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8 years ago
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About the game:
In terms of setting, what exists and what I have in mind is what I like most out of all my works. Of course, with the exception of some problematic details that I couldn't overcome due to the limited capabilities of my mind. However, I like the mechanical part even less – in this respect, it turned out to be rather weak. The entire game is centered around the state of the Rhemic Empire, and therefore, unfortunately, there won't be much diversity (like before) when generating a character. Much of this is due to the fact that what is written below is only about 20% of what was planned. I planned to elaborate much, much more, give each nation (of which there should have been several times more) at least one unique skill tree, create more basic skills, describe the numerous religions of the continent, perks, make an engaging mini-game, and so on, but in the end, for one reason or another, I stopped, abandoned some at the development stage, and simply didn't touch others – I gave up. I should also apologize in advance for the poorly written post about the mechanics – I had to redo a lot of things, cut things out from post to post, and so on, and then I didn't want to redo anything else.

Regarding the game itself, I can't guarantee anything yet, because I don't know the current demand for it and the individual situations with players' free time, and besides, as I said before, I have a peculiar schedule. I go to bed at eight in the evening and wake up at four in the morning, and I will most likely be busy with other things until about 10.
Nevertheless, if the game brings pleasure to both me and the players, I may refine both the narrative part (in particular, regarding other cultures) and the mechanical part (I will bring what exists to perfection and introduce innovations).

I used a couple of elements from another setting of mine (which didn't work out), but it has nothing to do with this one.
By clicking on the flag, you can listen to the thematic composition of the country in which we are going to (?) play.

The starting location is the city of Calvad. The player characters are either visitors to this city or its inhabitants.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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The Reimian Empire is a vast state in the center of the continent of Enclessia, surpassed in size only by the empire of the Celestials to the east. This country possesses the world's most advanced technologies backed by a strong economy and an abundance of resources, an educated population, and the strongest armed forces on the continent.

Territories
Reimian lands stretch from the Mediterranean Sea in the south to the Northern Ocean. An aggressive foreign policy and centuries of forceful expansion have led all of this country's neighbors to view the empire with hostility, although many of them still refuse to abandon their trade relations with it.
Aside from the eastern empire, the Reimian Empire borders eight other states and is surrounded by a portion of uninhabited territories that serve as home to wild, as yet unconquered peoples.
To the west lies the kingdom of Alivar, homeland of the half-dragons. In the past, Alivarian warriors, led by the Dragon King, plundered and burned human settlements, taking their inhabitants into slavery; however, the territorial expansion of the Reimian Empire cornered them — occasionally clashes occur between the two states in border territories, but the conflict does not develop beyond that.
To the southwest, the empire borders the countries of the Enclessian Faith — Tanarsis, Areid, Hem, and Asteya. The Holy See, due to its religious peculiarities, refuses to maintain diplomatic relations with the Empire, however, its allies maintain trade routes with it despite a recent war.
Beliad, which was an ally to the empire in the past, is located to the south of the empire. Relations between the two countries deteriorated significantly after the Reimian Emperor decided to take part of Beliad's southern lands to gain access to the Mediterranean Sea. Neighboring it is the kingdom of Serafol, famous for its cuisine, festivals, and peace-loving nature.
And finally, the southeast of the empire touches the territory of the ancient state of Dreyeria, infamous for its contemptuous and cruel treatment of foreigners. Diplomatic missions to Dreyeria always proved unsuccessful.

Technology
Daily Life
The technological progress of the Reimian Empire has taken deep root in the society of this country, allowing its citizens to enjoy the convenience of numerous inventions useful in everyday life.
Railway
Since the Reimian Empire is the only country that knows the methods of extracting, processing, and using the liquid that serves as fuel for rolling stock, trains run only here.
This allows the residents of the country to move across the territory much faster and with greater comfort, brings enormous advantages to the economy, and helps in times of war.
Weaponry
By now, the most significant fruit of science for the empire's armed forces has become ephemeral weaponry. This new type of weapon had a shorter firing range than a bow or crossbow but was more convenient to handle and, depending on the configuration and type of ammunition, possessed greater power. Compressed magic crystals of Alait origin, which elves have long produced from natural gemstones, were used as projectiles. Depending on the type of magic stone, the effect of the projectile varied.

Peoples of the Empire
97% of the empire's population consists of humans and (to a lesser extent) elves.
Humans
The traditional (stereotypical) Reimian appearance is fair skin, black/brown hair, gold/amber eyes, and tall stature. However, since the Reimians annexed the territories of numerous peoples of the continent, this stereotype is hardly relevant nowadays.
Alait Elves
They differ from humans by a slender build, long pointed ears, and better health. Generally, they have fair hair. Unlike humans, elves are not strongly subject to the negative effects of aging and generally live 40-50 years longer than humans.
Snakepeople
They are divided into two types — some resemble snakes, others crocodiles. Both are very agile but do not distinguish themselves by intelligence. Due to the latter, they have never been recognized as citizens of the empire and, as a result, with rare exceptions, are forbidden from leaving their native swamps.
Fairies
Representatives of the fragile and weak fairy people have lived in various corners of the modern Empire's territory since ancient times and over time were peacefully annexed. The main difference from humans is their small stature — usually fairies do not exceed 150 centimeters in height, although rare individuals reach 160 cm.
Lamias
The appearance of a lamia may seem own terrifying to many — they are women with pale, sometimes marble skin and snake tails. In the past, residents of the empire feared these creatures and subconsciously perceived them as monsters, which led to tragic situations for both sides — first humans hunted them on their own land, and then they began to show aggression toward ill-wishers. This ceased about twenty years ago through the efforts of the current emperor. Today lamias can be met on the streets of the empire's cities, although not as often, as their number is not very large.
Arids
Distinctive features: dark brown skin, sharp fangs and claws, black eye sclera with red irises and vertical pupils, animal (wolf-like) ears.
They live in dungeons and near volcanoes; like the snakepeople — they cannot leave their native lands without special permission. Unlike the latter, this is related not to low intelligence, but an inability to control themselves.

Society
Legally, all citizens of the empire (of course, excluding members of the imperial family) are almost equal to one another; however, centuries-old traditions oblige people to respect hierarchy. The aristocracy enjoys a number of privileges as well as certain restrictions. For example, aristocrats are forbidden from marrying commoners; they are expected to be knowledgeable in etiquette and educated.
Imperial titles (from highest to lowest): emperor, duke/Alait king, marquess, count, viscount, baron. Traditionally, titles are inherited by one of the landowner's sons or the groom of his daughter; the only exception to this rule is the emperor's family.

Regions of the Empire
Ackervald
The central region of the country and the original territories belonging to the Reimian people. The capital, Reim, and the industrial metropolis Calvad are located here.
Kingdom of Alait
An autonomous region of the empire governed by an ancient royal dynasty of elves. Almost the entire population of the region (with rare exceptions such as students, etc.) consists of elves. In the capital Seiran, the best city for a healthy and harmonious life, is located the oldest and second most prestigious magic academy of the empire.
Duchy of Larian (west)
The empire's best steel and magic stones, which serve as the foundation for the empire's army, are mined in this region. However, despite such an important role, an outflow of residents from Larian to other regions of the country has begun in recent years. This is because adherence to traditions is maintained most strictly in this duchy; commoners are subject to high taxes and sometimes have their rights curtailed. The duke plans to introduce a new law forbidding commoners from moving to other regions of the country. This, naturally, led to great dissatisfaction among Larian residents and friction with the current government of the country.
Duchy of Brightwin (south)
The agricultural center of the country and the main place for mining blue erinium. The snakepeople's swamps and problematic neighbors in the form of the Holy See and its allies are located here.
Duchy of Darkiria (north)
The most militarized region of the country, where the art of war and knighthood have long flourished side by side. Tests of new weaponry and magic spells are often conducted in this region.
Duchy of Laitia (east)
A region in which many cultures of the continent intertwined, bordering the Celestial Empire.
Nihon (northeast)
By the year 762, the southern city of Moria became the economic center of the Nihon region in the Reimian Empire, while Taiho remained the capital of the region.
The northern island of Raiju, in turn, became a stronghold for many resistance force groups — if most of them tried to blend in with the civilian population and waged guerrilla warfare, others hid in inaccessible regions of the north, where they coordinated their actions and future attacks, intending one day to return their country to its former greatness.
Eren
A province and same-named city that previously belonged to Beliad. Now it is a large port city, a center of maritime trade in the south, a gambling paradise. People from all corners of the country often gather here to relax, and sometimes — to hide from the eyes of their families and the law.

Brief History
Thanks to developed methods of settling new lands, the oldest territory belonging to the Reimians was very large for that time, and the residents themselves were distinguished by a peace-loving nature, preferring farming and construction over war and hunting, and later — trade, art, and philosophy. Circumstances, however, forced them to change their perception of the world. When most of their eastern and southern lands were captured by militaristic kingdoms, and western settlements were ravaged by highlanders, a decision was made at a meeting of landowners to create a general mandatory army. This happened on the second day of the first moon of the year 102.

Years of the Republic
In the year 154, after long years of war, the residents of the republic were finally able to achieve the peace they so desired — neighbors abandoned their attempts to seize the remaining Reimian territories, and barbarian raids were successfully stopped by high walls and sharp steel.
In this era, a legal system unique for that time is born and strengthened in the republic; science and culture develop, and a professional army is created. Many kingdoms that agreed to mutually beneficial trade relations with the Reimians later regretted it — while kings and their vassals enjoyed luxurious lives, the republic developed at a rapid pace. They did not notice how the economies of their countries became dependent on Reimian exports. Naturally, such a state of affairs did not please the local elite, resulting in a secret meeting of kings in the year 189, where an anti-Reimian coalition was formed. Two years later, the combined armies of these kingdoms stepped onto the territory of the republic without a declaration of war and without warning.

Reim
The large-scale but unexpected attack by neighbors caught the residents of the republic off guard — although they had fortified fortifications, a well-prepared army, and better weapons, resisting a perfectly coordinated attack by multiple opponents was very difficult. The dire situation forced the senate of the Reimian Republic to limit the freedoms of ordinary residents of the country as well as grant one of the generals the powers of a dictator. This became a military leader named Egir Valenstein, famous for his bravery and a golden but cold head on his shoulders. Thanks to his competent leadership, the Reimians managed to organize and withstand the pressure of numerous enemy armies, but this was only the beginning of a bloody and very long war — the next thirty-two years of fierce battles led to no changes on the region's map. Ultimately, kingdoms tired of war fell out among themselves and one after another tried in some way to conclude peace with the Reimians.
The senate of the republic was very glad for such a turn of events and hurried to end the war as soon as possible. Egir, however, had other plans that differed radically from the intentions of the senate. In the three decades that he ruled the republic and commanded its troops, he managed to repeatedly strengthen his power and gather loyal people around him, which allowed him to overthrow the senate and proclaim himself the sole ruler, thus becoming the first king of the kingdom of Reim, named after the capital of the former republic. He took the name "Lapis Reim" for himself, thus using the name of the capital and kingdom as his family name. He did not intend to end the war either — instead, he concluded a secret treaty with the strongest of his external opponents — the southern kingdom of Beliad.
In the year 226, the many-year war ended with Reim and Beliad absorbing the territories of their neighbors.

Peace
Lapis Reim died at the age of 89 and, despite his cunning and lust for power, entered the country's history as a hero and founder of the nation. It is possible that this happened largely due to the propaganda existing in those years — after the end of the war and until his very death, Lapis directed all his strength toward strengthening the power of his own dynasty. Of all the dictator's numerous children (he had more than a dozen from different women), the heir to the throne became his first son — sixty-five-year-old Hegon Reim, who had been his father's right hand since the age of sixteen. All other heirs of the first king became the progenitors of the Reimian aristocracy.
Hegon, although he was one of the key figures of the last conflict, did not love war. Instead, he devoted much time to improving the quality of life for his subjects, paid great attention to science and culture, improved relations with neighbors, and built new trade routes.
In the year 249, during one of his expeditions, Hegon established contact and achieved warm relations with the kingdom of elves in the southwest. This friendship brought magic and its first mages to the territory of the Kingdom of Reim.

The Troubles
Shortly before his death at one hundred and two years, Hegon Reim appointed as heir to the throne his third son — Archon Reim became the third king in the year 277 at fifty-three years of age. Archon invested a great deal of resources into the development of magical sciences and believed that the sorcerers of his kingdom needed not only to follow the elves but also to develop their own school of magic, researching new spells and ways of casting. Since the king himself had once been sent for training to one of the elven magic academies, he was more than competent to achieve success in this endeavor — through his efforts, the first full-fledged magic academy was opened in the country, and the wizards themselves were integrated into the country's army and took a number of positions in the state apparatus.
His reign was accompanied by the restriction of rights and freedoms of ordinary people — starting from imposing high moral values on citizens and ending with the comprehensive use of magic by state officials against ordinary residents of the country. For example, instead of conducting a fair trial, the king considered it more effective to use spells that allowed reading the thoughts of the accused, although this contradicted the foundations of Reimian society and violated a number of laws written during the republic and the reign of King Hegon.
The dislike of Archon by a large mass of people and especially aristocrats became inevitable. He himself was in no hurry to die and at 90 looked like a young man full of vitality and energy — all thanks to high mastery in healing magic. Such a situation caused great agitation among his ill-wishers, which eventually prompted a faction founded by his eldest son Leos to attempt the assassination of the reigning monarch. One night the king was poisoned, stabbed, and pushed from the balcony of his chambers — a Beliadian assassin handled his task flawlessly. Archon, however, remained alive. What happened severely traumatized the king and changed his character for the worse — he began to suffer from bouts of severe anxiety, flashes of uncontrollable anger, and strong paranoia. He dealt with his ill-wishers with inexplicable cruelty — the king did not kill his son Leos; instead, he sentenced him to lifelong torture in a dungeon specially built for such criminals — Leosforte. In the past, lawbreakers were treated more humanely, and therefore the construction of such a complex became another (but not the last) scar that Archon would leave on the public consciousness of his country's residents.
In the year 323, Archon Reim was liquidated by the residents of the capital who were tired of his tyranny and madness.

Expansion
Archon's successor was chosen by the organizers of the second conspiracy — six-year-old Eirin Reim took the throne on the bones of his grandfather. Numerous advisors and mentors were assigned to him, who were supposed to guide the young monarch on the "right path" and influence his future decisions.
The youth, however, proved stubborn, and as soon as he reached adulthood (16 years), he fired all his advisors that same day, gradually replacing them with other people whom he considered competent and loyal. Naturally, those who witnessed Archon's reign were strongly alarmed by such behavior of the young ruler, and certain groups tried to assassinate him, but they all failed — remembering his grandfather's experience, the young king well-organized his own security and was in very good physical shape himself. He pardoned all traitors who dared to attempt his life, but ultimately made it clear that in the future such actions would be punished by a painful death in Leosforte. The mercy shown by the ruler combined with the firmness of his character served to establish order within the country.
In the year 335, Eirin turned his gaze toward the raw-material-rich mountain region in the west and the kingdom of elves Alait in the southwest. Clashes with highlanders that occurred in the past made it clear that this people would never yield without a fight and would never recognize another's authority — they would not become slaves even if shackled in chains. Taking this into account, Eirin planned to exterminate them all to a man and annex the resource-rich lands to his kingdom, but he was in no hurry to send his numerous armies west — instead, he went straight to Seiran, the capital of Alait. He knew that the elves suffered from recently intensified raids by mountain dwellers, and therefore offered to become their protector. According to this agreement, Alait was to become part of the kingdom of Reim and in return would receive all its huge armies to protect its population from external enemies. As a result of long negotiations, the document was signed — Alait maintained full autonomy in all internal matters but renounced its sovereignty in external affairs. King Eirin was prescribed to take as his wife one of the Alait princesses, which he did and was glad for — the elf was not only beautiful but also managed to become his right hand in all state affairs of the country, demonstrating a high level of competence.
Under the pretext of protecting Alait, Eirin sent his troops west with the goal of occupying the mountain region and liquidating its residents. The highlanders fought on their own territory, were distinguished by ferocity and cunning, but still failed to withstand the endless legions of invaders. In the year 343, the war ended in Reim's victory. A year later, Eirin proclaims the creation of the Reimian Empire and becomes its first emperor.
The iron, gold, diamonds, and other minerals obtained as a result of expansion were directed toward improving the country's military-industrial complex. Without wasting time, the newly minted emperor ordered his legions to march east. From the year 346 to 360, eastern countries collapsed under the empire's pressure one by one, until finally the legions hit Nihon in the east and the Celestial Empire in the southeast. The corruption-ridden Celestial Empire, despite numerous internal problems, still remained a difficult opponent to overcome, and Nihon warriors impressed with their mastery and unwavering spirit.
After several unsuccessful attempts to break through to the east, Eirin abandoned this venture. He strengthened the empire's eastern borders and achieved the signing of peace with the corrupt officials of the Celestial Empire, who did not need this war. Nihon refused to accept the empire's diplomats, as a result of which skirmishes in border territories with warriors of that country never ceased.

The Spider King
In the post-war years, Eirin continued to develop and popularize the art of war and military craft, opened new academies, organized annual tournaments in the capital, which gained great popularity both among residents inside the country and outside. He himself loved taking part in such events and in the year 382 died at one such tournament at the hand of a Beliadian warrior. According to established rules, the winner for killing the emperor was not condemned and received his well-earned reward — a substantial monetary prize and a house in the center of the empire's capital.
The next ruler in the history of the Reimian Empire became Eirin's twenty-seven-year-old son Reisen Reim; all his other children died under mysterious circumstances and therefore could not claim the imperial crown.
In the year 384, Reisen introduced a number of changes to the empire's legislation, the most important of which was the official establishment of a class system in the country. The first category of citizens were recognized as members of aristocratic families — heirs of Lapis Reim and some other prominent residents of the country who were granted such honor. The second category became native residents of the Reimian state and Alait elves. The third — native residents of once-annexed territories. Representatives of the fourth category did not exist at the time the law was written, but they referred to residents of countries that would be captured in the future. At the same time, citizens of the empire could move between levels depending on their social position — talented people who showed themselves in a good light could raise their rank, while 'failures' conversely easily lost existing privileges. Nevertheless, despite such a possibility, this reform was very disliked by the residents of the empire — not only by oppressed peoples but also by Reimians themselves, who considered such changes contradictory to their ideals. Reisen ignored the warnings of his wise advisors and soon a civil war began. One side intended to overthrow the monarchy once and for all, while the other defended the Reim dynasty in every way. Regardless of the state of affairs in the country, Reisen always remained calm and nothing seemed to surprise him. Although he appeared well-informed and competent to his associates, the war still dragged on for two decades and unexpectedly, as if by imperial whim, ended in the year 404 with a crushing victory for Reisen. The rebel leaders were sent to Leosforte, and their followers received the lowest level of imperial citizenship. After the victory in the war, Reisen practically never left the limits of his palace and few knew what happened behind high walls constructed from precious metals.
The emperor died in the year 444 from sudden cardiac arrest. The first people to step onto the threshold of the deceased emperor's palace were his children, grandchildren, and their closest comrades. After consulting with each other and discussing what they saw inside, they decided not to reveal the secrets of their ancestor, sealing the old palace forever from same eyes. Beryl Reim, distinguished by extraordinary charisma, convinced the others to renounce claims to the throne and became the heir himself. Those present at that fateful meeting remember his words — "I will take upon my shoulders the sins of my grandfather," while others seemed not to want to claim this burden.
Beryl Reim spent his life repairing the damage caused to the empire by Reisen's reign. The third emperor left no noticeable mark on world history, but his contemporaries were sure that if it weren't for his effective and selfless leadership, the empire would have collapsed from within and been absorbed by external opponents.

Age of Discovery
In the year 472, empire scientists discovered erinium — a blue or red liquid similar to water, differing in thickness and specific smell. The complex economic situation in the country did not allow scientists to reveal the peculiarities of this mysterious liquid or adapt it in any way, but already in the year 510, the private company "Reim Shipyards" used blue erinium for the construction of a new type of ships. New vessels were equipped with thermal engines and used blue erinium as fuel and thus did not depend on wind and the efforts of rowers. Thanks to this, new perspectives opened for maritime trade, travel, research, and war. Emperor Verilian Reim, crowned in the year 496, became very interested in the new invention and was ready to generously fund "Reim Shipyards," however, he faced a problem with the shortage of blue erinium — the only deposit of this liquid was the mountain region in the west that once belonged to highlanders, but even there the ratio of red to blue erinium was 6 to 1. In other words, there was not enough "blue gold" on the empire's territory to satisfy Verilian's needs. Then advisors recommended he turn his gaze toward lands located to the southwest of the empire. This was a swamp of vast proportions where snake-like creatures lived. Due to the peculiarities of the terrain and the hostile mood of local inhabitants, all previous reconnaissance attempts proved unsuccessful, but researchers assured that blue erinium there was as plentiful as fish in the sea.
In the year 511, Verilian Reim sends the empire's armies to conquer the swamp. During the next five years, the empire suffers one defeat after another; soldiers return afflicted by terrible diseases, horrible wounds, and burns. Understanding the meaninglessness of his subjects' sacrifices, Verilian intended to abandon his ambitions and admit defeat, however, a new discovery from the research center forced him to change his decision. As it turned out, red erinium processed in a certain way was an explosive substance with a long burning period after detonation. It was decided to use it to fight humanoid lizards who used the advantage of swampy terrain.
New military detachments of the empire moved in smaller numbers and were equipped with bombs made of processed red erinium, which they used to burn forests that served as cover for snakepeople. Three years later, the empire achieved victory and once again expanded its zone of influence. Snakepeople, as it was later discovered, possessed a certain level of intelligence and had their own culture, language, and religion. Verilian decided to "spare" them and did not kill them. Instead, he made them laborers at deposits of blue erinium, gold, and other minerals.
In the year 520, ships built by the company "Reim Shipyards" as part of the imperial fleet set out to explore the north — a region inaccessible due to chaotic and very unfriendly weather.
The ships of the Reimian Empire became the first vessels in history to reach Fronghwar - the continent of pain, from another part of the world. The discoverers called its distinguishing feature grayness, expressed in a gray sky, cool climate, dry land, rains, and black snow. Giants inhabiting these lands, monstrous sea creatures, man-eating worms, and other monsters did not allow the expeditionists to engage in settling new lands, and therefore fearing the risk of running out of provisions, they decided to return home. Researchers planned to request more manpower, ships, and weapons, but upon return learned about Verilian's death and the rollback of funding for their project — research of the north was frozen by the country's new government for an indefinite period.
In subsequent years, the empire experiences another period of prosperity; magical sciences develop, new inventions are created, the economy is strengthened, and the quality of life for ordinary citizens of the country improves.

Apogee
By the year 642 according to the Tehan calendar, the empire had its embassies in almost all countries of the continent. Beneficial agreements were actively signed, new trade routes opened, elements of foreign cultures absorbed, and its own imposed. Neighbors feared the military, scientific, and economic power of the empire, and residents of less wealthy or free countries began to dream of imperial citizenship. For long years, the imperial government was satisfied with such a state of affairs and they did not strive to resort to aggressive actions to expand their territories. This continued until the year 730 when Olivius Lapis Reim was crowned.
The new emperor was distinguished by a hot heart and a cold mind; he was very ambitious and lustful for power, and therefore it is quite expected that he did not intend to continue the long-term peace.
Olivius very much wanted to capture Nihon in the east and break through to the Mediterranean Sea in the southwest of the country — he considered this necessary for strengthening the empire's positions on the continent and subsequent increasing economic pressure on neighbors. Carefully drafting a plan for the future war together with his military advisors, Olivius Lapis Reim declared war on the kingdom of Beliad — a long-time ally of the empire. Since the previous ruler of this kingdom accepted the Enclessian faith and forcibly converted his subjects to it, it was to be expected that other countries led by the Holy See would come to Beliad's aid. So it happened — against the empire, in addition to the attacked Beliad, Tanarsis, Areid, Hem, and Asteya acted.
The war proved bloody but not very long — only four years later peace was signed; Olivius Lapis Reim emerged as the winner and annexed part of Beliadian territories into the composition of the empire, thus achieving an outlet to the Mediterranean Sea for the country.
In 739, at the annual gathering of imperial scientists, a new invention was presented for the first time — the ephemeral revolver. Since the production and operation of such weapons were very expensive, it seemed impossible to arm the empire's regular army with ephemeral weaponry; therefore, special forces units were created instead. Olivius Lapis Reime used these units in the war against Nihon — a peace treaty with this country was never signed. Conflicts of various scales on the border territories with the Nihonese had long been commonplace, but only now did the empire manage to get things moving and eventually overcome its old foes.
In 746, Emperor Akihito signed the capitulation of Nihon. The ruler of the land of warriors saw no chance of defeating such a powerful opponent and did not wish to simply spill the blood of his subjects; therefore, he offered peace to Olivius on terms favorable to the defeated country — the invader pledged not to oppress the people of Nihon and to respect their right to resolve internal issues. After this, Akihito committed ritual suicide.

Present (762)
After the war with Nihon, Olivius Lapis Reime continued his expansionist policy, repeatedly trampling new opponents into the ground, but at some point stopped and focused on strengthening his family's internal positions in the country. He understood that he likely did not have much time left to realize all his ambitions, and therefore preferred to spend his time usefully and interestingly for himself.

Nihon

The Imperial family of Nihon was founded about two thousand years ago, in times when the inhabitants of this picturesque land were terrorized by mystical yokai, cruel and arrogant oni and tengu. In this terrible time for the ancient Nihonese, people had no bright hopes for the future — even today could bring them new sorrows or death. Some settlements accepted this state of affairs as the natural course of things and did not try to go against the immovable enemy; others partially or completely relocated to regions less dangerous for life; while a third resisted with all their might, intending to tear their fate from same hands. In the struggle against oni, the ancient Nihonese relied on the sharpness of their swords, the clarity of their senses, and the strength of their bodies, whereas servants of the Nihon temples — monks and miko, for whom spiritual strength was their main weapon — went into battle against yokai. Of course, while this helped individual towns and villages survive today and make it to tomorrow, their efforts had little effect on the overall situation. Understanding that there was only one path to victory against such a formidable opponent, the then-leader of the city of Taiho, Yoshihiro Shoji, made the first attempts to unite the people of fragmented settlements against a common enemy. At first, only a few agreed to joint cooperation, thinking primarily only of their own interests, but after a series of failures, the leader of the organized resistance finally managed to lead the people. Under the leadership of Yoshihiro Shoji, the ancient Nihonese showed great skill and steadfastness of spirit, eventually managing to achieve the peace they so desired. Standing on the bones of demons and the corpses of his compatriots, Yoshihiro Shoji founded the Nihon state and became its first emperor, immortalizing the status of his dynasty in the country as divine.
As a result of this confrontation, a warrior spirit, strict notions of honor and morale, loyalty to the homeland and traditions, and a national idea of their people's exceptionalism became firmly established in the public consciousness of the Nihonese. This led to the fact that subsequently all issues with foreigners were resolved by right of might — ready at any moment to give their lives for the empire, the Nihonese never minced words with their opponents. Woe to those who lose a battle to them. Even greater suffering to those who lose a war to them.
Throughout the next millennium, the Nihonese were relentless and implacable; they did not stop expanding the borders of their empire, defeating new opponents time and again. Numerous states were destroyed and entire peoples exterminated by their hands. Many philosophers of that time criticized the daimyo and the central government, comparing the modern Nihon Empire to the oni — their ancient enemies. Nevertheless, the views of the thinkers remained nothing more than characters on paper.
The aggressive expansion of Nihon continued until the year 360, when the warring people first encountered the Reime armies. For them, this proved to be the first people they could not overcome. By this time, Nihon was exhausted from centuries of wars, while Reime was experiencing an era of prosperity and had seemingly unlimited resources. It is quite possible that if it were not for the skill of the Nihonese in military affairs, they would have lost even then.
One way or another, the stagnation in the Reime-Nihon conflict led to a sharp decline in the influence of the central government and the imperial house. With some periodicity, daimyo began to fight each other, attempting thereby to expand their own influence. During this time, the first ninja began to appear in the service of the daimyo, bringing victories to their employers while remaining in the shadows. All this further weakened Nihon, but despite this, war still came to play a significantly smaller role in Nihonese society; peaceful professions received much more recognition than before, and culture and science received a modest but long-term push toward development.

Nihon after capitulation
After the signing of the capitulation by Emperor Akihito in 746, the Nihon Empire lost its sovereignty to the Reime Empire. The unprecedented defeat in the war was a completely natural shock for the proud nation of warriors, but it was no surprise to well-informed representatives of authority, for whom it was clear as day — defeating a high-tech, organized, and wealthy superpower seemed impossible for them. For this reason, very many supported the emperor's decision, believing that peace on acceptable terms was a better option than total destruction.
The Imperial family was preserved in the person of Princess Sayuri, people were not deprived of their rights, and jobs were available. In the postwar period, although residents of the central and northern regions of the country lived in poverty, they were not threatened by death from hunger. At the same time, the southern regions developed rapidly, representing a mix of Reime and Nihon cultures. Overall, for the losing side, this was a very favorable peace, especially if one remembers how the Nihonese themselves treated the defeated. Nevertheless, however favorable this peace was, not everyone was satisfied with it.
Opponents of the capitulation were generally warriors living by the spirit of the past — in their value system, defeat was worse than death. Subsequently, members of various resistance groups came to be called "onryo," and they themselves enjoyed an ambiguous reputation among their compatriots — some treated them with support and helped them in every way, while others despised them for their inability to recognize reality. In the opinion of the latter, because of blind pride, the onryo could not start moving forward, which put not only their own lives but also the lives of their compatriots at risk.

Neighbors
Beliad
The Kingdom of Beliad served as the founder of many elements of this region's culture. Many musical instruments, such as the violin and piano, appeared here; ballroom dances and many genres of literature originated here. Since ancient times, the inhabitants of this country have been famous for their skill in winemaking and gardening, their paintings and poems. But despite numerous virtues, in matters of internal and external policy, this country always stood in darkness.
The inhabitants of Beliad can be conditionally divided into four categories — the royal family, the aristocracy, the warrior class, and the peasants. Feudals, like the monarch, are allowed to have their own army at their disposal for the protection of their holdings and the maintenance of order within them. The main difference between ordinary soldiers and peasants is that the former possess certain rights — while a peasant was considered the property of the landowner who could treat him as he pleased, the kingdom's warriors were protected from despotic treatment by a number of laws. Because warrior status was hard to earn and easy to lose, soldiers did not contradict the will of their lords — if not for themselves, then for their families. Ultimately, the main purpose of this class's existence was not protection from external threats, but maintaining the power of landowners and the monarch against dissatisfied and angry peasants.
The aristocrats, in turn, were kept in check thanks to the threat from the "Anemon" order of assassins controlled by the royal family. This organization did not exist officially, but those dissatisfied with the king's power knew — "Anemon" would come for their heads if they went against the royal family.
In the seventh century, the reigning king of Beliad, Erebus Many-Faced, founded the first Beliad colony in the south and a few years later moved there permanently. In these years, ship production and maritime trade developed steadily in the country, new expeditions were carried out, and contacts with new neighbors were established.
At the end of his life, planning ahead for the future of his kingdom, Erebus would adopt the Enclesian faith. This was done to appease dissatisfied commoners and avoid a possible war with Tanarsis. He also hoped in this way to secure the kingdom from a potential threat from the empire.
To this day, despite the lost war, Beliad continues to develop economically and culturally. Commoners seek salvation in their Enclesian god, and aristocrats, as before, live in luxury, following the new faith only for show.

Holy See of Tanarsis
If one believes what is written in the sacred scriptures of the Enclesian church, the world was once united under the leadership of God. In a world ruled by God, there were no wars or hunger, hatred or inequality; suffering was unknown to people. A man guided by God knew no arrogance, felt no anger or envy, and his mind was not clouded by greed or lust. Everyone lived in bliss, knew no diseases, and was unfamiliar with death. The world was as He had envisioned it — just and devoid of suffering. It was an Ideal World devoid of vice.
This should have continued for eternity, but to the great sorrow of all humanity, God's plans were disrupted by angels who betrayed His trust. Created by His hand and in His image, endowed with will, the angels tempted people and forced them to turn their backs on Him. The angels who disobeyed God committed the first sin and thus turned into hideous demons. The people who followed the primordial demons departed from His commandments and stepped onto the path of sin. Paradise collapsed, death came into the world, and people drowned in misfortune and malice.
Since then, countries founded by mortals — unjust sinners greedy for power — began to appear in the world. Humanity fell into Darkness; paradise was replaced by the Abyss... But even in such a terrible time, there were those who did not lose faith in Him and were guided by simple principles of life — they had to follow the voice of conscience (God) and never think about what others would think of them, for when their mortal shells perish, only what He says about them during Judgment will be important.
Some believers founded the Enclesian Church, which spread over time across the entire continent; its members were engaged in helping others, for example, through education and medicine.
Other, more militant followers of this faith had different intentions. They founded the small state of Tanarsis and set about spreading their teachings. Over time, many nations were converted to the Enclesian faith, some thanks to missionary missions, and some by war. Ultimately, the Holy See had one goal — to unite the world into a single state. In this way, as they believed, Paradise would return to the world.

Alivar
The half-dragons inhabiting Alivar far surpass the ordinary human — their bodies are stronger, they are more powerful, more enduring, can breathe fire and fly. This superiority forced them to look down upon the peoples surrounding them; just as humans treated animals, the Alivarian half-dragons treated people. Nevertheless, unlike animals, humans were well-organized and could put up a fight against the powerful winged creatures. The Reime Empire to some extent forced Alivar to stop its expansion.
Half-dragons are characterized by great arrogance and look upon humans with contempt; however, some cases confirm that if anyone manages to best an Alivarian in a fair fight, they can become very loyal servants.

Dreyeria
Since the most ancient times, people possessing a number of differences from their brethren could be found in different corners of Enclesia. Primarily, snow-white hair and sometimes unusually colored eyes caught the eye. Often, this was not the only or most important feature — such people possessed unique abilities such as, for example, rapid regeneration, eidetic memory, or lightning-fast reactions.
Where this caused delight and respect, such people became heroes. Where it caused envy or fear, they were killed. Such people always attracted attention. This peculiarity of the human organism manifested randomly and had no relation to lineage; therefore, preserving it seemed impossible. Nevertheless, some managed to do so, albeit partially. More than a thousand years ago, a certain kingdom in the southeast of the upper region of Enclesia tried to create an invincible army using white-haired people. The result of many years of research and numerous victims was that the child of two test subjects inherited unique traits from their parents. Children retained the external differences of their ancestors but had no unique features. A positive side remained that they still surpassed the ordinary human in everything — this was how they surpassed even their own parents. However... The same subjects never became unconscious warriors of that kingdom. Instead, they tore out their freedom along with the hearts of their overseers. Thus Dreyeria was founded, existing to this day.
Dreyerians differ from the original carriers of "fragments of fate" (in the view of many peoples of Enclesia) or "original sin" (in the view of the Holy See), however, they are always glad to welcome them. As for other humans and non-humans... They are nothing more than dirt to them.
To this day, Dreyeria has powerful mages and warriors at its disposal, alternatives to Reime technologies, and a large number of slaves.

Asteya
A modest but prosperous and just kingdom to the southwest of the empire.
Center of the Enclesian Church (not the Holy See); they follow what is written in the sacred scriptures but try to be flexible. They place honesty above all else. Relations with Tanarsis are shaky, but the alliance is maintained in the interests of both countries.

Serafol
A traditional kingdom with a rich history and culture. Citizens of many countries come here to visit many cultural sites, participate in festivals, attend exhibitions, and taste exquisite cuisine.
The Serafol Academy, which accepts students from all over the world, is famous for its successful graduates — wizards, musicians, writers, travelers, politicians, and many others.

Areid
A poor state suffering from a bad climate, drought, and crop failure. All inhabitants of this country, from peasant to king, have poor health and are one way or another subject to some diseases. Asteya and Tanarsis have repeatedly tried to help this country, but unsuccessfully. Despite converting to the Enclesian faith 73 years ago, the residents of this country, due to their sad way of life, are in no hurry to believe in God and indulge in sin in every way.

Hem
Southern mountainous terrain rich in various resources. People are generally either involved in the process of mining minerals or related to the sphere of trade. They are characterized by cheerfulness and a fondness for alcohol.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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Camellia
Camellia is an isolated island nation located in the waters of Nihon and Tianxia. Until recently, only its two neighboring countries had contact with the Camellians; however, after Nihon's capitulation to the Rhemic Empire in 746, the situation began to change slowly. The Camellians met the attempts of the imperialists to establish diplomatic and trade relations without much enthusiasm, but taking into account the power of the new neighbor, they satisfied their desire to establish a diplomatic mission in the capital of Camellia. Currently, the empire's diplomats are the only foreigners who have the right to legally reside on the territory of the Camellian island. The presence of Rhemics on the territory of Camellia and the potential threat from the empire causes great concern among ordinary residents and the few representatives of the authorities, but so far nothing foreshadows a deterioration in relations between the two countries.

Brief History
In the past, the territories of this island were divided between numerous Camellian clans and inhabitants of the north, but a major armed conflict that occurred five hundred years ago and known in history as the "War of Ten Kingdoms" put an end to the fragmentation of the Camellians. The undisputed winner in this war was the Clan of Camellia. Yadorigi, their then leader, became the queen of the united country, and her nephew headed the Order of Knights of Camellia, founded in those years, which played a key role in the clan's victory over the remaining opponents. Since then, Camellia has been developing rapidly and has been free from unrest on its lands, and only the northerners caused them trouble.

Society
The high life expectancy of the Camellians, combined with the peculiarities of their culture and food storage methods, has led to the fact that the population of this country is now very small, and the inhabitants themselves have no urgent need to work except for their own interests.
Camellians most often live alone, rarely start families, and mainly pursue their own hobbies, whether it be music, painting, fishing, cooking, trade, collecting, fencing, or anything else. Once a year, each Camellian receives a certain amount of money at his personal disposal from the government of Camellia. This amount is quite enough to satisfy most of the needs and desires of the Camellians. Those who want more than this and lack luxury in life engage in the production of goods or the provision of various services that other residents of Camellia may be interested in.
The low cost of housing and population density allows each Camellian to have their own home – an unaffordable luxury for citizens of many Enclave countries.
The government of Camellia consists of members of the Clan of Camellia, with Queen Yadorigi at the head. The work of civil servants is primarily aimed at maintaining order in the country and ensuring its security, improving the quality of people's lives, and providing assistance to ordinary Camellians. The queen possesses absolute power, but she listens to the advice of leaders of other organizations and the wishes of ordinary people. This allows all parties to maintain relative harmony with each other.

Knights of Camellia
The Knights of Camellia are famous for their combat skills, uncharacteristic sociability for the Camellians, and... a bad reputation. This organization believes that Camellia should cease to be a hermit country and pay attention to neighboring countries - the barbarians inhabiting them are developing, increasing their military might, and one day there will certainly come a day when their fleets set course for the Camellian island, unable to repel the legions of well-armed barbarians. In other words, the Knights of Camellia want to militarize the country and direct all its resources to strengthen Camellia's military potential. This position of the Order worries many Camellians, not least because of the last incident caused by the Order.
Several decades ago, residents of the north especially actively raided Camellian settlements, which led to the then Camellian society being divided in opinion, and the Order proposed solving this problem permanently. Wishing to end the senseless deaths of his subjects, the peace-loving Queen Yadorigi agreed to the dubious proposal of the knights. Thanks to the actions of the Order, the northerners were exterminated, and the problem was solved, but this event left a deep scar in the history of Camellia.

Daikyo
Followers of ancient Camellian teachings consider the world and its numerous elements as a single whole, avoid unnecessary efforts, suppress anxiety within themselves, go with the flow, and at the same time maintain the purity of their conscience, do not interfere with others, but also do not sacrifice themselves. Daikyo adheres to maintaining a natural balance in all their actions and decisions. This is expressed primarily in moderation and efficient use of time and resources.
Since ancient times, monks have preferred to lead a reclusive lifestyle, but they helped the Camellians in troubled times in every possible way, never taking sides.

Church of Furijii
Furijii is the sun goddess, revered by the Camellians as the progenitor and patroness of their people. The Church of Furijii was founded by the Clan of Light about two thousand years ago and has since spread its influence throughout the island. Clerics of the church are engaged in providing medical assistance, teaching the few Camellian children, and, in rare cases, providing psychological or emotional support for individual individuals. In dangerous times for Camellia, servants of Furijii protect the Camellians from dangers. Only women are allowed to become Sisters of Light (servants of Furijii); men engage in administrative activities and other church affairs.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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Characteristics
130 characteristics to distribute at the start, 5 minimum, 40 maximum.

Strength
+10 Health
+1% melee damage
Required for using various types of weapons and equipment.
+1 Immunity (resistance to poisons and diseases).

Intelligence
+1 Magic Power
+10 Magical Energy

Will
+1 to Will checks.

Agility
+1 Evasion
+1 Initiative

Perception
+1 Accuracy
+1 Observance

Wisdom
+10 Spiritual Power
+1 Insight

Charisma
Useless characteristic.

Origin
Ackerwald
+4 skill points.
Kingdom of Alait
+1 Intelligence for every 3 units of Intelligence. Spell efficiency is 20% higher.
Aristocrat
Starting capital is 75 thousand rumies.
Duchy of Larian
+20 Strength or +20 Will.
Duchy of Brightwin
+20 Will or +20 Perception.
Duchy of Darkiria
+15 Wisdom or +15 Charisma or access to the "Radiant Sword" skill tree.
Duchy of Laitia
+40 to random characteristics.
Nihon
+1% melee damage for each unit of Agility. +20% to Will checks, Spiritual Power, and Accuracy. +10% Critical Hit chance. +1 skill point.
Eren
The character can reroll the result in gambling games.
Serpentfolk (snake)
Intelligence and Charisma points are twice as expensive; limit is half as much. Agility and Perception points are half as cheap; limit is twice as high. +50 Immunity.
Serpentfolk (crocodile)
Intelligence and Charisma points are twice as expensive; limit is half as much. Agility and Strength points are half as cheap; limit is twice as high. +50 Immunity.
Fairy
Creative actions are 50% more effective. The duration of positive effects on allies from spells and similar character abilities is twice as long. Does not increase the efficiency of wizard skills.
Lamia
+50% Health, Magic Power, Accuracy, and Evasion. +50 Immunity.
Arid
+30 to Will checks. +20 Evasion, +20 Accuracy. +40 Immunity. +4 Movement Speed. Claw attack (Strength*9), bleeding (Strength/2 % of victim's current health).
Beliad (agent)
Free Assassin skill.
Beliad (nobility)
Starting capital is 30 thousand rumies. +40% to a chosen characteristic.
Beliad (soldier/fugitive)
+20% Health, +30% melee damage, +1 Movement Speed, +10 Accuracy, +10 Evasion.
Holy See of Tanarsis
Free Inquisitor or Priest skill.
Alivar
Immunity to fire. Ability to fly. +5 Movement Speed.
+80% Strength. +40% Agility and Perception. Access to Dragoon abilities.
Dreyeria
Access to Dreyerian skills. +50 characteristic points, +6 skill points.
Asteya
Access to Priest skills. +7 Charisma, +7 Will, +7 Wisdom.
Serafol
+3 skill points, +10 Charisma. Access to Enchanter abilities.
Areid
+1-2 diseases at the start.
-35% to all parameters.
No money at the start.
Access to "Gang" skills.
Hem
+16 Strength, +16 Will, access to Traveler abilities.
Camelia
+10 Charisma, +10 Wisdom.
+2 Movement Speed, +10 Evasion (x1)
Immunity to negative effects, diseases, and aging (x4)
Aldra (Symphony of Pain)
Free Sinner skill.

Skills
At the start of the game, the character is given 6 skill points; unlocking a unique specialty requires 2 points, a magic school and basic skills require 1 point.
Imperial Art of the Sword
Imperial School of Magic
Imperial Military Academy
+1 Evasion for each unit of Perception
+1 Accuracy for each unit of Agility
+3 Movement Speed
+0.5% Critical Damage chance for each unit of Intelligence
+1 to Will checks for each unit of Intelligence
All spells are 20% cheaper
+1 Health for each unit of Strength, Agility, and Will.
+2 Movement Speed.
Free basic combat skill.
  • Sword Dance
    Successful attacks can prevent the opponent from using active skills on the next turn (Intelligence -> Will)
  • Crescent
    Attacks deal damage to all opponents standing in front of the character
  • Cleave
    +40% final damage from critical attacks.
    +10% Critical Attack chance
  • Dash
    The character deals damage to all opponents on their movement line and stops at the last cell. Cooldown: 2 turns.
  • Moon Dance (x3)
    All characters around the swordsman (+2) receive 133% of his base damage up to 12 times (total).
    Cooldown: 8 turns.
  • Quick Sword
    Two additional attacks (75% damage)
  • Mental Fortitude (x4)
    Magical energy is restored to maximum after the end of a battle (only in case of victory).
  • Illusion
    +1 Evasion for each unit of Intelligence.
  • Barrier
    The first spell of the day directed at the character is nullified.
  • Archon Metabolism (x2)
    Duration and efficiency of negative effects on the character are halved. The mage ages three times slower than normal.
  • Seventh Element (x2)
    Initiative -20 during the next turn. On the following turn, deals 400 units of true damage in a 6x6 area at any distance from the character (limit: battlefield). This spell cannot be dodged.
    Cost: 500
    Cooldown: 2 turns
  • Ephemeral Weapon
    The character can use the empire's ephemeral weapons.
  • Officer (x2)
    Allies under the character's command receive the following bonuses:
    +1 Accuracy for every 2 units of Charisma
    +1 Evasion for every 2 units of Charisma
    +1 Initiative for every 2 units of Charisma
  • Scout
    +2 Stealth for each unit of Agility.
  • Enhanced Training
    +20% to all parameters.
  • Linguist
    +10 Charisma, +10 Intelligence. Knowledge of two additional languages.
  • Topographer
    +10 Intelligence, +10 Perception. The character can sketch a map of the area (nearest locations to the group). Success depends on the character's intelligence.
  • Sailor
    +80% to all parameters on a ship's deck.
Gunslinger
Wizard (fairies)
The character can use the empire's ephemeral weapons.
+2 Shooting Range.
Critical Damage chance +10%
The character can restore health, magical energy, and spiritual power to allies outside of combat at the cost of their own magical energy. Conversion: 3 to 1.
+500 Magical Energy.
Eagle Eye
+(Perception)% damage.
+40% Accuracy.

Headshot
+30 Accuracy, automatic crit (active skill).
Cooldown: 3

Roll (x2)
Immunity to targeted actions until the start of the next turn (active skill).
Cooldown: 1

Sprint (x2)
+2 Movement Speed
Movement speed is twice as high (active skill)
Cooldown: 1

Aimed Shot
Evasion and movement speed -50%, accuracy +50% (active stance).
Sleep
Puts the character into a state of sleep until the end of the battle or until an aggressive action is applied to them. Does not affect the character's combat characteristics or their ability to defend themselves (Will check).
Cost: 50
Range: 6
Four-Leaf Clover
Sets the rolls of a chosen character to maximum for one turn.
Cost: 50
Range: 6
Through the Looking Glass
Redirects damage and effects from one character to another. Applied only to allies, duration: 1 turn.
Cost: 100
Range: 6.
Rabbit Hole
Creates a portal on an adjacent cell.
The second portal will be linked to the first.
The third overwrites the first.
Cost: 100
Jabberwocky (x3)
Summons one of the creatures randomly or by choice if the character's charisma is 35 or higher. Summoned creatures cannot be repeated in one battle.
Will-o'-the-Wisp
Characters within 5 cells of the wisp must move toward it. Will check, resets if the character is subjected to aggressive actions. Health: 50, Evasion: 20, Speed: 3, immunity to physical attacks. Duration: entire battle.
Leprechaun
Sets the rolls of a chosen character to minimum for one turn (requires 1 gold coin, Will check). Health: 100, Speed: 3, Evasion: 40. Duration: entire battle.
Unicorn
Moves a chosen allied character to any cell within 12 cells. Health: 400, Evasion: 40. Duration: 4 turns.
Nyarlathotep
Paralyzes opponents for 3 turns in a 5x5 area if they fail a Will check. Duration: 1 action.
Nymph
Restores 200 units of health to a random ally within 6 cells and removes negative effects from them. Health: 300, Evasion: 30, Speed: 5. Range: 12.
Cost: 250
Way of the Warrior
Way of the Ninja
+40% Armor Penetration
+50% Accuracy
+4 Movement Speed
+Additional Attack
Character cannot wear armor
+80% Agility
+80% Perception
+1.5 Stealth for each unit of Agility
Character cannot wear armor
  • Iai do (x2)
    The warrior can deliver a surprise strike to an opponent they are next to. Such a strike, if successful, deals ten times more damage. Stealth from Agility (1.0) for this attack is 1.5 times higher. Only outside of combat.
  • Battōjutsu
    +50% Accuracy
    The warrior can parry enemy attacks and shots.
  • Meijin
    +40% Armor Penetration
    +Additional Attack
  • Suiren (x2)
    Damage (444% base damage) in a 3x3 area. Movement speed for this attack is 1.5 times higher. Cooldown: 5 turns
  • Kagemusha (x2)
    The character's attacks cannot be reflected or blocked. +1% final damage for each unit of difference between the warrior's Perception and Agility and the opponent's Perception and Agility.
  • Taijutsu
    +60% Health
    +10 Agility
    +10 Perception
  • Bujutsu
    The character can use any weapon without penalties.
    Critical Damage chance +20%
  • Hitokiri
    Stealth attacks deal four times more damage and ignore armor.
  • Additional Techniques
    If a character misses a ninja in melee combat or runs past them, the ninja automatically strikes them in the back without revealing themselves (if they haven't been revealed yet).
    The ninja can attempt to disarm (their Agility vs opponent's Agility) or strangle (their Agility vs opponent's Strength).
    The ninja can pretend to be dead.
  • Kamikaze
    +60% Movement Speed when using this skill.
    The ninja uses ki energy to destroy their own body (leads to death). Characters in adjacent cells receive damage equal to the number of remaining health units of the ninja multiplied by four.
Yanagi Temple
In a dark era for ancient Nihon, the servants of the Yanagi temples actively opposed attacks by yokai and oni on human settlements. Sparing no effort or their own lives, miko stood in defense of people against the atrocities of demons terrorizing this land and subsequently made a huge contribution to the final victory over the common enemy in the war started by Yoshihiro Shoji. Since then, a legend was born according to which the imperial line of Nihon are descendants of Yanagi and hold divine status among the people of this country. For this reason, none of the influential daimyo or imperial conquerors dared to raise a hand against members of the imperial family — they knew that the Japanese would never forgive them for this.
Few know about it, but even today, the servants of the Yanagi temples fight with yokai and oni that survive to this day, and sometimes powerful tengu. With the power of miko, a barrier is maintained serving as the boundary between the world of the living and the world of the dead — the place of origin of yokai and oni.

Rules
  • Only unmarried and virgin girls can serve in the Yanagi temples.
  • Miko cannot use weapons or cause harm to other people except for purposes of self-defense or protecting others.
  • Miko cannot consciously participate in evil deeds.
Miko (Yanagi)

Weapon choice: Gohei, Ofuda.
Robe colors: red and white.
+2 to Will checks for each unit of Will
+10 Spiritual Power for each unit of Wisdom
+1 Evasion for each unit of Agility
____________________
  • Purification/Exorcism (x2)
    +10 Wisdom.
    Area of effect: 3x3 at a distance of 8 from the miko.
    Applied to yokai, oni, ghosts, demons, summoned creatures, walking dead, etc.
    Deals true damage to health or spiritual power of the chosen target equal to the current spiritual power value of the priestess. Can be used on inactive targets to prevent the use of necromancy and similar effects on them.
    Cost: 5% Spiritual Power.
  • Levitation (x3)
    The miko can hover in the air and is inaccessible for melee attacks (unless the opponent can somehow reach her).
  • Inner Barrier
    The miko uses spiritual energy to protect herself from enemy attacks (technically, spiritual power is used as a second health pool).
  • Outer Barrier
    The miko creates a barrier in an 8x8 area. Opponents whose Will is lower than the miko's cannot pass through it (calculated by Will checks against the base value of the miko's Will).
  • Shackles
    The miko uses an ofuda paper talisman on a chosen opponent. If the character wins the contest of will — their Will is reduced by 15%, if they lose — they become paralyzed until the end of the battle (calculated by Will checks against the base value of the miko's Will).
Muneshige Temple
According to legends, Muneshige is the creator of oceans and heavens, lord of seas and clouds, master of water and wind, patron of warriors and farmers.
Muneshige is depicted either as a serpent-like dragon with a long blue beard and mustache, or as a large man with the head of a dragon. In the first version for paintings and sculptures, clouds and waves are often added to his image, while in the second, a katana or naginata is placed in his hands.
The servants of Muneshige can be conditionally divided into two types — mountain hermit monks and well-organized warriors. The former, as a rule, rarely left their places of solitude, where they engaged in contemplation, strengthening their spirit and body, and perfecting martial arts. The latter, on the contrary, took an active part in the life of the country — they protected peasants from bandit attacks, punished greedy and unjust officials, and prevented internecine wars.
Also in Nihon, where until the year 746 it was not customary for women to learn weapon skills except for protecting their home, Muneshige temples were almost the only opportunity where they could step onto the path of the warrior.

Rules
  • Servants of Muneshige have the right to marry freely.
  • Servants of Muneshige must lead an ascetic lifestyle.
  • Servants of Muneshige should not turn away from conflicts, but they must remain on the side of justice.
  • Servants of Muneshige must not go against the will of the imperial house of Nihon.
Sohei (Muneshige)

Weapon choice: Katana, Naginata.
Robe colors: blue and white.
+1 Accuracy and Evasion for every two units of Wisdom
+1% Health for each unit of Will
+2 Movement Speed
____________________
  • Conversion (x2)
    The sohei can, if desired, convert the damage type or part of it into water/air by choice. +20% final damage. Damage from these elements to the warrior himself is reduced by 40%.
  • Empowerment
    The sohei can use up to 33% of their spiritual power to empower a strike. In case of a successful attack on an opponent, 50% of the spent power is returned.
  • Dragon Tail (x2)
    Naginata: The sohei deals damage to all characters standing in adjacent cells.
    Water: Characters who fail a Strength check (against Will) will be paralyzed for one turn.
    Air: Characters who fail a Strength check (against Will) will be pushed back 1-2 cells in the opposite direction from the sohei.
    Katana: The sohei deals damage to characters standing on four cells ahead of him.
    Water: Damage to the opponent on the second cell will be increased by 30%, on the third - by 60%, on the fourth - by 90%, but only if an opponent is in the first cell from the sohei.
    Cooldown: 2 turns
  • Dragon Flight (x2)
    The character can attack opponents who are in the air, jump over obstacles, etc..
    Air: Jump range is doubled
    Water: After landing, the sohei deals 300% damage to the character on the cell beneath him and 150% damage to characters in adjacent cells.
    Cooldown: 3
    Yamabushi
    +30% to all parameters
Kirishima Temple
Deities deeply revered by the people of Nihon are usually depicted as positive characters in folklore and associated with natural phenomena important in human life. For example, some give people light and warmth, others rain and harvest. The servants of the temples of these deities themselves adhere to a strict way of life, engage in self-improvement, and help others. In the case of Kirishima and her servants, everything is different. Among the people, they are perceived as the lowest of humans, and the name of the goddess is avoided without reason.
For ordinary people, Kirishima is the goddess of misfortune and vice, while for her followers, she is the embodiment of true freedom.
The servants of Kirishima, fearing retribution, build their temples where they will be hard to find and bring to trial. Such a place can be either inaccessible mountains or abandoned buildings and dungeons hidden in cities. In such places, they indulge in vice, perform ritual murders, engage in slave trade, etc..
According to the beliefs of the servants of such temples, the priestesses of Kirishima are her avatars, and therefore have a special status — they are obeyed, sacrifices are brought to them, etc..
The priestesses of Kirishima are chosen from among her followers or, sometimes, become victims subjected to violence by the servants. In both cases, the sign of election is a stigma in the form of a star appearing on the woman's pubic area.
The servants of Kirishima, led by her priestesses, bring misfortune and suffering into the world. They intentionally destroy families, break others' will, incite suicide, etc., trying to get as much pleasure from life as possible.

Their activity, both individual and organized, is dangerous not only for individuals but also for entire peoples — the servants of Kirishima have repeatedly tried to seize power in Nihon, and in the fourth and fifth centuries, the activities of a wandering priestess of this sect caused a civil war in the Reimei Empire.
Priestess (Kirishima)

Weapon choice: Kaiken.
Robe colors: Black or purple.
+30% Intelligence
+30% Agility
+30% Charisma
Immunity to the darkness element
Healing and rejuvenation as a result of religious rites.
____________________
  • Body of the Defiled
    The priestess is insensitive to negative effects, possesses immunity to diseases and poisons. Anyone who attacks the priestess in melee combat becomes cursed — they lose 4% of all characteristics every turn until the curse is removed. After healing, the character permanently loses 20% of characteristics.
    He who deals a fatal wound to the priestess (regardless of whether it's in melee combat or not) will die if he fails a Will check (against Charisma).
  • Lust
    Men who fail a Will check (against Charisma) will desire the body of the priestess and do everything to obtain it.
    Once their animal instincts are satisfied, at the priestess's wish, they may die immediately or at any other time. Regardless of her wish, the personality of her lovers will undergo irreversible changes for the worse. For example, strong personalities may become weak-willed, calm people angry, valiant ones renounce their moral code, etc.
    During combat, the priestess's charisma is halved.
  • Abyss (x2)
    The priestess opens a fragment of the world of the dead under the feet of characters in a 5x5 area at a distance of 10 from her. If characters fail a Strength check (against Intelligence) for the first two turns, they will be paralyzed. If they fail on the third, the hands of the dead will pull them down into the abyss.
    Cooldown: 4
  • Darkness (x2)
    The priestess deals darkness element damage to all characters in a straight line (8). Damage is determined by the amount of spent magical energy or spiritual power. If characters pass a Will check (against Intelligence), they will receive only 33% damage.
    Cooldown: 3
  • Madness
    Women who fail a Will check (against Charisma) in dialogue with the priestess will begin to suffer from obsessive thoughts and sudden mood swings. Faithful wives may start committing adultery, loners may want to commit suicide, etc..
Kyudo
The meditative art of archery became widespread in Nihon after the end of the war with yokai and oni. The founder of the so-called "way of the bow" was Yoshihiro Shoji, the first emperor of Nihon. He saw Kyudo as a way to put his thoughts in order and an opportunity to achieve balance and harmony.
Imitating their liberator and descendant of Yanagi, people in different corners of the country began to open dojos for practicing kyudo, whose students were people of different ages and social statuses. Youths, old men, peasants, and nobility — here they forgot about this and remained equals, indulging in meditative exercises with the bow.
Years later, archers practicing shooting in such dojos more often began to use their skills in wars and gradually moved away from the original idea of this art. People began to come to the dojo not to find peace, but to hone military skill.
After the defeat in 746, however, interest in kyudo as a means of meditation again gained great popularity in the central regions of the country.
Archer (Kyudo)

Weapon choice: Yumi
Robe colors: green and white
+1 Perception for each unit of Wisdom
+1 Evasion for each unit of Perception
+2 Movement Speed
____________________
  • Zazen
    The character restores their health and is healed from negative effects outside of combat.
  • Zanshin (x2)
    The archer brings their mind to a state of peace and balance (skips turn). The next shot they make from their bow will not deal damage, but will have twice the accuracy and 50% more range. A successful shot nullifies all temporary effects placed on the character and prevents them from using active skills.
    Cooldown: 1 turn
  • Peace (x2)
    The archer charges a chosen arrow with their spiritual power (skips turn). The next shot will deal damage to all yokai, oni, ghosts, demons, summoned creatures, walking dead, etc. along a 3x16 line from the archer equal to the strength of their spirit. Cooldown: 8
  • Kyujutsu (x2)
    +40% damage dealt
    +30% Critical Damage chance
    +Additional shot
Assassin
+2 Stealth for each unit of Agility.
+0.5 Accuracy for each unit of Agility and Perception.
+2 Observance for each unit of Perception.
+5 Movement Speed in stealth state.
  • Silent Kill
    A stealth attack on opponents who fail a Perception check kills them (only bladed weapons in melee combat). Stealth attacks at range deal fivefold damage.
  • Fade into Shadow
    The assassin spends a turn to restore stealth status.
  • Killer's Toolkit
    The character can use throwing knives (range - 6, damage equals Perception/2 in percent of current health), brew poisons (1 recipe known for every ten units of Intelligence), disguise themselves for infiltration, etc.
  • Combat Skills — Liquidation (x2)
    +30% Critical Damage chance
    Final damage from critical attacks is 50% higher
    The character's melee attacks deal 10% of the opponent's maximum health bypassing armor.
    +3 attacks for light bladed weapons (short sword).
  • Combat Skills — Evasion (x2)
    The character can dodge non-targeted spells
    +60% Evasion
    Parrying melee attacks
Radiant Sword
+1 Accuracy for each unit of Strength
Counterattack if the opponent misses.
+10 Health for each unit of Agility.
+2 Movement Speed.
  • Seismic Wave (x2)
    Deals 80% damage in a straight line 3x9, destroys obstacles. Characters who fail a Strength check (against character's Strength) will be paralyzed for 1-3 turns. In case of a successful Strength check, their speed is reduced to three units for 1-3 turns. Cooldown: 3 turns.
  • Blade Radiance (x2)
    Deals 100% damage to the chosen target and reduces its physical damage resistance by (Wisdom)%. Cooldown: 0
  • Radiant Hurricane (x2)
    Deals 100% damage to all opponents around the character and blinds them (-95% Accuracy) for 1-3 turns. Cooldown: 1
  • Warmth of Light (x2)
    The character restores 30% health every turn for four turns (starting from the next). Physical and magical damage resistance +25% during this time. Cooldown: 4
  • Dawn Omen (x3)
    Destroys armor and weapon of one opponent, nullifies effects on them. Paralyzes (until hit) if the opponent fails a Will check (against character's Charisma). Deals 1000% damage.
    Cooldown: 8 turns.
Dreyerian Martial Art
  • Infusion (x3)
    The warrior converts weapon damage into a light or dark element by choice. While using the chosen element, the character gains immunity to attacks of that element.
  • Vessel: Darkness (x2)
    When using darkness infusion, the character can move twice as fast; at the end of the turn, all negative effects are removed from them.
  • Vessel: Light (x2)
    When using light infusion, final damage to the character is halved, initiative is doubled.
  • Touch of Chaos (x2)
    Confusion, paralysis, sleep, poisoning, freezing, burn on hit (10%) for 1-2 turns.
  • Last Breath (x5)
    333% damage to all opponents around the character twice. Cooldown: 8
Inquisitor
+20 to will checks.
The character's weapon is covered in holy flame. +(will)% fire damage. 20% chance to inflict burn on the opponent for 1 turn (-20% of max.
health at the end of their turn).
  • Crippling Strike
    On hit -30% to current accuracy, evasion, or will checks.
  • Cauterization
    Restores 50% of lost health to self or an ally in an adjacent cell. Cooldown: 1.
  • Punishment
    Paralyzes the selected character for one turn if they fail a will check against the character's will check.
  • Self-Sacrifice
    The character spends their own health to increase damage dealt (+2% damage for every 1% of health).
  • Spiritual Protection
    +10 defense (extra hp) per unit of will.
Priest
+20 to will checks.
As long as the cleric prays continuously, allies within 10 cells of them receive a bonus to initiative and will checks (+20) and restore 10% health every turn.
  • Blessing
    The cleric removes all negative effects from a character and enhances their stats (+(wisdom)% accuracy and evasion) for three turns. Cooldown: 0.
  • Restoration (x2)
    Brings back to life a character who died from lack of hp.
  • Hand of God (x2)
    Deals percentage damage equal to the cleric's wisdom to demons, undead, etc. If the target fails a will check, it inflicts paralysis for 3 turns.
  • Amulet
    The selected ally receives additional health equal to the cleric's wisdom (%).
    Cooldown: 0.
  • Grace (x4)
    Brings back to life all of the character's allies who died from lack of hp and restores 100% of their health within 10 cells of the cleric. Once per battle.
Enchanter
+2% melee damage per unit of magic power. Additional damage has fire, water, or air affinity (choice).
+0.5 to accuracy and evasion per unit of intelligence.
+5 to magical energy per unit of strength.
+0.4 to magic power per unit of agility and perception.
Upon taking this specialty, the character receives free mastery of one of the three elements; the other two can be learned for 1 SP each.
Affinity (x2)
Fire attacks inflict burn (magic power/2, % of current health at the end of the opponent's turn).
Water attacks reduce opponent's accuracy and evasion by 10, increase damage received by (magic power/2)%. Stacks.
Air attacks pierce (magic power)% armor, additional attack.
10 mag. energy/turn

Elemental Veil
Active skill: immunity to fire, water, or air. Only one veil can be active at a time.

Energy Burst
Ranged area attack 3x3. Applies affinity.
Range: 10
Cost: 50

Elemental Aura
Fire: returns (magic power/2)% damage to the melee attacker.
Water: reduces damage received by (magic power/2)%
Air: +(magic power) to evasion.
Cost: 20/turn

Cataclysm (x3)
Fire: deals double, fully fire damage to characters in the area of effect (5x9), inflicts burn three times.
Water: deals (+4) normal, fully water damage to characters around the enchanter, reduces accuracy and evasion by 50.
Air: deals double, fully air damage to characters on the line of action (1x15), with a probability of (magic power)% destroys weapons and armor.
Cost: 400, cooldown: 5
Knight of Camelia
Daikyo
Sister of Light
+10 to health per unit of charisma
+1 to will checks per unit of charisma
+30 to accuracy
+30 to evasion
+1 to qi per unit of wisdom
+1 to will checks per unit of wisdom
+2 to movement speed
+1 to magic power per unit of charisma
+1 to accuracy per unit of charisma
+20 to magical energy per unit of will
+1 to will checks per unit of intelligence
Unyieldingness (x2)
Damage received -(will)%, but not more than -50%.
+1 to will checks per unit of will.

Piercing Strikes (x2)
+(agility) to critical hit chance. Critical attacks deal 80% more damage.

Challenge (x2)
+300 to health.
The selected opponent must attack the character if they fail a will check against their charisma.
Range: 8
Cooldown: 3

Duelist (x2)
In one-on-one combat +40 to accuracy, +40 to evasion, +100% to final melee damage.

Weapon Mastery (x2)
The character can use two-handed weapons, katanas, dual one-handed swords, or sword + shield.
Combat Mastery (x3)
+1 to evasion per unit of agility.
+1 to accuracy per unit of perception.
Melee damage (monk staff) + qi*5
Ignore (Qi)% armor.
Active skill: character's attacks deal damage to all opponents standing in front of them and to their side (cooldown: 1 turn).

Binding Flame
A talisman thrown by the character explodes, deals damage and paralyzes opponents for one turn in a 3x3 area.
Damage: qi*7
Cost: 100 units of spiritual power.
Range: 12
Cooldown: 1

Movement
The character moves to any cell within 20 cells of them.
Requires a monk staff for use.
Cost: 3 units of spiritual power per cell.

Yin and Yang Sphere
The character launches a yin and yang sphere forward, deals damage to opponents and heals allies; on the next turn it returns and repeats its effect. For each hit character, the daikyo recovers 20 units of spiritual power.
Requires a monk staff for use.
Range: 3x10
Damage: qi*5
Restoration: qi*5
Cost: 140 units of spiritual power.
Cooldown: 1

Eight Trigrams (x4)
Spirit Power (passive)
Daikyo's damage increases by (qi)%.
Aura (activation takes a turn, then works passively)
Allied characters in a 9x9 area with the daikyo at the center deal (qi)% more damage.
Cost: 100 units of spiritual power/turn.
Talisman (active skill)
The character launches 8 talismans in the selected direction, dealing damage to all opponents (allies are not hit) in their path.
Each talisman deals qi*2 water damage and qi*2 air damage.
Range: 3x12
Cost: 400 units of spiritual power
Healing Prayer (x2)
Restores (magic power)% health to the character, removes negative effects.
If the selected target is undead, it deals equivalent damage.
Range: 20
Cost: 50 (100 in attack) mag. energy

Aura of Valor (x2)
Allied characters in a 7x7 area with the sister of light at the center restore (magic power/2)% health and receive +(magic power/2) to accuracy and evasion.
Cost: 100/turn
The sister of light cannot perform other actions or move while this aura is active.

Heavenly Light
Characters in a 5x5 area take 7*MP holy damage. Does not deal damage to allies. Undead take twice as much damage.
Range: 14
Cost: 140

Resurrection (x2)
Brings a dead character back to life. Only during battle.
Cost: 200 mag. energy
Range: 10

Spear of Victory (x3)
Characters in a 7x7 area (further from the center of impact) take 20*MP holy damage. Does not deal damage to allies and restores (magic power)% health to them.
Cost: 400
Traveler
Gang
-(charisma/2)% item cost. Limit: 30%
+2 to movement speed
Leader: allied characters of Areid origin subordinate to the character receive a +4 bonus to accuracy, agility, and initiative for each member of the group of Areid origin (maximum 20). No penalty applies to this bonus.
Skills in this branch allow the character to create allies of Areid origin and can be learned several times.
For quest completion, money is paid only to the leader.
Upon taking this skill, one ally is created for free.
Toughness
+(strength)% to health
Partner (x2)
+10 to charisma.
An additional partner character created by the player according to the same rules as their own character.
Exceptions: Reimean Empire, Nihon, Camelia, Alivar, Dreyeria, Nobility (Beliad).
Professional
+(charisma*2)% to rewards for completing any quests.
Bodyguard
Takes attacks directed at another (pre-selected) character (initiative roll is doubled).
Fortitude
+1% melee damage per unit of strength.
+1 to will checks per unit of strength.
Shooter
2 SP for the "bow" or crossbow branch.

Swindler
2 SP for the "swindler" branch.

Warrior
2 SP for two-handed weapons, one-handed weapons, polearms and shield.

Mage (x2)
4 SP for magic schools.

Seasoned Comrade (x2)
5 SP for any available skills except magic.
Dragoon
Sinner
+(strength)% opponent armor ignore.
+15% critical attack chance.
+2 to attack range (does not provide advantage when using flight).
+5 to health per unit of agility and perception.
Upon taking this skill, the character can learn one of the skills presented below; others are purchased with SP. Only one of them can be active at a time.
Piercing Strike
Character's attacks deal damage to all opponents on the line of attack.

Superiority (x2)
Attacks every opponent passing through the lancer's line of attack, but not attacking them.

Raid (x2)
+2 to movement speed.
Active skill. +10% final damage for each cell traveled.
Cooldown: 2 turns.

Cyclone (x3)
Attack all opponents around the character three times.
Paralysis chance (strength/2), double damage chance (strength/2).
Cooldown: 7 turns.

Heartseeker (x2)
Active skill. Auto-crit. Doubled accuracy value for this attack.
Cooldown: 2 turns
Insatiability (x2)
10% health of killed opponents increases the character's maximum health pool, but not more than 50 at a time.
Lust (x2)
Characters of the opposite sex within 7 cells of the sinner must pass a will check; otherwise, they are forced to attack the sinner.
Pride (x2)
+50% accuracy, +50% evasion.
Wrath (x2)
+50% damage
Greed (x2)
Opponents killed by the character drop 1 gold coin.
Envy (x2)
The character copies accuracy, evasion and initiative (acts later) of a selected character, provided they are within 5 cells of them.
Despair (x2)
Paralysis on attack (will). Slowing aura (limit: 3, 9x9 with the character at the center).
Basic Skills
Two-handed Weapons
+2% damage per unit of strength.
Cleave
Strength/2=chance to deal double damage.
Concussion
Strength/2=chance to paralyze the opponent for one turn.
Whirlwind
Attack all opponents around the character. Cooldown: 2 turns.
One-handed Weapons
+1 accuracy per unit of perception.
Parrying
The character can parry opponent attacks (accuracy).
Light Step
+1 evasion per unit of agility.
Movement Speed
+1 additional attack.
Polearms
+0.5 accuracy per unit of perception, +0.5 evasion per unit of agility, +1% damage per unit of strength.
Piercing Strike
Pierces opponent's armor. Cooldown: 2 turns.
Sashing Strike
Final damage from this attack is 60% higher. Cooldown: 2 turns.
Ranged Attack
+1 to attack range; in some cases, not considered melee combat.
Archery
+20% critical attack chance.
Shooting range: 10
Sleight of Hand
Additional shot
Eagle Eye
Shooting range +10
Bullseye
+20% critical attack chance.
Crossbow Shooting
+30% armor penetration
Shooting range: 7
Eagle Eye
Shooting range +7
Piercing Shots
+30% armor penetration
Aimed Shot
On shots +10% vulnerability to any damage until the end of battle. Stacks.
Swindler
+8 agility, +8 perception. +1 stealth per unit of agility.
Assassin
Stealthy melee attacks deal 5 times more damage; ranged - three times.
Lockpicker
The character can pick locks.
Pickpocket
+30 agility when attempting to steal from other characters.
Anti-magic (x2)
Magic damage -50%. Inability to use magic.
Shield
+10 accuracy, +100 health. The character can block opponent strikes with a shield.
Lunge
A successful attack with the shield paralyzes the opponent (strength check).
Protection
The character takes hits intended for a selected target.
Practice
+0.5 accuracy when using shields.
Mercenary
+(charisma)% to rewards for completing any quests.
Merchant (x2)
-(charisma/2)% item cost. Limit: 30%
Medic (x2)
Use of medical supplies is more effective and consumes fewer resources.
Ephemeral Weapon (x2)
The character can use ephemeral weapons.
Knowledge of Enhancers
The character can configure enhancers. Minimum intelligence: 20.
Blacksmith (x3)
Weapon Upgrade
+(strength)% weapon damage; intelligence must equal strength; excludes the possibility of upgrading by Reimeford specialists and vice versa.
Equipment Forging
Iron: strength 15
Steel: strength 20, intelligence 10.
Larian Steel: strength 20, intelligence 20.
Alivar Steel: strength 30, intelligence 10.
Camelian Steel: strength 20, intelligence 30.
Required
1 ingot for knives, daggers and short blades.
2 ingots for one-handed weapons.
3 ingots for two-handed weapons.
12 ingots for armor.
Musician (x2)
The character can use musical instruments.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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Halmeldir

[640/640][300/300]
<b定期Origin: Akkerwald

<bCharacteristics
Strength: 43
Intelligence: 25
Will: 25
Agility: 36
Perception: 22
Wisdom: 15
Charisma: 20 (25)

Parameters
Health: 534 (640)
Melee Damage +37% (44)
Immunity: 37 (44)
Magic Power: 25 (30)
Magical Energy: 250 (300)
Will Checks: 25 (30)
Evasion: 36 (58) (69)
Initiative: 30 (36) (41)
Accuracy: 22 (58) (69)
Observation: 20 (24)
Spiritual Power: 150 (180)
Insight: 15 (18)
Movement Speed: 8 (9) (6)
Critical Damage: 22.5% (27%)

Skills
Imperial Swordsmanship
+1 to evasion for each unit of perception
+1 to accuracy for each unit of agility
+3 to movement speed
+0.5% critical damage chance for each unit of intelligence
Cleave
+40% final damage from critical attacks.
+10% critical attack chance
Quick Sword
Two additional attacks (75% damage)
Crescent
Character's attacks deal damage to all enemies standing in front of them.

Imperial Military Academy
+1 to health for each unit of strength, agility, and will.
+2 to movement speed.
Officer
40% of charisma is converted into a bonus for the characteristics of characters subordinate to the officer.
Linguist
Knowledge of Nihon and Beliad languages.
Topographer
Character can sketch a map of the area (locations nearest to the group). The accuracy of the match depends on the character's intelligence.
Enhanced Training
+20% to all parameters.

Antimagic
Magic damage -50%. Inability to use magic.

Equipment
Bastard Sword +1 (Camelian steel)
Damage: 175 (252)
Crit: 5%
Effect: additional attack.
Strength: 20

Desert Boots
Immunity to quicksand, no movement penalty on sand.

Succubus Milk Cake
1 portion
Brings back a character who died from lack of HP.

Bastard Sword +1 (Larian steel)
Damage: 100 (135)
Strength: 19
Crit: 5%
Effect: additional attack.

Medium Armor +1
Incoming damage -25%
Movement limit: 6
Strength: 14

Officer's Cloak
Charisma +5

Family Ring
Warns the character of great danger (can replay one turn if it was fatal)

Antidote
Cleanses the character of poisons.

Healing Ointment
5/5
Medic: uses half as many resources.
Heals the character from injuries (out of combat)

Imperial-Dreyerian Dictionary
Knowledge of Dreyerian language

Regional Map

"Night Cool" Tea
Removes negative mental effects (out of combat)
5 cups.

Demons of Agartha — Succubi
Will check +20 against succubi.

Southern Lands — Evan
+6 to strength, +4 to agility, +2 to perception

Leather Boots
Damage received, including magic, is 10% lower
Initiative +5

Money
7938 rumiums.

Alaria Doran

[420/420][100/100][350/350]
<bOrigin: Tanarsis

<bCharacteristics
Strength: 42
Intelligence: 10
Will: 35
Agility: 28
Perception: 35
Wisdom: 5
Charisma: 9

Parameters
Health: 420
Melee Damage +126%
Immunity: 42
Magic Power: 10
Magical Energy: 100
Will Checks: 55
Evasion: 28
Initiative: 28
Accuracy: 35 (45)
Observation: 35
Spiritual Power: 50
Insight: 5
Movement Speed: 3
Stealth: 26
Crit: 5%

Status
Damage to all types of demons is 40% higher

Skills
Inquisitor
Character's weapon is covered in holy flame. +(will)% fire damage. 20% chance to burn the opponent for 1 turn (-20% of max health at the end of their turn).
Cauterization
Restores 50% of lost health to self or an ally on an adjacent cell. Cooldown: 1.
Spiritual Protection
+10 defense (extra HP) for each unit of will.
Crippling Strike
On hit -30% to current accuracy, evasion, or will checks.
Two-Handed Weapon
+2% damage for each unit of strength.
Sunder
Strength/2=chance to deal double damage. 21%
Concussion
Strength/2=chance to paralyze the opponent for one turn. 21%
Rogue
+1 to stealth for each unit of agility.

Equipment
Triton +1 (two-handed sword)
Damage: 187 (507)
Crit: 5%
Pierces armor, +50% melee damage. Indestructible.

Plate Armor (Alivar steel)
Incoming damage -60%
Movement limit: 3
Cannot use ranged weapons.
Strength: 40

Purification Potion
Removes all negative non-physical effects from the character.

Money
11810 rumiums

Two-Handed Hammer (Alivar steel)
Damage: 140 (316)
Strength: 32

Children of the Emperor — Luciola Reime
Final water damage to character is 30% lower
Final water damage is 30% higher
+1 to all characteristics


Temporary residence permit for the territory of the Reime Empire (Alaria Doran)

Alaria's identification documents

Tsukiko Shimizu

[544/544][50/50]
<bOrigin: Nihon
+1% melee damage for each unit of agility. +20% to will checks, spiritual power, accuracy. +10% critical hit chance.

<bCharacteristics
Strength: 34
Intelligence: 5
Will: 35
Agility: 58 104
Perception: 40 72
Wisdom: 20
Charisma: 5

Parameters
Health: 340 (544)
Melee Damage +138%
Immunity: 44
Magic Power: 5
Magical Energy: 50
Will Checks: 35
Evasion: 104
Initiative: 104
Accuracy: 72 (158)
Observation: 72
Spiritual Power: 200 (240)
Insight: 20
Movement Speed: 7
Critical Hit: 10% (15)
Stealth: 156

Skills
Way of the Ninja
+80% agility
+80% perception
+1.5 to stealth for each unit of agility

Taijutsu
+60% health
+10 agility
+10 perception

Way of the Warrior
+40% armor penetration
+50% accuracy
+4 to movement speed
+Additional attack
Battodjutsu
+50% accuracy
Warrior can parry enemy attacks and shots.
Meijin
+40% armor penetration
+Additional attack
Suiren
Damage (444% base damage) in a 3x3 area. Movement speed for this attack is 1.5 times higher. Cooldown: 5 turns

+30% damage to characters of Alivar origin, +6 strength.

Equipment
Enhancer (ruby)
First meridian: ☆ Air
Second meridian: ☆ Fire
Third meridian: ☆ Nature
Fourth meridian: ☆ Darkness

Cloak

Healing Potion
Restores all of the character's health.

Katana (Camelian steel)
Damage: 130 (309)
20% armor ignore, additional strike
Strength: 16

Money
13760 rumiums

Nisho

[150/150][570/570]
<bOrigin: Nihon
+1% melee damage for each unit of agility. +20% to will checks, spiritual power, accuracy. +10% critical hit chance. +1 skill point.

<bCharacteristics
Strength: 15
Intelligence: 57
Will: 5
Agility: 26
Perception: 5
Wisdom: 5
Charisma: 52
(70)

Parameters
Health: 150
Melee Damage +41%
Immunity: 15
Magic Power: 57 (62)
Magical Energy: 570
Will Checks: 5 (6)
Evasion: 26 (42)
Initiative: 26
Accuracy: 5 (6)
Observation: 5
Spiritual Power: 50 (60)
Insight: 5 (6)
Movement Speed: 3
Crit: 10%

Skills
Priestess (Kirishima)
Immunity to the darkness element
Healing and rejuvenation as a result of religious rites.

Body of the Defiled
The priestess is immune to negative effects, possesses immunity to diseases and poisons. Anyone who attacks the priestess in melee becomes cursed — they lose 4% of all characteristics each turn until the curse is removed. After healing, the character permanently loses 20% of characteristics.
Whoever deals a fatal wound to the priestess (regardless of whether it's in melee or not) will die if they fail a will check (against charisma).

Lust
Men who fail a will check (against charisma) will desire the body of the priestess and do anything to obtain it.
Once their animal instincts are satisfied, at the priestess's wish, they may die immediately or at any other time. Regardless of her wish, the personality of her lovers will undergo irreversible changes for the worse. For example, strong personalities may become weak-willed, calm people angry, valiant ones may renounce their moral code, etc.
During combat, the priestess's charisma is halved.

Water Magic

Musician
Character can use musical instruments.

Equipment
Ryuteki
Active skill: character's allies within 10 cells receive (charisma/10) to movement speed and (charisma/2) to initiative.
Shamisen
Active skill: character's allies within 10 cells can take an additional turn (charisma/2).
Amigasa
Kaiken (disguised as a hitiriki)
+5 to magic power
Tome of Water Magic
+1 SP to water magic
Short Pleated Skirt
Charisma +6
Thigh-high Socks
Charisma +6
Blouse
Air damage is 55% lower
High Heels
Charisma +6

Money
2660 rumiums

Malice Scammerfield

[400/400][50/50]
<bOrigin: Beliad (agent)
Free assassin skill.

<bCharacteristics
Strength: 30
Intelligence: 5
Will: 5
Agility: 40
Perception: 40
Wisdom: 5
Charisma: 5


Parameters
Health: 300 (400)
Melee Damage +30%
Immunity: 30
Magic Power: 5
Magical Energy: 50
Will Checks: 5 (35)
Evasion: 40 (64)
Initiative: 40
Accuracy: 40 (80)
Observation: 40 (120)
Spiritual Power: 50
Insight: 5
Movement Speed: 3 (8)
Stealth: 80 (100)
Crit: 30% (50%)

Skills
Assassin
+2 to stealth for each unit of agility.
+0.5 to accuracy for each unit of agility and perception.
+2 to observation for each unit of perception.
+5 to movement speed while in stealth state.
Silent Kill
A stealth attack on opponents who failed a perception check kills them (only bladed weapons in melee). Stealth ranged attacks deal fivefold damage.
Shadow Escape
Assassin spends a turn to restore stealth status.
Combat Skills — Liquidation
+30% critical damage chance
Final damage from critical attacks is 50% higher
Character's melee attacks deal 10% of opponent's max health bypassing armor.
+3 attacks for light bladed weapons (short sword).
Combat Skills — Evasion
Character can evade non-targeted spells
+60% to evasion
Parrying melee attacks

Equipment
Silas +2
Damage: 80 (104)
Armor penetration (perception) (40%)
+20% crit.

Stiletto
Damage: 30 (39)
+30 to accuracy for stealth attacks.

Blackjack
Damage: 55 (71)
Stealth attack: paralysis

Ring of Fortitude
Sets character's will checks to 35
+100 health.

Agent Armor
Damage received -10%
Stealth +20

Cloak with Mask and Hood

Cat

Highlands of Laitia (ring)
Stone: emerald
Air is 50% more effective
Air effectiveness on self is 50% lower

Money
7005 rumiums

Elrina

[140/140][150/150]
<bOrigin: Aristocrat

<bCharacteristics
Strength: 14
Intelligence: 15
Will: 13
Agility: 34
Perception: 41
Wisdom: 14
Charisma: 36 (47)

Parameters
Health: 140
Melee Damage +14%
Immunity: 14
Magic Power: 15
Magical Energy: 150
Will Checks: 13
Evasion: 34
Initiative: 34
Accuracy: 41 (57)
Observation: 38
Spiritual Power: 140
Insight: 14
Movement Speed: 3
Crit: 10%

Skills
Gunslinger
Character can use ephemeral weapons of the empire.
+2 to firing range.
Critical damage chance +10%

Eagle Eye
+(perception)% damage (38%).
+40% accuracy.

Rogue
+8 to agility, +8 to perception. +1 to stealth for each unit of agility.

Merchant
-(charisma/2)% item cost (-23%)

Equipment
Revolver +3
Model: Dominion
Damage: 546
Cylinder: 5
Reload time: 2
Firing range: 8
Crit +25%

Pistol
Model: Sylphid
Damage: 165
Magazine: 8
Reload: 1
Firing range: 10 (12)
Year of release: 757

Cartridges (quartz) (x40)
Armor penetration

Seymour Family Signet

Fashionable Dress
+5 to charisma

Fashionable Shoes
+3 to charisma

Jewelry
+3 to charisma

Umbrella
Active: water damage -50%

Fan
Active: fire damage -50%

Lady's Purse
73400 rumiums

Jack

[130/130][39/39]
<bOrigin: Areid
-35% to all parameters

<bCharacteristics
Strength: 20
Intelligence: 6
Will: 20
Agility: 38
Perception: 38
Wisdom: 8
Charisma: 16

Parameters
Health: 200 (130)
Melee Damage +20% (13)
Immunity: 20 (13)
Magic Power: 6 (3)
Magical Energy: 60 (39)
Will Checks: 20 (13)
Evasion: 38 (24)
Initiative: 38 (24)
Accuracy: 38 (24)
Observation: 38 (24)
Spiritual Power: 80 (52)
Insight: 8 (5)
Movement Speed: 3

Skills
Gang
Leader: allies of Areid origin subordinate to the character receive a bonus of +4 to accuracy, agility, and initiative for each member of the group of Areid origin (maximum 20). The penalty is not applied to this bonus.
Skills in this branch allow the character to create allies of Areid origin and can be learned multiple times.
For completing a quest, money is paid only to the leader.
Upon taking this skill, one ally is created for free.

Crossbow Shooting
+30% armor penetration
Firing range: 7

Rogue
+8 to agility, +8 to perception. +1 to stealth for each unit of agility.
Equipment
Crossbow
Damage: 120

Dagger
Damage: 30

Axe
Damage: 50

Cloak with Mask and Hood

Deck of Cards

Money
6731 rumiums

Strength Growth Potion
+25 strength
Immunity check: 50, death on failed roll.

One-Eyed

[201/201][32/32]
<bOrigin: Areid
-35% to all parameters

<bCharacteristics
Strength: 31
Intelligence: 5
Will: 20
Agility: 40
Perception: 37
Wisdom: 8
Charisma: 5

Parameters
Health: 310 (201)
Melee Damage +31% (20)
Immunity: 31 (20)
Magic Power: 5 (3)
Magical Energy: 50 (32)
Will Checks: 20 (13)
Evasion: 40 (80) (52)
Initiative: 40 (26)
Accuracy: 37 (74) (48)
Observation: 37 (24)
Spiritual Power: 80 (48)
Insight: 8 (5)
Movement Speed: 3
Stealth: 40 (26)

Skills
One-Handed Weapon
+1 to accuracy for each unit of perception.
Light Step
+1 to evasion for each unit of agility.

Rogue
+8 to agility, +8 to perception. +1 to stealth for each unit of agility.
Killer
Stealth melee attacks deal 5 times more damage, ranged — three times.
Lockpicker
Character can pick locks.

Equipment
One-Handed Sword
Damage: 50

Knife
Damage: 20

Lockpicks

Leather Armor
Damage received -15%

Cloak with Mask and Hood

Pipe and Tobacco

Bottle of Moonshine
4/4
20% chance to receive -1 to intelligence.

Joe

[156/156][32/32]
<bOrigin: Areid
-35% to all parameters

<bCharacteristics
Strength: 24
Intelligence: 5
Will: 17
Agility: 31
Perception: 40
Wisdom: 5
Charisma: 8

Parameters
Health: 240 (156)
Melee Damage +24% (15)
Immunity: 24 (15)
Magic Power: 5 (3)
Magical Energy: 50 (32)
Will Checks: 17 (11)
Evasion: 31 (20)
Initiative: 31 (20)
Accuracy: 40 (26)
Observation: 40 (26)
Spiritual Power: 50 (32)
Insight: 5 (3)
Movement Speed: 3
Crit: 20%

Skills
Archery
+20% critical attack chance.
Firing range: 10
Sleight of Hand
Additional shot

Equipment
Bow
Damage: 100

One-Handed Sword
Damage: 50

Leather Armor
Damage received -15%

Shyak

[618/618][24/24]
<bOrigin: Serpentman (snake)
Intelligence and charisma points are twice as expensive; limit is half. Agility and perception points are half the price; limit is twice as high. +50 to immunity.

<bCharacteristics
Strength: 30
Intelligence: 2.5
Will: 5
Agility: 80
Perception: 80
Wisdom: 5
Charisma: 2.5 (3,5)

Parameters
Health: 515 (618)
Melee Damage +30% (36)
Immunity: 80 (96)
Magic Power: 2
Magical Energy: 20 (24)
Will Checks: 5 (6)
Evasion: 80 (160) (192)
Initiative: 80 (96)
Accuracy: 90 (170) (204)
Observation: 80 (96)
Spiritual Power: 50 (60)
Insight: 5 (6)
Movement Speed: 5 (6)

Skills
Imperial Military Academy
+1 to health for each unit of strength, agility, and will.
+2 to movement speed.
Free basic combat skill.
Enhanced Training
+20% to all parameters.

One-Handed Weapon
+1 to accuracy for each unit of perception.
Parrying
Character can parry opponent's attacks (accuracy).
Light Step
+1 to evasion for each unit of agility.

Shield
+10 accuracy, +100 health. Character can block opponent's strikes with a shield.

Equipment
Six-Tailed Mace (Larian steel)
Damage: 55 (74)
Effect: 10% paralysis
Longsword (Larian steel)
Damage: 55 (74)
Effect: 10% crit
Longsword (Camelian steel)
Damage: 80 (108)
Crit: 15%
Shield (Larian steel)
Block +0.4 (151)
Armor
Damage received -30%
Movement Speed: 5
Heon's Ring
With a 33% probability, reflects a spell targeted at the character back to the caster.
Medal of Bravery
+1 to charisma
Dried Rat Meat
Restores 100 health units
Money
5950

Arita Remein

[1570/1570][50/50]
<bOrigin: Immunity to fire. Ability to fly. +5 to movement speed.
+80% strength. +40% agility and perception. Access to dragoon skills.

<bCharacteristics
Strength: 40 (72)
Intelligence: 5
Will: 25
Agility: 25 (35)
Perception: 25 (35)
Wisdom: 5
Charisma: 5


Parameters
Health: 1070 (1570)
Melee Damage +72% (92%)
Immunity: 72
Magic Power: 5
Magical Energy: 50
Will Checks: 25
Evasion: 35 (40)
Initiative: 35
Accuracy: 35 (55)
Observation: 35
Spiritual Power: 50
Insight: 5
Movement Speed: 8 (9)
Crit: 15% (30%)

Skills
Dragoon
+(strength)% opponent armor penetration.
+15% critical attack chance.
+2 to attack range (does not provide advantage when using flight).
+5 health for each unit of agility and perception.
Piercing Strike
Character's attacks deal damage to all enemies in the line of attack.
Cyclone
Attack all enemies around the character three times.
Paralysis chance (strength/2), double damage chance (strength/2).
Cooldown: 7 turns.

Equipment
"Heart of Remeins" Bracelet
+500 health. Only for Remeins.

Regeneration Ring
Restores 10% health each turn (157)

"Pride" Amulet
Immunity to subordination.

Scale Armor
Incoming damage -50%
Strength: 65

Hunter's Cloak
+5 to evasion

Traveler's Boots
+1 speed

Dragon Gloves
+20% melee damage

Sarek's Combat Spear
Damage: 160 (307)
Accuracy +20
+15% critical damage chance"
Strength: 45

Healing Potion
Restores character's health

Black Bread
Restores 10 health units

Roasted Meat
Restores 60 health units

Pants

Blouse

Writing Tools

Book "The Fist - Tool of Success"
+5 to strength

Documents

Resume

References from previous employers

Wallet
1800 rumiums
Attachments 1
1 file attached • Total size: 24.6 KB
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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I asked to open it in six months, sigh...
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
In reply to Небо
User Avatar
8 years ago
Auto-translated
I don't even know. On the one hand, I haven't played in ages, and on the other, an hour a day might not be enough, even if I create a specific semi-active character. I still want to read the thread and see what happened during the day.)

I'll think about it.

В тихой однообразной жизни всегда так бывает: каждый отдельный день бесконечно долог, но месяцы и годы мчатся с непостижимой быстротой.

I wanted to offer you some flowers, but a crown would suit a princess like you much better

Смысл жизни в том, что жизнь на тебе не заканчивается
User Avatar
8 years ago
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I asked you to open it in six months, sigh...
What do you need it for? You'll just jump off the hill/die again.

Be strong. Believe
User Avatar
8 years ago
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Or maybe I want my character to be transformed into an eagle after a long journey and exciting adventures?
those who managed to reach Fronghwar - the continent of pain, from another part of the world. The pioneers called its grayness, expressed in a gray sky, cool climate, dry land, rain, and black snow, as its distinguishing feature. The giants, monstrous sea creatures, man-eating worms, and other monsters that inhabited these lands did not allow the explorers to begin developing the new lands.
I could clearly picture it when I read it.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
User Avatar
8 years ago
Auto-translated
in the gray sky, cool climate, dry land, rains, and black snow.
Sky, Morning, Mold, Kosha, Siv.

Be strong. Believe
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8 years ago
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Oh no, wait, here's HW.
A poor country suffering from a bad climate, drought, and crop failure. All the inhabitants of this country, from peasant to king, have poor health and are in some way susceptible to various diseases. Astea and Thanarsis have repeatedly tried to help this country, but without success. Despite converting to the Enclessian faith 73 years ago, the inhabitants of this country, due to their sad way of life, are in no hurry to believe in God and indulge in sin in every possible way.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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8 years ago
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For ordinary people, Kirishima is a goddess of misfortune and depravity, while for her followers, she represents the embodiment of true freedom.
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8 years ago
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Lust (x2)
Men who fail a will check (against charisma) will become infatuated with the priestess's body and will do anything to possess it.
Once their animalistic urges are satisfied, at the priestess's discretion, they may die, immediately or at any other time. Regardless of her desire, the personalities of her lovers will undergo irreversible changes for the worse. For example, strong personalities may become weak-willed, calm people may become angry, and noble individuals may renounce their moral code, etc.
During combat, the priestess's charisma is halved.
I have a bad feeling about this...
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
User Avatar
8 years ago
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They are characterized by their cheerful disposition and fondness for alcohol.
+16 to strength, +16 to willpower.
I agree, this adds to the realism.
I'm almost ready to play, but I still really hope they add more information, even if it means waiting.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
Deep Dark Fantasies:
Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --
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8 years ago
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Yes, we should definitely play it properly before we're done, I hope this expansion doesn't suffer the same fate as the last one. Although, no, I don't hope, hope is for losers, but it just won't be very fun if that happens. I wanted to write something else about the time aspect, but then I got lazy.

Whatever

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