Foreopivi: Difference between revisions
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** ''"The Eternal Life"'' | ** ''"The Eternal Life"'' | ||
** Represents the boundless, life-giving ocean, revered as the cradle of existence. | ** Represents the boundless, life-giving ocean, revered as the cradle of existence. | ||
** Found between Klamith and East | ** Found between Klamith and East Jörban. | ||
**Is considered where life crawled out of originally, with the fish that would become Anthral theorized to come from here. Also the calmest. | |||
* '''Mazqorath (/mazqɔraθ/)''' | * '''Mazqorath (/mazqɔraθ/)''' | ||
** ''"The Shadowed Sacrifice"'' | ** ''"The Shadowed Sacrifice"'' | ||
** Symbolic of mystery and danger; a deep and treacherous expanse tied to rituals of transformation. | ** Symbolic of mystery and danger; a deep and treacherous expanse tied to rituals of transformation. | ||
** Found between Hera and West | ** Found between Hera and West Jörban. | ||
**Contains the deepest parts of the ocean, unexplored. | |||
* '''Drauthil (/draʊθil/)''' | * '''Drauthil (/draʊθil/)''' | ||
** ''"The Cry of Death"'' | ** ''"The Cry of Death"'' | ||
** The stormy ocean associated with endings and rebirth, seen as a threshold to other realms. | ** The stormy ocean associated with endings and rebirth, seen as a threshold to other realms. | ||
** Found between Hera and Eub. | ** Found between Hera and Eub. | ||
**Is considered the most dangerous ocean. | |||
===Ebuceci=== | ===Ebuceci=== | ||
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{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+Countries within this Continent | |+Countries within this Continent | ||
!U.S.K. | ![[U.S.K.]] | ||
|A dynamic and competitive society focused on individualism and technological progress. | |A dynamic and competitive society focused on individualism and technological progress. | ||
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A theocracy spread across five islands, with each island devoted to a specific deity or religious sect. Hyde’s blend of religion and governance makes it unique, though the remnants of its prison colony past give it a darker underbelly. | A theocracy spread across five islands, with each island devoted to a specific deity or religious sect. Hyde’s blend of religion and governance makes it unique, though the remnants of its prison colony past give it a darker underbelly. | ||
|} | |} | ||
===East | ===East Jörban=== | ||
Lush, vibrant, and resilient, East | Lush, vibrant, and resilient, East Jörban embraces a strong connection to nature and community. East Jörban cultures are celebratory and resourceful, balancing modern challenges with a rich heritage. | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+Extra Info | |+Extra Info |
Latest revision as of 00:24, 30 November 2024
History
With the loss of their magical abilities, there was a shift in focus into various fields, causing several revolutions, including an industrial one. | |
1753 | Unitary States of Kilba is founded, named after the man who gave his life to end the war, causing the founding of the country. |
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The Black Rail War (1854–1861):
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1892 | The other countries of Hera, including Lumea Sangelui sign the Caidanadian Concentration Treaty for continental security, creating the new continent sized country. |
The Discovery of Voltris Ore (1903):
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1913 | The Great War begins. |
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1918 | The Great War ends. |
1919 | The 3rd Stage takes place. |
1919 | The Theósastrikíseikónas is read for a second time. |
The Fungal Eclipse (1927):
| |
1938 | The World War begins. |
1938 | Sons Against Werther. |
1947 | The World War ends. |
1955 | Manteiv enters a civil war which quickly pulls in others. |
1963 | Center's Point Loyalists is founded. |
1975 | Manteiv's civil war ends. |
The Super-Power Era holds a double meaning, not only referring to the Eaftousian powers people began developing during the 1980s, but also the geopolitical-space after the Macro-Wars. | |
1979 | Cyilamo’s Entry and Death (1979):
|
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1981 | Cyilamo's body is bought by Shatterlox. |
Operation Red Dawn (1987):
| |
1992 | Center's Point Loyalists is disbanded. |
1994 | Characters with supernatural powers started coming into the light through out the world, via people capturing them on cameras, however it was eventually written off as fakes and conspiracies. |
2001 | The Wampor War begins. |
The Sapphire Incident (2002):
| |
2008 | Shatterlox is dismantled by Danial Zerdin, taking Cyilamo's body for experimentation as all of the members of the group are hunted down and killed. |
2009 | Discovery of the Oldest Human Bones (2009):
|
2009 | Anderson's Protection Agency. After coming back from the Wampor war, Anthony Anderson starts a security agency where he hires veterans who're looking for work doing what they do best. The top twenty candidates are given the option to join a secrete sect with increased pay but holds a discretion contract. |
2010 | After an incident in the U.S., and another in Hashikonai, people with supernatural powers started being talked about again, however it was only a brief revival as they quickly faded again.
|
The Burning of Nuir-Sulgada (2017):
| |
2020 | S.M.I.L.E. Bunkers Begin Construction (2020):
|
2020 | Through science, evidence emerges, showing that there were two different species that evolved into the humans we have today, with almost identical make ups. With one making up the northern races of the world, and the other making up the southern races. |
2021 | The Wampor War ends. |
2022 |
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The Hexline Massacre (2025):
| |
2029 |
Ashgate Correctional Disaster (2029):
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2030 |
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The Veil Rift (2031):
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2040 | Serenity takes it's first cross country tour as the world panic begins to calm down, accepting this new reality. |
2070 | The S.M.I.L.E. systems are brought online as the bunkers come close to being finished.
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2080 | It's often forgotten or overlooked, but it is in recorded history that colonization ships were sent to Selinik by the U.S., Hashikonai, Eisina, Chealar, Dylviget, and Arsema. However due to the major event that occurred less than a year after the final ship was sent, contact with these people were completely lost.
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2084 | The Eaftousian War starts. |
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2090 | Though out the '90s is when WW3 took place, causing an estimated of 12 billion deaths. Starting March 2nd, 2090, and officially ended exactly nine years later, on March 2nd, 2099. |
2099 | The Eaftousian War ends. |
2120 | By the 50s, 30 years post war, an entire generation has been born and raised in the bunkers, with their parent generation finally realizing the subversion that had occurred to them by the S.M.I.L.E. as a new government had been established, with it being sold to them as a 'temporary event to ease the recovery of society'. This sparked a rebellion which built up faster than one might think and is now referred to as the 'Repurpose Insurrection'. With the name holding a double meaning by both sides; the rebels seeing it as S.M.I.L.E. had changed them and their ways, taking control over their world, and S.M.I.L.E. seeing it as the rebels trying to break and change a working system. |
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2130 | Most violence was taken care of fairly quickly by S.M.I.L.E. as the rebellion didn't seem to be in too much favor for the rebels. |
2140 | It was in the 70s that a political take rose, with many bunkers wanting to form their own government that would break away from the S.M.I.l.E. body, with a handful even building a false-point that 50 years was enough time for the outside to be clean and safe for the population to leave the bunkers, and that S.M.I.L.E. was lying to them, holding them in the bunkers as willful prisoners, just accepting anything they were told. Others declaring that the laws should be heavier reinforced and others even stating that the S.M.I.L.E. system was filled with uncountable flaws. One group even tried to make a point that absolute freedom was the way life was meant to be lived, not locked up like animals, being forced to live a particular way, but that anarchy comes and goes and is a part of life. |
2150 | Even more bunkers broke away from S.M.I.L.E. over the next decade, with only 60% of bunkers now operating with the S.M.I.L.E. body.
It was in the 80s, 60 years post war, that one of the groups pushing for a new government, offered a mix of the two former governments that ran the U.S. and Shimafuki, offering the populations an odd sense of nostalgia for something they didn't have. This group was lead by a fairly powerful eaftousian user whose power rivaled his personality. Don Himagi, began to gather support from all over, even from a handful of higher-ups in the bunkers, instead of arguing against laws people had gotten used to, offered more organization and less freedom in exchange for a better tomorrow that would allow for more options, and therefore more freedoms. Speaking with a charisma never matched, and the eaftousia to manipulate radiation en mass, which acted as a beacon of both hope and fear, hope to reclaim the surface, and fear that if people didn't side with him, he'd expose them to the horrors of what destroyed the world. |
2160 | It took nearly a decade for Himagi to finally gather enough support and resources to take control of one of the bunkers, however once he did, he took no time instating his order, firstly installing the new council of government and forming three branches; The Head, The Body, and the Limbs of state. Secondly taking control over a certain amount of bunkers which would be refit for singular purposes instead of each being made to fit their own colonies. This lead to several problems for the people who lived under this state, however many held a belief in Himagi, which would pay off as in under ten years, as a boom in agriculture and industrial production occurred. He also created an actual military, which he proposed would be necessary for the dangers that awaited outside the bunkers.
It was during the end of the 90s that Himagi informed the third act of his installment, which would cause him to leave his place as their leader for an undetermined amount of time as he searched for people to fill the Body of State, and began a long trip across the 600 bunkers that were spread across the two former countries, looking for particular people. |
2170 | It took nearly 3 years for him to return, finding people that fit the standards he saw to fulfill the positions, placing them as the 12 Ministers that made up the leaders of the Body of State. During his time gone, a couple new characters, including S.M.I.L.E. had began to cause issues for his organization, however this was quickly remedied after he returned to his seat, with many of his adversaries coming up missing or completely changing their positions.
Now the early 100s, Himagi asked for a handful of characters to venture outside the bunkers, checking the state of the outside, this group would eventually be known as the 'Brave Few'. For the remainder of this decade, Himagi would make even more drastic changes to the hierarchy of the bunkers, eventually even completely ousting the S.M.I.L.E. system and instead putting in a place of minor democracy for people to vote for their 'governor'; overseers of the bunkers, reinstating courts and creating a 'province guard' was the final overhauling act of his government, which he would call the 'Shin Sekai Federation', with him considering each bunker to be it's own province, or state. It was during the last year of the 100s that a terrifying event occurred; a second A.I.R. This event led to the death of 972 million people, and is considered the most deadly event in the S.S.F. It was stopped by Himagi himself, along with a small group of people which are now known as The Emperor's Jaws. |
2180 | While most of his actions thus far were considered strong handed and even forced upon many people, it was during the 110s that the depiction of Himagi changed as he no longer took initiative in changing other bunkers, instead merely offering his hand to the others with the promise of help if they joined the Federation. It was also during this time that someone had discovered the concept for the Twin Cities, buried in piles of data the A.I. that took control over S.M.I.L.E. during it's last year had developed and left behind. It took only a small time of thought and the realization of the corruption of power taking hold of him, one of the reasons he slowed his conquest for unity, that Himagi would focus on the collection of materials to create one of the cities.
By the year 118; nearly a hundred bunkers had joined the Shin Sekai Federation, and Himagi, now 55, _. |
2200 | Himagi's final action as Head was the recreation of the Yakuza, as he realized much of the Shimafukinese culture had been lost, watered down, or even destroyed since they had joined the bunkers. Forming the Yakuza as a representative of the ways of his people.
It was in 133 that Himagi's son; Niyuki Himagi took seat as the head of the S.S.F. and continued his father's work, and spent his first decade finishing up on the creation of farms to gather the resources for the beginning of the city. |
2210 | It was during his next decade that he would send out more groups to aid the initial 'Brave Few' in their creation of what is now called 'The Abandoned City'. |
2220 | Work on The Abandoned City continued with no hiccups as the first settlement outside the bunkers was created, with the dangers of the outside still being very apparent, between storms, monsters, and mutants. |
2230 | With the twin cities' plans finally getting finished, the perimeters of it's land began to be built, with a 12 meter tall wall which surrounded a landmass of 310 meters. |
2240 | Focus on the city stopped as Himagi shifted it to creating the foundation of the first of the Twin Cities; Arcenso, which was to change the ground between the surface and the top of a bunker, without opening the bunker as the dangers were still too bad. |
2260 | The foundation of Arcenso is created.
Himagi's son; Anon takes the seat and continues his family's legacy as he immediately begins to transform the bunker to accommodate what is to be the under-portion of the Arcenso. |
2290 | The final act Himagi accomplished was the completion of the first two layers; _ and _, of Arcenso, flustering humanity with emotions, a new sense of hope no longer seeming like a dream but a reality for their future. |
2300 | Himagi's only son, Machiwara takes seat and immediately begins focus on the specialization of the military, with the outside seemingly having gotten more and more dangerous as the creatures that had somehow survived in the hellish landscape begin to realize and set up their own colonies surrounding the Arcenso.
Along with his focus on military, while putting others in charge of the final layer, Machiwara Himagi worked with the Yakuza to form the first Yukkojiin; Mirhana Tiko, which was created based on a Shimafukinese legend of 'power schools'. Himagi also recreated changed the primary law enforcement from the military, creating an actual police force which would be named; Ramification Legislative Law Enforcement, or R.E.L.E. for short. |
2310 | It was during the 240s that Himagi would form an agreement with those who chose to live in the Abandon Cities, giving them almost complete freedom in exchange for being the cities first line of defense. Some consider this the worse decision in three generations as it lead to the creation of gangs in the Abandon Cities which would later infect and corrupt the underbelly of Arcenso before being completely copied for Tirasheppo. |
2320 | Finally, the original plans for Arcenso was completed, with there being four layers; the Top, the Mid, the Base, and the Bottom. |
2330 | For the first time since the Federation's creation, a non-Himagi took the seat as Machiwara died with no child, this time it was a rather unique being and one of Machiwara's best men; Landis Gopo. |
2340 | However for the first time since the first Himagi, plans were changed, instead of beginning work on the second of the twin cities, Gopo started work on the surrounding area of Arcenso, starting up a small handful of camps.
Often considered the only good thing to come from Gopo's time, was the advancement of radio signal understanding, allowing for a proper internet to be started instead of using the S.M.I.L.E. system that was built with the bunkers. |
2350 | After years of traveling around the precipices surrounding the city, roads are created and a handful of small establishments begin to be created.
400 Bunkers are counted as members of the S.S.F. |
2360 | With only twenty years as head, Landis Gopo steps down from his position as head, and hands it over to Nate Firl.
Firl does what Gopo didn't and begins work on the second city; Tirasheppo. |
2370 | With nearly three hundred years of no contact with anyone outside of the U.S. and Shimafuki, message from an unknown language begin appears on Arcenso's long distance radio in the 240s. |
2380 | It takes nearly ten years for the people of the S.S.F. to translate the message, but it's eventually revealed to be Eisanian, with their people explaining that they have managed to create an advanced city, with pre-war conditions and accommodations. |
2390 | The frame for Tirasheppa is finished in lightning speed, with the dome that surrounds the base being placed on right at the end of the decade. |
2400 | While steady, clear contact with Eisina is being worked on, a new message appears on Arcenso's radion, revealing a community in Cananadia appears to be just barely getting by. |
2410 | Firl goes to his death bed as Barbara Fahn takes the seat, continuing the focus of creating the twin cities. |
2420 | Together, the four known countries count the total population to be at least 153 million. |
2430 | It was during the '60s that war against the many creatures that inhabited the crags seemed to slow as it was discovered that they were more than mindless beasts, and actually lived in their own societies that had to adapt to the extreme conditions of the surface. |
2440 | The first of the outside races to enter conversation with the S.S.F. was the Retic, a race of reptillian like people who revealed several things about the outside world, along with their own society and the other creatures that inhabited it. |
2450 | It was over this decade that study of the outside world had really began to be taken seriously in more places other than the immediate areas outside the bunkers. It was during this period that much of our understanding comes from, including the full state of the oceans and the realization that without the usage of powers, it wasn't likely that we would beable to get any form of real plants. |
2460 | Fahn is replaced by Varn Cual, who is often associated with the finishing of Tirasheppo as it happened shortly after he took seat. |
2470 | Of the many first places to be built, Chikara Koko is completed during the 400s, as the study of magnetism finds a sudden breakthrough, allowing for various new uses. |
2480 | Work on several new settlements begin as does work on roads traveling away from each of the Twin Cities. The new uses of magnetism begins to be implemented in the Twin Cities. |
2490 | Eight settlements are connected by the roads, 4 to Arcenso, 2 to Tirasheppo. |
2500 | People favorite Head, Cual finds himself falling into a sickness that he never recovers from, being replaced by Ricky Firl. |
2510 | Chikara Koko is burned down when Prog'dina lead a group of criminals to use their eaftousia against the city, leading to even more extreme laws set against the use of Eaftousia within the city limits. |
2520 | With the cities built and corporations beginning to gain power, corruption begins to spread from the bottom portions of the Cities, quickly finding places for itself in all layers. |
2530 | Yoishi begin to be sponsored and sold as actors, using their eaftousia for various reasons instead of strictly work, which creates the word; Yoioshi, with corporations backing a lot of things involving this, with medias even beginning to take part, creating an opposite title; Waruioshi. |
2540 | The first time Full Throttle makes an appearance and is almost instantly hated. |
2550 | Full Throttle makes a turn around as he begins to build up a rep of helping the little man and even stopping several extremely dangerous Waruioshi from causing too much damage. |
2560 | Full Throttle leaves Tirasheppo, going to help other Bunkers. |
2570 | Full Throttle finally makes a return to Tirasheppo to celebrate the reopening of Chikara Koko. |
Continents
Oceans
- Velzhanai (/vɛlʒanai/)
- "The Eternal Life"
- Represents the boundless, life-giving ocean, revered as the cradle of existence.
- Found between Klamith and East Jörban.
- Is considered where life crawled out of originally, with the fish that would become Anthral theorized to come from here. Also the calmest.
- Mazqorath (/mazqɔraθ/)
- "The Shadowed Sacrifice"
- Symbolic of mystery and danger; a deep and treacherous expanse tied to rituals of transformation.
- Found between Hera and West Jörban.
- Contains the deepest parts of the ocean, unexplored.
- Drauthil (/draʊθil/)
- "The Cry of Death"
- The stormy ocean associated with endings and rebirth, seen as a threshold to other realms.
- Found between Hera and Eub.
- Is considered the most dangerous ocean.
Ebuceci
This continent carries a deep-rooted sense of survival, strength, and reverence for the land. The people of Ebuceci hold onto their rugged individualism while respecting a collective national spirit. They see their land as both a challenge and a gift.
Flora | Plateaus & Cold Plains--
The flora here must withstand long, harsh winters and short growing seasons. |
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Fauna | The fauna here must endure harsh winters and limited resources, leading to a mix of resilient and predatory species. |
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Cryptids |
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Religions |
Frostborn Creed
The Shadowed Path
The Whispered Truth
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Eisina | Eisina, or the Eisinian Federation, was a transcontinental country located in Western Ebuceci, Eastern Klamith, and Northern Numea. It extended from the _ to the _, and _ to _. Eisina covers over _, spanning more than _, stretching _ time zones, and bordering _ nations. _ was the country's capital and largest city, other major cities included _, _, _, _, _, and _.
A vast and enigmatic culture, Eisina thrives on adaptability and resourcefulness. Its people value tradition, storytelling, and resilience against adversity. A sprawling transcontinental federation, Eisina is a land of great cities and vast wilderness. It bridges the old and new worlds, its culture shaped by centuries of migration and conquest. |
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Nebev | Smaller but fiercely independent nation, their mountainous terrain makes them hard to govern and even harder to invade. Their people value resilience and tradition above all.
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Seda |
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Siratov |
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Klamith
Klamith emphasizes cultural heritage, craftsmanship, and intellectual advancement. Its cultures often collaborate, but maintain distinct national pride. They view themselves as the stewards of history and progress.
Flora | Temperate Forests & Highlands--
Deciduous and coniferous forests dominate the landscape, with trees growing tall and hardy to endure cold winters and temperate summers. |
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Fauna | Klamith's fauna reflects its balanced ecosystems, with creatures suited to forests, rivers, and mountainous terrains. |
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Cryptids |
| |
Religions |
Verdant Reverence
The Order of the Bright Flame
The Forge Eternal
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Sitona | |
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Gepida | |
Olfinn | Seafaring traditions, storytelling, and nature worship dominate Olfinn. The people are resilient and connected to their fjords and forests. Has a close historical friendship with Luxemi and Illentid. |
Luxemi | Known for mysticism and a connection to the natural world. Luxemi's culture intertwines technology with folklore. Has a close historical friendship with Olfinn and Illentid. |
Illentid | A balanced society with a focus on design, innovation, and sustainability. Ilentid values equality and artistic expression. Has a close historical friendship with Luxemi and Illentid. |
Adarid | Industrial and philosophical, Adarid thrives on engineering, music, and deep philosophical debates.
A hub of innovation and engineering, Adarid is known for its towering cities and advanced infrastructure.
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Muladir | South-Eastern nations with a focus on mining and industry, their landscapes are dotted with sprawling mines and factory towns. |
Svolir | |
Ferragut |
Veuman
Veumand embraces the fantastical, with societies steeped in magic, mysticism, and feudal traditions. The people of Veumand value their fantastical heritage, striving to master both the mystical and the practical.
Flora | Mystic Forests & Floating Islands--
Veumand’s flora is deeply magical, often defying natural laws and playing an active role in the ecosystem. |
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Fauna | Veumand’s animals are as fantastical as its landscapes, with many possessing magical traits. |
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Cryptids |
| |
Religions |
The Arcane Covenant
The Shimmering Pantheon
The Keepers of the Veil
The Boundless Chorus
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Belanara | |
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Madiash |
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Farva | |
Stahtd | |
Moten | |
Pozanna | Coastal trading nations with thriving markets and vibrant ports. |
Jolier | |
Hinna | |
Tisha | |
Arsema | Kingdoms of immense magical power, their cultures revolve around court intrigue, arcane research, and sacred traditions. |
Eub
A region of rugged terrains and enduring traditions, Eub's cultures are defined by trade, resilience, and intricate social systems. The countries in Eub thrive on trade routes, connecting cultures through goods, stories, and philosophies. Nomadic traditions still influence modern life, blending ancient customs with new technologies. Eub values hospitality, family, and perseverance, seeing themselves as the heart of connectivity.
Flora | Arid Deserts & Salt Flats--
Sparse but resilient, the flora here has adapted to extreme heat and minimal water availability. |
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Fauna | Sparse yet resilient, the creatures of Eub have adapted to survive with minimal water and harsh climates. |
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Cryptids |
| |
Religions |
The Desert’s Call
The Order of Ash
The Stonekeepers
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Krokhe | |
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Chosa |
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Nuir-Sulgada | |
Chusaden | |
Senkmahna | |
Shul | |
Krrigaidn |
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Sugodai |
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Oris
Known for its rich tapestries of history, Oris is a land of nomads, conquerors, and thinkers. Steppes and highlands dominate the landscape, influencing the development of horse-based cultures and trade-centric economies. A strong emphasis on community and shared resources defines the region. The nations of Oris take pride in their independence but share a mutual respect for shared heritage and practical ingenuity.
Flora | Steppes & High Altitudes--
Oris’s flora is hardy and wind-resistant, thriving in dry, cold conditions. |
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Fauna | Hardy and migratory animals dominate Oris, many of which rely on speed and endurance to survive. |
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Religions |
The Skybound Faith
The Shimmering Pantheon
The Silent Hymn
The Stonekeepers
The Arc of Eternity
|
Tobai |
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Kazauzaka | |
Azeraiy | |
Notai |
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Khazgol |
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Bisgen | |
Ka'Mal | |
Hacham |
Griogubul
Vibrant, dynamic, and deeply connected to the land, Griogubul's cultures value oral traditions, music, and resourcefulness. Griogubul cultures emphasize unity, storytelling, and respect for nature. Innovation often ties back to ancestral wisdom.
Flora | Savannahs & Rainforests--
A continent of contrasts, Griogubul boasts sprawling grasslands and dense rainforests teeming with life. |
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Fauna | Griogubul’s fauna reflects the vast diversity of Africa, with both large predators and abundant herbivores. |
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Cryptids |
| |
Religions |
The Great Circle
Raincaller’s Reverence
The Flowing Spirit
The Cycle of Beasts
The Boundless Chorus
|
Pishaowa |
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Wanbada | |
Zenzawi | |
Bhik | |
Shadi | |
Dagab |
|
Lakgo | |
Dylviget | A nexus of ancient wonders and modern survivalism. Its people honor their storied past while adapting to the challenges of the present.
|
Meneno | |
Naree | |
Noragee | |
Ardee | |
Va Adin | |
Tabee | |
Zhuli | |
Tooe | |
Swahaui | |
Joda |
Oken
Oken celebrates individuality, adaptability, and a deep connection to the sea and land. Oken is a place where innovation meets survival, with cultures deeply tied to their unique environments.
Flora | Coastal Tropics & Coral Reefs--
Oken is rich in marine and tropical flora, much of which is interconnected with the ocean. |
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Fauna | Oken is defined by its coastal and marine ecosystems, with creatures adapted to life on land, in water, or both. |
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Cryptids |
| |
Religions |
The Tides’ Embrace
The Flowing Spirit
The Call of the Deep
|
Morgyl | Rugged and independent, Morgyl’s culture is adventurous, valuing exploration and resourcefulness.
|
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Weichester |
|
Isava | |
Tarrava | |
Cerena |
|
Numea
A vibrant and diverse continent with strong cultural ties to innovation, spirituality, and community.
Flora | Tropical Rainforests, Mangroves & Highlands--
Lush and vibrant, Numea’s flora reflects the biodiversity of Southeast Asia and the Pacific islands. |
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Fauna | A biodiversity hotspot, Numea is home to vibrant, adaptive creatures that thrive in tropical and volcanic conditions.
The biodiversity of Numea attracts scholars and travelers, fostering a culture of conservation and knowledge exchange. |
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Cryptids |
| |
Religions |
The Eternal Cycle
Flamewatchers
The Flowing Spirit
The Forge Eternal
The Arc of Eternity
The Call of the Deep
|
Chealar | Rich in diversity, Chealar celebrates spirituality, art, and ancient wisdom while embracing modern innovation. |
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Tefu | |
Sakishima | Precision and tradition coexist with futuristic technology. Its culture is steeped in honor and aesthetic beauty.
|
Sinze | |
Tanh | |
Gan Dan | |
Hashikonai | A powerful nation with a collectivist ethos, balancing ancient philosophy with ambitious development.
|
Cand Sahn | |
Haozan | |
So Na Xhin | Attempting to keep up with Hashikonai and Chealar; So Na Xhin, backed by the Arsema government, works on creating weapons which deal with unique forms of matter, one of which is the idea of creating a laser which can produce quark-gluon plasma. Mistakes are made however and one of the worst explosions in history occurs which causes a form of ice age to cover the continent of Numea for nearly a decade before melting away. This creates the black sea. |
Inua | |
Kl'ingats |
Artik
Artik is sparsely inhabited but plays a significant role as a mysterious and contested region. Known as the battleground for past global conflicts, Artik represents the extremes of survival and secrecy. Few venture here, but those who do embody resilience and mystery.
Flora | Glacial Tundras--
Artik’s flora is sparse but highly adapted to the cold and darkness of the glacial landscape. |
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Fauna | Artik’s fauna must endure freezing temperatures and scarce resources, making them incredibly resilient. |
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Cryptids |
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Religions |
The Frozen Truth
The Whispered Truth
The Silent Hymn
The Stonekeepers
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Antartikel | also known as _, is a city-state stationed in North-Eastern Artik. It is the only country which holds more non-Neuman and non-Kelta humans, however that isn't to say that there are none of either of these, just that the majority of the population here is your average human pre-2030s.
The only populated region of Artik, it thrives as a city-state built on isolation and self-reliance. Its people are pragmatic and resourceful, adapting to the harsh environment.
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Hera
A melting pot of modernity and mystery, Hera is defined by its massive, locked-away zones and reliance on sprawling cities. Hera's population struggles with the mystery of their sealed lands. Urban life dominates, creating a dichotomy between tradition and isolationist modernity.
Flora | Urban & Restricted Wilderness--
Much of Hera’s natural flora has been replaced by urbanization, but certain restricted zones host ancient and unusual plant species. |
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Fauna | While most native fauna has adapted to urban environments, the restricted zones are home to mysterious and potentially magical creatures. |
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Cryptids |
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Religions |
The Luminal Accord
The Crimson Faith
The Crimson Pact
The Keepers of the Veil
The Whispered Truth
The Boundless Chorus
The Arc of Eternity
The Call of the Deep
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Languages | Sanghellic |
Caidanadian Concentration |
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Lumea Sangelui |
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Sanghellic culture in Lumea Sangelui revolves around blood, sacrifice, and the belief in the transformative power of life essence. Rituals reflect their deeply spiritual and magical connection to their environment, ancestry, and the divine. Here are key Sanghellic cultural rituals:
The Blood Awakening (Qorthvelth)Purpose: To consecrate an individual’s connection to the divine through their bloodline. When: Performed at pivotal life stages (birth, coming of age, marriage, death). Details:
The Offering of the Crimson Veil (Nyshkorth)Purpose: To appease the Mazhel, or shadow spirits, ensuring balance between light and dark forces. When: During eclipses or moments of natural shadow (e.g., twilight). Details:
The Dance of Eternal Flow (Helvelthrai)Purpose: To celebrate the cycle of life, blood, and renewal. When: Held during the spring equinox or after a major victory or harvest. Details:
The Crimson Pact (Sangorth)Purpose: To seal unbreakable oaths, often in matters of alliances, marriages, or sacred vows. When: Performed during the full moon, believed to amplify the binding power of blood. Details:
The Rites of Sacrifice (Qorthai Mazhel)Purpose: To honor the gods or shadow spirits through a grand ritual of offering, often performed to request divine aid or forgiveness. When: During crises (famine, plague, or war) or significant celestial events. Details:
The Silent Vigil (Mazhelai Nyshka)Purpose: To connect with the spirits of ancestors, seeking guidance or blessings. When: Annually, during the Mazhel Eclipse, a time when shadows are believed to be strongest. Details:
The Rite of the Veil (Qorthvelai)Purpose: A rare, secretive ritual performed by high-ranking priests to access forbidden knowledge or commune with the divine. When: Only during specific alignments of celestial bodies, such as eclipses or planetary conjunctions. Details:
The Ritual of Bloodwriting (Sangrunesai)Purpose: To inscribe runes of power, protection, or invocation onto sacred objects or structures. When: Performed before battles, during construction of temples, or in personal rituals for protection. Details:
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Nolij
A mix of defensiveness and arcane mastery, Nolij is home to fortress-cities and magical enclaves. Nolij cultures are cautious yet ambitious, blending magical innovation with fortress-like protection.
Flora | Fortified Island & Coastal Cliffs--
Isolated and strategic, Nolij’s flora is practical and defensive in nature. |
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Fauna | Isolated and defensive, Nolij’s fauna often mirrors the continent’s militarized culture. |
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Cryptids |
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Religions |
The Watcher’s Creed
The Forge Eternal
The Silent Hymn
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Foraza | Represents the industrial and agricultural cores of Nolij alongside Doshka. Its known for its fertile lands and innovation in farming techniques.
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Doshka | Represents the industrial and agricultural core of Nolij alongside Foraza. It thrives on trade and commerce.
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Adulsirc | A defensive bastion with a militarized culture, Adulsirc is revered for its strategic brilliance and magical prowess.
A fortified island nation turned into a defensive stronghold. Adulsirc’s people are fiercely independent, hardened by their isolation and dedication to protecting their homeland from outside threats.
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Shyo | Shyo’s culture revolves around survival, with its rugged terrain shaping a people skilled in navigating difficult environments. It’s a land of traders and hunters, its people pragmatic and resourceful. |
West Jörban
A region of opportunity and ambition, West Jörban blends modern democracy with cultural diversity. West Jörban cultures value freedom, innovation, and unity in diversity.
Flora | Temperate Forests & Plains--
West Jorban features abundant forests, fertile plains, and adaptable plant species. |
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Fauna | A mix of adaptable mammals, birds, and fish dominates West Jorba, reflecting its temperate climate. |
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Religions |
The Pioneer’s Path
The Cycle of Beasts
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U.S.K. | A dynamic and competitive society focused on individualism and technological progress.
A dominant industrial and military power with stark cultural and economic divides. Known for its technological innovations and large cities, it also harbors pockets of deep traditionalism in rural areas.
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Bridaol | Known for its resource-rich lands, exporting minerals and agricultural goods. Serve as a vital trade hub for U.S.K. and Tamita alongside Cousanda and Tilaba. |
Cousanda | Known for its resource-rich lands, exporting minerals and agricultural goods. Serve as a vital trade hub for U.S.K. and Tamita alongside Bridaol and Tilaba. |
Tilaba | Known for its resource-rich lands, exporting minerals and agricultural goods. Serve as a vital trade hub for U.S.K. and Tamita alongside Cousanda and Bridaol.
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Takatach |
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Tamita | Cooperative and community-driven, Tamita thrives on cultural inclusivity and environmental stewardship.
A cartel-dominated nation, where indigenous traditions clash with corruption and organized crime. The Tamitan Cartel operates as a shadow government, influencing every aspect of life.
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Kuirta | |
Ufune |
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Hyde | Officially the Theocracy of The Hydic People, referred to outside it's lands as simply Hyde, based on it's land's Deity; is a set of five islands, with the largest originally a Caidanadian prison colony.
A theocracy spread across five islands, with each island devoted to a specific deity or religious sect. Hyde’s blend of religion and governance makes it unique, though the remnants of its prison colony past give it a darker underbelly. |
East Jörban
Lush, vibrant, and resilient, East Jörban embraces a strong connection to nature and community. East Jörban cultures are celebratory and resourceful, balancing modern challenges with a rich heritage.
Flora | Rainforests & Andes--
East Jorba’s flora is lush and vibrant, deeply tied to the region’s biodiversity. |
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Fauna | Vibrant and diverse, East Jorba hosts creatures that thrive in dense forests and high altitudes. |
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Religions |
The Jungle Spirits
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Browil | Celebrate biodiversity, music, and a deep spiritual connection to the land.
A powerful and biodiverse nation, rich in culture and resources. Browil serves as East Jorban’s economic and political leader, though internal tensions threaten its unity.
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Tinco |
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Tolla | |
Cadona |
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Terico | |
Esda | |
Canazoia | |
Porana | |
Padazones | |
Faozeles | |
Maracares | Coastal nations with a strong maritime tradition, their cultures revolve around trade, fishing, and naval prowess. |
Paotada |
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Mato | These smaller nations have unique cultural identities tied to their dense jungles and highland regions. Mato is known for its ancient ruins, while Trizul Cielima is a hub for spiritual practices. |
Trizul Cielima |
Information: Post World War 3
Major Bodies
Republic of the Eisinian Reich
The Eisinian Reich, officially The Republic of The Eisinian Reich, is a country in Eastern Klamith, Western Ebuceci, and Northern Numea.
Kingdom of Yandom
Within the Kingdom of Yandom, slavery is a very big part of it's culture, as well as cannibalism and incest.