unlike most other Yoheitnan squads that rely more on tactics and brute force, "Rustle" prefers not to enter combat at all. Rumors say that Karel was once one of Tirezit's agents and created his squad in his image and likeness. Whether this is true or not — only the Melhorian himself knows.

Spy
+20 stealth, +2 reaction, +2 will, +1 speed
+Masquerade. Ability to change one's appearance.
+Awareness. 10% chance to know private information about an important character.
+Manipulator. Chance (will vs will) to convince the target to perform a certain action. Only outside of combat.
Jandir
This representative of the desert dwellers stood out for his strength and endurance from early childhood, and thus quickly became a good warrior. In his youth, he not only wielded a sword but also gained wisdom from the village elders and shaman, whom he respected and whose advice he followed. It was then that he came to believe that only experienced and wise men could lead people, command an army, and conduct negotiations. For this reason, he disliked that their village had once again come under the control of the reviving Ninsharria, which was ruled by a queen surrounded by female advisors. In addition, he had no sympathy for their Goddess, who failed to protect her country from collapse. Jandir saw no point at all in worshiping Gods from myths and legends. It is another matter to honor the great warriors of one's people who fell in battle. They were the ones who deserved respect, not some fictional characters.
For some time, Jandir served in the army of Ninsharria and even achieved some success, but then left the country and set out on travels. He spent several years in Taosia, learning not only the warrior's craft but also studying their philosophy, culture, and even the magical art of Utiyama.
Soon fate led him to Yoheitnan, where Amendur ruled. Jandir quickly became famous in the city and became the head of one of the mercenary groups, which he called "Desert Ghosts."
He respects Amendur but dislikes Adeline, who might take his place. He is also an opponent of cooperation with Ninsharria, believing it is better to seek alliances with other countries.

Warrior Spirit
At the start of combat, will/2 guardian spirits come to the character's aid with health equal to a quarter of the character's health, accuracy, reaction and will equal to their will/2, and speed same as theirs. While the spirits are alive, the character can transfer any negative effects to the spirits. If the character receives a lethal blow, they can sacrifice a spirit to survive it. They restore once per day.
Esertol
Current head of the "Inferno" squad
Esertol is a Darnian by birth. Even before Ilgon began to move away from Darnia's policy of isolation, Esertol realized the complete hopelessness of their way of life and became a mercenary.
His methods, as well as those of his squad, can be called the exact opposite of the "Rustle" squad. Wherever Esertol appears, you can be sure of only one thing: everyone around will either perish or certainly go deaf. Esertol uses the most advanced technical means, preferring those that explode louder. Not shying away from a fair fight with an opponent (which is entirely possible thanks to the large number of skilled archers and musketeers in his squad, many of whom are also trained in melee combat), he prefers tactics of short raids with maximum collateral destruction.
His team also includes another brilliant Darnian named Svolt — this elf is the "supplier" of all technical innovations that Esertol uses. Some things he invents himself; some he honestly steals from other advanced countries, such as Asvaldr and Nozenrot. For example, the idea of poisoning gas belongs to Svolt, which is dangerous not even so much for its poisonous properties as for its explosiveness. Archers in Esertol's squad necessarily have sprayers of this gas in the tips of several of their arrows. Accordingly, the tactic is appropriate: attack, shoot, explode — and disappear into thick smoke... until the next attack.
Esertol does not hide his special affection for Darnia and tries in every way to establish contact with his former homeland — naturally, within limits that can be approved by other members of the Yoheitnan council. Or at least will not be sharply condemned.
Distinguishing marks: constantly wears a mask, hiding his face disfigured by a burn. When arranging explosions and fires, one must be prepared for possible consequences.

Terror
No penalty to firearms.
Ability to use the arsenal of the "Inferno" squad and Asvaldr.
Musical theme:

Racial Abilities
Art of Death
+3 reaction, +3 accuracy, +2 speed.
  • God of Death. Chance to kill an opponent with any attack (accuracy*4, maximum 50%, melee combat only).
  • Cheating Death. Allows dodging an attack that would lead to the character's death. Removes all status effects. Cooldown: 3
  • Harvest. Deaths restore 20% health and energy.
  • Decapitation. The next attack will be lethal (melee combat). Cooldown: 2
Teyos
+Flight (unreachable for melee weapons, +10 speed).
+Charm. More damage to male characters, less damage from them. Subjugation (will) and slavery.
+Immunity to fire.
  • Domination. Paralyzes the chosen target for one turn bypassing will. Cooldown: 3, range: 12.
  • Obedience. Charms all characters in the area of effect (11x11)
  • Energy Drain. Steals 5-25% health and magical energy every turn from opponents around them (11x11).
  • Inferno. Deals 20+magic*25 units of damage. 10-[6x6]
Creed of the Scorpion
  • Damage received -20%. +5 reaction, +3 speed. Tail strike (action) paralyzes the opponent (will-accuracy) and deals 45 units of damage. -25% current health every turn.
  • Damage received -40%. -5 reaction, -3 accuracy, -2 speed. Tail strike (action) deals 90 units of damage. +50 health.
Power of the Elements
  • Fire. +3 accuracy. 50% fire resistance. Additional fire damage (+100%).
  • Water. +3 reaction. 50% water resistance. +100% energy.
  • Earth. +5 will. 25% physical damage resistance. +50% health.
  • Air. +3 speed. 50% air resistance. Immunity to paralysis, slowing and immobilization.
  • Lightning. +3 spell points. 50% electricity resistance. Paralysis on attacks and when receiving damage in melee combat (will).