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Posts from ☀️ Arselia and Akonia

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This setting was composed and rewritten over the course of an entire year, so I will be posting it as I verify it. The action will take place in the capital of the empire from the 111th mafia.
__________
Anuzish

In the beginning there was nothing — only a formless void in the expanses of boundless space. Over an indefinite span of universal time, first a mind, and then a will, were born within the void. From the void emerged flame, earth, water, and wind. Flame became its heart, and earth its framework; water gave rise to life, and by the wind every gear of the complex mechanism was set into motion. Born from nothing, Anuzish became one of a myriad of planets, and her children — Rufus, Terron, Moen, and Sylphida, being embodiments of the four key elements, became the founders of the natural world.

10018 years before the founding of Margel, the first divine incarnation of Anuzish appeared to the world. While lacking the same influence on the world as in her true form, she, on the other hand, possessed a clearer mind and could set specific goals and tasks for herself. During this period, she decided to create beings in her own image and likeness, which led to the emergence of the Lunarians, the first sentient race in the world. They received this name from the name of the first divine avatar, who was also their first queen — Lunaria.
Through the efforts of the elements over the following centuries, other sentient tribes emerged.

In the year 5008 b.f.m., Farellia appeared as the embodiment of the fire god Rufus. He granted humans fire — ambition, creativity, and the ability to resist the forces of nature. This led to a war with the Lunarians, who defended the natural order of things in the world. The Farellians won the conflict, and humanity gained civilization and science, which spread across the world like a raging flame.

In the year 4327 b.f.m., the first invasion of celestials occurred on Anuzish. To resist the newcomers, the second embodiment of Anuzish — Arselia — appeared to the world.

In the year 4289, Arselia and her numerous followers managed to protect the world from the alien invaders. Akonia, one of Arselia's closest followers, treacherously killed the goddess, and the world plunged into an era of chaos. A few years later, the Church of Arselia was born. The mission of Arselia's servants became the spread of education, providing treatment to those in need, and the eradication of heresy — worshiping or sympathizing with celestials and otherworldly creatures became outlawed everywhere.
In the year 1343 b.f.m., the high priest of the church of Arselia in Ikarug developed a scheme of creation, which subsequently also became one of its main symbols.

The center is the void, the "element" associated with Anuzish. In this world, it is the basis of everything.

Fire, earth, water, wind — the four main elements that make up the world. Each has its own divine embodiment in the form of Anuzish's children — Rufus, Terron, Moen, and Sylphida.

Light — the feminine principle, formed by Moen and Sylphida, water and wind. In people, it is associated with caring, grace, tenderness, patience, softness, warmth, modesty, propriety, justice, benevolence, insight, compliance, sympathy, chastity, empathy, affection, loyalty.
Darkness — the masculine principle, formed by Rufus and Terron, fire and earth. In people, it is associated with ambition, asceticism, discipline, strength, courage, enterprise, creativity, independence, persistence, leadership.

According to church doctrine, it is believed that a man should consist of 80% darkness and 20% light, and a woman vice versa. Many negative traits, such as despondency, laziness, and anger, are not attributed to either gender and should be avoided as something that corrupts the soul.

The circle in this scheme denotes the physical world and is associated with the element of matter, which is sometimes called the physical element.

The dotted line conveys otherworldly influence on the world and is identified with the cosmic element.

The arrow at the bottom is time, which is beyond any control.


Chronicles of the Empire
I - Torvik the Founder
(36 b.f.m. - 45 a.f.m.)
The history of the empire began on the island of Granhildr (now S. Yuzhanka, Zimivia) in the 35th year before the founding of Margel with the birth of Torvik, son of one of the local seafarers. The climate on the island was not conducive to a rich harvest sufficient to provide for all its inhabitants, and therefore they made a living by attacking merchant ships and raiding poorly defended settlements of the south and southwest.
Torvik, who managed to gain experience during years of sailing and earn a good reputation among his countrymen, organized a massive expedition, taking women and children along, and set out for territories in the south that were uninhabited at the time, where he founded the first settlement — Margel. However, the new city failed to maintain its sovereignty for long, and soon its residents, under threat of invasion, had to become vassals of the Kingdom of Sidgmort. Initially, the ex-expeditionaries viewed this turn of events positively, believing that they could thus become part of a more advanced civilization, but reality proved disappointing. Throughout the next decade, the former seafarers and their families had to give the lion's share of their harvest as a royal tax, and it soon became clear that the downsides of this coexistence outweighed the positives. Torvik, realizing that direct confrontation with the kingdom was pointless, directed his efforts elsewhere and over the following years managed to push the kingdom's peasants, who lived under the oppression of the aristocracy among other things, toward rebellion. With the conclusion of the bloody civil war that followed these events, Torvik became the new king, and the aristocracy was abolished "without possibility of restoration." From that time on, the state bore the name Margel — after the name of its new capital.

II - Arual es Diesra
(3 - 93)
One of Torvik's sons and the second king of Margel, Arual, became the founder of many things at once:
- He created a new calendar, which over time, due to the immense influence of the empire, would be used everywhere.
- He wrote the constitution of Margel and established certain basic rights for the citizens of the kingdom, which were given to people not by the state or royal will, but by the goddess Anuzish. Thus, it was believed that a person could not be deprived of these rights at the wish of the state.
- Founded the royal dynasty, appointing them as protectors of Margel, its citizens, and the constitution.
- Linked the cities of the kingdom together by building a road network for the rapid movement of troops, merchants, and travelers.
- Created an effective educational system, which provided an innovative boost and made the citizens of Margel more productive than the peasants of neighboring countries.

III - Lanigiros es Diesra Arual
(23-98)
After Arual's death, a conflict broke out between King Torvik's descendants, ending in victory for Arual's eldest son — Lanigiros. His reign was brief, and the only thing he managed to achieve was the strengthening of the royal dynasty and the restoration of order in the country.

IV - Delsahid es Diesra Arual
(52-114)
Grandson and bodyguard first to Arual, and then to Lanigiros. An outstanding warrior of his time, founder of the royal school of fencing. During his years of reign, he protected the country from the invasion of the Kingdom of Vallen, but was treacherously killed during peace negotiations.

V - Hateya es Diesra Arual
(91-176)
Delsahid's beloved daughter, who became Queen of Margel after his murder at the hands of Vallen. After the elimination of the incomparable warrior and charismatic leader in the person of Delsahid, the northern kingdom expected to easily defeat Margel, but underestimated the new queen and the courage of her people. She, in turn, also underestimated the opponent, and the war dragged on for many years, with subsequent intervention by Villia and Renn, bribed by a generous mass of gold, on Vallen's side.
The war ended in the year 144, as a result of which Vallen lost half of its southern lands to Margel, and the Kingdom of Renn was shaken by a revolution — the peasants, who had suffered during the war, overthrew the monarchical system and spent a long time restoring and reorganizing state institutions on the path to establishing a republic. Villia emerged from the conflict without significant losses.

VI - Floris es Diesra Arual
158-221
Since all her other heirs lost their lives in the war against Vallen and its allies, the next monarch of Margel was Hateya's great-grandson — Floris.
Floris strengthened the fleet of Margel, established maritime trade with Luensia, Sein, and Zimivia, and befriended Lauria — a small country of warriors that was in hostile relations with Vallen.
In the year 200, during a powerful earthquake, the island-state of Mindjin, along with most of its inhabitants, was swallowed by the sea, and the survivors boarded ships, dividing into two groups — some headed east, to the coast of Nijikonia, while others set out on a long voyage in search of a new home. Those who arrived in Nijikonia also split into two groups: some settled in Luensia, while others entered into an armed conflict with Vallen over territories. Margel and Lauria helped the refugees, and Villia helped Vallen; soon the Republic of Renn also joined the confrontation, this time on Margel's side, because the plight of the refugees was closer to them than the interests of the northern monarchies. As a result of the war, Vallen ceded western territories to the Mindjin refugees and southern ones to Margel. Villia lost southern lands to the Republic of Renn. In the following years, Margel, Lauria, Sein, and Luensia worked together to help Mindjin.

VII - Saikam es Diesra Arual
187-257
In the thirties of the third century, Villia came under attack from the Scryme tribes located to its north. Unable to cope with the invaders alone, the King of Villia turned to neighbors for help. Margel and Lauria agreed to provide aid to the country, which displeased the Republic of Renn, which considered the weakening of an enemy to be a benefit for itself. For this reason, waiting until the forces of Lauria and Margel were occupied in the north, the republic struck from the east against the latter, intending to carve off a large piece of their lands. As a result of this war, the Scrymes took some land from Villia, and Margel took some from Renn.

VIII - Sillion es Diesra Arual
210-396
Despite the fact that his methodology was largely copied from the inhabitants of Lunaria, he is considered the founder of magical sciences in Nijikonia, because it was through his efforts that magic schools and related educational institutions began to appear on the territory of this continent.
For Margel, the reign of Sillion "the Long-Lived" became an era of prosperity, economic and scientific growth. Throughout the century and a half of his reign, Margel was not involved in any serious conflict with other powers.

IX - Flanaravi es Diesra Arual
380-420
Sillion wanted his heir to be as competent a ruler as himself, and therefore handled the upbringing of his descendants personally and chose the most talented and diligent among them, as he believed, as his successor. And here, he probably overdid it slightly, for Flanaravi turned out to be a very ambitious ruler.
Throughout five years after his coronation, Flanaravi used the fruits of his predecessor's labors to militarize the kingdom, after which, already in the year 402, he attacked the Republic of Renn. A few weeks after the start of the war, Renn, Villia, Vallen, and Mindjin created a coalition against Margel, but suffered one defeat after another. In the year 410, a peace agreement was signed, and all the losers became vassals of Margel. In the year 420, he died at the hands of a Vallen assassin.

X - Welfern es Diesra Arual
399-482
Shortly after his coronation, Welfern announced the creation of a new empire named after himself, making Margel, Renn, Villia, Vallen, and Mindjin its regions. Monarchy was eliminated in Villia and Vallen, and the first emperor spent all subsequent years of his reign consolidating his own power.

XI - Raidark es Diesra Arual
417-550
Following Sillion's example, Raidark dedicated his life to magic and reached heights worthy of legends. Being a descendant of Flanaravi, Raidark was too far down the line of succession to become the new monarch, but cunning and power allowed him to push Welfern's children out of his way and seize the imperial crown.
During his reign, Raidark conquered Sein, Kridear, and Luensia, voluntarily annexed Lauria to the empire, and also started a war with the dragons of Elysia. These creatures were too dangerous for ordinary armies, but for a wizard of his caliber and several highly skilled companions, dealing with them was not an impossible task. As a result of this confrontation, Elysia became part of the empire, and the dragon king swore loyalty to Emperor Welfern, promising to protect the empire from threats in the future (but not participate in offensive wars).

XII - Sellun es Diesra Arual
548-636
Raidark, although he significantly expanded the borders of the empire, nevertheless had many personal flaws and did not care much about his successor, and therefore after his death, power in the country passed into the hands of the imperial council and regional governors. In attempts to limit imperial power, a senate and a supreme council — the highest legislative bodies — were created. The emperor himself had a vote only in cases where the senate and council could not agree.
In this era, the north of the empire began to be developed, but no significant events or changes occurred.

XIII - Shinalun es Diesra Arual
601-678
Expansion to the north led to a bloody, protracted, and, most importantly, fruitless war with Zimivia — neither country ever managed to achieve victory over the other. Nevertheless, the unfavorable situation at the front and the burden on the economy allowed the new emperor to regain a share of control over the country by securing the support of the people. Now the emperor's voice was equal in significance to the voices of the senate and the supreme council, constituting 33% of the votes required to make legislative decisions.
In the 60s, the government of the empire decided to put an end to the attacks from the Scrymes once and for all and, despite fierce resistance, annexed their territories.

XIV - Kermaria es Diesra Arual
622-750
Another sorceress in the imperial family. Established maritime trade with the Mitsurugi islands, Anis, Zimivia, Ridell, North Haulia, and East Nijikonia. Annexed Noir to the empire.

XV - Shen es Diesra Arual
736-769
A capricious and naive empress whose father hailed from Mindjin. The Senate and Supreme Council of the empire almost never allowed her decisions to take effect, but there were occasional exceptions. For example, Shen's ambition to conquer the Sheria tribe due to simple sympathy for the amazing people of animal-humans was approved based on strategic prerequisites. Empress Shen left no heirs and was killed by opponents of mixing foreign blood with the imperial family, as a result of which the empire fell into a long period of stagnation. The struggle for the throne was resolved only three decades later.

XVI - Naer es Diesra Arual
774-850
One of Raidark's descendants, a competent sorcerer and student of one of the Misurugi martial schools (lived with his mentor in the mountains of Elysia), Naer spent his youth outside the political life of the empire. Instead, upon completing his studies, he traveled first through the Forest Kingdom, and then through Lunaria, where he gathered many followers and put an end to the war between the north and south. In general, elves always treated humans with hostility, but Naer, being a man of many talents, charisma, and a very attractive appearance, managed to win the trust of this people and earned the nickname “King of Elves,” which, although it could not be inherited and carried no real power, was nonetheless based on trust in his persona. Shortly thereafter, Naer returned to Welfern, first to Elysia, and then to Margel, and with the support of the dragon king, took the vacant imperial throne. His first decision was the annexation of Lunaria into the empire, which, given his reputation, happened almost without any turbulence.
In 809, Naer conquered Helm; in 817 — Minua. In 826, he entered the conflict between Calcite and the Harran Empire on the side of Calcite, the party losing at that time. In 831, the war ended; the Harran Empire ceded the city of Kororat to Welfern, and Calcite ceded the city of Neft as compensation for military and financial assistance. A couple of years later, the Marcell region was created, and the previously empty neighboring islands began to be settled. The empire became a key player in maritime trade between the north and east, and the south and north.

XVII - Abeas es Diesra Arual
799-866
On the wave of the previous emperor's successes, his successor, the senate, and the imperial council decided to continue expansion and invaded Nephiria, however, they soon encountered a serious problem. During the hostilities, the grey eminence of Nephiria, the Many-Faced Monogat, who was one of Sillion's students, turned the population of his country into undead. The fallen warriors of the empire suffered the same fate. The empire suffered heavy losses, and the conflict reached a stalemate. Since then, battles on the border of the empire and Nephiria have continued to this day.

XVIII - Hartrain es Diesra Arual
860-952
Hartrain's nearly century-long reign was spent restoring the empire after the losses incurred in the war with Nephiria.

XIX - Purian es Diesra Arual
932...

In his youth, young Purian served in the knights of Welfern, defending the peace of imperial citizens with sword and word; at 19, he married Linalin out of passionate love — a woman from lower Lunaria who was half a century older than him; at 21, he became emperor.

Being young, hot-headed, and very ambitious, he decided to conquer the Kumari islands and, already in the year 955, with the support of the senate and the imperial council, began the invasion. In 959, the war, in which he personally participated, ended with a crushing victory for the empire, however, the young monarch felt no triumph regarding the successfully completed campaign. Realizing how heavily war affects the common person on both sides of the conflict, he secretly regretted his actions.

In the year 963, Purian received the "Golden Gear" award from the Commonwealth of Imperial Workers for reducing working hours and improving labor conditions throughout the country.

In 965, he conducted a successful political campaign to secure for the citizens of the empire the rights of freedom of speech, thought, inviolability of private property, the right to self-defense, and the carrying of personal weapons. In his speech to the people, he said that if the imperial government ever betrayed the interests of the public and wallowed in corruption, the citizens would have the moral right to take up arms and correct the further path of the country.

In 968, in contrast to his liberty-loving political portfolio, he convinced the senate and the imperial council to introduce a series of prohibitive laws, specifically, a widespread ban on providing sexual services in exchange for money or any other compensation. In an empire where brothels enjoyed wide popularity and occupied a significant place in the economy, this led to mass discontent. Some particularly outraged groups (presumably sponsored by brothel magnates) even decided to use the emperor's previous advice and attempted to storm the palace of Margel, where decisions were made, however, practice showed that without critical public support, any protests, even armed ones, were insignificant before the coercive apparatus of the state.

In 969, less than a year after the previous incident, the emperor continued his chosen course, this time imposing a ban on the termination of the unborn, which was caused by the widespread use in recent years of specialized potions and surgical interventions in this direction.

In 971, the church of Arselia presented Purian with an award for contribution to the development of astrology for compiling all known information about celestials and personal research on their nature and methods of fighting against them.

______

Wife: Empress Linalin
Children: Naria, Naera, Revania.

Government of the Empire


Its national anthem (instrumental).


It was the year 975… The player characters were lucky enough to find employment with one of the imperial princesses.
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Characteristics
Strength
Attack +10
Endurance
Health +10
Perception
Accuracy +1%
Agility
Evasion +1%
Luck
Crit Chance +1%
Spirit
Willpower +1
Spell Points +0.3
Intelligence
Magic Power +10
Experience +2%
Speed
Initiative +1
Movement Speed +0.2.
Faith
Virtue +10
Beauty
Situational.
Charisma
Action Points +0.2.

Damage formula: [attack*damage]. For example, if a character's attack is 110 and the weapon damage is listed as 60%, their hits will deal 66 units of damage.
Accuracy formula: [weapon accuracy + character accuracy - enemy evasion]. Accuracy cannot be higher than 95% or lower than 5%.
The effect of critical hits depends on the type of action.
Action points are required for work, special events, and using certain abilities.
Spell points are required to cast spells.
Willpower determines the strength and resistance to debuffs.

Base Characteristics
All characteristics are equal to 10.

Affinity:
Resistance and effectiveness of a specific element.
If the target has resistance and the character has increased effectiveness, they are subtracted from each other.

Characteristic Cost
The base cost of a characteristic is 100. This number increases by 10 after each purchase of a characteristic using experience.

Dialogue Actions
Seduction: beauty*3+charisma.
Persuasion: charisma*2+intelligence*2.
Intimidation: strength*3+charisma.
These are only necessary in cases where the character has a reason to refuse the player's proposal. Defense against these actions depends on the situation and the character's personality. In addition to a successful roll, the action must also be played out at least minimally.

List of Negative Effects
Resistance to negative effects is tied to the willpower parameter.
Bleeding: the character takes damage equal to one third of the damage received; stacks, lasts until healed.
Burn: the character takes damage equal to 10% of their maximum health; stacks, lasts until healed.
Concussion: the character skips their next turn; does not stack (the effect with the longest duration is applied), lasts for a certain number of turns.
Slow: reduction of the character's SP; does not stack (the longest duration and strongest effect are applied), lasts for a certain number of turns.
Immobilization: the character loses the ability to move and evade; does not stack (the effect with the longest duration is applied), lasts for a certain number of turns.
Poison: the character loses 10% of current health, accuracy, and evasion; stacks, lasts until healed.
Blindness: the character's accuracy drops to 10%.
Frenzy: the character does not distinguish between friends and foes and attacks the nearest character.

Equipment
At the start, you can fill all your slots with standard equipment.

Slots

Weapon 1:
Weapon 2:
Head:
Body:
Shoulders:
Hands:
Feet:
Accessory 1:
Accessory 1:
Other 1:
Other 2:
Other 3:
Misc Equipment Bag: items that the character has access to only in a safe environment.

Weapons
TypeDamageAccuracySlotsSpecial PropertiesCritical Effect
Imperial Blade60%60%1-Damage is doubled.
Shashka40%55%1Character attacks cause bleeding.+2 bleeding effects, willpower roll is twice as strong.
Farellian Sword50%45%1Character attacks deal additional damage equal to 20% of the opponent's maximum health.Additional 20% damage equal to opponent's max hp, ignores defense.
Morning Star60%45%1Character attacks ignore 20% of opponent's defense.Concussion, willpower roll is three times stronger.
Spear40/60%60%1/2+1 to attack range.Guaranteed hit.
Claymore85%50%2-Damage is doubled.
Flamberge60%50%2Character attacks cause bleeding.+2 bleeding effects, willpower roll is twice as strong.
Zweihander110%30%2Character attacks ignore 20% of opponent's defense.Damage is doubled.
Sledgehammer70%40%2Character attacks ignore 30% of opponent's defense.Concussion, willpower roll is three times stronger.
Rapier35%75%1-Two additional attacks.
Halberd70%50%2+1 to attack range.Guaranteed hit.
Axe55%45%1Character attacks cause bleeding.Concussion, willpower roll is three times stronger.
Bow50%50%2-Guaranteed hit.
Crossbow40%55%2Character attacks ignore 30% of opponent's defense.+2 bleeding effects, willpower roll is twice as strong.
Dao60%50%1+5% crit chance.Concussion, bleeding, ignores defense.
Katana50%70%2-Damage is doubled.
????Player's discretion.Player's discretion.
Buckler-30%1Durability: 300-
Gothic Shield-50%1Durability: 500, SP -1, evasion -10%.-
Equipment
TypeEffectSlot
Traveler's Boots+1 SP.Feet
Plate Boots+5% defense.Feet
Leather Gloves+2% accuracy.Hands
Plate Gauntlets+20 attack.Hands
CloakOrange: affinity +10% (fire)
Blue: affinity +10% (water)
Brown: defense +5%
Green: affinity +10% (wind)
Turquoise: affinity +10% (cosmos)
Shoulders
Cloak+2% evasion.Shoulders
Clothing+5% evasion.Body
Light Armor+10% defense.Body
Heavy Armor+20% defense, -5% evasion.Body
HelmetSelf-crit chance -5%
Accuracy -8%
Head
Quiver of Arrows20/20Other
Quiver of Bolts20/20Other
?Player's discretion.?
Gems
Because gems contain a large amount of natural magical energy, over time they began to be used as handy healing tools and for other functions even by those who do not possess magical abilities. Used from the "other" slot.
Small Emerald x6Restores 30% health.
Common Emerald x3Restores 60% health.
Cut Emerald x2Restores 90% health.
Flawless EmeraldRestores 100% health and doubles the character's maximum health until the end of the battle.
Small Sapphire x6Restores 1 SP.
Common Sapphire x3Restores 2 SP.
Cut Sapphire x2Restores 3 SP.
Flawless SapphireRestores all SP and doubles their number until the end of the battle.
Small Ruby x6Character damage +20% until the end of the battle.
Common Ruby x3Character damage +40% until the end of the battle.
Cut Ruby x2Character damage +60% until the end of the battle.
Flawless RubyCharacter damage +120% until the end of the battle.
Small Topaz x6SP +1 until the end of the battle.
Common Topaz x3SP +2 until the end of the battle.
Cut Topaz x2SP +3 until the end of the battle.
Flawless TopazSP +3 until the end of the battle, 50% chance to activate an extra turn.
Small Diamond x6Defense +6% until the end of the battle.
Common Diamond x3Defense +12% until the end of the battle.
Cut Diamond x2Defense +18% until the end of the battle.
Flawless DiamondDefense +24% until the end of the battle, character's defense cannot be pierced.
Small Amethyst x6Removes one negative effect from the character.
Common Amethyst x3Removes all negative effects from the character.
Cut Amethyst x2Removes all negative effects from the character and doubles resistance to them until the end of the battle.
Flawless AmethystImmunity to negative effects for one battle.
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Artifacts
Player characters receive one random artifact of their choice from the list below. The story of how it was obtained is created by the player. Artifacts are unique, meaning they cannot be repeated unless otherwise specified. Full list here.

Artifact List
Aru's Armor+125 to health.
+20% to evasion.
Female only.
Excellent armor that faithfully served a Raidarka bodyguard named Aru.

Creation date: 467 o.o.m.
Slot: body
Magic FluteCharisma 10: allows hypnotizing animals as an active action (requires AP).
Charisma 15: allows hypnotizing monsters as an active action (requires AP).
Charisma 20: allows hypnotizing humans as an active action (requires AP).
Range: 3
Hypnosis strength: charisma*5 vs will
Requires Musician profession.
A flute that belonged to the chief courtesan Higuchi, due to whom the lands of Sabagebu fell into decline. According to legend, she charmed animals, beasts, and people in order to become queen first of the region and then of all the islands, but something went wrong...

Creation date: 714 o.o.m
Slot: weapon [both]
Terron's ShieldAccuracy: 60%
Affinity (earth) +100%.
Also blocks attacks on cells adjacent to the character.
Indestructible.
One of four legendary elemental artifacts.

Creation date: more than ten thousand years b.o.m.
Slot: weapon
Stones of Female and Male PrinciplesAffinity (fire) +25%.
Affinity (water) +25%.
Affinity (air) +25%.
Affinity (earth) +25%.
Character attacks deal additional light damage (+50%) and darkness damage (+50%).
Precious relics "borrowed" from the church of Anuzish. Cannot be used separately.

Creation date: 2999 b.o.m.
Slot: other (two).
Aivel's GlovesMagic effectiveness is doubled.
Character damage in melee and ranged combat is converted to cosmic.
Indestructible.
Female only.
Gloves of some celestial being.

Creation date: unknown.
Slot: hands
Aivel's Plate Boots+50% to beauty.
+100% affinity (cosmic).
Indestructible.
Female only.
Boots of some celestial being.

Creation date: unknown.
Slot: footwear
Plate Gloves of the Welfern Knights+15% to accuracy.
Quantity is unlimited (ownership must be described in biography).
Plate gloves of the Welfern Knights.

Creation date: day obtained by character.
Slot: hands
Robes of Mircon Satella+10 to beauty.
+10 to charisma.
Male only.
Robes that belonged to the Satellian count Mircon Satella, known for his romantic adventures.

Creation date: 366 o.o.m.
Slot: body
Anila's Armor50% chance to block incoming damage.
Female only.
Armor that belonged to the Grandmaster of the Welfern Knights.

Creation date: 759 o.o.m
Slot: body
Horn of IntimidationReduces the will of other characters except allies by half; can be used in combat (active action, requires AP).A horn that belonged to Torvik and his ancestors before him.

~500 b.o.m.
Slot: other
Serafia's CloakSpirit +10
Agility +10
HP +5
Female only.
A cloak worn by one of the Raidarka students and a magic teacher of Kermaria.

Creation date: 501 o.o.m.
Slot: shoulders
Soul SphereSouls of defeated enemies enter here, which prevents certain abilities and also allows communicating with them. The number of available slots depends on the character's charisma (charisma/5).This item entered the empire on a merchant ship arriving from the Mitsurugi islands. Its origin remains unknown.Slot: other
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Professions
Alchemist
The character can gather ingredients in suitable locations and craft elixirs. 
Psychiatrist
The character can learn the personality traits of an interlocutor. 
Doctor
With medical supplies available, the doctor can bring characters fallen in battle back to life.
Merchant
Cost of goods and services -1% for each point of charisma. Limit: 50%
Fisherman
The character can catch fish. 
Prostitute
Resistance to negative effects is three times stronger than normal.
Miner
Strength +4, Spirit +4.
Blacksmith
Strength +5, Endurance +3. 
Philosopher
The character spends one action point to gain +1 unit to a random characteristic with a 1% chance of committing suicide. Each use increases this chance by 1%. 
Soldier
Combat skill learning cost -20%
 
Athlete
MP +2, Agility +3. 
 
Priest
The character can study special abilities of their faith. 
 
Model
Beauty +8.
 
Actor
Charisma +5, Agility +3.
 
Circus Performer
Agility +4, Perception +4.
Artist
The character can paint pictures based on witnessed events. Requires 1 AP. 
 
Writer
Spirit +4, Intelligence +4. 
 
Builder
Strength +2, Endurance +3, Perception +3.
 
Farmer
Endurance +3, Intelligence +2, Strength +1, Spirit +2.
Hunter
+20% to accuracy and evasion in combat against wild animals and monsters.
Musician
The character can play musical instruments.
 
Sailor
No penalty in sea battles, affinity (water) +25%.
Mercenary
Monetary reward for quests increases by 50%+(charisma*2)% 
Historian
Book reading speed is twice as high. 
Linguist
The character can speak any language. 
Biologist
The character can estimate the features and characteristics of animals, monsters, and plants. 
Swindler
The character can attempt to stealthily rob another character. The success chance depends on the character's stealth and the target's perceptiveness.
Teacher
Experience bonus from the teacher's intelligence is added to the experience bonus from the student's intelligence. 
 
Adventurer
Luck +8.
 
Skills
Abilities
One-handed Weapons
Imperial blade, shashka, Farellian sword, morning star, spear, rapier, axe, dao.

Shield Proficiency [500]
The character gains the ability to carry a shield in the second hand. 

Shield Bash [500]
A successful block allows a counter-thrust to stun the attacker. Requires a shield.

Shield Bash II [1600]
The counter-thrust is guaranteed to hit. Requires Shield Bash. 

Shield Bash III [1000]
The attacking will save for this action is twice as high. Requires Shield Bash II. 

Dual Wielding [1000]
The character gains the ability to use two weapons simultaneously. 

Lightning Speed [800]
Additional attack for the primary weapon. 

Lightning Speed II [1600]
Additional attack for the secondary weapon. 

Piercing Strikes [2000]
Critical damage chance is doubled. 

Onslaught [500]
Attacking an opponent in melee or being attacked by an opponent in melee increases the character's MP by 3 for one turn. 
Imperial Fencing
Imperial blade without a shield or second weapon.

Parrying [1500]
The character can parry enemy attacks in melee. Chance equals character accuracy * 2 WITHOUT considering weapon accuracy. 

Counterattack [1500]
Successful evasion or parrying allows the character to deliver a counterstrike.

Waltz [1500]
In one-on-one combat, the character gains +20% to accuracy and evasion, and their attack is doubled. 

Two-handed Weapons
Claymore, Flamberge, Zweihänder, Sledgehammer, Halberd, Katana.

Arc [400]

The character also deals damage to enemies in cells adjacent to the target. 

Arc II [1200]
The character deals damage to all enemies around them. 

Frenzy [2000]
The character survives a lethal attack with 1 HP and delivers a guaranteed counterstrike to the attacker. 

Might [1200]
+5 to attack for each unit of endurance, +5 to health for each unit of strength. 
Polearms
Spear, Halberd.

Piercing Thrust [1000]
Character attacks deal damage to all enemies in the line of attack. For each enemy in the line of attack, damage increases by 25%. 

control [1500]
The character attacks all enemies that appear in the line of their attack. 

Armor Piercing [2000]
Character attacks ignore enemy defense. 
Marksmanship
Bow, Crossbow.

Sleight of Hand [1200]
Additional shot.

Mastery [1200]
Firing range +50%

Aimed Shot [1200]
+0.5% to accuracy for each unit of perception. 
Armor
Armor Proficiency [1500]
The character can wear heavy armor.
Combat Training
Dexterity A [300]
The character can "step over" allies. 

Dexterity B [300]
The character can swap places with an ally on an adjacent cell.

Dexterity C [600]
The character can move diagonally (costs 1.5 MP)

Sprint [400]
The character doubles their MP until the end of the turn, but cannot perform other actions during this turn. Cooldown: 2 turns.

Rider [800]
The character is trained in riding. 

Roll [800]
The character becomes immune to targeted actions until the start of the next turn. Cooldown: 3 turns. 

Waiting [300]
The character can lower their initiative before the start of their turn to a desired value.
Leadership
Morale [2000]
Characters under the command of the character may receive an additional turn; the chance depends on the commander's charisma. 
Scout
Camouflage [1000]
The character is undetected by the enemy. 
Stealth check: character agility * 2 vs enemy perception. 
Camouflage II [1000]
The character can spend a turn to restore stealth status. 
Saboteur [1000]
Attacks from stealth deal triple damage.
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3 years ago
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Imperial Regions
The Welfern Empire is a very large country. Its borders stretch from the far north of Nijikonia (the northern continent) to the northern lands of Haulia (the southern continent). It possesses islands in the Great Sea and distant overseas colonies. As a result, the cultural and ethnic composition of the empire is very multifaceted.

North

Before the exploration and settlement of the empire's northern territories began, these lands had no name of their own and were mentioned in conversations, as well as in documents, simply as "the north of the empire" or just "the north." Years passed, the region developed significantly and acquired great importance for the state, but it never received a unique name.
The population of the North is relatively small and consists mainly of descendants of imperial explorers and settlers from Zimivia and Luensia. The region is rich in forests, minerals, and metals.
At the furthest north of the imperial territories lies a massive wall separating it from Zimivia; this place saw the greatest number of clashes between the armies of both countries. An important military port responsible for the control of the north of the Great Sea is also located in this region.

Origin Bonus
+35% Health, affinity +40% (water). Immunity to snow and blizzard.

Scryme Tribes

In the past, various criminals of all stripes gathered on these lands from all surroundings — bandits, robbers, rapists, and other undesirable elements of adjacent societies. These people had no state, but they had oral laws and unspoken rules based on common sense and justice — at least in the form those terms were understood by the local residents. For this reason, they possessed some level of organization, and when their numbers grew sufficiently large, they became a true plague for neighboring lands. Free from obligations to any state, yet moderately disciplined, they were superb warriors who lived off war and looting.
These people took on their current form when they carried out a raid on Lenheim, which was located far to the south. A native of that city, a powerful wizard named Scryme, upon learning of what happened, decided to take revenge on the barbarians and cursed them so that what they had inside matched their outward appearance. As a result, tribes of orcs, goblins, ogres, kobolds, and trolls appeared. However, the Scrymes did not cease their barbaric activities until they were captured by the empire.

Each tribe is led by a chief, and the representative of all Scrymes in the imperial senate is the High Chief. Despite the fact that the Scryme lands are divided among five tribes, representatives of these tribes can live not only in the territory of their own clan, but also in the settlements of other clans.

For a long period of time, the Scrymes had no religious beliefs, but not long ago, a new religious movement founded by Chief Utulg originated among them.

Origin Bonus
Beauty -10.
- Scarlet Claw (orcs): double crit chance roll in melee combat, +40% Health.
- Green Skull (goblins): +3 SP, +15 Agility.
- Big Axe (ogres): +15 Strength, +15 Endurance.
- Fast Bolt (kobolds): double crit chance roll in ranged combat, +15 Perception, +1 Range.
- Slimy Lip (trolls): regeneration of 50% Health per turn.

Kingdom of Luensia

One of the world's oldest civilizations, Luensia has managed to preserve its identity despite forced annexation into the empire.
Luensia is home to a very strict, perfectionist, and enterprising society, which on one hand strives to adopt positive traits (as they see them) of other countries and peoples, but at the same time requires all its residents and guests to follow the laws and rules of Luensia itself to the letter.
National spirit is very strong in Luensia, but almost anyone can become "one of their own" — even a troll, even a goblin, but only if they have managed to prove that they fit Luensian culture and can become a worthy member of its society.

In Luensia, power belongs to the monarch, but generally, it is delegated to competent advisors, important public figures, efficient entrepreneurs, etc. These, in turn, may lose these powers if the monarch deems their activity unsatisfactory or if they lack sufficient popularity among the people. Currently, due to an injury sustained in the war with Zimivia, the king hardly participates in the political life of the region; however, his daughter Bianca takes a very active part in governing it.

Origin Bonus
All stats +1.

Republic of Mindjin

A country founded by refugees from a sunken island, serving as a home for a hardworking, enterprising society based on meritocracy. Mindjin is led by a union of workers and entrepreneurs (SRP).

Origin Bonus
+1 additional (random) profession.

Subin

In its current form, Subin was formed in 507 B.O.M. and since then has lived under the rule of the Eul royal dynasty, whose main dogmas throughout all these centuries have been as follows:
- Avoidance of war and military actions.
- Development of science, culture, and commerce.
- Security, justice, and stability.
The result of such ideals was that despite its extremely modest size and lack of natural resources, Subin managed to become home to a numerous and highly educated population, without lagging behind larger competitors in economic strength. Nevertheless, long working hours, fierce competition, and an obsessive drive for success require residents to be ready to make great sacrifices in their personal lives.

Origin Bonus
Efficiency of events related to work activities is twice as high.

Lauria

A small country of noble warriors for whom martial arts and the craft of war are, first and foremost, a method of self-development and meditation, and only then a means of protecting themselves, their loved ones, and their compatriots. Residents of this region revere everything related to aesthetics and strive to surround themselves with beauty in its many manifestations. The streets of Lauria's cities are always clean, and its people are tidier than anywhere else.

Origin Bonus
+5 Beauty, +5 Charisma, +1 Faith.

Buruaka

In the past, this region served as a home for humanoid frogs, but after a failed rebellion against the rule of the empire, during which most of Buruaka's prominent figures were exterminated, this land became a place of exile for numerous imperial criminals and is used for the extraction of the many resources with which these lands are rich.

Origin Bonus
- Buruakans
Beauty -10.
Regeneration of 25% Health per turn.
Affinity (water) +50%.

- Humans
+3 Strength, +4 Endurance, +3 Agility.

Margel

The capital of the empire, where it all began. Its cultural, economic, scientific, and general center.

Origin Bonus
An artifact can be chosen at your discretion, but in that case, you must describe how it was granted by the emperor for certain merits.
OR
+1000 rems.

Vallen

For centuries, Vallen has been and remains a land of aristocratic hedonism — despite countless attempts, the imperial authorities have failed to eradicate this cultural trait. Formally, there is no privileged class in this region; however, because all wealth and means of production belong to a limited circle of families, as well as pervasive corruption, life here is good only for those lucky enough to be born into the right family. The most respectable professions for an ordinary person in Vallen are butlers, maids, assassins, and other direct subordinates.

Origin Bonus
5% chance to kill an opponent with any attack (no check).
OR
+1000 rems.

Villia

A land of hereditary knights for whom war is a noble cause. Traditionally, gold earned through feats and the craft of war are most revered. Here, even simple laborers dream of one day donning shining armor and going off to play the hero.

Origin Bonus
Good set of starting equipment.

Shiho

One of the newest regions of the empire. The city of the same name was built on a vacant island east of Mitsurugi. Currently, it serves as an important port for the empire, representing a bustling trade center between the empire and the island nations.

Origin Bonus
Certain oriental items, possibly weapons or other equipment (determined randomly).

Renn

The motto of this land states — "brotherhood and equality," which well reflects the mentality of its residents and the local peculiarities of life. Long ago, the leaders of the then independent republic of Renn fought for the overthrow of aristocracy and monarchies worldwide, but having been annexed by the empire, they had to leave these ambitions in the past.

Origin Bonus
+1% Accuracy and Evasion for each ally (limit: 10%).

Elysia

Powerful dragons capable of taking human form live here. You cannot play as this origin, but knowing of its existence will not hurt.

Helm

This part of the massive Elysian mountain range is inhabited by angels — humanoid creatures blessed with wings. In terms of science and technology compared to other imperial regions, Helm is very underdeveloped, not least because most of its inhabitants reject any changes to their accustomed way of life. Consequently, more curious angels must satisfy their thirst for knowledge in other parts of the empire, and sometimes beyond its borders.

Origin Bonus
- 5 Endurance.
Character can fly.

Upper Lunaria

Home of the world's first sentient race and the very first civilization. Lunarians live in small settlements (about 50 families) in harmony with nature, and occasionally in cities with populations up to several thousand residents. Despite seeming primitive at first glance, they are a very advanced people. For example, Lunarian chronicles describe the history of the entire world in detail, and even the richest and most technologically advanced state could envy their natural medicine. Additionally, every Lunarian possesses an affinity for magic, whereas among other peoples, only one person in a thousand has the potential to unlock themselves in this direction.
A separate mention should be made of the reproductive peculiarity of this people — on average, Lunarians live about a thousand years, but each time conception occurs, the lifespan of the future parents is halved; furthermore, cases where parents had more than three children have not been recorded in history. This trait has made Lunarians great romantics, who enter intimate relationships only with someone they are ready to spend the rest of their lives with. This also explains the relative small number of Lunarians compared to other peoples.

Origin Bonus
+10 Beauty, guaranteed ability for magic during testing (after start).

Lower Lunaria

Throughout the long history of Lunaria, not all its residents shared the accepted norms inherent to this culture. There were even those who rejected the teachings of the first queen — the divine incarnation Anuzish. Mysteriously, this led to the skin of such Lunarians taking on a darker shade over time, making them easy to distinguish from the general mass. As a result, conflicts began to occur between ordinary Lunarians and dark Lunarians. Eventually, the divided people had to split their lands in two — the upper (northern) part remained with the traditional Lunarians, while the lower (southern) part went to the dark ones.
The traditional way of life of their people was so abhorrent to the residents of Lower Lunaria that in the years following the division, they even managed to devise contraceptive magic to enable them to indulge in lust without sacrificing precious years of life. Later, a so-called "war of the sexes" occurred in Lower Lunaria, resulting in the enslavement of the male population. Over time, these slaves were bred with captured human women to use half-breeds as labor. Currently, every dark Lunarian woman has at least a few slaves.

Origin Bonus
+10 Beauty, guaranteed ability for magic during testing (after start).

Noir

Noir is an underground region located beneath Elysia, Helm, and Cridear, inhabited by dwarves.

Origin Bonus
-5 Beauty, character can enchant equipment using precious stones.

Sheria

Sherians might look like this — click. Or they might look different. They live in tribes, and their appearance and cultural characteristics vary greatly.

Origin Bonus
Depends on which animal the player wants to associate their character with. Generally, their beauty parameter suffers just as it does for other non-humans.

Minua

If Lauria is a region of noble warriors, then Minua is one of primitive ones. Representatives of this people always follow the strong. Most often, they engage in hunting or mercenary work.

Origin Bonus
Profession of fisherman, hunter, or mercenary.

Marcell

Marcell consists of 6 cities — Campaspa, Roxana, Taisa, Korrorata, Nefta, and Elise.

As a result of such geographical positioning, this imperial region controls the lion's share of trade between north and south, west and east. Consequently, over time, it became home to a multinational population.

Origin Bonus:
Choice of sailor or merchant profession.
OR
Additional character (without artifact) - quota and roleplay handled by the player.

Kumari Islands

A land of serpentine sentient beings conquered by the empire in the year 959. Due to the abundance of dangerous animals such as dinosaurs, ordinary mortals rarely dare to step outside the cities.

Origin Bonus:
-10 Beauty.
Resistance to negative effects is twice as high.
Immunity to poisons.
Affinity (fire) +50%.

Cridear

Residents of the mountainous area who have led an ascetic lifestyle since ancient times. They practice martial arts to develop discipline, and love to spend their free time reading books and engaging in philosophical conversations.

Origin Bonus:
Alchemist collects more ingredients.
Psychiatrist learns characteristics.
Doctor can treat without medication.
Merchant can buy one item for free (chance depends on luck), only once per shop.
Fisherman catches more fish.
Philosopher has no risk of suicide.
Soldier's cost of learning combat skills is reduced by another 10%.
Athlete +1 SP.
Artist can paint two pictures for 1 AP.
Teacher can have up to three students at once.




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Church of Anuzish

The oldest and still dominant religious institution in the world, whose purpose is to venerate the planet and its divine incarnation, as well as to protect it from threats, both internal and otherworldly.

The base effect of faith depends on the season in which the character was born.


Patronage of Sylphid - Autumn
+25% to affinity (wind), SP +2, chance (faith) for an additional attack.

Patronage of Mohen - Winter
+25% to affinity (water), immunity to injuries and protection from fatal situations (e.g., traps) and effects (e.g., assassin abilities).

Patronage of Terron - Spring
+25% to affinity (earth), +50% to health.

Patronage of Rufus - Summer
+25% to affinity (fire), +50% to damage.

Priest Abilities
・Healing [500]
Removes negative effects from an ally and restores all health. Requires 20 points of virtue.
・Resurrection [500]
Brings a character who has fallen in battle back to life. Requires 35 points of virtue.
・Purification [500]
Deals 500 void damage to undead and demons. Requires 10 points of virtue. Range: 15.

New Tradition
Over time, some philosophers proposed that the church's doctrines and its presented worldview did not cover the entire spectrum of human civilization and, furthermore, did not correspond to the contemporary reality in which the planet's inhabitants found themselves. For this same reason, various sects based on the worship of Anuzish began to spread throughout the world, but with their own unique characteristics and without any connection to the church. To this day, although there are many small organizations, only three major sects have survived.

Sect of Order

The Sect of Order originated in Zimivia in the third century AoM and remains the largest religious organization in that country to this day. Its founder was Anastasia Moroznaya (201-298), daughter of the ruler of the principality of Morozny, far in the north, and later the Tsarina of all Zimivia. During this period, the island-state of Minjin, located to the south of her homeland, was struck by a catastrophe of nightmare proportions — it sank to the bottom. Despite the fact that her father's principality was very far from the event, Anastasia, within her limited resources and status, tried to provide all possible assistance to the refugees; some of them ended up in her service: mostly tailors, builders, and other craftsmen, but contact with the overseas culture sparked her interest in reforms within her own country.
Having married a tsar with an extremely weak and pliable character, power essentially passed into Anastasia's hands, although initially no one expected this — officials assumed that with such a ruler at the helm, they would live in clover, but the young tsarina turned out to be insightful, inventive, and ruthless towards those who stood in her way.

She established that for a worthy existence (which, in her view, was necessary to meet the expectations of Anuzish), people needed to become like cogs in a well-tuned mechanism of the state and society, where everyone lives according to strict orders and laws, and any deviation from them was severely suppressed. During her reign, Zimivia rose significantly, order was established, corruption was practically defeated, fair courts were organized, and much more; however, in the centuries that followed, the elite of Zimivia used the teachings and influence of the sect to strengthen their own socio-economic status and exploit the working class. Nevertheless, the doctrine of order exists to this day and is used not only within Zimivia but also beyond its borders.

- The head of the sect is the leader of the country if it has official status; otherwise, there is no leader.
- The Sect of Order practices matrilineal marriages, in which lineage and inheritance are traced through the maternal line.

Effect
Characteristic costs are 20% lower.

Priest Abilities
・Motivation [500]
Grants an ally an additional turn. Requires 35 virtue.
・Coordination [500]
Allows you to pool the entire team's initiative and redistribute it among each member as desired for one turn. Requires 5 virtue. Used at the start of a phase.
・Aegis [500]
The character takes no damage or negative effects; instead, they lose 50 virtue.

Sect of Chaos

Noirfram Murgleis (58 B.A. - 10 A.M.) was one of the captains of the Sidjmort fleet, a charismatic personality, a brave man, a brilliant tactician, and at the same time a very devout follower of Anuzish. With such a combination of personal characteristics, Noirfram could not help but question the laws and hierarchy of society. In his opinion, it could not be that the gods created them to toil their entire lives for kings and the like. The situation was exacerbated by the fact that the then-monarch of Sidjmort was in many ways an incompetent and pathetic man, yet possessed immense pride. In Noirfram's view, such injustice was possible only in the so-called "civilized" society, where the weak and morally deformed had the ability to bend the stronger and more worthy to their will. Deciding he had had enough, Noirfram kills the king of Sidjmort and hijacks several ships, then sets sail on a long voyage with his crew. Several months later, they discover an uninhabited island; Noirfram names it after himself, the sailors begin to settle the new lands, and the process of forming a new society begins, based not on written laws but on oral rules of conduct and fraternal traditions.

In 225, after a series of successful and profitable raids on merchant ships in the Anuzish Belt, a social split occurs in Noirfram: some believe that such activity ran counter to the needs and philosophy of their society, while the other group welcomed such methods of enrichment and entertainment. In the end, both groups agreed that the "pacifists" would keep Noirfram, and the "pirates" would take the ships with the lion's share of provisions, tools, and equipment. Some time later, the pirates settled in the center of Arhelon and, after a long series of disputes, decided to name the island they found Murgleis, after the sect founder's surname. Since then, they have lived by piracy.

- The sect has no leader.
- The sect does not practice any state institutions.

Effect
Additional turn if the character acts alone, +25% to affinity (fire), +25% to affinity (water).

Priest Abilities
・Luck [500]
Increases the selected character's critical hit chance by 10%. Requires 5 virtue.
・Intimidation [500]
Stuns all enemies. Requires 40 virtue.
・Battle Cry [500]
Allies deal 20% more damage until the end of combat. Requires 20 virtue.

Sect of Harmony

The Sect of Harmony is the result of a philosophical analysis of Order and Chaos by the brightest minds of Lycoris. Taking into account that both teachings contain kernels of truth based on actual societal problems, they decided to attempt to find a third path (the official name of the sect is the "School of the Third Path"). Understanding that achieving an ideal is impossible, they nevertheless made the necessity of striving for it the heart of the new teaching, namely in the harmony of the following aspects of human life:
- the person and their body; the aspiration to be healthy (physical peace) and beautiful (spiritual peace).
- the person and their family, neighbors, city, country; the aspiration to build and maintain good relations with everyone around them.
- the person and the state; the aspiration to solve problems and current issues at the local level.
- the person and nature; the aspiration to use nature's resources with gratitude and respect.
- the person and their daily life; the aspiration to live in harmony with nature, in relatively small and clean cities without abusing technological progress.
- people and people; the aspiration to respect the interests and culture of others, but also not to sacrifice one's own.
and much more...

- The sect has local leaders, usually elected by the residents of a specific territory; these are typically young and energetic people who are good at listening, resolving conflicts, understanding people, and representing their interests at meetings with representatives of other lands.

Effect
The player can create an additional character with the same faith.

Priest Abilities
・Diplomacy [500]
The character can force both sides of a conflict to part ways peacefully (does not work against undead and the like). Requires 100 virtue and at least minimal roleplay.
・Good Deeds [500]
Good deeds lead to luck, but require 30 virtue.
・Mercy [500]
The character's attacks do not kill enemies; instead, they merely take them out of combat. Requires 10 virtue.

Lugranism

Lugran of Sur (901-946) was a famous physician from Liod who, invited by the Tsarina of Zimivia, became her secret advisor. He was a highly erudite man and understood not only matters of medicine but also economics, history, and culture. However, he repaid the tsarina's favor with betrayal, using his position to weaken the royal family and the nobility, and when he was caught and an attempt was made to arrest him, he fled to Tulup, where he organized a rebellion, intending to overthrow the tsarina and reform society. In the end, the rebellion was suppressed, and Lugran was executed, but his cause and philosophy continue to live on to this day.

System of Ideas and Values of Lugranism
- Rejection of monarchy, social classes, religious organizations; establishing the interests of the state as paramount, the individual as secondary, and everything else as tertiary.
- Rejection of private ownership of resource deposits and means of production — they must become the property of the entire society.
- Establishing a priority on education, medicine, and strengthening the armed forces.
- Rejection of excess; establishing a ceiling for the "needs" of the individual.
- Establishing a necessary minimum of labor from each member of society depending on their qualifications.
- Entrenchment of Lugranist ideology within Zimivia as the unshakable core of the state raised from the ashes; aiding the oppressed and fighting oppressors abroad.

Exists predominantly within Zimivia, but is beginning to gain popularity beyond its borders.

Effect
The character's faith is always zero. Immunity to mind control.

Liberation

A movement founded by Utulg, the chieftain of the Crimson Claw (who is also its current leader). According to his ideology, instead of worshipping Anuzish and the elements, an advanced, modern civilization should exploit them for its own benefit.
Utulg places man (including elves, orcs, and other intelligent races) at the top of Anuzish's food chain and calls upon all intelligent peoples to free themselves from divine shackles.
In Utulg's speeches, man is more important than deities, the planet, the animal world, and everything else; he considers the satisfaction of individual desires and the unlocking of an individual's potential to be the highest good possible.

Effect
+3% to damage for each point of faith the enemy has if they adhere to a different faith.

Priest Abilities
Control Elements [500]
・+20% to affinity (air, water, earth, fire).
Control Forces [500]
・Nullifying another's affinity in one's presence. Costs 5 units of virtue per turn.

Luensian Ethics

Originating in Luensia, this system of moral principles enjoys a certain popularity far beyond its borders. Its key principles are love of labor, discipline, cooperation, integrity, and unity. According to Luensian ethics, labor is necessary for moral and spiritual development, whereas its absence in a person's life corrupts both body and spirit.

Effect
Alchemist gathers more ingredients.
Psychiatrist learns characteristics.
Doctor can heal without medications.
Merchant can buy one item for free (chance depends on luck), only once per shop.
Fisherman catches more fish.
Philosopher has no risk of suicide.
Soldier's cost for learning combat skills is reduced by an additional 10%.
Athlete has +1 SP.
Artist can paint two paintings for 1 AP.
Teacher can have three students at once.

A character from Kridear receives +2 action points.

Cult of Mao

This faith is only available to characters affiliated with Shiho.
On the Mitsurugi Islands, Mao is revered as highly as Anuzish. She is the one who gave the island barbarians civilization, culture, national consciousness, a spirit of unity, and practically everything their society is based on.

Effect
+2 to willpower for each ally in combat.

Priest Abilities
・Body
Counterattack after every miss against oneself (void damage, ignores damage reduction).
・Spirit
The character can use faith for charisma checks.
・Mind
The character can use faith for intelligence checks.

Godlessness

Only available to female characters of Lower Lunaria. According to this faith, every dark lunar woman is akin to a goddess, while everyone else exists to serve her.

Effect
Defeating (or seducing) other characters allows you to make them your slaves. The slave limit is equal to charisma/5.
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Celestial Beings
Miss Cosmos

A playful, yet kind-hearted celestial being who gives mortals a chance at a second life in one of the myriad worlds to which she has access. 

The player can continue the game with one of their characters from the following worlds:

Vistéria
- Vistéria
- Lungwort
- Serberia

Lafrenia
- Lafrenia
- Sakuramoria

Reim
- Reim Empire
- Reim Empire 2
- Fragments of Reim
- Thiaral
- Reim Empire 3

Erthenia
- Erthenia
- Novaru
- Lapistia
- Alrion
- Veldaran

There is potential for unique traits and abilities depending on who the character was in the previous world.
The character's faith is converted into charisma, beauty, or intelligence, as chosen by the player. 
The character cannot choose a new belief under any circumstances. 

In Anuzish, the summoning of a "Hero" is carried out by sorcerers using royal blood.
Sophia

A mortal who managed to become a celestial being by killing the goddess of her own world. She favors "like-minded" individuals from other worlds. 

The player can create a second character without any restrictions, provided that the first and second characters are in love with each other.
Tevta

Who said that sea pirates only sail the seas and oceans? 

Cosmic pirate Tevta favors all those who live boldly and are not afraid to take what belongs to others.

Once per game, the character can activate a special feature of this belief.
Its effect depends on the character's faith at the time of activation.

Faith 10: the character gains a trait that allows them to receive additional items when searching containers and looting. 

Faith 20: the character gains possession of two random artifacts from the available starting list.

Faith 30: the character once copies the appearance and abilities of a chosen target without the ability to return to the previous state (the target must not have protection against curses). 

When changing beliefs or upon death, the character loses the effect gained from activating this belief; in addition, they and their companions also lose all their possessions. 
Gnosis

A celestial being who collects various information from different worlds, whether it be science, magic, technology, martial arts, or anything else.

The character can acquire an item (e.g., a weapon) that is significantly ahead of its time or create a unique skill for themselves. The effectiveness and power of this item/skill depend on the character's faith. 

When changing beliefs, the character loses all their skills and traits.
Otherworldly Deities
Rinze

A goddess from one of the other worlds. She tries to penetrate Anuzish to subjugate this world to her divine will. 

The character's faith or beauty is 9 or lower: the character commits suicide.

Faith 10: immunity to mind control, the character deals 5% additional damage (cosmic) for each unit of their beauty that is higher than the opponent's beauty. They also receive +1% to dodge and accuracy for this difference.

Faith 20: the character attempts to convert a chosen target into a cult of worship of Rinze. The strength of the throw depends on the character's beauty and faith. The defensive throw is made using will and faith. One character can only be the target of this feature once.

Faith 30: the character opens a portal to Rinze's world to gain an ally (works once).
Risha

A nomadic goddess who has no home world. She comes to other worlds and disrupts their natural order. According to a popular theory, it was she who opened Anuzish to celestial beings and other gods. It is also believed that due to her influence, non-humans and various monsters appeared.

Faith 9 or lower: the character turns into a Scryme and loses the ability to have a belief. 
Faith 10: guaranteed ability to cast magic during testing (after the start). 
Faith 15: the player can create three spells for themselves, the GM will determine the numbers. 
Faith 20: 25% chance to dodge a negative effect if the character's faith is higher than the opponent's faith. 
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3 years ago
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Akonia's Deck
Akonia's Deck consists of various curses that can burden both newborns and adult living beings. If desired, a player character may receive one randomly selected curse. Getting rid of it will not be easy.

I. Curse of Honor.
・The character cannot participate in (or ignore) dishonorable acts.
・The rate at which the character gains experience is twice as high.

II. Curse of Blood.
・Being in the sun causes the character to turn into ash.
・Fire damage received is five times higher.
・Water effects and damage paralyze the character.
・Immunity to all forms of mind influence.
・As long as the character's head is not damaged, they can always restore their body regardless of how terrible its condition may be.
・Damage dealt by the character is converted into their health. One tenth of this value is permanently retained (works only in combat and only on enemies).

III. Curse of Wrath.
・In combat, the character is not under player control and can only perform destructive actions.
・The character performs three times more attacks.

IV. Curse of the Legion.
・The player receives 1-5 (determined randomly) randomly generated characters under their command.

V. Curse of Passion.
・The character can use the seduction action directly in combat.
・The character always fails social and magical checks.

VI. Curse of Hopelessness.
・The character's attacks deal lethal damage (will check).
・At the start of the game, the character is given a timer — how much time they have left to live if the curse is not dispelled.

VII. Curse of the Wellspring.
・Upon receiving this card, one of the following occurs:
- No equipment or money at start.
- +5000 rems.
- +1 random artifact.
- Cost of characteristics is twice as high.
- No starting experience.

VIII. Curse of Obsession.
・The character lives with a certain idée fixe. The Mage Guild creates it after reading the quenta.

IX. Curse of the Moon.
・In night battles, there is a 25% chance for the character to turn into a werewolf. In this state, their MP, damage, and health are tripled, they gain +20% accuracy, and attack everyone indiscriminately.

X. Curse of Laziness.
・Upon receiving this card, one of the following occurs:
- Amnesia (cannot write a biography).
- 20% chance to skip a turn in combat.

XI. Curse of Ferocity.
・Strength, endurance, and perception are twice as effective as usual.
・Cannot engage in peaceful activities.

XII. Curse of Captivity.
・The character starts the game as someone's slave.
OR
・The character starts the game with a slave under their command.

XIII. Curse of Arrogance.
・Character gender is fixed (male).
・Strength and intelligence are twice as effective as usual.
・The character feels romantic attraction only toward characters of the same gender as themselves.

XIV. Curse of Abomination.
・Character beauty is always zero.
・Character charisma is always zero.
・Shops refuse to serve the character.

XV. Curse of Contemplation.
・One card of choice.
OR
・Zero effect.
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3 years ago
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Author
This setting was created and rewritten over the course of an entire year.
smile33 I can write a setting in a month and review it 1.5 times.
Author
It was the year 975... The players' characters were lucky enough to get a job with one of the imperial princesses.


Excuse me, what kind of job is it?
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3 years ago
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>>TARDIS suitcase
>>map with Azazel
>>curse of pride

WHERE TO SIGN UP
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3 years ago
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Savings:
211 rem

Experience:
206

HP:
200

Diseases:
None

Injuries:
None

Curses:
None

Energizer
Charges the owner with energy.
30% chance to take an additional turn in combat.
Origin: Lauria
+5 to beauty, +5 to charisma, +1 to faith.
Belief: Church of Anush
Moen's patronage: +25% to affinity (water), immunity to injuries, and protection from deadly situations (e.g., traps) and effects (e.g., assassin skills).
Profession: Actor
Charisma +5, agility +3.
Skills: Scout

Characteristics
Strength: 15
Endurance: 14.8
Perception: 10.6
Agility: 18
Luck: 10 (15)
Spirit: 11.1 (18)
Intelligence: 10
Speed: 11.1
Faith: 11
Beauty: 23.6
Charisma: 27.1 (46)

Parameters
Attack: 150
Health: 140
Accuracy: +10%
Evasion: 18%
Critical chance: 10% (15%)
Will: 11 (18)
Spell points: 3 (5)
Magic power: 100
Experience: +20%
Initiative: 11
SP: 2 (3)
Virtue: 110
Action points: 5 (7)

Affinity
Water: +25%
Fire: +0.1%
Equipment
Weapon 1: Dagger
Damage: 30%
Accuracy: 70%
Critical: +2 bleeding effects, will throw is twice as strong.

Weapon 2: Pistol
Damage: 200 (independent of attack)
Accuracy: 65%
Critical: damage is doubled.
Reload: 1 turn.
Slot: other or weapon.
Range: 8

Head: hat
+1 to charisma.

Body: "Evil Aristocrat"

Charisma +50%

Shoulders: beautiful turquoise cloak
+1 to charisma.

Hands: beautiful dark blue gloves
+1 to charisma.

Feet: traveler's boots, beautiful
+1 to SP, +1 to charisma.

Accessory 1: ring with a black stone
+10 static void damage on attacks, shots, and attacking spells.

Accessory 2: pendant with a portrait of a woman
+2 to spirit.

Other 1: Bullets x30
Required for the pistol.

Other 2: Faceted amethyst x2
Removes all negative effects from the character and doubles resistance to them until the end.

Other 3: Eye of the goddess Vermontia.

Allows you to see the character traits of other characters. In battle, it also allows you to see the parameters and abilities of opponents.

Bag with various equipment: Faceted topaz x2, SP +3 until the end of the battle, grooming kit, spare clothes (shirts, pants, underwear), high-quality cologne, sweet crackers.

Faceted emerald x2
Restores 90% health.

Iron subscription for June

Medal of courage
+1 to spirit
Slot: accessory

Letter opener
Damage: 15%
Accuracy: 85%
Critical: ignores armor, stuns, will throw is twice as strong.



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3 years ago
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And along with the debt, will the homeland not demand honor in return?
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3 years ago
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Author
All that is known is that one can earn well, gain prestige, repay their debt to their homeland, etc.

Ugh, more bootlicking 😔
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3 years ago
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Everything will be fine...


The Cities of Welfern
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3 years ago
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First, it was the mafia, now it's the expansion... WHAT IS GOING ON?!
Will it be possible to exchange artifacts between players?

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