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And God created the giants and gave them power over the seas and the land, over the depths of the earth and the celestial lights.
And the giants ruled the land; the land was obedient to their hands and their tools.
But their ears were deaf to the words of God; they did not hear His voice.
And their eyes were blind to His light; their hearts were closed to His love.
And God said: behold, I created this people, but they have no love for Me, and they do not pray to Me, and they do not love their neighbors.
They betray their brothers to death as stone crushes stone, without regret.
Dead is this people, and by death shall they perish.
…
And God said: let us create man in Our image and after Our likeness…
From the Scriptures of the Elteikhs.
And the giants ruled the land; the land was obedient to their hands and their tools.
But their ears were deaf to the words of God; they did not hear His voice.
And their eyes were blind to His light; their hearts were closed to His love.
And God said: behold, I created this people, but they have no love for Me, and they do not pray to Me, and they do not love their neighbors.
They betray their brothers to death as stone crushes stone, without regret.
Dead is this people, and by death shall they perish.
…
And God said: let us create man in Our image and after Our likeness…
From the Scriptures of the Elteikhs.
Well, someday the eight days of creation according to the faith of the Elteikhs will successfully be transformed into an eight-day calendar week. But not now. The peoples living on Nero at this time are not very inclined to exchange their knowledge and beliefs: they are more of those who prefer to exchange axe blows with one another. If everyone in the immediate vicinity managed to survive, it only means that it is time to slaughter your own tribesmen – in the name of glory, natural selection, women, men (if you are a woman), or simply because that scoundrel dared to offer a sacrifice to your god, even though he is yours.
The world of Nero is diverse and very vast. It is not limited to a single continent, which will later be called Salinkari. But those born here will most likely go nowhere else in the coming hundreds of years, and for them, this place will simply be "the land." And since, if you walk across the land, sooner or later you will encounter water anyway, it is quite obvious that water is more important; the land floats on its surface and the whole world is essentially infinite water and separate pieces of dry land. Of course, if you look up, there is a lot of air, but what is air? Is it not emptiness with condensations that we call wind? And in any case, the sky is blue, obviously because there is also water up there.
Emperor Fa Bei Dong thought much about the hostility of men, about water, and about land, and about air… He often conversed with philosophers and wrote down his thoughts. Because he knew that it was by his words that his children and the children of his servants, and the children of their children, would later think, of course. For in whose other power can the voicing of truth be, if not in the power of an erufu emperor? And such a conversation was happening right now. The old emperor was passionately proving his point of view to the court philosopher and he was doing it well; the philosopher was constantly forced to retreat and admit he was wrong. The previous philosopher had learned too well from experience the strength of the emperor's arguments, and the new one tried to take this into account in his judgments.
Soon an erufu entered the hall and immediately performed a deep bow at the waist to the emperor. This was the crown prince – the only erufu in the empire who was allowed not to perform prostrations before the ruler.
– Father, I have come to tell you that Walsh has important news for you.
– Tell me.
– She insists on an audience.
Fa Bei Dong scanned the hall. Nearby were stone statues of dragons. One might think the statues were for beauty, but each differed greatly from the other, and torches burned beside them.
– The foreigner knows that this place is sacred. Your ancestors and mine protect it from the evil a stranger may bring. They will not allow her to enter, as happened once before.
– You know that Walsh has already helped us very much in the past. Perhaps you will receive her in the courtyard, father?
The emperor pondered. He had not left the palace for a long time, as he believed that here his ancestors helped him, and thanks to them any decision of his became correct. The dragon statues, in whose form they were depicted, now remained silent, as always, but Fa Bei Dong, staring long into the fire, decided that they were releasing him. But precautions had to be taken: he trusted neither Walsh nor his son. A light wave of the hand – and guards poured out of the doors.
– Go, tell Walsh that I will speak with her.
Peoples
Erufu

Erufu
A long-eared people of the southeast, less than a century ago the erufu were scattered tribes of elves who were simply very lucky with a warm and humid climate, as well as terrain relatively safe from beasts and monsters. The erufu could not only survive but also develop their culture, construction, metalworking, magic… Unfortunately, in this world, if you are lucky, then you are unlucky – the northern tribes long ago began to raid the rich lands of the erufu and became a real scourge for them. Fortunately, an individual named Fa Bei Dong managed to unite the scattered lands of the erufu (of course, by purely armed methods) and establish a defense against external invaders. Now the lands of the erufu are perhaps the most peaceful and prosperous place on all of Nero, where people from completely different nations and tribes would not mind living if they were lucky enough to reach this area. However, many indeed do arrive – and in a way become a new problem that the emperor must solve.
The Wall in the North is a structure intended to close gaps in local ancient buildings. It is unknown what purpose the latter served, but now the erufu want to use them to completely wall themselves off from the northern tribes and make new raids, which still occur, impossible.
Initiate's Weapon [f m] | Education [choice] |
4 HP | 3 HP |
| Choose two combat styles (unlocking corresponding weapons): Jian -- "walking sword". Cannot use blocks, ignores enemy weapon blocks. -50% damage, -50% AP per attack. Each attack increases the attacker's health. Jian -- "soft sword". Block, parry, counterattack in case of parry and dodge, +100 to dodge. Jian -- "powerful sword". Block. +100 to accuracy. Determination -- once every four turns, 0 AP: will bonus +100 for 1 turn. Liu Xing Chui (choice equals two other styles). Attack five cells in front of self, stun. Star: attack that disarms. Ji -- "spear of thousands". +1 attack range. Block. Ally support: if range is sufficient, attacks the enemy being attacked by allies. Spearman can give part of their health to an ally for 1 turn (25%, 2 AP, stacks). Ji -- "spear of one warrior". +1 attack range. Block. Preemptive attack. Sun Rays: attacks all enemies around self. | +3 spells +50% spell effect strength In the absence of another worldview, "philosopher" and "teacher" skills |
Mountain Magi
Far to the West live the magi – people with "monkey" ears, capable of commanding the elements. All magi are deeply despised for their ability by numerous tribes of "ordinary" people, but in essence, the magi could not care less about their opinion. Despite the name, not all magi are that good at spells, but they still consider their skill very important, if not in life, then certainly as a sign of their uniqueness compared to other people. Mountain magi live in small but quite civilized city-polises, usually located on peaks or near volcanoes. Fast winds and hot earth became part of them and contributed to the development of air and fire magic. Furthermore, the magi achieved perfection in bronze working, creating high-quality plates. And in some authoritarian polises, masters work with iron, anticipating how black metal will bring much wealth and slaves into their hands.
Some lower polises are famous for their democracy, so decisions to start a bloody war with neighbors are made collectively.
Hoplite [m f] | Education [choice] |
4 HP | 3 HP |
| Removes AP penalty when wearing heavy armor (MP penalty remains). Free: long shaft Preemptive attack -- attacks the enemy once per turn before their attack on the character Guardian -- attacks the enemy once per turn if they enter the attack zone (removes preemptive attack) Pushes the enemy back 1 cell when preemptive attack/guardian triggers. | +3 spells +50% spell effect strength In the absence of another worldview, free "philosopher" and "teacher" skills |
Wood Elves

Tribes of wood elves can be found in many places on the continent and on islands; some even live near the polises of the magi. Elves are very dangerous and bloodthirsty, and they owe much of their nature to cults. It is hard to find a creature more fanatical than an elf on Nero: they sacrifice both strangers and, in some cases, their own firstborns, and do not highly respect a sacrifice if no sentient being dies in it. They are hunters and do not greatly respect plant-based food, often practice cannibalism, and their beliefs usually explicitly or implicitly encourage such things.
Hunter [m f] | Bully [f m] |
3 HP | 2 HP |
| Climbing: climbs a chosen obstacle / descends from it. Can climb trees. Loop: places a trap on the ground that deprives the enemy of MP and AP. +stealth Removes penalty when using a bow. -1 AP per bow shot. | -50% AP for weapon swap Off the shoulder: first attack after weapon swap deals 2.5 times more damage. Effects of once-equipped weapons are strengthened and preserved for the entire battle. |
Northern Tribes

Groups of humans and dwarves who have neighbored for centuries – and for just as long have been continuously warring with each other, as well as with external neighbors. It was never easy to simply live in their mountains, so it is normal for them to descend by sea or rivers and engage in looting. And then return, leave most of the battle axes at home – and sail back there again, but this time to trade the looted goods.
Dwarves, unlike their human neighbors, are capable of mastering magic, are shorter and possess a sturdier build. Despite their low level of civilization, they build stone buildings well and even know how to work iron, a skill which legend says was given to them by one of their gods, Smed. Perhaps these factors helped them recently occupy a more dominant position in the region and gradually absorb human tribes. Furthermore, fame of their chief, named Khrevn, has begun to spread far beyond the North. It is said that he wields weapons of the ancients, while others say that he himself is equal to gods in strength.
Iron Man [m f] |
4 HP |
| Resistance to negative effects is twice as high +medium armor is 2 times more effective +1 MP in cold climate +2 HP for blacksmith/shields/Smed's skills |
Elteikhs

Wandering magi of the deserts, the Elteikhs believe in a single God and Creator and deny other gods. They travel in search of the promised land, an image of a lost paradise on earth that will be given only to a chosen people. And the wandering magi believe that for survival in the desert, the Creator separated them from many other surrounding peoples and gave them water magic, so they would never perish from thirst, regardless of where they were.
To enter the promised land, the Elteikhs fight many tribes, mainly desert nomads encountered along the way. The magi bypass some, but in most conflicts victory is on their side, so they slowly but surely advance toward their goal.
Wonderworker [m] | Zealot [f] |
4 HP | 4 HP |
| +2 spells +healing (water magic spell, acts on characters with significantly negative health) +chance not to spend AP when casting a spell | Damage against representatives of other worldviews is doubled (tripled if the opponent has the corresponding skill and is not a philosopher). |
Desert Tribes

A rare animal can boast the ability to survive in the sands and among parched stones, which is why the deserts of Nero became a refuge for very special, although not very numerous, creatures. And then came humans… Who decided that green forests did not suit them (perhaps due to an excess of elves?), but this sunny spot was just right. And although the vegetation of the deserts has been greatly depleted by large herds of domestic livestock, predators found new life and began to become a truly big problem.
For some desert dwellers, this became a signal that it was time to move closer to the sea, settle the coast and islands to the south, but others settled in. And although the desert remains a difficult place for survival and dangerous, people make their lives easier by taming and using various animals, from camels to huge sand monsters.
Rider [f m] |
4 HP |
| Style Allows using a mount and fighting on it Use of mount's MP Removes penalty when using one-handed sabers Raid: avoids backstab during retreat 30% chance for enemy to attack the mount instead of the rider Slasher Grinding |
Orcs

Orcs can be found everywhere on Nero, but one need not. They lead a completely wild way of life, surpassing even the elves in this. At the same time, there is a very strong gender division. Orc women spend their whole lives in a group with the young, protecting orc children even at the cost of their own lives. They are quite kind to offspring and do not divide children into their own and others', although they possess practically near-zero learnability due to a panic (and perhaps not unfounded) fear of everything new.
Orc men, upon reaching a certain age, leave the group of women and young and set out on free wandering. And although twice as many orc boys are usually born as girls, such love for solo adventures on Nero ends badly for most of them. Statistically, four out of five orcs fail to leave offspring, dying from beasts, monsters, and various hostile tribes (many of whom prefer to preemptively kill a rather aggressive orc simply out of self-preservation, while some elves might consider orc meat a delicacy). Those who survive become true killing machines and are usually capable of handling any dangers – or making it so that the danger itself does not want to mess with an orc more than once.
Brute [m] (men only, bonus) | Clan Matriarch [f] (women only) |
4 HP | 4 HP |
| Removes accuracy penalty for two-handed weapons Two-handed weapon skills are half as expensive Style: Bvargh! Can use a two-handed weapon in each hand. -Blocks and parries, dodge = 0. | Attacks on allies in adjacent cells are redirected to the matriarch All damage received by the matriarch, except exsanguination, is delayed for 1 turn +health |
Goblins

Goblins usually prefer mountainous or desert terrains in the southern latitudes of the continent. Sad as it is, perhaps the main purpose of goblins is to serve as food for other troglodytes – orcs and giants. Like all troglodytes, goblin skin is covered with scales, poor in glands; their teeth are designed for meat-eating and are all canines or incisors, and their ears are elongated. Goblins are one of the most volatile peoples on Nero and can become unrecognizable after a few generations.
Goblins are unsurpassed survivors; they heal their wounds quickly and make every effort to ensure such wounds are not inflicted upon them. They are cowards and not very smart, but perhaps all these qualities serve that same goal…
Invulnerable [m] |
4 HP |
| +stealth +50% dodge +health regeneration during battle +avoids the first lethal attack in battle |
Trolls
(Bonus people)
Northern creatures with yellowish-red or marbled skin, trolls are not at all like even the troglodytes of Nero. They are short, not very strong, but very hard. Contrary to general belief, trolls do not look like boulders. Yes, they are usually rounded. And yes, moss grows on them. And yes, in the mountains, trolls constantly disguise themselves as boulders. But they do not look like boulders! And if you want to argue, take a stone trip from a spiteful and principled boulder.
Trolls think not quite like most inhabitants of Nero. They love jokes – and for them, no joke is too cruel. In essence, others' failures are their specialty, and it fully corresponds to their faith in Latteren – the deified northern stone river, which every year abruptly and unpredictably changes its course, often taking with it several lives unprepared for such a turn.
Older trolls are relatively rare, but they are larger and stronger than the young. Generally speaking, trolls grow all their lives, gradually losing mobility but gaining other qualities (such as trolls are called "seasoned"). If a troll is lucky enough to live to deep old age, he will most likely be a hulk who cannot move from his spot.
Rock [-] |
0 HP |
| Character possesses "innate" armor to absorb x damage. Character has 100 stealth points by default. Penalty -25% to speed in warm climate. |
Seasoned [m] |
4 HP |
| +50% will, +100% health, -50% speed Damage absorption of stone skin is twice as high |
Werebeasts
(Bonus people)
Tall, sharp-eared and most importantly, very strong in their human form – it is said a werebeast can overpower an orc. But they are most dangerous when turning into beast form – then they become as malicious and strong as some of the giants. Although the body of a transformed werebeast always has some animal prototype, in essence, they always make something much more frightening out of this image.
In the blood of a werebeast there is always boiling hatred for the entire surrounding world, which is very difficult to suppress even toward other werebeasts – not to mention other peoples, who are perceived exclusively as prey or enemy.
Beast [-] (mandatory skill) | |
5 HP | |
| Transformation into a chosen living creature (and back). Effect duration: maximum 6 rounds. Once per day, 0 AP, fully heals bypassing exsanguination and removes all effects. Claws: in elf form, fist damage x4. Can use only werebeast skills. | |
Animal Rage [m f] | Pack Leader [m f] |
5 HP | 5 HP |
| Time spent in animal shell: up to 12 rounds. Once per battle. At night during a full moon +100% will, +100% health On other nights +50% will, +50% health (both bonuses for all shells) | Another werebeast joins (basic skill only) Werebeast's roar: deprives all enemies of part of their MP. The werebeast and its allies receive MP for every successful trigger against each enemy. |