States and Provinces
The Kingdom of Selya-Mira is the southernmost state of Telara. To the west, east, and south, it is surrounded by the waters of the great ocean Aberata, while to the north, it borders Volder and the Empire of the Seven Stars. Selya-Mira was founded by the goddess Ceraria and her priestesses on the site of the destroyed Aldric Empire. Consequently, it is full of ruins where cultists of IggHARAD and various monsters still hide. The central and northern parts of the kingdom are seized by very dangerous marshes. The further north one goes, the less habitable the terrain becomes. Selya-Mira itself has plenty of problems: in the east, the Dor-Erme alliance and rebel knights, who have risen against the authority of the Great Cathedral of Ceraria, weave intrigues, while in the north, the Empire of the Seven Stars and Volder contemplate an invasion. And, of course, a war of faith has been raging for an eternity between Ceraria and her worst enemies: IggHARAD and Yog-Sheldar. The struggle against the cultists never ceases for a moment. Nevertheless, the kingdom of Selya-Mira is a sufficiently strong state, although it is inferior to all others on the continent.
Absolute power in the kingdom belongs to the goddess Ceraria and her priestesses. Even the king and queen are not their equals. Certain matriarchal notes are evident in the culture of Selya-Mira. All activities are divided between renowned houses and those who, lacking a famous surname, enter their service. There are few mages in the kingdom, and all of them are under the wing of the capital's Selya-Mira Academy. The economy emphasizes maritime trade and fishing. Due to the difficult landscape (mountains, rivers, and swamps), animal husbandry and agriculture are not well developed. A high level of education and manners is characteristic.
The ruling elite consists of the currently reigning King Mergeir and twelve ministers led by the Minister of Appointments, Yuiner Kalidar. The kingdom itself is divided into nine provinces, two of which are currently uninhabitable, namely the Dark Marshes and Lost Aldric.
The origin bonus is determined by the chosen province. The Royal Plains is the central province of Selya-Mira, where the capital and several large cities are located. Despite the marshes that have swallowed a significant part of the Royal Plains, the situation in these lands is one of the most stable. This is all thanks to the vigilant control of King Mergeir's army, the mages of the Selya-Mira Academy, and the priestesses of the Great Cathedral of Ceraria. This is a prosperous region that represents the steel fist of the kingdom's power.
Origin Bonus: an additional level from the start.
Tifaria is primarily known for its governor: the mysterious Medler, whose dark shadow keeps the entire royal palace in the capital in fear. Even the priestesses fear him, and that says a lot! However, the province itself can boast only light industry and its spies, whom King Mergeir's secret guard gladly recruits.
Origin Bonus: +20% chance to persuade and deceive.
The Northern Frontier focuses on defending the kingdom of Selya-Mira from its neighbors: the Empire of the Seven Stars and Volder. Therefore, it is no surprise that this is primarily a land of warriors. Two-thirds of the kingdom's army are concentrated on the Northern Frontier, and furthermore, this is where the majority of new soldiers are trained. The lion's share of armor and weapon forging also falls to this region. The renowned house of Morius oversees the border defense.
Origin Bonus: improved starting equipment.
Odress is the religious center of the kingdom of Selya-Mira. Although the main temple of Ceraria is located in the capital, the city of Lania, the heart of Odress, is considered the primary abode of the priestesses. Undoubtedly, this is the most despised and hated place by the cultists in all of Selya-Mira. The power of the priestesses here is absolute.
Origin Bonus: +5 to Faith.
The Southern Coast is the breadbasket of the kingdom. A wealthiest province of surprising beauty and tranquility. The Southern Coast manages to simultaneously fund the ambitions of the capital, feed all of Selya-Mira, and build a fleet to protect the coast. The survival of the kingdom depends on it. Therefore, these priceless lands are guarded by the elite Golden Battalion.
Origin Bonus: +1000 cetrens.
Eastern Aldric is located on the ruins of the center of the ancient empire of the IggHARAD cultists. It is no surprise that the elite troops stationed here stand against the malicious cults day after day with the name of Ceraria on their lips. The landscape of Eastern Aldric is so complex that the province exists entirely and completely on supplies from the Royal Plains and the Southern Coast.
Origin Bonus: improved starting weapon and additional inventory.
Northern Aldric borders Lost Aldric, a province seized by the immortals of Yog-Sheldar. Relatively recently, an unknown creature slaughtered the entire line of governors here; only a young heir named Sailas survived. Using necromancy, he managed not only to secure his position as governor of Northern Aldric but also to avenge his family and stop the advance of the immortals through the kingdom of Selya-Mira. Now, this powerful necromancer has fully dedicated himself to fighting the spawn of Yog-Sheldar. Northern Aldric is the only province that uses undead in its army.
Origin Bonus: a large set of random useful consumables, including guaranteed skeleton raising spheres x3.
The Selya-Mira Academy is the only educational institution for mages in the kingdom. It is located in the capital and has the right to take any possessor of the gift, even an heir of a renowned house, unless it is a girl who has been selected as a priestess. Mages live here, study, make plans, and start families. The Academy is their true home. Not all graduates decide to leave its walls when the time comes. The Selya-Mira Academy is led by the ambitious and powerful Oran Visnord. He hails from the Dorian Academy, and therefore perfectly understands the essence of training mages.
Origin Bonus: magical gift with one school of choice. If the magical gift was obtained by other means, the chosen school is strengthened by one tier.
Volder is a harsh land. Constant mountains, snow, and fierce blizzards. Dangerous beasts, avalanches, and snowstorms. Only the valiant northerners can live peacefully in such conditions and be proud of it. The cities of Volder are mighty, impregnable bastions, but besides them, at a not-so-great altitude, there are a great many villages. The northerners live well. In their own opinion. But hot blood often thirsts for battle, and therefore Volder is a warlike state. For a long time now, the northerners have been waiting for Konung Brainen to announce a great campaign against the kingdom of Selya-Mira. However, he is surprisingly peace-loving for his people.
Volder is one of the most dangerous states of Aberata. Its army is exceptionally strong. Every northerner is an order of magnitude superior to a simple kaishi. However, only physically. Volder often sends ambassadors to Selya-Mira, and furthermore, there is a long-standing tradition in the mountain villages located right on the border with the kingdom. Young northerners, in order to harden themselves in their affairs and gain experience and wisdom, head south to seek glory in cities from the Royal Plains to the Dor-Erme alliance.
Origin Bonus: race change to northerner.
The Empire of the Seven Stars is a state full of ambition, where all are equal before a single striving for forward movement. Every stargazer must contribute as much as possible to making their native Empire the strongest and only one on Aberata. This is a fatherland of laborers, where the plan is mapped out for years ahead. One Empire, one people, one goal. The Seven Stars never waste time. Equality under the supervision of the Overseers, a powerful army and fleet, a single faith in the Pantheon... Probably, the Empire of the Seven Stars has no equal on Aberata in understanding the idea that a good mechanism is one in which all parts work in harmony.
Origin Bonus: +50% to cetrens and experience for renewable quests.
The Dorian Academy embodies the pursuit of knowledge and magical mastery. It is no surprise that most local kaishi worship Tsai Tsakal. The primary goal of Doria is to instill the gift in everyone on Aberata. For this purpose, a complex genetic program is conducted. And it is already bearing fruit: the number of mages in the Dorian Academy exceeds other states of Telara by several dozen times, and Dorian techniques for training mages are unrivaled. Furthermore, it is from Doria that the popular continent-wide cult of beauty of body, spirit, and mind originates, according to which any ugliness must be corrected or destroyed.
Origin Bonus: an additional characteristic point upon leveling up.
Ammantur is located on the foundation of a huge keyne base. Once, a handful of very clever kaishi were able to grasp some of the technologies of their creators and build their cities on their ruins. Ammantur surpasses any other state of Aberata, for it has laser weapons, combat vehicles, information transmission through space, many mechanisms that make life easier, and god knows what else. Only one problem stops this state from conquering all and everything: no one has been able to reproduce the foundation itself. And outside of it, Ammantur's developments can function only for a limited time. Therefore, the expeditions of this state to the keyne starships frighten everyone. Even the northerners. If Ammantur can ever step beyond the foundation, only the gods will stop it. For now, technological weapons and equipment occasionally fall into the hands of wealthy buyers ready to pay a fortune for the chance to touch the power of a higher civilization.
Origin Bonus: a random technological weapon or piece of equipment.
The Emerald Isles is a large archipelago to the west of the kingdom of Selya-Mira. It is under the administration of four powerful clans. Many rumors circulate about the Emerald Isles, for the archipelago is home to a surprising number of creatures unseen anywhere else, and even more unexplained phenomena occur. It is said that this state is closely linked to the Unknown. But Selya-Mira values its neighbor, for it is an excellent trading partner. And, moreover, it fights the Empire of the Seven Stars. However, recently, mysterious ketsirai have begun to sail from the Emerald Isles with their hedonistic ideas.
Origin Bonus: additional talent and profession.
The Dor-Erme Alliance seems small and insignificant, but the kingdom of Selya-Mira has long been uneasy from its bites, as they are very close neighbors. The Alliance is a small archipelago with a very strong fleet under the command of an admiral. A nightmare of the seas, blocking the path of Selya-Mira's ships to the east. Punishing Dor-Erme is no easy task: the islands are securely protected by artillery. It is unknown where so much audacity comes from in this tiny state. The Alliance constantly sends its spies into the kingdom and agrees to a temporary peace only after a heavy defeat.
Origin Bonus: an additional skill.
Organizations
The Great Cathedral of Ceraria is the personal cult of the Empress of the Source and the strongest organ of power in the kingdom of Selya-Mira. Once, the priestesses could do anything, but over time, their zeal forced Ceraria to introduce some restrictions. For example, not to use her divine poison to turn men into slaves. The basis of the Great Cathedral's power is the poison of the goddess Ceraria, blood from her own body. The transfusion of divine poison is what makes a simple female kaishi a priestess. Priestesses are closer to immortals than kaishi, and can even become immortal. They have several significant differences from ordinary mortals. For men, however, Ceraria's blood has an exclusively negative effect, destroying consciousness and mind. Furthermore, priestesses are free to replenish their numbers as they wish. If there are not enough volunteers... one can simply kidnap a random girl in the name of serving the goddess. In addition to religious power and hunting cultists, the priestesses also sometimes help solve problems worthy of their attention throughout the kingdom.
Conditions: female gender, worship of Ceraria, beauty no lower than average.
Tier I: immunity to Poison, Weakness, Slow, and Paralysis, -50% damage from Religion source (if there is no bonus against Ceraria), magical gift fixed on the unique school of Divine Poison, +5 to Faith.
Tier II: passive
"Regeneration" (restores 15% of max HP every round in battle), +5 to Faith.
Tier III: +5 to Endurance, +5 to Spirit, +5 to Faith.
Tier IV: ability
"Bite of the Divine Serpent" (Range: 1, Cooldown: 1, source: Religion, applies Weakness (reduces damage dealt by 50%) and Slow (-1 to movement range in battle) statuses, duration: 3 rounds), +5 to Faith.
Tier V: becoming an immortal kalayamaya.
The Secret Guard are the personal spies, assassins, and bodyguards of King Mergeir. They are commanded by Captain Varen. The Secret Guard acts in the interests of the monarch and from time to time joins forces with the priestesses. Most often, it is occupied with something truly important. This organization places loyalty to the king and professionalism first.
Conditions: male gender, origin from any available province of the kingdom of Selya-Mira.
I Tier: +50% to deception effectiveness, 15% discount when trading, assassin profession or doubling its effect if taken separately, a large set of potions, +5 to Agility.
II Tier: passive
"King's Shadow" (permanent Stealth status outside of combat, if it is currently possible to be stealthy and the player wants this status), +5 to Agility.
III Tier: +5 to Endurance, +5 to Strength, +5 to Agility.
IV Tier: +2% chance of instant kill for weapon attacks or unarmed melee combat, +5 to Agility.
V Tier: the ability to take up to three guards with you at any time and for any mission, provided it does not contradict the laws of the kingdom of Selya-Mira.
The City Guard protects the kingdom of Selya-Mira where it is needed. It knows the law perfectly and follows the instructions of the priestesses, the secret guard, ministers, and governors. Guards are always ready to rush into battle in the name of their fatherland and the goddess Ceraria.
Conditions: male gender, origin from any available province of the kingdom of Selya-Mira.
I Tier: city guard equipment and weapons (strengthened by origin), a balanced set of consumables, +500 cetrens, +10% to experience received for plot quests, +5 to Endurance.
II Tier: the ability to call a guard NPC for any mission, provided it does not contradict the laws of the kingdom of Selya-Mira, +5 to Strength.
III Tier: +5 to Endurance, +5 to Strength, +5 to Faith.
IV Tier: obtaining a powerful weapon, +5 to Endurance.
V Tier: obtaining elite equipment, +5000 cetrens.
The Mercenaries of House Merfert is a convenient and profitable organization for those who need cetrens or a good fight. The Merferts have perfected the mercenary business over their history. They have no shortage of orders, and many of their protégés have become known throughout the kingdom of Selya-Mira.
Conditions: none.
I Tier: access to individual combat quests, +500 cetrens, +10% to experience received for killing enemies, +2 to Endurance, +3 to Strength.
II Tier: additional skill of choice, +2 to Strength, +3 to Endurance.
III Tier: +5 to Endurance, +5 to Strength, +5 to Agility.
IV Tier: additional skill of choice, +1000 cetrens, +2 to Endurance, +3 to Strength.
V Tier: obtaining a relic item.
The Plunderers of House Volden is an organization of treasure hunters and explorers of ancient ruins and caves. The Voldens often take orders from priestesses, other houses, the Selya-Mira Academy, and other notable persons to search for relics or clear dangerous areas. Their plunderers are true masters in such matters.
Conditions: none.
I Tier: access to individual quests to search dungeons, lockpicker profession or doubling its effect, +10% to chest search effectiveness, +2 to Endurance, +3 to Agility.
II Tier: a large set of poisons and lockpicks, +1500 cetrens, +2 to Agility, +3 to Endurance.
III Tier: +5 to Endurance, +5 to Spirit, +5 to Agility.
IV Tier: passive
"Master Lockpicker" (20% chance to open a lock upon a failed pick attempt, 50% chance to save a lockpick upon a failed pick attempt), +3 to Agility, +2 to Spirit.
V Tier: obtaining a flawless lockpick, +5000 cetrens.
The Cult of Sorn-Tarn is a sect dedicated to hedonism and demonology. Most of its members deify the demoness Salitil, but this is not a mandatory condition to touch upon the idea of unrestrained pleasure and debauchery. Beauty, pleasure, and vice are sacred attributes worthy of veneration. However, one should not consider the Cult of Sorn-Tarn so narrow-minded. It is a powerful organization with influence over the very top of the kingdom of Selya-Mira. In essence, Salitil is building an empire in the image and likeness of a distant demonic colony where she once acquired her current views.
Conditions: beauty no lower than average.
I Tier: demonologist profession or doubling its effect, +50% to seduction effectiveness, +5 to Will, +5 to Spirit.
II Tier: passive
"Era of Hedonism" (+100 experience for every strong pleasure received, as evaluated by the GM), +5 to Will.
III Tier: +5 to Endurance, +5 to Spirit, +5 to Will.
IV Tier: magical gift with the Blood school; if they already have one, the Blood school is strengthened by one or two tiers, +5 to Spirit;
only for northerners: passive
"Parasite Possession" (25% chance to have a fit of extreme arousal after each post, -10 to Will,
for women: +100% to Ice school effectiveness,
for men: each unit of Spirit increases damage by 5).
V Tier: a personal succubus or incubus, whose level is equal to the character's level and grows with them.
The Cult of Aldric was founded by the remnants of the ancient empire of the Dark Serpent. It hides in long-forgotten ruins and diligently weaves intrigues against the goddess Ceraria and her priestesses. The goal is simple: overthrow the usurper and return Aldric to its former glory. Despite the fact that the cultists have to hide underground and in deadly marshes, they represent a serious threat. They are many and they are strong. The priestesses and guards of Eastern Aldric have a hard time fighting these fanatics.
Conditions: worship of IggHARAD or Yog-Sheldar.
I Tier: god-scholar profession or doubling its effect, access to a trader of ancient items from Aldric, a large set of random consumables, +5 to Spirit.
II Tier: passive
"Memory of Aldric" (+30% crit chance for weapons from ancient Aldric), +5 to Spirit.
III Tier: +5 to Strength, +5 to Spirit, +5 to Agility.
IV Tier: ability
"Pride of Aldric" (Range: 4, Cooldown: 3, on self or ally, applies Blessing (increases damage dealt by 33%) and Indomitability (immunity to Slow, Paralysis, and Stun) statuses, duration: 5 rounds), +5 to Spirit.
V Tier: a unique twisted sword from ancient Aldric tailored to the character's build.
The Korgan Host is assembled from graduates of the Selya-Mira Academy and a small number of invited mages from the Dorian Academy. It was founded personally by Oran Visnord and is the only host of its kind consisting of defender-mages. Its primary task is to fight immortals, cultists, and other enemies of the kingdom of Selya-Mira. The number of Korgan is small, no more than fifty mages acting alone or in small groups, but the support of spellcasters has always been priceless for the kaishi.
Conditions: origin from the Selya-Mira Academy or the Dorian Academy.
I Tier: magical gift with a random school for the Dorian Academy or an additional random school for the Selya-Mira Academy, additional skill of choice, +5 to Spirit.
II Tier: passive
"Korgan Technique" (restores 10% of max energy every round in battle), +5 to Spirit.
III Tier: +5 to Agility, +5 to Spirit, +5 to Faith.
IV Tier: additional school of magic of choice, +5 to Spirit.
V Tier: passive
"Master Wizard" (-50% energy cost for spells below Tier IV), +5 to Spirit.
The House of Pink Flowers consists exclusively of ketsirai. This is an influential organization from the Emerald Isles, whose branches have recently appeared in the kingdom of Selya-Mira. All foxes emerge from the walls of the House of Pink Flowers, knowing only the task set before them, but without the slightest idea of who they are or where they come from. This planet... must become theirs, but how and why, no one knows. Probably, the heads of the House are well aware of everything, they just don't tell anyone. Instead, they simply support the ketsirai however they can on their long and difficult journey through Aberata.
Conditions: ketsirai race.
I Tier: a commemorative amulet for +1 to all characteristics, +1000 cetrens, a set of spell scrolls, +5 to Spirit.
II Tier: passive
"Pink Flower of Seduction" (aura reducing the Will of all non-ketsirai in a small radius by -5, stacks between different aura carriers), +5 to Will.
III Tier: +5 to Agility, +5 to Spirit, +5 to Will.
IV Tier: additional talent of choice, +5 to Agility.
V Tier: strengthening of the
"Pink Flower of Seduction" passive from -5 Will to -10, additional talent of choice.
The Brown Banner is an army of rebel knights, dissatisfied with the Great Cathedral of Ceraria and the goddess herself in particular. In reality, the valor of these rebels is only enough to sow chaos in the lands of Eastern Aldric, but they are more dangerous than they seem. The Brown Banner is led by Osgold Ron, and his hatred for the priestesses knows no bounds. Women in general irritate these brave knights, but while they can still get along with ordinary ones, a captured priestess certainly expects nothing good. The reason for the rebellion is securely hidden by the Great Cathedral of Ceraria itself.
Conditions: male gender, origin from any available province of the kingdom of Selya-Mira.
I Tier: passive
"Scourge of Ceraria" (+50% damage to priestesses of Ceraria, -50% damage from priestesses of Ceraria), Brown Banner equipment and weapons (strengthened by origin), +25% to fear chance, +5 to Strength.
II Tier: +50% to fear effectiveness, +500 cetrens, +5 to Will.
III Tier: +5 to Strength, +5 to Endurance, +5 to Will.
IV Tier: a personal slave-priestess, +5 to Endurance.
V Tier: passive
"Stopping Strike" (base 75% chance for paralysis on melee weapon attacks)