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#1
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  • Start: the city of Covellia – the capital of Illinar and the largest city in Ertenia. Naturally, just as moths are drawn to light, travelers from all over the world make their way to this city.
  • One of the player characters must be a government employee working for the Illinar government. He will be responsible for organizing the expedition according to the given instructions. The player who decides to take on this responsibility can either base his quest on this or simply add it at the end.
  • The game itself will start in two to three weeks, so there will be enough time to write the quest.
  • The numbers are far from final, and I may very well change them before the start, so keep that in mind.
  • Regarding balance, I have big doubts, so discussions are welcome, as before. First on the agenda is auto-attacks by mages; second is magic accuracy. For now, my idea is SP/2 when checked against target evasion.
  • Character creation

    In addition, all characters have 3 specializations and 1 education. 1 talent point = 1.5 points for spells. Illinar has an infinite number of specializations and educations.
  • parameters calculated for all races for those who don't want to do the math.
  • Magic accuracy = 75% of SP
    Endurance stat gives resistance to everything except neutral damage. The resistances themselves cannot exceed a limit of 70%.
    Resistance to magic does not reduce the effectiveness of non-damaging spells.
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Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#2
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Military Craft

Physical Training
MOV +3
HP +(5*endurance). (2)
Equanimity
MEN +(2*consciousness). (1)
Quick Wit
The character gains the ability to move before attacking and move after casting spells. (2)
Scout
Initiative +1
MOV +2
Ability to quickly gather information about the surrounding area.(1) (1)
Attentiveness
Reduces the penalty of gray cells by 15%, red by 30%. (1)
Active Defense
The character automatically attacks anyone passing through their green field of vision (melee). +40% accuracy in such situations. (1)
Muscle Memory
AGI +40%. (2)

Knight

Armor Proficiency
Movement penalty in heavy armor is reduced from three to six. (1)
Vulnerable Point Protection
Crits against self -(endurance-15)% (1)
Shield Technique
Block =ACC*3. Can intercept some targeted spells.
Against ranged weapons =ACC*5. (1)
Ward

The character protects their comrades from targeted spells, arrows, etc., taking them upon themselves. These cells can also be used in combination with the "active defense" skill. (1)
REQ: shield technique
Ram
Each cell traversed in one direction increases the damage dealt for the next attack by 20% (1)
REQ: heavy armor
Tank
All resists except neutral damage +20% (2)

Legionnaire

Light Armor
Movement penalty in light armor is reduced from six to twelve. (1)
Shield Technique
Block = ACC*2. After reflecting an attack, a counter-thrust is dealt to the enemy, paralyzing them (strength vs endurance) for one turn if successful. (1)
Pilum
The character is trained to throw pila; range - strength/3
+15% damage per cell. (1)
Interception
The character can use their previous reserve of speed points (but no more than 12) to intercept an enemy heading toward an ally. In this case, the character either performs a ranged attack (including casting a spell), after which the opponent continues their action (if possible), or reaches the target, attacks them, and takes the opponent's action upon themselves.
It is important to note that both characters traverse the distance simultaneously (the first cell remains with the opponent). (1)
Adrenaline
When the character's health drops below 30%, they automatically restore 100% health over five turns. Once every 10 (0-10)/9(11-20)/8(21-30)/7(31-40)/6(41-50) turns (consciousness). (1)
Battle-Hardened
+5% AGI, +5% ACC, +0.5 speed for each comrade in an 11x11 field with them at the center. +5% health regeneration for each killed enemy. (1)

Scholar

Alchemist
During character creation, the player can create 3(C:20)/4(C:30)/5(C:40)/6(C:50) potion recipes to be used throughout the game.
1. Their availability will depend on the effect and cost. Some may be rejected if deemed inappropriate or unplayable.
2. Potion effectiveness is not linked to anything, but characters with consciousness below 30 may fail to prepare complex recipes.
3. Various recipes can also be found during the game itself. (2) (1)
REQ: Consciousness > 19
Appraiser
Determines item characteristics (characteristics are not listed for most goods sold in shops and items found during adventures). If an item cannot be used, the character can determine its approximate value. (2) (1)
REQ: Consciousness > 19
Merchant
Sell +0.4
Buy -0.2
REQ: Consciousness > 19
With consciousness above 40:
Sell +0.8
Buy -0.3 (1) (1)
Analyst
After a battle, the character (if they participated even as an observer) receives information about the enemies — their stats (health, accuracy, etc.), as well as the skills they used. (1) (1)
REQ: Consciousness > 9
Healer
The character has the ability to diagnose, use medical supplies, treat wounds, fractures, etc. (1) (1)
REQ: Consciousness > 14
Administrator
Resource gathering speed and colony order increase by 3% for each unit of the administrator's consciousness. (1)
Craftsman
Given a forge, the character can either forge ordinary weapons or armor, or upgrade existing ones. (Strength+consciousness)/2=+% to original characteristics.
The character can also increase the maximum number of enchantments on an item.
(strength+consciousness)/25=maximum amount.
For other equipment, a forge is not required and the strength parameter is not considered, but they cannot be enchanted. (1) (1)
REQ: Consciousness > 14

Leader

Oratory
MEN +(consciousness*2)%
ACC +(consciousness)% (2)
Tactical Retreat
Automatically ends the battle after 1 (consciousness=50), 2 (consciousness=40), 3 (consciousness=30), 4 (consciousness=20), 5 (consciousness=10) turns (provided there is a place to run; surrounded characters cannot retreat). (2)
Maneuvers
MOV +(consciousness/10) (2)
Offensive
+1 initiative (2)
Intimidation
MEN -(consciousness)%
ACC -(consciousness/1.5)%
AGI -(consciousness/1.5)%
Condition: more corpses on the enemy's side (2)

Assassin

Stealth
Check: agility+50% against target's perception. Requires one turn to activate, no cooldown.
Stealth attack deals double damage. (1)
Assassination
Target penalties in the gray vision zone increase to 60%, in red up to 100%.
Melee: attacks delivered directly from behind deal four times the damage, ignoring resists and armor. Applicable only with one-handed weapons.
REQ: activated stealth or target's inability to react — they are immobilized or surrounded.
Ranged: attacks delivered from the red vision zone deal two and a half times more damage. Damage does not stack with stealth. (2)
Knowledge of Vital Points
Each attack deals (perception/8)% damage of max HP and target's evasion/accuracy. When used together with Charge, effectiveness is four times lower. (1)
Trickster
Ability to reroll a failed result in gambling. Ability to pick locks. Agility is three times higher out of combat. (1) (1)
Feign Death
The character can pretend to be dead (agility*2 against target's perception). (1)
Poisoner
During character creation, the player can create 2(C:10)/3(C:20)/4(C:30)/5(C:40)/6(C:50) poison recipes to be used throughout the game. (1) (1)
Knife Throwing
The character is trained to throw knives; range - 7.
Damage: (perception/2)% of target's max HP. A critical hit deals four times the damage. (1)

One-Handed Weapons

One-Handed Weapon Technique
Penalty when using one-handed weapons is neutralized. (1)
Parrying
ACC against opponent's ACC. When using a shield in the second hand, a 30% penalty is acquired. (1)
REQ: One-Handed Weapon Technique
Counterattack
Successful reflection of a strike allows for a counterattack (ACC +30%). (1)
REQ: One-Handed Weapon Technique
Parrying

Fluidity of Movement
+40% AGI
+2 MOV (1)
REQ: One-Handed Weapon Technique [/B]
REQ: absence of heavy armor ✗

Alacrity
Additional attack. (1)
REQ: One-Handed Weapon Technique [/B]
Lightning Speed
Additional attack.
ACC +30%
(2)
REQ: One-Handed Weapon Technique [/B]
Bleeding
Character's attacks have a chance (agility+perception/2=%) to cause bleeding. The opponent will lose 10% of current health per turn until they die or are healed. (1)
REQ: One-Handed Weapon Technique [/B]

Combat Magic

Seal of Five Elements (1)
+30% damage (fire)
+5% HP regen/turn.
+10% physical damage resistance.
+3 MOV
+30% ACC
150
Conversion (1)
Converts all weapon damage dealt into neutral.
100
Knockback (1)
Moves the opponent 1-5 cells away if they fail a strength check against consciousness.
50
Balance of Power (1)
Equalizes % of magic energy and health.
25
Energy Burst (1)
Character's attacks gain +5 range and deal neutral damage this turn.
75
Shift (1)
The character traverses 1 cell for every 20 units of magic energy (max: 12). In the same turn, they can move using MOV and perform any action.

Tao-ryu

Kenjutsu
Penalty when using Taoist weapons is neutralized. DMG +40%, additional attack. +10% ACC, +10% AGI, +40% MEN.
Cannot be used with heavy armor.(4)
Crescent Slash (3)
Character's attacks take the following form:

Light Step
The character can run on water (5/turn).
Initiative +1, MOV +5, immunity to movement-slowing effects. (3)
Fallen Petal
The character deals normal damage + 15% of the maximum health of their opponents, ignoring armor (but not shields).
40 (2)
Gust of Wind
+750% DMG, +100% ACC.
This strike cannot be blocked, parried, or counterattacked.
300 (2)
Hesitant Sword
Parrying attacks, shots, and targeted spells.
AGI +100%, ACC +50%
-1 attack.
Style. (2)
Perceptive Sword
Two additional attacks.
ACC -30%
Style. (2)
Heavenly Sword
Character's attacks gain range: 10 (efficiency threshold: 6, thereafter each cell reduces damage by 10% and accuracy by 20%). 10/attack
Style. (2)
Serenity of Spirit
The character skips a turn and restores 100+(consciousness*2) energy (2)
Iai do
Attacking an unsuspecting opponent deals +1000% damage
ACC = chance to reflect a sudden or stealth attack using this technique.
REQ: Taoist weapon (3)

Two-Handed Weapons

Two-Handed Weapon Technique
Penalty when using two-handed weapons is neutralized. (1)
Harbinger of Death
Strength=+% ACC
Strength=+% DMG (2)
Arc

Cooldown: 3 turns (VIT=30), 2 turns (VIT=40), 1 turn (VIT=50). (1)
Execution
Strength=+5% DMG
Cooldown: 5 turns (VIT=30), 4 turns (VIT=40), 3 turns (VIT=50). (1)
Concussion
Strength-15=chance to paralyze the opponent with each strike. (1)
Retribution
The character attacks opponents standing on adjacent cells who are attacking another target. (1)
Cleaving
Strength/2=chance to deal double damage to the opponent. (1)

Polearms

Polearm Technique
Penalty when using polearms is neutralized. (1)
Heart Strike
Critical hits ignore armor. Opponents with health below 20% die.
Cooldown: 2 (Agility=25), 1 (Agility=35), 0 (Agility=45). (1)
Spear Throw
Range - 8. Penetration: strength/10.
Strength=+3% ACC (1) 150
Precise Strikes
Agility-15=chance to paralyze the opponent with each strike. (1)
Parrying
ACC against opponent's ACC. (1)
Charge
Deals 8 strikes to the opponent with 15% damage. Can be used together with Heart Strike.
Cooldown: 6 turns (AGI=25), 5 turns (AGI=35), 4 turns (AGI=45), 3 turns (AGI=50). (1)
Snake Reflexes
Agility=+% ACC (1)

Shooting

Crossbowman
The character is trained to use crossbows. (1)
Archer
The character is trained to use bows. (1)
Kyudo
The character is trained in Taoist shooting. (1)
Precise Shooting
Perception-15=chance to paralyze the opponent with each shot. -10 for medium armor and -20 for heavy. (1)
Bullseye
Perception-20=chance to instantly kill their opponent.
Cooldown: 5 turns (Consciousness=10), 4 turns (Consciousness=20), 3 turns (Consciousness=30), 2 turns (Consciousness=40), 1 turn (Consciousness=50) (1)
Rate of Fire
Additional attack (1)
REQ: Archer [/B]
Expert
Shooting range is doubled
REQ: Archer [/B] (2)
Penetration
+25% armor penetration
REQ: Crossbowman [/B] (1)
Lethality
Consciousness*1.5=+% RDMG.
REQ: Crossbowman [/B] (2)
Mastery
ACC +30%
REQ: Kyudo [/B] (1)
Spirit Arrow.
Prevents the target from using magic until the end of the battle/for several hours. (2)
REQ: Kyudo [/B] 150 (2)

Firearms

Arquebusier
The character is trained to use firearms. (1)
Veteran Shooter
ACC +60% (3)
Quick Fingers
Cooldown -1 (3)

Art of Death

God of Death
Agility+perception/3=chance to instantly kill an opponent in melee.
When used together with Charge, the chance is half as much.(3)
Cheat Death
Allows dodging a strike (or spell) that would lead to the character's death. If this ability triggers, all status effects are removed from the character. Cooldown: three turns. (4)
Blood Mark
Converts 10% of damage dealt into health. (2)
Harvest
Each death in battle (regardless of who the killer was) restores 10% health and energy to the character. (2)
Decapitation
The character's next attack will be lethal (melee).
175 (3)

Paladin

Fanaticism
+2 attacks (one-handed/polearm weapons), +1 attack (two-handed weapon), +5 MOV.
Style (3)
Salvation
+%RSS (fire)=consciousness*2
+%RSS (water)=consciousness*2
+%RSS (air)=consciousness*2
+%RSS (electricity)=consciousness*2
Style (3)
Condemnation
Consciousness-10=-%ACC and AGI of opponents around the paladin (9x9)
Style (3)
Holy Protection
MEN = damage barrier.
Cooldown: three turns. (2)
Prayer
Restores (MEN/16)% of max HP.
Distance: 1 (3)
Righteousness
The paladin restores 15% health every turn (1)
Sanctuary

Characters inside this zone gain immunity to everything, but in doing so, they themselves cannot affect the outside world. Opponents can enter if their MEN is higher than the paladin's.
Range: 5
Duration: three turns
Cooldown: three turns after deactivation. (2)
Punishment
MEN/4=neutral damage to one target + paralysis for one turn if the paladin's MEN is greater than the opponent's.
Range: 10
50 (2)
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#3
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Fire Magic

Fire Wall (1)

Damage: 20% SP + the same amount on the next turn.
Cost: 20 per 1 square
Duration: until the end of battle.
Features: can only be placed in a straight line.

Explosion (1)

Damage: 100% SP
Cost: 125

Flash (1)

Damage: 125% SP
Cost: 125

Fire Shield (1)
Reflected Damage: SP/4=% reflected fire damage to the enemy before resistances.
SP/4=% fire resistance.
Range: 1
Cost: 75

Ignition (1)
Damage: SP/40=% of max HP every turn.
Range: 8
Cost: 100

Inferno (1)

Damage: 50-200% SP
? - this spell can deviate by 0-5 cells vertically and 0-5 cells horizontally.
Cost: 200

Ardor (1)
SP/4= -% fire resistance.
SP/6= -% to psyche.
Outside of battle, it is not an aggressive action.
Range: 5

Earth Magic

Fortification (1)
Cost: 25 per 1 square
Features: can only be placed in a straight line.
Durability= SP, resistances: 66%

Earthquake (1)
Cost: 30 per one square
Structure damage 100% SP (ignores resistances).
Characters on adjacent cells receive 4-16% (of SP) physical damage per cell.

Surge of Strength (1)
Effect: +0.2*SP= +% health
Cost: 175
Range: 1

Mountain Strength (1)
Effect: +0.2*SP= +% DMG
Cost: 125
Range: 1

Earth Cover (1)
Effect: +0.2*SP = +% RSS (phys. damage).
Cost: 175
Range: 1

Rift (1)
Damage: 30-120% SP
Effect: paralysis (SP vs AGI) for 1 (150), 2 (250), 3 (400), 4 (400+) turns.
Cost: 300

Lightning Magic

Shock
Paralyzes the enemy for 1-2 (150), 1-3 (250), 1-4 (400), 1-5 (400+) turns.
Cost: 50
Range: 15 (1)

Tension (1)
Drains the enemy's magical energy (SP/6)%
Cost: 50
Range: 15

Lightning Strike (1)
Selected character receives 1%-400% damage from SP
Cost: 100
Range: 15

Storm Cloud (1)
All characters in the area of effect are subjected to shock, tension, and lightning strike effects.
Cost: 300
REQ: Shock
Tension
Lightning Strike


Teleportation (1)
Range: SP/12
Cost: 50

Electrification (1)
RSS (electricity) +(SP/3)%, immunity to movement-restricting effects, MOV*1.5
Range: 1
Cost: 100

Water Magic

Renewal (1)
The caster restores (SP/12)=% health to themselves or a companion.
Cost: 50

Water Shield (1)
Underwater breathing, fire resistance +(SP/5)%, water resistance +(SP/3)%
Cost: 50
Range: 1

Water Shot (1)
Damage = SP
Cost = SP/3
Range: 8

Tsunami (1)
Characters in the area of effect receive a penalty to ACC, AGI, MOV of SP/5=% for five turns.
Cost: 400

Water Moat (1)
Characters passing through this artificially created river must spend a turn to cross it if the total value of their strength and endurance is lower than SP/4, but even in case of success, their speed during this turn cannot be higher than 3.
Cost: 20 per 1 square
Features: can only be straight

Wave (1)
Damage: 20% of SP
Cost: 25

Air Magic

Air Blades (1)
Damage: 300% of SP
-25% damage for each cell passed.
Damages armor and shields.
Cost: 50

Air Wall (1)
Blocks all spells and ammunition directed from outside or inside.
Cost: 100 per one square.
Features: can only be straight

Tornado (1)
Characters in the area of effect are slowed by SP/6 and receive damage equal to SP/9 = % of current health.
Cost: 400
Duration: SP/50
The tornado can be moved by SP/50 cells

Suffocation (1)
Selected character becomes paralyzed until they pass a resistance check and receives (SP/25) damage from their maximum health every turn.
MEN - (SP/8)%
Cost: 125

Levitation (2)
Character can hover in the air. Immunity to melee attacks.
Cost:
SP>150: 100/turn
SP>200: 90/turn
SP>250: 80/turn
SP>300: 70/turn
SP>350: 60/turn
SP>400: 50/turn

Magic Flows (2)
The next spell (only next turn) will be either (SP/7)% cheaper, or (SP/8)% more powerful. Can be used twice in a row to achieve both effects.
Cost: 0

Cold Magic

Freeze (1)
Paralyzes a character until the end of battle or until they take damage; first attack deals +SP%
Cost: 200
Range: 8

Ice Spear (1)
Size: 1x3
Range: 15
Piercing effect (3 cells)
Cost: 200
Damage: 150% SP

Shards (1)
Range: 15
Cost: 40
Damage: 15% SP x3

Ice Ring (1)
Cost: 125
Damage: 100% SP/200% SP

Ice Coffin (1)
Range: 5
Cost: 200
Immunity to everything+paralysis. Durability = SP*10
Resistance upon casting -80%

Ice Armor (1)
Cost: 150
Effect: SP*0.15% damage resistance
Range: 1

Creation Magic

Healing
Restores (magic power/100) health units per one unit of magical energy.
Range: 1

Mental Shield
MEN +(SP/4)%
Cost: 50
Range: 1

Purification
Removes all common negative effects from the character, cures diseases.
Cost:
SP>150: 150
SP>200: 125
SP>250: 100
SP>300: 75
SP>350: 50
SP>400: 25
Range: 1

Blessing
Selected character's health increases by (SP/6)%
Cost: 100
Range: 1

Combat Meditation
Allies receive the following bonus: AGI, ACC, MEN +(SP/7)%
Cost: 50/turn
Range: ~
The caster cannot move or perform other actions.

Energy Management

Magic Barrier (1)
Magical energy of the target or caster absorbs incoming damage.
Range: 1
Cost: none

Entropy (2) Dissipates magical and other supernatural effects. Check: SP*3
Range: 10
Size: (SP/50xSP/50)
Cost: 75

Denial (1) Chance to ignore received damage.
Cost: 200

Disintegration (3) Damage: 200% SP
Cost: 300

Utilization (2) Mag. energy +(SP/8)% (passive skill)

Ishanad

Necromancy (2) The caster raises a fallen creature from the dead and controls its actions. Characteristics: SP/4
Cost: 10% of the risen's max HP is reserved until the risen is destroyed.

Black Magic (2) The caster creates a creature according to their imagination.

Vicious Bond (1) With the sorcerer's permission, servants consume his magical energy to restore their own health.
1 energy = 2 health units.

Cloud of Death (3) Characters in the area of effect must pass a resistance check, otherwise they die.
Cost: 400

Plague (1) Characteristics of all characters in the area of effect -SP/10
Size: 15x15
Cost: 300
Range: 20

Oblivion (1) Selected character loses their memory
Cost: 50
Outside of battle, range: 1

Pact (1) The spell is cast on an ally. All negative effects and damage received by the caster will be redirected to the target. Damage received this way restores magical energy to the caster.
Cost: 0

Dreams (1) Selected character falls into a state of deep sleep. In case of success, the caster can impose certain thoughts and ideas on the victim.
Range: 10
Cost: 50

Channel Rupture (1) Ignites a character's magical energy, dealing damage equal to 20% of their energy amount every turn.
Range: 20

Curse (3) MEN -66%, can be used on one target outside of battle (will not be considered an aggressive action)
Cost: 300

Subjugation (1) Forces the selected character to follow the sorcerer's orders.
Range: 5
Cost: 250

Mind Suppression (1) The sorcerer can rewrite the target's personality and memories at their discretion.
Used only outside of battle, the target must be immobilized.
100/attempt
Target's MEN +100%, but -50 after each attempt.

Drain (1) The caster absorbs +10% health from characters in the area of effect and converts it into their energy reserve.
Cost: 200

New Magic

~~ This direction in the art of magic refers to recent research conducted at the Ilinar Academy of Sorcery, authored by a Taosian mage and scholar who also teaches.
Concept: peculiar auto-attacks for wizards without energy costs when using special items (most often in the form of spheres); for greater convenience, they are placed in wands or staffs. Use also requires the corresponding specialization.
Learning cost: (1)
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#4
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Kalevrit Faith
“I. Be moderate in your desires; wish and do no evil to another; be humble and honest; always remain calm; do not yield to lust; have no doubts.
II. Always help others to the best of your ability; work not only for yourself but also for the good of others.
III. Act according to Holy Scripture and never contradict the clergy” — the three main rules of a Kalevrit's life.
According to Holy Scripture, Evil is the absence of God in the hearts of people and, therefore, when every person believes and is cleansed of sin, He will return to the world and paradise on earth shall come.
Passive
* +2 MEN for each unit of consciousness.
* Damage to non-humans from any source is doubled.


Elulu-Suen

The teaching of Elulu-Suen has two main directions. The first — "Path of the Heavens" — is briefly explained as a way of life implying the need for self-improvement and deriving pleasure from life.
The second — "Power of the Worthy" — is a principle of organizing the state and society, regulating the relations between the strong and the weak.
"Awakening" — certain physical changes that occur when a person reaches enlightenment. This could be a changed eye color, or grown horns — various consequences are possible.
Passive
* +3 to all characteristics.
* +4 DEF
* +4 SP
* +1 HP

Suen

Ecstasy
+4% DMG, +10 MEN, +1% resists (all except neutral) for each unit of euphoria.
The character gains one unit of euphoria every time the character deals or receives melee damage.
Euphoria limit is equal to consciousness.
Accumulated euphoria drops by two points every turn when the character does not receive or deal damage.
If a warrior has at least one unit of euphoria, they gain immunity to any mind-affecting effects. (3)
Taste of Death
Health < 80%: +1 additional attack (one-handed weapon), +2 speed.
Health < 65%: +2 additional attacks (one-handed weapon), +1 additional attack (two-handed weapon) +4 speed.
Health < 50%: +3 additional attacks (one-handed weapon), +RSS (stamina/2)%.
Health < 35%: +4 additional attacks (one-handed weapon), +2 additional attacks (two-handed weapon).
Health < 20%: +5 additional attacks (one-handed weapon), +6 speed.
Health < 5%: +6 additional attacks (one-handed weapon), +3 additional attacks (two-handed weapon) (3)
REQ: ecstasy
Carnage
The character restores 20% HP based on the amount of health of killed enemies, provided that this value does not exceed the damage dealt. (1)
REQ: ecstasy
Steadfastness
Damage received by the character cannot exceed a limit of 33% at once. (2)
REQ: ecstasy
Reflection
If the warrior is holding a weapon, they can reflect a spell cast at them back to an enemy of their choice.
1. ACC*2 against SP.
2. ACC against dodge. (3)
Shameimaru

Goddess of Martial Arts
The Taosian patroness of warriors, whose code of conduct differs significantly from the gods of other peoples' pantheons. In this case, a samurai is one who follows the Code of Shameimaru.
Death
A samurai must submit to the inevitable when there is no salvation, accept death with pride when it is their duty to lay down their head, and commit suicide when their honor is shamed.
Etiquette
A samurai must watch what they say, and say it only when they believe their words are truthful and appropriate. Insolence or deception is a motive for a samurai to draw their sword.
Creation
A samurai must practice an art or science.
Moderation
A samurai must eat no more than necessary, avoid excessive comfort, and not be attached to money.
Military Affairs
A samurai must constantly improve their skill and be ready to repel an attack at any time.
Passive
* +4 DEF for combat specializations / cost of skills in the "Tao-ryu" direction is reduced by 1 (choice)
* Each kill in battle refreshes the character's turn.


Melhor

God of Freedom
According to research by Illiniarian historians, the first people to settle in the forests of Melhoria fled from the territory of modern Ilinar in search of freedom. They could not accept that in a state, the will of one was mandatory for all; they wished to live without these shackles. Naturally, the kings of that time could not allow their subjects to simply leave them, and so the fugitives were pursued, but the royal hounds failed to overcome the difficulties of the forest. Since then, Melhorians believe that Melhor protects the inhabitants of the forest.
In the rest of the world, Melhor is associated with freedom in general.
Passive
* Immunity to debuffs, paralysis, etc.

Varaleya

Goddess of Nature
An ancient deity of Melhoria, revered by both humans and Darnians. She is considered the mistress of the forest (i.e., Melhoria), and anyone who harms it will be punished.
Passive
* Water spell cost -30%
* Earth spell efficiency (buffs) +30%
* Fire spell area +1
* Lightning spell range +4
* Air spell damage +30%


Ninsharra

Goddess of the Sun
Before the revival of Elulu-Suen's ideas, life in the south of Ertenia was very unfavorable for humans.
one could die of thirst or suffer a sunstroke, one could drown in the sands or get lost in the boundless deserts, one could become breakfast for Shunians or a lab rat for the Warlocks of Ishanad.
But it was not always so. The distant ancestors of the wasteland inhabitants could boast a developed and powerful civilization where beauty and art were highly valued, and science and philosophy flourished.
The sole ruler of the ancient country was the wise and immortal empress — Ninsharra. Her loyal subjects were warmed by her heat, while enemies were incinerated by scorching flame, and no one could defeat her. According to legend, the empress was poisoned by members of her entourage who desired to seize power for themselves. Her death led to the rapid destruction of the country and the unfortunate fate of the southerners.
In current times, there are many followers of Ninsharra who believe that after her death, the empress ascended. She is revered for her wisdom and beauty.
Passive
* SP +10%, AGI +15%, ACC +15%
Priest of Ninsharra

Sunbeam (1)
Damage: 180% SP (fire)
Cost: 270

Searing (1)

REQ: Staff of Ninsharra

Ninsharra's Poison (1)
The character's weapon or ammunition is always coated with a deadly poison.
On attacks: -10% of current characteristics.
+10% chance to paralyze the enemy.
+5% chance to kill the enemy instantly.
The priest himself is immune to all poisons.

Ninsharra's Flame (1)
+30% final weapon damage (melee/bows-crossbows) with fire.

Ninsharra's Heat (1)
Fire causes no harm to the priest.

Ansgar

God of Bloody War
The tribes of Geirt, like Ansgar himself, love war for the sake of war, so it is no surprise that this god is revered by the overwhelming majority of Geirtians.
Ansgar is bloodthirsty, cruel, despises cowards, and views killers and sorcerers as their own.
Passive
* Character can use a weapon in each hand. Two-handed together with one-handed if strength is 45 or more.
* Direct magic damage -40%
* Immunity to stealth attacks


Ormhild

Goddess of Victory
In those distant times when the inhabitants of the cold and unfriendly north lived by old laws and did not turn away from the path of the warrior, Ormhild was revered by many throughout the region, and every commander sought her patronage. But time passed and the concept of victory in the minds of Yorunians changed; at some point, they forgot the joy of battle, and began to use increasingly base methods of warfare and conflict resolution.
Despite this, Ormhild's patronage is used by many warriors scattered across the continent.

The character's melee attacks cannot be parried.
Krieger

Taunt (1)
Forces opponents to attack the player character by any means convenient for them (11x11). (MEN+consciousness% against opponent's MEN)
Duration: 3 turns.
Cooldown: 3 turns after deactivation.
War Cry (1)
Increases MEN and damage (non-spell) dealt to allies by (consciousness)% (11x11).
Duration: 3 turns.
Cooldown: 3 turns after deactivation.
Frenzy (3)
+1 attack for two-handed weapons or +2 for one-handed.
Outcry (3)
Ally health +(consciousness)%
Duration: 3 turns.
Cooldown: 3 turns after deactivation.

Arcadia

Goddess of Life and Prosperity
A kind and merciful goddess of life, revered in Ilinar as the ancestress and protector of the human race, she has followers both among the native population of this country and beyond its borders, enjoying special respect from landowners and women.
Passive
Health regeneration: 25% of lost HP
Creative magic efficiency +30%
Earth spell efficiency (buffs) +30%
Active
Horn of Plenty. Fully restores the health of a selected character (even if they were near death), gives them +100% to health and MEN for three turns. Removes all status effects. Once per day. (2)

Rosario

God of Success
Of those people who know about the cult of Rosario, few treat him with contempt. Even the last atheists admit that the most diligent followers of the life rules established by this god were always awaited success. This is explained by the fact that Rosario's dogmas can be described as a system of efficient use of time and resources.
Random examples include the following:
- Always learn something new. Never waste time on meaningless things.
- Never postpone tasks set for yourself and always treat them seriously. Any task, whatever it may be, should be performed with maximum efficiency and in the shortest possible time. New achievements await ahead.
- Money should not sit idle.
- Before buying any item, think about whether you actually need it.
- Get rid of stinginess. Pennies saved now are thousands lost in the future. There is a legend associated with this describing a very stingy merchant who economized on his own food. He ate low-quality and cheap food for so long that over time he became dull and could no longer practice his craft.
- Politeness is the key to success.
Passive
Purchase -0.1
Ability to choose origin:
Magnate
The character starts the game with a large amount of funds, possesses some influence in certain circles. The character can create a servant/family member/friend as a companion. Their loyalty will be determined solely by the intended personality.
Appraiser profession.
Wandering Merchant
The character starts the game with an additional sum of money and a certain type of goods for sale (optional). Ability to create two bodyguards with reduced characteristics (depending on their biography, it may be necessary to pay them for escort).
Merchant profession.
Scholar-Mage
The character starts the game with a unique set of spells (devised by the player, approved by Mage Guild).
Ability to memorize spells used by opponents (chance equals consciousness) if their MEN is lower than the character's MEN.
Analyst profession.

Iris

Goddess of Fate
Iris has no temples and no preachers, and the number of her followers can hardly be called significant. They do not gather in groups and carry their faith alone, without displaying it or trying to convince anyone of the correctness of their belief.
This goddess always remained a mystery to Ilinarian scholars, but she remained beyond the reach of their minds. According to their observations, all known followers of Iris suffered from severe depression or other psychological abnormalities, yet possessed no special traits.
Active
The character has the ability to replay one event per day, both in and out of combat. This can also be done post-mortem. No turn is required for this.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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Ilinar
Origin Story
At the beginning of 325, the Kingdom of Illiniar lost a significant portion of its southern lands to the Kalevrit State. There were several reasons for this, but primarily it was due to the king's indifference to the events of that year. During the reign of King Engir, the entire country, with the exception of its central part, existed in a state of widespread chaos, yet even then few governors dared to go against the monarch's will. The governor of Sharshard — the capital of Grindania, Demeros Sankersil, driven to the brink of madness by the epidemic of necromorphosis raging at the time, appealed for help to the High Priest of Kalevritia, asking for protection and patronage. Kalevrit emissaries Leonard and Alexia, carrying out a secret assignment from His Holiness, encountered a traveling princess of an overseas empire, her retinue, and mercenaries who subsequently agreed to take part in saving the province from total extinction. The princess refused to participate but provided the help of one of her bodyguards.
The culmination of the plague in Grindania was the battle at Daggernight fortress between paladins accompanied by a squad of skilled mercenaries and one of the leaders of the Elulu-Suen movement.
Elulu-Suen
Grindania
Jarevik
Faragar
Zanna
Meligor
Reaper
Elulu-Suen Archers (4)
Elulu-Suen Warriors (4)
Sharshard Soldiers (8)
Insurgents (16)
Leonard
?James
Eyvind
Kenshiro
Laivet
Hugen
Enkara
Darion
Alexia
Liu Rongmao
The battle was very difficult, but the heroes, though not without losses, managed to snatch victory from the superior forces of the enemy. Since Jarevik was an important figure in the Elulu-Suen organization — specifically possessing a colossal reserve of resources and connections — his death dealt serious damage to the organization, slowing its expansion for several years.
In less than a month, the Kalevrit army occupied Sharshard and other settlements of Grindania. After finishing off the remnants of the wandering dead and securing the civilian population, Kalevritia annexed the lands of the southern province of Illiniar. Leonard was appointed Warden of Grindania; the participants in the battle against Jarevik were glorified as heroes and saviors of Grindania (the deaths of Hugen and Enkara, however, were presented in a positive light and shown as the salvation of their souls from sin).
This time, the response from the Illiniar throne followed immediately: a massive army set out south, a full-scale confrontation broke out, and Sharshard was besieged. Following instructions from the high command, Master Ertos, who participated in this campaign, destroyed the fortress structures, and the city was captured in just one day. It was obvious that the High Priest would not leave it at that, so another army was sent south, but when a host of the Lord's warriors appeared on the horizon, the Illiniar reinforcements never arrived — Grindania could not be held.
The second Illiniar army was destroyed in Gaddar when it stopped to replenish supplies and rest. Talaus Vanterfar, the governor of the city, ordered the king's soldiers to be slaughtered under the cover of night. The reason for this betrayal was never revealed. On the same day, Master Lalena was burned at the stake; Ramola, Lutros, and Ena fled to the capital. Einar and the Nightstar family had left Gaddar long before these events.
All these incidents affected King Engir's reputation extremely negatively and only strengthened the influence of Deimos Nightstar. In the autumn of 326, events that took place in Covellia changed the course of history forever.

"... — I thank you, Lutros. — Deimos confirmed his words with a firm handshake. — Rest assured, when I take the throne, you will receive a generous reward.
— I have no doubt. — The fire sorcerer smiled modestly. — I am convinced that you, unlike Engir, will be able to lead the kingdom to prosperity and properly appreciate my help.
Deimos nodded. — The talents of a sorcerer of such high rank are in themselves a huge help to our cause, let alone your supporters among the king's inner circle. By the way, may I know their names?
— I am afraid that is impossible. — Lutros looked away. — In the event of our failure, they would wish to keep their heads on their shoulders. Such is their requirement and I can do nothing about it, alas.
— Well, I understand. — Deimos strongly disliked it when information was hidden from him, but now he did not want to lose potential allies due to excessive caution. The head of the Nightstar family already saw himself at the head of the kingdom.
Largely thanks to the efforts of Lutros and his mysterious supporters, the conspirators managed to take the palace under control without casualties among the civilian population. The only obstacle on the way to the throne room remained Tartarrus Ghostdrain — a dark knight, the strongest man in Ertenia.
— Begone, demon! — Deimos growled angrily. — Engir's times are coming to an end. Step aside from my path and you will save your life. Stay — and you will share the fate of your master. — The self-proclaimed king was clad in heavy armor; in his right hand was a beautiful sword, in his left a shield with the family crest.
The Dark Knight answered nothing and simply lunged into battle. In just a few minutes, all of Nightstar's warriors were dead; Einar fought the frenzied warrior one-on-one, while Deimos stood aside, paralyzed by fear. Although he did not consider himself the strongest, he still wielded sword and shield very decently, but compared to this monster, he was simply nobody. No less surprising were the abilities of his companion Einar — he was simply unkillable. No matter how many times the Dark Knight's blade hacked into his flesh, the mage's body recovered almost instantly. In the end, through consistent actions, the sorcerer finally managed to immobilize the warrior — he could no longer move. Einar won.
— Incredible... — Deimos spoke softly, still in a state of shock. — Einar, that was magnificent!
— Later, Your Majesty. — Einar, for his part, was very tired and spoke with difficulty. He forced a smile. — The throne awaits you. I will handle things here myself.
— You are right... You are right... This is truly a great day! — After everything that happened, Nightstar still could not believe that his dream was finally becoming reality. Anticipating how he would take Engir's life with his own hands, Deimos approached the massive doors of the throne room and ignited. In just a few seconds, the failed king turned to ash along with his dreams and hopes.
— Lu... — Einar did not have time to finish; a stream of hot fire covered him from head to toe and burned faster than he could regenerate.
When they were finished with them, the fire mage opened the doors and entered the throne room. At the end of the spacious and long room, on the steps lay the decrepit and bloody body of the dead king; a red-eyed brunette sat upon the throne.
— Well?
— Nightstar is dead, Einar is dead. After the battle with your brother he was exhausted and it took little effort to finish him off.
— Everything went as you said. I never would have thought that my brother would lose in a duel. Is he alright?
— He will come around in a few days. Let him rest. But it is too early for us to relax; there is still much work ahead."


After this mysterious night, significant changes occurred in the country; the kingdom ceased to exist, giving way to a young republic.

Present Time
Eight years have passed since the founding of the Ilinar Republic. During this time, the situation in the country has completely stabilized, the bureaucratic apparatus worked like clockwork, the economy grew at steady rates, and military power became stronger than ever before.

Senate
Initially organized from all acting governors of major cities of the then-Illiniar. After the events of autumn 326, they were all invited to Covellia to decide the fate of the kingdom. They supported the creation of the Inner Council and all proposed reforms. Those who refused (or did not come to the meeting at all) subsequently disappeared mysteriously from the political life of the country.
Over time, the position of governor was replaced by the position of provincial governor; a governor, unlike a same-named predecessor, was elected at a local level rather than appointed by the center (the king).
The Senate's powers include appointing members to the Inner Council, the ability to strip current members of their powers, veto rights regarding all decisions made, etc.
In reality, the Senate has no power over the Inner Council.

Inner Council
A collective governing body of the state that replaced the sole authority of the monarch. Almost all its members were involved to some extent in the conspiracy against King Engir and Deimos Nightstar and, as a result, the main positions of the Inner Council were distributed even before the corresponding reforms.
State issues are decided by the council collectively, but each of them has their own specific duties.
Arabette Ghostdrain
Position: Master of Shadows
During the final era of the Kingdom of Illiniar, Arabette and her brother Tartarrus were close to the king, carrying out various assignments and bringing his will across the kingdom.
Currently, Arabette handles matters of internal security and intelligence. The bulk of her activity is carried out unofficially and outside the law. The loyalty of senators and the absence of real opposition in the country are primarily her achievement.
Before the events that took place in the old castle near Gaddar in 324, Arabette far surpassed the masters of the mages' guild; it is unknown how much her abilities have recovered since then.
Lutros
Position: Grandmaster of the Academy of Sorcery
During the formation of the republic, Lutros disbanded the Illiniar mages' guild and founded the Academy of Sorcery; he personally created the structure of the new organization, devised the education system, and popularized magical sciences in society, which led to very positive results — over eight years, the Republic acquired thousands of new wizards.
Lutros is a greedy but prudent and hardworking man. In addition to his personal projects and activities at the Academy, he is the author of numerous laws and ideas.
Sartos Alyesir
Position: Minister of Finance
Head of an influential Illiniar family whose ancestors were close allies of the first king. Sartos, in turn, showed no loyalty to King Engir; he financed the coup d'état out of his own pocket.
During the reformation, he became the creator of a new economic system; it was at his suggestion that private entrepreneurship began to flourish in the Republic and the role of the state in the same economic life of the country decreased.
Mizua Jad-Mahmani
Position: Admiral
In his youth, Mizua, being a skilled warrior and possessing a sharp mind, managed to survive all the hardships and misfortunes of southern life. He was not taken by the hot sun nor swallowed by endless sands; he did not become breakfast for scorpion-people nor allow orcs to defeat him. Upon arriving in Illiniar, Mizua first became a simple sailor, then a captain, and later a smuggler.
In his position as fleet admiral, he is responsible for conducting naval operations, fleet readiness, and the protection of the country's maritime borders.
Tadiel
Position: Marshal
Chief of the city guard of Covellia under King Engir. He remained loyal to the crown until the end but, ultimately understanding the hopelessness of the then-regime, defected to the side of the conspirators.
Honest, unassuming, brave, intelligent, charismatic. Tadiel sincerely strives for the good of the Republic and its people.
Leader of the first legion of the republic — "The Insignia of Ilinar"
Welt Esford
Position: Kaistr
Although Welt Esford comes from a simple Gaddar family that made a living through wickerwork, since childhood he knew how to handle money well and make the "right" friends, subsequently achieving authority and a coveted place on the council.
He handles matters of maritime expansion, foreign diplomacy, and trade with overseas countries.
He used his powers and privileges to create his own trading company, "Wesford".
Hikari
Position: Justiciar
Justiciar is the only position in the Inner Council established after its founding, appearing in the summer of 332. At that time, it was decided that a seventh person was needed on the council for faster and more efficient decision-making. The candidate had to possess an impartial view of things, a perceptive mind, a developed sense of justice, strong will, and a pure heart. Council agents found a suitable person in the province of Selenidia; she turned out to be a descendant of a low-influence Taosian clan.
The Justiciar monitors compliance with laws in the country and possesses the exclusive right to judge both residents of the country and guests from outside (council members possess immunity).

Religion
The status of religion since the founding of the Kingdom of Illiniar has changed little: as before, there is no official faith in the country. Nevertheless, despite the official status, various religious currents are very widespread in Ilinar and representatives of the most diverse denominations with their own unique way of life, holidays, events, etc., can be found in almost every city. Even the teaching of Elulu-Suen was no exception, despite the war between the republic and Teios.
Like any other non-governmental organization, religious institutions (temples) must pay taxes, provided they have income from their activities (donations, sale of items or services, etc.).

Gaddar
The fortress-city of Gaddar, the first capital and one of the most important settlements of the Kingdom of Illiniar, remained under the independent control of former governor Talaus Vanterfar from spring 325 to summer 329. During these four years, many men, women, and children disappeared without a trace along with everything valuable in the city. When the second legion of the republic appeared on the Gaddar border, there was essentially nothing left to capture.
Since then, Gaddar has been transformed into a reservation for all humans and non-humans unable to live in society (criminals and those who could no longer care for themselves for one reason or another).

Races
Ilinar is the only human state that does not oppress representatives of other peoples at all. In the eyes of the law, all residents of the country are viewed equally. This, however, is where it ends; the government does not participate in the development of inter-racial relations and does not list crimes committed by representatives of one race against another as a separate point. Similarly, nothing prevents an employer from denying a candidate a desired job solely on the basis of dislike.

Other
Names: Ilinar, Republic of Ilinar, Ilinar Republic.
Ethnonym: Ilinarians, Ilinarian (m), Ilinarian (f)
Colors: purple, gold.
Kingdom of Nozenroth
Reforms
As for its huge neighbor, 326 marked a series of numerous and very significant changes for the Kingdom of Nozenroth. Queen Marzelda, who stood at the head of state eight years ago from today, was under the strong influence of her many advisors — people either greedy or overly ambitious. This caused the royal council in those ambiguous days to seriously consider the possibility of attacking Ilinar. The arguments of supporters of this venture revolved around two main points:
- Over long years of Engir's reckless rule, the economy and power of the kingdom's army rapidly weakened, people grew poor, and remote provinces were either plundered or did not obey the central authority.
- The unexpected death of the monarch and a sharp change in regime, as believed in Nozenroth, should lead to even greater disorder for subsequent years, making this time not only ideal but the only chance for a full-scale invasion.
There were many opponents of this idea, but all their voices lacked serious weight in state affairs. Among them stood out the queen's cousin, who had recently returned from a seafaring expedition — La-Rouan Devail. He argued that even with the current state of affairs in Ilinar, war with this country would bankrupt Nozenroth. In his opinion, Ilinar was not as weak as it was described in the royal council and, moreover, even victory did not guarantee benefits from this venture in the long term. He himself insisted on his idea of maritime expansion — distant lands were just waiting for someone to conquer them. Numerous islands, large and small, served as home to either weak civilizations or savages, and therefore posed no great threat to Nozenroth's military machine.
Nevertheless, regardless of what arguments La-Rouan presented, the royal council, and with it the queen, did not support the aristocrat's idea. He himself, of course, did not stop there and continued the realization of his ambitions in the shadows of history.
A few months later, shortly before the start of the planned invasion of Ilinar, Queen Marzelda, all her children, and several other relatives died under mysterious circumstances, making La-Rouan the heir to the throne. Of course, in a normal situation, no one would have left such events unnoticed, but by this point most influential landowners had either been executed by their own peasants or remained silent and did not speak out. Crowned, La-Rouan, as he wanted, proceeded to implement his plans, while maintaining friendly relations with the Inner Council of Ilinar.
Had it happened otherwise, the history not only of Nozenroth but of all Ertenia could have fundamentally changed.

Present Time
Thanks to the modernization of society, close trade with Ilinar, and not least the expansion of controlled overseas lands, Nozenroth did not stop rapidly developing, becoming a truly influential force in Ertenia and beyond.

Liberalization
One of the first changes introduced by King La-Rouan was the liberation of commoners from the power of the aristocracy, for which he gained great popularity among the common people (and for which, accordingly, he was disliked by many nobles). Although aristocratic houses still exist, princes, dukes, and barons ceased to be masters of lands, while remaining in positions as administrators.

Arquebuses
Long before the day Engir died and gave his place to a new government, an Illiniar master of fire magic — Lutros — developed a certain system of society and state that would later be called the "Lutros Model". Initially it became the basis for Ilinar reforms, and subsequently was used in Nozenroth, albeit not as thoroughly. Among its elements can be mentioned the existence of great personal freedoms for citizens and the development of entrepreneurship and a cult of consumerism in society. In the case of Nozenroth, this led to the birth of the private company "Niko", a producer of a new type of weapon.

Initially these guns were sold in small quantities to other private individuals and organizations, but when they proved their effectiveness, the King of Nozenroth quickly caught on, immediately putting arquebuses on state order, thus equipping his army with modern weapons.
Currently "Niko" has several representative offices in Ilinar, Yorun, and Taosia. Three weapon production factories are located in Nozenroth and one in Taosia.
Prices for this type of armament are quite high, but it should be understood that the organization is not limited to their production.

Slavery
Paradoxically, in a society liberated from class inequality, slave labor exists on completely legal grounds. This is primarily related to the appearance of overseas colonies: unlike its southern neighbor with its policy of integration, Nozenroth uses its colonies predominantly for the enrichment of mainland Nozenroth (specifically, that part located in Ertenia). The bulk of conquered peoples inevitably end up in the slave market or remain doing menial work "at home".
This practice is not limited to colony residents — sometimes even representatives of such a rare people as Assarians can find themselves bound in slave chains.

Duchy of Puria
A dwarf state located west of Nozenroth, which gained independence from the kingdom according to a secret treaty concluded between La-Rouan and the Duke of Puria even before the death of Queen Marzelda.
The details of this treaty remain unclear, but it is no longer a secret to anyone that La-Rouan used the duke's help to achieve his goals. It is also known that both rulers pledged to help each other in case of war.
Notable facts:
- No reforms similar to those of Nozenroth were introduced.
- Despite the existence of class inequality, the position of commoners cannot be called terrible — the duke's family came from that circle of nobility who always had high moral standards, not for show, but in fact.
- Preaching foreign religions is forbidden.
- The practice of magical arts outside special institutions is also forbidden.
- In the last two years, relations between the duke and the king have become complicated.

Duke Dankul Marian of Puria

Once a winner of numerous tournaments, a renowned knight of Nozenroth. During Marzelda's reign, thanks to the wealth of his house and personal connections, he possessed great influence in the kingdom. He found the idea of invading Ilinar rash, but seeing the colossal weight in the royal council in favor of this venture, he did not speak out against it. Instead, highly valuing La-Rouan's potential for himself, the duke decided to support the ambitious aristocrat. In this way, he tried to protect his lands from a bloody tribute and at the same time hoped to satisfy an ancient desire of his family and acquire independence.

King La-Rouan of Nozenroth

A skilled swordsman, reformer, and sailor. A talented politician, a leader blessed with charisma, a liberator and favorite of the common people — such is his image in modern Nozenroth culture; for the native inhabitants of the colonies, however, he is primarily an object of hatred, an invader and tyrant.
More detailed and authentic information about him is not available to the general public, but there are unverified rumors about his cruel treatment of servants and a lustful nature.
It is known that he is on friendly terms with two members of the Inner Council of Ilinar — Grandmaster of the Academy of Sorcery Lutros and Admiral Mizua Jad-Mahmani; at the same time, he competes with Welt Esford on the maritime expanses.

Other
Ethnonym: Nozenrothians, Nozenrothian (m), Nozenrothian (f).
Colors: blue, white.
Taosia
If for Nozenroth and Ilinar the last eight years marked a period of stability, economic growth, scientific progress, and territorial expansion, then for Taosia they, on the contrary, turned into the bloodiest years in the last century. During this short span of time, internal conflicts became more intense, and battles even more global than before. The Taosian people found themselves locked in an all-out and unrelenting war: Clan Ito, Faction Shameimaru, and the Eastern Coalition — the leaders of each of these three forces sought one goal, but they all had their own vision of what a united Taosia should become.
Clan Ito
Faction Shameimaru
Eastern Coalition
Leader: Ito Bansai
Leader: Maeda Sojiro
Hirano Ayaka
In the open field, warriors of this clan can hardly withstand the power of their enemies: virtuosos of the art of killing — ninjas — are few, and simple soldiers are weak and cannot compete with the skill of samurai. But despite this, never in its existence has this clan lost battles on its own land: the skill of silent killers, cunning tactics, clever use of geographical features and architecture, as well as treacherous traps always stopped invaders. And nothing more was required, for ninjas realize their plans in the shadows of history.
Not long ago, agents of Arabette Ghostdrain discovered that the previous leader of the clan was the organizer of King Engir's poisoning, which caused him to lose his mind and become very paranoid. Thus Ito tried to weaken the then-Illiniar.
The united Matsubara-Matsuo clan was undoubtedly a powerful force on the map of Taosia, however it was not destined to exist long enough to unite the country. When fever took the life of the head of the Matsuo clan, disorder began immediately: clan differences and old feuds made themselves known instantly; in the heat of loud arguments, the new head of the Matsuo clan, Matsuo Yoshitsugu, cut down the head of the Matsubara family. Thus a new internal strife began.
At the same time, many samurai more frequently began to visit the temples of Shameimaru, goddess of war and martial arts. The clashes between the two leading clans and the increased popularity of Shameimaru opened the way for her faithful followers — in one of those bloody years a faction was formed, which suppressed the weakened clans with its authority. Now that the selfish ambitions of clans remained in the past, samurai could finally fight for a common goal.
Maeda Sojiro — an example of martial valor, was chosen as leader.
In Taosian society it was accepted that a woman should defer leadership to males in all matters and, as a rule, could not become the head of a clan. But it so happened that when the penultimate leader of the clan died, he had two daughters but no sons. Out of deep respect for the daimyo and his last request, vassals agreed to make his eldest daughter — Ayame — the head of the clan. Soon it became clear that the dying man was guided not by fatherly love: his daughter turned out to be a very competent leader and a benevolent lady, quickly earning the gratitude of the people.
In contrast to Ayame, her younger sister was arrogant, selfish, and very energetic. Meditative kyudo techniques seemed boring to her and she repeatedly stated that shooting was meant for killing. When it became clear that her presence on the clan's land was inappropriate (Ayaka killed a person without any particular reason), Ayame sent her sister to study in Ilinar.
She returned home only after four years, when her sister was gone. Of course, she did not return just for nothing, but no one wished to see her as the leader of the clan; however, they had no other choice: Ayaka and her Nozenroth friends brought magic sticks with them and demonstrated their effectiveness on those who spoke against the new ruler. Having strengthened her position, Ayaka agreed with Nozenroth on regular supplies of arquebuses for her army, and the trained archers of the Hirano clan learned to effectively use the new type of weapon without much trouble. A bit later, a coalition would be created by the Hirano and Uchiyama clans with the goal of achieving peace through victory over samurai and ninjas, but the truth behind this agreement remains in a fog.

Other
Ethnonym: Taosians, Taosian (m), Taosian (f).
Colors: purple, amber, crimson.
Geirt
Two Kings
Ainar "the Righteous"
Tarvos "Head-Ripper"
Over the past eight years, many significant events and great changes have occurred in the world; however, the volatility of this era had almost no effect on Kalevritia, and little has changed there. But the same cannot be said for religion itself: the Kalevrit faith has spread extensively and gained enormous influence over the tribes of Geirt. This is largely due to the skillful policy of the High Priest and the wonderful work of his missionaries.
Until very recently, Ainar was the chief of the largest tribe of Geirt, achieving this not through a warrior spirit, but through the deliberation of his actions. Unlike his brethren, the future king preferred to participate only in those wars that promised him profit and an opportunity to strengthen his power. When a Kalevrit missionary came to his city, Ainar listened very carefully to the clergyman and, after several days of deep reflection, accepted the Kalevrit faith. As the missionary was departing, Ainar gave him a letter intended for the High Priest. In it, he asked His Holiness to provide military assistance to the servant of the Lord and to help save his people from sin.
In the worst-case scenario, the High Priest would have ignored his request, and Ainar would have simply abandoned all this; but in the best-case scenario, a large piece of the pie awaited him.
And so it happened: Ainar's associates followed their chief's example, and Kalevrit Knight and paladins helped forcibly "convince" other tribes of Geirt to renounce faith in their pagan gods and swear loyalty to the sole King of Geirt, chosen by God.
Tarvos embodies the traditional image of a Geirtian as seen by other civilizations in all its glory: he lives for war, fears no one, and does whatever he wishes. Among many tribes of Geirt, legends are told about Tarvos. One of them claims that he has never lost a battle—neither as a commander nor as a warrior. Despite this, he never sought to dominate other tribes or expand his lands. A good raid, a noble battle, captured treasures, and captive women—this was enough for him to live by. As they say, the chief is satisfied, and his subordinates are fed.
Once, Tarvos said that ruling a large people is tedious and not at all fun, but life forced him to place a crown upon his head against his will: the proud Geirtian could in no way turn a blind eye to Ainar's madness.
"Allow a free people of warriors to become slaves to a foreign god and renounce the ways of their ancestors? Never!"
In such a fateful time for the Geirtians, it was not difficult for so influential a man to rally around himself the tribes that had not submitted to the false king.
Currently, two kings are waging a bloody war against each other: one seeks the unification of the tribes, while the other tries in every way to prevent it.
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Teios
Once, the volcanic lands and fiery dungeons located in the far south of the continent were called Teios; now it is the mighty power of Ertenia, having subjugated the entire south of the mainland (except for Ishanad). The name was adopted because the seizure of these lands became the first step toward a global conquest organized by the followers of the revived teachings of Elulu-Suen.
Hierarchy
Namhani (leader) — The Nine Pillars of Elulu-Suen; there can be no more and no fewer than nine. The defining qualities are personal strength and influence.

Narahani (warlord). Warriors who failed to become Namhani, but are distinguished by outstanding strength and charisma.

Ugaldagesi (governor) — rulers of cities. They are elected through personal duels between contenders (accordingly, the current ruler can always be challenged). Less frequently, they are appointed by a Namhani.

Naramesh (warrior) — followers of Elulu-Suen and other warriors participating in the military campaigns of the Namhani.

Meshed (commoner) — scholars, merchants, etc.

Tresi (slave) — everyone else.

Population
Residents of Nozenrot and Ilinar — initially, the Elulu-Suen society was sponsored by wealthy and influential people from these countries, such as Jarevik (an aristocrat from Nozenrot, a former Namhani). Naturally, they brought with them a large number of people who also adopted the teachings of Elulu-Suen. Once Teios had already been formed in its current state, many warriors from these countries also moved here, wishing to embrace this culture (their fates varied, from Namhani to Tresi).
Wasteland dwellers — indigenous inhabitants of southern Ertenia; some surrendered without a fight, others participated in the initial military campaign.
Shunians and succubi — defended against the invaders to the best of their ability but lost. Subsequently, very many voluntarily adopted the teachings of Elulu-Suen.
Orcs — defeated by the warriors of Elulu-Suen, they became part of the new society voluntarily.
Ingi — brought by Jarevik.
Dwarves and Melhorians — those residents of Asvaldra and Melhoria who left their homeland because they differed from their fellow countrymen in their love for war.
Tilians — adventurers who traded war at sea for war on land.
Geirteians — some tribes who saw the appeal in the teachings of Elulu-Suen.
Kalevrits — traitors to the faith and fugitives, or warriors captured during military operations.
Assarians, Darnians, Taosians — individual representatives of these peoples.

Namhani and Their Domains
On a local level, the cities of Teios are governed by Ugaldagesi, but some of them, the largest, are personal domains of the Namhani. The laws of any city are established by its rulers, and the domains of the Nine Pillars of Elulu-Suen are a prime example.
The Namhani themselves hold ranks — from one to nine. The lower the number, the greater the influence they possess.
Namhani: Nangilishima
The central figure of Teios and modern Elulu-Suen. It was this man who found these ancient teachings and spread them across the continent. Possessing extraordinary charisma, Nangilishima managed to find like-minded individuals for the revival of Elulu-Suen, who subsequently became the pillars of this religion. The first were Ea — a sword master, Namgan — a Taosian wanderer, and Jarevik — an aristocrat from Nozenrot. Together, the four performed colossal work and traveled a vast distance so that Teios could become what it is now.
Domain: Suentan (land of warriors)
A majestic city erected on fiery lands that once served as home to red-skinned temptresses.
Despite living conditions unfavorable for humans, it is the most populous city in Teios. As a rule, this is where the Namhani gather to discuss important matters.
Prism of Youth: there exists a certain structure in Suentan that allows the Namhani not to age.
Rank: I
Origin Bonus: +2 DEF for combat specializations, +30% fire resistance.
Namhani: Ea
If in the original quartet of followers of the Elulu-Suen teachings Nangilishima was the decisive leader, Namgan a mysterious sage, and Jarevik a lover of talk, then Ea was a taciturn warrior completely devoted to honing her art of swordsmanship. Once, she traveled extensively through Ertenia. Meeting outstanding warriors, she always challenged them to a duel and never lost in her career. This was her sole goal: to become the strongest warrior in Ertenia. However, her streak of victories was destined to be interrupted. One day, she happened to fight an opponent who proved stronger than her. A silent warrior whose body and face were covered in scars defeated her without much effort, and she miraculously survived that day. This, however, did not stop her from practicing with the sword: on the contrary, she continued to perfect her skill for many years until she finally met Nangilishima, another opponent worthy of her blade. They fought until neither was able to hold a weapon in their hands, and the battle ended in a draw.
Domain: Onitan (land of demons)
Since its founding (six years ago), Onitan has served as a place for training promising warriors. Residents of Teios were given the opportunity to send their children to undergo the "Path of Demons" — a harsh trial determining an individual's worth. Those who passed this test were granted the honor of training under the guidance of the Namhani or her Narahani to become true warriors of Elulu-Suen. This practice allowed the children of many slaves to find freedom.
Rank: II

Origin Bonus: ACC +30%, AGI +30%, MEN +20%, MOV +4
Namhani: Namgan
The most mysterious figure among the Nine Pillars of Elulu-Suen. Being a man gifted in everything, Namgan tried to find an application for his numerous talents, but none of the Taosian leaders inspired sympathy in him — they all seemed like ignoramuses locked in their own little worlds. Therefore, he abandoned this idea and set out to wander, continuing to perfect his skills. He was a master of any weapon, be it bow or sword, fought excellently with bare hands, perfectly mastered the magic of the Utiyama clan; he could prove himself on the battlefield as a brilliant tactician, and in peacetime as a competent economist... And this was only the tip of the iceberg of his knowledge and skills. The only thing he always lacked was a place where he could use all of this, but no country met his requirements and desires. What then was his surprise when he met Nangilishima, who not only brought him the teachings of Elulu-Suen that so strongly corresponded to his own worldview, but also the idea of creating a country from scratch?
Domain: Elutan (land of enlightenment)
The only city in Teios where Meshed stand on equal footing with Naramesh; here research in science and magic flourishes, and the concept of Elulu-Suen is explored.
Rank: III

Origin Bonus: [player creates independently, must be approved by the GM]
Namhani: Zaralia
Few know of Zaralia's role in modern history, although in reality, her actions became at least a catalyst for revolution in Ilinar. In addition to the art of disguise, this Ilinarian Sorceress possesses the ability for mass hypnosis. Settling in Gadar under the guise of a waitress, Zaralia increased the influence of her magic over the city day by day until she finally put it into action. The soldiers of Talaus Vanterfar slaughtered the king's soldiers, which allowed the Kalevrits to strengthen their position in southern Ilinar and finally destroyed King Engir's reputation. In Zaralia's plans, Deimos was to end up on the throne of Ilinar, followed by the weakening of the kingdom; however, a surprise awaited her.
Domain: Etan (land of illusions)
Etan is a city existing beyond the real world, where its inhabitants can experience everything they desire. Built with powerful sorcery, it sends people into a world of sweet dreams or terrible nightmares. Zaralia keeps it as a pendant and can at any moment summon warriors who have sworn loyalty to her for help. Enemies weak in spirit she sends to this same world to experience hellish torments.
Rank: IV

Origin Bonus: SP+20%
Namhani: Carvelos
Second generation Namhani. Carvelos inherited this title from Jarevik — his older brother. Naturally, in Elulu-Suen society, blood inheritance does not exist, which means he proved himself worthy of it. Jarevik, however, held the fourth rank, not the fifth.
Initially, Carvelos treated the ideas of Elulu-Suen with skepticism, but the offer to travel with his beloved brother, whom he respected more than anyone in the world, was too promising, and so he agreed — and in the end did not regret it; the brotherhood of Elulu-Suen gave him everything he lacked in Nozenrot.
After Jarevik's death, he swore to slay those who caused his death.
Domain: Iltan (land of knights)
The architecture of Nozenrot is clearly visible in the city; it is built in the image of an impregnable fortress.
Iltan is located by the eastern sea, and therefore it is not as hot as in the rest of Teios. The second largest city and main port of Teios; residents of central and northern Ertenia wishing to join the ranks of Elulu-Suen warriors most often choose this city as their first stop.
Rank: V

Origin Bonus: immunity to critical hits.
Namhani: Zimudar
Second generation Namhani. Zimudar is the last chief of the free orcs. In battles with the warriors of Elulu-Suen, he stood until the end and even managed to kill the previous Namhani during the last large-scale battle (he was an Ilinarian warrior) shortly before his tribe lost the fight. In the new Teios, he quickly earned authority and later his current place in Elulu-Suen society.
Domain: Zimutan (land of Zimudar)
Zimutan was founded in a huge hole (depth ~100m) on the expanses of the orc own wastlands. This is the most brutal city in all of Teios, where Meshed are equated to Tresi. Slaves work day and night extracting raw materials, while Naramesh motivate them with lashes of whips. The most terrible methods of torture are practiced here, and warriors can easily kill someone in the most painful way without any particular reason.
Rank: VI

Origin Bonus: HP +30%
Namhani: Airy
Second generation Namhani. Before joining the brotherhood of Elulu-Suen, Airy served in the Ilinar legion (in a battle with which her predecessor died) and found no joy in it. No matter how wonderful a warrior she was, nothing but promotions awaited her on this path. The money paid to legionnaires was undoubtedly good, but she wanted much more. For this reason, when she was interrogating Teios prisoners, the society of Elulu-Suen greatly interested her, which subsequently became the cause of her desertion.
Domain: Enluan (treasury of the world)
Airy and her Naramesh defeated the Tilians at sea and captured one of their islands. Good climate, beautiful nature, abundance of necessary resources, and complete protection from attack by land — an ideal place for a person like Airy. The main difference (besides those already mentioned) from other cities of Teios is the presence of strict laws, extending even to the point that littering is forbidden here.
Treasury: Airy is a pronounced aesthete and lover of collecting various objects, whether they be works of art or means of killing. A huge treasury built by her order is intended to be a place where all the most interesting things in the world will be stored.
Rank: VII

Origin Bonus: artifact.
Namhani: Louis
Second generation Namhani. Louis Alvarez, an ex-paladin, was wanted by the church for a long time for his numerous sins and was almost brought home to his execution; however, nature was on his side: the ship transporting him hit a storm, allowing him to avoid imminent death.
After this, he traveled a long way during which many fascinating events awaited him, starting at least with the fact that this journey began in the company of a dark-skinned insolent man devoid of manners, a walking icicle, and a foolish sorceress.
Finding himself in Teios, Louis killed his predecessor in a duel, choosing the weakest one. Not that he was unsure of his own strength, but rather his practicality played its part.
Domain: Sintang (land of sinners)
Primarily, Kalevrit traitors, those excommunicated from the church, and other people with dark pasts and even darker desires gather here.
Rank: VIII

Origin Bonus: Kalevrits and non-humans receive double damage from any source.
Namhani: Meligor
In the past, Meligor was an outstanding warrior in one of the Ilinarian provinces bordering the lands of the Geirteians. Defending against constant barbarian raids, Meligor managed to earn the respect of his comrades, who approvingly called him the "harbinger of death." He had his own family and wealth, but time passed and he gradually began to be disappointed in life. His body became weaker and he could no longer hold a sword as confidently as before. When he hit his sixth decade, he suddenly realized that he very much did not want to die. Like, at all. Then he left his family and set out to find the secret of immortality. He found his answer in the research of Krass — an ancient Warlock. Spending ten years on this, he finally managed to achieve what he wanted, even if he had to part with his humanity. Understanding that no one at home would accept his new appearance, Meligor decided to find those who could accept him and where he could finally freely wield his two-handed sword again. And Jarevik found him, offering him to join their modest brotherhood.
In the battle at Daggernight fortress, Meligor was defeated, but subsequently his body was restored by Namgan.
Domain: Aggatan (land of the dead)
Effectively — the cemetery of Teios. A magical generator that brings the dead back to life stands here. Namgan developed it based on Krass's research provided to him by Meligor.
Meligor's subordinates regularly bring fallen warriors from both sides here.
It is known that those raised retain their mind and will, but cannot return to life a second time.
Rank: IX

Origin Bonus:
Character Health <80% — final damage to character is reduced by 20%
Character Health <60% — final damage to character is reduced by 40%
Character Health <40% — final damage to character is reduced by 60%
Character Health <20% — final damage to character is reduced by 80%
Character Health <10% — final damage to character is reduced by 90%
Health +400%
The character cannot be healed. Immunity to mind-affecting effects and other perks of being undead.

Movement
Naramesh and above are not restricted in their freedom of movement and, in principle, can move around Teios and even travel beyond its borders if they have the desire to do so.
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Well, basically, that’s how it is. Additionally, regarding religions:

Here's how to read it: the first column represents prevalence (green – overwhelming majority > blue – very many > orange – some amount > pinkish – few > gray – very few or none at all > black – none or just a few); the second – status (purple – official religion; red – forbidden religion, gray – neither); the third – whether the territory of this country is the birthplace of this religion (pink – yes, gray – no).

Also, keep in mind the following point: if the Kalevrites deny the existence of other gods, then followers of other faiths treat foreign beliefs seriously. That is, they may well say something like “my god is cool and yours sucks” if they are not afraid of punishment or are confident in their god’s protection, but they will not deny its existence.
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Unfortunately, I won't be able to play.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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Ah, one less player... :(((

I forgot to mention there: the Assyrians have -1 to the cost in the "god of death" direction, and for the Theosians, "warrior" can also refer to mages, since they don't differentiate between the words "warrior" and "worthy," and in this case, the individual's strength is being considered.
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Too bad, I won't be able to play.
What's up?

I'm ready to decapitate with a hammer!

Whatever
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#14
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I can write a quest about an undead creature, if you want.
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#15
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Well, I'll actually create someone else. The great hero of the Assyrians is gone forever.
Tsaralia
Ludwig
Meligor
:smile20:

Whatever

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