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8 years ago
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The political situation on a certain technologically advanced and very wealthy continent was gradually heating up and, like a closed boiler, threatened to explode at any moment. Not only the prosperity, but even the lives of a vast number of people were under serious threat. The inhabitants of these lands were used to peace, but now the lands they lived on could drown in a sea of chaos and suffering at any instant... Will they be able to avoid the worst? The future will tell.

Meanwhile, the inhabitants of another part of the world were occupied with their own problems and were completely unaware of the troubles of a certain empire.
Tiaral
Yarlian Republic
A small sovereign state in the central-eastern region of the continent, a peninsula, characterized by a strong economy, very high levels of employment and production, as well as technologies advanced by Tiaral's standards.

Brief History
The territories of this small country were in the past part of Deizia. And since the powerful empire of Tiaral, which had subdued them by force, did not consider the will and desires of the inhabitants of this region, the fate of the latter was unenviable and devoid of real freedom. For long centuries, the residents made regular attempts to rectify the situation — if not to achieve sovereignty, then at least to defend their right to a decent life, but none of them were successful. Everything only began to change in the first half of the seventh century, when Deizia drowned in an era of decadence and weakened significantly. In 643, through the efforts of an aristocrat who disagreed with the empire's policy and his supporters, this peninsula was liberated and proclaimed a republic. The liberator Maysen Yarl von Trenengerz became its first consul, ideological inspiration, and author of the original legal system. Although the war for independence from the empire was bloody, Maysen called upon his followers to forget their grievances and cast aside hatred for those who had exploited them in the past. He wanted hard work, peace-lovingness, honesty, and vigilance to be the foundation of this nation. Perhaps it is precisely because Maysen himself was of noble blood and loved by the people that he managed to reconcile the residents of the republic with their past and set the country on a path of creation.

Capital — Tasidon
The industrial center of the Yarlian Republic and simultaneously a trade hub of eastern Tiaral. More than 60% of all firearms used on the continent are produced here.
Tasidon is always crowded, and every day meetings are held and deals are concluded between numerous entrepreneurs from the republic and other countries of Tiaral.

Consul — Lazury Baurenfreund
Being a competent sailor-enthusiast and a talented weapon craftsman, Lazury had long been well known in the republic and could boast an exceptionally positive reputation. Winning the elections of 760, he earned the trust of the citizens and was re-elected for a new term twice. He works diligently to expand diplomatic and trade relations with other countries. He believes that the world is not limited to Tiaral alone and faithfully follows his dream — to discover a new world.

Motto
“If you do something, do it well”.

Society
In the Yarlian Republic, the concept of labor is elevated to a cult, and parents instill the habit and love for it in their children from an early age, as it is believed that this makes work pleasant, while the absence of such a habit and the presence of laziness make work hateful, which in turn makes a person unhappy. In general, Yarlians respect any labor and believe that every person needs to find some activity to dedicate themselves to for happiness.
Yarlians are generally quite eloquent and approach many things with a meticulous method thought out to the smallest detail, which makes them good traders. Despite this and the fact that they trade in weapons — tools of death — the residents of the republic adhere to strict unwritten rules in conducting business. Additionally, it is believed here that money is only a means, but never an end.

Origin
Merchant or weapon master perk, +10 Charisma, +2 Accuracy for each unit of Perception when using firearms.
Shinsekai
The year 746 became a harbinger of change for a large number of people in a certain overseas country that the inhabitants of Tiaral had never heard of. In the past, an invincible nation of warriors who had conducted aggressive expansion for long centuries suffered a crushing defeat at the hands of a high-tech empire of foreigners. Humiliating and unconditional terms of surrender, loss of their country and national path, risk of losing their culture... Some resigned themselves to such a fate and accepted the rule of the new masters, while others continued resistance, resorting to various and not always honest methods of struggle. Many high-ranking officials who participated in military actions ended their lives with ritual suicide, thereby taking responsibility for the defeat and cleansing themselves of shame. Among them was the emperor, but he, in the opinion of one clan, was the only one among all who, by virtue of his status and duties, had no right to dispose of his life as he pleased. The weakness of the emperor, peasants who betrayed their nation, onryō deprived of a true warrior spirit... There was no place for the Satori clan among them, but what could be done? The enemy was too strong, and it seemed impossible to move a mountain that eclipsed the sky by willpower alone.
The then head of the clan reviewed various options for further action and eventually ordered his son to take command of the clan's warriors and lead an expedition south. From what he learned through knowledge obtained from the conquerors, the southern lands separated from the north by sea were less developed and one could find unclaimed lands there... Or take them from someone else. Thus, he hoped to preserve the spirit of his country and who knows, perhaps someday return home even stronger than before?
When this expedition became known, numerous samurai and ronin, not knowing what to do now, wished to join the Satori clan.
Satori Nagao, heir to the clan, accepted this task, spent ten months gathering finances, and soon headed to the "land of trade and gambling". There, with the funds entrusted to him, he ordered the construction of a large number of ships and after a year set out on his journey together with his numerous comrades.
On the way to the southern shores, Satori's fleet encountered a severe storm, but fortunately almost no one was hurt. The course, however, was lost, and sailors unprepared for sea voyages were unable to orient themselves in the blue expanses — they sailed completely the wrong way. Battles with sea pirates, struggle against the elements, and problems with provisions awaited them ahead, but by fate's will and the favor of luck, after more than half a year, they managed to reach land. This, however, was not southern Enclessia, but the south of Tiaral.
In 749, the Satori clan landed on a certain island, drove out the local inhabitants, and occupied their homes. It soon turned out that the island belonged to the Kingdom of Naliar, and a bloody, though short, war began between the two sides. The Naliarians were good alchemists and excellent farmers, but not warriors, and therefore suffered heavy losses; even firearms did not help them in the struggle against skilled warriors accustomed to fighting more advanced weapons. Eventually, peace was signed between the parties, and the Satori clan obtained the unfortunate island. Soon the Satori shogunate was proclaimed, and the overseas warriors named the lands of Tiaral Shinsekai — a new world.

Origin
+1 to Accuracy and Evasion for each unit of Agility, +1% melee damage for each unit of Agility, +1% ranged combat for each unit of Perception, +2 Movement Speed.
Boria
The fate of the Borian people is sad and very unfair. It is a nation of many talents that gave Tiaral many innovative technologies, but its inability to self-organize and the tendency of people toward corruption, nepotism, and a negligent attitude toward work led to poverty and an absence of any justice. Regular and very bloody military conflicts occur not only with neighbors but also among themselves, which is why by today's date Borians have weakened greatly compared to other countries.

Structure
Formally Boria has its own king, but he lacks any real power, and the country is divided into several principalities, whose princes govern them.

Origin
+5 Health for each unit of Strength, +0.5 Accuracy for each unit of Perception, +0.5 Evasion for each unit of Agility, +1 Observance for each unit of Perception.
Deizia
Long ago, when the situation in Tiaral was quite different, Deizia had no special influence and was a small kingdom surrounded by numerous opponents. The lands of the kingdom were blessed with fertile soil and an abundance of gold, which caused great envy among neighbors. Wealthy Deizians more than once or twice had to defend themselves against both single opponents and entire alliances, and one day they inevitably lost a war. The royal family was executed, the people shamed, and the capital destroyed and looted. It seemed that the spark of this nation should have gone out forever and disappeared from Tiaral's future; however, contrary to expectations, the opposite happened.
A year after the colossal defeat, a certain knight who bore no surname and was known only by the name Schönhauzer gathered around himself peasants dissatisfied with their current life and the remnants of Deizia's defeated troops, after which within just two years he drove the invaders away. Struck by the extraordinary charisma and brilliant talent of the military leader, the warriors pledged their loyalty to him and made him their king.
The restored capital received a new name — Schönbüel, and soon became the center of the so-called Holy Kingdom of Deizia. The new king restored the country's economy and over the next five years many times strengthened the kingdom's military forces. At the peak of his popularity, Schönhauzer embarked on very aggressive expansion and soon increased Deizia's territory several times over, subordinating former opponents of the kingdom to his power. The king appointed his close associates to govern the captured lands; thus, the first representatives of the aristocracy appeared. He forced significant or problematic people from defeated states to relocate to other regions so that they would lose influence and so that others would have no reason to see him as a bloody tyrant. Along with this, he created a warrior estate in the captured territories — those who stood above simple peasants and workers, but below the residents of Deizia. Thus, a situation soon developed where huge territories of the Holy Kingdom worked for the benefit of its central lands, yet that part of the oppressed peoples who possessed great strength remained loyal to the king. After Schönhauzer's death, a dynasty named after him was formed in the person of his children. The next king continued Schönhauzer's work and a decade later proclaimed the creation of the Holy Empire of Deizia, calling his father and himself emperor.
By the beginning of the seventh century, almost all of southern Tiaral belonged to Deizia, and the country was confidently moving toward its unification; however, cultural regression and a series of weak rulers led to the inevitable collapse of the once great empire.
Jagensdorf — the southern lands of the empire — was the first to proclaim its independence. This, naturally, led to a war between the two sides of the conflict, as a result of which the vast Deizia suffered a shameful defeat from the well-coordinated forces of Jagensdorf and was forced to recognize the sovereignty of its former provinces. Seeing this weakness, other regions of the empire followed Jagensdorf's example and also took advantage of such a rare opportunity — Tanigon, Eyhornia, Celia, and Heckelia, annexed less than half a century ago, united and gave the then emperor of Deizia an ultimatum: either they left the empire or the leaders of the four countries declared war on him. Overwhelmed by the previous defeat, the emperor agreed to all the conditions of the traitors, possibly not least due to fears of an attack by Visteria — a long-time opponent of Deizia. The era of decline continued for several more decades until finally the peninsula that would later become the Yarlian Republic broke away from it.

Emperor
Soon, elections will be held in Deizia where the empire's landowners will elect the next ruler from the Schönhauzer dynasty.

Origin
Native inhabitants of the empire may choose an additional perk.
Kingdom of Celia
The Kingdom of Celia is favorably distinguished from other fragments of the Holy Empire of Deizia by its devotion to the ordinary citizens of the country. The first Celian king and his supporters participated in a conspiracy against Deizia and tried to achieve independence from it specifically to be able to create a decent country in which every resident could have the opportunity for self-realization and a happy life.

King — Arnulf von Rigelstein
A monarch loved by the Celians, a famous tactician and strategist in southern Tiaral, a talented warrior and administrator, founder of two knightly orders.

Origin
Kingdom of Celia
+15 Strength and Will.

Order of the Holy Grail
Allies within five tiles of the character restore 20% of maximum health at the start of their turn (effect does not stack).

Order of the Noble Wolf
+15 Agility and Perception.
Eyhornia
The territories of modern Eyhornia were captured and developed by Deizia many years ago, and almost nothing remains of the culture of the civilization that existed here previously. After separating from Deizia, the absolute power of the newborn country passed into the hands of an influential dynasty of aristocrats from Deizia, who in the past had been vassals to the Schönhauzers.
Magic is highly revered in Eyhornia, and a class system based on it exists — families of powerful sorcerers represent the aristocracy, while the rest of the population is divided into a warrior estate and disenfranchised peasants.

Empress — Gostilia von Wiesenfeldt
The authorities of Eyhornia ambitiously call their country an empire, although in terms of territory, economy, and military power, this country does not yet reach that level. Nevertheless, the monarchs of Eyhornia are still customarily called emperors.
Many recognize the current empress as a powerful sorceress and a competent ruler; however, her obsession with expanding Eyhornia's borders and passionate desire to subject all of Tiaral to her will meet silent condemnation and mockery among her subjects.

Origin
Elemental damage to the character is 75% lower, magical energy is twice as much, ability to move and cast spells simultaneously.
Freshia
All other peoples inhabiting Tiaral call the inhabitants of this region beastmen, and in some ways they are right to do so. Representatives of this mysterious people, although similar to humans, possess certain traits inherent only to animals. In particular, this refers to ears and tails which, naturally, ordinary humans do not have. If one forgets about this small detail, they differ little from representatives of other peoples — they also have their own culture, history, and even some kind of state. Science and philosophical thought are more difficult for them, but they are always happy to use the fruits of cultural and scientific-technical progress of other countries and successfully apply them in their homeland.
From the name of the Tiaral region in which they reside, neighboring countries gave this people the name "Freshians", although they do not call themselves that.

Origin
+6 Movement Speed, +2 Evasion for each unit of Agility.
Halla
Halla is a land of skilled warriors who live for battle... Well, or so it was in the past. Previously, Hallians regularly attacked neighbors, conducted raids, etc., but due to the looming threat from the north, they had to temper their passion and think about further actions for the first time in a long while. Opinions on this matter are expectedly divided, and their supporters argue fiercely with each other. Supporters of relocating south are called cowards, while those who advocate for accepting one last fight are called fools.

Governance
Discussion of regional affairs and decisions on pressing issues take place at folk assemblies.

Origin
Hallian warriors choose a combat specialty from an early age, which they follow throughout their lives.

Way of the Spear
Armor penetration and other defensive mechanism bypass when using spears.

Way of the Axe
Two additional attacks when using axes.

Way of the Bow
Opponents' speed drops to zero for one turn upon a successful bow hit.

Way of the Sword
50% chance to paralyze an opponent for one turn upon a successful sword strike.

Way of Divination
+1 Accuracy and Evasion for each unit of Wisdom
Heckelia
The lords of Heckelia and the country they built never enjoyed a positive reputation among other peoples of Tiaral, and not without reason. Slave trade, brutal ritual murders, cannibalism, and much more — in this region of Tiaral, these were always considered normal.

Structure
Heckelia is divided into several independent territories governed by so-called lords of Heckelia. Orders and laws are different in each, and diplomatic relations between them are mostly limited to issues of trade and the security of Heckelia from external threats.

Population
Approximately 60% of own population of Heckelia consists of local slaves — those who are under the personal subordination of lords and other influential figures. They, as a rule, are not put up for sale. Among them are peasants, workers, personal servants, soldiers, and others. The remaining 25% and 15% belong to free residents and members of Heckelian clans respectively.

Conflict with Deizia
Despite all its strength and wealth, Heckelia could not withstand the military machine of the powerful empire and was annexed by it. The imperials dealt very harshly with the losers and intended to eradicate their "unacceptable" culture. Many heads and members of influential clans were executed; however, the imperials failed to achieve their goal: the clans that went underground returned when the empire showed weakness.

Origin
In modern Heckelia there are six influential clans under whose management the lands of this region are.

Sun Clan
Proud and diligent, they try to perfect themselves in everything and surpass others not only with words but with deeds.
+1 HP, +5 MP.

Blood Clan
Lustful and cunning, they seek pleasure in everything and achieve their set goals by any means available to them.
Intimate closeness forces lovers to obey their orders.

Red Hand Clan
Lazy and smart, they try to make life as easy as possible for themselves.
The character can create a slave at the start (same characteristics as an ordinary character).

Black Serpent Clan
Angry and ruthless, they perfect themselves through the path of war.
Immunity to mind-affecting effects, +20 Agility, Strength, and Perception.

Mantis Clan
Gluttonous and insane, they eat their own kind and do not fear heavenly punishment.
The character absorbs 10% of the characteristics of enemies eaten outside of combat (1 per day).

White Mist Clan
Mysterious and ingenious, they do not reveal their secrets and learn others' mysteries.
Once a week, the character can change appearance.
Jagensdorf
An extremely militarized and organized nation, which has one of the most effective and numerous armies of Tiaral at its disposal. Like other fragments of Deizia, Jagensdorf society is stratified and divided into the following classes: aristocracy, members of various knightly orders, ordinary citizens. It is important to note that despite this, the lower estate of Jagensdorf can boast quite high standards of living, or at least if compared with representatives of the lower classes in other countries.

King — Wilhelm von Tobelheim
The current king of Jagensdorf remains a mysterious figure even to his subjects — the intentions behind the recent changes in the country remain a mystery and no one knows what to expect from him in the future.

Origin
Jagensdorf
+2 MP, +40 XP.
In Jagensdorf there are many knightly orders, but the following seven are considered most significant:

Order of Jagensdorf
Armor proficiency skill, +20 Health and +2 Immunity for each unit of Strength.

Order of the Falling Star
+40 Accuracy, +40 Evasion.

Order of the Red Dragon
+5 Movement Speed, +100% damage against mystical animals and monsters.

Order of Endless Fields
The effectiveness of "Loyalty" persuasion is one and a half times stronger.

Order of Superiority
+3 to any chosen characteristic for each victory.

Order of Asceticism
+3 MP, +1 HP, +40 XP, +4 Movement Speed, refusal of rewards and inability to use money except to satisfy the character's basic needs.

Order of Prosperity
+100% reward amount for completing a quest if the character is the leader of the organization.
Cammeria
The convenient location of Cammerian island allowed its inhabitants to live separately from others and not get involved in other people's conflicts directly. The Cammerians, however, took an active part in the economy of Tiaral's countries and continental events through the Cammerian bank; because of its existence, leaders of mainland countries always had the temptation to take loans, especially when their countries were at war or suffering from some disasters. The Bank of Cammeria, taking advantage of these weaknesses, put its clients in unfavorable conditions and in attempts to satisfy contract terms stripped families and entire nations to the bone.

Cammerians
This people is incredibly ugly, and therefore its representatives always wear masks — they replace their faces. They have no culture of their own, so they imitate those invented by other peoples. Empathy is unknown to them, and they have no conscience or sense of justice.

Origin
Any other origin bonus except Fortress, Visteria, and Shinsekai.
Lileans
Located in the far south of Tiaral, the Lilean people are very close to nature and their way of life differs drastically from northern civilizations. They have no state of their own and are named by northerners after the lake located deep within the lands they inhabit. They live in nature and do not build huts or houses; they sleep in rivers, grass, on trees — however is convenient, and a strong immunity allows them to deal with any health threats. They feed on berries, fruits, fish, and other "gifts of nature" as they are. They are friends with animals.
For these reasons, representatives of other civilizations tried to equate them to wild animals; however, previous contacts show that they are not only similar to humans externally but also very intelligent, and accordingly such a way of life was a conscious choice for them. A Lilean traveling through Tiaral answered one of his interlocutors thus: "You northerners spend your lives on what you call 'work' and kill each other in wars. We live free from obligations and enjoy life, nature, and each other every day. Only a fool would think that he can improve our way of life".

Origin
Immunity to diseases and poisons, twice as much health. +1 Evasion for each unit of Strength.
Lorean Republic
The Lorean Republic reached the peak of its flowering thanks to a state system and legislation innovative for those times. High organization, order, science, and culture were combined here with great personal freedoms. These factors contributed to the growth of the popularity of republican power in the territories of neighboring countries, which subsequently allowed them to absorb them in very peaceful ways.
In the future, the Lorean Republic could well have become one of the strongest countries of Tiaral, but it was not destined to happen: northern clans took most of their territories and destroyed the Lorean dream.

Origin
Immunity to vampire abilities; damage to vampires is twice as high, and from them twice as low.
Kingdom of Naliar
In some respect, it can be said that the Naliarians were always lucky — their kingdom was cozily situated in the southeast of the country, where lands were fertile and there were no potential opponents or aggressive environments. And by the time powerful Deizia developed its southern lands, the empire began to rapidly and steadily weaken until it collapsed entirely. All these factors allowed the Nalian people to neglect the craft of war and direct their efforts toward developing other spheres of human activity. Unfortunately, luck had to end someday, and none of them could expect the arrival of an opponent from across the ocean. The Naliarians were completely unprepared, and weapons ordered from the Yarlians did not help them. Although they managed to achieve peace with the Satori clan, a sense of fear and anxiety hung over the residents of the kingdom. This was especially encouraged by the fact that a young generation was growing up in their new neighbor, which could soon replenish the ranks of bloodthirsty warriors.

King — Harto Nalian
In the past remembered by residents as a kind and cheerful person who loved spending time with the people, but after the invasion of the Satori clan he suffered severe psychological trauma and became incapacitated.

Society
There is no class system in the Kingdom of Naliar, and no one except the king and his family possesses special privileges. The absence of wars, a slow pace of life, and active use of alchemy's fruits made Naliarians calm and benevolent people.

Technologies
Many types of vegetables and fruits were bred in Naliar, the most effective medicine (by Tiaral standards) was created, as well as various types of recreational psychoactive substances.

Origin
Tiaralian alchemy or medicine skill and 2 MP for them. Ability to remove oneself from combat (not flee) at any moment (on one's turn).
Ramiyans
This strange people of southern Tiaral is divided into two cultures, the first of whom, the Ramiyans, believe in the cycle of birth and death, believing that their life is a trial they must pass in order to free their spirit from a shell prone to physical and emotional suffering. In order to achieve this and avoid rebirth in a lower form of life or falling into planes of existence filled with even greater suffering, they strive to perform good deeds and avoid what they consider sinful.

Origin
The character can remove negative effects from themselves outside of combat; final damage dealt to the character is reduced by half.

Asuras
Unlike their brethren, Asuras are not interested in spiritual development or creative activity, preferring to seek the fulfillment of their desires in this life rather than another. They revel in their pride and anger; they are interested in power and earthly ways of pleasure. They are very warlike.

Origin
The character can remove negative effects from themselves outside of combat; final damage from any source is doubled.

Tiaral
Asuras and Ramiyans reject each other's ideas and, as a result, are in a state of constant war. The only exception was the time of Deicia's invasion of their territories; then they stood as a united front to oppose the powerful enemy. Ramiyans prefer not to interfere in the affairs of neighboring countries, while the warlike Asuras wage regular wars against them.
Sugirrassida
Due to a particularly phonetically complex language, people of other countries in Tiaral call the inhabitants of Sugirrassida simply "winged ones" or "bird-people," and rarely conduct negotiations or conclude any deals with them. The latter, however, is caused not by this, but rather by the fact that they live in a mountainous region that few care about. However, despite this, they still had conflicts with neighbors: the Borians attempted to conquer them repeatedly, and recently they have been subject to attacks by northern vampires, while they themselves attacked Hallians and Loreans in the past.

Appearance
The inhabitants of Sugirrassida differ from humans by the presence of wings and sharp claws.

Origin
Ability to fly, +7 to movement speed.
Claw damage in melee combat: 100 (accounts for all other modifiers as a melee weapon).
Kingdom of Tanigon
This region of Tiaral has always been sparsely populated, and after its annexation to Deicia, little changed except, perhaps, for the appearance of a considerable number of soldiers on the borders. Nevertheless, there was almost nothing to extract here, and the land was unfit for a good harvest, so the population density of these lands remained almost unchanged over the years.
After separating from the empire, the Kingdom of Tanigon abandoned the class system of the past and turned to aggressive scientific research, trying to find a way to protect their gained independence through new methods, without relying on numerical superiority—something in which they had always been weak.

King — Siegfried von Eyrasburg
A scientist and artist; it was he who created the art of puppetry and puppets.

Origin
Puppeteer: active action, a roll of the character's average agility and perception against the opponent's strength. In case of success, the target will obey the character's instructions. Range: 10, active puppet limit: intelligence/10.
Puppets of Tanigon
The Puppets of Tanigon were created by the King of Tanigon, Siegfried von Eyrasburg, and his talented team of scientists with the goal of creating an artificial army that would not require abundant resources and could put up a decent fight against those who dared to step onto the kingdom's land. Puppets became a huge breakthrough for Tanigon, and soon they were used and modified by masters of other fields. They began to be used instead of living labor in industry, as servants, theater actors, and sometimes as a means of satisfying sexual needs. Some even tried to create or buy themselves a life partner. Either way, they became a very significant element of Tanigonian civilization, and after several years, the inhabitants of this kingdom could not imagine life without puppets. The popularity of puppets and the growth of their production probably would not have stopped there; however, this trend ended on the day when puppets began to develop their own consciousness and will. How this happened and what caused it could not be determined, as the secret of their production was never publicly revealed, but the fact remained that it changed everything. First, the puppets began to ask philosophical questions about existence, and then they raised a rebellion against their creators. The result of this conflict was Tanigon's loss of its western lands—the very ones where the bulk of the workshops producing puppets were located.

Origin
Health is half as low and positive effects do not work, but the character can be restored to their original state after ordinary injuries. Immunity to mind-affecting own, diseases, poisons, curses, etc.
Wind Clan
The Celestian archipelago located in the southwest of Tiaral once served as home to three clans—the Flame Clan, the Water Clan, and the Wind Clan. The Flame Clan, as the name suggests, commanded the element of fire and had powerful dragons under its control. The Water Clan, which according to legend arrived from the north, commanded the elements of water and cold. The Wind Clan had the element of air under its control. Although members of these three clans were very similar, they could not stand each other and have long fought for power over the archipelago. But that was all in the past—now only the Wind Clan remains here.
The victors of the three-way war returned to peace and continued to develop along a different path. They adopted the science, fashion, and customs of the people of mainland Tiaral and after years became a civilized state.

Conflict with Deicia
The Wind Clan, or more accurately the archipelago they own, was for a long time a target for the emperors of Deicia, but thanks to its convenient geographical location and powerful air magic, the Celestians managed to drive the invaders away every time.

Conflict with Eyhornia
After the collapse of Deicia into several independent states, the Celestian archipelago interested the Empress of Eyhornia, and because the Wind Clan refused to become part of her state, a war began between them that continues to this day.

Origin
Immunity to air, paralysis, immobilization, and slowing.
Visteria
If the object of envy for the neighbors of early Deicia was gold, then many envy Visterians for their beauty, intelligence, and athleticism. Visterians, if an ancient legend of this region is to be believed, were the favorites of the one who created this world.

Structure
With the exception of the royal family, the hierarchy of Visteria is built from the bottom up, rather than vice versa as is customary in most other countries of Tiaral and overseas. This means that appointments to certain positions in state organizations (including the government) are coordinated by ordinary citizens of the kingdom, rather than appointed by higher authorities. The king's power is limited only by the rules established by the founders of the state, but there are almost no examples where the holder of this title had to interfere in the country's affairs. Similarly, although very detailed and strict laws exist in the country, judicial power hardly functions—Visterians are so well-educated, attentive to others, and law-abiding that there is no need for it.

Appearance
Blue and purple shades of hair are a kind of calling card for Visterians, which other inhabitants of Tiaral recognize well.

Culture
Never stop developing, never bother others, do not betray the interests of Visteria, enjoy life—four rules that Visterians (un)consciously follow.
The inhabitants of this country adhere to a policy of non-interference in the affairs of other countries and peoples and refrain from unnecessary contact with them. Visterians dislike war as a phenomenon, yet they are among the best in the art of military craft. This is, of course, related to the fact that they had to regularly defend themselves against external enemies, although they themselves never expanded the borders of their kingdom.

Diplomatic Relations
Visterian architecture is one of the most complex, beautiful, and efficient fruits of civilization: this is clearly seen in the impregnable and majestic walls that surround their country.
Visterians do not allow representatives of other countries to open embassies within the kingdom and do not permit visits from foreigners. All diplomacy is conducted on foreign soil.

Origin
+20 to all characteristics.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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The Sarseid Empire
"A threat to all of Tiara," "empire of darkness," "demonic spawn," "land of the dead" — the inhabitants of the south have given the Sarseid Empire numerous names, however, the northerners themselves do not see themselves as such.
The conflict between the north and south began a very long time ago and is not as straightforward as the southerners wish to portray it. The Sarseid Empire (then a kingdom) was founded by a Visterian traveler and simultaneously the first vampire of Tiara — Asalia Sarseid. The circumstances of her transformation remain one of the many mysteries of Tiara, but for the history of this country, they are not so important. The Mistress of the Night and newly turned vampires from among her Visterian companions settled in the far north of Tiara. There, they subjected the local inhabitants to their will, and since the vampires themselves were very few in number, the ruler sent her former comrades and now subjects to govern neighboring lands in her name. For the northerners, this led to most ambiguous consequences. On one hand, they lost their freedom and sank to the level of livestock; on the other, the new rulers gave them peace, which for a region accustomed to constant warfare was a breath of fresh air. Furthermore, since the bloodsuckers themselves were very efficient rulers and did not need to satisfy the same needs as humans, the northerners lived in complete security, crime was absent from the country, and order prevailed. Of course, the fact that their blood was extracted to satisfy vampire thirst did not go away, but they were treated quite delicately in this matter, and overall, the northerners began to live noticeably better than many inhabitants of the south.
The small kingdom of Sarseid continued to exist in this form for several more decades until bandits from neighboring lands began to appear on their territories. The lords of the night, naturally, could not allow this to continue and dealt with the wrongdoers exemplarily to avoid a repetition of such events. This led to rumors reaching neighboring regions that monsters inhabited these lands, and soon armies of southerners appeared on Sarseid's borders. Then the queen insisted on a meeting with the leaders of these armies, wishing to negotiate peace with them. Her wish was granted, and the kings of the south agreed to meet her. At the meeting, she demanded that they lead their armies home but agreed to open the country for trade beneficial to both sides and the strengthening of relations between states. The terms of the treaty promised to be very profitable for the southerners, yet they rejected this offer. One of the attending monarchs declared that he did not intend to conduct any negotiations with a monster and instantly drew his sword from its scabbard, intending to kill the vampire queen. The Mistress of the Night avoided the insolent man's attack with incredible ease and grace, but she did not undertake any aggressive actions in response. Instead, she released a powerful and all-consuming aura that plunged everyone present into a state of true terror. "Leave my lands and never return" — was the last thing she told them before withdrawing.
The humans did not obey this demand, and soon war broke out. The vampires far surpassed their opponents in individual strength, but there were too few of them, and it proved impossible to repel attacks from all sides. By the end of the war, the kingdom of Sarseid was destroyed, many of its inhabitants dead, and some of the queen's companions slain by the enemy legions. The south, tired of the prolonged war and suffering from a lack of resources, proposed signing a truce lasting ten years, and the queen, having no other options, signed it. She understood, however, that they would certainly attack again, and therefore began to take certain measures. First, she ordered her companions to turn the inhabitants of her country into professional soldiers — so that they could protect the lands where they lived without outside help. And second, she began "recruiting" new vampires. The turning ritual proceeded as follows — upon fulfillment of certain conditions and with the consent of both parties, a vampire had to bite the candidate in the neck. And although the prospect of having an army of such warriors sounded very tempting, this process was not without flaws. By performing this ritual, the vampire lost a tenth of their strength each time; thus, not only did the first generation lose part of their power, but every new convert was weaker than the previous one. The third generation had only a hundredth of the strength possessed by the first generation. But there was another downside — as the number of bloodsuckers grew, so did the kingdom's need for human blood, which threatened serious consequences in the future. For this reason, and also expecting the inevitable attack of the southerners, the queen made the first move and led her improved army south. Fighting on foreign territory proved to be significantly easier, and the element of surprise gave her the necessary time to deal a crushing defeat to one opponent after another. The monarchs of these countries and their associates were driven out, and their lands became part of the kingdom of Sarseid.

Expansion
Along with victory and the annexation of new lands and inhabitants, the hierarchy of the kingdom grew more complex and harder to manage. Several decades later, the queen faced two problems: a lack of territory and population in relation to each vampire, and the emergence of an aristocratic layer among them, which she absolutely did not want to allow on her lands. Then she declared that all who desired to rise above others must achieve this outside the kingdom. In other words, she thus sanctioned the creation of personal armies and the organization of military campaigns into the territories of neighboring countries. Thus, the kingdom's territories expanded eastward, and two new influential houses emerged — Chimeliaf and Nenufar, headed by Count Layosh and Countess Adelheida, respectively. With the queen's permission, the rulers of the new territories of the kingdom were allowed to govern them as they pleased.

County Chimeliaf
A high sense of pride and strong contempt for beings he considered inferior made Count Layosh Chimeliaf an extremely cruel and heartless ruler. Compared to the mortal inhabitants under the queen's command, the count's subjects were treated like slaves who had no hope of happiness.
Turning Ritual
The vampire makes a cut on the forearm of their left hand and allows a person kneeling beside them to drink their blood.

County Nenufar
This island captured Adelheida's cold heart long before she received permission from the queen to expand the kingdom's territories. With its noble and flawless beauty, it satisfied all the aesthetic requirements of the future countess; therefore, the opportunity that arose greatly pleased her, and she did not intend to let it slip away.
After capturing the island, the countess first attempted to exchange its inhabitants for more educated subjects of Count Layosh. The Count of Chimeliaf agreed to this 1 to 2 exchange, and Adelheida accepted these terms — she had planned to reduce the island's population anyway, as she disliked crowded places.
After that, she ordered the island to be refined and insisted that all slaves be well-dressed and washed — the sight of untidy people, regardless of their status, spoiled her mood. Soon, beautiful gardens, majestic castles, and comfortable estates were built, and romantics among the kingdom's vampires began to flock to the island.
Turning Ritual
Vampires from the Nenufar clan perform the turning ritual only on their beloveds; while members of the royal line prefer to live in solitude, Adelheida's subjects try to spend as much time as possible with their own other halves. The process itself is individual for each couple.

Tiades Clan
After expanding eastward, the kingdom of Sarseid quieted down for a short while, but soon its warriors had to raise their battle banners again and march against a new opponent. It became known that a country in the southwest was involved in conducting experiments on vampires captured during the last war. The queen, naturally, could not leave this unpunished and intended to free her subjects and trample the insolent ones. Doing so, however, proved harder than it sounded: the Tiades clan, as they called themselves, managed to find a use for cursed blood and obtain power unprecedented for an ordinary human. For this reason, the war with the new opponent dragged on and promised to be very bloody and costly. Consequently, Queen Asalia Sarseid and the head of the clan, Hilderick Tiades, agreed to peace — the queen forgot about the crimes of the Tiades clan against her subjects and agreed to supply them with tiny doses of vampire blood; in return, Hilderick freed the captured vampires and, along with all his subordinates, became her vassal.
Turning Ritual
To enhance their physical and mental capabilities, the people of Tiades drink modified vampire blood and lie down to slumber in pre-prepared sarcophagi for several decades. When the time comes, their comrades descend into forgotten tombs and treat the sleepers with human blood — after this, they slowly wake up and grow younger right before one's eyes, becoming stronger than before. This procedure is repeated every time the Tiades vampires age and enter a comatose state.

Hisotaisin Clan
Unlike the countess of Nenufar island, who did not plan to expand her territories and found these most beautiful lands surrounded by the azure sea sufficient, Count Layosh Chimeliaf did not plan to stop; after thorough preparation, he continued his expansion south, where he easily swept away the resistance of independent tribes of the people living there. After that, things became harder, and the count encountered an eastern fragment of the Sugirrassida civilization — winged bird-people, as his soldiers called them. The winged warriors took advantage of their wings and the impassability of the mountain region in which they lived. Layosh's warriors were subjected to unexpected attacks and repeatedly suffered numerous losses from a hail of enemy arrows. The count suffered a devastating defeat and returned in shame to his home region; however, the winged demons did not even give him a chance to relax — taking advantage of the moment, the Sugirrassida warriors shifted from defense to attack and invaded the count's lands. This situation led to the queen having to intervene in Chimeliaf's affairs to resolve it — she and her warriors subdued the attackers and soon brought them to their knees. In exchange for mercy and promises of eternal life, some of the defeated were turned into vampires — thus appeared the Hisotaisin clan, headed by Temaria, a former leader of the eastern Sugirrassida.
Turning Ritual
The same as that of the Chimeliaf clan, but it works only on representatives of this specific people and has no negative consequences.

Grafenroit Clan
The Grafenroits were for a long time an influential family of mages in the Holy Empire of Deizia with many lands at their disposal; however, a failed coup attempt forced them to lose all of it. By the mercy of the emperor of that time, their lives were spared, and the price was exile. Bypassing Visteria, the aristocrats and their small retinue settled in northern Lorea. There they learned that this region bordered the kingdom of Sarseid — home to monsters of the night. By this point, it turned out that Lorea was training so-called "vampire hunters" and, unlike all other victims of this kingdom, was better organized and possessed a larger amount of raw materials and human resources. Additionally, they had experience — repeated attacks on Lorea by vampire clans had well-prepared them and shown what could be expected from them. What happened next is easy to guess: the Tiades, Chimeliaf, and Hisotaisin clans began a joint attack.
During this war, the Grafenroits, using the knowledge of the Loreans and gaining access to vampire remains, began studying their blood. The conflict would end in a truce several years later, but this time proved sufficient for the sorcerers: Gisella von Grafenroit, granddaughter of the current head of the dynasty, became the founder of what would later be known as "blood magic."
Over the next decade, Gisella would have immense influence not only within the family but also in northern Lorea, which then led to a civil war and the victory of the Grafenroits. Along with this, the Tiades clan took advantage of Lorea's weakness to expand their clan boundaries south. Simultaneously, Gisella's rise did not go unnoticed, and she was offered to become a vassal of Queen Sarseid, which she accepted, finding the terms acceptable and the alternative unfavorable.
Secrets of Blood Magic
Kept in strictest secret.
Sarseid Clan (unplayable)
Distinctions
— Pale and smooth, almost marble-like skin; pointed ears; snow-white hair.
— Sharp fangs. Very convenient for satisfying blood thirst, however, these vampires generally find it loathsome to touch others and therefore use them extremely rarely.
— Absence of warmth and sensitivity. Most internal organs do not function. Rejection of any food other than blood.
— Not subject to the effects of aging, diseases, poisons, etc..

Passive Features
— Those who fail a will check against the character's charisma cannot resist them. Those who fail a will check against the character's charisma and will shall obey their will (three checks total). Range: 6 cells.
— Being under the direct influence of sunlight weakens the character and reduces all characteristics except health by half. Regeneration and the use of unique features or skills become impossible.
— Immunity to any forms of mind-affecting effects, immobilization, paralysis, etc..
— The character sees the intentions of those around them.
— Those who taste the character's blood become the character's minions, grow stronger and rejuvenate. Those who somehow do this without the character's consent turn into ghouls.
— As long as the character's head is not damaged, they can always restore their body regardless of how terrible its state may be.
— Unlimited movement speed on the battlefield, ability to overcome obstacles.
— The character can perform two actions per turn.
— Initial characteristics are increased fourfold.
— Regeneration of 20% health at the start of their turn.

Active Skills
— Hypnosis. The character can impose whatever they wish upon those around them (e.g., the need to follow the hypnotist's words, see another person in them, create the appearance and sensation of losing limbs or anything else). Will or charisma check against target's will.
— Eclipse. The character can change day to night in a region for ten turns. Once per day.
— Diamond Dust. Turns all enemies within 7 cells of the character to ash if they fail a check of their total characteristics against the average value of the character's charisma and will. Cooldown: 3 turns.
Chimeliaf Clan
Distinctions
— Dark gray skin; pointed ears; gray hair; red eyes.
— Sharp fangs and claws.
— Absence of warmth and sensitivity. Most internal organs do not function. Rejection of any food other than blood.
— Not subject to the effects of aging, diseases, poisons, etc..

Passive Features
— The character can read the thoughts of those around them.
— The character can use two spells per turn, and their amount of magical energy is four times greater.
— Being under the direct influence of sunlight weakens the character and reduces all characteristics except health by half. Regeneration and the use of unique features become impossible.
— Immunity to any forms of mind-affecting effects.
— Damage received from fire is three times higher, and resistances to it do not work.
— Being in the rain causes paralysis. Being in rivers and other sources of moving water causes immobilization. Water spells can paralyze the character.
— The character cannot enter another's house without an invitation.
— Opponents must pass a will check against the character's charisma; otherwise, they cannot cause them harm.

Active Skills
— The character can raise the dead and force them to fight on their side (number equals will/10). Original characteristics and skills are used. Raising takes one turn in combat.
— The character can turn into mist and gain immunity to any effects, but cannot act themselves while doing so. Used/interrupted at the start of the turn and consumes a turn.
Nenufar Clan
Distinctions
— Pale skin, red eyes.
— Sharp fangs.
— Reduced sensitivity and body temperature. Most internal organs do not function. Rejection of any food other than blood.
— Not subject to the effects of aging, diseases, poisons, etc..

Passive Features
— Initial characteristics are increased by a number equal to half the characteristics of their other half.
— Being under the direct influence of sunlight weakens the character and reduces all characteristics except health by half. Regeneration and the use of unique features become impossible.
— Immunity to any forms of mind-affecting effects.
— Character's attacks in melee or ranged combat always deal critical damage.
— Character's attacks have a 10% chance to instantly kill an opponent.
— +3 to evasion for each unit of agility.
— Two additional perks of choice.
— Damage is converted into health. It can exceed the maximum value but is nullified after combat ends.
— Familiar. The player can create a certain creature or creatures (depending on their strength) at the start of the game, with the ability to summon it(s) at any time (counts as an action). Abilities can be very diverse.

Active Skills
— A chosen character must pass a will check against charisma; otherwise, they become the vampire's slave.
— Paralyzing Gaze. Opponents looking toward the character must pass a will check against charisma; otherwise, they are paralyzed until the end of combat. Once per battle.
Grafenroit Clan
Distinctions
— Red eyes, blond hair.
— Have full control over their own body.
— Not subject to the effects of aging, diseases, poisons, etc..

Passive Features
— Character's magical energy is converted into health, and using spells consumes health rather than energy.
— The character will rise from the dead even if their head is destroyed. The only way to kill them is complete incineration.
— Immunity to critical attacks.
— The character automatically absorbs 25% of the maximum health of killed opponents within 5 cells of them.
— Immunity to any forms of mind-affecting effects, immobilization, paralysis, etc..

Active Skills
— Red Spear. The character uses their life energy and deals damage to an opponent equal to the amount of health spent. Range equals accuracy. This attack can only be evaded. Hits everyone along the line of action.
— Blood Pool. The character can turn into a bloody puddle (3x3), gain immunity to physical damage, but lose the ability to perform any actions other than movement. Opponents and allies on these cells lose 25% maximum health per turn, transferring it to the character. Used/interrupted at the start of the turn and consumes a turn; consumes 15% current health each turn.
— Blood Explosion. A chosen target must pass a will check against the character's intelligence; otherwise, they take damage equal to their maximum health.
— Penetration. A chosen target must pass a will check against the character's intelligence; otherwise, the character penetrates them and controls their actions. In case of failure, the character loses 40% current health.
Hisotaisin Clan
Distinctions
— Generally long and pointed ears, but not always.
— Sharp fangs.
— Presence of horns and wings.
— Not subject to the effects of aging, diseases, poisons, etc..

Passive Features
— Ability to fly, +10 to movement speed.
— +1 to evasion for each unit of agility.
— +1 to accuracy for each unit of perception.
— Immunity to mind-affecting effects.
— The character can parry attacks and shots directed at them (accuracy).
— The character can reflect spells directed at them back at the caster (accuracy).
— 50% chance to avoid any melee attack.
— Character's melee attacks deal damage to all opponents around them.
— Character's ranged attacks deal damage to all opponents around the target.
— Character's melee attacks paralyze the target for one turn (strength check against perception).
— If the character delivers a final attack to an opponent, all of the target's allies must pass a will check against the character's charisma; otherwise, they skip their next turn.

Active Skills
— The character deals modified weapon damage to all opponents and allies on their line of movement and in adjacent cells. Can be used diagonally. Cooldown: 3 turns.
Tiades Clan
Distinctions
— Sharp fangs and claws.

Passive Features
— If the character spends even a day without blood, their body will cease all vital functions.
— No limit on characteristic distribution.
— Health and magical energy units are doubled.
— A substantial amount of blood will bring the character back to life after defeat in battle or recover them from a state of total exhaustion.
— The character can use parts of defeated opponents to modify their own body (if any of the character's characteristics were lower than the opponent's, they can swap their values).
— The character can learn a skill or ability of a defeated opponent.
— The character can take the face of a defeated opponent.
— Only one thing can be taken from a defeated opponent (one characteristic/skill/ability) and only once per day.

Active Skills
— Corrosion. Equipment quality of characters in adjacent cells is reduced by 20%.
— Erosion. Characteristics of characters in adjacent cells are reduced by 20% permanently.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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Characteristics
150 characteristics to distribute at the start, 5 minimum, 50 maximum.

Strength
+10 Health
+1 Immunity (resistance to poisons and diseases).
+2% Melee damage

Intelligence
+1 Spell Power
+10 Magic Energy

Will
+1 to Will checks.

Agility
+1 Evasion
+1 Initiative

Perception
+1 Accuracy
+1 Observance

Wisdom
+1% Experience.

Charisma
+1% Rewards.

Skills
1 skill point and 4 ability points.
Cost of a basic skill is 1, special is 2.


One-Handed Weapons (Tiaral)
Fearless Strike
Character's attacks this turn deal true damage (activation does not consume a turn). Cooldown: 2
Movement Speed
+1 additional attack.
Stun
Character's attacks this turn cause paralysis for one turn (activation does not consume a turn)
Throw
The character throws their weapon at an enemy, deals normal damage and reduces movement speed to zero for three turns.
Special Technique — Dual Wielding
The character can use a weapon in each hand.
Special Technique — Berserker (Halla)
Immunity to all negative effects except damage.
Special Technique — Shield (Celia, Jagensdorf)
The character can use a shield in the second hand (block equals accuracy).


Fencing
Retribution
Counterattack in case of successful evasion.
Light Step
+(movement speed*5) to accuracy
Alacrity
+4 Movement Speed.
Piercing Strike
Character's attacks this turn ignore enemy armor (activation does not consume a turn). Cooldown: 1
Special Technique — Parrying
The character can parry enemy attacks (accuracy).
Special Technique — Playfulness (Freshia)
Additional evasion roll.
Special Technique — Poison (Heckelia)
Character's attacks reduce the current evasion and accuracy values of the enemy by 20%.
Special Technique — Silver Blade (Lorea)
Character's attacks paralyze undead for one turn.
Special Technique — Vulnerability (Tanigon)
Increases damage received by the enemy from all sources by 10% (stacks).


Two-Handed Weapons (Tiaral)
Might
+2 weapon damage for each unit of strength.
Swing
Deals 150% damage to the target and enemies adjacent to it. Cooldown: 2.
Cleave
Deals double damage to the enemy (chance equals strength) and paralyzes for one turn (chance equals strength). Cooldown: 2
Adrenaline
Evasion and accuracy +50% when health is below 50%.
Special Technique — Kick
In case of successful evasion, forces the enemy to skip their next turn (strength vs strength check).
Special Technique — Berserker (Halla)
Immunity to all negative effects except damage.
Special Technique — Carapace (Celia, Jagensdorf)
Damage dealt to the character is reduced by (strength/2)% (limit: 50%).


Spear
Ranged Attack
+2 attack range; in some cases, it is not considered melee combat.
Piercing Strike
Character's attacks deal damage to all enemies on the line of attack.
Knockback
Character's attacks push enemies back 1-2 cells (strength vs strength check). If there is nowhere to push (presence of a wall or another character), damage increases by 50% per cell.
Cyclone
The character deals damage to all enemies around them. Cooldown: 2
Special Technique — Battlefield control
The character attacks all enemies that appear on their line of attack.
Special Technique — Berserker (Halla)
Immunity to all negative effects except damage.
Special Technique — Poison (Heckelia)
Character's attacks reduce the current evasion and accuracy values of the enemy by 20%.
Special Technique — Tournament Spear (Jagensdorf)
Character's attacks can paralyze the enemy (chance equals strength, but cannot exceed 70%).
Special Technique — Nature's Retribution (Lileists)
+1 accuracy for each unit of agility.
Special Technique — "For the King!" (Naliar)
The spearman blocks access to a selected character for single attacks from melee enemies.


Firearms
Special Technique — Arquebus
The character can use this type of weapon.
Special Technique — Sniper Arquebus
The character can use this type of weapon.
Special Technique — Heavy Arquebus
The character can use this type of weapon.
Special Technique — Hand Cannon
The character can use this type of weapon.
Special Technique — Portable Cannon
The character can use this type of weapon.
Special Technique — Silver Bullets (Lorea)
Character's attacks paralyze undead for one turn.
Special Technique — Tanegashima (Shinsekai)
The character can use this type of weapon.
Special Technique — Eagle Eye (Yarlian Republic)
+(perception)% to firearm damage.


Crossbow
Firing range: 8
Piercing Shots
Armor penetration 50%.
Aimed Shot
25% chance to deal critical damage.
Slowing Shots
Movement speed -1 for two turns (stacks).
Piercing Shots
Character's attack deals damage to all enemies on the line of attack.
Special Technique — Agility
The character can shoot and move simultaneously.
Special Technique — Personal Modifications (Boria)
Enhances effects of other abilities:
Piercing Shots — 100% armor penetration.
Aimed Shot — 50% chance to deal critical damage.
Slowing Shots — movement speed -2 for two turns (stacks).
Piercing Shots — damage is dealt in a straight line of 3x6 instead of 1x8.
Agility — the character can freely use movement points (before/after attack — it doesn't matter).
Special Technique — Poison (Heckelia)
Character's attacks reduce the current evasion and accuracy values of the enemy by 20%.
Special Technique — Heartseeker (Lorea)
10% chance to instantly kill the enemy.


Firing range: 8
Bow
Sleight of Hand
Additional shot
Sleight of Hand II
Additional shot
Fire Arrows
Character's attacks set the enemy on fire (-10% of maximum health over three turns).
Mastery
Firing range +8
Special Technique — Agility
The character can shoot and move simultaneously.
Special Technique — Poison (Heckelia)
Character's attacks reduce the current evasion and accuracy values of the enemy by 20%.
Special Technique — Professionalism (Jagensdorf)
+1 accuracy for each unit of will.


Armor
Basic Armor Proficiency
The character can wear armor.
Advanced Armor Proficiency
20% chance to take no damage.
Special Technique — Expert Armor Proficiency
Armor cannot be penetrated.
Special Technique — Knightly Armor Proficiency (Jagensdorf)
Armor efficiency is 50% higher.


Commander
Special Technique — Oratory
In large-scale battles, the stats of units under the character's command increase by their charisma value.
Special Technique — Tactics
The character can choose one of the following perks for large-scale battles:
First Strike (melee) — units under the character's command strike before taking damage.
Double Strike (melee) — units under the character's command deal two strikes.
Mastery (ranged) — units under the character's command shoot 1.5 times further.
Double Shot (ranged) — units under the character's command deal two strikes.
Tactical Retreat — units under the character's command can leave battle at any time.
Bravery — units under the character's command fight to the last.
Preparation — damage received by units under the character's command is reduced by 30%.
Special Technique — Strategy
The character can choose one of the following perks for large-scale battles:
Defensive Strategy — stats of units under the character's command in defense are 50% higher.
Offensive Strategy — stats of units under the character's command in attack are 50% higher.
Strategic Maneuvers — movement speed of units under the character's command is twice as high.
Special Technique — Leadership
Characters under a commander's lead receive +2 Movement Speed and +0.5 to accuracy, initiative, and evasion for each unit of the commander's charisma.


Elemental Magic
Fireball
Characters in a 3x3 area take 8*SP damage.
Cost: 50
Range: 12
Ice Shard
Characters on a 1x10 line take 8*SP damage
Cost: 50
Knockback
Damage: 8*SP
Cost: 50
Pushes the enemy back 0-4 cells (strength vs caster's will check). If there is nowhere to push (presence of a wall or another character), damage increases by 50% per cell.
Cooling
Removes negative effects from the character.
Cost: 100
Range: 5
Cleansing
Restores 5*SP health to the character.
Cost: 50
Range: 5
Wings of Flame
The character gains the ability to fly, and their movement speed increases by 5.
Cost: 200
Range: 5
Earth Wall
The first physical damage dealt to the character is reduced to 0.
Cost: 100
Range: 5
Air Barrier
The first magical damage dealt to the character is reduced to 0.
Cost: 100
Range: 5
Restoration
Brings back a character who died from lack of HP. Out of combat.
Cost: 100
Range: 1
Wind's Guidance
The selected character receives + (spell power) to accuracy until the end of battle.
Cost: 200
Range: 5
Water's Guidance
The selected character receives + (spell power) to evasion until the end of battle.
Cost: 200
Range: 5
Fire's Guidance
Character's melee damage increases by (sp*1)% until the end of battle.
Cost: 200
Range: 5
Earth's Guidance
Character's health increases by (sp*1)% until the end of battle.
Cost: 200
Range: 5


Forbidden Magic
Subjugation
Forces a selected character to follow the sorcerer's orders (will vs will check).
Cost: 100
Range: 5
Mind Reading
Allows the character to learn the target's intentions or extract specific information from their head (will vs will check).
Cost: 40
Range: 5
Touch of Darkness
The selected character gains a 10% chance to instantly kill an enemy.
Cost: 200
Range: 5
Mirror
Damage dealt to the selected character is reflected back at the attacker if they fail a will vs caster's will check.
Cost: 200
Range: 5
Portal
The caster creates a portal on an adjacent cell. When two such portals are created, they can be used for movement. Creating a third portal destroys the first.
Cost: 100
Range: 1
Dark Arrow
Deals 18*SP damage to the selected character.
Cost: 150
Range: 16
Light Arrow
Restores 18*SP health to the selected character.
Cost: 150
Range: 16
Summoning
Summons a creature to help.
Cost: SP*4
Range: 5


Alchemy (Tiaral)
Special Technique — Elixir of Life
With a 50% probability, the character receives +1 Skill Point. The second time, the chance to receive a Skill Point decreases to 25%, then to 12%, and so on. Up to three portions can be prepared per month. Not using the elixir for a full month increases effectiveness by 1 point.
Special Technique — Extract of Naliarian Flowers
With a 100% probability, the character receives +10 to a random characteristic. The second time, the chance to receive +10 to a random characteristic decreases to 50%, then to 25%, and so on. Up to five portions can be prepared per month. Not using the extract for a full month increases effectiveness by 1 point.
Truth Serum
Forces a selected character to reveal all their (or others') secrets, if all other conditions are met.
Love Elixir
Forces a selected character to fall in love with the first person they speak to, if all other conditions are met. One portion can be prepared per month.
Bomb
Damage: 500
Range: 12
Area of Effect: 5x5
Paralysis for one turn (strength vs perception check).
Up to 5 pieces can be prepared per month.


Medicine (Tiaral)
Special Technique — First Aid
Brings back a character who died from lack of HP. Only out of combat.
Success chance equals the inverse percentage value of the character's current health.
Massage
Increases character's evasion and accuracy by 20 for the next battle. Before one battle, massage can be given to only three characters.
Universal Cure
Removes all negative effects from the character. Up to three doses of universal cure can be prepared in one month.
Health Potion
Restores 50% of a character's maximum health. Up to 8 health potions can be prepared per month.
Special Technique — Trainer
The character conducts physical training for another character. During this time, the character receives twice as many Skill Points and Experience Points.


Art of the Sword (Deicia)
Unwaveringness
+1 to will checks for each unit of strength and agility.
Fortitude
Damage dealt to the character is reduced by (strength) (limit: 50%).
Brilliance
+3 Movement Speed. The character can deal damage to all enemies on their line of movement (not only straight).
Absolute Defense
The character can parry enemy attacks in melee and ranged combat (accuracy).
Special Technique — Perfection
+1 accuracy for each unit of perception
+1 evasion for each unit of agility

Martial Arts (Visteria, Sarseid)

Calmness
+3 Stealth for each unit of agility as long as the character does not perform aggressive actions and does not move from their spot. The first attack on an enemy from this position will have doubled accuracy and evasion against them, and will deal double damage. Can be used only out of combat. Kills do not reset stealth status (if characters are 5 cells apart or more and fail the observance check).
Demonic Cleave
The character deals 6 strikes to a selected target, each taking 10% of the target's maximum health. Cooldown: 4
Flash
Ranged attack on all enemies on the line of attack.
Area of Effect: 3x10. Cooldown: 3
Moon Strike
The character deals damage to all enemies around them while moving in a desired direction. Cooldown: 4
Special Technique — Thousand Winds
+1 accuracy and evasion for each unit of wisdom when using any type of weapon.
+1 accuracy and evasion for each unit of agility when using a sword.
+1% critical damage chance for each unit of agility
+4 Movement Speed.


Way of the Warrior (Shinsekai)
Iaijutsu (katana)
+1 Stealth for each unit of agility when using this ability.
A stealth attack out of combat deals ten-fold damage to the enemy.
Battōjutsu (katana)
The character can parry enemy attacks, shots, and targeted spells.
Meijin (katana)
Additional attack
Might (Odachi)
+2 weapon damage for each unit of strength.
Onslaught (Odachi)
Parries and blocks protect only from half the damage.
Mastery (Odachi)
+1 weapon damage for each unit of agility.
+1% critical damage chance for each unit of intelligence.
Suigetsu (Naginata)
Attacks deal damage to all enemies around the character.
Ranged Attack (Naginata)
+1 attack range; in some cases, it is not considered melee combat.
Piercing Strikes (Naginata)
Armor penetration 50%.
Kyudo (Bow)
+1 accuracy for each unit of wisdom
+1 evasion for each unit of wisdom
+8 firing range
Kyujutsu (Bow)
+50% damage dealt
+1% critical damage chance for each unit of intelligence.
+Additional shot
Forbidden Shot (Bow)
Removes all effects from the selected character and forbids them from using active abilities until the end of battle.
Cooldown: 3 turns.


Higher Magic (Eyhornia)
Ghostly Walk
+ (intelligence/5) Movement Speed, ignoring obstacles. Enemies on the line of movement must pass a will check or skip their next turn.
Pillar of Flame
Characters in a 7x7 area take 10*SP damage.
Cost: 130
Range: 16
Ice Spear
Characters on a 3x15 line take 10*SP damage
Cost: 130
Angel's Touch
Brings back a character who died from lack of HP and/or fully restores health, as well as removing negative effects if necessary. Can be used in battle.
Cost: 250
Range: 1
Demon's Touch
Deals 20*SP damage to the selected character and paralyzes them.
Cost: 200
Range: 15
Invisibility
The character gains stealth equal to the caster's spell power.
Cost: 200
Range: 5


Air Magic (Wind Clan)
Strong Knockback
Damage: 10*SP
Cost: 100
Pushes three enemies back 0-6 cells (strength vs caster's will check). If there is nowhere to push (presence of a wall or another character), damage increases by 50% per cell.
Levitation
The character and/or their allies can hover in the air.
Cost: 0 (caster)/100 (ally).
Lightning Strike
Damage: 1*SP-30*SP
Cost: 75.
Shock
Paralyzes the selected character (accuracy).
Cost: 50.
Special Technique — Storm
Characters in a 7x7 area suffer the effects of lightning strike and shock until the end of battle.
Cost: 250
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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Beliefs
BushidoCharacter stats are twice as high, but in the event of defeat (when health drops to zero or below), they must commit ritual suicide.Shinsekai
Chivalry+5 health for each unit of strength, +10% accuracy and evasion, as well as -10% incoming damage (limit -50%) for each enemy, provided they outnumber the allies including the character themselves.Deitia, Jagensdorf, Celia
Discipline+10 accuracy and evasion for each companion in battle (limit: 50)All
Waywardness+50% to all stats and +4 movement speed if the character acts alone.All
LoyaltyStats are twice as high when the character fights on home territory or if they act in the interests of their homeland/monarch.All
Freedom+3 movement speed and +25 to a chosen characteristic.All
Creation+3 SPAll
DestructionDamage is increased by 50%, additional attack, range of any weapon is higher by 4, area of effect of negative spells is increased by 2.All
Quest for Knowledge+10 wisdom. +1% experience gained for each unit of wisdom. Two characters with this belief can teach each other what they know. Applies only to skills acquired during the game.All
Luck50% chance to avoid death after the end of battle. Additional fate card. Ability to discard one of them.All
KarmaAfter the character's death, their total number of characteristics and skill/talent points are transferred to a new player character. Standard options are not used in this case.All
AmbitionIf the character is the leader of an organization, relations with potential employers improve twice as fast.All
LoveThe player can create two characters with this "belief".All
DespairImmunity to attacks and effects that lead to instant death. (Wisdom+Intelligence)% chance to skip a turn.All

Perks
Endurance+15 health and +2 immunity for each unit of strength.
Dexterity+1 evasion for each unit of agility, +2 movement speed.
Concentration+1 accuracy and perception for each unit of awareness
Mind's Unbreakability+20 magic power and +20 to will checks.
EnlightenmentImmunity to mind-affecting effects.
Education+1 SP and +1 TP
Weapon MasterAbility to repair damaged firearms outside of combat
Firearm reload -1
Merchant-(charisma/2)% item cost. Limit: 50%
Selling loot for 50% of value (usually 10%)
+(charisma)% to the appraised value of valuables
CompanionThe player can create a companion for themselves at the start of the game
Light Feet+5 movement speed, immunity to slowing or immobilization.
Legend+1 reputation with potential employers if the character is the leader of an organization.
MarauderReputation accumulates twice as slowly and deteriorates twice as fast, but after/during a quest the player's party receives additional items or money if they are the leader of an organization.
ResourcefulnessThe character can change styles and/or weapons without spending their turn.
DuelistAll rolls are twice as high in one-on-one battles.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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~Origins, Beliefs, and Perks for Empire Characters~
Origin
Reim Sonata Faction
+2 Skill Points, +3 Ability Points, +30 Attribute Points
Legacy of the Empire
Artifact
Noblesse Oblige
+90 Attribute Points
Ikigai
Immunity to mind-affecting effects, "Spirit Strength" perk, spiritual barrier regeneration outside of combat, +7 to all attributes, magic damage taken reduced by 50%.
Prosperity
+100% to quest reward sum, halved cost for learning Imperial magic school, scholar, medic, rogue, merchant, cook, business acumen, musician, and enhancers. Starting trade goods.
Free League
+20 to charisma, +20 to agility, +2 to stealth per point of agility (outside combat), enhancer.
Onryo
+1% melee damage per point of agility and wisdom, +1 to accuracy and evasion per point of will, +2 to movement speed.
Imperial Liberation Front
Two additional perks, starting finances increased twentyfold.
Arcanum
+2 skill points for magic schools, +5 ability points for abilities within them.
Enclave
Non-humans can learn skills normally unavailable to them (except special and ultimate abilities)
Outside the Faction
-

Features
Alait
+1 to intelligence per 3 points of intelligence. Spell effectiveness is 20% higher.
Snake-man (snake)
Intelligence and charisma points cost twice as much; limit is halved. +20 to agility and perception; +50 to immunity.
Snake-man (crocodile)
Intelligence and charisma points cost twice as much; limit is halved. +20 to agility and strength; +50 to immunity.
Fairy
Access to wizard abilities. Creative actions are 50% more effective. Duration of beneficial effects on allies from the character's spells and similar abilities is twice as long. Does not increase the effectiveness of wizard abilities. Health is halved.
Lamia
+50% to health, spellpower, accuracy, and evasion. +50 to immunity. -1 ability point.
Arid
+10 to will. +10 to agility, +10 to perception. +40 to immunity. +4 to movement speed. Claw attack (strength*9), bleeding (strength/2 % target's current health). -1 ability point.
Half-dragon
Immunity to fire. Ability to fly. +5 to movement speed.
+20 to strength. +10 to agility and perception. Access to dragoon abilities. -2 ability points.
Holy See of Thanarsis
Access to inquisitor and priest skills.
Astea
Access to priest skills. If the character possesses the priest skill, they can use the Holy Scripture.
Seraphol
+10 to charisma. Access to enchanter abilities.
Areid
-40 skill points. Access to "Gang" skills.
Khem
+16 to strength, +16 to will, access to traveler abilities. -1 ability point.
Camellia
Access to Camellian skills, +10 to charisma, +10 to wisdom. -1 ability point.
+2 to movement speed, +10 to evasion (x1).
Immunity to negative effects, diseases, and aging (x3).
Belial
Starting finances increased twentyfold OR access to "Liquidation" and "Elusion" abilities.
Dreyeria
Access to Dreyerian skills. +50 attribute points, +3 ability points, +1 skill point.

Beliefs
Enclessian Faith+50 to will
Church of FurijiaAbility to remove negative effects and restore health to other characters outside combat, +10 to charisma.
Yanagi+1 to will checks per point of will, +1 to evasion per point of agility, ability to deal full physical damage to yokai and other supernatural opponents
MuneshigeImmunity to air and water elements, +12 to wisdom, +12 to will.
KirishimaImmunity to the darkness element, +25 to intelligence, agility, or charisma; +1 ability point, +1 skill point.
Harmony+7 to all attributes
Traditions+30 to a chosen attribute
Innovations+2 to ability points, +20 to skill points.
Nihilism+2 to skill points, 50% chance to avoid death after combat ends.
AnimismTwo effects to choose from: immunity to a chosen element except light and darkness; +15 to a chosen attribute; +50% health; +50% magical energy; conversion of physical damage into a chosen element; +3 speed; +40% melee damage; +40% ranged damage; +30% spell damage; spell damage taken -50%; animal companion; immunity to diseases; immunity to poisons; evasion +40; accuracy +40; +30 to skill points; escape from combat; animal taming; +3 ability points for magic schools.
SupremacyThe character gains twice as many ability points and skill points, +2 to a random attribute for each victory.
Asceticism+3 ability points, +1 skill point, +20 skill points, +3 to movement speed, refusal of rewards and inability to use money except for satisfying the character's basic needs.
MisanthropyDamage to humans and non-humans +50%, +3 to a random attribute for each enemy killed; 5% chance to gain +1 to ability points.
Perks
Strength of Body+15 health per point of strength
+2% melee damage per point of strength
Strength of Mind+40% magical energy
+40% spellpower
Spirit Strength+20 barrier (health) per point of wisdom
+1 to will checks per point of wisdom
Mental DisorderAbility to choose an additional belief
Attractiveness+50 charisma checks in specific situations
Creativity+1 ability point and +1 skill point
CraftsmanAbility to repair damaged equipment outside combat
DynastyAfter the character's death, all their property transfers to the player's new character
Aggressiveness+50% to accuracy, evasion, and will checks if the character is the initiator of combat
-50% to accuracy, evasion, and will checks if the character is attacked
Pacifism-50% to accuracy, evasion, and will checks if the character is the initiator of combat
+50% to accuracy, evasion, and will checks if the character is attacked
Agility+5 to movement speed
Eagle Eye+4 to range of shooting and spells
RetributionUpon a successful evasion, the character delivers a counterattack; this attack never misses.
AmbitionCost of new abilities is halved.
Greed+100% to quest reward sum
AlacrityThe character can shoot or cast spells and move simultaneously.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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Emma Melkiott

[25/25][500/500]
Origin: Puppet
Health is twice as low and positive effects do not work, but the character can be restored to their original state after ordinary injuries. Immunity to mind-affecting same, diseases, poisons, curses, etc..
Beliefs

Damage increased by 50%, additional attack, own weapon firing range is 4 higher, negative spell area of effect increased by 2.
Perks

+20 to magic power and +20 to will checks.

+1 OP and +1 HP
Experience
0

Characteristics
Strength: 5
Intelligence: 50
Will: 50
Dexterity: 30
Perception: 5
Wisdom: 5
Charisma: 5

Parameters
Health: 25
Melee damage +10%
Immunity: ~
Magic power: 70
Magical energy: 500
Will checks: 70
Evasion: 30
Initiative: 30
Accuracy: 5
Observance: 5
Experience: +5%
Reward: +5%
Movement speed: 3
Critical damage: 0%

Skills

Subjugation
Forces a selected character to follow the caster's orders (will check vs will).
Cost: 100
Range: 5
Mirror
Damage dealt to a selected character is reflected back at the attacker if they fail a will check against the caster's will.
Cost: 200
Range: 5
Summon
Summons a certain creature to its aid.
Cost: MP*4
Range: 5
Dark Arrow
Deals 18*MP damage to a selected character.
Cost: 150
Range: 16

Special Technique — Elixir of Life
With a 50% probability, the character receives +1 OP. The second time, the chance to receive OP decreases to 25%, then to 12%, and so on. Up to three portions can be prepared per month. Not using the elixir for a full month increases effectiveness by 1 point.

Equipment
Money
0 silver coins

Straw hat

"How to learn to draw?" (book)
Allows the character to learn how to paint pictures based on seen landscapes or events.
Study time: 4 months

Inconspicuous clothing

Stefan Fisher

[500/500][70/70]
Origin: Celian Kingdom (Shinsekai):
+1 to accuracy and evasion for each unit of dexterity, +1% to melee damage for each unit of dexterity, +1% to ranged combat for each unit of perception, +2 to movement speed.
Beliefs

50% chance to avoid death after the end of battle. Additional fate card. Ability to renounce one of them.
Perks

Immunity to mind-affecting effects.
Experience
0

Characteristics
Strength: 50
Intelligence: 7
Will: 17
Dexterity: 50
Perception: 30
Wisdom: 9
Charisma: 7

Parameters
Health: 500
Melee damage +150%
Immunity: 50
Magic power: 7
Magical energy: 70
Will checks: 17
Evasion: 100
Initiative: 50
Accuracy: 80
Observance: 30
Experience: +9%
Reward: +7%
Movement speed: 5
Critical damage: 0%

Skills

Way of the Warrior (Shinsekai)
Iaijutsu (katana)
+1 to stealth for each unit of dexterity when using this skill.
An unnoticed attack outside of combat deals ten times damage to the opponent.
Battōjutsu (katana)
The character can parry enemy attacks, shots, and targeted spells.
Meijin (katana)
Additional attack
Forbidden Shot (Bow)
Removes all effects from a selected character and forbids them from using active skills until the end of battle.
Cooldown: 3 turns.

Equipment
Katana
Damage: 100 (250)
"Leather jacket"
Incoming damage -10%
Money
0 silver coins
? healing potion
Restores 1%-100% health.
Helmet
Crit on self -5%
Bow
Damage: 100
Inconspicuous clothing

Alicia

[500/500][70/70]
Origin: Freshia
+6 to movement speed, +2 to evasion for each unit of dexterity.
Beliefs

+3 to movement speed and +25 to a selected characteristic
Perks

Immunity to mind-affecting effects.
Experience
0

Characteristics
Strength: 50
Intelligence: 7
Will: 7
Dexterity: 85
Perception: 20
Wisdom: 9
Charisma: 7

Parameters
Health: 500
Melee damage +100%
Immunity: 50
Magic power: 70
Magical energy: 700
Will checks: 7
Evasion: 255
Initiative: 85
Accuracy: 85
Observance: 20
Experience: +9%
Reward: +7%
Movement speed: 13
Critical damage: 0% (5%)

Skills

Retribution
Counterattack in case of successful evasion.
Light Step
+(movement speed*5) to accuracy
Agility
+4 to movement speed.
Piercing Strike
Character's attacks this turn ignore opponent's armor (activation does not consume a turn). Cooldown: 1

Equipment
Black Dragon Sword
Damage: 80
Indestructible.
Rapier
Damage: 75 (150)
Crit: 5%
"Leather jacket"
Incoming damage -10%
Money
0 silver coins
? healing potion
Restores 1%-100% health.
Helmet
Crit on self -5%
Inconspicuous clothing

Gunnar Ulfsson

[1250/1250][70/70]
Origin: Halla
Way of the Axe. Two additional attacks when using axes.
Beliefs

50% chance to avoid death after the end of battle. Additional fate card. Ability to renounce one of them.
Perks

+15 health and +2 to immunity for each unit of strength.
Experience
0

Characteristics
Strength: 50
Intelligence: 7
Will: 5
Dexterity: 38
Perception: 40
Wisdom: 5
Charisma: 15

Parameters
Health: 1250
Melee damage +100%
Immunity: 150
Magic power: 7
Magical energy: 70
Will checks: 5
Evasion: 38
Initiative: 38
Accuracy: 40
Observance: 40
Experience: +5%
Reward: +15%
Movement speed: 3
Critical damage: 0% (10%)

Skills

Two-handed weapon (Tiaral)
Might
+2 units to weapon damage for each unit of strength.
Adrenaline
Evasion and accuracy +50% when health is below 50%.
Special Technique — Berserker (Halla)
Immunity to any negative effects except damage.

Equipment
Gunnar's Two-handed Battleaxe
Damage: 150 (250 -> 500)
Crit +10%
Sword
Damage: 85 (170)
Hunting knife
Damage: 40 (80)
+2 to provisions while hunting
Money
0 silver coins
Inconspicuous clothing

Delij Merc

[600/600][500/500]
Origin: Celian Kingdom
+15 to strength and will.
+1 OP or +10 to a selected characteristic after each completed quest
Beliefs

Cataviana

50% chance to avoid death after the end of battle. Additional fate card. Ability to renounce one of them.
Perks

The player can create a companion for themselves at the start of the game
Experience
0

Characteristics
Strength: 60
Intelligence: 50
Will: 30
Dexterity: 15
Perception: 5
Wisdom: 5
Charisma: 45

Parameters
Health: 600
Melee damage +120%
Immunity: 60
Magic power: 50
Magical energy: 500
Will checks: 30
Evasion: 15
Initiative: 15
Accuracy: 5
Observance: 5
Experience: +5%
Reward: +45%
Movement speed: 3
Critical damage: 0%

Skills

Cooling
Removes negative effects from the character.
Cost: 100
Range: 5
Washing
Restores 5*MP health units to the character.
Cost: 50
Range: 5
Flaming Wings
The character gains the ability to fly, and their movement speed increases by 5.
Cost: 200
Range: 5
Restoration
Brings back a character who died from lack of HP. Outside of combat.
Cost: 100
Range: 1

Equipment
Paired Amulets of Sinhaya
Two amulets: silver with emerald and gold with ruby. While worn, the silver one gives +1 belief point and allows having two simultaneously. As a result, morale, aspirations, and other things change depending on the character's mood, certain events, and even random thoughts (belief effects work simultaneously). The gold one forces them to always act in the way that will be most profitable for them. For example, in battle they will take the side that has greater chances of victory; if an opportunity arises to obtain something for themselves (whether material or not, and no matter how insignificant), the character will use it if the risk is minimal. In addition, the ruby amulet kills anyone who tries to remove either of the two amulets from the character without possibility of restoration, and the character himself cannot and does not want to remove them.

Travel clothing
Incoming damage -10%

Road bag with money for two
0 silver coins

Inconspicuous clothing

Cataviana

[200/200][1000/1000]
Origin: Eyhornia
Elemental damage to the character is 75% lower, magical energy is twice as much, ability to move and cast spells simultaneously.
Beliefs

Delij Merc
Perks

+20 to magic power and +20 to will checks.
Experience
0

Characteristics
Strength: 20
Intelligence: 50
Will: 25
Dexterity: 25
Perception: 30
Wisdom: 5
Charisma: 15

Parameters
Health: 200
Melee damage +40%
Immunity: 20
Magic power: 70
Magical energy: 1000
Will checks: 45
Evasion: 25
Initiative: 25
Accuracy: 30
Observance: 30
Experience: +5%
Reward: +15%
Movement speed: 13
Critical damage: 0%

Skills

Ghostly Walk
+ (intelligence/5) to movement speed, ignoring obstacles. Opponents in the line of movement must pass a will check or skip their next turn.
Pillar of Flame
Characters in a 7x7 area receive 10*MP units of damage.
Cost: 130
Range: 16
Angel's Touch
Brings back a character who died from lack of HP and/or fully restores health, as well as removes negative effects if necessary. Can be used in combat.
Cost: 250
Range: 1
Demon's Touch
Deals 20*MP damage to a selected character and paralyzes them.
Cost: 200
Range: 15

Equipment
Eyhornian folk attire

Jewelry

Inconspicuous clothing

Relkhiras

[2000/2000][250/250]
Origin: Visteria
+20 to all characteristics
Beliefs

+3 to movement speed and +25 to a selected characteristic.
Perks

+15 health and +2 to immunity for each unit of strength.

All rolls are twice as high in one-on-one battles.

+1 OP and +1 HP

+5 to movement speed, immunity to slowing or immobilization.

Characteristics
Strength: 80
Intelligence: 25
Will: 30
Dexterity: 95
Perception: 50
Wisdom: 50
Charisma: 25

Parameters
Health: 2000
Melee damage +160% (+255%)
Immunity: 210
Magic power: 25
Magical energy: 250
Will checks: 30 [60]
Evasion: 240 [480]
Initiative: 95
Accuracy: 195 [390]
Observance: 50 [100]
Experience: +50%
Reward: +25%
Movement speed: 15
Critical damage: 95%

Skills

Calmness
+3 to stealth for each unit of dexterity as long as the character does not perform aggressive actions and does not move from the spot. The first attack on an opponent from this position will have doubled accuracy and evasion against them, and will also deal double damage. Can be used only outside of combat. Kills do not reset the invisibility status (if characters at a distance of 5 cells or more fail an observance check).
Moon Strike
The character deals damage to all opponents around them while moving in their desired direction. Cooldown: 4
Special Technique — Thousand Winds
+1 to accuracy and evasion for each unit of wisdom when using any type of weapon.
+1 to accuracy and evasion for each unit of dexterity when using a sword.
+1% to critical damage chance for each unit of dexterity
+4 to movement speed.
Demonic Slash
The character deals 6 hits to a selected target, each of which takes 10% of the target's maximum health. Cooldown: 4

Basic Armor Proficiency
The character can wear armor.

Equipment
Travel cloak
Durable boots
Two-handed sword
Damage: 150
Sword of Rehsaur
Damage: 125 (781)
+1 to damage for each percent of critical chance
+1% to melee damage for each percent of critical chance
Note
Vi'dar (two-handed sword)
Damage: 150 (532)
Causes bleeding (25% actual damage before defensive modifiers) for three turns.
Converts 25% of attack damage into health.
Pierces armor even if it is not pierceable.
Indestructible.
Es'tial (armor)
Incoming damage -100
Incoming damage -50%
Elemental damage -50%
Black Dragon Helmet
Immunity to mind-affecting effects.
Basic Armor Proficiency required.
Money
4 gold coins, 50 silver
Inconspicuous clothing

Fang

[400/400]
Parameters
Health: 400
Melee damage: 200
Bleeding: 50 health units per turn (until the end of battle or until the wound is healed).
Immunity: 60
Will checks: 15
Evasion: 80
Initiative: 80
Accuracy: 80
Observance: 80
Movement speed: 14
Critical damage: 25%

Goran

[525/525][100/100]
Origin: Boria
+5 to health for each unit of strength, +0.5 to accuracy for each unit of perception, +0.5 to evasion for each unit of dexterity, +1 to observance for each unit of perception.
Beliefs

Damage increased by 50%, additional attack, own weapon firing range is 4 higher, negative spell area of effect increased by 2.
Perks

The player can create a companion for themselves at the start of the game
Experience
0

Characteristics
Strength: 35
Intelligence: 5
Will: 5
Dexterity: 50
Perception: 70
Wisdom: 20
Charisma: 5

Parameters
Health: 525
Melee damage +40%
Immunity: 20
Magic power: 5
Magical energy: 50
Will checks: 5
Evasion: 75
Initiative: 50
Accuracy: 105
Observance: 140
Experience: +20%
Reward: +5%
Movement speed: 3
Critical damage: 0%

Skills

Piercing Shots
Pierces 50% armor.
Through-and-through Shots
Goran's attack deals damage to all characters in the line of attack.
Special Technique — Personal Modifications (Boria)
Enhances effects of other skills:
Piercing Shots — 100% armor piercing.
Aimed Shot — 50% chance to deal critical damage.
Slowing Shots — movement speed -2 for two turns (stacks).
Through-and-through Shots — damage is dealt in a straight line of 3x6 instead of 1x8.
Nimbleness — the character can freely use movement points (before/after attack — doesn't matter).
Equipment
Rapid-fire crossbow "Abaddon"
Damage: 120 (180)
Fires three times per one attack.
Short sword
Damage: 70 (98)
"Leather jacket"
Damage -10%
Money
0 silver coins
Bottle of alcohol
Will checks -20
Inconspicuous clothing

Mironega

[300/300][100/100]
Origin: Loreian Republic
Immunity to vampire abilities; damage to vampires is twice as high, and from them twice as low.
Beliefs

+3 OP
Perks

+1 OP and +1 HP
Experience
0

Characteristics
Strength: 30
Intelligence: 10
Will: 50
Dexterity: 30
Perception: 10
Wisdom: 35
Charisma: 5

Parameters
Health: 300
Melee damage +60%
Immunity: 30
Magic power: 10
Magical energy: 100
Will checks: 50
Evasion: 30
Initiative: 30
Accuracy: 10
Observance: 10
Experience: +35%
Reward: +5%
Movement speed: 3
Critical damage: 0%

Skills

Special Technique — First Aid
Brings back a character who died from lack of HP. Only outside of combat.
The chance of success is equal to the inverse percentage value of the character's current health value.
Massage
Increases the character's evasion and accuracy by 20 for the next battle. Before one battle starts, a massage can be given to only three characters.
Special Technique — Trainer
The character engages in physical training of another character. During this time, the character receives twice as many OP and EX.

Special Technique — Extract of Naliar Flowers
With a 100% probability, the character receives +10 to a random characteristic. The second time, the chance to receive +10 to a random characteristic decreases to 50%, then to 25%, and so on. Up to five portions can be prepared per month. Not using the extract for a full month increases effectiveness by 1 point.
Bomb
Damage: 500
Range: 12
Area of effect: 5x5
Paralysis for one turn (strength check vs perception).
Up to 5 pieces can be prepared per month.

Equipment
Cane

Dagger
Damage: 40 (52)

Hiking clothing

Money
0 silver coins

Inconspicuous clothing

Djert

[300/300][50/50]
Origin: Yarliian Republic
Merchant or weapon master perk, +10 to charisma, +2 to accuracy for each unit of perception when using firearms.
Beliefs

Damage increased by 50%, additional attack, own weapon firing range is 4 higher, negative spell area of effect increased by 2.
Perks

Ability to repair damaged firearms outside of combat
Firearm reload -1

Immunity to mind-affecting effects.
Experience
0

Characteristics
Strength: 30
Intelligence: 5
Will: 5
Dexterity: 50
Perception: 50
Wisdom: 15
Charisma: 25

Parameters
Health: 300
Melee damage +60%
Immunity: 30
Magic power: 5
Magical energy: 50
Will checks: 5
Evasion: 50
Initiative: 50
Accuracy: 150
Observance: 50
Experience: +15%
Reward: +25%
Movement speed: 3
Critical damage: 0%

Skills

— Special Technique — Heavy Arquebus
The character can use this type of weapon.
— Special Technique — Eagle Eye (Yarliian Republic)
+(perception)% to firearm damage.

Equipment
Heavy arquebus
Damage: 400 (600 -> 900)
Range: 8 (12)
Reload: 1 (0)

Money
6 gold coins, 0 silver coins

Inconspicuous clothing

Leather jacket
Damage -10%

Boots

Clothing

? healing potion
Restores 1%-100% health.

Asmund Olafsson

[350/350][150/150]
Origin: Halla
(+1 to accuracy and evasion for each unit of wisdom)
Beliefs

Ilza
Perks

The player can create two characters with this "belief".
Experience
0

Characteristics
Strength: 35
Intelligence: 15
Will: 20
Dexterity: 10
Perception: 10
Wisdom: 35
Charisma: 45

Parameters
Health: 350
Melee damage +70%
Immunity: 35
Magic power: 15
Magical energy: 150
Will checks: 20
Evasion: 45
Initiative: 10
Accuracy: 45
Observance: 10
Experience: +35%
Reward: +40%
Movement speed: 3
Critical damage: 0%

Skills

Special Technique — Strategy
Strategic maneuvers — movement speed of squads under the character's command is twice as high.
Special Technique — Leadership
Characters under a commander's command receive +2 to movement speed as well as +0.5 to accuracy, initiative and evasion for each unit of the commander's charisma.

Equipment
Black Dragon Sword
Damage: 80 (128)
Indestructible.
Order
Fur cloak
Money
0 silver coins
Inconspicuous clothing

Ilza von Kruger

[150/150][200/200]
Origin: Tanigon
Puppeteer: active action, roll of the average value of character's dexterity and perception against opponent's strength. In case of success, the target will obey the character's instructions. Range: 10, limit of active puppets: intelligence/10.
Beliefs

Asmund
Perks

+1 OP and +1 HP
Experience
0

Characteristics
Strength: 15
Intelligence: 20
Will: 30
Dexterity: 35
Perception: 25
Wisdom: 15
Charisma: 10

Parameters
Health: 150
Melee damage +30%
Immunity: 15
Magic power: 20
Magical energy: 200
Will checks: 30
Evasion: 35
Initiative: 35
Accuracy: 25
Observance: 25
Experience: +15%
Reward: +10%
Movement speed: 3
Critical damage: 0%

Skills

Special Technique — Elixir of Life
With a 50% probability, the character receives +1 OP. The second time, the chance to receive OP decreases to 25%, then to 12%, and so on. Up to three portions can be prepared per month. Not using the elixir for a full month increases effectiveness by 1 point.
Truth Serum
Forces a selected character to reveal all their (or others') secrets, if all other conditions are met.
Love Elixir
Forces a selected character to fall in love with the first person they speak to, if all other conditions are met. One portion can be prepared per month.

Health Potion
Restores 50% of the character's maximum health. Up to 8 health potions can be prepared per month.
Universal Medicine
Removes all negative effects from the character. Up to three doses of universal medicine can be prepared in one month.

Equipment
Stiletto
Damage: 50 (65)
Changeable dresses
? healing potion
Restores 1%-100% health.
Money
0 silver coins
Inconspicuous clothing

Sigurd Olafsson

[1250/1250][50/50]
Origin: Halla
Two additional attacks when using axes
Beliefs

Damage increased by 50%, additional attack, own weapon firing range is 4 higher, spell area of effect increased by 2.
Perks

+15 health and +2 to immunity for each unit of strength.
Experience
0

Characteristics
Strength: 50
Intelligence: 5
Will: 10
Dexterity: 35
Perception: 45
Wisdom: 10
Charisma: 5

Parameters
Health: 1250
Melee damage +100%
Immunity: 150
Magic power: 5
Magical energy: 50
Will checks: 10
Evasion: 35
Initiative: 35
Accuracy: 45
Observance: 45
Experience: +10%
Reward: +5%
Movement speed: 3
Critical damage: 0%

Skills

Might
+2 units to weapon damage for each unit of strength.
Adrenaline
Evasion and accuracy +50% when health is below 50%
Special Technique — Berserker
Immunity to any negative effects except damage.

Equipment
Brodax
Damage: 150 (250 -> 500 > 750)
Helmet
Crit on self -5%
Leather armor
Damage -10%
Money
0 silver coins
Inconspicuous clothing

Torir Sturlusson

[500/500][50/50]
Origin: Halla
Piercing armor and other defensive mechanisms when using spears
Beliefs

+10 to accuracy and evasion for each companion in battle (limit: 50)
Perks

+1 to evasion for each unit of dexterity, +2 to movement speed.

?
Experience
0

Characteristics
Strength: 50
Intelligence: 5
Will: 18
Dexterity: 35
Perception: 50
Wisdom: 5
Charisma: 7

Parameters
Health: 500
Melee damage +100%
Immunity: 50
Magic power: 5
Magical energy: 50
Will checks: 18
Evasion: 70
Initiative: 35
Accuracy: 50
Observance: 50
Experience: +5%
Reward: +7%
Movement speed: 5
Critical damage: 0%

Skills

Special Technique — Battlefield Control
The character attacks all opponents who appear in the line of their attack.
Special Technique — Berserker
Immunity to any negative effects except damage
Ranged Attack
+2 to attack range, in some cases it is not considered melee combat.

Equipment
Helmet
Crit on self -5%
Spear
Damage: 100 (200)

Money
0 silver coins

Inconspicuous clothing

Aldric von Volkenrath

[250/250][400/400]
Origin: Jagensdorf
+2 CP, +40 XP
Standard-bearer
As long as the character carries the organization's banner, their allies receive +0.5 to accuracy, initiative, and evasion for each unit of their charisma.
Beliefs

50% chance to avoid death after a battle ends. Additional fate card. Ability to discard one of them.
Perks

The player can create a companion for themselves at the start of the game
Experience
0

Characteristics
Strength: 25
Intelligence: 40
Will: 35
Agility: 25
Perception: 5
Wisdom: 30
Charisma: 50 (60)

Parameters
Health: 250
Melee damage +50%
Immunity: 25
Magic power: 40
Magical energy: 400
Will checks: 35
Evasion: 25
Initiative: 25
Accuracy: 5
Observance: 5
Experience: +30%
Reward: +60%
Movement speed: 3
Critical damage: 0%

Skills

Special Technique — Oratory
In large-scale battles, the parameters of units under the character's command are increased by the value of their charisma.
Special Technique — Tactics
First strike (melee) — units under the character's command strike before taking damage.
Special Technique — Strategy
Offensive strategy — parameters of units under the character's command in attack are 50% higher.
(Offensive strategy)

Equipment
Armor
Damage -10%
"Iron Hearts" Banner
+25 to accuracy, evasion, and initiative.
Money
0 silver coins
Tea
Restoration
Single-use scroll
Heckelie's Encyclopedia (book)
Allows the character to obtain the "educated" perk (only one character can use the book per month)
Map of Tiaral (augmented)
Hrodgeir's Cloak
+10 to charisma
Black Dragon Sword
Damage: 80 (120)
Indestructible.
Inconspicuous clothing

Rynhild Messer

[1250/1250][100/100]
Origin: Deitia
Native inhabitants of the empire may choose an additional perk.
Beliefs

+3 to movement speed and +25 to a chosen characteristic.
Perks

+15 health and +2 to immunity for each unit of strength.

+1 to evasion for each unit of agility, +2 to movement speed.
Experience
0

Characteristics
Strength: 50
Intelligence: 10
Will: 5
Agility: 60
Perception: 50
Wisdom: 5
Charisma: 15

Parameters
Health: 1250
Melee damage +100%
Immunity: 150
Magic power: 10
Magical energy: 100
Will checks: 115
Evasion: 180
Initiative: 60
Accuracy: 100
Observance: 40
Experience: +5%
Reward: +15%
Movement speed: 11
Critical damage: 0% (25%)

Skills

Unwaveringness
+1 to will checks for each unit of strength and agility.
Brilliance
+3 to movement speed. The character can deal damage to all enemies on their line of movement (not only straight).
Special Technique — Perfection
+1 to accuracy for each unit of perception
+1 to evasion for each unit of agility

Equipment
Hrodgeir's Sword
Damage: 100 (200)
Crit: 25%
Indestructible
Additional attack
Armor
Damage -10%
Money
0 silver coins
Helmet
Self-crit -5%
Inconspicuous clothing

Tyryl

[700/700][50/50]
Origin: Freshia
+6 to movement speed, +2 to evasion for each unit of agility
Beliefs

+3 to movement speed and +25 to a chosen characteristic.
Perks

The player can create a companion for themselves at the start of the game

Characteristics
Strength: 70
Intelligence: 5
Will: 5
Agility: 75
Perception: 5
Wisdom: 30
Charisma: 5

Parameters
Health: 700
Melee damage +140%
Immunity: 70
Magic power: 5
Magical energy: 50
Will checks: 5
Evasion: 335
Initiative: 75
Accuracy: 110
Observance: 5
Experience: +30%
Reward: +5%
Movement speed: 16
Critical damage: 75%

Skills

Demonic Slash
The character deals 6 strikes to a chosen target, each removing 10% of the target's maximum health. Cooldown: 4
Moon Strike
The character deals damage to all enemies around them while moving in a desired direction. Cooldown: 4
Special Technique — Thousand Winds
+1 to accuracy and evasion for each unit of wisdom when using any type of weapon.
+1 to accuracy and evasion for each unit of agility when using a sword.
+1% to critical damage chance for each unit of agility
+4 to movement speed.

Equipment
Helmet
Self-crit -5%
Valfrid's Zweihander
Damage: 200 (480)
Minimum strength: 70
Inconspicuous clothing

Albert

[300/300][50/50]
Origin: Jarlian Republic
Merchant or weapon master perk, +10 to charisma, +2 to accuracy for each unit of perception when using firearms
Beliefs

+3 to movement speed and +25 to a chosen characteristic.
Perks

-(charisma/2)% item cost. Limit: 50%
Selling loot for 50% of value (usually 10%)
+(charisma)% to the estimated value of valuables

+1 CP and +1 HP

Characteristics
Strength: 30
Intelligence: 5
Will: 5
Agility: 5
Perception: 75
Wisdom: 5
Charisma: 60

Parameters
Health: 300
Melee damage +60%
Immunity: 30
Magic power: 5
Magical energy: 50
Will checks: 5
Evasion: 5
Initiative: 5
Accuracy: 225
Observance: 75
Experience: +5%
Reward: +60%
Movement speed: 6
Critical damage: 0%

Skills

Special Technique — Sniper Arquebus
The character can use this type of weapon.

Massage
Increases the character's evasion and accuracy by 20 for the next battle. Before one battle starts, only three characters can be massaged.
Special Technique — Trainer
The character engages in physical training of another character. During this time, the character receives twice as much CP and XP.
Equipment
Money
0 silver coins
Sniper Arquebus
Damage: 250
Range: 20
Cooldown: 2
Inconspicuous clothing
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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I'm a master of formatting, I know. The first part is probably impossible to read at a small resolution. Later, I might resize the pictures to a uniform size, or I might not.

☢ !WARNING! ☢
You will be playing as an already established organization. In essence, they are mercenaries, but you decide what they appear to be. This means that at the start of the game, the characters should already be familiar with each other.
In addition, you will need to choose a leader for the organization and specify the location of the base (if it exists) or simply the current location (if it does not).

Spoiler: after a certain time, the leader will begin organizing a sea expedition. I think you should understand what that means.

Restrictions: there can only be one vampire in the group, and they cannot take beliefs.

A very rough "map" of the continent.

It is needed to understand what and where is located, as well as to estimate the size/importance of a particular state. It may change during the game.
1.01 (the actions of the character Alex in the Borian-Tanigon conflict)
Attachments 2
2 files attached • Total size: 404.6 KB
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
Auto-translated
In addition, you will need to choose a leader for the organization.
Restrictions: there can only be one vampire in the group.
— As long as the character's head is not damaged, they can always restore their body, no matter how terrible its condition.
...
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8 years ago
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Hmm, looks like an old-style expedition... will there be explosions?
but now the lands where they lived could be plunged into a sea of chaos and suffering at any moment... Will they be able to avoid the worst? Time will tell.
They won't.
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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Hint...
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8 years ago
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It's a bit funny that the description for one country turned out to be like the description for the entire rest of the continent combined, but I don't know... I wrote them second to last (Loreia was the last), but they came out really well, it was interesting to do, and the concept was very well structured in my head. As for the others, I have a clear idea of the concept, but I can't seem to come up with anything interesting to write about them.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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8 years ago
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If they do happen, I hope it won't be with me or with other players.
Hope is the first step on the path to disaster.
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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I created so many vampires, now I'm trying to figure out which one to play... If they are playable, because compared to something like Visteria and the clans, they seem overpowered. Could you provide a bit more detail, step by step, about creating a character?
Also, just in case, is it possible to transfer an old character? Or couldn't they end up here?
 

К А
Стикеры GBF в Telegram
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8 years ago
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I haven't read anything yet, but now that we're in a different place, can we forget about the old characters?

Whatever

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