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Following the example of the Crimson Blade, the warriors of Sellaur came to believe in the good intentions and boundless capabilities of Renavan the Pious. From now on, they fight not only in the name of Sordgard, but also for the goals of the returned Deus. They are ready to use any, even the darkest magic, if it helps restore the former greatness of Tezoth. As the elite of Sordgard's army and personal bodyguards of Lady Adata Transcend, the zealots of Sellaur are always ready to fight any opponent. Neither fear nor doubt are known to them.
(5 💰, 11 🛠️, 1,2 💰 per turn) -> +5 to body and +5 to mind, +5 to body, +5 to insight, access to Crush, protection from mind-affecting effects, can continue fighting even with negative spirit, the character can learn magic from the returned Deus.
Horse AP: 12 Health: 200 Evasion: 10% Inventory capacity: 10 Equipment slots: body (+25 defense), horseshoes (+5% to rider's crit).
Skills Crush Deals 5 attacks to the enemy and destroys 5 units of their equipment. Melee only, consumes all AP, AP cannot be restored in this battle.
Axe The character can use an axe without penalty.
Riding The character can ride horses and other animals.
Equipment Right hand: Axe, Damage: 100 Left hand: Axe, Damage: 100 Body: Light armor, +10 to defense. Head: Helmet, -5% chance of being critically hit. Legs: Boots, +1 to AP. Hands: Gloves, +3% to accuracy. Shoulders: Cloak, +3% to evasion. Other 1: Healing potion, restores 100 health points. Other 2: Healing potion, restores 100 health points. Other 3:
"Come on, fly around, don't lose your composure," Vargas grins at the squire, then nods gratefully to Axel. "Well then, shall we continue the investigation?" — Archie. — "Let's go to Yin, what else is left." And off we go.
"But I actually don't want to be introduced to anyone, sir... I told you I don't want to fall in love with anyone only to have my wife taken before my eyes by the Mistress's servants..." "At least let's drop the 'sir'," the chronicler commented, watching the squire and his not-knight leave. "Archie will do." ... "Ah, my lord Lester! I have good news for the both of us. I've located the remaining knights of Kanamia... Hm?" He notices the chronicler. "Whom do I have the honor of addressing?" "Larix Malse," the not-Archie says in a whisper, stepping closer to the Blessed One so that Lester wouldn't hear. "Pleased to meet you, my lord Yin." "Hmm... Likewise!"
— People are sometimes more cautious than they seem, especially when it comes to mysterious Sithian goods. — Noted Alsira, listening to the backstory of Zakat. — Hmm, it is commonly believed that coordinated work among your people is only possible in the name of the mistress's desire. Judging by the gathered might of this detachment, could that judgment be mistaken?
- Sonar would do well to sleep with one eye open; beyond that description, any comments would be superfluous.
— With such unity, you'd run out of nerves... Thankfully, the ability to prolong youth through their chosen work is always at hand. And what of the wandering merchant? Is there a creative impulse in his motives, or only, as you put it, a "strategic" one?
- I know not of that, but the progenitress of creations is much revered in our land — each wishes to depict her in the best light, and it is beneficial for a man to behold the face of his future empress.
First of all, upon entering the Temple of Kanamia, Ambrose, like other guests, had to walk past a huge portrait of the one after whom the capital was named, then wash off the dirt and end up in the sauna. There, the young knight, by chance, met his colleague in the line of duty. It was Clavis Cockerborg, a Knight of the Wild Fist. Judging by everything, he had returned from his foray into Albus.
After Axel took Alseus home, he headed to Mariarnelia to report. If she doesn't ask, the knight doesn't explain why he visited Florenzan first.
Having observed all the necessary formalities, Axel began his report.
-- As I expected, Lord Gitgood answered my questions as evasively and vaguely as possible. However, I managed to get his help in the form of healers for our citizens and warriors. Judging by the reaction of his entourage, even such modest assistance was not to their liking. Considering all the peculiarities of this region, I think they will trade with both sides of the conflict. I believe we should not try to put a stop to this at this stage. We risk losing our share and giving everything to the enemy.
- We will do as you suggest, Knight of the Dark Sky. - Deus had nothing more to say on this matter. - Tell me, my knight, how highly, in light of the latest news, do you rate our chances of success in the upcoming confrontation?
1) First and foremost, factions need armies. Without armies, a faction cannot recruit units, defend its territories, or conquer those of others. Creating one is a "faction action" and does not consume actions of cities or characters. To attack foreign territories, an army must be led by a figure with an attack action. An army may contain more than one figure. Figures without an attack action but with a defense action can be part of an army. Figures without either defense or attack actions cannot be part of an army. An army without a figure with an attack action at its head can only move through faction territories and take defensive actions. The army limit is determined by controlled cities. On the turn of their creation, armies cannot spend their first action (but figures that are part of them can). If a fresh army has two or more actions, they may use their second and subsequent ones per the usual rules. An army can be created at any point controlled by the faction. There is no limit on the maximum number of units or figures an army can contain. An army may contain any unit types of the faction, without any restrictions.
2) Units are recruited in cities, spending their action. To hire a unit, a template must be set up in the city. A template is created by the same rules as regular non-Knight characters, using standard equipment. With the exception of Kanamia, a template must use the city's origin bonus and the faction's regional bonus. For example, if Revnland captures Justia and creates a unit template, that unit will not have protection from loss or destruction of equipment (Lorelei's regional bonus), but will have access to the Stealth skill (Revnland's regional bonus). When a template is changed, all units previously recruited under it are disbanded.
3) The cost of recruiting a unit is determined by its specifications. If a unit uses a mount, then creating the unit costs gold equal to the mount's cost. For each piece of equipment, including one-time consumables and the mount's armor, the unit consumes one unit of supplies. If supplies are insufficient, the unit cannot be created. Each recruited unit consumes 0.4 * number of skills gold per turn. Units are recruited directly into any of the created armies, regardless of territorial location. The unit limit is determined by controlled cities.
4) With a couple of exceptions, there is no passive income in the game. To obtain gold or supplies, a faction must spend a city or character action.
5) Figures have their own actions. Unless stated otherwise, an action can only be performed at the figure's current location point or an adjacent one. Figures outside of armies are unable to move through faction territories and remain in its capital. By default, a figure can perform only one standard action per turn. The defense action is an exception: it does not spend the character's turn, activates automatically upon an enemy attack, and can be used any number of times per turn.
Some figures have passive properties indicated in their descriptions. For example, Lois Ephereal gives Florenzan 300 gold per turn, without needing to spend any actions on it, and Grimban Odolerus, while alive, allows the faction to recruit units without spending supplies.
6) To attack, an army must be on a cell adjacent to the point being attacked. All enemy armies located in the defending location and in adjacent locations connected by a road participate in its defense. For example, when Lorelei attacks Lesszen, Lesszen will receive reinforcements from Windhell and Duskwing, but not from Grimgale or Blacksol (since Duskwing lies between Lesszen and either of those two locations).
7) Captured cities become incapacitated for five turns. They cannot take any actions, but their passive effects (bonuses for defenders, increased unit and army limits) continue to apply.
8) Ships can carry only one army, require an action to load, are produced only in ports, and can only attack other ports. The closest ports to each other are located one cell apart.
9) Land armies can only move along roads. One turn = one cell. For example, Sanbornia cannot attack Olivier, because there is no road connecting those two points.
10) Diplomacy with other factions requires a figure to perform a diplomatic action. Diplomacy is conducted with the faction's highest authority. At the time of diplomacy, the figure is on the neighbor's territory, with all the associated risks.
11) During a faction's turn, events may occur, such as the arrival of a mysterious painting merchant. These events require spending an action of any of the faction's figures. Some events may change a figure's location.
12) The faction's goals and policies are determined by its ruler, whether a player or an NPC.
13) The health, spirit, and AP of units with figures are restored at the start of their turn. For example, if Axel Himmel spends all his AP on indecent drawings with Carnea and is then attacked from Revnland, he will have no AP left for combat.
That's about it. Did I forget anything? Is everything clear?
My Lord Corrie Malaxiphon, Knight Knight of the Clear Skies from Dences, servant of Deus Mariarnelia, adherent of the Spirit of Ceres. +5 to Body and +5 to Mind, +2 to Trainability and +25 to attributes for free distribution but no more than +15 in a single attribute, an additional action if the character acts alone, the Musician and Artist skill is not included in the Trainability limit (one of your choice).
Wyvern SP: 8 Health: 200 Inventory Capacity: 5 Equipment slots: body (armor: +25 to defense). Deals 50 damage to a chosen target and applies a burn. Ability to fly. Evasion: 10%
Skills Artist In exchange for AP, the character can paint pictures based on what they have seen or their own image. Con forza The character makes up to 6 attacks against an opponent provided they do not miss; in case of a miss — applies paralysis to themselves. 1st attack: 50% damage. 2nd attack: 60% damage. 3rd attack: 70% damage. 4th attack: 80% damage. 5th attack: 90% damage. 6th attack: 100% damage. Cost: 1 AP. Sword The character can use a sword without penalty. Riding The character can ride horses and other animals. Bow The character can use a bow. Leave combat If the character is not immobilized in any way, they leave combat in exchange for 1 AP.
Equipment Right hand: "Bright Hawk", damage: 85, accuracy +15%. Left hand: Meteor (bow), damage: 150, range: 12, reload: 1 turn. Body: Luxurious suit, +10% to evasion. Head: Legs: Dancing shoes, +1 to AP. Hands: Gloves of shine, +5% to accuracy. Shoulders: Cloak of shine, +5% to crit. chance. Other 1: Flask with healing potion. Restores 50% health, has five charges that recharge in cities. Other 2: Quiver of arrows 20/20 Other 3: Quiver of arrows 20/20