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Kingdom of Asuguh

The world, as is well known, can be roughly divided into three parts: Nidjikonia (the northern continent), Haulia (the southern continent), and the Mitsurugi islands. And it so happens that very often, all the average inhabitant of the northern lands knows about Asuguh is their "signature" journals, which are in high demand among a very wide circle of people — be they adventure-seeking darlings of Lady Luck, workaholics living by a strict daily routine, or simple romantics far removed from labor and the threats lurking beyond the city walls. However, wonderful as these journals may be — and they are undoubtedly an integral part of Asuguh's culture — they are by no means all that culture has to offer. Yes, nowadays almost the entire world lives by the Margel calendar, but the local civilization can boast a far more ancient history, for its first city was founded in 3966 before the founding of Margel...
Prologue: the rite of coming of age
By tradition, upon reaching the age of majority (18 years), every inhabitant of Asuguh is obliged to join one of the guilds existing in the country — theologians, art historians, writers, adventurers, craftsmen, wizards, erudites, soldiers, or mercenaries. This allows every young person to step onto the threshold of adult life and secure the support of loyal comrades and mentors in order to walk that path with far greater opportunities at hand for finding a place in life that suits the aspirations of their soul. Since the year 977, after numerous reforms by the new king, the situation has changed somewhat:
- The "outside the guild" category was added, to which all those who had not decided within two years which organization they wished to join were automatically assigned; those who do not want to tie their lives to any of the existing guilds and wish to pursue their own unique life path that requires no support from others may also classify themselves as such.
- Along with reaching the age of majority, every young person was granted their own housing in the city where they grew up; it cannot be sold or inherited, but if desired, there was the possibility of buying it out during one's lifetime.
- After joining one of the guilds (or notifying of the desire to remain "outside the guild"), every young person is given a sum of money in the amount of 1000 rem for a comfortable start to adult life.
Cities of the Kingdom of Asuguh
Sizki
Founded in 3966 B.F.M. by the then-leader of the community of theologians, who led his followers to the Sizki River, from which the future capital of the kingdom took its name. The river, flowing into the Haulian Gulf, was the most significant source of life in the desert region. Since the city's founding, the water resources of this river have been used for irrigating fields and fishing, which allowed the ancient inhabitants of Sizki to solve many problems of that time, including the difficulty of finding stable sources of sustenance; easy access to fresh water, among other things, made it possible to ensure optimal living conditions for humans, which served as the impetus for the rapid growth of ancient civilization.
Today, Sizki is the largest city of the kingdom and its religious, economic, scientific, and military center, and until recently it housed the country's only port. This, combined with the reforms of the new king, which led to a colossal influx of immigrants from all corners of the world (particularly Zimivia, the lands of the former Velfern, the destroyed Heles, and others), has made the capital a kind of melting pot. Thanks to very strong agriculture and fish farming, Sizki provides the lion's share of the country's provisions.
Origin bonus: charisma +1, intelligence +2, faith +2.
Onkaih
As a result of the rapid population growth of Sizki, the then city-state's need for resources increased significantly, prompting its leadership to turn their gaze toward the uninhabited mountainous region to their south. At first it was a small mining town, but over the years it too grew to large proportions. In addition, Onkaih traditionally engages in hunting mountain beasts and monsters, and after the founding of the Erudition guild, the city became the second most important center of science in the country.
Origin bonus: strength +1, endurance +1, perception +1, agility +1, speed +1.
Faris
The second addition to Sizki was the city of Faris, where settlers were deliberately sent to expand the borders. Like the capital, it was located on the same river and enjoyed the same natural benefits, thanks to which it developed just as quickly. After the founding of this city in 3516 B.F.M., the creation of the Kingdom of Asuguh was officially proclaimed. Some call Faris the most traditional of the kingdom's cities, but it has neither the brilliance of Sizki nor the unique charm of Enlil. Its only distinguishing feature, perhaps, is the great love of its inhabitants for dancing and other sports.
Origin bonus: agility +3, perception +2.
Enlil
A city of artists, designers, and other people of culture; in essence — the cultural capital of the kingdom, setting fashion trends for all other cities. At the same time, its size is quite modest, and so its inhabitants can enjoy a quiet and peaceful life. At the same time, high standards of beauty and the associated need for intensive self-care bring their own unique difficulties.
Origin bonus: beauty +2, faith +1, agility +2.
Mufigur
A military town on the border with the most merciless desert in the world. Despite the high walls that surround all of Asuguh (except the seashore), various monsters sometimes still manage to overcome them, and so it would not be an exaggeration to say that Mufigur serves as a shield for the country's other cities. Unlike the rest of the country, harsh living conditions are practiced here, necessary for constant readiness to repel any threat.
Origin bonus: endurance +3, spirit +2.
Ruzaniel
In this city, Shiris — the goddess of luck — has been worshipped since ancient times, and unlike the other settlements of Asuguh, it was not founded by the kingdom's native inhabitants. Instead, the followers of Shiris voluntarily asked to become subjects of the Asuguh king, as this promised them prosperity and protection from external threats.
Ruzaniel is considered the least productive and least safe of the kingdom's cities, and instead of pursuing lofty goals such as science or art, the locals prefer to drown in the flames of gambling and easily succumb to all manner of temptations.
Origin bonus: luck +3, endurance +1, agility +1.
Ninamiat
Being by the sea and the fact that Ninamiat is located on the border with the peaceful city-state of Tung makes it one of the calmest and safest places in Asuguh. For most of its existence it was nothing remarkable, but under the leadership of the new king, a large part of the country's modern industry was founded here, including shipyards and factories for the mass production of a wide variety of goods.
Origin bonus: perception +2, agility +2, speed +1.
Sugar
Throughout history, Calcites' military attempts to conquer Asuguh have been repeated, and several times they even managed to undertake a ground siege of Sizki, which, if successful, could have paved a reliable path to victory for the conqueror, but every time Asuguh's strategists successfully drove the enemy away. As a result of this confrontation, it was once decided to build a fortress-city on the border with Calcites, which became Sugar. Today it serves as the only point of connection between the two countries (for the people of Calcites, the sea route to Asuguh is not permitted), but despite the not-so-warm relations between the two countries, Sugar shows a very strong cultural influence from the northern state, and it is sometimes called "Calcites-mini." Furthermore, Calcites is still Asuguh's largest trading partner, and the fact that all goods pass through the Sushin Gate makes Sugar an important trade center.
Origin bonus: charisma +2, spirit +2, intelligence +1.
Shingen
Shingen was founded far from the rest of Asuguh's cities, mainly for the study of magical sciences. The rulers of antiquity feared that the practical application of sorcery could have unpredictable consequences (some even speculated that it could go as far as the city exploding...), and so they decided to place it as far away as possible. Today, however, Shingen is the most ordinary city — it is not burdened by any curses, the land is not poisoned, and so on. The only thing that betrays its past is the presence of the headquarters of the Guild of Wonders on its territory.
Origin bonus: charisma +1, faith +1, intelligence +1, spirit +1, luck +1.
Characteristics
Skills
There are the following types of skills:
Black (require no SP, require no AP).
Red (require SP, require AP).
Green (require SP, require no AP).
For a red or green skill to be active, it must be in an active slot. The number of slots = SP. For a red skill to be usable, in addition to a slot it also requires AP. SP is configured at the beginning of the day, and the character's AP is also restored at the beginning.
Base parameters
All characteristics: 1
Health: 100
SP: 2
Initiative: 10
Accuracy 50%
Will: 5
Extras
Male: Strength +1 Endurance +1 Perception +1 Agility +1 Luck +1
Female: Spirit +1 Intelligence +1 Faith +1 Beauty +1 Charisma +1
Lunarian: Beauty +3 Talent for magic
Inventory slots
Weapon 1:
Shield/second weapon/spare weapon:
Head:
Body:
Shoulders:
Hands:
Footwear:
Accessory 1:
Other 1:
Bag with other equipment: items to which the character has access only in a safe environment.
Guilds of Asuguh
The world, as is well known, can be roughly divided into three parts: Nidjikonia (the northern continent), Haulia (the southern continent), and the Mitsurugi islands. And it so happens that very often, all the average inhabitant of the northern lands knows about Asuguh is their "signature" journals, which are in high demand among a very wide circle of people — be they adventure-seeking darlings of Lady Luck, workaholics living by a strict daily routine, or simple romantics far removed from labor and the threats lurking beyond the city walls. However, wonderful as these journals may be — and they are undoubtedly an integral part of Asuguh's culture — they are by no means all that culture has to offer. Yes, nowadays almost the entire world lives by the Margel calendar, but the local civilization can boast a far more ancient history, for its first city was founded in 3966 before the founding of Margel...
Prologue: the rite of coming of age
By tradition, upon reaching the age of majority (18 years), every inhabitant of Asuguh is obliged to join one of the guilds existing in the country — theologians, art historians, writers, adventurers, craftsmen, wizards, erudites, soldiers, or mercenaries. This allows every young person to step onto the threshold of adult life and secure the support of loyal comrades and mentors in order to walk that path with far greater opportunities at hand for finding a place in life that suits the aspirations of their soul. Since the year 977, after numerous reforms by the new king, the situation has changed somewhat:
- The "outside the guild" category was added, to which all those who had not decided within two years which organization they wished to join were automatically assigned; those who do not want to tie their lives to any of the existing guilds and wish to pursue their own unique life path that requires no support from others may also classify themselves as such.
- Along with reaching the age of majority, every young person was granted their own housing in the city where they grew up; it cannot be sold or inherited, but if desired, there was the possibility of buying it out during one's lifetime.
- After joining one of the guilds (or notifying of the desire to remain "outside the guild"), every young person is given a sum of money in the amount of 1000 rem for a comfortable start to adult life.
Cities of the Kingdom of Asuguh
Sizki
Founded in 3966 B.F.M. by the then-leader of the community of theologians, who led his followers to the Sizki River, from which the future capital of the kingdom took its name. The river, flowing into the Haulian Gulf, was the most significant source of life in the desert region. Since the city's founding, the water resources of this river have been used for irrigating fields and fishing, which allowed the ancient inhabitants of Sizki to solve many problems of that time, including the difficulty of finding stable sources of sustenance; easy access to fresh water, among other things, made it possible to ensure optimal living conditions for humans, which served as the impetus for the rapid growth of ancient civilization.
Today, Sizki is the largest city of the kingdom and its religious, economic, scientific, and military center, and until recently it housed the country's only port. This, combined with the reforms of the new king, which led to a colossal influx of immigrants from all corners of the world (particularly Zimivia, the lands of the former Velfern, the destroyed Heles, and others), has made the capital a kind of melting pot. Thanks to very strong agriculture and fish farming, Sizki provides the lion's share of the country's provisions.
Origin bonus: charisma +1, intelligence +2, faith +2.
Onkaih
As a result of the rapid population growth of Sizki, the then city-state's need for resources increased significantly, prompting its leadership to turn their gaze toward the uninhabited mountainous region to their south. At first it was a small mining town, but over the years it too grew to large proportions. In addition, Onkaih traditionally engages in hunting mountain beasts and monsters, and after the founding of the Erudition guild, the city became the second most important center of science in the country.
Origin bonus: strength +1, endurance +1, perception +1, agility +1, speed +1.
Faris
The second addition to Sizki was the city of Faris, where settlers were deliberately sent to expand the borders. Like the capital, it was located on the same river and enjoyed the same natural benefits, thanks to which it developed just as quickly. After the founding of this city in 3516 B.F.M., the creation of the Kingdom of Asuguh was officially proclaimed. Some call Faris the most traditional of the kingdom's cities, but it has neither the brilliance of Sizki nor the unique charm of Enlil. Its only distinguishing feature, perhaps, is the great love of its inhabitants for dancing and other sports.
Origin bonus: agility +3, perception +2.
Enlil
A city of artists, designers, and other people of culture; in essence — the cultural capital of the kingdom, setting fashion trends for all other cities. At the same time, its size is quite modest, and so its inhabitants can enjoy a quiet and peaceful life. At the same time, high standards of beauty and the associated need for intensive self-care bring their own unique difficulties.
Origin bonus: beauty +2, faith +1, agility +2.
Mufigur
A military town on the border with the most merciless desert in the world. Despite the high walls that surround all of Asuguh (except the seashore), various monsters sometimes still manage to overcome them, and so it would not be an exaggeration to say that Mufigur serves as a shield for the country's other cities. Unlike the rest of the country, harsh living conditions are practiced here, necessary for constant readiness to repel any threat.
Origin bonus: endurance +3, spirit +2.
Ruzaniel
In this city, Shiris — the goddess of luck — has been worshipped since ancient times, and unlike the other settlements of Asuguh, it was not founded by the kingdom's native inhabitants. Instead, the followers of Shiris voluntarily asked to become subjects of the Asuguh king, as this promised them prosperity and protection from external threats.
Ruzaniel is considered the least productive and least safe of the kingdom's cities, and instead of pursuing lofty goals such as science or art, the locals prefer to drown in the flames of gambling and easily succumb to all manner of temptations.
Origin bonus: luck +3, endurance +1, agility +1.
Ninamiat
Being by the sea and the fact that Ninamiat is located on the border with the peaceful city-state of Tung makes it one of the calmest and safest places in Asuguh. For most of its existence it was nothing remarkable, but under the leadership of the new king, a large part of the country's modern industry was founded here, including shipyards and factories for the mass production of a wide variety of goods.
Origin bonus: perception +2, agility +2, speed +1.
Sugar
Throughout history, Calcites' military attempts to conquer Asuguh have been repeated, and several times they even managed to undertake a ground siege of Sizki, which, if successful, could have paved a reliable path to victory for the conqueror, but every time Asuguh's strategists successfully drove the enemy away. As a result of this confrontation, it was once decided to build a fortress-city on the border with Calcites, which became Sugar. Today it serves as the only point of connection between the two countries (for the people of Calcites, the sea route to Asuguh is not permitted), but despite the not-so-warm relations between the two countries, Sugar shows a very strong cultural influence from the northern state, and it is sometimes called "Calcites-mini." Furthermore, Calcites is still Asuguh's largest trading partner, and the fact that all goods pass through the Sushin Gate makes Sugar an important trade center.
Origin bonus: charisma +2, spirit +2, intelligence +1.
Shingen
Shingen was founded far from the rest of Asuguh's cities, mainly for the study of magical sciences. The rulers of antiquity feared that the practical application of sorcery could have unpredictable consequences (some even speculated that it could go as far as the city exploding...), and so they decided to place it as far away as possible. Today, however, Shingen is the most ordinary city — it is not burdened by any curses, the land is not poisoned, and so on. The only thing that betrays its past is the presence of the headquarters of the Guild of Wonders on its territory.
Origin bonus: charisma +1, faith +1, intelligence +1, spirit +1, luck +1.
Characteristics
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| Strength | Damage (MW and RW) 0% | Damage (MW) 75% | Damage (MW) 100% | Damage (MW) 125% | Damage (MW) 150% | Damage (MW) 175% | Damage (MW) 200% | Damage (MW) 225% | Damage (MW) 250% | Damage (MW) 275% | Damage (MW) 300% |
| Endurance | Health is always equal to 1. | - | Health +25 | Health +50 | Health +75 | Health +100 | Health +100, +20% | Health +100, +40% | Health +100, +60% | Health +100, +80% | Health +100, +100% |
| Perception | The character always misses. | - | Accuracy +5% | Accuracy +10% | Accuracy +15% | Accuracy +20% | Accuracy +25% | Accuracy +30% | Accuracy +35% | Accuracy +40% | Accuracy +45% |
| Agility | The character cannot dodge. | - | Dodge +5% | Dodge +10% | Dodge +15% | Dodge +20% | Dodge +25% | Dodge +30% | Dodge +35% | Dodge +40% | Dodge +45% |
| Luck | Attacks against the character always have a critical effect. | - | Crit chance +5% | Crit chance +10% | Crit chance +15% | Crit chance +20% | Crit chance +25% | Crit chance +30% | Crit chance +35% | Crit chance +40% | Crit chance +45% |
| Spirit | Will rolls always fail. | - | Will +1 | Will +2 | Will +3 | Will +4 | Will +5 | Will +6 | Will +7 | Will +8 | Will +9 |
| Intelligence | The character cannot learn anything new. | SP +1 | SP +2 | SP +3 | SP +4 | SP +5 | SP +6 | SP +7 | SP +8 | SP +9 | SP +10 |
| Speed | The character cannot act in combat. | - | Initiative +2 | Initiative +4 | Initiative +6 | Initiative +8 | Initiative +10 | Initiative +12 | Initiative +14 | Initiative +16 | Initiative +18 |
| Faith | The character has no conviction. | - | situational | situational | situational | situational | situational | situational | situational | situational | situational |
| Beauty | The character is hideous. | - | Attractiveness +10 | Attractiveness +20 | Attractiveness +30 | Attractiveness +40 | Attractiveness +50 | Attractiveness +60 | Attractiveness +70 | Attractiveness +80 | Attractiveness +90 |
| Charisma | The character is hideous. | AP +1 | AP +2 | AP +3 | AP +4 | AP +5 | AP +6 | AP +7 | AP +8 | AP +9 | AP +10 |
Skills
There are the following types of skills:
Black (require no SP, require no AP).
Red (require SP, require AP).
Green (require SP, require no AP).
For a red or green skill to be active, it must be in an active slot. The number of slots = SP. For a red skill to be usable, in addition to a slot it also requires AP. SP is configured at the beginning of the day, and the character's AP is also restored at the beginning.
Base parameters
All characteristics: 1
Health: 100
SP: 2
Initiative: 10
Accuracy 50%
Will: 5
Extras
Male: Strength +1 Endurance +1 Perception +1 Agility +1 Luck +1
Female: Spirit +1 Intelligence +1 Faith +1 Beauty +1 Charisma +1
Lunarian: Beauty +3 Talent for magic
Inventory slots
Weapon 1:
Shield/second weapon/spare weapon:
Head:
Body:
Shoulders:
Hands:
Footwear:
Accessory 1:
Other 1:
Bag with other equipment: items to which the character has access only in a safe environment.
Guilds of Asuguh
| Community of Theologians The original mission of the community of theologians was the cognition of the world through the study of the numerous wonders of Anuzish with which this beautiful world is filled: thus, in this part of the world, science was born, which subsequently became the cornerstone of Asuguh civilization. Over time, with the development of human culture and population growth, part of their activities was delegated to the new Erudition guild, while the efforts of the theologians themselves became concentrated on the study of the various religions and beliefs that existed in the past and exist in the present. For nearly five thousand years, this venerable organization worked closely with the Church of Arselia, but after the Schism that occurred a quarter of a century ago, it distanced itself from both branches. Today, most clergy of the most diverse faiths belong to this guild. Date of foundation: 3999 B.F.M. Head: Tiozar Kisekus Aalur Headquarters: Sizki | Guild of Arts By the time Asuguh became a full-fledged state, when most of the pressing problems had been resolved, the brightest minds of the kingdom derived a theory according to which, for the prosperity of the individual in particular and society as a whole, art was no less important a sphere of activity than the study of the surrounding world and the practical application of that knowledge. With the goal of creating a sense of harmony in people's souls and developing in them a striving for the beautiful, the Guild of Arts was founded, and it continues to exist to this day. Date of foundation: 1200 B.F.M. Head: Rinette Gurianos Headquarters: Enlil. | ||
| Guild of Pen and Ink A branch of the Guild of Arts that became a distinct organization. The Guild of Pen and Ink deals with journalism, population censuses, chronology of historical events, fiction, poetry, and so on. Date of foundation: 1093 B.F.M. Head: Xerxes Dioram Headquarters: Ninamiat | Guild of Adventurers Originally it bore a different name and consisted of volunteers who wished to provide gratuitous assistance to their compatriots and country, but half a century ago it was integrated into the international organization Aiskira — the Guild of Adventurers, officially functioning in many states of the world. Date of foundation: 777 B.F.M. Head of the Asuguh branch: Sekira Teils Headquarters: Mufigur | ||
| Guild of Craftsmen A large part of the population belongs to this guild. Workers of all kinds help each other develop in their craft, collectively defend their rights to better working conditions and pay, and so on. Date of foundation: 532 B.F.M. Head: Leruzain Trabnayezh Headquarters: Sizki | Guild of Wonders Since ancient times, the main task of this organization has been the study of magic. After the world was isolated from the rest of the cosmos, the situation changed somewhat, but the mission of the Guild of Wonders remained the same. Date of foundation: 6 B.F.M. Head: Misty Rozalein Headquarters: Shingen | ||
| Guild of Erudition The Guild of Erudition is engaged in the collection, accumulation, classification, and analysis of knowledge about the world. For the most part, this activity is limited to theories, while the practical application of this knowledge occurs in collaboration with other organizations. Date of foundation: 9 A.F.M. Head: Nitra Headquarters: Onkaih | Hand of the Crown For a long period of time, the army of Asuguh consisted of volunteers: in times of need, the kingdom's inhabitants took up arms and defended their homes. However, after repeated attacks from the northern neighbor, it became clear that the country needed a professional army, which served as the reason for the formation of the Hand of the Crown. Over the years, this organization has been expanded repeatedly, and at present it has three main functions: maintaining order within the country, defending against external enemies, and protecting the king. Date of foundation: 500 A.F.M. Right Hand (head): Kurt Gurianos Left Hand (commander of the royal guard): Ikusa Sizki Protector of Sizki: Issai Gassai Protector of Onkaih: Josh Lanson Protector of Mufigur: Tsunagariy Elfashit Protector of Faris: Ferrari Protector of Sugar: Argos Protector of Ninamiat: Lady Arabella Caswall Protector of Shingen: Minom Yao Protector of Enlil: Britomarta Liss Protector of Ruzaniel: Baka Marduk | ||
| Passionate Desire A mercenary organization that arose during yet another war when it became clear that fighting the enemy by "honest" methods alone was unwise. The activities of Passionate Desire can be divided into two categories: - Reconnaissance, assassinations, and other covert operations in the interests of Asuguh. - Working for other states and organizations to replenish the budget and gather secret information. Currently, the organization is led by the Satsuninto clan, whose head was once invited to the country to teach the king the use of the katana. Date of foundation: 538 A.F.M. Head: Satsuninto Ryumei Vice-commander: Satsuninto Yuami Headquarters: ??? | Outside the guild |
