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4 years ago
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This version is not final. The final version will be after balancing, checking if I forgot anything I originally intended to do, and the maps. Or deciding not to make maps. All of this should take until the end of the week, but knowing myself, it won't start any sooner than in a week and a half.
There will probably also be breaks between completed acts. Assuming we complete at least one, yes.
Oh, I might not finish everything now and just quit in the middle of typing, so don't be surprised by anything for now.

Mechanics:
The map is made of hexagons.
Where there are multiple bonuses for one country, only one applies. That is, if you take an aristocrat from Turan, you will not receive "general Turan" bonuses to attack and defense.
Abbreviations: MM – magical accuracy, MS – magical power, SHKU – critical hit chance, OS – specialization points, OU – skill points.
Ranged combat is calculated differently than usual. The hit chance is a percentage, and there is one roll. Within the effective firing range, the chance is static if there are no skills indicating otherwise. Outside that range, the chance decreases by 10% for each cell.
Excluding unique properties, armor and weapons have five levels of quality: terrible, mediocre, normal, good, excellent. Accordingly, -50%, -25%, 0%, +25%, +50% to characteristics. Unless otherwise specified, you start with normal. You can start with worse if you really want to.
Most shields have a durability limit.
The compatibility of skills and the multiplication of modifiers are indicated in the description, at least they should be.
Elemental magic, nature magic, and arcane magic are not available by default.
Blue is mana, green is range, the letter H is a targeted spell, and it can be dodged (agility check + perception check against MM).
Most religions require more or less strict adherence to a code of conduct. Otherwise, you may lose advanced religious skills for OU, as well as basic bonuses. You can always clarify how permissible a particular action will be.
When taking the blessed weapon skill, the character starts with it and can apply a blessing to any other weapon once per in-game week. Only a follower of the corresponding religion receives the bonuses.
In addition to the obvious stats of hit points, accuracy, etc., a conditional reputation characteristic will be used when calculating eligibility and rewards for some quests. I originally wanted to estimate it "by eye," but if more than half of the players want to make the mechanics transparent and formalized in numbers, we will do so.
It should also be noted that playing as a female character, in addition to changed stats, imposes some restrictions on quests and locations. At the same time, it gives additional opportunities, but you will most likely feel the restrictions more strongly.
I don't think I forgot anything.

Just kidding, I'll probably forget something, wake up tomorrow, and start fixing everything.

You start independently of each other (joint quests are, of course, not prohibited), the time of year is the beginning of March, this is 326 according to the Ardor calendar, 594 according to the Turan calendar, the starting location is Tirren, the largest city in Fendrin.

When generating a character, by default, he has 20 HP, 30 OU, 2 OH. Female characters receive -5 to strength, +2 to endurance.
The base value of all character characteristics is 10.
All rounding is done according to the rules.

Characteristics:

Strength: +5% to melee damage, +1 to strength checks, required to wear weapons, including ranged weapons, and armor. The character can use items whose requirements exceed his characteristic, but receives penalties.
Endurance: +25 HP, +1 to endurance checks.
Agility: +5 to dodge and accuracy in melee combat, +1 to agility checks.
Perception: +2.5% to the chance of dodging a ranged attack, +5% chance to hit in ranged combat, +0.5% to the chance of a critical hit, +1 to perception checks, +2 to magical accuracy.
Intelligence: +1 to initiative, +1% to the chance of a critical hit, +5% to experience gained, +1 to leadership, +2 to magical accuracy, +25 to magical energy.
Will: +1 to will checks, +1 to magical power, +1% resistance to elements and poison, +1 to leadership.

Base speed is 5.

Experience
Experience is awarded for winning battles (the sum of the characteristics of all opponents / 2 / the number of units in the player's squad for each participant), when learning from some teachers, for completing quests, and at the GM's discretion.Experience can be spent on HP – 50 units, OU – 100 units, from teachers.

Types of damage
Physical: slashing, piercing, bludgeoning.
Elemental: fire, water, lightning, cold.
Poison.
Pure.

Free attack
It is performed on an enemy leaving the melee zone, using an item, picking up a weapon, as well as a ranged attacker (except for thrown weapons) or a spellcaster.

Critical hit
Bludgeoning: 150% damage and stun for 1 turn (strength against resistance).
Piercing: 150% damage and ignores 50% of armor.
Slashing: 200% damage.

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4 years ago
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Ardor

The history of Ardor is the history of the Church. What came before its founding, the people of Ardor themselves likely do not recall now, nor do they wish to recall.
More than three centuries ago, on a land washed from the southeast by the Dead Ocean and to the north of which stretch barren, still uninhabited wastes, lived a warlike people in perpetual discord. That land was poor in harvest, the winters were long and cold, and the sea was so turbulent that fear of open waters lives in the Ardorian people to this day; not a single fisherman will risk going more than a kilometer from the shore, fearing both an unexpected storm and the monsters hidden in the water. Sometimes the carcasses of these monsters would wash ashore: at first, people marveled and feared the unseen creatures, even dead, but later they grew accustomed and rejoiced that the sea brought them fat and meat.
Besides that, they obtained sustenance through hunting and cattle breeding, but they were also deprived of game and pastures, and always lived in a state of near-starvation. The land endowed them with only two riches: iron and stone, and the people themselves, in their resilience, were like iron and stone. They had no great wealth, and therefore there was no great inequality among them then: all lived poorly, enduring hunger, cold and need, but most of all – enduring each other.
The people were divided into clans, the clans gathered into communities, some communities could found cities, but there was never unity, either in faith or in authority; every alliance was short-lived, and every man plotted against his neighbor. They warred incessantly, and only in war did they achieve great success, mastering smithing, steelmaking, and the art of building fortresses.
Three hundred and twenty-six years ago from the present moment, a man emerged from the northern wastes, terribly thin, in rags, clutching a large tome with bony fingers. No one knew him, and his appearance was pitiful, but he walked with his head held high, as if everyone were his acquaintance. Coming to a city, on the first day he spoke of the people and praised them, praised their strength and resilience, and said that such a people were pleasing to the Almighty and chosen for a great purpose. On the second day, he rebuked the people, rebuked their strife, wars, and plunder, and said that such behavior was displeasing to the Almighty. On the third, he spoke of the Almighty, His will, and the laws that reign in heaven, and of how one ought to live on earth. On the fourth day, he spoke of the world around, of the monsters sent to men as a warning, and of the end of the world, of other lands, and that it was fitting for the people to set out on a journey to the West for salvation, and to save other peoples as well, who languished in ignorance and fratricide.
Thus he went from city to city, from village to village, and never spoke his name. He answered any question about the God of whom he spoke, but when asked who he himself was, he fell silent.
Once, one of the chieftains, unwilling for this man to stir up the people, and unable to reason with him, approached and ran him through the heart with his sword. Blood gushed from the wound like a fountain, the preacher fell dead, and the people dispersed. The chieftain did not wish to burn the body, leaving it to be eaten by crows and dogs, to further humiliate the insolent one. The next day, people saw him in the same place, preaching again, with a scar on his chest. Stricken, the chieftain asked in confusion: "What am I to do now?" and the preacher answered only: "Listen." The chieftain heeded the preacher, and on the fourth day asked again, and the preacher said to appear in a week at the place where the chieftains customarily made peace.
He said the same to the other chieftains, and many came. At that place, the chieftains swore an oath of eternal peace; there were nine of them, and to this day the Church is led by nine bishops. They renounced their families, their wives and children, so that nothing would hinder them in serving the Almighty, and so that they would be fathers not to their own children and chieftains not of tribes, but fathers and chieftains to all the people. And they cast their idols into the Dead Ocean and united the tribes, and those who did not submit to the Word and Scripture, they subdued with sword and fire. And, as was foretold, they gathered the people for the great march to the West. On the first day of the march, the nameless preacher disappeared.
And so that no one would wish to turn back, the chieftains ordered all possessions except the bare necessities to be thrown away, and set fire to their villages. The people, from the elderly to the children, moved westward, subduing other peoples equally by word and by force. Guided by faith, accustomed to war, and having no possibility of retreat, they swept through the lands of the West like an irresistible force and founded the Ardor Empire.
In accordance with Scripture, Ardor became the first and only kingdom where slavery is forbidden. The colonate system, of course, no one abolished, but Ardorian coloni still live easier than those in the West—they are forbidden to be bought up or in any way torn from the land. Supreme authority is vested in the council of bishops, who appoint their proxies over land allotments and city administration. The council also appointed the Emperor, the supreme commander of the army, but during the period of heresy, the Emperor achieved the right of hereditary succession to the title.
Formerly, missionaries would go before the armies to the West, preparing people to accept the new, better order. Sometimes they managed to convince individual settlements or even small kingdoms to surrender without bloodshed, but history knows of far more missionaries who met a very sad end.
Fifty-eight years ago, the empire had grown so large that it reached the borders of Yaragat in the north and Divef in the south, but no one intended to halt the expansion—Ardor had already swallowed and digested its former rivals; the outbreak of heresy that had stopped the conquest sixty years prior, though not forgotten, the empire had recovered from its consequences. By then, the Paladin Order had long been created—modeled after the knightly orders of the West, but devoted to the Church, not to secular lords. By the start of the war, Ardor was at the height of its power, while the West was weakened by internecine strife, and the first to receive the blow of the Ardorian war machine was Yaragat—within a year of war, almost all the eastern lands of the princedom were lost, and the princes were forced to retreat to the barren northern lands together with all their people. The Yaragatians, despite their numbers and bravery in battle, could not achieve any successes, but they gave the kingdoms of the West enough time to create an alliance against the conquerors. The war lasted forty-nine years; both sides suffered enormous losses, and during this time Ardor advanced only slightly further than during the year of war with Yaragat, subjugating only a few small kingdoms vassal to Fenderin and part of Divef's lands.
Finally, reaching the borders of Fenderin, Ardor was ready for the final blow—if they could take the capital of Fenderin, at once the treasury and forge of the West, the armies of the Church would prevail. At the Battle of Lagrein, a border city at the foot of the mountains, the Ardorian troops defeated the knights of the West—the superior discipline and training of the Ardorians gave them an advantage over the enemy's superior heavy cavalry, but there was no one left to capture Fenderin—less than a third of the army remained. Riding the wave of the West's confusion after the defeat, Ardor hastily concluded a peace, under the terms of which it retained all captured lands, gained the right to establish churches in Divef, Rotheri, and Fenderin, and had all its prisoners returned. As a gesture of goodwill, the Ardorians also released their prisoners without ransom.
This war changed people far more than the map. After the triumphant march through the East, the Ardorians for the first time encountered peoples who were ready to fight for their ideals and their faith. Perhaps this campaign will not be as victorious as the prophet said. Perhaps they will not be able to unite the whole world. Perhaps they misunderstood something... or understood nothing at all.
The kings and knights of the West also look at Ardor differently. Now they see not a strange, not-quite-kingdom, not-quite-overgrown sect establishing its peculiar order somewhere far away, in foreign lands, but a dangerous, close, and worthy opponent. The Ardorians did not burn peasants out of whole villages, did not cut off the fingers of captured archers; they did everything strangely, not like everyone else, but the more the knights saw, the more they recognized in the Paladins a reflection of those ideals they followed, or, at least, wished to follow.

Divef

They say that Divef is the soul of the Northern Kingdoms and the heart of knighthood. Its history is a history of feudal wars, a history of the chieftains of many tribes who finally united under the rule of one man four hundred years ago. All noble families trace their roots from this period; they are the descendants of those warriors who once followed the victorious chieftain, the future King of Divef, Philip.
But even after the creation of a unified kingdom, wars did not cease. King Philip was overthrown by his brother Gilbert; the war between the brothers gave rise to new alliances and new discords. Land disputes among feudal lords are still resolved by clashes of armies to this day.
The knights of Divef are not limited solely to internal strife: raids by Yaragat and rivalry with Fenderin keep the kingdom constantly ready for a new war. This has defined a peculiar culture of knighthood, bizarrely combining the ideals of equality among noble warriors and personal freedom with the ideals of loyalty to one's lord; the ideals of aesthetics, poetry, and courtliness that would distinguish them from the "savages" of Yaragat's war bands, simultaneously with a cult of brute force, violence, and aggression that elevates them above the "burghers" of Fenderin.
There are few cities in Divef and they are small; the majority of the population are peasants living in villages near the castles scattered abundantly across the country. The lands of Divef are fertile, but eternal wars and plunder prevent the peasants from escaping poverty. In recent decades, the lesser knighthood has also been impoverished; the major aristocracy is buying up the lands of their less wealthy brothers-in-arms.
But although the property gap between the landed feudal lords and the rank-and-file is growing ever wider, traditional ideas about relations within the estate remain unchanged, and a landless knight speaks to a baron or count as an equal. First and foremost, they are both warriors and noble men, and only then—vassal and lord. A man's worth is determined by his nobility, not his property, and the poorest of knights stands on an unattainable height above the richest burgher or peasant. Within the knightly circle, the centralization of lands only gave new strength to knightly ideals, shifting the emphasis from nobility to martial spirit. The image of the knight-errant exists alongside the image of the knight-vassal, and personal honor becomes more important than the honor of one's lord.
Knightly orders originated in Divef, and their supreme chapters are also located here, although the actual role of the orders is small and serves more for the prestige of knights than for war or politics. Currently, three of the old orders remain. The Order of the Guiding Star emphasizes the spiritual path of the warrior and is a brotherhood of knights who consider not land holdings and a warhorse, but courage and nobility of soul—which distinguishes him from mercenary rabble—to be essential in a knight. Joining it is possible only upon the recommendation of a person no lower than a Junior Magistrate. The Order of the Golden Spur is a secular brotherhood of major feudal lords; membership requires a family nobility of at least baronial rank and a donation of one thousand gold coins to the order. The Order of the Black Dragon is a brotherhood of knights of the corresponding religion.
The war with Ardor was a test both for the entire West and for Divef, whose king led the alliance against the invasion and became the first Grand Master of the Order of the Shield, a brotherhood of the military aristocracy against the invaders. The knights of Divef won several significant victories, and although after the defeat at Lagrein the peace was signed in Ardor's favor, without the courage of the knights, the expansion likely could not have been stopped at all.
However, Divef failed to prevent another victory for Ardor. Just as the knightly ideals of Divef were appreciated by Ardor, so too did the new teaching find many followers in Divef, and if the Church of the Almighty in the other Northern Kingdoms is a religion of the poor and the mad, in Divef its ideas found a place even among the knights. The ideals of sacrifice, asceticism, and the higher purpose of fighting evil in the world and in men's hearts coincided with the beliefs of knight-errants and landless warriors, while the Church's rhetoric about selfless submission for the common good appeals to major feudal lords who wish to see such devotion among their vassals.

Fenderin

Whoever the true gods of this world may be, one thing is clear for certain—they favored Fenderin. The modest territory of this country, at the foot of the Dragon's Ridge, absorbed two trade arteries of the continent, the southern and the northern, fertile fields and pastures, but above all—iron deposits. It is believed that it was on the territory of Fenderin, a thousand years ago, that the knight-god Theodor appeared to men, teaching them to work this metal and ushering in the Iron Age. Legends of the first Fenderin kings speak of defending the kingdom from mountain tribes, wars with elves, battling dragons and evil spirits. The true chronicle of Fenderin, however, describes expansion to the East, a centuries-old rivalry with Divef, and the terrible fifty-year war with Ardor, which bound former enemies in an alliance and deprived the kingdom of all its eastern vassals.
Today's Fenderin is more a land of cities, artisans, merchants, and mercenaries than of feudal lords and knights. The greatest cities, Ariotso and Tirren, pearls of the northern kingdoms, trace their history back more than six hundred years, and the population of one of them can be compared to the population of all Arkhaimar. The townspeople, however, value above all not the wealth of their cities, but their freedom: since the adoption of the Charter of Urban Liberties one hundred and eighteen years ago, Fenderin is the only place in the North where a burgher can call himself free and can choose both where to live and what trade to pursue. The cities are not ruled by aristocrats, but by city councils composed of the heads of craft guilds, merchant and mercenary guilds. And although taxes are high, it is not easy for artisans to rise to the top, and the wages of mercenary-townsmen are meager, the burghers live easier than the peasants.
The current King of Fenderin, Fernando II, ascended the throne after the death of his father Fausto III at the Battle of Lagrein, the last battle of the fifty-year war; the prince himself was wounded in the battle, taken prisoner, and returned to his homeland only two months later, but despite his fairly young age—he was not yet twenty-five at the time—he managed to cope with the chaos that arose after the unfavorable peace. Now the king is renowned as a mighty warrior, a tournament champion, and a paragon of knighthood, and many believe that it is he, and not the King of Divef, who should lead the West in a new war with Ardor—and that war will come, the majority have no doubt.
The aristocracy, however, holds a different opinion of the king, considering him an insufficiently decisive ruler who panders to the burghers and is the cause of the oppressive peace. Although Fernando II was a good ruler during peacetime—cautious, prudent, with the first principle of "do no harm"—many knights doubt that he can lead the country in war. Meanwhile, the king has no brothers, nor does he have sons.

Rotheri

"Everyone is ready to discuss the rules of honor before a battle; few will remember them in the heat of battle; to reproach the victor for dishonor is like shooting arrows at a stone."

Fate was never kind to the Kingdom of Rotheri. King Roger I, the founder of the dynasty, united these impoverished lands, equally deprived of fertile soil and good iron, wishing to bring prosperity to his family and give his heirs long centuries of a comfortable, if modest, life; instead, he left them rebellious serfs, proud vassals, and long centuries of unending rivalry with the then still powerful Yaragat, where knights on their spirited horses roamed the rich fields, mockingly gazing upon the lands of their western neighbor, which they had not conquered only due to lacking the need, and with the warlike Fenderin, from whence armored men set out northward, seeking to break it as they had already broken the east.
And every lord of those lands thought their fall was inevitable, and many did not answer their king's call when he demanded they fulfill their duty. When the king was ready to give battle to the army of Fenderin, he saw only his two brothers beside him; opposite him, he saw an army that outnumbered his own by double.
His soul was filled not with sorrow nor fear, but only with anger. The armies clashed, and the army of Rotheri was victorious then, and many Fenderinians fell, and no one escaped, for the rest were captured. The king said before the prisoners:
"Every one of you has seen my valor and strength with his own eyes. Let everyone ready to acknowledge me as his lord and receive many rewards step forward; and those who are not ready—let them return to their king in shame and receive only punishment."
And many stepped forward, and those who remained were led into the forest and killed there, for they were strong warriors, and it would be bad if the enemy had them at his disposal. And the warriors of Rotheri plundered the lands of Fenderin and captured many slaves, and when they returned, they executed the disloyal lords and distributed their lands to the defectors. And the king elevated no one to baron or count, for it was precisely their wealth and power that had already bred disobedience, but there were many humble knights, and no one was left out.
The king fought many more battles, and his heirs fought many more, and there were no more vassal rebellions, but the warriors stood united in defense of their holdings. There was no rivalry other than that of tournament between warriors, for the kingdom had to be unceasingly guarded against numerous enemies.
Nowhere else is the king held in such high esteem by warriors as in Rotheri, and nowhere else does he draw so many curses from coloni and slaves, upon whose shoulders the burden of eternal wars falls, and where a knight can strip a peasant to his last thread, and the king will listen to no one but his warriors. Other kingdoms reproach the king and knights for a lack of nobility, and they have reason to. Cunning diplomacy, spies and assassins, devastating raids, tricks and foul play in war—these are things used by all sovereigns, but the kings of Rotheri have particularly excelled at them, and they could hardly have preserved their lands and power for three centuries. And yet, they remain kings of the West, and stand against Ardor in the same ranks as Fenderin and Divef.

Yaragat

Before the last war with Ardor, Yaragat was a great power, rivaling Divef and Fenderin on equal terms, despite internal fragmentation. The princes shared among themselves the rich eastern fields, the forests were full of game, but each had too little of everything available, and the princely war bands raided as far as the walls of Fenderin's cities.
Proud princes would never acknowledge anyone as the chief, only as first among equals, and these first ones remained on the grand princely throne only as long as they were the strongest. The knightly ideals of loyalty to a suzerain were always alien to Yaragat—a war band serves one clan, and if one prince, in order of succession, yields the best throne to a kinsman, the war band will not follow him; instead, should he rise higher, the war band will join the prince in a richer place.
For a peasant in Yaragat, there is no more enviable lot than to join the foot militia, distinguish himself in battle, and earn the rank of "warrior serf," a soldier on permanent paid service to a druzhinnik or the prince himself. Although free Yaragatians look upon such as people of the second or third class, although they will never sit at the prince's table or hunt together with the war band, they still engage in the most worthwhile occupation for a Yaragatian—war—and their annual salary constitutes a fortune that an ordinary peasant slave could not accumulate in a lifetime.
The Yaragatians are renowned neither for piety nor diligence, and their victories in peace are far more modest than in war. Neither in the arts, nor in crafts, nor in sciences has this people reached heights, and besides warriors and hunters, they are famous perhaps only as travelers and merchants. Now, having lost their lands and grown tired of war, even druzhinniks and minor boyars seek fortune in foreign lands. Some become mercenaries, some rob in Divef and Ardor, others go even further, traveling as far as the western and southern archipelagos.
The Yaragatians are, admittedly, not the smartest or most talented of people, and certainly not the most businesslike, but they are strong as bears and, more importantly, stubborn as mountain rams from the Dragon's Ridge. Such traits make them ready for any hardship. They are difficult to get along with and very hard to cooperate with, but when it comes to risky business—be it a raid, a merchant venture, or an expedition—it is hard to find better people.

Eger

A wooded region, south of Bradan Or and west of Rotheri, inhabited by a warlike and once sovereign people—centuries ago, the Egerians held lands from Bradan Or to the current borders of Ardor. The proud Egerian chieftains, unable to unite then against the rising Yaragat and Divef, suffered a series of defeats at the hands of knights from the south and warriors from the east and were forced to retreat with their people into the inhospitable, wild lands on the right bank of the Mortlach River.

Among the Egerians, traditions of blood feud are strong, and they sometimes treat matters of clan honor with extreme seriousness—if a neighboring clan killed an ancestor of a free Egerian two centuries ago, he remembers it, and will make peace only after cutting down all the descendants of the killer... or receiving a very, very good compensation. Gold works on the Egerians no worse than on any other people...
It is precisely the attachment of the Egerians to their clans, rather than to their people, that is the cause of their disunity, which they themselves consider their freedom—no chieftain could keep them in check, and even now, exiled from their native lands, living semi-wild in the forests, no foreign ruler has ever managed to enslave them, although both the kings of Rotheri and the kings of Fenderin have encroached upon their lands. They took the Egerians for easy prey—perhaps warlike and brave, but completely disorganized people, no more difficult to deal with than a handful of bandits. Knights came, plundered, took women, placed governors, but the Egerians had no king, and therefore no one through whom these lands could be controlled at once. In the end, the kings abandoned their attempts to subjugate Eger.
However, life for the Egerians cannot be called easy—for Northerners and Barbarians, fragmented Eger remains a vulnerable target for raids. The people are growing poorer and slowly dying out. Some clans overcome their ancestral habits and unite; occasionally, chieftains powerful enough to protect their domains appear, but this happens too slowly to change anything.

Bradan Or

Bradan Or, whose very extensive but sparsely populated lands lie on the right bank of the Mortlach River, southeast of Akhramain and west of Divef, is not without reason called the "Forest Kingdom" by other powers—forests make up most of its territory, but the few meadows are fertile, and the Mortlach River carries its waters from Fenderin to the northernmost sea, making coastal cities favorable places for trade... and for raids by Northerners and Barbarians inhabiting the left bank.

The inhabitants of these lands are accustomed to defending themselves from both the former and the latter; the coastal fortresses are nearly impregnable, and the people of Bradan Or, accustomed to hunting, are reputed to be excellent archers. Merchants load their ships with furs, wood suitable for bows, and honey, and sail up the river, bartering with the eastern kingdoms for iron, linen cloth, and wine.
They have no large cities at all, only numerous villages scattered throughout the forests and meadows, paying tribute to their feudal lords, and fortresses that serve as residences for lords and as refuges for peasants in times of danger.
The "Immortal" King of Bradan Or has ruled for over a hundred years, is loved by his subjects, and is reputed to be an excellent warrior. Some of his vassals tend to blame their sovereign for sluggishness and excessive love of peace. "We could have conquered Rotheri and Yaragat long ago, if only you would lead our warriors," their reproach is often heard. "We could conquer Yaragat and Rotheri, and perhaps Divef itself, if we needed any land other than our own. We own forests that provide plentiful food and furs, meadows where our subjects graze cattle, a river that brings us wealth from other countries, and no one will reproach me for being insufficiently zealous in their defense. Did I not stop the raids of the Northerners? Was it not I who built the fortresses, the very sight of which instills terror in the Barbarians of the left bank? Was it not I who defeated the army of Yaragat, which not so long ago was great in the east and now advances from the barren north, hoping to seize our rightful domains? What do you seek in foreign lands?"
Some knights and barons go into the service of other sovereigns, but their number is negligible, and most of the restless nobility seek glory and profit in raids on neighboring kingdoms; the most desperate cross the river and set off into the barbarian lands, from which they return with strange trophies and great honor, or, more commonly, do not return at all.


Arkhaimar

In the northwest of the continent, bordering Bradan Or and reaching the northern seas, lie the lands of Arkhaimar, half covered with forests, another quarter scarred by mountain ranges, and only a small part of these territories, usually coastal, is suitable for habitation and cattle breeding. A harsh people lives on this harsh land, and they live not least at the expense of others. The Northerners sail up the rivers, plundering their southern neighbors, reaching as far as Fenderin itself; they sail west by sea, into the lands of Yaragat and Divef; they also sail south by sea, along the barbarian coasts and as far as Turan. Once, several centuries ago, the fierce jarls and konungs of Arkhaimar were the richest people in the world, but their time has long since passed. The settled peoples grow stronger, the armies of kings grow larger, and the walls of castles and cities provide reliable protection against the raids of the Northerners. The Arkhaimarians sail west in search of new lands, but life on the islands of the northern seas is little easier.
Various konungs have repeatedly attempted to unite Arkhaimar, and some have succeeded, but never has a new kingdom outlived its founder for long. The isolation of settlements from each other, strong traditions of popular power, the warlike and individualistic nature of the people—all this makes unification hardly possible without the intervention of an external, more powerful force. In the eyes of the Northerners, a leader is a man who leads warriors on a plundering campaign, not a king who dictates laws to the country during peacetime.
Life in a harsh land should teach one to act together, but the peculiarities of religion, worldview, and character of the Arkhaimarians do nothing to promote this. Life is a prelude to death and nothing more; life is hard, and people around will try to make it easier for themselves—at your expense. Duels for profit, slaughter of kinsmen, robbery of neighbors—if the Northerners are not sailing off to war in foreign lands, they will fight each other.
The Northerners are reputed to be excellent warriors, and the war bands of Arkhaimarian jarls serve both in the Northern Kingdoms and in distant Turan.

Tritalar

Elves were considered an extinct race for centuries, until the Paladins of Ardor discovered Tritalar—the last elven stronghold, previously hidden from human eyes in the northern forests. The Paladins, resistant to all deception, found this city, entirely protected by illusion, and established with the elves what has so far been an armed neutrality—humanity still harbored a strong fear of more perfect beings, and the elves understood that any aggression on their part would this time result in their complete extermination.
During the time of their isolation, the elves have become hopelessly weakened and have lost faith in their own strength. They know their era has passed irrevocably, and most of their older generation quietly fades away without leaving the walls of Tritalar. No one even knows who their king is now, or what is happening in the human kingdoms—a sad fate has united the people, and they have no need for rulers, and no need for the outside world. The younger elves, usually hiding their appearance, would sometimes venture out into the outer world, but rarely stayed long—humans are too alien to them.
From the elves originate the magics of mind and matter control. Anyone who masters them can be sure—among the teachers of his teachers were elves.

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4 years ago
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Turan
The great empire of the South, the most vast and wealthy state known, the land of glory of the celestial deities, Turan has a long and glorious history.
Turan reckons its chronology from the birth year of Shahanshah Arash I, the founder of the dynasty. The chronicles remember, albeit fragmentarily, other ancient kings of the Turanian people — those who, according to legend, taught their people to work steel and break horses, those who led the people from the foot of the Dragon Ridge into the fertile valleys by the Charag River — but it is thanks to Arash I that Turan became what it is today. According to legend, the king's very birth was marked by a solar eclipse, and he was born only physically of humans, while his spirit was conceived in union with the Sun god and the Moon goddess. Modern historians usually conclude that there was no eclipse on the day the calendar began, so either the calendar is wrong or the chronicles lied, but Arash I is still revered today as the Heir of the Sun. The chronicles say that he possessed great powers: he could revive the fallen and summon heavenly fire, and these facts are no longer disputed by anyone.
Six centuries ago, in the time of Arash I, the Turanian kingdom waged a prolonged feud with its sworn enemy, the kingdom of Yamhad. The chronicle describes the Yamhadites as "a greedy people from a stony land, a people of stone hearts, under whose yoke the West groans, and only the heaven-blessed people of Turan remained unyielding before them," and tells how Shah Arash, having sworn to avenge his father's death at the hands of the Yamhadites, defeated his enemies and took the capital of their kingdom, where he sacrificed all survivors — men, women, children, and the elderly alike — to the gods, saying, "From bad blood, a worthy man cannot be born, just as a rose cannot be grown from a weed." To those peoples who had previously been slaves of the Yamhadites, the Shah was generous, allowing them to keep their customs and their leaders, merely imposing tribute upon them and accepting oaths of loyalty from their kings. Thus, the Shah of Turan became Shahanshah, king of kings. Arash I ruled for fifty years and two more, suffered no defeats, and built a great temple to the Sun god, whose power granted his people victory. He remained in the people's memory as an example of a ruler who mastered the three essences of a righteous king: a victorious general in war, a devout priest in faith, and a wise ruler in peace.
For three hundred years, Turan knew no lasting peace; the rich lands of Turan invariably aroused the envy of its neighbors. The Shahanshahs, subjugating obedient peoples and annihilating enemies, conquered vast territories; their lands in the north stretched along the great Dragon Ridge from the wild lands of the West to the shores of the eastern seas. They created a reasonable system of governance, replacing local kings with their own appointees and relatives, allowing each satrap to rule his own lands, maintaining his own armies and establishing his own order, as long as the Shahanshah approved of his actions; they fortified the borders with fortresses and garrisons, and spread the faith in the celestial deities throughout the empire, resorting to violence only against the most terrible heretics and warlocks. Seeing the splendor of the temples and the reasonableness of the teachings, people willingly converted to the faith. Despite all this, a native Turanian always had priority in everything: all significant civilian positions were held by Turanians, only Turanians served in the guard units that formed the superior part of the army, and finally, there were no Turanians left engaged in crafts or agriculture at all.
The three virtues of a Turanian: courage — the essence of fearlessness; reason — the essence of the ability to distinguish good from evil; strength — the essence of the ability to act and prevail. Therefore, such people are more capable than others and worthy of noble deeds, of which there are two: to rule the state and to guard it. Traditional Turanian upbringing of youths always includes religion, literacy, aesthetics, and physical improvement. The first gives a person fearlessness and understanding of goodness; the second two teach one to live worthily in peace; the third teaches one to live in war and to prevail.
About two centuries ago, Shahanshah Jahanzib V began a war against the alliance of the Golden Cities on the southern coast. Each city at that time was simultaneously a state; the cities feuded among themselves but united against the threat from the North. Their rulers were not experienced in war, but they were rich, and a multitude of mercenaries flocked under their banners, from Dindar sea raiders to desert warriors from Anatan. The war lasted about fifty years in total; Turan was several times on the verge of defeat, and many times satraps and generals tried to persuade the Shahanshah to make peace, but Jahanzib V was adamant. Until then, Turan had lost only one war, not counting a series of inglorious campaigns against the desert sorcerers as a war; the Shahanshah wished to gain glory and conquer these richest cities, which held treasures comparable to those of his entire empire, but beyond the question of glory, the Shahanshah understood that Turan must expand. The state needed new lands, new slaves, and new territories to maintain the strength and order of the empire. Turan did not retreat; one by one, the free cities fell under the pressure of both force and diplomacy — the Shahanshah had to make concessions, preserving the temples of the old gods, sparing lives, property, and even some posts for the city nobility. Later, the coastal cities could never be fully brought to heel — Turan could not afford to suppress such a large rebellion.
Wicked tongues have long said that Turan has swallowed more than it can digest. A hundred years ago, the ruling people only laughed at such words; now, many Turanians themselves are more convinced of this than the empire's enemies. Mighty rivals are rising from the west and east. The Shahanshah can no longer control the bloated, swollen empire, and the satraps remember that they are part of the empire only when the capital demands new tribute from the province. Most soldiers do not know what battle is; most nobles know no other business but entertainment; and from the north, a threat greater than the power of weapons has already appeared. Turan is fragmented, and fragmented people will eagerly grasp at salvation in a single faith. Different peoples, different rulers, different laws — and all that holds the conquered lands together is the power of the rulers and the dominance of their faith. When power withers and faith weakens, the end of the great empire of the South will come.
But outwardly, all is calm. Every person has his place; any talent is in demand; and although commoners are burdened with heavy taxes, they receive order and security in return. The troops still serve, trade bustles, slaves work, and any foreigner marvels at how well everything is arranged in Turan, how rich the country is, how numerous the warriors and wise the rulers, forgetting that the people who created these orders are long dead, and the current people barely manage to maintain the achievements of their ancestors.
Sharabar
The people of the lion-men, who four hundred years ago emerged from the southern desert and swept like a fierce storm through the then Kharran Sultanate. Now the Sharabarians own the entire southeast up to the borders of Anatan. According to the legends of the Sharabarians, they trace their lineage to two ancient desert tribes, whose men once completely exterminated each other in a great battle, and the ancient desert god, who could take the form of both a lion and a man, lay with the remaining women.
The ideals of the lion-men are war, domination, and prosperity; they believe in the chosenness of their people and their superiority over the human race. Sharabarians are incredibly strong and warlike, but not too persistent and steadfast — if the enemy does not flee immediately, they themselves will flee; and in matters of peace, they are equally lacking in perseverance.
All people in Sharabar are slaves, except for guests of the country, who sometimes pass into that category, and the victors of arena fights, who emerge from slavery. Sharabar's warrior culture forbids denying anyone the right to fight.
Thanks to slaves from the former Kharran Sultanate, who preserved the memory of their people's achievements, Sharabar is a much more cultured country than one might expect from bipedal lions, who, according to rumors, sometimes eat human flesh; and the ports of Sharabar are desirable for merchants. The Sharabarians themselves almost never go to sea — one of the many weaknesses of such physically strong beings, in addition to their inability to write conventionally and problems with animal husbandry.

Lashia
A small but prosperous kingdom southeast of Turan. The lands of Lashia are fertile, rich in valuable minerals, and serve as a transit hub for caravans traveling from Sharabar, Kharran, and Anatan to Turan.
The population of Lashia is peaceful, especially compared to its warlike neighbors. Lashians, both among themselves and in high politics, greatly prefer to settle matters with words and gold rather than by force of arms. Commerce is considered an honorable pursuit, and skilled artisans are valued.
This, however, was not always the case. At the time of the beginning of Turan's conquests, the Lashian people were exhausted by internecine wars. Ruler succeeded ruler like month follows month; the throne of the wealthy kingdom attracted many nobles, and the strife continued until there was no male left in the dynasty at all. The last descendant, a six-month-old infant, was strangled by a rival of the then-regent. When a queen ascended the throne, her first decree was the execution of all her relatives down to the last generation.
Since then, the Lashian throne has passed through the female line, and the custom is also unusual: the king rules for exactly one day — the day of the wedding — is honored with great respect, and on the morning after the wedding night, he is put to death, just as any male child is also killed. If a girl is born, the queen may not marry again. One can feel however one likes about such a system, as well as about the prospect of becoming king for exactly a day, but the country has known no wars of succession since then.

Anatan
Every Anatanese is, above all, a warrior. Learning the martial craft from their fathers and brothers from earliest childhood, most young men go into their first battle at fifteen or sixteen years old. Later, an Anatanese may settle down, take up a craft or trade, but one who has never been in battle cannot be considered a man among them, has no right to marry, and cannot own land or livestock.
There is no king in Anatan; their leaders — priests and generals — gather together to make important decisions. The majority of the population leads a semi-nomadic lifestyle, equally engaged in agriculture and livestock breeding, and takes up arms when the leaders call. In their few cities live artisans who know no money and exchange their goods with passing caravans. Their craft is subordinated to practical needs; among them, one will not find a jeweler or a glassblower.
Today, Anatan is the shield of the human states of the South, while in the past, it was their scourge, threatening the borders of Lashia and Turan. It was the warriors of Anatan who stopped the expansion of Sharabar to the north, just as they had stopped Kharran many centuries ago, and just as a century ago they, together with the Lashians, defeated the armies of Turan.
Anatanese are not vindictive, and generally not too attached to anything: land, family, or property. Life is seen as a path with many hardships that must simply be overcome with honor, and then one moves on. Many become mercenaries, but their willfulness and peculiar ideas about honor and hierarchy make them problematic, though extraordinarily effective, warriors.
Kharran

The Kharran Sultanate was once a great empire of the South. Several centuries ago, a horde of warlike tribes from the Red Deserts of the east fell upon the fertile lands on the shores of the southern seas and conquered them. The triumph of the Kharranites was brief but brilliant. They mastered many sciences, especially arithmetic and geometry; they alone were able to compile an accurate calendar, and their achievements in architecture can still be seen firsthand in the Golden Cities of Turan.
The Kharranites worshipped the celestial gods and believed that they showed them the way through heavenly signs. They believed this when the stars guided them through the Red Desert, and continued to believe, watching the sky from the high towers of their cities. In their homeland, the desert, lies hidden the sanctuary of the Oracle, where priests attempt to decipher the stellar signs.
The Kharranites lost the war against the lion-men; by that time they had lost their former martial skills and were forced to retreat back into the deserts. The priests said it was ordained. The generals said it was the price of softness and the forgotten roots of a warrior people.
When the Sultan died, his surviving sons divided the power among themselves, vowing to do everything to restore former glory. The tribes again scattered across the desert, and the present-day Kharranites are warriors and nomads, living by raids on Sharabar and Lashia. They appear, like a sandstorm, from nowhere and return to nowhere, to their cities hidden by the sands. Kharranites are excellent horsemen; their techniques of mobile warfare are akin to those of Anatan.
Sometimes caravans from the west enter the desert. Kharranites barter their loot for cloth, wood, and steel. Kharranites have preserved their skills as craftsmen, and their products are valued in the west.
To the east of the Red Desert lie the lands of demons, from which no man has ever returned.

Rontrad

About half a millennium ago, the great Luson Empire existed in the southwest. Once, the Lusonites, a wealthy people from the seashores, conquered their weaker neighbors. Some of them they left in the position of vassals; the rest were less fortunate — anyone not of Lusonite origin was considered a slave and usually led a most miserable existence, although some were luckier — in exchange for labor in the fields and mines, they became domestic slaves or were absorbed into the armies.
Finally, the Lusonites became entrenched in their superiority. The people grew soft; the obedience of slaves began to be taken as an immutable given, which, combined with the greedy, cruel nature of most masters, led to a great uprising: cooks poisoned their owners, oarsmen drowned captains, soldiers overthrew commanders and opened army depots to anyone ready to rise against the tyrants. Finally, the vassals seceded. But it was the former slave-soldiers who led the rebellion, and from among them came a new leader — Oriss, a slave from Turan. Though not a Turanian by blood, Oriss, in his free youth, had absorbed the ideals of faith in the celestial gods; his personal conviction and charisma made his comrades equally firm in the new faith; and above all of the Four in those days, when rivers flowed with blood and the centuries-old empire was turning to ruins, Shakorot was honored. His cult, the cult of the Lords of the East, became the cult of slaves in Luson when they demonstrated in whose hands true power lay, what exactly makes a master a master, and what the Lusonites themselves had long lost.
When the uprising ended, Oriss founded a new kingdom on the ruins, naming it Rontrad. What happened to Luson defined its two principles: power is strength, and those who lose their power face a sad fate. The goals of the new state were simple: to deprive all others of power and to establish its own rule forever.
According to Oriss's laws, the entire people of his kingdom were now divided into warriors and slaves. The former concerned themselves only with war; from the most respected among them were chosen priests, military and civil officials, and anyone who, in the general opinion, did not suit his rank could be stripped of it. The latter labored, could not enter a temple, could not own weapons, and were subjected to the harshest punishment at the slightest disobedience. Thus, Rontrad created a mighty army, which included all the rebels, while the surviving Lusonites were turned into slaves. In subsequent years, Rontrad conquered all the other fragments of Luson and its former vassals, enslaved many peoples, but the power of the warriors remains strong to this day — the most perfect army in the world, where what is valued is not reckless bravery, personal glory, or expensive weapons, but discipline, steadfastness, and the duty of each to all, is not only strong in conquest but also always ready to suppress any rebellion.
Megiddo
The only state in the southeast that withstood both Turan and Rontrad, but not thanks to wealth or the valor of its warriors. Turan, having crushed Megiddo's eastern neighbors, no longer had enough strength to advance further, and the then-ruler, known for his cautious and unassuming nature, negotiated with the Shahanshah to grant Megiddo the status of a protectorate. When Rontrad rose in the west, it did not risk incurring Turan's wrath.
Now Megiddo's position is not so secure. The protector of the kingdom is weakening; the aggressive western neighbor is at the peak of its power; and nomads threaten from the north. Today's Megiddoan looks at life quite fatalistically — whatever will be will be, I can't change anything anyway.
The lands of Megiddo are infertile, but the state does not languish in poverty — its ports are full of merchants, and one can find goods from all the states of the South, from Ormond to Sharabar.

Karassites

A nomadic people, herders, hunters, and agile warriors inhabiting the vast steppes between Turan and the barbarian lands; the Karassites themselves exist on the edge of civilization and barbarism. There is no harmony between the tribes — some tribes, for Turan's money, defend the empire from the predatory raids of their own fellow tribesmen from other tribes.
The Karassites are proud of their freedom and warlike nature, although in reality, they are very dependent on settled peoples and serve as pawns in the political games of Turan, Rontrad, and Megiddo. Many enter the service of the shahs and form units of the regular army; others abandon their clans and, from herders who are sometimes not averse to banditry, become professional bandits, or conversely, caravan guards.

The Dindar

 An archipelago south of the mainland is inhabited by the Dindar — a confederation of tribes, known on the continent as traders and pirates, but in reality, easily transitioning from one activity to another and willingly combining them even in a single voyage. They rob each other, repeatedly breaking previous agreements and then concluding them again, as well as Turanian, Egerian, and Lashian ships. Before Turan's rule in the Golden Cities of the southern coast, the Dindar did not disdain raiding the coast itself, and even sailed up the rivers into the interior of the mainland on their light, shallow-draft vessels.
On the islands themselves, most live in fortress-cities, usually located on the coast. Sometimes cities wage wars against each other on land, but they are short-lived and not too bloody — usually the matter is limited to one battle and the devastation of surrounding villages. Among themselves, they have no kings, only a city aristocracy of slave owners, authoritative military leaders, and the wealthiest merchants, who form a kind of city council and rule jointly. Anyone engaged in farming is considered a slave among them and belongs to one of the aristocrats, but can buy themselves out. Free citizens are usually occupied with crafts and are free to join a ship's crew, hiring on for a single voyage or a whole year. The islanders have an enterprising nature and are prone to rebellion — more than once, captains who wished to deceive their crew and shortchange the sailors ended up as shark bait.

Ormond

Four hundred years ago, strange people arrived on numerous ships at a peninsula separated from the barbarian lands by a narrow isthmus — the westernmost point of the continent. Coming out to meet the newcomers, the barbarian chieftains saw that they were almost no different from them, except they were very pale and some had eyes of a strange color. They were outnumbered by the barbarians, and most of them had no weapons, and the chieftains did not ponder long over what to do with these people. But as soon as the first barbarian raised his spear, one of the newcomers muttered something in a language the barbarians did not understand, and a bolt of lightning incinerated the warrior. Another newcomer waved his hand, and a huge wave knocked over the host of natives. A third snapped his fingers, and the earth split open and swallowed the chieftains. Thus did the barbarians understand on whose side the power lay, and what fate awaited those who did not submit to the newcomers.
The conquest of the peninsula took only a few months. An impregnable wall was erected on the narrow isthmus against the savages, and, having neutralized all external threats, the Orms, as the people of the newcomers called themselves, became mired for three centuries in an internecine war for the redistribution of their new possessions.
The entire population of present-day, unified Ormond is divided into two parts: Orms and Barbarians. The former are the rulers, administrators, mages, scholars, and the backbone of the kingdom's military strength. The latter are slaves, whose functions depend on the will of their masters. Today a barbarian bends his back in the field; tomorrow he goes as cannon fodder to war with the western neighbor. Although Ormond is formally a kingdom, represented by the head of a family from one of the ancient dynasties, the king's power is greatly limited by a council of nobles.
Some Orms, particularly talented and low-born ones, seek a better lot in the East. In Turan, they founded an academy of magic, and although they violate the first of their laws, which forbids them from passing on their knowledge of magic to other peoples, Turan protects its allies from Ormond's vengeance.

Bardilar

The teaching of the elements, as taught in the Academy, states: there are three elements: air, water, and earth, just as matter can be gas, liquid, or solid, and just as all that exists consists of solid matter in which water is present to some degree and cavities are filled with air. By understanding and using these parts of existence, man subjects the elements to his will. Any attempt to question the triad of elements will meet with unanimous condemnation from the Orms, and the freethinker will be excommunicated from the study of magic.
The dogmas are so strict, and the punishments so severe, because the teaching of the three elements is a lie. The Orms lied to the barbarians and continue to lie to their students in Turan, fearing that knowledge of the fourth, forbidden element of fire will inevitably lead to attempts to use it. They themselves confirmed their fears.
Bardil, the future founder of the school of fire, thirsted for power. When the Orms were mired in war, he was an obscure minor aristocrat with no chance of competing with the ancient dynasties, but his determination was great, and he found a path to power through the forbidden art. Having mastered it himself, he also taught his people the magic of fire, but few of the Orms dared to overcome their fear of the forbidden. Then Bardil broke another law of his people and began teaching the barbarians. In the west of the peninsula, he founded a kingdom where a man's worth was not determined by whether he was an Orm or a barbarian, but by how useful and loyal he was to his ruler. When Ormond finally united, the heretics of Bardilar had already built a kingdom not inferior in power to its rival. The war between them continues to this day.
Since then, fire magic has been officially banned in Ormond, and its study is prohibited. Those who practice it are killed on the spot. Practitioners flee east, to both the Northern and Southern kingdoms, where they pass on their teachings. Alas, most of them lack access to the true art of the fire element, which King Bardil wields. Their magic comes not from the power of the mind, but from faith in the primordial fire, as in a god. This fanaticism they instill in their students as well.

The Asayama Shogunate

The history of the Asayama Shogunate began with a tribal alliance formed in the south of the island of Yashima, the largest island of the western archipelago, hundreds of kilometers away from the continent. Among the fourteen tribes, there were four powerful military clans — Murata, Araki, Saeki, and Okura — and those from these clans were revered in the alliance of southern tribes as warriors, while all others were considered peasants and subordinate to the former. The southern tribal alliance declared war on the northern tribes, and over the course of two centuries, united them, establishing the Murata Shogunate on the island.

Continuous warfare over two centuries created a unique system. One born a peasant remains a peasant forever and must blindly obey the warriors, for such is the order. One born a warrior must be loyal to the noble clan, for such is the order. Every member of the clan must obey the head, for such is the order. All obey the first clan, the clan of the Shogun, the supreme military commander. Such is the order, and without order, the northerners cannot be defeated. Order must be in etiquette, in the army, in military training.

But then the external enemy disappeared, and during the war, some clans weakened while others rose, and by old habit, the samurai again took up arms. Although the Shogun's right to outlaw any person — a right the shoguns willingly used to restrain a rebellious or overly powerful military clan — held the daimyo in check, war was their only craft, and it was impossible to completely restrain them from warring against each other. Some clans moved from Yashima to the smaller islands of the archipelago, where the Shogun had no power; between the rest, bloody wars flare up from time to time.

Over three centuries passed; the country experienced a series of peasant revolts; through court intrigues, the Murata dynasty fell and was replaced by the Araki shoguns, only to fall to the spears and swords of the rebellious Asayama clan. Again, the peasants toil in the rice fields; again, the samurai practice martial arts and dream of a new war and redistribution of lands; again, intrigues are woven at court. On the isolated islands in the middle of the ocean, nothing has changed for hundreds of years.

The Islands

When in the Shogunate, long periods of calm are only occasionally replaced by brief, albeit extraordinarily bloody, wars, and every daimyo looks over his shoulder at the Shogun whenever he decides to stir up trouble against a neighbor, the daimyo of the small islands spend their time in continuous warfare, often thinking not about what profit they might gain from it, but about how to glorify themselves and their clan. Peacetime is considered undesirable, a time of weakening of the samurai spirit and the triumph of the peasants; a time when true honor and strength are replaced by court etiquette and the false sublimity of rituals and exercises. The island daimyo are proud of their independence and consider happiness not in the size of their fiefs or the fullness of their granaries, but in the opportunity to always act worthily of a warrior and a noble man. The samurai of the islands are usually laconic, stern, and calmly regard breaches of etiquette and other conventions.

The fate of the peasants on the islands is both simpler and more complex at the same time. Constant war ruins them; agriculture on the small islands is harder than on Yashima, but they are not forbidden to keep weapons, the appetites of the lords are more modest, and the sea serves them as a support alongside the land. A peasant has little to lose — most of the harvest has already been taken by his lord — and when a conscripted peasant of the Shogunate dreams only of returning to his plot, the peasant of the islands, in his contempt for danger, sometimes equals a samurai — why be afraid if it cannot get any worse? Sometimes, a distinguished peasant is indeed promoted to samurai — on the land of Yashima, this has not happened once in many centuries.

Origin Bonuses:

Ardor: +4 to Will, +4 to Endurance. All rolls against negative effects are doubled.

Order of Paladins: free Paladin specialization
Divef: all melee attack rolls +25% (final multiplier), free Riding skill, free Knight skill
Order of the Guiding Star: +4 to Will, +2 to Strength, free Knight skill and "Fortitude" ability
Order of the Dragon: restriction -- Black Dragon. +6 to Strength and Agility
Fenderin: damage spread is halved (lower bound is higher), good quality starting equipment. +1 to Strength, +1 to Endurance, +2 to Agility, +2 to Intelligence, access to Champion skill
Rocheri: in the first round of combat, the character gains an additional turn in initiative order; critical and stealth attacks deal 50% more damage (final multiplier)
Yaragat: +2 to Strength, +2 to Endurance. +10 Health per point of Strength, free Knight skill
Eger:
Strength requirements for weapons and armor are abolished; weapon tree abilities cost 1 SP less.

Bradan Or: +25 to Stealth and Perception checks. +4 to Agility, +4 to Perception, +10% SCU, free Scout or Archery specialization
Arkhaimar:
 +2 to Strength, +2 to Will. All incoming damage (final) is reduced by (Will*2)%, limit 50%. Final damage from water and cold is halved, free Warrior of the North skill.
Tritalar:
+4 to Strength, +4 to Endurance, +8 to Agility, +8 to Perception, +8 to Will, +8 to Intelligence, -5 SP, inability to use steel weapons and armor, incoming damage from steel is doubled. Access to Greatsword skill.
Turan:
+1 SP, +5 SP
Aristocrat: character can read and write, starting capital is increased by 25 times. -5 SP. Access to "Rasmfazar" skill. Slave (10 HP, 12 SP, 1 SS) at start.
Guardsman: free skill and first rank of One-Handed Weapon, Archery, or Riding (choose one), +20% final damage when taking a specialization in any weapon. Access to "Rasmfazar" skill
Academy of Mages: access to Water, Earth, and Air magic. +0.5 to MS per point of Intelligence.
Sharabar: 
+8 to Strength, +8 to Endurance, chance (Strength) to paralyze the enemy for 1 turn with each attack. -2 to Will, -2 to Intelligence, inability to use ranged weapons, no religion bonuses. Free Desert Lion specialization
Lashia:
Evasion, accuracy, and damage parameters are increased by 50% if the character or group is not the aggressor
Kharran:
free skill and first rank of Riding, +2 to all characteristics, access to Desert Warrior specialization

Anatan: +3 to Endurance, +3 to Agility, +3 to Speed, free Desert Warrior specialization
Rontrad: +25 melee accuracy, +2 to Strength, +2 to Endurance, +2 to Agility, free Legionary specialization
Megiddo: the character survives one fatal wound per game. Works against instant death effects, but not against "Cleave," "Decapitation," etc.
The Dindar: 
+4 to Agility, +2 to Perception, item sale price +50% (final multiplier), +5 SP

Karassites: free skill and first rank of Riding, ability to use bows while mounted, +15% to ranged attack evasion
Bardilar: access to all elemental magic. +35% to magical strength.
Ormond :
access to Water, Earth, and Air magic. -2 to Strength and Endurance, +5 to Will and Intelligence.

Yashima, Shogunate: +2 to accuracy and evasion, +1 to initiative per point of Will, free Samurai skill
The Islands: +35% to damage, accuracy, and evasion if the character or group is the aggressor, free Samurai skill



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4 years ago
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Basic Skills:

One-Handed Weapon

I. +2 to Dexterity, +30 to Accuracy and Evasion [2]
II. +2 to Speed, Extra Attack [3]
III. +2 Perception, Parry: Accuracy/2 vs enemy Accuracy, Dexterity/5 times per round [3]
IV . +10% CHC, Extra Attack [4]
V. +2 to Perception, +2 to Dexterity, Parry: Accuracy vs enemy Accuracy, Dexterity/5 times per round [4]
VI. +2 to Accuracy and Evasion for each point of Perception and Dexterity [6]

Counterattack [3]
After a Parry or Block
Feint [5]
-1 attack per round, -25% damage, +100% accuracy
Flurry [5]
+1 attack per round, +25% damage, -25% accuracy
Disarm [4]
Chance (Strength check vs Strength check) to disarm an enemy on a critical hit or counterattack

Specialization: One-Handed Axe
I. +2 to Strength, damage to shields is doubled [2]
II.Critical hit damage = 300%, +5% CHC [3]

Specialization: One-Handed Sword
I. +2 to Dexterity, +1 to Accuracy for each point of Perception and Dexterity [3]
II. Accuracy when Parrying x 1.5 [4]

Specialization: Mace
I. +2 to Endurance, Armor Penetration value is doubled [2]
II. Immobilize (Strength check vs Endurance check) on hit [2]

Specialization: Dagger
I. +2 to Dexterity, Extra Attack [3]
II. Attacks against immobilized and paralyzed targets are always critical. [3]

Two-Handed Weapon

I. +2 to Strength, +30 to Accuracy and Evasion [3]
II. +2 to Speed, +2.5% to damage per point of Strength [3]
III. .+1 to Endurance, +1 to Strength, Extra Attack [4]
IV. +2 to Accuracy per point of Strength, a successful attack has a chance (Strength vs Strength) to paralyze the enemy [4]
V. +1 to Endurance, +2 to Strength, +1 to Accuracy and Evasion per point of Dexterity, +5% CHC, critical hit damage is increased by one and a half times [5]
VI. +5 to Health for each point of Endurance and Strength [6]

Whirlwind [3]
Deals damage to all enemies around the character. Cooldown: 2 turns
Rush [3]
Attacks (except misses) reduce enemies' speed to one
Execution [3]
The character makes only one attack per round, +200% damage (final), +10% CHC. Cooldown: 2 turns

Specialization: Two-Handed Axe

I. +3 to Strength, Execution II: the character makes only one attack per round, +300% damage (final), +20% CHC. Cooldown: 2 turns [2]
II. Attacks cannot be parried, damage to shields is doubled [3]
III. Critical hit damage = 300% (450% with TW V) [3]

Specialization: Longsword

I.+3 to Dexterity, Parry: Accuracy/2 vs enemy Accuracy, Dexterity/5 times per round [4]
II. Feint: -1 attack per round, -25% damage, +100% accuracy [4]
III.Parry: Accuracy vs enemy Accuracy, Dexterity/5 times per round [5]

Specialization: Two-Handed Hammer

I. +3 to Endurance, Armor Penetration value is doubled [3]
II.Attacks cannot be parried or blocked [4]
III. +2.5% damage per point of Strength [4]

Polearm

I.
+1 to Strength, +1 to Endurance, +30 to Accuracy and Evasion [3]

II. +1 to attack range [3]
III. +1 to Dexterity, +1 to Endurance, +2 to Accuracy for each point of Perception and Dexterity [4]
IV. +2 to Evasion for each point of Perception and Dexterity [4]
V. +2 to Dexterity, +2 to Strength, Extra Attack [5]

Piercing Strikes [3]
+10% CHC
Push [3]
Chance (Strength vs Strength) to push an enemy back one tile on an attack, including opportunity attacks
Counterattack
[5]
After Evasion
Opportunity Attack [5]
Attacks every enemy that enters its attack range, Dexterity/5 times per round. An enemy that fails a Strength+Endurance check against the character's Strength check will have its attack interrupted

Specialization: One-Handed Spear
I. +2 to Dexterity, Counterattack: after Block [3]
II. Extra Attack [4]

Specialization: Two-Handed Spear
I. +3 to Dexterity, +1 to attack range [2]
II. Opportunity Attack II [3]
Grants a second chance for an opportunity attack if the first roll was a miss.
III. Extra Attack [4]

Specialization: Halberd
I. +3 to Strength, +2.5% to damage per point of Strength [3]
II. Execution: the character makes only one attack per round, +200% damage (final), +5% CHC [3]
III. Parry. Accuracy/2 vs enemy Accuracy [4]

Shield

I. +1 to Strength, +1 to Endurance. Chance (Shield value+(Dexterity*Shield modifier) vs Accuracy) to block a melee attack [3]
II. +2 to Endurance. Chance to reflect a ranged attack is increased by one and a half times [3]
III. +1 to Endurance, + 1 to Dexterity. Accuracy for blocking is increased by one and a half times [5]

Total Defense [3]
Damage from melee attacks is reduced by (Endurance)% (final multiplier)
Protector [3]
The character blocks attacks directed at an ally on an adjacent tile
Shield Bash [3]
The character follows each attack sequence with a shield bash. The attack deals damage equal to (Strength*Shield modifier) and has a chance (Strength vs Endurance) to paralyze the enemy for 1 turn

Bow

I. +2 to Strength, CHC +10% [4]

II. Effective range is doubled [4]
III. + 2 to Perception, Attacks ignore 25% armor (critical – 75%) [4]
IV. Extra Attack [4]
V. +2 to Perception, +2 to Dexterity, attacks halve enemy speed for one round [4]
VI. 1% chance to hit per point of Intelligence and Willpower [5]
VII. +2 to Perception, +2 to Intelligence, critical attacks deal 200% damage [5]
VIII. +0.5% CHC per point of Perception [6]

Specialization: Longbow
I. +1% to damage per point of Perception [5]
II. Critical attacks paralyze the enemy [5]

Specialization: Shortbow
I. Ability to move and shoot in the same turn. Speed is halved. [5]
II. Extra Attack. [5]

Quick Aim [3]
+10 to Initiative

Headshot [3]
One attack per round, accuracy -50%, damage (final) +200%, +30% CHC


Crossbow

I. +2 to Perception, effective range is doubled [3]
II. Attacks have a chance (Perception*2) to paralyze the enemy for 1 round [3]
III. + 2 to Perception, +10 to Initiative [3]
IV. Damage against paralyzed and immobilized enemies is increased by one and a half times [3]

Quick Hands [5]
Cooldown -1 turn
Crippling Shot [3]
Accuracy -20%, target loses 25% of its current Accuracy and Evasion values
Headshot [3]
Accuracy -50%, damage (final) +200%, +30% CHC

Leadership

I. +2 to Intelligence and Willpower. +0.5 to Initiative and +0.5 to Strength, Willpower, and Endurance check rolls for each point of Leadership for all allies [5]
II. +0.1 to Speed for each point of Leadership [3]
III. +1% to final damage for each point of Leadership [4]
IV. +1 to Accuracy and Evasion per point of Leadership [4]

Ambush
Extra turn beyond initiative for the entire group when setting up an ambush [3]
Tactician
+Leadership/2 to Initiative and +Leadership/10 to Speed for allies on the first turn [2]
Instructor
Halves the experience cost for skills and abilities that the character knows for all group members [3]

Armored Combat

Wearing Armor I [3]
+2 to Strength, removes the speed penalty when using heavy armor
Wearing Armor II [3]
+2 to Endurance, removes the accuracy penalty when using heavy armor
Wearing Armor III [3]
+2 to Endurance, halves the evasion penalty when using heavy armor

Note: all other specialization skills are also applicable with light and medium armor

Active Defense [5]
Crit received -15%
Mastery [5]
Extra chance (Dexterity*2)%, no more than 50%, to take no damage in melee or ranged combat
Fortitude [3]
All defensive Strength and Endurance rolls are doubled

Mounted Combat

Mounted Combat I [3]
+2 to Dexterity, removes the accuracy penalty

Mounted Combat II [3]
+2 to Dexterity, removes the evasion penalty
Mounted Combat III [3]
+2 to Dexterity, immunity to counterattacks from infantry

Couched Lance [5]
Allows a charging attack with a spear. The attack deals damage equal to the weapon's base damage * horse strength, provided the charge distance is covered before the attack

Scout

Reconnaissance [5]
+2 to Dexterity and Perception
The character gains the ability to quickly gather information about the surrounding area, can create a map of the terrain, and read tracks
Camouflage [5]
+2 to Stealth per point of Dexterity
From the Shadows [6]
The character can make a stealth attack on a target that does not see them. The attack is automatically considered critical and deals triple (final multiplier) damage at range, five times in melee
Retreat [5]
The character instantly leaves the battlefield
Trap [3]
The character can create traps, their effectiveness depends on Intelligence
Hunter [3]
Damage (final) against animals is increased by 50%, against monsters – by 25%
Ranger [6]
+1 to Endurance, Willpower, Dexterity, and Perception

The character gains +35% to Accuracy, Evasion, and Stealth outside of settlements

Rogue

Stealth [5]
+2 to Stealth per point of Intelligence
Assassin [6]
The character can make a stealth attack on a target not expecting an attack. If the target fails a check (Perception) against the character's Dexterity and does not evade the attack, the attack will be lethal. Restriction: dagger or short sword
Thief [2]
+2 to Dexterity

Stealth checks are doubled for pickpocketing
Burglar [3]
Ability to pick locks. Success chance depends on Dexterity and Intelligence
Scavenger [2]
Loot from searching a corpse is doubled
Feign Death [3]
The character can feign death
Cheap Shot [5]
+50% to Accuracy, + 25% to CHC against an engaged enemy
Specialization: Scoundrel's Weapon [5]
+1 to Dexterity and Perception

+15% to CHC when using daggers, light crossbows, and light flails

Scholar

Literacy[5]
+4 to Intelligence, the character can read and write. Required for all scholar skills except Blacksmith and Musician

Medic I[5]
The character can restore health and remove negative physical effects outside of combat
Medic II[3]
The character can create healing and restorative balms and potions. Effectiveness depends on Intelligence [3]
Medic III[5]
The character can revive a recently deceased character who died from lack of HP [5]

Historian [8]
The character can identify the properties of magical items and conduct research in ruins and similar locations
Toxicologist [3]
The character can make poisons and antidotes. Starts with (Intelligence/10) recipes, access to advanced poisons is determined by Intelligence
Monster Lore [3]
The character can use bestiaries. Gains a bonus of (Intelligence*2.5)% to final damage against known monsters
Linguist [3]
The character knows ancient languages and can establish verbal communication with members of non-civilized peoples
Merchant [3]
The character can buy items for (Intelligence)% less (limit – 50% of cost) and sell for (Intelligence*5)% more

Musician [3]
The character can play musical instruments. Outside of combat. Effects apply to the performer and listeners, last until the first battle, only one performance per in-game day.
Lyre [5]
Characters gain (Leadership/2) to Strength, Endurance, and Willpower checks. Their melee and ranged damage and SP will be increased by (Leadership) percent. Chance (Leadership) to gain +1 to Endurance or Willpower.
Lute [5]
Chance to hit and evade in melee and ranged combat will be increased by (Leadership/2) percent. Chance (Leadership/2) to take two turns instead of one, each turn. Chance (Leadership) to gain +1 to Strength or Intelligence.
Harp [7]
Characters will survive one death from lack of HP.
Flute [3]
Characters gain +(Leadership) to Stealth and Perception checks, +(Leadership/4) to Initiative, +(Leadership/10) to Speed. Chance (Leadership) to gain +1 to Dexterity or Perception.

Blacksmith I [3]
+1 to Strength, +1 to Endurance. The character can repair shields and fit armor
Blacksmith II [6]
+2 to Strength, +2 to Endurance. The character can craft and improve weapons and armor, quality depends on Intelligence. Requires access to a forge


Magic Skills

Fire Magic

I. +25% SP for Fire spells [4]
II.
+25% Magic Accuracy for Fire spells [4]
III.
Burn effectiveness (check and percentage) is doubled for all spells [5]

Fireball [5]

20*SM damage in a 3x3 area. Inflicts Burn (15% of current health over 3 turns) if the target fails a Willpower check against SM. C. 10. 100.
Fire Shield [3]
Target gains 100% resistance to Fire. Enemies take SM*3 damage when attacking in melee. Duration 5 turns. 50.
Ring of Fire [6]
Creates a fire wall around the caster with a radius of up to 5 tiles. An enemy passing through the wall takes 25*SM damage. Inflicts Burn (15% of current health over 3 turns) if the target fails a Willpower check against SM. 150
Fire Beam [5]
30*SM damage in a 1*5 line directly in front of the caster. C. 150.
Incinerate[6]
Target takes 20*SM damage. 5. 200
Ignite [6]
Inflicts Burn (20% of current health over 4 turns) on all enemies in line of sight if they fail a Willpower check against SM. 200
Inferno[7]
35*SM damage in a 6x6 area. Burn (15% of current health over 3 turns) if the target fails a Willpower check against SM. Requires a turn to prepare. 250.

Air Magic

I. +25% Magic Accuracy for Air spells [4]
II. 10 to Initiative [4]

Air Barrier [4]

Target gains 100% resistance to Air element and 75% chance to deflect ranged attacks. 50.
Wind Wings[4]
Target gains +100% Speed and +50% to Initiative. 50.
Lightning Strike [6]
(1-30)*SM Electricity damage to one target. Targets failing a Willpower check against SM will be paralyzed for 1-3 turns. C. 20. 100.
Chain Lightning [4]
Requires Lightning Strike to learn. 1-20*SM Electricity damage to four targets. Targets failing a Willpower check against SM will be paralyzed for 1-3 turns. C. 10. 150.
Storm [8]
Requires Lightning Strike to learn. In a 40x40 area, all characters are subject to lightning strikes for 10 turns. 250.
Gust of Wind [4]
Deals 1-100 Pure damage and pushes back 1-5 tiles all characters in a 10x10 area in front of the caster. Targets failing a Willpower check against SM will be paralyzed for 1 turn. 80
Tornado [8]
A vortex unfolds over a rectangular 30x3 area. All characters take 1-100% Pure damage from their maximum health, +1-300 Electricity damage, and are paralyzed for 1-3 turns. Requires a turn to prepare. C.250.

Earth Magic

I. +25% SP for Earth spells [4]
II. Damage from all sources is reduced by (SM) percent. The SM bonus from the first rank is considered [4]


Stoneskin [5]
Target takes (25+SM)% less damage (final) from physical attacks. 100.
Petrification [7]
Reduces target's Speed to 1, but triples Health, melee damage, and all defensive Strength, Endurance, and Willpower checks. 100.
Wall of Stone [3]
Creates an obstacle of arbitrary shape for 5 tiles. 100.
Boulder [5]
Target takes 150 + SM*5 Bludgeoning damage. C. 10. 100.
Chasm [7]
Creates a 1x5 tile chasm. Targets failing a check against Magic Accuracy will be removed from combat for 2 turns. Those failing a check on the next turn (Strength+Dexterity vs 50) take 500 Bludgeoning damage. C. 200.
Earthquake[5]
Paralyzes targets failing a Strength check against SM for 3 turns in a 10x10 area. 150.

Water Magic

I. +25% to SP for Water spells [4]
II. +25% to Mana [4]
Wave[3]
100-300 Water damage to a 5*10 area in front of the mage. Halves Accuracy and Evasion for 2 turns if an Endurance check against SM is failed. C. 50.
Water Veil [3]
Character gains +50% (additive modifier) resistance to Fire and Cold, immunity to Water, and restores 15% of maximum Health each turn. 100.
Renewal [3]
Removes negative physical effects, restores Mana and Health to half of maximum. 50
Desiccation [6]
Target gets -50% to Strength and Dexterity. If a check (Willpower+Endurance) against SM is failed – instant death. 150.
Deadly Steam [6]
Surrounds the enemy with a cloud of hot steam. On the first turn, removes 20% of current health, on the second 50%, on the third 80%. 150.
Watery Grave[8]
In a 3x3 area, deals 20*SM Water damage and inflicts paralysis for 1 turn. Halves Accuracy and Evasion for 4 turns if an Endurance check against SM is failed. C. 200.

Matter Manipulation

Telekinesis [5]
Allows moving inanimate objects with the power of thought (cost depends on mass). In combat, it can be used to disarm an enemy and deprive them of their armor. (SM vs Strength). 10. 50.
Creation [3]
The character gains the ability to create items.
Destruction[5]
Destroys a chosen item. 5. 150.
Teleportation[3]
Allows moving up to 25 tiles. Can be used for long-distance travel if a mana source is available. 50.
Golem[8]
Allows creating golems. Strength and Endurance equal SM*3, Dexterity equals SM, other stats are zero.
Disintegration [8]
Destroys a creature without possibility of recovery. SM vs Willpower, no more than SM*50 maximum Health, SM*100 for constructs and undead. 5. 250.

Mind Control

Domination [6]
The target is forced to obey the caster. SM vs Willpower, until the end of battle, after each order given outside of combat. 15. 150.
Read Thoughts [3]
SM vs Willpower check. Can be used with "Mage's Eye". 10. 50.
Invisibility [4]
SM*5 vs observer's Willpower check. 100.
Phantom [4]
Creates an illusory image of something. 100.
Can be used to change the appearance of existing objects and characters (SM*3 vs observer's Willpower)
Nightmare [6]
Paralysis. SM vs Willpower each turn. Chance (SM vs Willpower*2) to cause Oblivion (target is removed from combat). Chance (SM vs Willpower*2) to cause Insanity (actions and targets are chosen randomly). 10. 150.
Rest [3]
Puts the target to sleep for 1 hour. SM vs Willpower. Can be used with "Mage's Eye". 100.
Telepathy [3]
Allows telepathic communication with a character. Can be used with "Mage's Eye". 0.

Dark Magic

Transformation [5]
The character can change form and redistribute their physical attributes. 150.
Necromancy[5]
Raises a recently killed character. The corpse has all stats reduced by 25% and maintaining it constantly consumes energy. 100.
Skeleton[6]
The character gains a permanent skeleton companion. The skeleton has Strength, Endurance, Dexterity, and Perception stats (SM/2), 20 OU, cannot use magic, scholar, leader, or ranged skills, nor racial skills, and does not receive religion bonuses. Immune to ranged attacks. Number of simultaneously active skeletons – SM/10.
Bind[2]
Paralyzes target for 2 turns. SM vs Willpower. 10. 50.
Hand of Death[5]
Kills the target. SM vs (Willpower+Endurance). 10. 150.
Absorption[3]
Fully restores Health and Magical Energy at the expense of a corpse and gains +1 to three random attributes. Leaves a skeleton.
Corpse Explosion[5]
In a 3-tile radius from the deceased target, deals Pure damage equal to double the target's Health value. The body is destroyed. 10. 150.
Weakness[3]
Reduces target's damage, accuracy, and evasion by 35%. SM vs Willpower. 15. 100.

Traditional Magic

Mark [3]
Allows instant teleportation to a pre-designated location. In combat, requires skipping a turn.
Mage's Eye [3]
Allows observing a character or object from a distance.
Resurrection [7]
Revives a recently deceased character outside of combat. Leaves an injury.
Healing [3]
Restores HP and removes negative physical effects. Outside of combat
Purification [3]
Removes negative supernatural effects. Outside of combat.
Curse [5]
Curses a target. Requires a part of the character's body (blood, hair, etc.). The character can resist the curse (Willpower check against value 30), but nothing prevents repeating the ritual the next day.

  • Curse of Weakness. The target loses 50% of Strength, Endurance, Dexterity, and Perception
  • Curse of Willlessness. The target loses 50% Willpower and Intelligence and automatically fails all attribute checks
  • Curse of Decay. The target loses 50% of maximum Health and another 10% each day down to a minimum of 10%. Healing does not work.
  • Curse of Madness. Drives the character insane.

Suggestion [3]
Allows instilling a certain thought or obsessive idea in the target (Willpower check against value 20).

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Special Skills

Paladin

Requirement: Church of the All-Holder
Asceticism
Free trait. +5 to Endurance, Agility, Perception, and Intellect, +10 to Will. Inability to use money for anything other than providing for the character's basic needs.
Holy Shield [5]
+10 to barrier per point of Will. Damage to the barrier bypasses all resistances; while the barrier is active, instant death effects do not work. After destruction, it regenerates over the course of a day.
Second Chance [6]
In the event of the character's death, they will resurrect with full health. Once per phase. Does not work in exceptional cases (splitting, decapitation, etc.), but works against instant death effects.
Antimagic [6]
Damage from spells (final) is halved, resistance to effects is doubled.
Undead Slayer [3]
The character deals double damage to undead and demons.

Knight of Dweepha

Duelist [5]
Accuracy and Dodge parameters in one-on-one combat are doubled.
Second Wind [5]              
Fully restores health, removes negative effects, and resets the cooldown of all abilities. Costs an action. Once per battle.
Determination [5]
Doubles accuracy and CHC for all attacks for two rounds. Cooldown: 4 turns.
Monster Slayer [3]
The character deals double damage to monsters.
Body Strength [5]
+2.5% to melee damage and +2 to accuracy per point of Might.
Spirit Strength [5]
+10 HP and +1 to Might and Endurance checks per point of Will.

Champion of Fendurin

Used only with heavy armor (except poleaxe)
Tank [5]
Deprives the character of the ability to dodge, but the character always counterattacks, and the chance of a critical hit against them is reduced by 15%.
Specialization: Poleaxe
Complements the two-handed axe specialization

I. Parry. Accuracy vs Accuracy, Agility/5 times per round. [5]
II. Additional Attack [4]
III. +2 to accuracy per point of Agility [3]
Grappling [3]
Special attack: deals no damage, but paralyzes the enemy for 2 turns (Might vs Might). If the enemy is not wearing heavy armor, the attacker's roll is doubled.

Knight of Yarragat

Rising Anger [4]
Each round, the character's melee or ranged damage increases by 10% up to a maximum of +100%.
Might [5]
The final amount of health is increased by one and a half times.
Bloodlust [4]
Killing an enemy restores 15% of health.
Indomitable [6]
The character continues fighting even if their health drops below zero, but must make a roll (Will check + Endurance check) against a value of 10 each round. If health drops below -100% of maximum, they die.

Warriors of the North

Thrown Weapon [3]
The character is able to use thrown weapons.
Charge [3]
The character instantly covers the distance to the enemy; the attack, if it hits, paralyzes for 1 turn (Might vs Might).
Adrenaline [3]
Increases accuracy and dodge by 50% when health is below 50%.
Severing [6]
One attack; if the enemy fails an Endurance check against Might, they lose a limb or their head. Cooldown: three turns.

Rasmarzfar

Specialization: Saber
Complements the one-handed weapon specialization

I. Chance (Agility*2) to cause bleeding (-10% of maximum health each turn, for two turns). Stacks. Does not work against enemies in heavy armor; the effect against creatures significantly larger than humanoids is twice as weak. [3]
II. +30 to accuracy [2]
III. +10% CHC [2]
IV. Damage against unarmored enemies and enemies in light armor is increased by one and a half times. [3]

Parry [5]
Chance equals (Agility*2), but no more than 75%. Replaces standard parry.
Shield [8]
Block chance equals (Agility*3), but no more than 75%. Replaces shield specialization.
Dagger [6]
Weapon in the second hand. The number of attacks equals the number of attacks of the primary weapon.

Pahlavani
I. +5 to Endurance [4]

II. +5 to Might [4]
III. +5 to Perception [4]
IV. +5 to Agility [4]
V. +30% to all characteristics [8]

Desert Warrior

Works only with light armor or no armor.

Thrown Weapon [3]
The character has the ability to use thrown weapons.
Knowledge of Weaknesses [5]
CHC is doubled against enemies with lower Agility.
Mobility[3]
Does not draw attacks of opportunity.
Elusiveness [8]
Additional dodge roll.

Lion of the Desert

Terrifying Roar [3]

Stuns enemies that fail a Will vs Will check for 1 turn. Cooldown: 3 turns. Does not cost an action.
Dominance [6]
Enemies with a lower total sum of Might and Endurance take double damage.
Devour[6]
Attack with -50% accuracy; lethal if it hits. Does not work against targets in heavy armor.

Legionnaire

Discipline[3]
The bonus gained from Leadership is doubled. Endurance checks are doubled.
Rapid Advance[3]
The character doubles speed and initiative for three turns. Does not cost an action to activate.
Group Fighting [5]
+10 to accuracy and dodge per ally up to a maximum of +50, +1 to initiative up to a maximum of +5.
Military Training
I. +25% to initiative [2]
II. +3 to speed [3]
III. +25% to accuracy [3]
IV. +25% to health [4]
V. +25% to melee and ranged damage [4]

Samurai

Kyujutsu
Complements the bow specialization

I. +10% to accuracy. Can be taken multiple times. [2]
II. +10% to damage. Can be taken multiple times. [3]

Sojutsu
Complements the polearm and two-handed spear specialization

I. Parry. Accuracy vs Accuracy, Agility/5 times per round. [5]
II. Counterattack after a parry. Counterattacks always deal critical damage. [5]
III. +2 to accuracy per point of Agility [5]

Kenjutsu:
Odachi
Complements the two-handed weapon specialization

I. +1 to attack range [2]
II. Attacks deal damage to three adjacent tiles [2]
III. Chance (Might vs (Might+Endurance)) to instantly kill the enemy on attack [3]
IV. Zan-totsu: the character instantly covers a distance of up to fifteen tiles and gains +100% to final damage for the first attack. Cooldown: 3 turns [3]
V. +2.5% to damage and +2 to accuracy per point of Might [5]

Tachi
Complements the two-handed weapon and longsword specializations.
I. Counterattack after a parry or dodge. [5]
II. Additional Attack [5]
III. Zan-totsu: the character instantly covers a distance of up to fifteen tiles and gains +100% to final damage for the first attack. Cooldown: 3 turns [5]

Ryo-to
A separate specialization, involving fighting with two blades: daito and seto

I. +25 to accuracy and dodge, 1 daito attack, 1 seto attack [3]
II. Parry, accuracy vs accuracy, Agility/3 times per round [3]
III. Counterattack. After a parry, a critical hit with seto [3]
IV. Counterattack. After a dodge, a daito strike with triple damage. [3]
V. +2 to accuracy and dodge per point of Perception. Additional attack for daito. [5]
VI. Isonami no Tachi: the first daito attack is always parried/blocked, but the remaining attacks in the round cannot be parried or blocked. Cooldown: 3 turns. [5]
VII. Murakumo no Tachi: four daito attacks, three seto attacks. Cooldown: 4 turns. [5]
VIII. CHC for seto +25%, additional attack for seto. [3]
IX. +50% to accuracy for parries and counterattacks. [3]
X. +2 to accuracy and dodge per point of Agility [3]

Arcane Magic

Time Distortion [6]
The caster gains two turns out of sequence. Cooldown: 2 turns (not counting the out-of-sequence turns). 150.
Rollback [4]
Returns the target's state to one hour ago. 100.
Negation [4]
Enemies must pass a check (Will check vs SP) when attempting to deal damage to the mage in melee or ranged combat. Lasts 5 turns. 100
Mental Spear [5]
SM*30 pure damage to a single target. SP vs Will. 150
Mana Blast [3]
The target caster must pass a Will check against SP, or lose all magical energy and take pure damage equal to the amount of energy lost. 100

 

Nature Magic

Creeping Death [7]
The target loses 15% of maximum health each turn and has a 50% chance to fail their action. 4 turns. 10. 150.
Transformation [5]

The caster transforms into an animal of their choice. All characteristics are doubled compared to "standard" animals. 100.
King of Beasts  [5]

The character gains a permanent animal companion and is able to command animals.
Entangle [5]
Immobilizes for 3 turns. Might check against SM. 15. 75.
Poison Cloud [5]

Targets in a 3x3 area receive SM*5 poison damage for five turns (including after leaving the cloud). Cloud duration is 3 turns.  If an Endurance check against SM is failed, their accuracy, damage, and dodge are reduced by 30% until healed.15. 100.
Life Streams [5]
Allows "pumping" health between friendly targets, as well as pumping HP into mana and vice versa (1 to 1). Can be used for resurrection if death occurred due to lack of HP.
Life Drain  [5]
The target loses (SM*15) health in favor of the mage. Will check against SM. SM*3 units are permanently added.  5. 50.
Spirit of Nature
[6]

Increases Might, Agility, Endurance, and Perception by 10 for five rounds. Self-only. 150.
Renewal [6]
+2 to Might, Endurance, Agility, and Perception. The character ages five times slower, does not need water or food, regenerates health and removes all negative effects of a physical nature out of combat, immunity to diseases and poisons. Passive.

Greatsword 

Complements the two-handed weapon specialization
I. +1 to Might, +1 to attack range, attacks deal damage to three adjacent tiles [3]
II. +1 to Might, the character attacks all enemies appearing on the line of attack, Agility/5 times per round   [4]
III. +1 to Might, +2.5% to damage and +2 to accuracy per point of Might [4]

IV. +1 to Might, +30 to accuracy and dodge, +2 to speed   [4]
V.  +1 to Might, chance (Might) to deal a strike with double damage, attacks cannot be parried [5]


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Godless

A madman who completely denies the gods is hardly ever encountered in the world. Rather, this concept refers to those whose faith is weak, and those in whose lives divine laws play no role.
+1 to all stats, +4 MP

Heavenly Gods

The heavenly gods have been prayed to since the creation of the world, the origins of the cult have long since disappeared into the darkness of the past, and now no one will remember how the world was created, where human history began, and what role the heavenly lords played in it. The elven archives still hold records of the gods descending from the heavens and granting commandments to mortals, but these records already belong to the Bronze Age.

One way or another, people believe that there is a higher law in the world, patronizing people, showing them the way, and opposing the otherworldly forces of evil. The gods reign in heaven and live by the most just laws, which correspond to the commandments bequeathed to people. Do not deceive, do not kill the innocent, eradicate injustice, fulfill the duty assigned to your position, obey the righteous king on earth and the supreme deity in heaven. Heavenly laws are the laws of order. Good order distinguishes man from the unreasonable beast, and it is by its unshakable order that the kingdom of the heavenly gods is distinguished from the kingdom of dark forces. The gods are demanding of people, and besides faith and decency, they require diligent prayers and abundant sacrifices, both animal and human, for their favor.                   

In the kingdom of the gods in heaven, there is a place for people as well. Man, living on earth between evil and good, is free to choose his path. Those who lived righteously and whose faith was strong will live there, knowing no need, while the godless and sinners will be eternal slaves in the service of the former. The priests are convinced that everyone who has a soul will receive one of these fates, but even those who believe in the existence of the heavenly gods often doubt such an afterlife.

Faith in the heavenly gods was once the only one in all known lands, but now it is almost forgotten in the North. The authority of the heavenly gods has been shaken over the long centuries. People have begun to forget them, the ideas of world order have ceased to seem important, and more and more people are turning to those gods who would patronize their people, their craft, their personal beliefs. Theology raises far more questions than it provides answers. The might of Turan still ensures the might of faith in the south, but even there the faith is no longer as unambiguous and firm as it was several centuries ago.

 

Iggoroth

God of the sun, ruler of the heavenly kingdom, the supreme deity who grants life to all living things and expels darkness from the earth, as he expels it from the hearts of people. Iggoroth bestowed upon people the most precious and noble metal – gold and brought divine fire. The sun shines generously on everyone, from king to slave, and Iggoroth is revered by all, but the class that Iggoroth favors most of all is the class of priests. The sun god is associated with divine truth, life force, and generosity – the foundations of heavenly laws and the prosperity of the human race.

+2 to Strength, +2 to Intellect, the effectiveness of positive effects directed at the character is doubled

Healing [3]
Heals 1 HP for 1 MP.
Resurrection [6]
Revives a recently deceased character with 1 HP. 200
Divine Fire [8]
MS*10 fire damage to a single target, MS*20 to monsters, MS*30 pure damage to undead and demons. The target takes double damage from any source for 3 turns. 150.
Sun's Patronage [8]
Endurance and Strength values are increased by one and a half times.
Grace [5]
Restores 100% of own HP over 3 turns. Once per battle. Takes a turn.
Consecrated Weapon: Light in the Darkness [5]
+(MS*5) fire damage. Indestructible. Is a source of light, reduces the stealth parameter of hostile characters by three times.

Ishma

Goddess of the moon, consort of the sun god, the second most significant deity of the heavenly pantheon. The power of the Moon is immeasurably less than the power of the Sun, but Ishma does not abandon people in their time of need, and when the Sun retires to rest, the Moon shines for people in the darkness until his awakening, losing the opportunity to be with her spouse. The story about the fate of the Sun and Moon serves as an example for people of personal sacrifice for the common good, and proof of the gods' love for the human race, whose path they so selflessly and constantly illuminate.

Ishma, as a female deity, is associated with the life-giving power of water and bestows upon people silver, the metal of purity. She patronizes creative natures, and if the Sun serves as the source of life, then the Moon is its adornment.

+1 SP, the effectiveness of negative effects (except damage) directed at the character is halved (both effect and roll)

Clarity [3]
Removes all negative influences on the mind, grants +100% resistance to these effects. 50.
Meditation [3]
Out of combat, removes all negative effects from self, restores health and mana. Once per day.
Moon's Patronage [3]
Immunity to stealth attacks and instant death effects.
Consecrated Weapon: Light from Darkness [5]
On hit/shot, removes all positive effects and dispels any summoned creature. Indestructible. Is a source of light, reduces the stealth parameter of hostile characters by three times.

Astaroth

Leader of the starry host, the Heavenly Blade, son of the Moon and Sun, he corresponds to the brightest star that lights up first in the firmament. When the time comes to fight the forces of evil, Astaroth will lead the host of gods, until then he watches over the earth at night, when the forces of evil are especially strong, and restrains them. Astaroth bestows upon people the celestial metal, ideal for forging weapons, and is associated with the air element, with the agility, speed, and impetuousness necessary for a warrior. Astaroth patronizes those who protect the human race from the spawn of evil, courageous and selfless people.

+2 to Agility, +2 to Perception, +3 to Speed, weapon made of celestial metal

Consecrated Weapon: Star Blade [5]
Limitation: melee, celestial metal
Ignores all resistances. Monsters, demons, and undead receive an additional 10% pure damage from initial health. If the character has the "parrying" skill, can parry spells (Will vs Will). Indestructible.


Shakoroth

Messenger of heaven on earth, god of dominion and power, he ensures that people obey the commandments of the gods, and when Shakoroth is angry, clouds cover the sky. He bestowed upon people bronze, a metal equally needed for monetary affairs, tools, and weapons, and as the closest to people, he corresponds to the element of earth. He patronizes those who maintain order on earth: nobles, officials, warriors who suppress rebels and the unfaithful. His virtues are considered to be justice, pacification, and will.

+2 to Will, +2 to Endurance, the character gains absolute loyalty from his slaves and servants

Servant [5]
A servant/slave at the start. [15 HP, 15 MP, 1 SP]
Torture of the Weak
[5]
The character deals 50% more damage to opponents whose total stats are lower.
Domination [5]
Opponents who fail a Will*2 check versus (Strength+Will) of the character surrender without a fight.
Consecrated Weapon: Destroyer [5]
Limitation: melee
Destroys armor, weapons, and shields on contact.

Church of the Almighty

All the principles of the Ardor faith are built on the idea of a single, perfect god, whom people forgot over the long centuries of barbarism, turning to minor gods in search of strength and peace of conscience, which would no longer prevent them from committing vile acts and sowing discord.
Despite the fact that the entire life of the Ardorians is regulated by religious principles, the religion itself is very unstable. The nameless prophet disappeared, and with him disappeared the true Holy Scripture. The first bishops recorded a new scripture from memory, reaching an agreement with difficulty, for each not only remembered different words but also understood the same ones differently. Disputes about certain lines of the book of faith have not subsided to this day. The Church is very conservative on this issue, rightly believing that the first of the Holy Scriptures was closest to the truth, and amendments can only be made with the consent of all bishops.

As of today, the main principles of faith are as follows:

God is one, perfect, he is the father of all people and the sole bearer of absolute knowledge and truth. The word of the Almighty is law.

Man is the son of God; within him is the earthly and the divine. Indulging the earthly is sinful; he insults the Almighty by unworthily and ungratefully using the mind and soul, which distinguish man from the animal. Every person is a messenger of the divine will and is one with it. A sufficiently righteous person, like the nameless prophet, will be able to know the divine truth during life, uniting with the divine mind through prayer and meditation.

Every person is a brother to another, for both originate from the will of the Almighty, therefore one must not do evil to another person, unless the life and well-being of other people depend on it, or unless he is so mired in sin that he can no longer be saved.

The world is dangerous and life is hard; this is a test for people. Sin begets even greater sin and hardship, the sins of people pass onto all living things, giving rise to monsters, diseases, and other misfortunes; for this reason, sorcerers and priests of false gods are considered the worst of sinners – by going against the divine order and the natural nature of things, they generate evil even with good intentions. By fighting misfortunes together, living by just laws, and following the commandments, a person becomes righteous, and humanity gets a chance for salvation.

After death, everyone will appear before the Almighty and the truth will be revealed to them. Weak souls without faith will not endure it and will disappear in torment, sinners will fall into the hellish kingdom, a righteous person will appear before the Almighty with a pure soul and will be incarnated in the heavenly kingdom. At the end of time, when the word of the Almighty spreads across the earth, the whole world will be transformed into a true, better existence.

The foundation of the Church is the order of Paladins. Anyone who wishes can join if they prove the strength of their faith and the fortitude of their body in trials, but usually the younger sons of nobles and the sons of ordinary warriors become paladins from youth. The Order is the only military force controlled by the Church, and not by the Ardor Emperor. The paladins themselves, however, say that they serve the Almighty and humanity, not the bishops, and sometimes leave Ardor to go on pilgrimages.

The character gains full immunity to mind-affecting effects, effects of consecrated weapons, and active abilities of other religions

Conviction [6]
The character receives 50% less damage from followers of other religions

Heresy of Ditlind
The Ardor faith was always extremely conservative, and because of this – unified. It was, until 201 according to Ardor reckoning, when the congress of bishops was shaken by the speech of Bishop Ditlind. He spoke about how the Ardorians had become arrogant, that the war brought far more hardship than before the Ardorians' arrival, that the only war to be fought was the war of the soul against the sin within it; external evil exists by the will of the Almighty, and it should not be opposed, but ignored, focusing on one's own righteousness. At the time, the unending war had already been going on for two hundred years, and Ditlind's ideas proved very attractive to the entire people. Many of the minor priests present at the time were imbued with Ditlind's conviction, to whom, according to his words, divine truth was revealed when he prayed for the salvation of the Ardor people, and spread his words among soldiers and peasants.

As appealing as these ideas were to the people, they were equally dangerous for the country and the Church. Priests doubted the bishops, soldiers deserted, and when the rounding up and execution of heretics began, a civil war erupted. The Ardorians were always relatively merciful to their enemies, but not a trace of that mercy remained during the internecine war. Heretics were burned, tortured to try to force them to renounce their ideas, bounties were placed for turning them in, but the balance of power was not in the Church's favor, especially when some of the paladins refused to fight against their own people, and some themselves embraced the heresy. It would have ended very badly if the rebellion had not been suppressed by the second significant power in Ardor, the Emperor, the eternal rival of the Church, and now its only ally. The Imperial Guard suppressed the rebellion, while the Church, with great reluctance, ceded to the Emperor the right of succession to the title and lands for personal use. From these lands, the Order of the Sword of Justice was created, composed of members of the military elite personally chosen by the Emperor.

But the heresy was not forgotten. Ditlind did not recant his words under torture, and some Ardorians still believe he was much closer to the truth than the Church. Heretical teachings also became popular among the peasantry in the west, whose life under the eternal oppression of the feudal lords did not foster valor and determination in the fight against every sin, and the idea of non-resistance to evil and the future salvation of peaceful people appealed to them much more.

All defensive rolls of the character are doubled, all offensive rolls are reduced by one and a half times. The character survives one fatal wound.

Apathy [4]
The character gains the ability to be inactive in battle, ignoring all negative effects.


Theodomer

Disputes about the beginning of human history, about the perfect golden race, the bearer of the ideal spirit, and conversely, the stone race, which must have been like the barbarians of the Savage Lands, remain unresolved among scholars and theologians of the world, but everyone agrees that humanity has certainly experienced two epochs, two races: the bronze race and the iron race. The bronze race was warlike but fragmented, knew no civilization or laws, and endured many hardships, from monsters to the yoke of the elven people. The iron race, the current race, began with Theodomer. The story of his appearance is hazy; it is unknown whether he was a human prophet, a demigod – son of Astaroth, or a true heavenly god who descended from the heavenly kingdom to help people and bestowed upon them the fifth metal – iron. The latter is favored by most of his worshipers, but even among them there is disagreement – whether he violated the will of the gods out of love for people, or conversely, was carrying out the plan of the supreme deities. The priests and knights who worship him say: The heavenly gods are the rulers and protectors of the world, but Theodomer is the lord and benefactor of the human race.

When people learned to work iron, Theodomer led them against the elves, and since iron was like poison to that race, people were able to win a long war with them and freed their brothers. When the war ended, Theodomer left the people, saying that now they must create their own destiny. Further legends tell of Theodomer the dragon-slayer; that he retreated to the North, or other uninhabited lands, and will return to people in their hour of need; that he left his sword in this world, and whoever can find and lift it will become the new ruler of humanity. King, priest, knight, and craftsman – each understands Theodomer in their own way. For the former, he is the leader of people; for the second, the herald of a new age; for the third, a warrior; for the latter, a smith. Peasants are despised by Theodomer's followers – working the land is associated with dirt, weakness, and disease, while steel symbolizes strength and purity. The symbol of Theodomer is the great sword – this weapon cannot be made from bronze; previously, only elves forged them from celestial metal, and humanity's mastery of this art became, for the elves themselves, a sign of their inevitable fall. Only the most skilled smiths can forge it, and only the greatest warriors can use them with maximum efficiency.

The effectiveness of steel weapons and armor is increased by 25%.

Valor [4]
Damage in melee and ranged combat is always maximum.
Honor [4]
Immunity to stealth attacks. Damage from ranged attacks is reduced by (Will) percent.
Smith's Mastery [4]
If the character has the smith skill, grants +10 to Intellect for it and allows forging great swords.
Great Sword Mastery [4]
Unlocks the "Great Sword" specialization.
Consecrated Weapon: Perfection [3]
Limitation: weapons and armor made of steel
Improves the quality level by 1. If quality is maximum, assigns a special property.



Tenebris

God of darkness and mystery, corresponding to his ideals, he himself is a person of the highest degree of mystery. No epic is written about him, no temples are built for him, and everyone understands the god of darkness in their own way. Some say he is a friend of people, teaching a free life in the darkness, where neither earthly lords nor heavenly gods can see. Others – that he is the embodiment of primordial evil and gloom, an enemy of the heavenly gods. Still others – that he is just a minor god of thieves and other criminals, who deep down are ashamed of their deeds, and even the stars seem like a reproach to them, and only in darkness is their conscience at peace.

The followers of Tenebris hide their true identities. Despite their abilities, often quite impressive, religious people are usually not afraid of them, but merely despise them, considering them beings so pitiful that they fear the truth even in the most harmless cases.

In darkness, stealth checks are doubled, accuracy and evasion are increased by one and a half times, the character can see in darkness.

Cloak of Darkness [5]
The character restores stealth status. Cannot be detected if not performing actions other than attack, spell, or theft. Applied at the start of a round, does not consume a turn.
Gloom [6]
An area of (Will+Intellect) by (Will+Intellect) cells is covered in thick darkness. Ranged combat is impossible, melee accuracy is halved. Observation checks are reduced by three times.
Dark Protection [3]
In darkness, the character gains a barrier of (SM*20) HP, damage bypasses resistances.

The Black Dragon

The relationship between the human and dragon races is just as ancient and full of contradictions as with the elven race. On one hand, the dragon embodies the primordial forces of evil; the dragon is like a serpent, the dragon is voracious, greedy, devouring entire herds and hoarding jewels that are completely useless to it. On the other hand, the dragon is intelligent, capable of speech, and over the long centuries of life accumulates power and wisdom inaccessible to any elf, and even more so to any human. There are countless legends about dragons, about fighting them, about dragon wrath crushing cities, about their noble traits. The dragon acts as a villain, a hero, a teacher, a trickster, an enemy and a friend of people. Some believe that each dragon is a god in itself, for gods also walked the earth in human forms.

Nowadays, it is not easy to meet dragons. The most famous of them, the great Black Dragon, three hundred years ago flew over Turan, Fenderin, Divesh, and Yaragat from south to north, giving new life to the study of dragons with its appearance. Many set off to the North to seek it, but none returned.

The Path of the Dragon is the path of power. Knights believe that by killing a dragon, a person can become a dragon themselves. For some, this becomes an obsession; they prepare their bodies and minds for years for the future battle, and deeming themselves ready, they go in search of dragons. Those who return say they found no dragons, of course never admitting if they were cowards, but what actually happens to those who achieve their goal is a mystery.

Not all dragon worshippers, of course, are so fanatical. Some seek power and wisdom in dragon secrets, others are interested in the legacy of a bygone era, and still others in mythical dragon treasures.

All stat checks are tripled, +10% CR

Ygg

Ygg is more a unity of spirits embodying the forces of nature than a separate deity. To understand nature is to understand life, and although in civilized states Ygg is worshiped only by those whose lives are inextricably linked with the wild, in Eger, Bradan Ore, Arghaimar, and Yaragat, entire communities often worship him.

Nature is not animals or plants, but first and foremost the cycle of death and rebirth. The life force of some nourishes others. The predator feeds on herbivores, the predator dies and nourishes the earth, plants grow from the earth, and herbivores eat them. One who understands the eternity of life and knows how to manage its currents will gain great power.

+2 to Strength, Endurance, Agility, and Perception, immunity to negative environmental effects. Access to nature magic.

Svidrir

God of wisdom among the northerners, his cult originates from the North, where he is revered as the supreme deity. According to legend, the god wandered the world for a thousand years, and when he learned all the secrets of the world, he ascended to heaven, where the heavenly gods blinded him so that he would not learn their secrets, and cast him down to earth, but the defiant Svidrir did not perish. He founded his kingdom in the north, beyond the icy mountains, between heaven and earth, where he gathers worthy people to lead them into battle at the end of time. Whoever follows Svidrir's path will be incarnated in his kingdom after death.
Unlike Azavad, the god of theoretical knowledge, whose ideal is the scholar, wisdom for Svidrir is not a collection of useless information, but an understanding of the laws and secrets of the universe. They can be comprehended in two ways, the warrior's way – the inner path, and the wanderer's way, the outer path. Svidrir himself walked both paths, as did his sons Vidur and Kjalar.
One way or another, Svidrir is the patron of brave people, alien to satiety and peace. Peasantry and bourgeoisie are despised by him in any form. A person should not cling to life, should not live settled, should not pray to soft metal, and should not be a coward before earthly rulers. His cult is especially popular in Arghaimar and Yaragat, where every free person confirms the ideals of Svidrir by their very life in the North and earning a living through war.

Reflection: the character receives 1-500 experience once per phase. 10% chance to gain a mental deviation.

Consecrated Weapon: Runes [5]
The weapon adds +5 to three stats of choice.

Vidur

Vidur, the eldest son of Svidrir, embodies the warlike aspect of his father's personality. It is said that Vidur can be seen in every great battle, and the side on which he fights will always win. Vidur taught people the rage of the berserker, when a person forgets about their own life and sees only one goal – to strike the enemy.

Berserker
The character enters a state of battle rage, gaining +50% to final melee damage, +50% to accuracy, +3 to Speed, and double resistance to all negative effects, but evasion is halved. Activation does not consume a turn, lasts until the end of battle.

Madness of the Brave [3]
If the sum of the character's/group's stats is less than the sum of the opponent's/group's stats, the character gains +35% to damage, accuracy, and evasion.

Dual Wielding I [3]
The character has the ability to use a one-handed weapon in each hand. Number of attacks for the second hand = 1.
Dual Wielding II [3]
Number of attacks for the second hand = 2.
Dual Wielding III [6]
+25% to accuracy and evasion when fighting with a weapon in two hands.

Kjalar

Patron of journeys, the youngest son of Svidrir, Kjalar repeated the paths of his father, only not seeing the heavenly kingdom. He patronizes people who are willing to take risks and rely on chance – the eternal companion of the wanderer.

The character makes two rolls for each action outside of combat. Immunity to negative environmental effects.

Luck [5]
The character makes two rolls for each action in combat.

Acer

God of rage, has a certain influence among warlike societies, and, unlike the berserker's battle rage, whose main aspects are self-denial and contempt for death, the rage of Acer's followers is the result of a deliberate change of consciousness to a state completely different from the normal human one. During the mysteries of wrath, in which believers converge in a bloody battle without any rules, the weak are weeded out, the strong survive, and the last one standing is declared the new high priest. Those who practice the cult of rage are unusually ferocious and can fall into a state of frenzy over the slightest pretext. They know no restrictions inherent in other warrior cults; for them, there are no unworthy opponents, nor excessively strong ones, and they do not need a "noble" pretext for bloodshed.

Upon taking or dealing the first damage, the character gains +100% to final damage and +25% CR in melee, an additional attack, but always attacks the nearest character, not distinguishing between enemies and allies.

Bloodlust [5]
Each kill grants an extra turn and restores 50% of health.

Brumma

Goddess of winter and cold, rules the lands of the North. One of the rarest cults, only in some villages of Arghaimar and Yaragat is it practiced. Cold is death; one living in the north is themselves in a position between life and death. Worship of Brumma, like many other religions, is based on fear, but not fear of abstract divine wrath, but fear of death, which awaits a northerner at every step.

Immunity to water and cold, invulnerability to negative and positive effects.

Ice Spear [4]
Deals MS*20 cold damage to targets in a straight line. N.10. 125.
Ice Block [4]
The target gains full immunity to damage and is paralyzed until someone breaks the block or the caster himself wishes to release it. MS vs Will. The block has 300 HP and takes double crushing damage and double fire damage. 10. 125.
Glaciation [5]
On an area of 30x30 or fewer cells, the ground is covered with an icy crust. Each character passing through this area must pass a check (Agility vs 15), otherwise they will be paralyzed for one turn. 150.
Frost Breath [6]
Targets in a 5x3 area in front of the caster take CM*20 cold damage and are frozen for 2 turns (Will check vs MS). 200.
Ice Blade [4]
Each attack deals an additional (SM*5) percent cold damage and has a chance (Will vs Will) to freeze the enemy for two turns. 100.

Morna

The cults of Morna, goddess of vengeance, and her sister Ilma, goddess of betrayal and deceit, are inextricably linked and have an ancient history, dating back to the beginning of the Bronze Age or even earlier, when people did not yet know kings, and lived in unions of their clans, and knew no honor of suzerain or country, only the honor of the clan. Old man Nemed had two daughters, the elder Ilma and the younger Morna. One day, a young warrior named Dann arrived at Nemed's doorstep to court Nemed's daughter. Custom required not to wed the younger before the elder, and since the arriving warrior was both rich and handsome, both daughters would have considered it a great happiness to become his wife. Dann, however, insisted that he would marry only Morna, and Nemed agreed. The wedding was held, and when night came, Ilma, driven by black envy, stabbed her sister with a knife, and lay down with Dann herself, and he could not tell the difference in the dark. In the morning, Nemed anxiously asked where the bride was, and Dann said she was not in bed in the morning, and Ilma said that her sister had gone for water, and suggested the men have some soup for lunch, and that soup was made from her heart. The men ate, and Ilma invited them to walk in the garden, where she had buried her sister's body. Pointing it out to the men, she began to laugh at them, at the father who had devoured his own daughter, and at the husband who had lain with another on his wedding night. Unable to bear the grief and shame, Nemed and Dann pierced their hearts with daggers, and their blood poured onto Morna's corpse, reviving her heartless body. Since then, Morna, in the guise of a winged woman, all stained with blood, pursues her sister, who brought eternal shame upon her husband's clan and her father's clan.
The cult of Morna plays a particularly important role in the tribal society of Eger, where matters of clan honor are especially acute, but other people can also turn to her in a difficult hour.

The character receives a 50% bonus to final damage against those who have already dealt damage to him, or have committed some vile act against him in the past.

Old Grudge [2]
The character chooses a people and a religion. An opponent falling under one of these categories takes double damage, under both – triple damage.
Consecrated Weapon: Retribution [4]
Limitation: melee
Damage is increased by double the percentage of lost health.

 

Ilma

The goddess is usually turned to by not very decisive people seeking support when committing their first crime; having committed it, they usually sink into a dark whirlpool of guilt and hatred. Guilt inflames in them a blind hatred that can only be quenched by a new vile act, for which guilt will again be felt. The goddess feeds on these feelings; cold-blooded, professional killers, who also often turn to her, but not for support, but for power, are not too dear to her. One who kills without personal motive knows neither joy, nor guilt, nor remorse.

Access to stealth attacks (similar to skills in the scouting and rogue branches).
+100% to accuracy and damage if the character enjoyed the complete trust of the target.

Knowledge of Weaknesses [4]
Attacks against paralyzed opponents always deal critical damage.
Deception [4]
Opponents cease to perceive the character as a target and become vulnerable to stealth attacks. The first attack after activation will deal double damage. Once per battle.
Consecrated Weapon: Black Blade [4]
Critical attacks deal twice as much damage and always ignore armor.

 

Phames

God of hunger, often turned to by those despairing in the face of death by starvation. The god does not grant them food, will not summon a bountiful harvest, but will give a person agility and strength, making them faster than a wolf and stronger than a bear, and they will be able to obtain sustenance. Each subsequent satiation passes more quickly than the previous one, and hunger begins to torment the person even more severely. Usually, those who turn to him begin to suffer from a morbid attraction to human flesh and end in madness.

+6 to Strength and Agility. The character's health decreases by 20% of maximum each day down to 1, but accuracy, evasion, damage, and speed increase by 20% of the initial values up to double. Eating sentient beings stops the process (+20% to health, up to double the base) and permanently grants +1 to Strength, Agility, and Perception.



Azavad

Legends about Azavad, the god of knowledge, date back to the Bronze Age; according to them, it was Azavad who brought writing to people so that they could preserve their knowledge. Knowledge is considered the highest virtue, through which a person can obtain any benefits – strength, power, wealth... Knowledge is development, a benefit not only for the individual person, but for the entire human race. Every person, by creating knowledge and preserving it, does good for humanity. His followers believe not so much in a god as in the power of the mind, and Azavad himself is more of an ideal and symbol of their beliefs than an object of worship. Azavad knows everything in the world.

The character can read and write, books are read twice as fast, the character receives twice as much experience.

Teacher [3]
The character has the ability to teach another character what they know themselves once a week. No more than 1 SP, 5 SP points.
Answer [4]
The character can receive comprehensive information about an object, character, or event in the present or recent past. Once a week.

 

Phalaris

God of sorcery. At the beginning of time, the intelligent races knew only one type of magic, the magic of rituals, with which it was impossible to create a new essence, impossible to control either the mind or matter directly, by their own will alone. Phalaris, the first of the true mages, was the first of those who mastered the art of manipulation through willpower. Little remains of his magic, but black magic, the magic of people, in their short lives inextricably linked with death, and the magic of mind and matter control, mastered by elves, much stronger in mind, are alive to this day.

Many practice sorcery without even knowing the name of its founder, but the followers of Phalaris remember and strive to revive the forgotten art, believing that they themselves will then become like the gods. Currently, they have managed to restore only a little.

+1 SP for magic, except traditional and elemental. Access to arcane magic..

Tineya

Lady of diseases and insects, most turn to her when they are already incurably ill and afraid of death, but there are also larger cults of this goddess, usually living in remote isolation. The priests speak of the naturalness, the inevitability of disease, of the natural law, but in reality, they usually use their deceived followers for their own interests, using the dark forces of Tineya.

The character is constantly under the effect of a random non-lethal disease, but other diseases and poisons do not affect them. Once a week, the player can change the disease to another random one. At will, the character can spread the disease (Endurance vs value 20) around them (radius 1 cell), or can infect at range (costs a turn), gaining +2 to a random stat on success and doubling the effectiveness of any of their actions against the infected target.

Poisonous Miasma [6]
SM*10 poison damage in a radius of 5 from the caster. Those who fail an Endurance check vs SM will take double damage, become diseased, and be poisoned with a poison of choice. 150.

Parasites [6]
Revives the character in case of death from lack of HP, once per day. Additional effects of choice:
Worms
Restore 25% of health each turn
Beetles
Increase Strength and Agility by 25%
Centipedes
Increase Speed by 5 and grant 25% universal evasion.

Infection [3]
Allows infecting other characters with parasites and controlling their consciousness on success (Will vs 15). The roll is made once. Counts as a physical nature effect.


Ergamen

God of wealth, success, and pleasure, revered in the Golden Cities, Megiddo, and Lashia, one of the main deities of the South before the Turan conquest. Patronizes merchants, nobles, explorers, all active and inventive individuals striving for wealth and status. Greed, condemned by most religions, in the cult of Ergamen is determination; stinginess is prudence; and treachery and deceit are ingenuity, but none of this is considered a virtue in the religious sense, only means to an end. Such attitudes previously subjected open followers of this god to persecution by Turan, but the Golden Cities achieved legal permission to practice this cult… and now some Turanians, especially satraps and high officials, worship Ergamen, with whose principles life is both easier and conscience is clearer.

Starting capital is increased fivefold. Income from any source is doubled. The character has three times the chance to receive a bonus from excesses; if the bonus is guaranteed, it will be doubled. A slave (10 HP, 12 MP, 1 SP) at the start.

 

Mara

Goddess of fertility, lust of corruption and frenzy, embodiment of the feminine principle in the cultures of the South. The supreme male god has already been forgotten; under the influence of Turan, he merged with the images of the heavenly gods, but the cult of Mara survived, and exists not only in Lashia and Megiddo, but also in Turan, despite the fact that there it is often subjected to persecution, often very bloody, by the Turanians. For the Turanians themselves, this cult is forbidden, considered the domain of the rabble and insulting to human dignity. The followers of Mara are called the spawn of pigs and rabbits, and when the son, or worse, the daughter of a noble Turanian is discovered at the mysteries of Mara, scandal and bloodshed are unavoidable.
The mystery itself is a combination of gluttony, orgy, and drunkenness, traditionally held on the days of sowing and harvesting. Intemperance in food and drink is meant to demonstrate respect for the gifts of the earth, and the process of human copulation is meant to call upon nature to bear fruit. Boys born after this "ritual" are sacrificed, while girls replenish the ranks of priestesses.
Another aspect of the cult is temple prostitution. The priestesses do not take money, but refusing an offering to the temple is considered bad form.
All levels of the cult hierarchy are occupied by women. Rumor has it that they possess certain dark powers, which does not add to the trust in the cult.

The priestess gains +1 to all stats after each copulation at the expense of the partner. A character who enters a relationship with her may be subjected to a curse (similar to magic, but roll 30) and subjugation (similar to magic, but on failure lasts until the end of the phase).

Charm [5]
A chosen male character begins to experience an irresistible sexual attraction to the priestess. (Will+Intellect) of the priestess vs Will check.
Untouchable [5]
Male characters must pass an additional Will check against a value of 15 when attempting any negative action against the priestess.
Obsession [5]
Anyone who has spent a prolonged time in the company of the priestess gains a mental deviation. Charm, curse, and subjugation are always successful against targets with mental deviations.
Corruption [5]
After death, the priestess's body automatically undergoes a corpse explosion spell. The priestess's consciousness is transferred to the body of a person killed by the explosion, if there are any.

 

Malabar

God of the desert wind, patron of desert dwellers, primarily warriors. It is believed that he was the first leader of the Anatans when they came to the desert lands from the west. The followers of this god consider their hard life in the sands to be the best of fates – their teachings require steadfast endurance of any hardship, and in their land they see not heat, thirst, and poverty, but a free, natural life, which the inhabitants of cities, mired in the lies and conventions of money and status, can only dream of.

The Sharabians identify this god with their progenitor, but the Anatans treat this idea with contempt, saying that the god taught people to survive in the desert, hunt, and defend themselves against monsters, while the Shabarians themselves are those same furry monsters.

+3 to Speed, the character cannot be immobilized by physical effects.

Storm [3]

The character's attacks have a chance (Will vs target's Endurance) to paralyze the opponent for 1 turn.

Hurricane [3]
The character deals 5% more damage for each cell moved before the strike.

Consecrated Weapon: Desert Wind [5]
+(MS*2) air damage. Chance (Agility vs opponent's Will) to blind the opponent for 2 turns.

Hachiken

Chief deity of the western islands; during the unification of the shogunate, his cult displaced all others for the samurai, and only a few priests now remember the rituals of the heavenly deities.
Honor, death, and loyalty are the three pillars of the Hachiken cult, which lead the samurai to the highest virtue of fearlessness and perfection of spirit. The master is more than a servant; serve your master faithfully, and then your life will be filled with meaning and honor. Life is ephemeral, but honor will be in the memory of descendants forever; protect your honor, and you will gain immortality. The way of the warrior is the way of death; remember its inevitability, and then you will be able to walk the path of honor and the path of fearlessness.
It is said that Hachiken finds embodiment in the current shogun, and therefore the personality of the shogun and his law are divine. True, most samurai and daimyo believe that he is nevertheless embodied in the most worthy of the currently living warriors, and not in the one whose rear end is warming the shogun's throne.

Each battle won gives +2 to all stats. Each battle lost subtracts one. +50% to final damage. The character cannot be resurrected by any means.

Primordial Fire

Deity of people with a perverted understanding of fire magic. Its worshippers are convinced that the entire world originated from fire, fire possesses its own will, and every individual fire, from the one lit by a sorcerer's hand to the one smoldering inside every living creature, is simultaneously an independent living entity and a part of the single world fire. At times, the fantasies of the believers lead them to obsession with the idea of fire, and those who love to worship fire look at least strange in the eyes of others.

Free fire magic skill

Fire Elemental [6]
Immune to physical damage and fire, takes double damage from water and cold, HP = SM*10, SM = caster's SM, Agility and Perception equal 20, attacks deal 100 fire damage and apply ignition (15% for three turns if a Will check vs MS is failed), casts fireball once per battle, casts fire beam once per battle. 150.

Erus

Lord of the underworld, ruler of demons. The cult of Erus is as old as the cults of the heavenly gods; it is forbidden in most states, and worshippers of the demon lord pass on their knowledge in secret. The world of demons, the personality and nature of Erus remain a mystery to people, however, from the available fragments of demonic legends, the art of summoning demons was born.

The character has the ability to summon demons for aid. A demon has 120 HP and 40 MP; it does not have access to racial abilities, abilities of the Church of the Almighty and heresy, or abilities of the heavenly gods; before the summoning, the player specifies the desired type of demon (fighter/archer/elemental mage/nature mage, etc.). The chance to summon the desired demon is (Intellect*4)%. The chance to gain full control over the demon is (Will*4)%. Each summoning deducts 2 from all stats. The demon exists for 24 hours.

Companion [6]
The character gains a permanent demon companion (parameters discussed with the GM).

Greater Demon [6]
The character can summon more powerful demons (250 HP and 100 MP); they have access to unique demonic skill branches (according to the player's wishes), but the summoning, in addition to the stat penalty, will require a human sacrifice.

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Shinomiya Kotori

Origin: Islands
+35% to damage, accuracy, and evasion if the character or group are the initiators of the attack, free samurai skill.

Conviction:
Ishma
+1 HP, effectiveness of negative effects targeted at the character (except damage) is halved (both effect and roll).
Hallowed Weapon: Light from Darkness
On hit/shot removes all positive effects and dispels any summoned creature. Indestructible.
Clarity
Removes all negative mind influences, grants +100% resistance to these effects. 50.

Characteristics
Strength: 17
Endurance: 14
Agility: 10
Perception: 20
Intelligence: 14
Will: 10

Skills

I. +2 Strength, Crit Chance +10%.
II. Effective firing range is doubled.
III. +2 Perception, Attacks ignore 25% armor (criticals – 75%).
IV. Additional attack


Literacy
+4 Intelligence, character can read and write. Required for all scholar skills except blacksmith.





Parameters:
Health: 350
Melee Damage: 185% (250%)
Melee Accuracy: 50 (68)
Melee Evasion: 50 (68)
Ranged Accuracy: 100% (135%)
Ranged Evasion: 50% (68%)
Crit Chance: 24% (34%)
Initiative: 14
Speed: 5
Leadership: 24
Experience Gain: 170%

MM: 68
MS: 10
Magical Energy: 350

Checks:
Strength: 17
Endurance: 14
Agility: 10
Perception: 20
Will: 10

Resistances:
Physical: 30%
Fire: 10%
Lightning: 20%
Water: 20%
Cold: 20%
Poison: 10%
Pure: 10%

Experience: 0
UP: 1

Equipment
Yumi -- light from darkness
Common quality
Strength: 17
Damage: 95-145 (128-196)
Range: 14 (28)
On shot removes all positive effects and dispels any summoned creature. Indestructible. Acts as a light source.
Do-maru
Common quality
Strength: 16
Physical damage resistance 30%
-5 Stealth
Traditional clothing
Lightning, water, and cold resistance +10%
Silver coins -- 50

Krait Karlsson

Origin: Arkhaymar
+2 Strength, +2 Will. All incoming damage (final) is reduced by (will*2)%, limit 50%. Final damage from water and cold is halved, free Warriors of the North skill.

Conviction:
Acer
Upon first receiving or dealing damage, the character gains +100% final damage and +25% Crit Chance in melee, an additional attack, but always attacks the nearest character, regardless of friend or foe.
Euphoria
Each kill grants an additional turn and restores 50% health

Characteristics
Strength: 25
Endurance: 20
Agility: 17
Perception: 10
Intelligence: 10
Will: 12

Skills

I. +2 Strength, +30 Accuracy and Evasion.
II. +2 Speed, +2.5% damage per unit of strength.
III. +1 Endurance, +1 Strength, additional attack.
IV. +2 Accuracy per unit of strength, successful attack has a chance (strength vs strength) to paralyze the opponent.
Specialization: Two-handed hammer
I. +3 Endurance, armor penetration value is doubled.
II. Attacks cannot be parried or blocked.




Dash
Character instantly closes the distance to the enemy; on hit, the attack paralyzes for 1 turn (strength vs strength).

Parameters:
Health: 475
Melee Damage: 225% (288%)
Melee Accuracy: 80 (145)
Melee Evasion: 80 (95)
Ranged Accuracy: 50%
Ranged Evasion: 25%
Crit Chance: 15%
Initiative: 10
Speed: 7
Leadership: 22
Experience Gain: 150%

MM: 40
MS: 12
Magical Energy: 250

Checks:
Strength: 25
Endurance: 19
Agility: 16
Perception: 10
Will: 12

Resistances:
Physical: 35%
Fire: 12%
Lightning: 12%
Water: 12%
Cold: 12%
Poison: 12%
Pure: 0%
Damage reduction: 24% / 62%(water and cold)

Experience: 0
UP: 1

Equipment
Two-handed hammer
Common quality
Damage: 95-125 (274-360)
Armor Penetration: 40% (80%)
Accuracy and Evasion: -15
Lamellar armor
Common quality
Strength: 18
Physical damage resistance 35%
-5 Stealth
Dried meat (x5)
Restores 80 health units out of combat
Potion of Strength:
+ 2-4 Strength (once, permanent)
- 0-2 Agility (once, permanent)
Check 12 against endurance: -1 Endurance
Lethality: 15 (subtracted from endurance). If the value is negative -- multiplied by -1% and rolled.
Temporary effect: +10 to strength checks, +100% melee damage (additive)
-5 to agility checks, -25 melee accuracy, -25 melee evasion, -25% ranged evasion
Silver coins
-- 59

Unus Antinish

Origin:
Ardor: Order of Paladins: free paladin specialization

Convictions:
Church of the Almighty
The character gains full immunity to mind influence, hallowed weapon effects, and active abilities of other religions

Strength: 22
Endurance: 25
Agility: 15
Perception: 15
Intelligence: 19
Will: 23

Skills:

Requirement: Church of the Almighty
Asceticism
Free trait. +5 to endurance, agility, perception, and intelligence, +10 to will. Inability to use money for anything other than providing for the character's basic needs
Holy Protection
+10 barrier per unit of will. Damage to the barrier bypasses all resistances; while the barrier is active, instant death effects do not work. After destruction, it recovers within 24 hours
Second Chance
In case of character death, they will resurrect with full health. Once per phase. Does not work in exceptional cases (disintegration, decapitation, etc.) but works against instant death effects
Antimagic
Spell damage (final) is halved, resistance to effects is doubled
Undead Slayer
The character deals double damage to undead and demons


Literacy
+4 Intelligence, character can read and write. Required for all scholar skills except blacksmith and musician


I. +2 Strength, +30 Accuracy and Evasion

Parameters:
Health: 625
Melee Damage: 210%
Melee Accuracy: 75 (90)
Melee Evasion: 75 (90)
Ranged Accuracy: 75%
Ranged Evasion: 38%
Crit Chance: 27%
Initiative: 19
Speed: 5
Leadership: 42
Experience Gain: 195%

MM: 68
MS: 23
Magical Energy: 475

Checks:
Strength: 22
Endurance: 25
Agility: 15
Perception: 15
Will: 23

Resistances:
Physical: 30%
Fire: 33%
Lightning: 33%
Water: 33%
Cold: 33%
Poison: 33%
Pure: 0%
Barrier: 230

Experience: 0
UP: 2

Equipment:
Hallowed Paladin Mace
Common quality
Strength: 22
Damage: 90-110 (189-231)
Armor Penetration: 45%
Accuracy and Evasion: -15
+3 Will. Chance (will%) to deal double damage to undead, demons, warlocks, and priests of any religion except celestial gods, Theodomer, and the Church.
Medium Paladin Armor
Common quality
Strength: 18
Physical damage resistance 30%, elemental and poison resistance +5%
-5 Stealth
Paladin Cloak
Elemental and poison resistance +5%
Paladin Helmet
Self-crit chance -5%
Sacred Scripture of Unus
One who reads it may change their religion to "Church of the Almighty" and gain +5 Will. Otherwise +2 Will.
For Unus, once per phase:
50% chance to get +1 Will
3% chance to fall into heresy
2% chance to unlock "Antinish" skill
Rusks
Character does not need food
Preaching Permit
Silver coins -- 32

Duncaniel

Origin:

Tritalar: +4 Strength, +4 Endurance, +8 Agility, +8 Perception, +8 Will, +8 Intelligence, - 5 UP, inability to use steel weapons and armor, incoming damage from steel is doubled. Access to great sword skill.

Convictions:
Tenebris
In darkness, stealth checks are doubled, accuracy and evasion increase by 1.5 times, character has the ability to see in the dark
Shroud of Darkness
Character restores stealth status. Cannot be detected unless performing actions other than attacking, casting spells, or stealing. Does not consume a turn.
Gloom
An area of (will+intelligence) by (will+intelligence) cells is covered in thick gloom. Ranged combat is impossible, melee accuracy is halved. Observation checks are reduced threefold.

Characteristics:
Strength: 14
Endurance: 20
Agility: 28
Perception: 18
Intelligence: 22
Will: 18

Skills:

Assassin
Character has the ability to perform a stealth attack on a target that does not expect an assault. If the target fails a check (perception) against the character's agility and does not evade the attack, the attack will be lethal. Limitation: dagger or short sword

Transformation
Character is capable of changing appearance and redistributing physical characteristics. 150.
Absorption
Fully restores health and magical energy using a corpse and gains +1 to three random characteristics. Leaves a skeleton.

Parameters:
Health: 500
Melee Damage: 170%
Melee Accuracy: 140 (210)
Melee Evasion: 140 (210)
Ranged Accuracy: 90%
Ranged Evasion: 45%
Crit Chance: 31%
Initiative: 22
Speed: 5
Leadership: 40
Experience Gain: 210%

MM: 80
MS: 18
Magical Energy: 550

Checks:
Strength: 14
Endurance: 20
Agility: 28 (stealth 33)
Perception: 18
Will: 18

Resistances:
Physical: 0%
Fire: 18%
Lightning: 18%
Water: 18%
Cold: 18%
Poison: 18%
Pure: 0%

Experience: 0
UP: 0

Equipment:

Bronze short sword
Common quality
Strength: 8
Damage: 35-55 (60-94)
Accuracy and Evasion: +10
Bronze knife (with "loop") in boot
Common quality
Damage: 20-50 (34-85)
+5 to agility checks for stealth attacks
Cloak
+5 Stealth
Clay rooster whistle
Flint and steel
Rope
Silver coins -- 45
Copper coins -- 5

Reginald Croff

Origin:
Ronstrad
+25 melee accuracy, +2 Strength, +2 Endurance, +2 Agility, free legionnaire specialization

Conviction>:

Astaroth
+2 Agility, +2 Perception, +3 Speed, celestial metal weapon
Hallowed Weapon: Star Blade
Limitation: melee, celestial metal
Ignores all resistances. Monsters, demons, and undead receive an additional 10% pure damage based on initial health. If the "parry" skill is present, it parries spells (will vs will). Indestructible

Characteristics
Strength: 20
Endurance: 15
Agility: 30
Perception: 12
Intelligence: 14
Will: 10

Skills

I. +2 Strength, +30 Accuracy and Evasion
II. +2 Speed, +2.5% damage per unit of strength
III. +1 Endurance, +1 Strength, additional attack
Specialization: Longsword
I.+3 Agility, parrying: accuracy/2 vs opponent's accuracy, agility/5 times per round


Literacy
+4 Intelligence, character can read and write. Required for all scholar skills except blacksmith.
Monsterologist
Character knows how to use bestiaries. Receives a 35% bonus to final damage against known monsters


Rapid Assault
Character doubles speed and initiative for three turns. Does not spend a turn to activate

Parameters:
Health: 375
Melee Damage: 250%
Melee Accuracy: 175 (265)
Melee Evasion: 150 (210)
Ranged Accuracy: 60%
Ranged Evasion: 30%
Crit Chance: 20%
Initiative: 14
Speed: 10
Leadership: 24
Experience Gain: 170%

MM: 52
MS: 10
Magical Energy: 350

Checks:
Strength: 29
Endurance: 19
Agility: 34 (Stealth 29)
Perception: 12
Will: 10

Resistances:
Physical: 35%
Fire: 10%
Lightning: 10%
Water: 10%
Cold: 10%
Poison: 10%
Pure: 0%

Experience: 0
UP: 0

Ancestral longsword -- star blade
Celestial metal
Common quality
Strength: 16
Damage: 80-140 (200-350)
Accuracy +60, Evasion +30
Ignores all resistances. Monsters, demons, and undead receive an additional 10% pure damage based on initial health. Parries spells (will vs will). Indestructible
Practical clothing
+4 to strength, endurance, and agility checks
Lamellar armor
Common quality
Strength: 18
Physical damage resistance 35%
-5 Stealth
Provisions x10
Restores 50 health units out of combat
Monster butchering tools
Encyclopedia of Monsters.
Contains information about the most famous creatures of the continent: ghouls, harpies, griffins, and nakers
Silver coins -- 50

Ruven Aiketir

Origin:
Fenderin
Damage spread is halved (lower bound is higher), good quality equipment at start. +1 Strength, +1 Endurance, +2 Agility, +2 Intelligence, access to champion skill

Conviction:
Black Dragon
All characteristic checks are tripled, +10% Crit Chance

Characteristics:

Strength: 20
Endurance: 20
Agility: 18
Perception: 17
Intelligence: 12
Will: 10

Skills:


I. +1 Strength, +1 Endurance, +30 Accuracy and Evasion
II. +1 Attack range
III. +1 Agility, +1 Endurance, +2 Accuracy for each unit of perception and agility
IV. +2 Evasion for each unit of perception and agility
Piercing Strikes
+10% Crit Chance
Preemptive Strike
Attacks every enemy entering strike range, agility/5 times per round. An enemy failing a strength+endurance check against the character's strength check will interrupt their attack
Specialization: Two-handed spear
I. +3 Agility, +1 Attack range


Armor Proficiency I
+2 Strength, removes speed penalty when using heavy armor
Armor Proficiency II
+2 Endurance, removes accuracy penalty when using heavy armor

Parameters:
Health: 500
Melee Damage: 200%
Melee Accuracy: 90 (160)
Melee Evasion: 90 (96)
Ranged Accuracy: 85%
Ranged Evasion: 43%
Crit Chance: 41%
Initiative: 12
Speed: 5
Leadership: 22
Experience Gain: 160%

MM: 58
MS: 10
Magical Energy: 300

Checks:
Strength: 60
Endurance: 60
Agility: 54
Perception: 51
Will: 30

Resistances:
Physical: 75, 38%
Fire: 10%
Lightning: 10%
Water: 10%
Cold: 10%
Poison: 10%
Pure: 0%

Experience: 0
UP: 0

Equipment:
Two-handed spear
Good quality
Damage 100-175(275-350)
+2 Attack range
Plate armor
Good quality
Physical damage resistance +75, +38%
Melee Evasion -40%
Stealth checks are minimal
Collection of dragon legends
One who reads it may change their religion to "Black Dragon"
For followers of the religion: effects unknown
Provisions x10
Restores 50 health units out of combat
Silver coins -- 49



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4 years ago
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Author
Most religions require more or less strict adherence to a code of conduct. Otherwise, you may lose both advanced religious skills for OUs and basic bonuses.
Excellent.
Author
In addition to the obvious stats like hit points, accuracy, and other attributes, a conditional reputation characteristic will be used when calculating eligibility and rewards for some quests. I initially wanted to estimate it "by eye," but if more than half of the players want the mechanic to be transparent and expressed in numbers, we'll do it.
I think it's better to use numbers, if it's not too much trouble.
Author
It should also be taken into account that playing as a female character, in addition to changed stats, imposes some restrictions on quests and locations. At the same time, it provides additional opportunities, but you will most likely feel the restrictions more strongly.
Heh, I did something similar in the early drafts.

Added 33 seconds later
Author
Damn forum editor, I can't figure out why the font jumps around like that.
Because the editor is garbage.
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4 years ago
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Free Attack
Triggered against an enemy exiting melee range, using an item, picking up a weapon, or against a ranged unit (except for thrown weapons) or a spellcaster.
I also implemented a similar mechanic in my game. However, in my version, moving through an area of control also triggers it.
Literacy
+4 to Intelligence, the character can read and write. Required for all scholar skills, except for the blacksmith.
And this too.
Author
However, the aristocracy has a different opinion about the king, considering him an indecisive ruler who caters to the bourgeoisie and is responsible for the humiliating peace. Although Ferdinand II was a good ruler during peacetime, cautious, prudent, and adhering to the principle of "do no harm," many knights doubt that he can lead the country in war. Meanwhile, the king has no brothers, nor any sons.
Does he have a sister who is obsessed with dancing and singing?

What does magical accuracy target? I don't see a universal or magical dodge in the system. Melee dodge grows too quickly relative to magical accuracy, and ranged dodge works on a completely different system.
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4 years ago
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Author
What does magical accuracy target? I don't see any universal or magical dodge in the system. Close combat dodge grows too quickly relative to magical accuracy, and ranged combat dodge works on a completely different system.
Ah, so that's what I was trying so hard to remember. I was planning to target the sum of dexterity and perception checks, but the more I look at it, the worse wizards look in this system. This is not counting the bonuses on checks from origins and religions. Maybe it's worth doing the same as with archers, but adding a percentage based on intelligence as well. I need to think about it.
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4 years ago
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Yeah, I also found them to be a bit weak, especially considering that not everyone can be a Sorcerer, and on average, mages tend to be less effective than warriors or archers.
And what does the "N" mean next to some spells?
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4 years ago
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Ah, I don't think I forgot.
Author
The letter N is a targeted spell, and it can be dodged (Dexterity check + Perception check against the spellcaster).
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4 years ago
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I thought it would be in abbreviations, that's why I didn't notice.
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4 years ago
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I want to be a scientist-mage and wield a saber (haha...), probably from Fendrin. Are the special skills for each faction already assigned?
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4 years ago
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Author
I want to be a scientist-mage and wield a saber.
Is this some kind of Mage Guild cosplay?
I've uploaded the bonuses for origins. Everything that can be specified in them is there. There may also be minor balance adjustments, especially if the Mage Guild masters control over matter and reputation actually materializes, but the main idea is already clear.
However, no one forbids wielding a saber. All weapons have no penalties; only special skills and unique abilities will be restricted.

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