Added Yoheitnan, co-authored by Ples, Arandor, and Ment. Everything not related to part of the background remains in its original form and will be edited along with everything else when it comes to skills and origins.
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 military service. Others felt betrayed by the government of their home country and did not wish to repeat past mistakes. Instead, the inhabitants 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 of 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 a council. Members of the council, besides the head of the organization, are the leaders of the most influential mercenary groups. While Yoheitnan lacks allies as such, the organization can boast long-term and mutually beneficial relations with neighboring Ninsharría. Yoheitnan: Any origin bonus may be chosen |
| 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 has proven himself a talented leader, managing to devote 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+1) will, +25% magic resistance, 3 spells
| |
| 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. Feeling no strong attachment to her homeland, but also unwilling 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 will and accuracy, +20 hp +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, Karel is your man. Unlike most other Yoheitnan squads, which rely more on tactics and brute force, "Rustle" prefers not to enter combat at all. Rumors say that same once Karel was one of Tyrezit's agents and created his squad in his image and likeness. Whether this is true or not is known only to the Melhorian himself. | 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 began to believe that only experienced and wise men could lead people, command an army and conduct negotiations. For this reason, he did not like that their village had once again come under the control of the reviving Ninsharría, which was ruled by a queen surrounded by female advisors. In addition, he felt no sympathy for their Goddess, who failed to protect her country from collapse. Jandir saw no point at all in worshipping 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 Ninsharría and even achieved some success, but then he left the country and set out on travels. He spent several years in Taosia, learning not only the art of war 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 Ninsharría, believing that it is better to seek alliances with other countries. | Warrior Spirit At the start of battle, three guardian spirits come to the character's aid with hp equal to half of the character's max hp, accuracy, reaction and will equal to their will, and speed as theirs. While the spirits are alive, the character can transfer any negative effects to the spirits. If the character takes a lethal blow, they can sacrifice a spirit to survive it. | |
| Esertol Current head of the "Inferno" squad Esertol is Darnia 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, only one thing can be certain: everyone around, if they don't perish, will definitely 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 due to the large number of skilled archers and musketeers in his squad, many of whom are also trained in close 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 used by Esertol. Some things he invents himself, some he honestly steals from other advanced countries such as Aswaldr and Nozenroth. For example, the idea of poisoning gas, dangerous more for its explosiveness than even its toxic properties, belongs to Svolt. Archers in Esertol's squad necessarily have sprayers of this gas in the tips of several of their arrows. Accordingly, a fitting tactic: 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 ranged weapons. Ability to use the arsenal of the "Inferno" squad and Aswaldr. Explosives placement time reduced (-1) |