*label screen
[b]PERSONAL INFORMATION[/b]

Name: ${fname} ${lname}

*temp statgender
*temp article
*temp stathair

*if gender = "male"
  *set statgender "man"
*if gender = "female"
  *set statgender "woman"
*if gender = "nonbinary"
  *set statgender "mage"

*set article "a"
*if build = "average"
  *set article "an"

*set stathair "${hairlength} ${haircolor}"
*if hairlength = "bald"
  *set stathair "bald"
  

*if appearanceset
    You are a ${statgender} posessing ${article} ${build} build, with ${skintone} skin, ${eyecolor} eyes, and ${stathair} hair.
    *line_break
*if specialtyset
    You are gifted in the art of magic, with a particular talent in [b]${specialty}[/b].
*if phant1acq
    With your old seals having been broken, you are again able to contract the aid of [b]${phant1}, ${phant1title}[/b].
    *line_break
*if (memorypoint = "endpart1")
    You have been posthumously awarded the title of Hero of Sienan.
*if ((((charmingj) or (reservedj)) or ((noblej) or (pragmaticj))) or (((emotionalj) or (stoicj)) or ((optimisticj) or (cynicalj))))
    People remember you as
    *if ((charmingj) and (noblej))
        *if ((emotionalj) and (optimisticj))
            [b]charming[/b], [b]noble[/b], [b]emotional[/b], and [b]optimistic[/b].
        *elseif ((emotionalj) and (cynicalj))
            [b]charming[/b], [b]noble[/b], [b]emotional[/b], and [b]cynical[/b].
        *elseif ((stoicj) and (optimisticj))
            [b]charming[/b], [b]noble[/b], [b]stoic[/b], and [b]optimistic[/b].
        *elseif ((stoicj) and (cynicalj))
            [b]charming[/b], [b]noble[/b], [b]stoic[/b], and [b]cynical[/b].
        *elseif (emotionalj)
            [b]charming[/b], [b]noble[/b], and [b]emotional[/b].
        *elseif (stoicj)
            [b]charming[/b], [b]noble[/b], and [b]stoic[/b].
        *elseif (optimisticj)
            [b]charming[/b], [b]noble[/b], and [b]optimistic[/b].
        *elseif (cynicalj)
            [b]charming[/b], [b]noble[/b], and [b]cynical[/b].
        *else
            [b]charming[/b] and [b]noble[/b].
    *elseif ((charmingj) and (pragmaticj))
        *if ((emotionalj) and (optimisticj))
            [b]charming[/b], [b]pragmatic[/b], [b]emotional[/b], and [b]optimistic[/b].
        *elseif ((emotionalj) and (cynicalj))
            [b]charming[/b], [b]pragmatic[/b], [b]emotional[/b], and [b]cynical[/b].
        *elseif ((stoicj) and (optimisticj))
            [b]charming[/b], [b]pragmatic[/b], [b]stoic[/b], and [b]optimistic[/b].
        *elseif ((stoicj) and (cynicalj))
            [b]charming[/b], [b]pragmatic[/b], [b]stoic[/b], and [b]cynical[/b].
        *elseif (emotionalj)
            [b]charming[/b], [b]pragmatic[/b], and [b]emotional[/b].
        *elseif (stoicj)
            [b]charming[/b], [b]pragmatic[/b], and [b]stoic[/b].
        *elseif (optimisticj)
            [b]charming[/b], [b]pragmatic[/b], and [b]optimistic[/b].
        *elseif (cynicalj)
            [b]charming[/b], [b]pragmatic[/b], and [b]cynical[/b].
        *else
            [b]charming[/b] and [b]pragmatic[/b].
    *elseif ((reservedj) and (noblej))
        *if ((emotionalj) and (optimisticj))
            [b]reserved[/b], [b]noble[/b], [b]emotional[/b], and [b]optimistic[/b].
        *elseif ((emotionalj) and (cynicalj))
            [b]reserved[/b], [b]noble[/b], [b]emotional[/b], and [b]cynical[/b].
        *elseif ((stoicj) and (optimisticj))
            [b]reserved[/b], [b]noble[/b], [b]stoic[/b], and [b]optimistic[/b].
        *elseif ((stoicj) and (cynicalj))
            [b]reserved[/b], [b]noble[/b], [b]stoic[/b], and [b]cynical[/b].
        *elseif (emotionalj)
            [b]reserved[/b], [b]noble[/b], and [b]emotional[/b].
        *elseif (stoicj)
            [b]reserved[/b], [b]noble[/b], and [b]stoic[/b].
        *elseif (optimisticj)
            [b]reserved[/b], [b]noble[/b], and [b]optimistic[/b].
        *elseif (cynicalj)
            [b]reserved[/b], [b]noble[/b], and [b]cynical[/b].
        *else
            [b]reserved[/b] and [b]noble[/b].
    *elseif ((reservedj) and (pragmaticj))
        *if ((emotionalj) and (optimisticj))
            [b]reserved[/b], [b]pragmatic[/b], [b]emotional[/b], and [b]optimistic[/b].
        *elseif ((emotionalj) and (cynicalj))
            [b]reserved[/b], [b]pragmatic[/b], [b]emotional[/b], and [b]cynical[/b].
        *elseif ((stoicj) and (optimisticj))
            [b]reserved[/b], [b]pragmatic[/b], [b]stoic[/b], and [b]optimistic[/b].
        *elseif ((stoicj) and (cynicalj))
            [b]reserved[/b], [b]pragmatic[/b], [b]stoic[/b], and [b]cynical[/b].
        *elseif (emotionalj)
            [b]reserved[/b], [b]pragmatic[/b], and [b]emotional[/b].
        *elseif (stoicj)
            [b]reserved[/b], [b]pragmatic[/b], and [b]stoic[/b].
        *elseif (optimisticj)
            [b]reserved[/b], [b]pragmatic[/b], and [b]optimistic[/b].
        *elseif (cynicalj)
            [b]reserved[/b], [b]pragmatic[/b], and [b]cynical[/b].
        *else
            [b]reserved[/b] and [b]pragmatic[/b].
    *elseif (noblej)
        *if ((emotionalj) and (optimisticj))
            [b]noble[/b], [b]emotional[/b], and [b]optimistic[/b].
        *elseif ((emotionalj) and (cynicalj))
            [b]noble[/b], [b]emotional[/b], and [b]cynical[/b].
        *elseif ((stoicj) and (optimisticj))
            [b]noble[/b], [b]stoic[/b], and [b]optimistic[/b].
        *elseif ((stoicj) and (cynicalj))
            [b]noble[/b], [b]stoic[/b], and [b]cynical[/b].
        *elseif (stoicj)
            [b]noble[/b] and [b]stoic[/b].
        *elseif (optimisticj)
            [b]noble[/b] and [b]optimistic[/b].
        *else
            [b]noble[/b].
    *elseif (pragmaticj)
        *if ((emotionalj) and (optimisticj))
            [b]pragmatic[/b], [b]emotional[/b], and [b]optimistic[/b].
        *elseif ((emotionalj) and (cynicalj))
            [b]pragmatic[/b], [b]emotional[/b], and [b]cynical[/b].
        *elseif ((stoicj) and (optimisticj))
            [b]pragmatic[/b], [b]stoic[/b], and [b]optimistic[/b].
        *elseif ((stoicj) and (cynicalj))
            [b]pragmatic[/b], [b]stoic[/b], and [b]cynical[/b].
        *elseif (stoicj)
            [b]pragmatic[/b] and [b]stoic[/b].
        *elseif (optimisticj)
            [b]pragmatic[/b] and [b]optimistic[/b].
        *else
            [b]pragmatic[/b].
    *elseif (charmingj)
        *if ((emotionalj) and (optimisticj))
            [b]charming[/b], [b]emotional[/b], and [b]optimistic[/b].
        *elseif ((emotionalj) and (cynicalj))
            [b]charming[/b], [b]emotional[/b], and [b]cynical[/b].
        *elseif ((stoicj) and (optimisticj))
            [b]charming[/b], [b]stoic[/b], and [b]optimistic[/b].
        *elseif ((stoicj) and (cynicalj))
            [b]charming[/b], [b]stoic[/b], and [b]cynical[/b].
        *elseif (stoicj)
            [b]charming[/b] and [b]stoic[/b].
        *elseif (optimisticj)
            [b]charming[/b] and [b]optimistic[/b].
        *else
            [b]charming[/b].
    *elseif (reservedj)
        *if ((emotionalj) and (optimisticj))
            [b]reserved[/b], [b]emotional[/b], and [b]optimistic[/b].
        *elseif ((emotionalj) and (cynicalj))
            [b]reserved[/b], [b]emotional[/b], and [b]cynical[/b].
        *elseif ((stoicj) and (optimisticj))
            [b]reserved[/b], [b]stoic[/b], and [b]optimistic[/b].
        *elseif ((stoicj) and (cynicalj))
            [b]reserved[/b], [b]stoic[/b], and [b]cynical[/b].
        *elseif (stoicj)
            [b]reserved[/b] and [b]stoic[/b].
        *elseif (optimisticj)
            [b]reserved[/b] and [b]optimistic[/b].
        *else
            [b]reserved[/b].
    *elseif (emotionalj)
        *if (optimisticj)
            [b]emotional[/b] and [b]optimistic[/b].
        *elseif (cynicalj)
            [b]emotional[/b] and [b]cynical[/b].
        *else
            [b]emotional[/b].
    *elseif (stoicj)
        *if (optimisticj)
            [b]stoic[/b] and [b]optimistic[/b].
        *elseif (cynicalj)
            [b]stoic[/b] and [b]cynical[/b].
        *else
            [b]stoic[/b].
    *elseif (optimisticj)
        [b]optimistic[/b].
    *elseif (cynicalj)
        [b]cynical[/b].
    *else
        [b]a savior[/b].
    *line_break
    *if (statchange)
        You have sworn to shed the person ${they}
        *if (gender = "nonbinary")
            were,
        *else
            was,
        after the resurrection.

[b]MAGICAL ABILITIES[/b]
*stat_chart
  percent Alchemy
  percent Enchantment
  percent Thaum
  percent Spiritism

[b]OTHER ABILITIES[/b]
*stat_chart 
  percent Charisma
  percent Learning
  percent Intrigue


[b]PERSONALITY[/b]
*stat_chart
  opposed_pair Noble
    Pragmatic
  opposed_pair Charming
    Reserved
  opposed_pair Emotional
    Stoic
  opposed_pair Optimistic
    Cynical

*if (spellbladereveal)
  [b]MAGICAL LEANING[/b]
  *stat_chart
    opposed_pair Spellblade
      Scholar

[b]PRESTIGE[/b]
*stat_chart
  percent Prestige

*if (prestige < 5)
      No one knows your name; perhaps that is for the best.
      *goto prestigedone
*elseif (prestige < 30)
      People know you as a member of the White Fangs, and they may mention you in passing as they gush of the group's exploits.
      *goto prestigedone
*elseif (prestige < 50)
      You are known as a mage of fearsome capabilities, every bit Leon's equal in combat aptitude.
      *goto prestigedone
*else
      You are known as a mage of legendary strength, and your name inspires awe and terror in equal measure whenever it is invoked.
      *goto prestigedone
*label prestigedone

*choice
  #View Relationships.
    *label relationships
    *temp tleon "Unmet Person 1"
    *temp tsaine "Unmet Person 2"
    *temp tilya "Unmet Person 3"
    *temp ttahlia "Unmet Person 4"
    *temp tfalco "Unmet Person 5"
    *temp tyusuha "Unmet Person 6"
    *temp teli "Unmet Person 7"
    *if kleon = 10
      *set tleon "Blond Swordsman"
    *if ksaine = 10
      *set tsaine "Brown-haired Rogue"
    *if (kleon > 0) and (kleon < 10)
      *set tleon "Leon"
    *if (ksaine > 0) and (ksaine < 10)
      *set tsaine "Saine"
    *if (kilya > 0)
      *set tilya "Ilya"
    *if ktahlia = 10
      *set ttahlia "Blond-Haired Woman"
    *if ktahlia = 1
      *set ttahlia "Tahlia"
    *if ktahlia = 2
      *set ttahlia "Tahlia"
    *if (kfalco != 0) and (gfalco = "male")
       *set tfalco "Falco"
    *if (kfalco != 0) and (gfalco = "female")
       *set tfalco "Flyss"
    *if (kyusuha != 0) and (gyusuha = "male")
       *set tyusuha "Yusuha"
    *if (kyusuha != 0) and (gyusuha = "female")
       *set tyusuha "Yurui"
    *if keli = 1
      *set teli "Eli"
    *stat_chart
      percent rleon ${tleon}
      percent rsaine ${tsaine}
      percent rilya ${tilya}
      percent rtahlia ${ttahlia}
      percent rfalco ${tfalco}
      percent ryusuha ${tyusuha}
      percent reli ${teli}
    *choice
      #Go back to the main stats page.
        *goto screen
      #View Associate Information.
        *goto associates
  *if (kleon > 0) #View Associate Information.
    *label associates
    *if kleon = 10
      [b]Blond Swordsman[/b]
      *line_break
      The blond swordsman appears to be a highly skilled and experienced fighter, able to hold his own against an Elyssian beast. His primary means of attack appear to be the use of his sword, a shapeshifting armament seemingly powered by magic.
    *if ksaine = 10

      [b]Brown-haired Rogue[/b]
      *line_break
      The brown-haired rogue appears to be a highly skilled and experienced fighter, able to hold his own against an Elyssian beast. His greatest asset appears to be his agility, which he uses to move quickly across the battlefield. He is also proficient with the use of his daggers, and is capable of blinking, a skill allowing the user to travel at instantaneous speed across short distances.
    *if kleon = 1
      [b]Leon[/b]
      *line_break
      Leon appears to be a highly skilled and experienced fighter, able to hold his own against an Elyssian beast. His primary means of attack appear to be usage of his sword, a shapeshifting armament seemingly powered by magic.
    *if ksaine = 1

      [b]Saine[/b]
      *line_break
      Saine appears to be a highly skilled and experienced fighter, able to hold his own against an Elyssian beast. His greatest asset appears to be his agility, which he uses to move quickly across the battlefield. He is also proficient with the use of his daggers, and is capable of blinking, a skill allowing the user to travel at instantaneous speed across short distances.
    *if kilya = 1

      [b]Ilya[/b]
      *line_break
      To hear Leon and Saine tell it, Ilya is a healer of remarkable skill. You have yet to get the opportunity to confirm this for yourself.
    *if kleon = 2
      [b]Leon, Lion of the White Fangs[/b]
      *line_break
      A highly-skilled adventurer that acts as the leader and main fighter of the White Fangs. His primary means of combat is through the use of his sword, a shapeshifting armament seemingly powered by magic.
      *line_break
      Notable skills:
      *stat_chart
        percent lsword Advanced Swordplay
        percent ltrans Blade Transformation Art
        percent lstrength Exceptional Strength
        percent lendurance Exceptional Endurance
    *if ksaine = 2

      [b]Saine, Shadow of the White Fangs[/b]
      *line_break
      Brother to Leon and a skilled adventurer in his own right. Though still only a teenage boy, his tremendous talent for stealth and combat is undeniable. His fighting style revolves around agile daggerwork and the use of blinking, a skill that allows him to travel at instantaneous speed across short distances.
      *line_break
      Notable skills:
      *stat_chart
        percent sdagger Advanced Daggerplay
        percent sblink Blink
        percent sspeed Exceptional Speed
        percent sperception Exceptional Perception
    *if kilya = 2

      [b]Ilya, Heart of the White Fangs[/b]
      A close companion of Leon and Saine who serves as the healer of the White Fangs. From what you could gather from their conversations, she likely grew up alongside the pair. Though a theurge first and foremost, she is also learned in the schools of enchantment and alchemy, which makes her an indispensible supporting fighter to the White Fangs.
      *line_break
      Notable skills:
      *stat_chart
        percent itheurgy Theurgy
        percent ienchantment Enchantment
        percent ialchemy Alchemy
    *if ktahlia = 10
        
        [b]Blond-haired Woman[/b]
        A beautiful woman who carries herself with an air of dignity and sophistication. She appears to be an extremely capable healer.
        
    *if ((kyusuha = 10) or (kyusuha = 1))
         
        [b]${yusuha} Mateus[/b]
        *line_break
        A tall red-haired
        *if (gyusuha = "male")
            man 
            *goto yusuha1
        *else
            woman 
            *goto yusuha1
        *label yusuha1
        with sharp, angular features commonly found among the Yotai. Laid-back and cheerful. 
        *if kyusuha = 1
            $!{yhe} is said to be an excellent mage, though for now you know little of ${yhis} capabilities.
        
    *if ((kfalco = 10) or (kfalco = 1))
        
        [b]${falco} Mateus[/b]
        *line_break
        A prickly, taciturn youth who makes no secret of ${fhis} dislike of you. $!{fhis} white hair and deep brown skin tone speak of Southwest Parami heritage. 
        *if kfalco = 1
            As is the case with ${yusuha}, Tahlia claims ${fhim} to be a talented mage, though you don't currently know to what extent that is true.
            
    *if ktahlia = 1
        [b]Tahlia, Priestess of the Ishavak[/b]
        *line_break
        A beautiful woman who serves as an [i]ashai[/i] of the Ishavak Faith. She carries herself with an air of dignity and sophistication, and appears to be an extremely capable healer.
    *if ktahlia = 2
        [b]Tahlia, Priestess of Arcadia[/b]
        *line_break
        A statuesque woman who serves as the de facto leader of Arcadia. She capably manages all of Arcadia's vast branches of power, and is undoubtedly among the most powerful leaders in all of Arvanand. A powerful arcanist and a skilled healer besides, she is clearly not one to be trifled with.
    *choice
      #Go back to the main stats page.
        *goto screen
      #View Relationships.
        *goto relationships
      #View Stat Explanations.
        *goto personality
      *if (settinghistory) #View World History.
        *goto worldhistory
      *if (settinghistory) #View World Religion.
        *goto worldreligion
  #View Magical Codex.
    *label codex
    *image codexthaumaturgy.png center Thaumaturgy
    [b]Thaum[/b] (short for thaumaturgy) is a school of magic that deals exclusively in the conjuration of elemental attacks. It has precious few applications outside of the battlefield, but is unrivalled in sheer destructive power and versatility in combat.
    
    [b]Used thaum spells:[/b]
    *if (tcounter = 0)
        None so far.
        *line_break
    *line_break
    *if (boomeranggale)
        *image codext_boomgale.png left
        [i]Boomerang Gale[/i] - A long-distance thaum spell that forms air currents into razor-edged blades of wind, each one acting autonomously to attack the target for as long as the caster's mana can sustain it. Particularly useful in battles of attrition.
        *line_break
        *line_break
    *if (moranaswail)
        *image codext_moranaswail.png left
        [i]Morana's Wail[/i] - A higher-end thaum spell that allows the caster to summon multiple large icicles to fire at their enemies. Though only moderately powerful for a spell of its caliber, its efficacy in breaking opponents' momentum makes it a favorite of thaumers.
        *line_break
        *line_break
    *if (flametongue)
        *image codext_flametongue.png left
        [i]Flametongue[/i] - A low-end thaum spell that creates a small, localized explosion, dealing low damage for an equally low price of mana. A favorite of combat mages due to its quick casting speed, it is generally used in quick succession or as a form of distraction.
        *line_break
        *line_break
        *line_break
    *if (thunderstrike)
        *image codext_thunderstrike.png left
        [i]Thunderstrike[/i] - A mid-end thaum spell that fires controlled blasts of lightning to attack enemies. Though lacking in firepower compared to other spells of the same caliber, its unrivaled accuracy and precision makes it an indispensable tool in long-ranged combat.
        *line_break
        *line_break
    *if (waterwyrm)
        *image codext_waterwyrm.png left
        [i]Waterwyrm[/i] -  A high-level thaum spell designed primarily for naval combat, Waterwyrm shapes a designated body of water into a mighty serpent. The spell seldom sees usage in other contexts, due to its requirement for large amounts of water as its source.
        *line_break
    *if (sunflame)
        *image codext_sunflame.png left
        [i]Sunflame[/i] - A high-end thaum spell that causes its target to combust into deadly flames, at temperatures high enough to melt even the sturdiest metals. Difficult to learn and costly to cast, it is nevertheless a popular spell due to its sheer power and utility.
        *line_break
        *line_break
    *if (stonegraveyard)
        *image codext_stonegraveyard.png left
        [i]Stone Graveyard[/i] - A high-end thaum spell that shapes the ground into massive earthen spikes, designed to interrupt the enemy's advance as well as to skewer ones unfortunate enough to be caught in their path. Particularly useful as a tool of crowd control.
        *line_break
        *line_break
    *if (seagodspiel)
        [i]Seagod Spiel[/i] - An esoteric thaum spell which constructs a dome or bubble of turbulent waters with which to imprison targets. The water actively responds to the caster's control over its duration, allowing manipulation of the prison, such that the target can still be harmed by outside forces.
        *line_break
        *line_break
    *if (galesong)
        [i]Galesong[/i] - A spell which creates a dome of influence, within which the caster would be free to call upon the winds and use them to assault enemies or defend themselves. Once cast, the spell requires neither mana nor concentration to upkeep for the remainder of its duration, allowing the caster to focus entirely on maneuvering the fight.
        *line_break
        *line_break
    *if (siegeoffrost)
        [i]Siege of Frost[/i] - A spell which spawns a raging blizzard in a large area, and contains it through the use of a barrier glyph. The containment serves to enhance the storm's strength and prevent allies from being caught in the crossfire. Proper execution of the full spell requires sufficient mastery of both thaum and enchantment.
        *line_break
        *line_break
    *if (skywrath)
        *image codext_skywrath.png left
        [i]Skywrath[/i] - An incredibly powerful thaum spell that summons a thunderstorm from the palms of the caster's hands. It is largely considered to be the most destructive single-caster spell in contemporary magic, with the potential to decide the fate of entire battles.
        *line_break
        *line_break
    *image codexalchemy.png center Alchemy
    [b]Alchemy[/b] is an art that deals in the transmutation and combining of ingredients to produce magical effects. An immensely flexible art—as long as one can procure the necessary ingredients and properly handle them—but often difficult to apply in battle.
    
    [b]Used alchemy spells:[/b]
    *if (acounter = 0)
        None so far.
        *line_break
    *line_break
    *if (everblaze)
        [i]Combat Alchemy: Everblaze[/i] - An alchemic attack spell fueled by vials of Everfire, a condiment that—true to its moniker—will inflict continuous, inextinguishable burns to the target. Continuous exposure to Everfire will inflict small, but continuous damage against the target until it has been neutralized.
        *line_break
        *line_break
    *if (claycannon)
        [i]Combat Alchemy: Clay Cannon[/i] - A spell that transforms bits of alchemic clay into large cannonballs launched in quick succession. Each cannonball is relatively weak in firepower compared to other spells at its level, but the cannonballs' size and amount make them excellent in halting a charging foe's momentum.
        *line_break
        *line_break
    *if (heimantivenom)
        [i]Synthesis: Heim Antivenom[/i] - An antidote specifically designed to neutralize the poison of the Heim Viper. It is also decently effective in countering the impacts of Elyssian venom, due to the latter's similar alchemical makeup to Heim toxin.
        *line_break
        *line_break
    *if (manarecoverypotion)
        [i]Synthesis: Mana Recovery Potion[/i] - An alchemical product made primarily of wyrmroot and bethelgrass, the Mana Recovery Potion is a staple for the adventuring mage. Its potency varies with the alchemist's skill and the quality of its ingredients.
        *line_break
        *line_break
    *if (witchnightspell)
        [i]Synthesis: Witchnight[/i] - An alchemical dye made of black hazel, traditionally combined with leaves of bearmund. Notoriously difficult to produce, and prized for its beauty and rarity within noble circles.
        *line_break
        *line_break
    *if (poisonkiss)
        [i]Combat Alchemy: Poison Kiss[/i] - A minor transmutation spell that manifests in the caster's hand as a cloud of toxic mist. Enemies that come into contact with the spell will develop lesions that progressively becomes worse unless treated.
        *line_break
        *line_break
    *if (rustelixir)
        [i]Synthesis: Rust Elixir[/i] - A concoction brewed with a host of unconventional plants in boiling heat. It is capable of corroding through virtually any metal in existence, given enough time and potency of ingredients backing it.
        *line_break
        *line_break
    *if (draughtofclarity)
        [i]Synthesis: Draught of Clarity[/i] - A recovery potion concocted from wyrmroot extract, designed to cure its drinker of mental maladies and curses.
        *line_break
        *line_break
    *if (draughtofquickrecovery)
        [i]Synthesis: Draught of Quick Recovery[/i] - A quick-acting recovery potion designed for consumption mid-combat. A high-tier alchemical concoction, due to the rarity of its materials and its notoriously difficult brewing process.
        *line_break
        *line_break
    *if (palmerra)
        [i]Synthesis: Palmerra[/i] - A brainwashing drug originating from the Sorcerium of Arcadia, long thought to be lost to the annals of history. A single dosage would result in temporary mind control for its intended targets; over years of continuous exposure, they can be made to permanently follow the alchemist's orders without the need for additional doses.
        *line_break
        *line_break
    *if (rustmissile)
        [i]Combat Alchemy: Rust Missile[/i] - A spell fueled by vials of Rust Elixir, taking the form of a cloud of condensed magic capable of propelling itself forward at high velocity. It acts as a quick corrosion agent, capable of corrupting and melting any metallic surface it comes into contact with.
        *line_break
        *line_break
    *if (cureall)
        [i]Synthesis: Cure-All[/i] - Spherical gray pellets packed to the brim with a slew of beneficial ingredients, designed to be a catch-all treatment for a bevy of poisons and ailments. Though far less effective in potency than a true antidote would be, the wide range of maladies they are able to treat makes them a staple among high-level alchemists.
        *line_break
        *line_break
    *if (zone)
        [i]Combat Alchemy: Zone[/i] - A spell which creates a zone of influence, within which the properties of matter and ingredients can be rewritten. Use cases include corrupting certain metals to render certain weapons or armor unusable, or removing the toxic properties of certain liquids or gases.
        *line_break
        *line_break
    *if (zone)
        [i]Combat Alchemy: Unmaker[/i] - A spell which forcibly transmutes organic material into a simple, inorganic form. The complexity of the spell overrides any possibility for projectile or positional components, such that it must be applied using the caster's own body as a catalyst. It is typically used as a close-quarter spell, in which the caster would use their palms to transmute the opponent's body into water, air, or other inorganic materials.
        *line_break
        *line_break
    *if (widowsstream)
        [i]Combat Alchemy: Widow's Stream[/i] - A spell that makes use of a potent toxic concoction as fuel and converts it into a stream of thick, viscous venom. The poison has corrosive properties that can corrode or melt most organic materials, making it particularly deadly against living organisms.
        *line_break
        *line_break
    *if (marionette)
        [i]Marionette[/i] - A spell which leverages one's understanding of the human body's alchemical makeup, breaking it down to its most basic elements and affecting them through the use of elemental thaum. The resulting effect allows one to override the targets' control over their own bodies. Proper execution of the full spell requires sufficient mastery of both alchemy and thaum.
        *line_break
        *line_break
    *image codexenchantment.png center Enchantment
    [b]Enchantment[/b] is a school of magic that applies blessings and curses upon one’s self and others to various effects. Though the art seldom deals in direct infliction of damage, its ability to boost allies and vulnerate foes can play an instrumental role in turning the tides of battle.
    
    [b]Used enchantment spells:[/b]
    *if (ecounter = 0)
        None so far.
        *line_break
    *line_break
    *if (glyphofbinding)
        [i]Glyph of Binding[/i] - An enchantment specifically developed to counter beings that can enter a state of incorporeality. When successfully cast, the debuff will interfere with the target's capability to phase out of its material form, forcing it to stay corporeal for much longer periods of time.
        *line_break
        *line_break
    *if (glyphofrunefire)
        [i]Glyph of Runefire[/i] - A buff-type enchantment designed to support high-level physical fighters. When successfully cast, it allows the enchanted to channel explosive flames into their weapons at will, dramatically increasing their offensive power.
        *line_break
        *line_break
    *if (glyphofsubjugation)
        [i]Glyph of Subjugation[/i] - An enchantment designed to override the target's control over their body. The mana cost of casting the spell increases exponentially with the effect duration and overall strength of the target. Typically only used in combat to halt an assault or break an opponent's momentum.
        *line_break
        *line_break
    *if (glyphofimmunity)
        [i]Glyph of Immunity[/i] - An enchantment designed to boost its target's resistance to poisonous effects. Usage on already-compromised targets is generally discouraged, as it may cause more strain than the body could handle.
        *line_break
        *line_break
    *if (glyphofinvisibility)
        [i]Glyph of Invisibility[/i] - An enchantment that, true to its name, grants temporary invisibility to its target. The enchantment consumes mana in exponentially increasing amounts the longer the invisibility holds.
        *line_break
        *line_break
    *if (glyphofmagesong)
        [i]Glyph of Magesong[/i] - An enchantment that transfers some of the caster's mana to the intended target. The spell, though often useful, has a poor cost-to-benefit ratio; usage is generally discouraged unless the target is at risk of mana exhaustion.
        *line_break
        *line_break
    *if (glyphofailment)
        [i]Glyph of Ailment[/i] - An enchantment that causes illness within the intended target, often of the bowel-related variety. Mild versions are often used by unscrupulous mage initiates to pull pranks on one another.
        *line_break
        *line_break
    *if (glyphofprotection)
        [i]Glyph of Protection[/i] - An enchantment that creates a defensive coating over the target's body. It is capable of absorbing the vast majority of physical blows done to the caster for a short period of time.
        *line_break
        *line_break
    *if (glyphofstrength)
        [i]Glyph of Strength[/i] - An enchantment that fortifies the target's muscles, granting them more power in their limbs. This effect boosts the target's physical strength, and grants them additional speed and mobility in combat.
        *line_break
        *line_break
    *if (glyphofdispel)
        [i]Glyph of Dispel[/i] - A counter-enchantment, capable of attenuating or even removing the effects of blessings and curses from its target. Its efficacy increases proportionately with the caster's skill in enchantment.
        *line_break
        *line_break
    *if (glyphofterror)
        [i]Glyph of Terror[/i] - An enchantment designed to instill tremendous fear in the target, causing them to panic and breaking their will to fight. Mana usage increases exponentially with the number and overall strength of targets, as well as the duration of the spell.
        *line_break
        *line_break
    *if (glyphofslumber)
        [i]Glyph of Slumber[/i] - An enchantment designed to induce its targets into a state of repose. It is easily resisted unless the targets are unaware that the spell is being cast on them. Mana usage increases exponentially with the number and overall strength of targets, as well as the duration of the spell.
        *line_break
        *line_break
    *if (glyphofweakness)
        [i]Glyph of Weakness[/i] - An enchantment spell designed to directly sap the target's energy, making their movements lethargic and the blows they deal significantly less potent. Low mana usage allows it to be casted en masse, making it particularly useful as a tool for crowd control.
        *line_break
        *line_break
    *if (glyphofmanaburn)
        [i]Glyph of Manaburn[/i] - An enchantment that channels the caster's mana into a spell cast by another, resulting in a boost of power or a quicker cast time. The spell has a poor cost-to-benefit ratio, and is therefore often used sparingly by enchanters able to cast it.
        *line_break
        *line_break
    *if (glyphofreaping)
        [i]Glyph of Reaping[/i] - A two-pronged spell consisting of an enchantment and a curse. The spell's enchantment portion memorizes injury and pain dealt to the caster, which the curse portion will reflect back upon the attacker after a certain period of time. Both the duration and pain amplification factors can be changed, as dictated by the spellwork and amount of mana used to construct the spell.
        *line_break
        *line_break
    *if (glyphofconfinement)
        [i]Glyph of Confinement[/i] - An enchantment spell which establishes a wall of invisible force around a given area. The wall absorbs forces and attacks from either side of it, serving as both protection for those within its confines, as well as barring them from leaving the spell. The barrier consumes exponentially higher mana in proportion to duration and force absorbed.
    *if (curseofbonds)
        [i]Curse of Bonds[/i] - A spell which afflicts the targets with a shared curse borne of summoned spirits bound to a Glyph-borne hex. Any pain injury sustained by one of the afflicted will be replicated by the curse, such that all afflicted will share in the pain. Proper execution of the full spell requires sufficient mastery of both enchantment and spiritism.
        *line_break
        *line_break
    *if (banecircle)
        [i]Banecircle[/i] - A powerful enchantment that randomly phases matter placed above it out of existence. When used against a living target, the inflicted will have their body parts severed and spirited out of existence at random, oftentimes resulting in death.
        *line_break
        *line_break
    *image codexspiritism.png center Spiritism
    [b]Spiritism[/b]—a modified version of the now-defunct school of necromancy—is an art that deals in the contracting of spirits to assist the caster on the battlefield. Spiritists are also capable of traveling through the spirit dimension, allowing them to cross large distances over shorter periods of time.
    
    [b]Used spiritism spells:[/b]
    *if (scounter = 0)
        None so far.
        *line_break
    *line_break
    *if (visionsofthedamned)
        [i]Visions of the Damned[/i] - A spell that calls upon the aid of low-level spirits to serve as illusory enemies for the target, making them more vulnerable to attacks and less likely to strike the caster's allies. The spirits take on an incorporeal form while summoned, and though this means they do not deal any real damage to the target, they are also immune to most attacks. This allows them to stay on the battlefield for as long as the caster's mana can sustain the spell.
        *line_break
        *line_break
    *if (fistofthedarklord)
        [i]Fist of the Dark Lord[/i] - A spell that opens a gate to the otherworld and borrows the power of countless smaller spirits to form a single solid construct, manifesting in this world as a colossal forearm completely pitch-black in color. It then launches itself against the target with severe bludgeoning strength.
        *line_break
        *line_break
    *if (spiritgate)
        [i]Spirit Gate[/i] - A spell that opens a gate to the otherworld for the purposes of quick transportation between two points. The caster converts travelers into their spiritual form, allowing them to travel through the otherworld, and converts them back into their original form upon exit. It is an extremely taxing spell on the caster's mana reserves, and long-distance transportation of multiple individuals at once is severely discouraged.
        *line_break
        *line_break
    *if (rancor)
        [i]Rancor[/i] - A quick-casting spell that calls upon a single spirit to attack the enemy. The spirit manifests itself as a formless black mist, and it will fling itself towards the target at the caster's command. Enemies that come into contact with the spell will develop lesions that progressively becomes worse unless treated. 
        *line_break
        *line_break
    *if (spiritcloak)
        [i]Spirit Cloak[/i] - A spell that grants the target temporary incorporeality, allowing them to phase through physical attacks unharmed. The spell can only remain active for very narrow windows of time, making continued and consistent usage a risky proposition.
        *line_break
        *line_break
    *if (possession)
        [i]Possession[/i] - A spiritism spell that calls upon moderately powerful spirits to assault enemies and override their control over their own bodies. A successful possession would confine the target into the depths of their own mind, forcing them to watch as their body is rendered completely inanimate by the spirit's influence.
        *line_break
        *line_break
    *if (heartrender)
        [i]Heartrender[/i] - A subtle but deadly spell that calls upon a malicious spirit to physically corrupt the target's heart. Those who fall victim to the spell will typically weaken over the course of its duration, owing to a flawed circulation of blood, before eventually suffering from a fully destroyed heart. A difficult spell to detect in the heat of combat, where it is typically applied.
    *if (danceofdecay)
        [i]Dance of Decay[/i] - A spell which surrounds a target with a host of vicious spirits which feed upon the weaknesses and despair of mortals. When used against a healthy target, the spell will do them little harm, if any. But when used against a severely-injured target, the spell will consume their life force and body alike, becoming a virtual death sentence for them.
    *if (poltergeist)
        [i]Poltergeist[/i] - A spell which summons minor spirits from the beyond and endows them with countless alchemical runes, such that they are able to induce random bouts of transmutation at an incredibly large scale when unleashed. Proper execution of the full spell requires sufficient mastery of both spiritism and alchemy.
        *line_break
        *line_break
    *if (gatebreaker)
        [i]Gatebreaker[/i] - A spell that opens a gate to the otherworld to summon five immensely powerful spirits who will launch themselves at the target at high velocity. Living organisms that come into contact with the spirits immediately begin a process of rapid decay, inflicting severe damage and potentially death.
        *line_break
        *line_break
    *image codextheurgy.png center Theurgy
    [b]Theurgy[/b] is an art practiced almost exclusively by members of the Jovian clergy. The school deals in the closing of wounds and restoration of one's health, making it a highly sought-after specialization. However, access to the art's higher levels is strictly limited to high-ranking members of the Jovian Church, making it a particularly exclusive school despite its myriad benefits. 
    
    [i]You are unable to use theurgy.[/i]
    
    *if (codexarcana)
        *image codexarcana.png center Arcana
        [b]Arcana[/b] is a school of magic long thought to be extinct, practiced exclusively by those of Arcadian blood. Arcana derives its miraculous powers from peculiar deities unrecorded in any historical and religious accounts. The art boasts a formidable range of potential effects, all of which are considered to be significantly more powerful than those of other magical schools.
    
        [b]Used arcana spells:[/b]
        *if (satiel)
            *line_break
            [i]Satiel, the High Intercessor[/i] - A phantasma that takes the form of an elderly, king-like figure clad in golden armor over ivory robes. He holds dominion over the element of light, and is capable of eviscerating his opponents with his radiant attack spells.
            *line_break
            *line_break
            *if (reckoninglight)
                [i]Reckoning Light[/i] - A powerful spell made possible for you to cast by contracting Satiel's power. It fires a blast of spherical light, demolishing everything in its path in a burst of radiance.
                *line_break
                *line_break
            *if (holyaegis)
                [i]Holy Aegis[/i] - A powerful spell made possible for you to cast by contracting Satiel's power. It manifests as a spherical shield of consecrated light, eviscerating everything that comes into contact with it.
                *line_break
                *line_break
            *if (greatintercession)
                [i]Great Intercession[/i] - A powerful spell made possible for you to cast by contracting Satiel's power. It manifests as a massive host of light that bounds forward with tremendous force and velocity.
                *line_break
                *line_break
        *elseif (airas)
                *line_break
                [i]Airas, the Beckoning Hand[/i] - A phantasma that takes the form of a jester, complete with a sinister mask and a cloak decorated with daggers. They hold dominion over the powers of transmutation, allowing them to completely manipulate the alchemical makeup of inorganic targets on a whim.
                *line_break
                *line_break
                *if (venomdance)
                    [i]Venom Dance[/i] - A powerful spell made possible for you to cast by contracting Airas's power. It transmutes the very air into gouts of toxic mist, capable of piercing through human skin to boil their insides alive.
                    *line_break
                    *line_break
                *if (arcoferasure)
                    [i]Arc of Erasure[/i] - A powerful spell made possible for you to cast by contracting Airas's power. It transmutes the designated inorganic material out of existence. It is especially effective on magical projectiles.
                    *line_break
                    *line_break
                *if (arcofinception)
                    [i]Arc of Inception[/i] - A powerful spell made possible for you to cast by contracting Airas's power. It transmutes magical projectiles out of existence, before constructing identical ones arced towards the original caster.
        *elseif (gweila)
            *line_break
            [i]Gweila, the Clear-Sighted[/i] - A phantasma that takes the form of a monstrous, haggard shaman dressed in tattered robes. He holds dominion over ancient, powerful enchantments that are lost to mages of this era.
            *line_break
            *line_break
            *if (shamanselegy)
                [i]Shaman's Elegy[/i] - A powerful spell made possible for you to cast by contracting Gweila's power. It unlocks the deepest potential of its caster, allowing them to draw from normally inaccessible mana reserves and granting them superior control over their spells.
                *line_break
                *line_break
            *if (songofalacrity)
                [i]Song of Alacrity[/i] - A powerful spell made possible for you to cast by contracting Gweila's power. When cast, the spell grants its caster with graceful limberness, allowing them to effortlessly avoid any attacks aimed in their direction.
                *line_break
                *line_break
            *if (avatar)
                [i]Avatar[/i] - A powerful spell made possible for you to cast by contracting Gweila's power. Confers to the caster temporary invulnerability and a massive boost to all their physical parameters.
        *if (nyx)
            *line_break
            [i]Nyx, the Condemned[/i] - A phantasma that takes the form of a shapely woman with blackened lips and skeletal arms. She holds dominion over the realm of death, and can execute high-level necromancy spells with masterful ease.
            
            *if (plaguehand)
                [i]Plaguehand[/i] - A powerful spell made possible for you to cast by your contracting Nyx's power. It reinforces the caster's hand with the power of death itself, inflicting those touched by them with instant decay and torturous pain.
                *line_break
                *line_break
            *if (danceofthedead)
                [i]Dance of the Dead[/i] - A powerful spell made possible for you to cast by contracting Nyx's power. It calls upon legions of undead to fight at the caster's behest, protecting them from harm through sheer numbers.
                *line_break
                *line_break
            *if (soultaker)
                [i]Soultaker[/i] - A powerful spell made possible for you to cast by contracting Nyx's power. It manifests as a black mist that tugs at the target's very life force, dragging them to the edge of death unless the spell is immediately dealt with.

  #View Stat Explanations.
    *label personality
    [b]NON-MAGICAL ABILITIES[/b]
    *line_break
    
    [b]Charisma[/b] - A measure of your ability to compel and charm others to get your way. Charismatic mages are able to seize the attention of their surroundings as well as persuade others to do their bidding.
    
    [b]Learning[/b] – A measure of your knowledge and ability to process information. Learned mages know a great deal about the workings of the world, and they will find it a valuable advantage in combat as well as in pursuit of magic.
    
    [b]Intrigue[/b] – A measure of your proficiency in stealth and subterfuge. Mages well-versed with intrigue are able to convincingly lie through their teeth, engage in stealthy maneuvers, and gather information from otherwise inaccessible sources.

    [b]PERSONALITY SIGNIFIERS[/b]
    *line_break
    
    [b]Noble[/b] – The noble show high regard for the welfare and happiness of others, often to their own detriment. They are given to compassionate acts, and hold a preference for mediation and forgiveness.
      
    [b]Pragmatic[/b] – The pragmatic displays a commitment to seeing their goals achieved at all costs. They are unlikely to shy away from conflict, and place a high importance on their own self-preservation.

    [b]Charming[/b] – The charming exhibits a preference for outgoing, friendly, or flirtatious interactions. They tend to display self-confidence and assertiveness, and derive pleasure from communicating with others.

    [b]Reserved[/b] – The reserved show a preference to keep to themselves where possible. They can find social situations irksome or difficult, and tend to use nonverbal methods to communicate their affection.
    
    [b]Emotional[/b] – The emotional feel their emotions vividly, and do not shy from openly conveying them to their surroundings. They are at once enthusiastic, passionate, and expressive.
    
    [b]Stoic[/b] – The stoic demonstrate a general detachment from strong emotions. They have a high capacity for enduring pain and hardship, and are unlikely to complain or outwardly express their feelings.
    
    [b]Optimistic[/b] – The optimistic display a confidence that things will go in their favor, often to a fault. They are given to a more cheery outlook on life and are sometimes less careful than they ought to be.

    [b]Cynical[/b] – The cynical hold a general suspicion for people and circumstance, too often dwelling on worse outcomes than are probable. Their gloomy outlook on life may also manifest in the form of morbid humor.
    *choice
      #Go back to the main stats page.
        *goto screen
      #View Magical Codex.
        
        *goto codex
  *if (settinghistory) #View World History.
      *label worldhistory
      *image map-arvanand.png center A map of the continent of Arvanand. It features the nation of Salantia to the northwest, the nation of Param to the south, the nation of Yotai to the northeast, and the city-state of Thulrum near the western edge of the Parami-Salantir border. The continent is surrounded by four bodies of water, namely the Orothon Ocean to the north, the Imperial Ocean to the east and southeast, the Sojourner's Sea to the south, and the Sailgraves to the west.
      *link https://lensdump.com/i/1P3NPa Full-Resolution Map of Arvanand
      
      There are four nations on the continent of Arvanand: the Holy Kingdom of Param, the Grand Duchy of Salantira, the Yotai Free Cities, and the Thulrum Diocese. The Arvanian states have been at peace with one another for the last century or so; the last war they had fought was against a military campaign from the overseas Gespenst Empire, which was swiftly repelled due to Yotai's naval might as well as Parami and Salantir forces on the ground.

      The continent also once served as home to the Sorcerium of Arcadia, a reclusive civilization of mages with a notorious reputation for arcane dealings. Arcadia suffered invasions from Param and Salantira centuries ago under the pretext of demon eradication. Their lands have since been forcefully annexed, and their native population subjected to varying degrees of oppression.
      *temp historia 0
      *label historyoptions
      *choice
          *if (historia != 1) #Read more on the Holy Kingdom of Param.
              *image map-param.png center A map of the nation of Param. Prominent features include the capital city of Sienan in its central region, the Yerefan Mountains north of Sienan, and the Yied Desert along its southwestern coast.
              *link https://lensdump.com/i/1P3O4b Full-Resolution Map of Param
              *set historia 1
              
              The Holy Kingdom of Param is a kingdom steeped in heroics and tradition, having been ruled by a series of Hero-Kings since time immemorial. It boasts the largest territory and army in the entirety of Arvanand, and is the bastion of the Jovian faith.

              [b][Economy][/b]
              *line_break
              Param is by and large a self-sustaining nation, with a robust agricultural and fisheries sector and a bustling weapons industry. The vast majority of its population live off the land, and most of the landed gentry live simple, practical lives bereft of the usual trappings of nobility. That being said, luxury goods from Salantira and Yotai have lately begun to pierce Param's highest circles. This coupled with recent economic reforms have jump-started the Parami foray into international trade, which boasts a strong focus on steel and wheat exports.

              [b][Military][/b]
              *line_break
              The Holy Kingdom is renowned as one of the world's greatest military mights even outside of Arvanand. It is home to a diverse set of combat specializations, each of them as elite as the next. Of these, considered to be the most fearsome are the Southern Black Knights, who wield pitch-black lances atop their mighty steeds, and the Order of Kingmarch, the King's personal guard hand-picked from the nobility's best and brightest.

              The Kingdom's sprawling size and far-flung geography also gave rise to a strong guild culture: adventurers and mercenaries alike would often take up fighting jobs where the national military could not reach. Inexplicably, many of these adventurers can rival even Param's most well-trained knights in martial prowess.

              [b][Architecture][/b]
              Parami architecture is austere and practical, built for durability and defense. All of Param's major cities are nestled inside towering stone citadels, and even the Royal Palace holds no love of excessively grandiose adornments. Common and noble buildings alike are made of limestone and obsidian masonry, with sculpted decorations for those who could afford it.
              *goto historyoptions
            
          *if (historia != 2) #Read more on the Grand Duchy of Salantira.
              *image map-salantira.png center A map of the nation of Salantira. Prominent features include the capital city, Salantira City, in its northwestern region, the Saabham Mountains south of Salantira City, and the Almoreus Forest, near its central-eastern coast.
              *link https://lensdump.com/i/1P3HP7 Full-Resolution Map of Salantira
              *set historia 2
              
              The Grand Duchy of Salantira is easily the richest of the four nations, populated by mages and inventors of the highest caliber. It is often considered to be the most civically progressive state across the Three Continents, with a robust, democratically elected senate, and a clean separation of church and state.

              [b][Economy][/b]
              *line_break
              Overflowing magic crystal mines and artisanal magical devices—beloved of nobles in Arvanand and beyond—form the backbone of the Salantir economy. Due to the nation's relatively barren terrain and its strong focus on luxury goods production, it relies on external sources—mostly the Yotai trade routes—to meet its food demands. 

              [b][Military][/b]
              *line_break
              Though the Salantir military is considerably smaller in size compared to that of Param, their significant leaps in technological and magical advances makes them a true force to be reckoned with. Of particular note among their forces are the Osirians, a league of powerful thaumaturges who can wipe out entire battallions in a matter of minutes.

              Salantira is often considered to be the only real military rival to Param in the whole of Arvanand. Because of this, there has always been a tense air to diplomatic relations between the two, though in reality the nations have not gone to war with one another in nearly three centuries.

              [b][Architecture][/b]
              *line_break
              Salantir architecture is grandiose and opulent, with high ceilings and elaborately ornate domes, each building a testament to the Duchy's vast wealth. The Duchy's decor is hugely influenced by the Gespenst Empire; its vast halls are adorned with oil paintings and elaborate tapestries. Worthy of particular note is the Duchy’s indigo draperies—an inordinately expensive status symbol throughout the Three Continents—which is as common a sight as water in noble holdings. Salantir buildings are almost always drenched in the glow of magical devices of all functionalities, a staple of the Salantir lifestyle.
              *goto historyoptions
            
          *if (historia != 3) #Read more on the Yotai Free Cities.
              *image map-yotai.png center A map of the nation of Yotai. Prominent features include the capital city of Port Kyuhan on its central-eastern coast, the swampy region of Jiasei Wilds near its northeastern coast, and the Arval Heights along its southwestern corner, where the nation borders Param and Salantira.
              *link https://lensdump.com/i/1P3eM3 Full-Resolution Map of Yotai
              *set historia 3
              
              The Yotai Free Cities—often shortened to just Yotai—is a federation of city-states, each ruled by a merchant-prince who holds dominion over trade routes with states beyond Arvanand. All trade flowing in and out of Arvanand goes through Yotai shores, due to their incomparable shipwrights and robust port infrastructure.

              [b][Economy][/b]
              Yotai income is reliant almost entirely on the sea. It controls the continent's most profitable shores, as trade with the eastward Gespenst Empire and all its vassals flow almost exclusively through Yotai ports. It also sports a robust fisheries industry and several rare metal mines throughout its territory, enhancing its status as the premiere trading hub of Arvanand.

              [b][Military][/b]
              Yotai is possessed of only a small host of land forces, relying instead on the passive rivalry between Param and Salantira to keep the heat of war off its back. Where its military strength lies is instead with its navy, which repelled the bulk of the Imperial invasion some ten years ago. Though once in tatters due to bearing the brunt of the invasion, the Yotai navy has been restored nearly to full strength over the years.

              [b][Architecture][/b]
              The Yotai bear great love for the open air, with most of their buildings made in the shape of pagodas and completely free of walls but for the innermost chambers. In their place are cylindrical limestone pillars adorned with plants of all origins and sizes, including the magical Yotai lilies, which hoists a perpetual barrier through which the elements are repelled from Yotai homes. The exception to this is the coastal city-states, which sports an architecture much more alike to Param—all limestone and obsidian walls, the first line of defense for Arvanand against Imperial invasion.
              *goto historyoptions
            
          *if (historia != 4) #Read more on the Thulrum Diocese.
              *set historia 4
              The Thulrum Diocese, seat of the Ishavak Faith, is a small territory in the west of Arvanand almost completely landlocked by Salantira. The Diocese wields little political and economic power due to its small size and recent establishment, and is thought to be all but insignificant in Arvanian geopolitics.

              [b][Economy][/b]
              *line_break
              The Diocese's economy is notably far weaker than that of its neighbors, owing to a small territory and a lack of sizable industries. However, Thulrum is a fertile land, and a suitably plentiful agricultural industry allows it to satisfactorily meet the local food demands. It further receives income from tithes and pilgrimages made by the Ishavak faithful, many of which belong to the vastly wealthy Salantir nobility.

              [b][Military][/b]
              *line_break
              The Diocese has virtually no military to speak of, but for a single order of mages that guard the Bishop of Ishavak. Though these talented mages perform their duties competently in warding assailants and assassins, they would pose no threat at all to any of the other three nations in a full-scale war.

              [b][Architecture][/b]
              *line_break
              The Holy City of Thulrum is one of the oldest cities on Arvanand, with architecture that dates back several millennia. Chief among Thulrum's marvels is the Seat of Isha, a towering cathedral of glass and crystal built upon a hill that overlooks the ancient city. Nearby buildings—many of them once belonging to the Arcadian nobility—share the temple's ostentatious design; most of them are left empty as a show of adherence to the Ishavak tenet of modesty. Much of Thulrum's outer ring was destroyed during the conquest of Arcadia; in its place are simple brick and stone homes where throngs of the faithful now reside.
              *goto historyoptions
            
          *if (historia != 5) #Read more on the Sorcerium of Arcadia.
              *set historia 5
              The Sorcerium was a once-prosperous civilization situated in the west of Arvanand, the reclusive birthplace of the Ishavak Faith and home to some of the world's most powerful mages. Following a prophecy from the then-Jovian saintess that the nation's arcanists were harboring demons and planning to invade the entire continent, the nation was thoroughly conquered by Param and Salantira, its territory annexed in equal parts by the two powers.

              Parami annexation of Arcadian lands was notoriously bloody and destructive, marked with extended periods of ethnic cleansing and forced conversions that left deep scars upon the Arcadian people. Though recent Parami kings have expressed regret over this dark history and offered special civic rights to the Arcadians that remain, resentment towards the kingdom still runs deep among the disenfranchised populace.

              Comparatively, Salantira's integration of Arcadian lands into its territory was much more pacifistic, with Arcadian lands being granted special autonomy and the Ishavak Faith given no limitations from being spread and preached. In a reform instituted by Grand Duke Ystalvius III, the Holy City of Thulrum and its surrounding regions were even granted full independence some fifty years ago, resulting in the establishment of the sovereign Thulrum Diocese.
              
              The Ishavak Faith now flourishes even beyond former Arcadian lands, with Salantir mages being particularly attracted to the Ishavak's rich magical history. Though the ban on Ishavak-based magic is still upheld in the Grand Duchy, much of its magical theories have been extracted and applied to power modern Salantir sorcery—a practice that the Duchy has greatly benefited from.
              *goto historyoptions
            
          #View World Religion.
              *goto worldreligion
          #Go back to the main stats page.
              *goto screen
 
  *if (settinghistory) #View World Religion.
      *label worldreligion
      There are two major religions prevalent on the continent of Arvanand: the Jovian and the Ishavak Faiths. Both of these faiths are exclusive to the continent, which in turn brands it as a haven of infidels to those those beyond Arvanian shores. In particular, the Gespenst Empire—stalwart believers of the Authority Gospel—eyes Arvanand with disdain rooting from both desires of conquest and hatred of non-believers, making them an eternal aggressor of the continent.
      *temp religionz 0
      *label religionchoice
      *choice
           *if (religionz != 1) #Read more on the Jovian Faith.
              *set religionz 1
              The Jovian Faith, otherwise known as Jovism, is a monotheistic religion worshipping the omniscient god Jove. Depicted as a three-faced deity covered in a robe of light, the genderless god is believed to be the source of all life and light. Outside of the extinct Arcadian arts, Jovian ecclesiastics are the only known wielders of healing magic across the Three Continents, a fact that further serves to bolster the conviction of the Jovian faithful. Jovian paladins are similarly blessed with increased fortitude and strength, a boon also credited to the protection of Jove.

              The Jovian Church is a sprawling organized religion that wields hefty political capital within Arvanand, especially in its home nation of Param. It is headed by the esteemed Circle of Jove, a council of five high priests and priestesses touted as the clergy's most holy. Chief among the five is the Hierophant, de facto leader of the Church and the earthly mouthpiece of Jove.
              
              Yet the station that commands the most prestige and respect from the faithful is that of the Saintess, herself part of the Circle of Jove. The position can only be held by women of the cloth who exhibit extraordinary prowess in theurgy, demonstrates an unerringly noble spirit, and can serve as a beacon of virtue for the masses.

              The Parami royalty notably derives legitimacy from the Jovian Church; Jovian scriptures prophesied the coming of a Hero-King blessed by Jove, who would unite Param's fractured tribes and lead them to an age of peace. History now knows this figure as King Iver the Mighty, and his bloodline is still enthroned upon the Parami seat of power to this day.
              *goto religionchoice

          *if (religionz != 2) #Read more on the Ishavak Faith.
              *set religionz 2
              The Ishavak Faith is a remnant of the once-mighty Sorcerium of Arcadia, a polytheistic faith with traditions deeply rooted in ancient animism and the arcane. Chief amongst its pantheon of deities are the Twin Arbiters, Isha and Orion.
              
              Isha, Arbiter of the Chant, is said to be the deity who bestowed the workings of magic upon mankind—having fallen in love with the first human, Isha fed the woman her blood to grant her mana, which allowed the human to survive in the primitive world. Orion the High Arbiter, displeased with his sister's disruption of the world order, instilled vices and corruption within humans as a means of punishment.

              The Ishavak forgoes the concept of an afterlife, instead believing that individuals after their death are returned to a plane known as the Source, where their essence will give birth to new life through the workings of Orion. The concept of divine reward and punishment are similarly abandoned by the Ishavak Faith; though many virtues like modesty and the pursuit of peace are encouraged, the rewards for such behavior are said to be earthly and self-evident. The pious and wicked alike are welcomed as one as they come back to the Source.

              Much of the Ishavak Faith's power was broken during the Parami-Salantir conquest of Arcadia, after which there was a widespread ban on the workings of Ishavak-based magic. Modern incarnations of the faith retain much of its central tenets—modesty, community, and the tireless pursuit of knowledge—though the last of these three have been forcibly turned to science and history, where in the past it would have been of the arcane.
              *goto religionchoice

          *if (religionz != 3) #Read more on the Authority Gospel.
              *set religionz 3
              The Authority Gospel is the state religion of the Gespenst Empire, and one that is enforced upon its many vassal states beyond Arvanian shores. The Gospel mandates believers to worship a benevolent seraph named Authority, who is said to derive its power from mortal prayers and faith. Authority is believed to be the only force able to deliver mankind from the impending apocalypse; as such, the religion instills in its followers a fervor and sense of urgency unseen in any other religion across the Three Continents.
              *goto religionchoice
            
          #View World History.
              *goto worldhistory
          #Go back to the main stats page.
              *goto screen