Attributes

## Mournival

> “No one really knows where the term of the ‘Mournival’ came from, even though it has become a common phrase, when talking about the Abilities of a person. The origin of the word itself even eludes historian scholars and meridian Lexicare, who generally are thought to be one of the oldest cultures of the Known World.
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> The four faces the Mournival describes are the worth of oneself. All of them differently, all of them always together.
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> ‘Vesíl t parelthó’, the strong Regent, always looking to the past for guidance.
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> ‘Kyria t méllont‘, the eloquent Lady, her gaze on what is to come.
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> ‘Tsipíma t ergaleí‘, the crafty Lad, his head stuck in the here and now.
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> And ‘Ásos t chóro‘, the ethereal Crown, existing outside time and space.
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> Every person carries aspects of the Four in them, always in different balances. These are the four elements, not of life itself, but of what we can make out of it.”
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> - Unknown
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The Mournival is a descriptor for the Attributes, who are the basis of most Abilities and Professions in ‘EoM’. They are not only determined by the individual Characters Race, Origin and Homeland, but also to a degree by the autonomy of the Players.

Every Character starts off with a base value of 0, on all the Attributes. Adding points from the Character Creation created a general basis, from which to start one's Character.

Example:

 1

This would be a general look at a finished Mournival for a Character, but obviously differs between individual choices. The Mournvial’s values are used as strength in combat, Additional Attributes and others of the Characters' Abilities. (Look for referring Articles for more)

## Vepatho (The Body)

> “Who does she think she is?! Surrender the city I have given into her care? I will tear down the gates myself and drag that treacherous bitch through the streets!”
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> - “Mountain-King” Ionus Albeşcu, King of the Waals Kingdom, at the Siege of Zloka Oras
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Vepatho, also simply known as “The Body”, is one of the aspects of the Mournival. It is often related to strength and warriors and increases the body-control of a person. Hit harder, more muscle memory, everything that has to do with one's own body.

Vepatho increases the general damage of Melee Weapons (Two-Handed, One-Handed, Dual-Handed and Shield). It also raises the base value of Body Professions by its own value. The higher the Verpatho, the higher the Character’s Endurance becomes as well.

## Tsimgal (The Hand)

> “You know, there are more ways to kill a person, than just to hit them with an axe. Matter of fact, you can get quite creative with the way you can dispose of an enemy on the field, if you only take your time to think about it.”
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> - High Artificer Huitzilli, of the Mihqueh Dominion’s Directive
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Tsimgal, also simply known as “The Hand”, is one of the aspects of the Mournival. It is often related to sleight of hand and engineers and increases the dexterity of a person. It is often used by gunmen and people, who operate machines or other fine constructs.

Tsimgal increases the general damage of Ranged Weapons (Quick-Loader, Long-Loader, Precision-Shots and Hand-Shots). It also raises the base value of Crafts Professions by its own value. The higher the Tsimgal, the higher the Character’s Carry Weight becomes as well.

## Ascho (The Mind)

> “[…] And the Goddess gave her last gift to Mankind, as she infused her very own essence into the Earth’s body. Her blood flew through the deepest places to the highest peaks like rivers, connecting all things. And she gave Man the gift, the Divine Right, to use that power to their heart’s content."
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> - Excerpt from the ‘Scriptor of the Divine Church’, concerning the Origins of Magic
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Ascho, also simply known as “The Mind”, is one of the aspects of the Mournival. It is often related to knowledge and mages and increases the intellect of a person. It is often used by Magi, but also Scholars, to further their pool of knowledge.

Ascho increases the general damage of Magic Schools (Malficium, Miseariam, Mendacium and Medicinae). It also raises the base value of Science Professions by its own value. The higher the Ascho, the higher the Character’s Energy becomes as well.

## Kymel (The Tongue)

> “They say, the Captain could talk kings and queens out of their riches, negotiate with sea monsters and even change his own face at will. And believe me dear, all these things happened, only a bit less fantastical.”
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> - Joervi, First-Mate of the Aldreda, about the “Jackal of the Northsea”
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Kymel, also simply known as “The Tongue”, is one of the aspects of the Mournival. It is often related to the charisma and character of a person. Diplomats and actors often rely on it for their professions of talking to other people.

Kymel does not increase any Weapon Type. It instead increases the base value of Character Professions by its own value and plays its part in Endurance, Energy and Carry Weight, by being added to the other values. It also increases the Currency a Character starts with.

## Additional

Beside the Mournival, every Character also has additional Attributes, who are often influenced by the Mournivals. They are generally used for Combat, but also have miscellaneous uses that can be beneficial during an Adventure.

Some of them can also be increased by certain Items and Equipment, the Character finds and carries during their travels. In some cases, Characters can be rewarded by the increase of the values, after completing an adventure or gaining a certain “buff” after a difficult task.

### Endurance

Endurance is the general health of a Character. If the value reached 0, the Character dies, or at least falls unconscious. Endurance can be restored by certain Abilities or Items, but also by resting for a longer while. The value itself can be increased by Equipment, passive Abilities and other Bonuses.

The base value of Endurance is the sum of the Characters own Vepatho and Kymel values x20, with any additional Bonuses. Example: (2 + 4) \* 20 = 120 Endurance.

### Energy

Energy is used for special Combat Abilities during Combat. Without it, those Abilities cannot be used. Energy is completely restored outside Combat, or with certain Abilities and Items during it. The value itself can be increased by Equipment, passive Abilities and other Bonuses.

The base value of Energy is the sum of the Characters own Ascho and Kymel values x2, with any additional Bonuses. Example: (5 + 4) \* 2 = 18 Energy.

### Initiative

Initiative declares the general speed of a Character. The higher the Initiative, the higher the chance to attack first, in the order of attacks (see: Combat).

The highest Initiative, from Characters and Enemies, always goes first, following the next highest. At the beginning of Combat, everyone throws a D20, simply adding that to their Initiative value. With two of the same values, both people throw a D20 again, with the higher value winning going first.

The base value of the Initiative depends on the Armour of the Character. In addition to that comes the speed of the equipped Weapon, at the start of Combat.

### Elusiveness

Elusiveness dictates the hurdle, an Enemy Attack needs to reach, to hit the Character. This also goes for the opposite situation.

The Elusiveness value depends on the equipped Armour. Every Character starts off with a value of 10, from which the Bonus or Malus from the Armour is added.

### Carry Weight

The Carry Weight dictates the number of Items and Equipment the Character can carry. The base value of the Carry weight is the sum of the Characters own Tsimgal and Kymel values x4, with any additional Bonuses. Example: (3 + 4) \* 4 = 28kg for Inventory.

### Currency

The Currency, which is called Siglin in the Known World, is important for buying Items and Equipment, bartering and bribing and in another situation. The credit a Character starts in a Campaign is the sum of the Characters own Kymel value x10. Example: 4 \* 10 = 40Sig