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Lapistia
Lapistia is a small continent located to the east of Ertenia across the Novarian Sea. Compared to Ertenia, it is a wild and sparsely populated land. 60% of the land belongs to no one and is inhabited by monstrous or magical animals, various monsters, and rare uncivilized peoples; the remaining forty percent are in the hands of organized civilizations.
Nihotensen
Nihi is the self-name of this mysterious people. In their language, nihoten means "power of the nihi," and nihotensen means "state of the nihi" respectively.
Compared to humans and other intelligent races of Ertenia and Lapistia, the nihi possess superhuman strength and speed, and are distinguished by other dangerous and numerous abilities, such as transforming into bats and inexhaustible magical power. Nihi are not susceptible to diseases or the relentless flow of time that affects other creatures.
The only known weaknesses of the nihi are vulnerability to sunlight (fire) and the inability to cross moving water. Thus, on rainy days they prefer not to go outside, and during the day they move either in the shade or under the protection of a personal umbrella.
Nihi can satisfy their hunger only with blood, preferably human. The inhabitants of all civilizations in Lapistia have long been forced to pay tribute to the nihi by sending them young and healthy people. There, however, they live in fairly comfortable conditions—if, of course, one does not count the necessity of sacrificing their blood to satisfy a foreign appetite.
Construction, weaving and sewing, processing of precious metals and minerals, jewelry making, and many other similar professions are at a quite high level in Nihotensen. Although all this was devised by the nihi themselves, it is primarily carried out by "slaves" trained by them.
According to research by Ilinar scholars, the nihi are in one form or another the ancestors of all the numerous species of vampires that previously inhabited Ertenia or inhabit it today. In nihi society, however, drinking blood directly from a donor is considered vulgar and completely unacceptable in everyday life (battles, for example, may be an exception). Instead, blood is collected by the mortal inhabitants of Nihotensen and poured into bottles and barrels, and then drunk from glasses.
They prefer to devote their free time—of which the nihi have more than enough—to art.
And although the nihi can rightfully be called the masters of Lapistia, they do not interfere in the affairs of other peoples more than necessary.
The eyes of the nihi come in the following colors (rarity in descending order): red > orange > purple > green, and are characterized by vertical pupils. Hair is of light shades, most often white.
Racial Abilities[/COLOR]
Nih
This ability is given for free and cannot be refused.
— Being under the direct influence of sunlight deals 40%-character's will damage to maximum health.
— Damage received from fire is four times higher. Eight times if the opponent is a servant of Ninsharra.
— Sun Beam and Heat of Ninsharra deal sixteen times more damage than usual.
— Blinding Light deals one third of the Sun Beam's damage, accounting for the modifier.
— Being in the rain causes paralysis. Being in rivers and other sources of moving water causes immobilization.
— Water spells can paralyze the character.
— Immunity to all forms of mind-affecting influence.
— As long as the character's head is not damaged, they can always restore their body regardless of how terrible its condition may be.
— The character can restore health by drinking blood (one third from corpses; paralysis is applied to living targets if they fail a will check, 33%/turn).
— Those who taste the character's blood will either become stronger and rejuvenated or turn into ghouls (depends on will and luck).

In addition, the character may choose two abilities from those listed below:
  • Glimmer. The character moves so quickly that opponents' eyes cannot keep up with them.
    +10 speed, ability to perform two actions per turn, excluding spells.
  • Familiar. The player can create a certain creature or creatures (depending on their strength) at the start of the game, with the ability to summon it (them) at any time (counts as an action). Abilities can be very diverse.
  • Wings. The character is unreachable in melee combat and has increased speed (+10) as well as evasion (+10) while in the air.
  • Red Spear. The character uses their life energy and deals damage to the opponent equal to the amount of health spent. Range equals accuracy. This attack can only be dodged. Hits everyone along the line of action.
  • Inexhaustible Magical Power. The character's energy is converted into health, and using spells consumes health instead of energy. +3 magic, +10 will.
  • Haze. Immunity to everything and inability to perform actions other than movement.
  • Eclipse. Changes day to night in the region for ten turns.
  • Hypnosis. The character can impose whatever they wish upon those around them (for example, the need to follow the hypnotist's words, seeing another person in them, creating the appearance and sensation of loss of limbs, or anything else).
  • Insight. Ability to fully see a person's intentions and determine their identity.
  • Victory Over Death. The character will rise from the dead even if their body is burned or head destroyed. The only way to kill them becomes sunlight, but even its damage is limited (1/4).

Zenyang
An island state located to the east of Lapistia. The brave and enterprising founders of Zenyang explored overseas lands and settled on this island long before their home continent was united under the banners of a single empire. Since then, they have maintained trade relations with their former neighbors, and over time established ties with the Nilam Kingdom, Tergotai, and even Nihotensen. Acquaintance with Ertenia through Ilinar and Nozenrot caused the economy of Zenyang to flourish, as from that point on this island became a connecting link not only between the empire and Lapistia, but also Ertenia.
Zenyang houses the best production in the known world, and their masters and workers, thanks to perseverance and great ingenuity, always keep pace with the times. For example, they managed to copy modern weaponry from Nozenrot and Aswaldr and establish corresponding production.
Racial Abilities
Zenyang
Changed to an origin bonus and a national ability of choice, or devised by the player.
Character health cannot exceed 50.

Tergotai
Tergotai is a free land of extraordinary (non)humans. They live in harmony with nature in fairytale forests and are friends with all the animals that inhabit them.
Thanks to contact with the civilizations of Nozenrot and Ilinar, the inhabitants of this wonderful country slightly changed their way of life, becoming a more technologically advanced society. And through the efforts of merchants, modern clothing, weapons, etc., came into the hands of the Tergotaians...
Today they manage to balance perfectly between the benefits of civilization and traditional forest life.
Distinguishing features of the Tergotaians include a mischievous nature, cheerfulness, simplicity, and traces of the animal world in their appearance. Most often this is expressed in ears and tails that resemble those of foxes, hares, cats, or wolves.
Racial Abilities
Child of Tergotai
Elemental Protection. +66% resistance to fire, water, cold, electricity, and air.
+100% block chance.
+2 additional melee attacks.
+1 magic.

Kamujin
If the people of Zenyang left their home continent voluntarily in search of new land, the Kamujins were forced to do so against their will. In their own home, the masters of warfare—the militant Kamujin people—did not stop fighting for a long time and spent much time conducting organized raids on their neighbors; then one day, when the emperor grew tired of this lawlessness on his land, his numerous army crushed the forces of the "barbarians." However, they failed to coexist as part of the new state, and soon after this war it became clear that the captured people would not follow the orders of the new government. Then the emperor ordered them to be loaded onto ships and exiled far away. Thus began the life of the Kamujins in Lapistia, where they managed more than perfectly to arrange their lives, tame wild animals, and begin waging wars with everyone who surrounded them.
There is a class society here where warriors reign supreme, followed by hunters, healers, and other masters, then all others, and finally the caste of slaves. Notably, when a Kamujin dies, his wives and slaves are buried with him.
Compared to other human peoples, Kamujins receive +30 health and +3 accuracy, reaction, speed, and will, but have a -2 penalty to magic.
National Abilities
Riding Dragon
-1 SP.
Pet stats:
650 health units
12 (6) accuracy, 12 (6) evasion, 20 will, 20 (5) speed.
Breath damage: 200 5-[6x3]. Cooldown: 2
Melee damage: 125

Ladjia
One of the indigenous peoples of Lapistia, the Ladjians have long practiced the art of magic and perfected their mental abilities, thanks to which they achieved great success in this field despite a very backward civilization, much to the envy of the sorcerers of Ertenia.

As in Kamujin, there is a class society in Ladjia divided into two types: sorcerers and slaves. The latter have no will of their own and are nothing more than puppets of their masters; they consist of other inhabitants of Lapistia and Ladjians incapable of magic.

All Ladjians without exception possess excessive pride and look upon representatives of other races as inferior beings.
Racial Abilities
Overmind
+2 magic, +8 will. Ability to subjugate animals and weak-willed humans and non-humans (will 4 or lower; for others, a will check is required).
Immunity to negative status effects of magical origin.

Nilam Kingdom
Nilam is one of the oldest civilizations in the world, existing in its current state even before the appearance of the Zenyang and Kamujin peoples in Lapistia; similarly to them, the following castes exist in this country (from highest to lowest):
priests > rulers > warriors > landowners > artisans > servants.
Nilam religions and their corresponding practices are the fundamental foundations of this country—traditions preserved over many thousands of years.
The war in the Novarian Sea between Nozenrot and Nilam arose from the royal house's desire to gain control over Nozenrot colonies in the region, and became possible solely thanks to the generosity (or, conversely, greed) of Nozenrot shipbuilders, who taught the Nilam rulers their craft in exchange for gold and goods.
National Abilities
Yoga
+1 magic, +1 reaction, +1 accuracy, +1 speed, +1 will.
The character can reroll their characteristics at will (costs a turn).
1 accuracy > 1 reaction, 0.5 speed, 1 will, 0.2 magic.
1 reaction > 1 accuracy, 0.5 speed, 1 will, 0.2 magic.
1 will > 0.5 accuracy, 0.5 reaction, 0.25 speed, 0.15 magic.
1 speed > 1 accuracy, 1 reaction, 1.5 will, 0.2 magic.
1 magic > 5 accuracy, 5 reaction, 3 speed, 5 will.
Health restoration and healing from injuries/diseases outside of combat.

Prismilia
Prismilia was founded in the year 340 using funds from (surviving) Ilinar sorcerers who had to say goodbye to their cozy places at the Lutros Academy of Sorcery.
When what happened, happened, the wizards financed the construction of a new academy, independent of outside influence and far from Ertenia, on another continent—sparsely populated and wild—in a place where they could perfect their art in any way they desired. The sorcerers paid the inhabitants of Zenyang to implement the project and Nilam builders for the work.
Prismilia is inhabited by sorcerers, academy students (the majority of whom travel from Ertenia, a small part are residents of Lapistia), as well as a small number of staff necessary for household matters and repairs.
The dress code includes pointed hats and various magical robes.
Unique Abilities
Wizard Education
+2 magic, +4 will, +6 spell points, +250 energy. Ability to choose spells without possessing the necessary skill.