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10 years ago
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Character Creation
  • 1. Choose a race.
  • 2. Choose an origin (if necessary).
  • 3. Choose skills.
  • 4. Choose a perk.
  • 5. Write a biography and detail the inventory.
Attribute Distribution by Race


Explanation of Attributes
Accuracy — necessary for successfully landing hits on an opponent (melee, ranged combat).
Reaction — necessary for successfully dodging enemy attacks (including targeted magical spells), detecting hidden enemies, blocking and parrying.
Speed — determines the character's initiative and how many hexes they can traverse in one turn.
Magic — determines the damage dealt by spells.
Willpower — determines the character's resistance to various negative effects. For mages, it determines the success probability of casting spells as well as accuracy.
Skill Points — the number of skills a character can take.

Useful Links
Ertenia (the first game in this setting)
Nowaru (the second game in this setting)
Notes
  • In this game, player characters will act as mercenaries. When writing quents or after doing so, players must choose a leader, decide on their name, and determine which of the countries of Ertenia they intend to work for at the start.
  • After some time, I will launch a Mini-game similar to the fate maps that took place in Nowaru. This time, writing quents will happen only after completed games, not before. Accordingly, you will have to play with whatever resulted. Participation is optional.
  • The game is in a partially unfinished state. I am creating the thread earlier than necessary because it is easier to edit what is already ready this way. For many reasons.
    Currently, there are the following problems: I haven't decided yet which type of resource to use for mages. Either the old energy with zeros or qi in the form of small numbers.
    A large imbalance toward national skills compared to basic ones. The superiority of national over basic is intended, however, in its current form, the gap is too wide. It must be decided whether to cut the powerful ones or strengthen the weak.
    It is also desirable to supplement the list of religious skills. Which and how — not yet decided.
  • National skills can only be used by certain races.
  • Various personalities described in the following posts are necessary not only for choosing an origin and a deeper understanding of the setting, but also for future battles, as players' opponents and allies will most often belong to one of the factions.
  • For some countries, I have uploaded musical themes just because I can wishing to additionally convey what I put into their creation. For example, I didn't upload some epic or action track in the style of crusader paladins for Kalevritia, because in my opinion, it doesn't quite fit the idea of this country (countries), unlike the track I chose.
  • Although balance should be maintained to a certain extent, races, origins, and national skills are not intended to be equal.
  • Presumably, the start of the main part of the game will be very soon.
Updates
  • 0.9.0 (spells, magic skills and energy)
  • 0.9.1 (Licia Strain magic for characters from Ilinar)
  • 0.9.2 (basic skills)
  • 0.9.4 (origins)
  • 0.9.6 (Mini-game)
  • 0.9.8 (final parameters)

Mini-game Results
Heroist: Nozenrot, Yoheitan
Ple-sen: Iltan, Ishanad
Alexeagle: Ninsharria, Iltan
Arandor: Arinasai, Ninsharria
Fragment: Iltan, Asvaldr
Ment: Kalevritia, Yorun
Драккошка: Arinasai, Nozenrot
Siverfale: Lapistia (passed to Heroist), Yorun
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10 years ago
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Basic Skills
Combat Training
+30 health
+2 reaction, +2 accuracy
+1 speed, +2 will
+Skill
Reconnaissance
+10 health
+2 will
+2 speed
+10 stealth
Firearms
+Skill
+1 accuracy
+1 reaction
Thrown Weapons
+Skill
-40% damage from area-of-effect attacks
Assassin
+10 stealth
+3 reaction
+100/250 dmg units - ranged/melee.
Martial Arts
+Unarmed combat (15x3)
+3 reaction
+3 accuracy
+20 health
+Disarm (accuracy -5)
Combat Magic
+5 chi, +1 magic
+Damage conversion to chosen element (1 chi/hit)
+Additional damage (magic*10)
One-Handed Weapons
+Skill
+2 reaction
+2 accuracy
+Parry
Two-Handed Weapons
+Skill, +25 health.
+Cleave. 33% chance to deal double damage to the enemy.
+Concussion. 33% chance to paralyze the enemy.
Polearms
+Skill
+4 reaction
+1 attack range
+Precise Strikes. 33% chance to paralyze the enemy.
Archery (bow)
+Skill
+Additional attack
+33% chance for damage to be tripled
+100% firing range
+2 accuracy
Antimagic
-3 magic
Magic damage -50%
Resistance to negative magical effects is three times higher
Shooting (crossbow)
+Skill
+4 accuracy (ranged combat)
+Armor penetration (20)
+33% chance to paralyze
Armor and Shield
+50 health
+Block
+Armor proficiency skill
Medicine
+15 health
+Bandaging
+Disinfection
+Surgery
Leadership
+Offensive Tactics. +3 accuracy, +1 speed.
+Deep Defense. -1 speed, +3 reaction, +3 will.
+Retreat. +5 speed, -4 reaction
Heavy Weaponry
The character can use stationary weapons as well as Asvald's arsenal
Slayer
+Bleeding (-10% current health/turn, -20%/hit, -5%/cell)
+20% critical damage chance
-3 speed of the chosen target
Magic
Fire
+3 spells, +1 magic, +3 chi
+30% magical damage
  • Explosion. Deals 30+magic*15 dmg units. 10-[3x3]
  • Fire Shield. The character attacking the target receives 30+magic*20 dmg units
  • Heat. Character's will -3-magic*2
  • Fire Rain. All characters on the battlefield receive (25+magic*25)x3 dmg units (accuracy=3).
  • Fire Trap. The chosen cell explodes as soon as anyone steps on it. 100+magic*50 dmg units.
  • Fire Spear. Chosen character receives 20+magic*10 dmg units. If the target dies, the caster restores spent energy and can use this spell again in the same turn.
Electricity
+3 spells, +1 magic, +3 chi
+1 speed, immunity to movement-limiting effects.
  • Shock. Paralyzes target for (magic*1) turns
  • Teleportation. Instant movement of (magic*5) cells.
  • Tension. Target loses (8*magic) percent of magic energy.
  • Lightning Strike. Deals 40+magic*20 dmg units.
  • Chain Lightning. Deals 40 dmg units to the chosen enemy. Another character in range (7) receives the same damage. Bounces 1+magic times, attempting to choose new targets.
  • Telekinesis. Character can move small objects with their mind.
Water
+3 spells, +1 magic, +10 chi
  • Renewal. Restores character's health by 10+6*magic.
  • Healing Water. Removes negative effects of non-magical origin from the character.
  • Water Shot. Deals chi*5*magic dmg units.
  • Water Body. Immunity to water element, resistance (magic*10) to fire and physical damage.
  • Wave. Deals 20+magic*10 dmg units. 10-[1x3]
  • Calmness. Character's will +3+magic*2
Earth
+3 spells, +1 magic, +3 chi
+10 natural defense
  • Surge of Strength. Chosen character's health +20*magic percent.
  • Strength of Mountains. Chosen character's melee damage +20*magic percent.
  • Rift. Paralyzes characters in range and deals them 30+magic*10 dmg units [8x8]
  • Slipping Earth. Paralyzes characters in range for 2+magic*1 turns 15-[8x8]
  • Earth Control. This spell allows destroying various obstacles and structures. Also, using this spell one can create a bridge, stairs, wall, etc.
  • Schism. Destroys cells [8x8]; those who fail the check will leave the battle and most likely die.
Air
+3 spells, +1 magic, +3 chi
+3 speed.
  • Air Wall. Blocks all targeted spells and shots coming from outside.
  • Air Blades. Deals 20+magic*10 dmg units. Critical damage chance 25%. Magic*10% chance to destroy an enemy's equipment item.
  • Levitation. Character can float in the air. Immunity to melee attacks.
  • Suffocation. 20%*magic paralysis, 7%*magic death, 25%*magic 50 dmg units.
  • Wind Speed. Chosen character receives 2*magic speed.
  • Squall. Character's speed in the area of effect -magic*2, 15-[6x6]
Cold
+3 spells, +1 magic, +3 chi
+30 health, +3 will.
  • Freeze. Paralyzes a character until they receive damage. First attack modifier +50%*magic.
  • Ice Armor. Resistance 20%+magic*7 to damage.
  • Ice Spear. Deals 30+magic*15 dmg units. 15-[3x1]
  • Glaciation. Freeze on all characters on the battlefield (will -3).
  • Ice Prison. Immunity to any actions and paralysis, durability equals magic*100.
  • Sliding. +magic*1 speed (passive).
Creation
+3 spells, +1 magic, +3 chi
  • Healing. Restores character's health by 12*magic.
  • Purification. Removes negative effects from the character and heals injuries.
  • Empowerment. Chosen character's damage and health +10*magic percent.
  • Creation. Character can create ammunition, simple items, and gear.
  • Restoration. Raises a fallen ally (threshold = -10%*magic of max HP).
  • Wisdom. +1 to all (passive).
Energy
+3 spells, +2 magic, +3 chi
  • Magic Barrier. 1 chi = 10 health units.
  • Entropy. Dispels magical and other supernatural effects. Steals (4*magic) percent of chi.
  • Negation. Chance to ignore received damage.
  • Disintegration. Deals 50+magic*30 dmg units [10x1]
  • Invisibility. Stealth +magic*5.
  • Black Hole. Devastating damage in the area of effect (8x8). Requires fifth level of magic.
Religious Skills
Servant of Arcadia
+100% health
+Regeneration (a quarter of lost health per turn).
+Touch of Arcadia. Restores chosen character's health (will*4), heals wounds, injuries and purifies the organism. Cooldown: 4
+Gift of Arcadia. Raises a fallen ally (threshold = -50%). Cooldown: 8
+Unity with Nature. Character possesses the ability to heal land, forests and rivers from the consequences of drought, human activity, etc.
Servant of Ninsharra
+1 magic, +2 reaction, +2 accuracy, immunity to fire and poisons.
  • Sun Beam. Deals magic*44 dmg units 15-[7x1]. Cooldown: 6
  • Ninsharra's Heat. Combat magic (fire) is always active and requires no energy. +4 to magic for this spell.
  • Blinding Light. Paralyzes all enemies provided there are no obstacles in the path of light. Cooldown: 6
  • Ninsharra's Warmth. Removes all negative effects from allies in range and fully heals them. Fallen comrades rise from the dead (threshold = -50%). Spell range: 1-[9x9], cooldown: 10.
Priest
+8 will
+Purification of Soul. Damage to non-humans in melee or via spells is doubled.
+Purification of Mind. Removes negative effects from the character and gives a bonus to will (priest's will) against negative effects. Cooldown: 4
+Righteous Might. 10%*will=damage bonus for the next hit or spell of the chosen character. Cooldown: 4
+Salvation. 6%*will=elemental resistance (aura) [9x9].
+Prayer. Restores chosen character's health (will*2). Cooldown: 0
Servant of Rosario
+1 accuracy, +1 reaction, +1 will, +1 magic, +1 speed.
Purchase -0.1
  • Magnate
    Purchase -0.1
    +Wealth.
    +Companion.
  • Traveling Merchant
    Purchase -0.2
    +Fortune.
    +Two bodyguards with lowered stats.
  • Mage-Scholar
    +Eagle Eye. Character remembers spells used in battle. Success is determined randomly from the caster's will and Rosario's servant's will.
    +Research. Player can create up to two unique spells.
Warrior of Ansgar
+50 health, +2 accuracy, +2 reaction, +2 will.
+Hardening. Magic damage -40%. Immunity to stealth attacks
+Path of Blood. Character can use a weapon in each hand (one of them can be two-handed)
Warrior of Agnar
+3 accuracy, +1 magic.
+Immunity to electricity.
+Fire resistance (50%)
+Combat magic (electricity) is always active and requires no energy.
+Leadership bonus.
Krieger
+40 health, +1 accuracy, +1 reaction, +4 will
+Taunt. Enemies (11x11) who fail the will check are forced to attack the Krieger by any means convenient for them. Duration and cooldown: 3.
+Battle Cry. Will/2=will bonus for all allies (11x11). Will*5=additional melee damage for allies (%). Duration: 3 turns. Cooldown: 6.
+Frenzy. +1 attack for two-handed weapons and +2 for one-handed.
Warrior of Ain
+3 accuracy, +3 reaction, +2 speed
+1 attack for two-handed weapons and crossbows.
+2 attacks for bows, one-handed and polearms.
-1 cooldown.
+Immunity to critical hits.
Servant of Gavellus
+3 accuracy, +3 reaction, +3 will, +65 health.
  • Superiority Tactics for leadership. +4 reaction, +4 accuracy, +4 will, +3 speed, +1 magic, +50 health for all allies under the character's command.
  • Suppressive Fire for shooting (bow, crossbow, firearms). The character's next attack will deal no damage to the enemy but will force them to skip a turn (accuracy*2.5).
  • +100 health units for armor and shield.
  • An Ilinarian Legionnaire can choose effects of two legions instead of one.
  • +6 accuracy and +6 reaction for one-handed weapons.
  • +50 health units and +5 accuracy for two-handed weapons.
  • +3 accuracy, +3 reaction, +17% paralysis chance for polearms.
Warrior of Shameimaru
Requirements: samurai origin.
+4 accuracy, +4 reaction, +2 speed, +4 will.
  • Additional turn if the character's attack was lethal (once).
  • Enhanced Tao-ryu skill or 'hitokiri' ability (lethal attack, -8 accuracy, cooldown: 4 turns) for Ken-ryu.
  • Second skill for Tao-ryu or +2 accuracy, +2 reaction, +1 speed, +2 will for Ken-ryu.
Servant of Shai
  • Enhanced version of any traditional magic spell and 5 spell points.
  • +2 magic, +500 energy.
  • Fairytale World. If the target fails the will check, the following may occur (choice):
    a) The character falls into a state of sleep.
    b) The character is forced to fight a follower of Shai "in their own head". In this case, the follower of Shai can use any type of weapon and has +20 accuracy, +20 reaction, +20 will, +20 speed.
    c) The follower of Shai learns desired information about the character.
    d) The character rests and gathers strength. Health and magic energy are restored to maximum.
    e) Negative effects are removed from the character.
  • The character's melee attacks deal magical damage.
Shadow of Tilla
Requirements: assassin or slayer
+4 accuracy, +4 reaction, immunity to poisons, stealth attacks, and critical hits.
Stealth attacks do not deal additional damage but kill the enemy.
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10 years ago
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The Great Nozenroth Empire
Today, Nozenroth is the undisputed leader of Ertenia in the spheres of economy, military power, and scientific progress. The empire's numerous army is armed with the latest technology and can boast not only high levels of discipline and loyalty but also the best military training in the world.

Courtesy, honesty, moderation, knowledge of etiquette, education, as well as a love for art and culture are typical qualities of a Nozenrother. Many of them practice music, and prefer to spend their time over a cup of tea in the company of friends or by attending balls and concerts (stereotypical ways of Nozenroth leisure).
Marriage is generally arranged by the parents of the future groom and bride and can only be dissolved for a valid reason (such as infidelity or the death of one of the spouses).

Non-humans and other national minorities, representing a quarter of the empire's population, continue to live in bondage and possess no rights. Thus, they can easily be sold, exchanged, or simply deprived of their lives.
In the summer of 359, the imperial palace was attacked by the 'Zighar' organization, as a result of which the Emperor fell into a state of lethargic sleep and two of his sons passed away.
La-Rouan is one of the most brilliant men of the century, a man who managed to mold a small kingdom into a colonial empire and a titan of world politics. The beginning of Nozenroth's Golden Age and the liberation of commoners from the oppression of the aristocracy are associated with his name.

Thanks to a productive alliance in the past and similar values, Nozenroth maintains warm relations with Taosia; however, other countries of Ertenia (especially Ninsharria, Sintang, and Ilinar) remain on guard and see the empire as a threat to their interests.
High Command
Prince Raeishal
Position: Regent
The only (living) son of La-Rouan, future ruler of the Great Nozenroth Empire. He possesses all the positive qualities valued by Nozenroth society, shows great promise, and serves as a role model.
He assumed the position of regent in 359 due to his father's incapacity.
Lionel Craftwell
Position: Minister of Education and Culture
Lionel's thoughtful policy revived the 'high own morals' of Nozenroth, which once served as a code of honor for aristocrats. This was largely the reason for the moral transformations over the last two decades.
Due to the rapid growth of the native population of Nozenroth, the lack of need for slave labor, the increasing influence of organized resistance in the form of organizations such as 'Zighar', and the future difficulties of the slave-owning system, Lionel proposed an 'cleansing' of the empire in 361 — the deportation or liquidation of slaves; however, this idea was held back by Raeishal due to increasing political tension in Ertenia and a possible war.
Carvelos Lestat
Position: Fleet Admiral
An outstanding military figure of Nozenroth, whose main achievement is the swift and unconditional victory over the fleet of the Nilam Kingdom in the Novarian Sea in 353, which allowed this country to be isolated from the rest of the world and prevented aggression on its part against the empire's colonies. This man's exceptional talents combined with the power of the Nozenroth fleet rightfully make him the king of the seas.
Caesius Vex
Position: Field Marshal
Nozenroth has not participated in major land battles for the last thirty years, and therefore the empire's current field marshal does not possess extensive experience. Nevertheless, Caesius Vex is confident that his skills and Nozenroth's military-industrial complex are more than enough to crush any enemy of the empire.
Princess Anistalia
Position: Nozenroth representative at the SCE in Enluan.
The youngest daughter of Emperor La-Rouan and his favorite child. She was appointed by Raeishal in 363 to represent Nozenroth at the Council of Ertenia Countries in Enluan. In the prince's opinion, this position should be held by a close family member of the ruling monarch and no one else, and Anistalia, possessing a perceptive gaze and a cold mind, was more than qualified for it.
National Skills
Fencing
+Skill
+8 reaction
+[8] accuracy
+Parrying
+Counterattack
+Attack
-Shield
-Armor
Nozenroth Military Training
If the following skills are present, the character receives these bonuses:
  • Military Training: +2* accuracy, +2 reaction, +2 speed, +2 will, +20 health.
  • Reconnaissance: +2* accuracy, +2 reaction, +2 speed, +2 will, +10 stealth.
  • Firearms: +[3] accuracy, -1 reload.
  • Thrown Weapons: +2 accuracy, +2 reaction, -25% damage from area-of-effect attacks.
  • Armor and Shield: +50 health, block chance is twice as high.
  • Heavy Weaponry: +[4] accuracy.
Musical theme:


Enluan
Enluan, the "Treasury of the World" — an island city once retaken from Tilian pirates by the Narameshes of Teios under the command of Namhani Airy. Since then, this island has become not only the treasury of the world but also a true paradise for those who could afford life in this magnificent city, the most beautiful in Ertenia.
Jewels and money are kept in Enluan, meetings of entrepreneurs are held, and negotiations between country leaders take place.
SCE, the Council of Ertenia Countries — an international organization founded in 346 at the suggestion of Netria Alcesir. The main goal of the SCE is to conduct multilateral diplomacy.

The first ruler of Enluan, Airy, fell victim to an accident and died in 355. Her body was placed in a sarcophagus and delivered to the treasury of Enluan.
Her successor was Miatris, an advisor and close friend of the deceased, who proved herself to be an extremely talented administrator, politician, and economist.
National Skills
Artifact
The character may choose an additional item at the start.
Musical theme:


Republic of Ilinar
Despite the vicissitudes of fate and the defeats of past years, Ilinar managed to avoid oblivion in the flow of history, and through the labor of Ilinarians, part of its former power was preserved and restored. Although the republic had to part with most of its lands, yielding them to Nozenroth, Taosia, and separatists, Ilinar still remains a force to be reckoned with.
Business, freedom of speech, broad civil and political liberties, science, and magic flourish here. This is a unique place in Ertenia where everyone is equal before the law regardless of origin (race) or social status.
Council of the Republic
Vuan Serrafi
Position: Council Chairman
He ran a brilliant campaign in the elections of 360 and, as a result, received 63% of the senators' votes, thus ascending to the highest state office of the Republic of Ilinar.
The most significant difference between Vuan's activities and those of his predecessors is the militarization of the economy, for which he received sharp criticism from many politicians, disapproval in the press, as well as among many groups of the population.
He himself, however, has stated more than once that increasing military power is necessary to avoid 'tragedies of the past'.
In other respects, Vuan has shown himself to be a more than competent leader; however, the extension of his term as chairman in the elections of 365 is very much in question.
Asalia Tish
Position: Grandmaster of Magic
Asalia Tish proudly bears the nickname 'master of sword and magic', as she is equally proficient in both the art of close combat and magical sciences. She was fortunate to be a student of Ninsharria's hero — Astin, and one of the strongest sorcerers in history — Lutros. Leader of the "Sorcerers of Ilinar" legion.
Haeret Duaya
Position: Minister of Finance
Haeret is a well-known traveler and expeditionist who spent half his life traveling the world, conducting various research. He decided to apply his talents to state administration on the advice of Tantdred — the previous minister of finance and, simultaneously, his long-time acquaintance.
Nuvian Enzeiros
Position: Marshal
A commander born from the gods and a demon on the battlefield, Nuvian was promoted to the position of marshal through the efforts of Vuan Serrafi. His contemptuous attitude toward 'weaklings' and people far removed from the military craft made him an object of hatred among the common population and a scapegoat for journalists. Leader of the "Death Legion".
Nares Raub
Position: Minister of Intelligence
In his youth, Nares served in the "Tyrezite" and therefore has extensive experience in this field of activity. He prefers not to be seen in public; for this reason, little is known about him, as well as about his activities due to secrecy.
Kaelia
Position: Justiciar
Previously, the powers and duties of the justiciar included the exclusive right to judge residents or guests of the republic and oversee compliance with laws in the country; however, after Hikari's retirement, this concept was abandoned. Until 346, this position existed only formally, but with the founding of the SCE, the justiciar was meant to represent Ilinar in the council and participate in other international negotiations, secretly or openly.
Legions of the Republic
#
LegionLeader
I
Death LegionNuvian Enzeiros
II
Sorcerers of IlinarAsalia Tish
III
Black ArrowMelfina
IV
Guardians of the RepublicVilmav Feymer
V
Wings of the WindLairet Cross
VI
SparkElmer Alrion
VII
PeacemakersYambul Jreg
VIII
Lions of the RepublicLotaik Sari
IX
VictorsVargan
X
Morning StarVelvaun Ziltailan
National Skills
Legionnaire
  • Death Legion.
    +3 accuracy, +3 reaction, +3 will, +1 speed
    +Combat Experience (damage received is 40% lower)
  • Sorcerers of Ilinar
    +1 magic, +3 spells, +300 energy.
    +Concentration (two spells in one turn without other actions)
  • Black Arrow
    +[8] accuracy (shooting)
    +20% critical damage chance
    -50% speed of selected target
    +2 speed
  • Guardians of the Republic
    +50% health
    +50% block
  • Wings of the Wind
    +5 speed
    +Riding skill
  • Spark
    -1 reload
  • Peacemakers
    +1 accuracy, +1 reaction, +1 magic, +1 speed, +1 will, +20 health, +100 energy.
  • Lions of the Republic
    +3 accuracy, +3 reaction.
    +Disarm. 2%*accuracy for any weapon in close combat.
    +Second Wind. When a character's health drops below zero, they restore 30% of their health and continue the fight. Threshold -50%, once per battle.
  • Victors
    +100 health.
    +Zeal. Immunity to all forms of slowing and paralysis.
  • Morning Star
    +Genius. +1 skill point, ability to use a weapon in each hand.
    +3 accuracy, +3 reaction, +3 will, +2 speed.
    -Freedom of action
Magic of Lycia Strain
Level
Destruction
Divination
Spatial Magic
I
Magic Shards
Deals 5 units of damage of each element to the target.
Identification
Learns characteristics of an item or character.
Blink
+3 speed
II
Ignition
Deals 30 units of fire damage to a character. +100 if they wear plate armor.
Sleep
The selected character remains inactive until freed from the spell or takes damage.
Passage
Allows passing through walls.
III
Deconstruction
Destroys the selected item.
Hold
Characters in an area of 10-(7x7) enter a state of paralysis.
Summon
Summons a random animal to aid the caster.
IV
Ice Touch
1st action: paralyzes the opponent; the next hit on them will deal triple damage.
2nd action: deals 120 units of cold damage to the opponent.
Confusion
Characters in an area of 10-(7x7) stop distinguishing enemies from friends.
Spatial Jump
Teleportation to any previously visited location (up to 100 km).
V
Meteor
Characters in an area of 10-(7x7) take 300 units of fire damage. Those standing just outside the area (+5) take 50 units.
Mirror
Spells directed at a selected target are redirected to a random character.
Labyrinth
Traps a character in a spatial labyrinth until they manage to escape it. Target's will during casting and under effect -6.
VI
Meteor Shower
Five meteorites fall into random cells on the battlefield.
Charm
The selected character becomes a servant of the caster.
Tunnel
Summons some monster to aid the caster. Due to lack of will, it may go out of control.
VII
Judgment Day
5000 units of fire damage are dealt to a random cell. On the second turn to two, on the next to three, and so on up to 20.
Death Beam
Characters on the spell line [30x1] die. Target's will during casting -10.
Gate
Summons a weapon from a specific location, allowing it to be launched at enemies (or fired if it is a firearm). Damage equals the weapon's damage.
*Lycia Strain — a sorceress from Alsephir who now lives in Ilinar. She teaches magic for services, in exchange for rare items or simply for huge sums of money.
This magic is taken like other skills; the character receives +1 to magic and the ability to choose up to three spells. Up to four if they are all from one branch.

Musical theme:
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10 years ago
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Sintan
Sintan is a degenerate form of the Elulu-Suen ideology where the hierarchy is built simply on the principle of ruler > princes > warrior class > all others.
Laws require princes not to hinder production, pay tribute on time, and answer the call to war; otherwise, they are free to govern their principalities as they please. Only Louis himself can remove a prince; if it happens otherwise, the conspirators are brutally punished.

The majority of Sintan's warrior class consists of traitors to the Kalevrit faith, just as the lands seized from Kalevritia make up most of Sintan's territory. Accordingly, Sintan and both Kalevritias are natural enemies.

In the early 40s, Louis Alvarez, wishing to obtain one of the Stones of Immortality, began a war with Ninsharria. Neither side managed to gain any advantage, so the war was unproductive and only drained the resources of both countries. Eventually, Ihara agreed to transfer the Stone of Immortality [emerald] to Alvarez in exchange for a large sum of money and a non-aggression pact. Thus, Louis acquired not only the legendary "Terror" but also such a precious artifact.
National Abilities
Dark Knight
-2 magic
+Skill (two-handed weapons and armor wearing)
+Feud. Damage to Kalevrits and non-humans +50%
+100 health
+Arc. Cooldown: 0
+Execution. Damage is three times higher. Cooldown: 3
+Ram. +10% damage for each cell traversed. Additional speed: 8. Cooldown: 6
Cult of Pain
-2 to magic
-90% health.
-Armor
-Shield
+12 accuracy, +12 reaction, +7 speed.
+250% melee damage.
+Immunity to mind-affecting effects.
+Immunity to movement-restricting actions.
Dark Paladin
+Fanaticism. +2 attack for one-handed weapons and +1 for two-handed. +2 speed.
+Unholy Protection. Will*20=damage barrier. Recharges at the end of battle.
+Punishment. Paralyzes the selected target for one turn. Cooldown: 0
+Evil Aura. Healing and regeneration effects do not work (11x11).
Princes
Lucretia Alvarez
Principality: Pridecastle (+parrying, including projectiles and spells, compatible with two-handed weapons).
Biological daughter and one of the wives of Louis Alvarez. Known for her incredible cruelty, excessive pride, cold-bloodedness, as well as ingenuity in torture and various events involving death sports, whether arena battles or human hunting.
Dominic Pasquale
Principality: Lichvert (ability to retreat at any time)
One of the few people who managed to keep their sanity in the chaotic hell known as Sintan. In the days when Alvarez attacked Kalevritia, Dominic was a simple paladin. Realizing that defeat was inevitable, he defected to the side of the invader, subsequently working hard to achieve such a high position through which he could make the lives of his compatriots even a little bit better.
The Prince of Lichvert closely monitors order in his lands and does not allow peasants to be oppressed.
Amadeus Salvatore
Principality: Darkstone (+5 will)
In Kalevritia, he is known by the nickname "The Unholy Paladin." This is because Amadeus is the founder of the order of dark paladins, a phenomenon equally offensive and terrifying to the warriors of the Holy Land.
Patricia Blight
Principality: Blightfield (-20% damage)
Although the Princess of Blightfield is a living human, she more closely resembles a living dead person. Due to some illness, she feels nothing, whether it be physical pain or emotions.
This led to complete indifference toward everything that does not concern war.
Carlos
Principality: Grimwood (+cult of pain)
Herald of suffering and mutilation, founder of the cult of pain. Previously held the position of bishop in one of the Kalevrit churches.
Sandro
Principality: Lastland (+15 health, +3 accuracy, +3 reaction, +2 speed, -8 will).
One of those who know how to fight but do not like it, Sandro prefers carnal pleasures to the battlefield.
Lastland contains the largest share of Sintan's agro-industry, the largest winery in Ertenia, and the biggest slave market after Tilia.
Nau-de-Liand
Principality: Ides (+10 health, +2 accuracy, +2 reaction, +1 speed, +2 will)
Sintan is undoubtedly a very militarized country, however, Ides holds a special place in this. A high level of discipline and order, as well as mandatory combat training developed personally by the count, distinguish Ides from the rest of Sintan.
Theodor Mollendorf
Principality: Totentanz (+55 health)
Having spent his youth in Ilinar, Theodor Mollendorf is a remarkably practical man. He finds the ways of Sintan wild and the use of resources irrational, believing that under current conditions, Sintan needs successful wars to sustain itself; otherwise, it will sink into an economic pit or self-destruct as a result of a major defeat.
Faust
Principality: Phantasmagoria (+1 magic)
Magic is a rare phenomenon for Sintan, but even a man as far from magic as Louis realizes the importance of this science in military affairs. For this reason, about twenty years ago, Alvarez granted lands to one of the few sorcerers in his army, hoping thus to replenish his force with young wizards in the long term.
Musical theme:


Kalevritia
Western Kalevritia
Leader: Gelasius II
Despite colossal losses during the war with Sintan, Kalevritia has not been reunited over the last few decades. Neither the paladins of Eastern Kalevritia nor the clergy of the West have recognized each other.

Inquisitor
+1 magic, +180 energy, +5 will.
+Burning. Deals 70+magic*15 units of damage.
+Aura of Condemnation. Magic*8% = penalty to accuracy and reaction of enemies (11x11)
+Sanctuary. Inside the barrier, characters gain immunity to everything and cannot influence the outside world. Enemies with higher will than the inquisitor's will can enter. Duration: 4, cooldown: 6
Eastern Kalevritia
Leader: Johan Galahad
Unlike his cousin, Krista Galahad, Johan is working on restoring relations with the West, as he understands that the threat from Sintan has not disappeared. He places the preservation of Kalevrit values above disagreements between paladins and clergy.

Paladin
+Fanaticism. +2 attack for one-handed weapons and +1 for two-handed. +2 speed.
+Holy Protection. Will*5=damage barrier. Cooldown: 5 turns after receiving damage.
+Punishment. Paralyzes the selected target for one turn. Cooldown: 0
+Righteousness. Restores 30 health every turn.
Musical theme:
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Ninsharria

The Royal Family and the Queen's Inner Circle
Ihara
Residence: Shankhursang (+1 magic).
Founder of the Land of the Sun and the nine Stones of Immortality created as a result of the destruction of Suentan's Prism of Youth. A Stone of Immortality guarantees its owner eternal youth, immunity to all types of diseases, and a unique property specific to each individual stone. The following stones of immortality exist: ruby, emerald, sapphire, topaz, diamond, amethyst, aquamarine, spinel, and amber. The emerald was passed to Ludovic Alvarez, lord of Sintan; the sapphire was given to Astin as a mark of his merits before Ninsharria; the amber and diamond were gifted to the queen's daughters, and the ruby fell into the hands of Marisa Ghostdrain, who took it from the dead body of a warrior known as Kiyomasa. For what reason this stone ended up with him remains a mystery.
Nanaiya
Residence: Ishhegal (will*2).
The youngest of Ihara's daughters. A domineering and self-centered person. She demands absolute discipline from her subjects and expects them to deify her persona. She sincerely believes that the place for all other humans and non-humans is at her feet.
In secret, she wishes death upon her mother, hoping to take her place.
Known talents: Ishanada magic, fire magic, priestess of Ninsharra.
Stone of immortality: Amber. According to rumors, no matter how terrible the owner's wounds are, her body will always be healed.
Aiya
Residence: Veldaran (alchemy and diplomacy).
Daughter of Ihara and, presumably, Astin — a hero of the Olinar-Ninsharrian war. She enjoys great popularity among the people of Ninsharria and beyond for her benevolence, generosity, and hospitality.
She does not strive to take the throne of Ninsharria; however, should something happen to Ihara, she is more than ready to assume the duties of the queen.
Known talents: Creative magic, leadership, antimagic, alchemy, diplomacy.
Stone of immortality: Diamond. Presumably, it enhances all of the owner's abilities and protects her from evil.
Anbu
Combat Unit: Dawn (immunity to air, combat magic (air; passive +1 to magic exclusively for this spell), +2 speed)
Bodyguard and military advisor to Ihara, responsible for the queen's security and maintaining order in the capital of Shankhursang. He is known throughout Ertenia for his martial skill and tactical genius.
Devoted to Ihara from the bottom of his heart and ready to die for her without hesitation.
Known talents: leadership, polearms, martial arts, antimagic, marksmanship.
Nizida
Combat Unit: Sunset (immunity to water and cold, +10 stealth, +2 speed).
If "Dawn" protects the queen by 'day', then "Sunset" does so by 'night'. Nizida and her subordinates handle intelligence and eliminate enemies of Ninsharria both inside the country and beyond its borders.
The capabilities and influence of Nizida and "Sunset" in Ertenia are surpassed in this direction only by the Ito clan from Taosia.
Known talents: assassin, killer, scout, one-handed weapons, combat magic, martial arts.
Lashtu
Residence: Shanzamtar (immunity to electricity, ward against the evil influence of foreign religions if the character is a follower of Ninsharra).
Shanzamtar is a place of pilgrimage for a very large number of servants of Ninsharra. It can be said that it is the second center of this religion after Shankhursang. Lashtu, holding the position of high priestess of Ninsharra, deals with the spread of the cult of worship to her goddess through preaching and propaganda within the territory of Ninsharria and by organizing missionary missions beyond its borders, in which she often participates herself.
Known talents: priestess of Ninsharra, diplomacy.
Meligor
Residence: Aggatan (health +1000%, impossibility to restore it in any way).
Thanks to his own mind and hard work, Meligor once managed to achieve immortality, and since then his life has followed an extraordinary path. He fell in battle at the fortress of Daggernight but was restored by followers of the teachings of Elulu-Suen. He fell in battle against the warriors of Ninsharria, but was restored by them. He has been a great warrior, a Namhani of Teios, and now one of the defenders of the Land of the Sun. In the end, all he needed from life was a place where he could belong and the opportunity to raise his sword against a worthy opponent while enjoying the battle.
Council of Aristocrats
In the days when Ninsharria was first created, this country was in a very precarious state. It was inhabited by people with different values, speaking different languages and not so long ago waging wars against each other. In order to strengthen her position, Ihara was forced to create an aristocratic class and endow it with more power than she would have liked. The council consists of the most powerful among them.
Rena
Residence: Onitan (+2 attack for one-handed weapons and bows, +1 for two-handed and crossbows)
Swordmaster from Onitan and a worthy successor to Ea, the demon queen.
Dedicated her life to perfecting combat skills and training her numerous students.
Despite disagreements regarding religious beliefs, she is very loyal to the crown.
Naevis Vaesran
Residence: Elutan (player-created ability, requires investment)
Under the leadership of Naevis Vaesran, the land of enlightenment Teios became a scientific center of Ninsharria. Thanks to research conducted in Elutan, Ninsharria managed to green part of the wastes of southern Ertenia, copy Nozenroth's weapons, and develop fundamentally new magic and unique training methods for soldiers.
Neyzai
Residence: Suentan (in case of a miss or failed dodge, the roll is rerolled)
A fierce warrior of southern Ertenia devoted to the teachings of Elulu-Suen and supports Ninsharria as long as the lords of this country remain strong.
In the past, she was among the students of Nangilishima.
Nimaat
Residence: Uhurhum (amulet of Ninsharra — once returns its wearer to life if they have died).
Uhurhum is a city rich in gold and other resources with access to the sea. It is a cultural center of Ninsharria where numerous events are held, both religious and simply for entertainment.
Coleus Lestat
Residence: Ligia (starting equipment is better than usual, contracts pay 50% more)
Coleus Lestat is an Olinar of Nozenroth origin and a distant relative of the current admiral of the Nozenroth fleet. Being a talented fencer, a skilled sailor, and a shrewd entrepreneur, Coleus is a victim of great desires. He imagines himself on the throne of Ninsharria and dreams of intimacy with the queen and her daughters.
Deicia
Residence: Licinia (ability to choose any national ability and spell without the need for knowledge of the corresponding skill)
Licinia is a city devoid of slaves, a land of scholars, philosophers, musicians, and writers, the pearl of southern Ertenia famous for the highest standard of living in Ninsharria and the highest level of education among the population in Ertenia. Licinia much resembles Enluan, but while Enluan represents a treasury of various jewels and artifacts, Licinia with its Licinian library is a treasury of knowledge.
National Abilities
Aristocrat
+Slave Owner. Ability to create up to two slaves (-2 own points for them).
+Wealth.
Musical theme:


Taosia

Taosia is a country with very strict traditions, a rich culture, a high level of religiosity, and unwavering loyalty to the emperor and the country.
It should be noted that the standard of living and education in Taosia are extremely high, and technological progress does not lag behind despite the devotion to traditional weapons.
Imperial Family
Kanehito
The Emperor of Taosia once bore a mortal name and was known as Sojiro of the Maeda clan. He is a strong warrior and an exemplary samurai, while also being a loyal follower of Shameimaru. His charisma, benevolence, and firmness of character helped him become the leader of the Shameimaru faction and subsequently the emperor of Taosia.
After the unification of Taosia, Ito Bansai, holding the position of prime minister, ordered the lifelong name of the emperor to be tabooed and elevated his persona to a sacred and inviolable status, thereby strengthening the legal position of the imperial family for future generations. As a result, since then, ministers bear the responsibility for carrying out the emperor's orders.
Shoji
Son of Kanehito and, accordingly, future emperor of Taosia. A hardworking and responsible person working diligently for the good of Taosia, gradually attending to all the country's affairs, from economics and diplomacy to military matters.
Maintains friendly relations with Hidesato and Prince Reishal of Nozenroth.
In his free time, he practices poetry and kenjutsu, analyzes the works of foreign philosophers, and studies history. He sometimes visits other countries of Ertenia, becoming acquainted with foreign cultures and gaining a deeper understanding of the origins of international problems.
Yanagi
Daughter of Kanehito. A spirited character and genuine love for kenjutsu from early childhood did not allow Kanehito and his entourage to raise Yanagi into a woman of a traditional Taosian house; in the end, Yorie handled this role more than worthily.
Instead of such things as tea ceremonies, Yanagi, possessing unwavering confidence in her strengths and a striking predisposition for martial skill, achieved great success in kenjutsu, becoming one of Taosia's strongest swordmasters at such a young age.
Yanagi's constant optimism and energy warm everyone around her; she is loved both in the family and by the people.
Yorie
Granddaughter of Bansai, the previous prime minister of Taosia and head of the Ito clan. She was betrothed to Shoji even before her birth as part of a deal between Bansai and Sojiro.
She accompanies Shoji on his travels through Ertenia, meeting all expectations of a young girl from the imperial family and even more.
She plays various musical instruments, with a special preference for tsugaru-jamisen.
Government of Taosia
Prime Minister
Chief of Army General Staff
Magic Inspector
Chief of Intelligence
Fleet Admiral
Isaburo Kageyasu
Matsuo Hidesato
Uchiyama Yoji
Ito Takeharu
Matsubara Takao
Minister of Culture
Minister of Economy
Minister of Foreign Affairs
Minister of Trade
Guji
Iwasaki Ryoji
Hagiwara Oji
Maruyama Sakon
Yamasaki Kazuyoshi
Uitiro
National Abilities
Ken-ryu
+[7] accuracy, +7 reaction, +2 speed.
The character's attack cannot be blocked, parried, or counterattacked.
+2 attack.
+Gust of Wind. Damage +500%, cooldown: 3.
+30% chance to deal critical damage
Tao-ryu
+[5] accuracy, +5 reaction.
+Crescent Slash.
  • Hesitant Sword. The character parries attacks, shots, and targeted spells.
  • Insightful Sword. +2 attack.
  • Heavenly Sword. Attack range +6.
+Iai do. A sudden or stealthy attack deals +400 units of damage. The character can reflect a stealthy attack.
Ninja
+20 health, +2 accuracy, +2 reaction, +15 stealth, +5 speed.
  • Bujutsu. The character can use any weapon without penalties.
  • Genjutsu. Immunity to mind-affecting effects. The character can paralyze a chosen target or impose visions upon them.
  • Art of Transformation. The character can change their face.
  • Taijutsu. +30 health, +2 accuracy, +2 reaction, +5 will.
Uchiyama
+1 magic, +3 spells, +150 energy.
  • Zetsumei. The chosen character dies.
  • Yokai. Accuracy and reaction of the summoned are equal to the caster's will, health is will*20.
  • Naosu. Removes all negative effects from a chosen character, fully restores health, cures diseases and injuries.
  • Baffling Mist. Enemies in the area of effect (11x11) must pass a perception check; otherwise, they will act blindly.
  • Will of Blades. The caster creates a spiritual blade, controlling it mentally.
  • Spirit Superiority. Immunity to damage and status effects (check: will).
Musical theme:
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Kingdom of Yorun
Yorun is inhabited by humans, ingi, yan'shi, and dwarves. The policy of the previous king, Thorstein "the Radiant", allowed all northern peoples to coexist and work together for the benefit of their common homeland.

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

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

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

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

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

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

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

Tilian Archipelago

In the age of firearms and colonial empires, the anarchic society of Tilia did not cease to exist but, on the contrary, became even bolder in its attacks on defenseless port cities and small ships sailing the Ertenian (and other) seas. And thanks to smuggling and looting, pirates managed to acquire more modern weapons than many countries have available.
Tilian Trio
Captain Reicher
Flagship: "Misfortune" (Duelist. In one-on-one combat, accuracy, evasion, will, and speed are twice as high)
Reicher was born and raised on the islands of Tilia and participated in pirate raids from early childhood. At first, he helped older comrades by working on deck, mopping floors, guarding prisoners, observing the situation during voyages, etc. As he grew up, Reicher often found himself in the front lines of battles with a saber in hand. Bravery and charisma made him the terror of the seas, while intelligence and luck saved his life more than once.
Captain of "Misfortune" lost the eyes of his previous ship in a battle with Admiral Carvelos's fleet several years ago. Then Reicher swore to avenge himself on Lestat or his successor as admiral of the Nosenroth Empire's fleet.
Captain Ward "Black Hands"
Flagship: "Anabella" (-1 reload)
Captain Ward, whose real name was lost somewhere in the annals of history, spent his youth in the Nosenroth navy. He had no reason to leave; his record was clean, the pay was good, and a quite acceptable career awaited him. Nevertheless, the young captain wanted more from life, not so much in material terms as in terms of opportunities. He wanted freedom, and therefore he left.
He got his nickname when he rushed to put out valuable papers with his bare hands, having nothing else at hand.
Captain Nazi
Flagship: "Bottomless" (Dirty Fighting. Chance (accuracy vs will on hit) to paralyze the opponent)
Nazi spent part of his youth in slavery, praying every day that he would not end up on his masters' dinner table. They, however, did not know they held a snake who would take the first available opportunity for escape, even if he had to paint the road to freedom with someone's blood.
For some reason, Nazi always knows about the most profitable routes and the wealthiest targets for looting.
Special Skills
Adventurer
+Skill (firearms, one-handed weapon)
+Ability to use a weapon in each hand.
+3 accuracy, +3 reaction.
+Parrying.
+Attack.
-Shield.
-Armor.
Luck
All failed actions are automatically rerolled.
Chance to survive a lethal wound (will*5). (Will*2) if the threshold is below -50%.
When visiting a new location, 10% chance for a rare encounter.
When searching locations and looting corpses, 5% chance to find something rare.
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Other Countries of Ertenia
Asvaldr
Representative of the Asvaldr people's interests: Barin
Currently, Asvaldr actively cooperates with Nozenrot, the Republic of Ilinar, and the Jorum kingdom. The dwarves trade resources and weapons they have produced, provide services in engineering and rune magic; however, they will under no circumstances directly support any side in a military conflict, nor will they become aggressors themselves.


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

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

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

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

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

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

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

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

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

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

Skills

Riding
Mounted on a horse during battle, the character feels more than confident. Without this skill, using horses or other mounts may be difficult.
This skill is possessed by any Kamudjin, Melhorian, Tergotai, as well as those from Totentanz, Winter Winds, Wind Wings, and Iltan.

Lockpicking
With lockpicks, the character can open locked doors, chests, and other containers.
This skill is possessed by all those from Black Arrow, Lichvert, Sunset, Ligia, Winter Winds, Tilia, and Shorokh.

Theft
Character reaction check when performing stealthy thefts (e.g., pickpocketing): 5+(stealth/4).
Reaction check with this skill: 15+(stealth/2).
This skill is possessed by all those from Sunset, Tilia, and Shorokh.

Craftsman
With the necessary tools and materials, the character can repair damaged items.
This skill is possessed by all those from Veldaran and Asvald.

Necromancy
Creatures raised using the "Necromancy" spell remain on the Wizard's side indefinitely; the spell itself costs three times less, can be used twice per turn, and the summoned creature has three times more health.

Marksmanship
Character attacks using firearms, bows, and crossbows have a chance to disarm the opponent (25%) or kill them instantly (10%). Does not work against opponents wearing heavy armor. With more than one shot per turn, the probability of the skill triggering decreases.
This skill is possessed by all Melhorians and Ligians.

Cheating
In gambling games, the character can reroll their result or their opponent's result. Combines with luck. The skill does not work if both players possess it.
This skill is possessed by all those from Arinasay, Ligia, and Tilia.

Expert (Explosives)
The character can throw explosive devices further (+0.5), set bombs faster (-1), and defuse them. Additionally, the character cannot fall victim to malfunctions of such items, and they deal 40% more damage.
This skill is possessed by all engineers and those from the "Inferno" squad

Expert (Potions)
The effect of potions is stronger (+0.4), and after the character drinks them, there will always be enough remaining in the vial for a second use.
This skill is possessed by all characters from Veldaran and Puria.

Expert (Traps)
Reaction*2 for detecting traps. Similarly, traps set by the character are twice as hard to notice.
This skill is possessed by all Melhorians.

Expert (Artifacts)
After a brief study of non-trivial items, the character can determine their unknown characteristics and properties.
This skill is possessed by all those from Enluan, Elutan, and Shanhursang.

Expert (Trade)
Purchase -0.15
This skill is possessed by all native inhabitants of Ilinar and Illiniar (humans) as well as Dzyonhyan.
Passive Traits

Affinity (Water)
Damage received from water magic is halved, while damage dealt is 50% higher; positive effects work similarly. +6 will.

Affinity (Air)
Immunity to negative effects of air magic, +4 speed.

Affinity (Earth)
Natural defense +10, cost of earth spells is halved.
This trait is possessed by all Geirteians.

Affinity (Fire)
Damage received and cost of fire magic spells are halved.
This trait is possessed by all servants of Ninsharra and Teyosieks.

Affinity (Cold)
Immunity to negative effects of cold magic, spells of this element cost half as much. +50 health units.
This trait is possessed by all Yan'Shi.

Affinity (Electricity)
Lightning magic spells directed at the character grant them +5 accuracy, reaction, and speed.

Affinity (Magic)
Magical energy +80%, spell cost is 20% lower.
This trait is possessed by all Wizards from Ishanad.

Unity
The character receives +1 to accuracy, reaction, and will for each ally near them (11x11).
This ability is possessed by all Kamudjins.

Immunity
Immunity to diseases; resistance to negative effects not related to mind and endurance is twice as high.
This trait is possessed by all Kamudjins, Sintans, and Tergotais.

Rebirth (Karma)
The player's next character in this setting will be based on the actions of their current character.
This trait is possessed by all inhabitants of the Nilam Kingdom.

Companion
The player can designate an animal that will accompany its master on their travels.

Robust Health
Health +0.4, melee damage +0.3, +1 accuracy, +1 reaction.
This ability is possessed by all those from Sintan, Geirt, Iltan, Melhoria, Tergotay Kamudjin, and the Reborn.

Agility
+3 reaction and +3 accuracy.
This trait is possessed by all Shunians, Tergotais, Taosians, Tilians, and Melhorians.

Stealth
Stealth +15; wanted characters find it much easier to hide in a crowd or simply remain unnoticed.

Blood Power
+8 accuracy, +8 reaction, +8 will.
Requirements: nih

Anti-Magic Barrier
The first spell (per battle) directed at the character will be nullified.
This trait is possessed by all inhabitants of Darkstone, Prismilia, as well as Ladjia.

Soul Power
The character's melee attacks ignore the defensive mechanisms (armor, spells, etc., but not techniques such as parrying, blocking, etc.) of opponents.
Requirements:
1. 'good' or 'neutral' character.
2. character from Taosia, Tergotay, Ilinar, Kamudjin, Dzyonhyan, or the Nilam Kingdom.

Charisma
At the start of the game, an ally created by the GM as a random traveler joins the character's party. If desired, the player may roll cards for them as they would for themselves; however, race, skills, and everything else will be determined by the GM.
This trait is possessed by all Purians, but it can be declined.

Euthymia
Immunity to any effects on the mind, +4 accuracy, +4 reaction, +4 will.
Requirements: Enluan, Veldaran, Licinia, Taosia, Melhoria, Nihotensen, Dzyonhyan, Tergotay.

Clairvoyance
The character can witness events both near and very far away.
Active Abilities

Sudden Shot
The character's first attack (which must start the battle) has an accuracy modifier of +25 and is a stealth attack regardless of whether the character has the assassin skill or not.
Requirement: pistol.

Crippling Strike
The character who receives this strike will lose 4 accuracy, 4 reaction, or 4 speed until they are healed. Accuracy on the strike -25%, cooldown: 1 turn.
Requirement: melee.

Kaimitsugiri
The character deals double damage to everyone around them. The same amount of damage dealt is converted into the character's health until the end of the day. Cooldown: 5 turns.
Requirement: katana.

Double Shot
The character uses two arrows simultaneously, and can choose different targets if they are in the same direction from them. The damage of each shot is halved, however, this does not affect the effectiveness of status effects.
Requirement: bow.

Determination
Gain +10 will and (will*10) health units for this turn and the next. Cooldown: 6 turns.
Requirement: combat training.

Challenge
The chosen opponent must attack the character for four turns, provided it is possible to do so. Cooldown: 8 turns.

Vulnerable Point Strike
Deals no damage but paralyzes the target for three turns. Cooldown: 0, does not work on opponents in heavy armor.
Requirements: martial arts

Perfect Defense
The character deflects all projectiles directed at them or the cells around them during this turn and the next. Cooldown: 6 turns.
Requirements: polearm weapon.

Dematerialization
Analogous to the mist of the nihs, with the difference that movement is also impossible. Cooldown: 1 day.
Requirements: 20 will.

Destruction
Turns environmental objects, equipment, and weapons into nothing. With sufficiently high will, the same can be done to human limbs and organs. Cooldown: 1 turn.
Requirements: magic 5 or will 20.

Reality Rift
Destroys everything located on cells [1x3] horizontally, vertically, or diagonally. Characters on these cells must pass a reaction and speed check against the value "21". Failing one of them causes irreparable damage to the character's health; failing both checks erases the character from the face of the planet. Cooldown: 10 turns (-4 if the character is an Ishanad Warlock, -6 if the character is a nih, -8 with inexhaustible magical power).
Requirements: nih, ishanad, student of Licia Strain, Phantasmagoria.

Fate Control
The ability to replay each of one's turns, an entire battle, or even roll back events by one day. Everyone except nihs receives a -1 penalty (or -3 if the rollback was more than one turn) to will for each use. When will reaches the value "4", the character dies.
Requirements: nih, ishanad, student of Licia Strain, Phantasmagoria, Ishhegal.
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Is that all? Can we now just chat freely?

Well, I'll either be extremely unpredictable and suddenly become Nu'esh's son, or... Revan, can we participate in the lottery, and if I don't win a cat girl, can I write a quest about whoever I want? Or is that not allowed?
If you came up with a lottery before the game, everyone will get carried away again, and the hype will end with the lottery.
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10 years ago
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Okay, that's it. And why do you need a lottery for a cat girl? If you're talking about Tergoth, it's the default faction.
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10 years ago
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Representative of the Asvaldr people's interests: Barin
Barin Barin.

Added 3 minutes later
Am I correct in understanding that national bonuses (not skills) are free?
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10 years ago
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That’s right. I call them origin bonuses.
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In short, I have two options for Yokeitan:
1) The ability to pick any origin bonus (because it's a mercenary group from all over Erathia) and any national skill (for the same reason).
2) Players who want to can come up with a group of mercenaries, whose leaders will form the Yokeitan council, and choose an origin bonus for their group (if Revan doesn't mind). The national skill would probably be the same as in option 1.

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