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!1753
!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.
|Unitary States of Kilba is founded, named after the man who gave his life to end the war, causing the founding of the country.
|-
!
|'''The Black Rail War (1854–1861)''':
* Competing nations in Klamith and Hera race to construct the first transcontinental railroad. Sabotage and espionage lead to a seven-year conflict over access to resources and routes, marking one of the first wars driven by industrialization.
|-
|-
!1892
!1892
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|-
|-
!
!
|
|'''The Discovery of Voltris Ore (1903)''':
|-
 
!
* A new mineral, '''Voltris Ore''', is discovered in Oris. It serves as a powerful conductor for both electricity and hemomantic energies, sparking a rush to control mining operations. This sets the stage for global industrial and magical conflict.
|
|}
|}


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|+Macro-Wars (1913-1975)
|+Macro-Wars (1913-1975)
!1913
!1913
|The Great War begins.
|The [[The Great War|Great War]] begins.
|-
|-
!1918
!1918
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!1919
!1919
|The [https://harthorns-reverie.com/wiki/index.php/The%C3%B3sastrik%C3%ADseik%C3%B3nas Theósastrikíseikónas] is read for a second time.
|The [https://harthorns-reverie.com/wiki/index.php/The%C3%B3sastrik%C3%ADseik%C3%B3nas Theósastrikíseikónas] is read for a second time.
|-
!
|'''The Fungal Eclipse (1927)''':
* A massive fungal bloom in Griogubul coincides with an eclipse, releasing spores that induce hallucinations and madness in those exposed. Some see it as nature’s retaliation against industrialization.
|-
|-
!1938
!1938
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|-
|-
!1979
!1979
|[https://harthorns-reverie.com/wiki/index.php/Cyilamo Cyilamo] enters, dying shortly after.
|'''Cyilamo’s Entry and Death (1979)''':
 
* The mysterious entity Cyilamo briefly enters the world before dying. Its body is acquired by '''Shatterlox''', sparking conspiracies and experiments.
|-
|-
!1981
!1981
|Cyilamo's body is bought by Shatterlox.
|Cyilamo's body is bought by Shatterlox.
|-
!
|'''Operation Red Dawn (1987)''':
* The U.S.K. launches a covert mission to infiltrate Lumea Sangelui under the guise of studying its magical phenomena. The mission fails catastrophically, with none of the operatives returning. The event deepens mistrust between Lumea Sangelui and the rest of the world.
|-
|-
!1992
!1992
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!2001
!2001
|[[The Wampor War: A Modern Quagmire|The Wampor War]] begins.
|[[The Wampor War: A Modern Quagmire|The Wampor War]] begins.
|-
!
|'''The Sapphire Incident (2002)''':
* A blue-hued lake in Veumand begins glowing mysteriously, drawing researchers and thrill-seekers. Within weeks, strange mutations appear in the wildlife and visitors, prompting the region to be quarantined.
|-
|-
!2008
!2008
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|-
|-
!2009
!2009
|A archaeological team discovers the oldest human bones in Northern Hera, leading scientist to theorize that we followed the coast, starting in either Griogubul and ending in Numea, or starting in Numea and ending in Griogubul. It is unknown exactly how this occurred, however we have been able to find and follow a trail that spans nearly the entire coast of the world.
|'''Discovery of the Oldest Human Bones (2009)''':
 
* Archaeologists uncover the earliest human remains in northern Hera, theorizing human migration followed the world’s coasts.
** A archaeological team discovers the oldest human bones in Northern Hera, leading scientist to theorize that we followed the coast, starting in either Griogubul and ending in Numea, or starting in Numea and ending in Griogubul. It is unknown exactly how this occurred, however we have been able to find and follow a trail that spans nearly the entire coast of the world.
|-
|-
!2009
!2009
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#The Roer City Break: A group of drug addicts went on a rampage at Roer City, with it taking nearly half the city's police force to stop them. After which the city was placed into quarantine for a series of months, with everyone inside being locked off from the world.
#The Roer City Break: A group of drug addicts went on a rampage at Roer City, with it taking nearly half the city's police force to stop them. After which the city was placed into quarantine for a series of months, with everyone inside being locked off from the world.
#Z.K.Hash: The Hashikonai government was hacked with many files released to the public, some which detailed experimentation on prisoners and a connection with the Zerdin Foundation, and Kelser Outlit. This hack is now referred to as the Z.K.Hash.
#Z.K.Hash: The Hashikonai government was hacked with many files released to the public, some which detailed experimentation on prisoners and a connection with the Zerdin Foundation, and Kelser Outlit. This hack is now referred to as the Z.K.Hash.
* '''Roer City Break (2010)''':
** A violent incident in Roer City leads to its quarantine and hints at supernatural elements.
* '''Z.K.Hash Incident (2010)''':
** Hashikonai’s government is hacked, exposing their experiments on prisoners and connections to the Zerdin Foundation.
|-
!
|'''The Burning of Nuir-Sulgada (2017)''':
* A catastrophic fire sweeps through Nuir-Sulgada, devastating its capital. Survivors claim the fire was unnatural, fueled by remnants of Báuturíí hemomancy.
|-
|-
!2020
!2020
|S.M.I.L.E. Bunkers begin to be created by S.M.I.L.E. Industries, which was backed by both the U.S. and Shimafuki government.
|'''S.M.I.L.E. Bunkers Begin Construction (2020)''':
 
* Backed by the U.S.K. and Sakishima, these bunkers are built to protect elites during rising global instability.
|-
|-
!2020
!2020
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* Similar to the decade before, powers were written off as science fiction and crazy people.
* Similar to the decade before, powers were written off as science fiction and crazy people.
* [[Shadow Plague of Sercadia]]: Saskontoba's Metroplex-8, also known as Sercadia falls under a mysterious plague in which reports of Shadow figures roam the streets. The city is walled off and quarantined with no much being informed to the public beyond a new deadly air born sickness. The city is quickly forgotten by the world.
* [[Shadow Plague of Sercadia]]: Saskontoba's Metroplex-8, also known as Sercadia falls under a mysterious plague in which reports of Shadow figures roam the streets. The city is walled off and quarantined with no much being informed to the public beyond a new deadly air born sickness. The city is quickly forgotten by the world.
|-
!
|'''The Hexline Massacre (2025)''':
* A group of rogue Máncátír rebels, seeking revenge for centuries of oppression, ambush a military convoy in Klamith, killing hundreds. The event reignites fear of supernatural beings in the modern era.
|-
|-
!2029
!2029
|
|
* The Ashgate Correctional Disaster occurs, with [[Maxwell Baxter]], [[Jonathan Strokes]], and [[Dean Matroni]] going on a decade long escapade, carving through the western world.
* The Ashgate Correctional Disaster occurs, with [[Maxwell Baxter]], [[Jonathan Strokes]], and [[Dean Matroni]] going on a decade long escapade, carving through the western world.
'''Ashgate Correctional Disaster (2029)''':
* [[Maxwell Baxter]], and others escape from the Ashgate prison, leaving a trail of chaos and exposing the growing tension in Caidanadian society.
|-
|-
!2030
!2030
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* The '[[Zerdin's Final Moments Speech|Final Moments]]' speech airs, publicly revealing the existence of Monsters and Magic. However most do not believe him and a multi-governmental attempt to suppress it occurs.
* The '[[Zerdin's Final Moments Speech|Final Moments]]' speech airs, publicly revealing the existence of Monsters and Magic. However most do not believe him and a multi-governmental attempt to suppress it occurs.
* After the series of events known collectively as T.F.G. Incident, it becomes publicly and world wide accepted that monsters and magic exist, causing a global panic.
* After the series of events known collectively as T.F.G. Incident, it becomes publicly and world wide accepted that monsters and magic exist, causing a global panic.
|-
!
|'''The Veil Rift (2031)''':
* An experiment in Hashikonai attempting to merge hemomantic and technological energy creates a dimensional rift. Shadowy creatures pour out, causing widespread panic before the rift is sealed. This event exposes the lingering dangers of magical experimentation.
|-
|-
!2040
!2040
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== Continents ==
== 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===
===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.
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.
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|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.
|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 Jorban===
===West Jörban===
A region of opportunity and ambition, West Jorba blends modern democracy with cultural diversity. West Jorba cultures value freedom, innovation, and unity in diversity.
A region of opportunity and ambition, West Jörban blends modern democracy with cultural diversity. West Jörban cultures value freedom, innovation, and unity in diversity.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+Extra Info
|+Extra Info
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|Temperate Forests & Plains--
|Temperate Forests & Plains--


West Jorba features abundant forests, fertile plains, and adaptable plant species.
West Jorban features abundant forests, fertile plains, and adaptable plant species.
|
|
* '''Amberwoods''': Trees with sap that hardens into amber, valued for crafting and trade.
* '''Amberwoods''': Trees with sap that hardens into amber, valued for crafting and trade.
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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 Jorban===
===East Jörban===
Lush, vibrant, and resilient, East Jorba embraces a strong connection to nature and community. East Jorba cultures are celebratory and resourceful, balancing modern challenges with a rich heritage.
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

Modern Foundations (1753-1913)
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.
The Black Rail War (1854–1861):
  • Competing nations in Klamith and Hera race to construct the first transcontinental railroad. Sabotage and espionage lead to a seven-year conflict over access to resources and routes, marking one of the first wars driven by industrialization.
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):
  • A new mineral, Voltris Ore, is discovered in Oris. It serves as a powerful conductor for both electricity and hemomantic energies, sparking a rush to control mining operations. This sets the stage for global industrial and magical conflict.
Macro-Wars (1913-1975)
1913 The Great War begins.
1918 The Great War ends.
1919 The 3rd Stage takes place.
1919 The Theósastrikíseikónas is read for a second time.
The Fungal Eclipse (1927):
  • A massive fungal bloom in Griogubul coincides with an eclipse, releasing spores that induce hallucinations and madness in those exposed. Some see it as nature’s retaliation against industrialization.
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.
Super-Power Era (1976-2083)
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):
  • The mysterious entity Cyilamo briefly enters the world before dying. Its body is acquired by Shatterlox, sparking conspiracies and experiments.
1981 Cyilamo's body is bought by Shatterlox.
Operation Red Dawn (1987):
  • The U.S.K. launches a covert mission to infiltrate Lumea Sangelui under the guise of studying its magical phenomena. The mission fails catastrophically, with none of the operatives returning. The event deepens mistrust between Lumea Sangelui and the rest of the world.
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):
  • A blue-hued lake in Veumand begins glowing mysteriously, drawing researchers and thrill-seekers. Within weeks, strange mutations appear in the wildlife and visitors, prompting the region to be quarantined.
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):
  • Archaeologists uncover the earliest human remains in northern Hera, theorizing human migration followed the world’s coasts.
    • A archaeological team discovers the oldest human bones in Northern Hera, leading scientist to theorize that we followed the coast, starting in either Griogubul and ending in Numea, or starting in Numea and ending in Griogubul. It is unknown exactly how this occurred, however we have been able to find and follow a trail that spans nearly the entire coast of the world.
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.
  1. The Roer City Break: A group of drug addicts went on a rampage at Roer City, with it taking nearly half the city's police force to stop them. After which the city was placed into quarantine for a series of months, with everyone inside being locked off from the world.
  2. Z.K.Hash: The Hashikonai government was hacked with many files released to the public, some which detailed experimentation on prisoners and a connection with the Zerdin Foundation, and Kelser Outlit. This hack is now referred to as the Z.K.Hash.
  • Roer City Break (2010):
    • A violent incident in Roer City leads to its quarantine and hints at supernatural elements.
  • Z.K.Hash Incident (2010):
    • Hashikonai’s government is hacked, exposing their experiments on prisoners and connections to the Zerdin Foundation.
The Burning of Nuir-Sulgada (2017):
  • A catastrophic fire sweeps through Nuir-Sulgada, devastating its capital. Survivors claim the fire was unnatural, fueled by remnants of Báuturíí hemomancy.
2020 S.M.I.L.E. Bunkers Begin Construction (2020):
  • Backed by the U.S.K. and Sakishima, these bunkers are built to protect elites during rising global instability.
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
  • Similar to the decade before, powers were written off as science fiction and crazy people.
  • Shadow Plague of Sercadia: Saskontoba's Metroplex-8, also known as Sercadia falls under a mysterious plague in which reports of Shadow figures roam the streets. The city is walled off and quarantined with no much being informed to the public beyond a new deadly air born sickness. The city is quickly forgotten by the world.
The Hexline Massacre (2025):
  • A group of rogue Máncátír rebels, seeking revenge for centuries of oppression, ambush a military convoy in Klamith, killing hundreds. The event reignites fear of supernatural beings in the modern era.
2029

Ashgate Correctional Disaster (2029):

  • Maxwell Baxter, and others escape from the Ashgate prison, leaving a trail of chaos and exposing the growing tension in Caidanadian society.
2030
  • The 'Final Moments' speech airs, publicly revealing the existence of Monsters and Magic. However most do not believe him and a multi-governmental attempt to suppress it occurs.
  • After the series of events known collectively as T.F.G. Incident, it becomes publicly and world wide accepted that monsters and magic exist, causing a global panic.
The Veil Rift (2031):
  • An experiment in Hashikonai attempting to merge hemomantic and technological energy creates a dimensional rift. Shadowy creatures pour out, causing widespread panic before the rift is sealed. This event exposes the lingering dangers of magical experimentation.
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.


Lapoc takes place during this year.

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.


The first A.I. Revolution occurs, causing an estimated 2 billion organic deaths. Not a lot is actually known of the 1st A.I.R., however it is known that one of it's final attacks against humanity was the erasement and destruction of a majority of their data, with most things having been moved from paper to digital recording, this included a great amount of world history and science.


The A.I.R. which only took three years, caused a massive set back in technology, whip lashing it back to the early 2010s, and therefore causing a race to see which country would regain it's technological control. This caused the relationship between the U.S. and Shimafuki to strengthen as they made a pact to work together, with the U.S. focusing on; the Military, Agriculture, & Entertainment, and Shimafuki focusing on; Transport, Entertainment, & Financial Services. It was during this time that Shimafuki established the Haneo, a plastic currency.


Apart of this new deal between the U.S. and Shimafuki, is that S.M.I.L.E. must build bunkers for the Shimafukinese as well.


It was during the '80s that people began feeling a sympathy for D.M.s and their blights, with the media beginning to heavily pander to them.

Quindecennial of Eaftousia (2084-2099)
2084 The Eaftousian War starts.
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.
The New World (2100-2690)
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.
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.

Extra Info
Flora Plateaus & Cold Plains--

The flora here must withstand long, harsh winters and short growing seasons.

  • Ironwood Pines: Dense, slow-growing trees valued for their unyielding timber, used in Eisina’s fortress construction.
  • Frostpetal Flowers: Delicate blooms that survive under snow, symbolizing resilience and beauty in Ebuceci folklore.
  • Shadowvine: A creeping plant that grows along the edges of rivers and cliffs, rumored to have hallucinogenic properties.
Fauna The fauna here must endure harsh winters and limited resources, leading to a mix of resilient and predatory species.
  • Ironclaw Bears: Massive, slow-moving bears with claws strong enough to break through frozen ground.
    • Ironclaw Bears are rarely hunted but are a central motif in Eisina’s armor designs, symbolizing strength and endurance.
  • Snow Hawks: Birds of prey that thrive in Ebuceci’s high altitudes, known for their piercing cries.
    • The Snow Hawk is considered a messenger from the gods, and its feathers are used in religious ceremonies.
  • Ice Serpents: Rare, cold-blooded reptiles that hibernate beneath frozen rivers.
  • Tundra Oxen: Large, woolly animals used for transport and sustenance.
    • The people rely heavily on Tundra Oxen for food, clothing, and transportation. The animals are treated with deep respect, and rituals are performed during harvests.
Cryptids
  • Blizzard Stalker:
    • Appearance: A towering, wolf-like creature with white fur that blends into the snow and glowing blue eyes.
    • Fear Factor: Known for hunting travelers during blizzards, the Blizzard Stalker is silent until it attacks, leaving no survivors.
    • Legends: Believed to be a manifestation of nature’s wrath against those who exploit Ebuceci’s harsh landscapes.
  • Ironclad Revenants:
    • Appearance: Armored undead warriors, their glowing eyes piercing through the darkness.
    • Fear Factor: They hunt the living to claim souls for the underworld, and their iron armor makes them nearly indestructible.
    • Legends: Associated with cursed battlefields and unfulfilled oaths.
Religions

Frostborn Creed

  • Beliefs: A dualistic religion centered on the balance between frost and flame, symbolizing life and death, creation and destruction.
  • Practices: Seasonal festivals mark the transition between the icy winters and the brief summers. Frost sculptures are often made to honor the deities.
  • Regions: Dominates Eisina, where the harsh climate strongly influences spiritual thought.
  • Deities:
    • Kaelthys: God of Frost and Stillness.
    • Ignitha: Goddess of Flame and Renewal.

The Shadowed Path

  • Beliefs: A secretive faith revolving around the worship of shadow beings, who are seen as guides to the afterlife and keepers of hidden truths.
  • Practices: Followers practice in hidden shrines, where shadow play and silence are integral to ceremonies.
  • Regions: Found in isolated regions of Ebuceci, often feared by outsiders.

The Whispered Truth

  • Beliefs: A shadowy religion that values secrecy and the pursuit of forbidden knowledge. Followers believe true enlightenment comes from uncovering hidden truths and embracing the unknown.
  • Practices:
    • Silent vigils held in underground chambers.
    • The Whispered Rite, where followers share secrets with their deity in total darkness.
    • Sacred texts are encoded, with only initiates knowing how to decipher them.
Countries within this Continent
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.

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.
  • A frigid, eastern nation, known for its harsh winters and resilient population. Mining is a key industry here.
  • Culture: Stoic and reserved, with a focus on endurance and survival.
  • Government: A federal system, with local leaders governing remote regions.
Seda
  • A temperate nation with rolling hills and fertile valleys. Known for its wine and cheese industries.
  • Culture: Celebratory, with frequent festivals and strong family traditions.
  • Government: A decentralized democracy.
Siratov
  • A militaristic nation with a long history of conquest. Known for its strong cavalry and disciplined soldiers.
  • Culture: Honor and loyalty are paramount, with a warrior tradition celebrated in annual tournaments.
  • Government: A military junta.

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.

Extra Info
Flora Temperate Forests & Highlands--

Deciduous and coniferous forests dominate the landscape, with trees growing tall and hardy to endure cold winters and temperate summers.

  • Silverbark Trees: Ancient, silver-barked trees that glisten in moonlight, said to inspire poets and musicians in Adarid.
  • Iceberry Bushes: Found in Olfinn and Ilentid, their frost-resistant berries are a staple in winter diets and fermented into strong liquors.
  • Luxemi Lichens: A bioluminescent moss that thrives in Luxemi's shadowy forests, used for lighting homes and crafting glowing textiles.
Fauna Klamith's fauna reflects its balanced ecosystems, with creatures suited to forests, rivers, and mountainous terrains.
  • Silver Stags: Majestic deer with shimmering antlers, considered sacred by many cultures in Adarid and Luxemi.
    • The Silver Stag is a revered symbol of purity and strength, often featured in Adarid’s art and heraldry. Festivals celebrate these creatures, ensuring their protection.
  • Frost Wolves: Hardy canines with thick white coats, often found in packs across Olfinn’s snowy forests.
    • Frost Wolves are respected predators, with Olfinn’s people embedding them in folklore as guardians of the wild. Some villages claim bonds with wolf packs, seeing them as spiritual kin.
  • Songbirds of Ilentid: Brightly colored birds known for their complex, musical calls.
  • Shadow Lynxes: Elusive cats that blend seamlessly with the dense forests, prized for their agility.
    • While hunting exists, it’s highly regulated. Communities often hold rituals to honor the lives of the animals taken, particularly the Shadow Lynx, seen as protectors of the forests.
Cryptids
  • The Wyrmshade:
    • Appearance: A massive, shadowy serpent-like creature with scales that absorb light, making it nearly invisible at night.
    • Fear Factor: The Wyrmshade is said to emerge during the darkest winters, consuming entire villages and leaving no trace. Its ability to move silently and its venomous breath make it a terrifying predator.
    • Legends: Many believe it punishes those who disrespect the natural balance of Klamith’s forests.
  • Frost Wights:
    • Appearance: Ghostly humanoid figures cloaked in ice and frost.
    • Fear Factor: These entities freeze their victims in place with a touch, haunting abandoned settlements in the far north.
    • Legends: Said to be the spirits of those who died lost in the winter wilderness.
Religions

Verdant Reverence

  • Beliefs: This animistic faith worships nature spirits and deities tied to forests, rivers, and mountains. Followers believe every element of nature has a guardian spirit.
  • Practices: Rituals are performed in sacred groves, and offerings are left at rivers and tree roots to ensure harmony with nature.
  • Regions: Common in Olfinn and Ilentid, where the harsh natural environment fosters respect for nature's power.
  • Deities:
    • Aranis: Spirit of the Northern Winds, believed to guide travelers.
    • Sylvia: Guardian of the Silverbark Trees.

The Order of the Bright Flame

  • Beliefs: A monotheistic religion that views fire as the purest expression of divinity and the source of all life and renewal.
  • Practices: Pilgrimages to volcanic sites, ritualistic fire dances, and the use of flame-based symbolism in festivals and architecture.
  • Regions: Particularly strong in Adarid, where industry and craftsmanship align with the faith’s teachings.

The Forge Eternal

  • Beliefs: A religion centered around the worship of fire, metal, and craftsmanship. Followers believe the act of creation is a divine ritual and that smithing connects them to the gods.
  • Practices:
    • Smithing rituals where tools and weapons are forged as offerings.
    • Festivals of Fire, celebrating creation and innovation with massive bonfires.
    • Temples designed as vast forges, where priests work as master smiths.
Countries within this Continent
Sitona
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.

  • Society: An industrious nation with a strong sense of cultural pride, rooted in its ancient history.
  • Culture: Architecture and engineering are central to Adarid’s identity, with grand monuments and infrastructure projects.
  • Traditions: The Festival of Lights, symbolizing knowledge and progress, is celebrated with grand displays of illumination.
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.

Extra Info
Flora Mystic Forests & Floating Islands--

Veumand’s flora is deeply magical, often defying natural laws and playing an active role in the ecosystem.

  • Whisperwillows: Trees that hum softly when the wind passes through, said to hold the memories of Veumand’s ancient inhabitants.
  • Floating Lilies: Giant water lilies that hover inches above the surface of rivers, glowing faintly at night.
  • Dreamfruits: A rare fruit that grows on enchanted vines, known to induce vivid dreams when consumed.
Fauna Veumand’s animals are as fantastical as its landscapes, with many possessing magical traits.
  • Willow Sprites: Small, glowing creatures that dwell within Whisperwillow trees, thought to be spirits of the forest.
    • The Willow Sprites are treated as protectors of the forest. Villages leave offerings at Whisperwillow trees to maintain harmony.
  • Drift Deer: Elegant creatures that leap between floating islands, aided by partially feathered legs.
    • The Drift Deer are central to many Veumand myths, symbolizing the link between the material and ethereal worlds.
  • Dream Falcons: Birds that seem to vanish into thin air, believed to deliver messages in dreams.
  • Phantom Wolves: Ghostly predators that protect sacred grounds, only visible under moonlight.
    • Creatures like Phantom Wolves are considered sacred. Hunting them is taboo and believed to bring bad fortune.
Cryptids
  • Phantom Stalkers:
    • Appearance: Wolf-like creatures with translucent bodies, visible only under moonlight.
    • Fear Factor: They are silent hunters that strike without warning, leaving behind no trace of their victims.
    • Legends: Said to be the spirits of betrayed warriors, they roam the forests seeking vengeance.
  • The Dreamweaver:
    • Appearance: A massive spider-like creature with glowing webs that shimmer with magical energy.
    • Fear Factor: Its webs trap victims in a dreamlike state, feeding on their lifeforce over days or weeks.
    • Legends: Feared by all, its lair is avoided at all costs, though its silk is said to hold immense magical properties.
Religions

The Arcane Covenant

  • Beliefs: Worship of mystical forces and ley lines that connect the planet. Followers believe magic itself is divine.
  • Practices: Spellcasting as a form of prayer, magical duels, and pilgrimages to ley line nexuses.
  • Regions: Dominant in Mandiash and Arsema.

The Shimmering Pantheon

  • Beliefs: Worship of celestial bodies, particularly stars, as divine entities. Each star is believed to represent a deity watching over specific aspects of life (e.g., love, war, wisdom).
  • Practices:
    • Nightly stargazing rituals to communicate with the gods.
    • Star charts used as religious texts, mapping divine influence over time and space.
    • Offerings are made under specific constellations tied to personal or communal goals.

The Keepers of the Veil

  • Beliefs: This mystic religion focuses on the belief in parallel realms that exist alongside the physical world. Followers seek to commune with these hidden dimensions for knowledge and power.
  • Practices:
    • Ritualistic use of mirrors, believed to be portals to other worlds.
    • Dreamwalking ceremonies, where practitioners attempt to cross the Veil in their sleep.
    • Sacred texts called Reflections, written in mirrored script.

The Boundless Chorus

  • Beliefs: A religion that sees music as the language of the gods. Each sound is thought to have a divine frequency that resonates with the cosmos.
  • Practices:
    • Communal singing as a form of prayer.
    • Sacred instruments passed down through generations, believed to hold spiritual power.
    • Temples shaped to amplify natural sounds, like wind and water.
Countries within this Continent
Belanara
Madiash
  • Society: A feudal system with powerful sorcerers ruling over common folk.
  • Culture: Magic is deeply ingrained, with rituals and ceremonies marking every stage of life.
  • Traditions: The Night of the Arcane, where sorcerers demonstrate their powers in public displays.
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.

Extra Info
Flora Arid Deserts & Salt Flats--

Sparse but resilient, the flora here has adapted to extreme heat and minimal water availability.

  • Sunspike Cactus: A massive cactus that stores water and provides shade in the desert regions.
  • Crystalroot Shrubs: Hardy shrubs that grow on salt flats, their roots forming translucent crystal-like structures.
  • Ashweed: A smoky-gray plant that thrives in volcanic ash, valued for its fire-resistant fibers.
Fauna Sparse yet resilient, the creatures of Eub have adapted to survive with minimal water and harsh climates.
  • Sand Wyrms: Large, burrowing creatures that navigate Eub's deserts, rarely seen but often feared.
    • Sand Wyrms are feared and worshiped as guardians of the desert. Nomadic tribes tell tales of appeasing these creatures with offerings.
  • Salt Crabs: Small, translucent crustaceans that thrive in the salt flats, feeding on algae.
    • Salt Crabs are harvested for food, while their translucent shells are crafted into jewelry.
  • Ash Falcons: Swift birds that nest in volcanic regions, capable of flying through ash clouds.
  • Scorch Lizards: Heat-resistant reptiles with metallic scales that reflect sunlight.
    • The resilience of Scorch Lizards inspires architectural designs and clothing styles suited for extreme heat.
Cryptids
  • Dune Leviathans:
    • Appearance: Massive, sand-colored serpents that move beneath the desert surface, creating deadly sinkholes.
    • Fear Factor: Known to swallow entire caravans, these creatures are nearly impossible to detect before they strike.
    • Legends: Feared as the desert’s ultimate predator, they are often seen as guardians of forbidden treasures.
  • Ash Specters:
    • Appearance: Wraith-like beings that rise from volcanic ash, their forms constantly shifting.
    • Fear Factor: They instill terror in anyone who looks directly at them, rendering their victims unable to move.
    • Legends: Said to be the souls of those who disrespected sacred volcanic sites.
Religions

The Desert’s Call

  • Beliefs: A monotheistic religion that venerates the Desert Mother, a deity who provides life through scarce resources.
  • Practices: Water-sharing rituals, fasting during the dry season, and pilgrimages to oases.
  • Regions: Central to the nomadic cultures of Eub.

The Order of Ash

  • Beliefs: Followers see ash as a sacred reminder of rebirth after destruction, worshiping deities tied to fire and renewal.
  • Practices: Ash ceremonies mark life milestones such as births, marriages, and deaths.
  • Regions: Found in volcanic and arid regions.

The Stonekeepers

  • Beliefs: A faith centered on the worship of the earth and its stones, which are believed to hold ancient wisdom and divine energy.
  • Practices:
    • Stonecarving rituals to create sacred icons.
    • Pilgrimages to unique geological formations, such as cliffs or crystalline caves.
    • Sacred sites marked with cairns and engraved symbols.
Countries within this Continent
Krokhe
Chosa
  • A resource-scarce nation with a strong nomadic culture. Its people are known for their adaptability and resilience.
  • Culture: Heavily influenced by oral traditions, with songs and stories passed down through generations.
  • Government: A loose confederation of tribes.
Nuir-Sulgada
Chusaden
Senkmahna
Shul
Krrigaidn
  • Society: Rugged and self-sufficient, with communities banding together to survive the challenges of their environment.
  • Culture: Heavily tied to the land, with strong oral traditions and communal rituals.
  • Traditions: Rain Dances to invoke much-needed rainfall during dry seasons.
Sugodai
  • A fertile nation with a strong agricultural base. Its people are known for their hospitality and generosity.
  • Culture: Community-focused, with large communal feasts and celebrations.
  • Government: A monarchy with local councils advising the ruler.

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.

Extra Info
Flora Steppes & High Altitudes--

Oris’s flora is hardy and wind-resistant, thriving in dry, cold conditions.

  • Cloudgrass: A soft, pale grass that covers the steppes and reflects sunlight, giving the plains a silvery hue.
  • Skyroth Trees: Sturdy trees with gnarled trunks that grow along mountain ridges, revered for their longevity.
  • Sunspike Thistles: Vibrant, thorny plants with medicinal uses, often brewed into teas to combat altitude sickness.
Fauna Hardy and migratory animals dominate Oris, many of which rely on speed and endurance to survive.
  • Sky Hunters: Gigantic eagles that dominate the highlands, often used as symbols of freedom.
    • Sky Hunters are seen as sacred, their feathers used in headpieces and ceremonial attire.
  • Steppe Lynx: Agile predators that hunt in pairs, known for their sharp vision.
  • Storm Elk: Massive elk species with antlers that spark faint electricity during thunderstorms.
    • Storm Elk are hunted sparingly, with communities practicing rotational grazing and strict population management.
  • Windrunners: Swift, horse-like creatures that roam the steppes in large herds.
    • Windrunners are central to Oris’s nomadic tribes, serving as mounts and companions. Tribes often form deep, almost familial bonds with these creatures.
Religions

The Skybound Faith

  • Beliefs: A religion that venerates the sky as a sacred realm and the home of deities overseeing life below.
  • Practices: Kite festivals, sky burials, and prayers to the winds.
  • Regions: Central to nomadic and steppe cultures.
  • Deities:
    • Skyrion: God of Winds and Freedom.

The Shimmering Pantheon

  • Beliefs: Worship of celestial bodies, particularly stars, as divine entities. Each star is believed to represent a deity watching over specific aspects of life (e.g., love, war, wisdom).
  • Practices:
    • Nightly stargazing rituals to communicate with the gods.
    • Star charts used as religious texts, mapping divine influence over time and space.
    • Offerings are made under specific constellations tied to personal or communal goals.

The Silent Hymn

  • Beliefs: A religion dedicated to silence as a form of worship. Followers believe the divine speaks through stillness, and that listening to the silence reveals universal truths.
  • Practices:
    • Silent retreats, where speaking is forbidden for days or weeks.
    • Meditative rituals held in natural caves or remote mountains.
    • Sacred bells rung only during rare, momentous occasions.

The Stonekeepers

  • Beliefs: A faith centered on the worship of the earth and its stones, which are believed to hold ancient wisdom and divine energy.
  • Practices:
    • Stonecarving rituals to create sacred icons.
    • Pilgrimages to unique geological formations, such as cliffs or crystalline caves.
    • Sacred sites marked with cairns and engraved symbols.

The Arc of Eternity

  • Beliefs: A cosmic religion that views time as a circular force. Followers believe that every event repeats across infinite cycles and seek to align their lives with the grand cosmic pattern.
  • Practices:
    • Timekeeping as a sacred practice, with intricate calendars and celestial observatories.
    • Rituals held at equinoxes and solstices, considered moments of cosmic alignment.
    • Divination using elaborate time wheels.
Countries within this Continent
Tobai
  • A desert nation known for its intricate irrigation systems and vibrant oases.
  • Culture: Nomadic traditions persist, with a focus on storytelling and craftsmanship.
  • Government: A hereditary monarchy.
Kazauzaka
Azeraiy
Notai
  • Society: A center of trade and diplomacy, Notai thrives on its position as a gateway between continents.
  • Culture: Strong emphasis on hospitality and negotiation, with a focus on education and the arts.
  • Traditions: The Caravan Festival, celebrating the nation’s history as a hub for trade routes.
Khazgol
  • A rugged, mountainous nation with strong mining and metalworking traditions.
  • Culture: Practical and industrious, with a focus on craftsmanship and innovation.
  • Government: A republic led by a council of guild leaders.
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.

Extra Info
Flora Savannahs & Rainforests--

A continent of contrasts, Griogubul boasts sprawling grasslands and dense rainforests teeming with life.

  • Lionsgrass: Golden grasses that shimmer in sunlight, a defining feature of Griogubul’s savannahs.
  • Elephant Trees: Massive trees with wide canopies that provide shelter to both animals and humans.
  • Spiritflowers: Luminescent flowers that bloom only at night in the rainforest, believed to guide spirits of the dead.
Fauna Griogubul’s fauna reflects the vast diversity of Africa, with both large predators and abundant herbivores.
  • Goldenmane Lions: Larger-than-life lions with shimmering manes, symbols of power in Griogubul lore.
    • Many tribes view the Goldenmane Lion as their spiritual guide, incorporating lion motifs into their art and leadership symbols.
  • Elephantine Beetles: Massive beetles that rival small vehicles in size, often domesticated for labor.
    • Elephantine Beetles are tamed for transport and construction, a testament to the ingenuity of Griogubul’s people.
  • Rainforest Leviathans: Enormous amphibians found in Griogubul’s rainforests, revered as guardians of the land.
  • Star Gazelles: Graceful creatures with glowing markings, active only under the night sky.
    • Star Gazelles are never hunted, as their glowing markings are believed to guide spirits to the afterlife. Killing one of these is a great crime within the region.
Cryptids
  • Jungle Titans:
    • Appearance: Gigantic, moss-covered beasts with glowing green eyes.
    • Fear Factor: These slow-moving but unstoppable creatures crush anything in their path, leaving destruction in their wake.
    • Legends: Believed to awaken only when the rainforest is threatened, acting as its protectors.
  • Starborn Serpents:
    • Appearance: Enormous snakes with scales that shimmer like the night sky.
    • Fear Factor: Known for hypnotizing their prey with their shimmering scales before swallowing them whole.
    • Legends: Feared and revered, they are considered divine but deadly beings.
Religions

The Great Circle

  • Beliefs: An animistic faith that sees all life forms as part of a grand interconnected web, where each creature plays a divine role.
  • Practices: Totem worship, storytelling, and rituals involving dances mimicking animals.
  • Regions: Widespread across the savannahs and rainforests of Griogubul.

Raincaller’s Reverence

  • Beliefs: Worships rain and storm spirits as life-bringers and purifiers.
  • Practices: Rain dances, cloud-watching ceremonies, and offering bowls left in the open during storms.
  • Regions: Strong in rainforest communities.

The Flowing Spirit

  • Beliefs: A water-based faith that sees rivers, lakes, and oceans as conduits for the life force of the planet. Followers believe water holds memories and carries messages from ancestors.
  • Practices:
    • Floating lantern ceremonies to honor the dead.
    • Ritual immersions in sacred waters to cleanse the soul.
    • Guardianship of springs and rivers, with strict rules against pollution.

The Cycle of Beasts

  • Beliefs: A religion that believes humans and animals share a spiritual cycle of reincarnation. Each person is thought to have an animal counterpart, which influences their personality and destiny.
  • Practices:
    • Vision quests to discover one’s spirit animal.
    • Ceremonial hunts where the animal's spirit is thanked and honored.
    • Tattoos of spirit animals as symbols of spiritual growth.

The Boundless Chorus

  • Beliefs: A religion that sees music as the language of the gods. Each sound is thought to have a divine frequency that resonates with the cosmos.
  • Practices:
    • Communal singing as a form of prayer.
    • Sacred instruments passed down through generations, believed to hold spiritual power.
    • Temples shaped to amplify natural sounds, like wind and water.
Countries within this Continent
Pishaowa
  • A tropical nation with a thriving fishing industry and strong seafaring traditions.
  • Culture: Music and dance are integral, with vibrant festivals held throughout the year.
  • Government: A constitutional monarchy.
Wanbada
Zenzawi
Bhik
Shadi
Dagab
  • A nation known for its dense jungles and biodiversity. Ecotourism is a growing industry.
  • Culture: Deeply connected to nature, with rituals to honor the land and its creatures.
  • Government: A tribal council.
Lakgo
Dylviget A nexus of ancient wonders and modern survivalism. Its people honor their storied past while adapting to the challenges of the present.
  • Society: Heavily agrarian, with a deep respect for the land and its history.
  • Culture: Rich in folklore and mythology, with stories passed down through generations.
  • Traditions: The Fertility Rites, celebrating the land’s bounty and ensuring prosperity.
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.

Extra Info
Flora Coastal Tropics & Coral Reefs--

Oken is rich in marine and tropical flora, much of which is interconnected with the ocean.

  • Coral Trees: Trees with bark resembling coral, found along coastal areas, known for their unique beauty and resilience.
  • Starvines: Creeping plants that bloom with star-shaped flowers, used in traditional ceremonies in Morgyl.
  • Wavegrass: Aquatic grasses that sway in rhythm with ocean currents, vital to the coastal ecosystem.
Fauna Oken is defined by its coastal and marine ecosystems, with creatures adapted to life on land, in water, or both.
  • Coral Bears: Amphibious creatures with coral-like growths on their backs, often seen foraging near reefs.
    • Coral Bears are respected for their role in reef ecosystems, and their foraging habits are studied to understand marine health.
  • Wave Serpents: Giant sea serpents that dwell in deep oceans, regarded as protectors of the marine balance.
    • Wave Serpents are revered as protectors of the seas, often depicted in Oken’s art and festivals.
  • Tide Gliders: Bird-like reptiles that skim the water’s surface, hunting fish and mollusks.
  • Shellback Turtles: Enormous turtles with shells resembling rock formations, often mistaken for small islands.
Cryptids
  • Wave Wyrms:
    • Appearance: Massive sea serpents with glowing blue fins and a roar that echoes for miles.
    • Fear Factor: They attack ships without warning, dragging them into the depths.
    • Legends: Revered by coastal tribes as both protectors and punishers of those who disrespect the sea.
  • Shell Horrors:
    • Appearance: Crab-like creatures the size of small houses, with razor-sharp claws and spiked shells.
    • Fear Factor: They destroy entire villages near the coast, driven by unknown motives.
    • Legends: Feared as punishers for overfishing or disrupting the balance of marine life.
Religions

The Tides’ Embrace

  • Beliefs: A faith tied to the ocean, where gods and spirits are believed to dwell beneath the waves.
  • Practices: Ship-blessing rituals, sea burials, and offerings cast into the tide.
  • Regions: Central to coastal communities in Morgyl.

The Flowing Spirit

  • Beliefs: A water-based faith that sees rivers, lakes, and oceans as conduits for the life force of the planet. Followers believe water holds memories and carries messages from ancestors.
  • Practices:
    • Floating lantern ceremonies to honor the dead.
    • Ritual immersions in sacred waters to cleanse the soul.
    • Guardianship of springs and rivers, with strict rules against pollution.

The Call of the Deep

  • Beliefs: This oceanic faith venerates the mysterious depths of the sea, which are seen as the domain of ancient, godlike beings.
  • Practices:
    • Offerings cast into the ocean at midnight.
    • Ritual dives to commune with the gods below.
    • Whale songs considered sacred hymns.
Countries within this Continent
Morgyl Rugged and independent, Morgyl’s culture is adventurous, valuing exploration and resourcefulness.
  • Society: Maritime-focused, with a thriving fishing and trade industry.
  • Culture: Stories of sea monsters and lost ships dominate folklore.
  • Traditions: The Ocean’s Blessing Ceremony, seeking safe passage and bountiful catches.
Weichester
  • A maritime nation with a focus on exploration and trade. Known for its innovative ship designs.
  • Culture: Adventurous and curious, with a strong emphasis on education and discovery.
  • Government: A parliamentary democracy.
Isava
Tarrava
Cerena
  • A tropical island nation with a focus on agriculture and tourism.
  • Culture: Relaxed and celebratory, with music and dance central to their identity.
  • Government: A republic.

Numea

A vibrant and diverse continent with strong cultural ties to innovation, spirituality, and community.

Extra Info
Flora Tropical Rainforests, Mangroves & Highlands--

Lush and vibrant, Numea’s flora reflects the biodiversity of Southeast Asia and the Pacific islands.

  • Dragonleaf Palms: Towering palms with bright orange leaves, considered sacred in Chealar and used in religious ceremonies.
  • Shimafuki Bamboo: A fast-growing, flexible bamboo species used for construction and intricate art.
  • Ember Orchids: Glowing flowers that bloom near volcanic regions, radiating warmth and used in Hashikonai for medicinal teas.
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.

  • Phoenix Moths: Massive, fire-colored moths that emerge near volcanoes, believed to symbolize renewal.
    • The Phoenix Moth is a sacred creature in Chealar, representing rebirth. Its life cycle is celebrated in annual festivals.
  • Coral Snakes of Sakishima: Aquatic reptiles that blend into coral reefs, prized for their venom.
    • Coral Snakes are captured and milked for their venom, used in medicines and weapon coatings.
  • Great Howlers: Large primates with booming calls that echo through Chealar’s rainforests.
  • Ashwing Drakes: Small, winged lizards that glide between volcanic ridges, revered in Hashikonai culture.
    • Ashwing Drakes are semi-domesticated in volcanic regions, their gliding abilities used by Hashikonai messengers.
  • Glowfish are used by sailors to navigate the coastline, creating a symbiotic relationship between humans and marine life.
Cryptids
  • Fire Wyrms:
    • Appearance: Small, dragon-like creatures that thrive near volcanic regions, their scales glowing like molten lava.
    • Fear Factor: While not the largest creatures, they attack in swarms, setting entire villages ablaze.
    • Legends: Revered and feared, some cultures offer sacrifices to appease them.
  • Ashbound Spirits:
    • Appearance: Smoky, humanoid apparitions that flicker like flames.
    • Fear Factor: These spirits are said to haunt areas devastated by volcanic eruptions, luring victims into the ash fields to suffocate them.
    • Legends: Believed to be the souls of those who perished in volcanic disasters.
Religions

The Eternal Cycle

  • Beliefs: A polytheistic religion that reveres the cycle of life, death, and rebirth. Each deity represents a phase of the cycle.
  • Practices: Temples are built near waterfalls or volcanic springs, where rituals for renewal and remembrance take place.
  • Regions: Predominant in Shimafuki and Hashikonai.
  • Deities:
    • Amaki: Goddess of Birth and Beginnings.
    • Renkai: God of Transition and Death.

Flamewatchers

  • Beliefs: Centered around volcanoes, the Flamewatchers believe fire spirits guard the planet and ensure its survival.
  • Practices: Annual offerings into volcanic vents and dances to appease fire spirits.
  • Regions: Strong in volcanic areas like Chealar.

The Flowing Spirit

  • Beliefs: A water-based faith that sees rivers, lakes, and oceans as conduits for the life force of the planet. Followers believe water holds memories and carries messages from ancestors.
  • Practices:
    • Floating lantern ceremonies to honor the dead.
    • Ritual immersions in sacred waters to cleanse the soul.
    • Guardianship of springs and rivers, with strict rules against pollution.

The Forge Eternal

  • Beliefs: A religion centered around the worship of fire, metal, and craftsmanship. Followers believe the act of creation is a divine ritual and that smithing connects them to the gods.
  • Practices:
    • Smithing rituals where tools and weapons are forged as offerings.
    • Festivals of Fire, celebrating creation and innovation with massive bonfires.
    • Temples designed as vast forges, where priests work as master smiths.

The Arc of Eternity

  • Beliefs: A cosmic religion that views time as a circular force. Followers believe that every event repeats across infinite cycles and seek to align their lives with the grand cosmic pattern.
  • Practices:
    • Timekeeping as a sacred practice, with intricate calendars and celestial observatories.
    • Rituals held at equinoxes and solstices, considered moments of cosmic alignment.
    • Divination using elaborate time wheels.

The Call of the Deep

  • Beliefs: This oceanic faith venerates the mysterious depths of the sea, which are seen as the domain of ancient, godlike beings.
  • Practices:
    • Offerings cast into the ocean at midnight.
    • Ritual dives to commune with the gods below.
    • Whale songs considered sacred hymns.
Countries within this Continent
Chealar Rich in diversity, Chealar celebrates spirituality, art, and ancient wisdom while embracing modern innovation.
Tefu
Sakishima Precision and tradition coexist with futuristic technology. Its culture is steeped in honor and aesthetic beauty.
  • Society: A technological hub, blending tradition with cutting-edge innovation. It balances industrialization with respect for nature.
  • Culture: Deeply spiritual, with rituals tied to nature and the seasons. Modern innovations often incorporate traditional designs and motifs.
  • Traditions: The Cherry Blossom Festival remains a central event, symbolizing renewal and fleeting beauty.
Sinze
Tanh
Gan Dan
Hashikonai A powerful nation with a collectivist ethos, balancing ancient philosophy with ambitious development.
  • Society: Heavily industrialized, with strict control over information and heavy militarization. The recent Z.K.Hash scandal has shaken trust in the government.
  • Culture: Emphasizes loyalty to the state, with strong familial and community ties. Traditional festivals remain important despite modernization.
  • Traditions: The Festival of Masks, where people don elaborate masks to reflect their inner selves, has origins in ancient magical practices.
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.

Extra Info
Flora Glacial Tundras--

Artik’s flora is sparse but highly adapted to the cold and darkness of the glacial landscape.

  • Iceflowers: Delicate flowers that bloom briefly in the summer, their petals encased in frost.
  • Snowmoss: A low-growing moss that carpets the tundra, providing nourishment for animals.
  • Glacierbark Trees: Rare trees with bark that reflects light, growing only near Artik’s underground hot springs.
Fauna Artik’s fauna must endure freezing temperatures and scarce resources, making them incredibly resilient.
  • Frost Bears: Massive bears with thick, insulating fur, often seen as apex predators.
    • The Frost Bear is both feared and respected, with hunts occurring only in times of great need.
  • Snow Foxes: Small, quick predators that adapt to changing snow patterns.
    • The Snow Fox is seen as a guide for lost travelers, and its appearance is considered an omen of safety.
  • Glacier Whales: Enormous aquatic mammals that inhabit Artik’s icy waters, migrating under the ice.
  • Ice Sprites: Mythical, semi-corporeal beings said to guard Artik’s secrets.
    • The elusive Ice Sprites are viewed as guardians of Artik’s frozen secrets, often inspiring stories of endurance and mystery.
Cryptids
  • Frost Titans:
    • Appearance: Towering humanoid creatures made of ice and snow, their glowing blue eyes radiating cold.
    • Fear Factor: They freeze entire regions, reducing everything to lifeless tundra.
    • Legends: Feared as ancient guardians of Artik’s secrets, awakened only when their domain is threatened.
  • Glacier Wraiths:
    • Appearance: Semi-transparent, ghostly beings that move silently across the ice.
    • Fear Factor: They drain the warmth and energy from their victims, leaving them frozen in place.
    • Legends: Said to be the spirits of explorers who perished in Artik’s icy expanse.
Religions

The Frozen Truth

  • Beliefs: A mysterious, esoteric faith tied to Artik’s isolation and cold, focusing on introspection and endurance.
  • Practices: Ice meditation, isolation retreats, and carvings made from glacial ice.
  • Regions: Unique to Artik’s few inhabitants.

The Whispered Truth

  • Beliefs: A shadowy religion that values secrecy and the pursuit of forbidden knowledge. Followers believe true enlightenment comes from uncovering hidden truths and embracing the unknown.
  • Practices:
    • Silent vigils held in underground chambers.
    • The Whispered Rite, where followers share secrets with their deity in total darkness.
    • Sacred texts are encoded, with only initiates knowing how to decipher them.

The Silent Hymn

  • Beliefs: A religion dedicated to silence as a form of worship. Followers believe the divine speaks through stillness, and that listening to the silence reveals universal truths.
  • Practices:
    • Silent retreats, where speaking is forbidden for days or weeks.
    • Meditative rituals held in natural caves or remote mountains.
    • Sacred bells rung only during rare, momentous occasions.

The Stonekeepers

  • Beliefs: A faith centered on the worship of the earth and its stones, which are believed to hold ancient wisdom and divine energy.
  • Practices:
    • Stonecarving rituals to create sacred icons.
    • Pilgrimages to unique geological formations, such as cliffs or crystalline caves.
    • Sacred sites marked with cairns and engraved symbols.
Countries within this Continent
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.

  • A city-state thriving on its position as a trade hub. Despite its harsh climate, it has a bustling economy and diverse population.
  • Culture: Practical and resourceful, with a focus on innovation and collaboration.
  • Government: A technocratic council.

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.

Extra Info
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.

  • Blackthorn Creep: A thorny vine that grows aggressively in sealed-off regions, forming impassable walls.
  • Cityshade Ferns: Hardy plants that thrive in urban areas, purifying air and requiring minimal sunlight.
  • Sangroot: A rare and mysterious plant found in Lumea Sangelui, with blood-red sap believed to hold magical properties.
Fauna While most native fauna has adapted to urban environments, the restricted zones are home to mysterious and potentially magical creatures.
  • Pavement Prowlers: Agile, fox-like creatures that scavenge in urban areas, feared for their cunning.
  • Glowrats: Small, bioluminescent rodents that thrive in the underground systems of Caidanadia.
    • Creatures like Glowrats and Pavement Prowlers are both pests and companions. They are often domesticated or studied for their adaptability to urban life.
    • Some urban cultures in Caidanadia have harnessed the bioluminescence of animals like Glowrats for sustainable lighting.
  • Sangbeasts: Unidentified entities said to haunt the sealed regions of Hera, possibly tied to Lumea Sangelui’s mysterious culture.
    • The Sangbeasts in Lumea Sangelui inspire fear and awe. Temples are built to honor or placate these entities, with offerings left at their supposed habitats.
  • Hollow Ravens: Large black birds that mimic human speech eerily, often seen as omens.
Cryptids
  • Void Wraiths:
    • Appearance: Amorphous, shadowy beings with glowing, hollow eyes and whispering voices.
    • Fear Factor: These creatures are believed to roam Hera’s sealed zones, preying on those who venture too close. They drain life energy and memories from their victims.
    • Legends: Some speculate they are failed experiments or manifestations of the sealed zones’ mysteries.
  • The Crimson Host:
    • Appearance: A swarm of blood-red, bat-like creatures with piercing shrieks.
    • Fear Factor: Known to descend on cities, leaving devastation in their wake. They seem particularly drawn to areas around Lumea Sangelui.
    • Legends: Thought to be servants of ancient, forgotten deities.
Religions

The Luminal Accord

  • Beliefs: A mystical faith that believes in the coexistence of light and dark forces, representing balance in all aspects of life.
  • Practices: Meditation and rituals held during dawn and dusk, seen as sacred times of transition.
  • Regions: Predominant in Caidanadia, aligning with its philosophy of blending tradition and modernity.
  • Deities:
    • Elenai: Goddess of Light and Knowledge.
    • Noctis: God of Shadows and Secrets.

The Crimson Faith

  • Beliefs: A religion deeply tied to Lumea Sangelui, focused on the worship of bloodline deities and ancestral spirits. It is closely associated with rituals involving blood, which is considered sacred.
  • Practices: Bloodletting ceremonies, ancestor worship, and sacrificial offerings.
  • Regions: Exclusive to Lumea Sangelui, where the faith shapes governance and culture.

The Crimson Pact

  • Beliefs: An intense, blood-based faith where followers believe their lifeblood ties them to both divine and infernal realms.
  • Practices:
    • Bloodbinding rituals to forge pacts with deities.
    • Tattoos of runes drawn with the practitioner’s own blood.
    • Sacred chalices used in ceremonies to share blood among the faithful.

The Keepers of the Veil

  • Beliefs: This mystic religion focuses on the belief in parallel realms that exist alongside the physical world. Followers seek to commune with these hidden dimensions for knowledge and power.
  • Practices:
    • Ritualistic use of mirrors, believed to be portals to other worlds.
    • Dreamwalking ceremonies, where practitioners attempt to cross the Veil in their sleep.
    • Sacred texts called Reflections, written in mirrored script.

The Whispered Truth

  • Beliefs: A shadowy religion that values secrecy and the pursuit of forbidden knowledge. Followers believe true enlightenment comes from uncovering hidden truths and embracing the unknown.
  • Practices:
    • Silent vigils held in underground chambers.
    • The Whispered Rite, where followers share secrets with their deity in total darkness.
    • Sacred texts are encoded, with only initiates knowing how to decipher them.

The Boundless Chorus

  • Beliefs: A religion that sees music as the language of the gods. Each sound is thought to have a divine frequency that resonates with the cosmos.
  • Practices:
    • Communal singing as a form of prayer.
    • Sacred instruments passed down through generations, believed to hold spiritual power.
    • Temples shaped to amplify natural sounds, like wind and water.

The Arc of Eternity

  • Beliefs: A cosmic religion that views time as a circular force. Followers believe that every event repeats across infinite cycles and seek to align their lives with the grand cosmic pattern.
  • Practices:
    • Timekeeping as a sacred practice, with intricate calendars and celestial observatories.
    • Rituals held at equinoxes and solstices, considered moments of cosmic alignment.
    • Divination using elaborate time wheels.

The Call of the Deep

  • Beliefs: This oceanic faith venerates the mysterious depths of the sea, which are seen as the domain of ancient, godlike beings.
  • Practices:
    • Offerings cast into the ocean at midnight.
    • Ritual dives to commune with the gods below.
    • Whale songs considered sacred hymns.
Languages Sanghellic
Countries within this Continent
Caidanadian Concentration
  • Society: Technologically advanced and highly stratified, the mega-cities serve as hubs of wealth and innovation, while the outer regions are rugged and marginalized.
  • Culture: A mix of industrial efficiency and paranoia. Strict surveillance dominates daily life, and cultural identity is often tied to loyalty to the state.
  • Traditions: Festivals focus on technological achievements rather than nature, reflecting a society increasingly detached from its roots.
  • A technological and industrial powerhouse, tightly controlled by a surveillance state. Its mega-cities are a blend of corporate greed and dystopian bureaucracy. While the elite thrive, the working class toils under strict regulations. The Concentration’s walling of Lumea Sangelui reflects its uneasy partnership with the Báuturíí and Máncátír.
    • Cultural Traits: Technocratic pride, isolationism, loyalty to the state.
Lumea Sangelui
  • An eerie and mystical land, home to entities and phenomena not seen elsewhere. Its people are secretive, deeply spiritual, and connected to ancient rituals.
  • Lumea Sangelui holds an ancient and intense mythos which it teaches all of its children and expects any who pass it's walled borders to understand; Mythos of Sanghellic Deities.
  • Society: A highly mystical and secretive nation, shaped by Báuturíí and Máncátír influences. Blood rituals and hemomantic practices dominate.
  • Culture: A proud, isolationist culture that values knowledge of ancient texts and their ability to manipulate blood magic.
  • Traditions: The Ceremony of the Crimson Oath, where citizens reaffirm their loyalty to the nation and its supernatural protectors.
  • A secretive and mystical nation, deeply tied to hemomancy and ancient magics. The people are bound by ritual and tradition, often suspicious of outsiders. Their connection to the Báuturíí and Máncátír shapes their identity, making them a land of whispered legends and chilling truths.
    • Cultural Traits: Reverence for blood magic, strict hierarchy, mystical secrecy.
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:

  • A priest, or Rakhal, draws a small amount of blood from the participant and mixes it with sacred herbs or powdered gemstones.
  • The mixture is painted in runic symbols (Sanghellic script) on the individual’s skin.
  • The participant chants or sings their bloodline song, a unique melody passed down through generations, invoking their ancestors.
  • Symbolism: Blood is seen as the vessel of ancestry and divine energy, with the ritual enhancing one's connection to their lineage and purpose.
  • Cultural Impact: Participants gain a deeper sense of identity, often shaping their role in society.
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:

  • A ceremonial bowl, called the Velsar, is filled with blood offerings from willing participants.
  • Priests carve Sanghellic runes into ceremonial stones surrounding the altar, creating a protective circle.
  • The Mazhel are invoked through a rhythmic chant, and participants meditate in silence, allowing the shadows to "whisper" their truths.
  • Symbolism: The ritual emphasizes balance, ensuring harmony between light and shadow. The blood represents life freely given, not taken, a key distinction in Sanghellic philosophy.
  • Cultural Impact: This ritual is seen as vital for maintaining spiritual equilibrium and ensuring good fortune.
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:

  • Participants wear robes dyed in shades of red, symbolizing life and vitality.
  • A grand blood fountain (created by mixing blood with water and dyes) is erected in the center of the ritual site, cascading down sacred stone carvings.
  • Dancers trace runic patterns in the soil or sand with their movements, accompanied by hypnotic drumbeats and flutes.
  • As the dance concludes, participants dip their hands in the fountain and paint protective symbols on their homes or foreheads.
  • Symbolism: The flowing blood symbolizes life’s continuity and communal unity.
  • Cultural Impact: The ritual fosters a sense of community, gratitude, and shared purpose.
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:

  • Participants slice their palms and press them together, allowing their blood to mix.
  • The Rakhal inscribes runes symbolizing unity and commitment into a sacred stone, which is placed at a communal shrine.
  • The participants recite the Oath of Eternity: "Through blood we are bound, through life we endure, through the Veil we transcend."
  • A flame is lit using blood-soaked wood, signifying the eternal nature of the bond.
  • Symbolism: Blood is the ultimate binding agent, representing the shared essence of life and trust.
  • Cultural Impact: Breaking a Sangorth pact is considered a grave sin, with severe social repercussions.
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:

  • A symbolic animal (usually a goat or bird) is chosen and ritually blessed. Human sacrifices are rare and only performed in extreme circumstances or with the participant's consent.
  • The sacrifice’s blood is collected in the Mazhar Chalice, an artifact carved with ancient runes.
  • The Rakhal pours the blood into a sacred channel carved into the altar, allowing it to flow into the earth.
  • The ceremony concludes with the burning of incense and the chanting of ancient hymns.
  • Symbolism: The sacrifice symbolizes the community's willingness to give for the greater good and their submission to divine will.
  • Cultural Impact: These rites reinforce the community’s unity and their dependence on divine protection.
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:

  • Participants gather at family shrines or ancestral burial sites.
  • They place offerings of blood, food, and relics on the altars.
  • The vigil is conducted in complete silence, allowing participants to "hear" the whispers of their ancestors through meditation.
  • Sacred runes are painted on the shrine to invite the spirits to linger.
  • Symbolism: Silence signifies openness to the divine, while the offerings symbolize gratitude and connection.
  • Cultural Impact: The vigil strengthens familial bonds and preserves ancestral traditions.
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:

  • A circle of priests forms around a sacred altar inscribed with ancient runes.
  • Blood from multiple participants is mixed and poured into the Veil Chalice, a ceremonial artifact believed to bridge realms.
  • Chanting in ancient Sanghellic fills the air as the Rakhal consumes the blood, entering a trance-like state.
  • Through the Veil, the priest seeks answers, visions, or warnings from the shadow spirits.
  • Symbolism: The chalice represents the bridge between mortal and divine, while the blood signifies life’s offering to the unknown.
  • Cultural Impact: These rituals guide the direction of the society, with the outcomes influencing major decisions.
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:

  • A participant pricks their finger and uses the blood to draw Sanghellic runes on stone, wood, or skin.
  • The runes are "activated" through chanting and the application of heat (often a glowing ember).
  • Once consecrated, the object or structure is believed to hold protective or amplifying power.
  • Symbolism: Blood is the ink of the divine, binding the written word to the spiritual realm.
  • Cultural Impact: Bloodwriting is a revered art, with skilled practitioners holding significant status in society.

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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.

Extra Info
Flora Fortified Island & Coastal Cliffs--

Isolated and strategic, Nolij’s flora is practical and defensive in nature.

  • Spirebush: A thorny bush that grows in dense clusters, used to reinforce natural defenses.
  • Cliffbloom Ivy: A vibrant ivy that grows along cliffs, binding the soil and preventing erosion.
  • Fortleaf Trees: Strong, fast-growing trees planted around Adulsirc’s fortress to create living barriers.
Fauna Isolated and defensive, Nolij’s fauna often mirrors the continent’s militarized culture.
  • Cliff Eagles: Birds of prey that nest along Nolij’s sheer cliffs, their cries used as warning signals by locals.
    • The Cliff Eagle is a national symbol, embodying freedom and vigilance.
  • Fort Hounds: Loyal and highly intelligent canine breeds, trained for both companionship and combat.
    • Fort Hounds are bred as loyal companions and protectors, trained for combat and reconnaissance.
  • Ironback Crabs: Armored crustaceans that reinforce their shells with minerals from the cliffs.
    • Locals carefully maintain populations of Ironback Crabs, which play a role in cliff stabilization.
  • Glowfish: Luminescent fish that light up the coastal waters, used by locals for navigation.
    • Glowfish are used by sailors to navigate the coastline, creating a symbiotic relationship between humans and marine life.
Cryptids
  • Cliff Shades:
    • Appearance: Shadowy figures that haunt the cliffs, resembling twisted humanoids with glowing red eyes.
    • Fear Factor: They drag travelers over the cliffs to their doom, leaving behind chilling whispers.
    • Legends: Said to guard ancient secrets hidden within the cliffs.
  • Ironbeaks:
    • Appearance: Gigantic, bird-like creatures with metallic feathers.
    • Fear Factor: Known for their deadly precision and ability to destroy fortified structures.
    • Legends: Believed to have been created by ancient mages as weapons of war.
Religions

The Watcher’s Creed

  • Beliefs: A fortress-focused religion that worships divine guardians who protect against external threats.
  • Practices: Fortification-blessing ceremonies and prayers for safety and vigilance.
  • Regions: Dominates Adulsirc.

The Forge Eternal

  • Beliefs: A religion centered around the worship of fire, metal, and craftsmanship. Followers believe the act of creation is a divine ritual and that smithing connects them to the gods.
  • Practices:
    • Smithing rituals where tools and weapons are forged as offerings.
    • Festivals of Fire, celebrating creation and innovation with massive bonfires.
    • Temples designed as vast forges, where priests work as master smiths.

The Silent Hymn

  • Beliefs: A religion dedicated to silence as a form of worship. Followers believe the divine speaks through stillness, and that listening to the silence reveals universal truths.
  • Practices:
    • Silent retreats, where speaking is forbidden for days or weeks.
    • Meditative rituals held in natural caves or remote mountains.
    • Sacred bells rung only during rare, momentous occasions.
Countries within this Continent
Foraza Represents the industrial and agricultural cores of Nolij alongside Doshka. Its known for its fertile lands and innovation in farming techniques.
  • A resource-rich nation known for its dense forests and sprawling agricultural lands. It thrives on timber, agriculture, and trade with neighboring nations.
  • Culture: Rooted in hard work and communal values. Folklore around forest spirits and protective deities remains strong.
  • Government: A democratic system with elected officials who prioritize land conservation.
Doshka Represents the industrial and agricultural core of Nolij alongside Foraza. It thrives on trade and commerce.
  • A mountainous nation known for its self-reliance and isolationist tendencies. Its people are hardy and pragmatic, skilled in mining and metallurgy.
  • Culture: Strong oral traditions, with epic poems and songs recounting their history of survival.
  • Government: A council of elders governs, making decisions based on tradition and communal needs.
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.

  • A coastal nation reliant on fishing and maritime trade. Its people are seafarers and traders, often journeying far from home.
  • Culture: Deeply tied to the sea, with rituals honoring water deities and festivals celebrating fishing harvests.
  • Government: Run by a Merchant’s Guild, with wealth dictating influence.
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.

Extra Info
Flora Temperate Forests & Plains--

West Jorban features abundant forests, fertile plains, and adaptable plant species.

  • Amberwoods: Trees with sap that hardens into amber, valued for crafting and trade.
  • Blazewheat: A golden, fast-growing grain used in the U.S.K. and Tamita for food and biofuel.
  • Prairiebells: Bright, bell-shaped flowers that dot the plains and are often associated with good fortune.
Fauna A mix of adaptable mammals, birds, and fish dominates West Jorba, reflecting its temperate climate.
  • Amber Foxes: Quick and clever foxes with reddish fur, often associated with prosperity.
    • The Amber Fox is considered a trickster figure in West Jorba myths, teaching lessons about cunning and survival.
  • Great Buffalo: Massive herbivores that roam the plains, central to the ecosystems and traditions of the region.
    • Great Buffalo are essential for farming communities, providing meat, hide, and labor.
  • Lake Serpents: Aquatic creatures believed to inhabit the Great Lakes, rarely seen but frequently told of in legends.
    • Efforts to protect Lake Serpents are tied to tourism and ecological preservation.
  • Prairie Cats: Small, wild cats that hunt rodents, keeping the plains in balance.
Religions

The Pioneer’s Path

  • Beliefs: A pragmatic religion centered on human ingenuity and survival, with deities representing progress and resilience.
  • Practices: Community feasts, monument-building, and tool-blessing ceremonies.
  • Regions: Central to U.S.K. and Tamita.

The Cycle of Beasts

  • Beliefs: A religion that believes humans and animals share a spiritual cycle of reincarnation. Each person is thought to have an animal counterpart, which influences their personality and destiny.
  • Practices:
    • Vision quests to discover one’s spirit animal.
    • Ceremonial hunts where the animal's spirit is thanked and honored.
    • Tattoos of spirit animals as symbols of spiritual growth.
Countries within this Continent
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.

  • Society: Industrialized and fast-paced, yet fractured by deep cultural and racial divides. Political polarization is rampant, as is economic inequality.
  • Culture: Individualism and innovation dominate, with a heavy emphasis on self-reliance. However, traditional values remain strong in rural areas.
  • Traditions: Independence Day festivals and state fairs showcasing local ingenuity are widespread.
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.
  • A temperate nation known for its fertile lands and strong connection to Tamita. Often considered a buffer state between the U.S.K. and Tamitan influence.
  • Culture: A mix of U.S.K. industrialism and Tamitan traditions, with bilingualism common among its citizens.
  • Government: A republic with strong ties to both neighboring powers.
Takatach
  • A humid, tropical nation with dense jungles and a reputation for fierce independence. It’s known for its biodiversity and natural beauty.
  • Culture: Spiritual, with many tribal communities preserving ancient traditions. Ritualistic dances and ceremonies are common.
  • Government: A coalition of tribal leaders governs, working to protect the nation's resources from foreign exploitation.
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.

  • Tamita is a rugged and resource-rich region in the eastern portion of West Jorba, it borders the U.S.K., forming a tense and often volatile divide between two nations with vastly different cultures, governments, and priorities. Tamita is infamous for its lawlessness in certain regions, the dominance of the Tamitan Cartel, and its unique blend of indigenous traditions and modern struggles.
  • Society: A land of stark contrasts, from the wealth and power of the Tamitan Cartel to the struggling rural communities.
  • Culture: Deeply tied to indigenous traditions, with a focus on communal survival and resistance against cartel oppression.
  • Traditions: The Day of Spirits, honoring ancestors and seeking their protection against modern dangers like the cartels.
Kuirta
Ufune
  • A desert nation with strong trade ties to neighboring Tamita. Known for its intricate textile industry and vibrant markets.
  • Culture: Art and storytelling are central, with intricate patterns and designs symbolizing family and community ties.
  • Government: A monarchy with a focus on maintaining trade dominance.
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.

Extra Info
Flora Rainforests & Andes--

East Jorba’s flora is lush and vibrant, deeply tied to the region’s biodiversity.

  • Andesblossoms: Hardy flowers that thrive at high altitudes, their petals used for natural dyes.
  • Junglefruit Trees: Towering trees bearing large, nutrient-rich fruits essential to the rainforest’s ecosystem.
  • Veilvines: Thick, curtain-like vines that form natural shelters in the jungle.
Fauna Vibrant and diverse, East Jorba hosts creatures that thrive in dense forests and high altitudes.
  • Andes Raptors: Agile birds of prey that hunt along mountain ridges.
  • River Leviathans: Large, snake-like creatures inhabiting the Amazon-like rivers.
    • The River Leviathan is believed to guard the rainforest’s secrets, with rituals performed to honor its presence.
  • Jungle Panthers: Sleek predators with spotted coats, blending perfectly into their rainforest surroundings.
    • Jungle Panthers are a symbol of stealth and strength, often depicted in traditional tattoos and carvings.
  • Crimson Monkeys: Brightly colored primates that are both mischievous and revered in local lore.
    • Crimson Monkeys are occasionally tamed for harvesting fruits in difficult-to-reach areas.
Religions

The Jungle Spirits

  • Beliefs: Animistic worship of rainforest spirits, seen as guardians of the ecosystem.
  • Practices: Ceremonies to thank spirits for their bounty and protection.
  • Regions: Widespread across East Jorba.
Countries within this Continent
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.

  • Society: A powerful and growing nation, heavily reliant on its natural resources and labor force.
  • Culture: Browil has a vibrant cultural identity rooted in its lush landscapes and biodiversity. Music, dance, and art are integral.
  • Traditions: Harvest Festivals, where communities celebrate their connection to the land and its bounty.
Tinco
  • A heavily forested nation with strong logging and paper industries. Its people are known for their craftsmanship.
  • Culture: Practical and efficient, with woodworking and construction central to their identity.
  • Government: A parliamentary democracy emphasizing trade and innovation.
Tolla
Cadona
  • A coastal nation with a rich fishing industry and strong naval tradition.
  • Culture: Celebrations often center around maritime achievements, with boat races and seafood feasts.
  • Government: A constitutional monarchy.
Terico
Esda
Canazoia
Porana
Padazones
Faozeles
Maracares Coastal nations with a strong maritime tradition, their cultures revolve around trade, fishing, and naval prowess.
Paotada
  • A high-altitude nation, largely rural, known for its terraced farming and mountain temples.
  • Culture: Strongly spiritual, with a belief in mountain spirits and rituals tied to the harvest.
  • Government: A theocratic council led by high priests.
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.