SirBlazeALot
The Dank Knight
SETTINGS & LOCATIONS
Okay so, I think this is pretty self explanatory right? Right. So here's all the places and stuff. You might wanna just leave this open in another window as you read through the Lore shit. Once you're done reading this, go ahead and check out Factions.
PaleniaA nation above Herranow rooted in tradition. Home to many mages, monks, clerics, you know, magic users and spiritual types in general. It is ruled by The Church of the Goddess, with its leader being Pontifex Blank Blank. His son/daughter Blank Blank is the representative of Palenia for the Assembly. The Church is the spiritual center of Neth's primary religion of the Goddess of all Life, known simply as The Goddess. It is the only nation in the world in which a religious leader is also a world leader.
(Yes, @LupusDeUmbra typo'd, it's Palenia, not Pelania)
Overview
Palenia is culturally and architecturally based off of Italy. Imagine renaissance Italy with castles and other high fantasy shit for the general appearance of this nation. Laguz aren't exactly liked in these parts, but Manaketes are revered. As such, Palenia has the highest population of known Manaketes between both continents. Branded and Elves, are both the offspring of Laguz, so they are also not very welcome here. Elves less so than Branded due to their Manakete blood.
Palenia doesn't really have a bandit problem...but it does have a cult problem. That's right, a cult problem. Sometimes, people here are captured and sacrificed to ancient gods, or enslaved and abused in weird rituals by forest and mountain dwelling weirdo-magicians. Yes, there are even a few weirdo monks and "holy men" out there who participate in such activities and practice forbidden magic. There are conspiracy theorists who believe that some of Palenia's Archbishops are members of high level cults.
In the past, when the upper half of Herranow was a part of Palenia, they clashed constantly with Fuccino. The Palenians believed that the Fuccini innovation of technology threatened the way of life that the Goddess had intended. The Fuccini people were declared heretics, and they've waged war against Fuccino for centuries until the end of The Grey War, which resulted in the foundation of Neth's third country Herranow.
Pontifex Blank Blank and family live in Cathedral Pelanionus. The capital region is also known as Pelanionus. Pelanionus is one of 7 regions, and each one has a Cathedral to serve as its primary church. Underneath Cathedral Pelanionus is a secret library that only the Pontifex and the 6 Archbishops of the other Cathedrals are allowed access to. Even Mage Lord Character cannot enter until he/she becomes the Pontifex. Pelanionus (Yellow Dot) is the topmost region and descending from there are 6 regions and Cathedrals known as: Viviana (Pink Dot), Nostriano (Purple Dot), Serpico (Red Dot), Loris (Orange Dot), Adelaide (Green Dot), and Brunetti (Blue Dot).
Pelanionus has the highest population and is not only a religious center but a commercial center as well. Nostriano is home to many dark mages and probably has the worst of the cults hiding in its mysterious forests. Viviana is rather mountainous and home to students of Light Magic. Adelaide boasts the esteemed Anima Academy, where mages enroll to study Anima magic and its applications. Serpico is home to many a Manakete and Cathedral Serpico's library boasts a ton of ancient historical texts, so the region attracts a lot of historians. Loris is known across Neth as being home to master chefs and gourmet delicacies. Finally Brunetti, on the border of Herranow, is home to some of the strongest, (and most racist/extremist) mages of all forms. Brunetti served as Palenia's "Great Wall of The Goddess" during The Grey War.
The three islands surrounding the mainland are known as the Forbidden Lands. It is said that the one on the right teleported to the other side of the country centuries ago. Legend has it that Magicians left the mainland and strayed from the path of the Goddess to practice forbidden and unnatural magic, and now all who travel to the Forbidden Lands never return. Especially if you go to The Moving Island. If you go to The Moving Island, you're extra fucked. It's straight up illegal to book voyages to these islands, and the matter is taken so seriously that sailing from Palenia can be a major hassle. They've got a ton of soldiers dedicated to making sure boats are going where they say they're going. Think of them as the TSA.
The Satrellian War
After Fuccino's coup, Palenia was marked as the power shifted nation's primary target. As you can imagine, this made the Palenians pretty pissed and antsy. Especially when they found out New Fuccino's privatized military was receiving assistance directly from Taros. Who's to say those assholes won't just sail over to Palenia?
The Pontifex believes that Palenia and Herranow should go on the offensive and assist the Fuccini "rebels" trying to take their government back. Herranow is caught between the two, as Fuccino is trying to convince it to side with the Rising Sun. It refuses to get involved in the war, and instead defends the border until some kind of peaceful solution can be reached. The Pontifex grows impatient with this plan, as does New Fuccino.
Common Classes
War Monks, Dualists, Sages, Dark Knights, Druids, Summoners, Bishops, Dark Priests, Animists, Holy Knights, Dark Fliers, Falcoknights, Battle Mages, Crusaders, Fire Dragons, Ice Dragons, Thunder Dragons, Wind Dragons, Ivory Dragons, Seamsters, Enchanters, Scribes, Botanists, Poachers, Huntsmen, and Paladins
Herranow
Overview
A young nation between Palenia and Fuccino. It is known to keep the peace among the three nations. The constant warring in Neth ended when Herranow was formed between the two nations after The Grey War. It is a monarchy ruled by King Blank Blank. Structurally, imagine a mix between both Palenia and Fuccino. This nation is in between the two and was influenced by people from both. Prince Blank Blank is representing Herranow in the Assembly.
Herranow is home to green plains and lush forests. There are many bandits on the coastline and some cross over from the mountains that dot Fuccino's border. The people here are generally proud of the country's history of peace-keeping. A romantic relationship between a human and a Laguz or Manakete would be looked down upon by some, as would mixed race offspring, but for the most part the people here are tolerant of other races and spiritual beliefs. This is in honor of the country's foundation upon unity. Herranow is meant to be a place for all of mankind, despite differences of religion, opinion, and race. Herranow is renowned for its grade A mercenary troupes and military force.
Herranow was formed 200 years ago during an event known as The Grey War. Prior to its formation, Fuccino and Palenia were the only countries in Neth. They were locked in a constant battle of ideals that wouldn't come to an end until the citizens of the center of the continent formed an army known as The Grey Force. With both Fuccini and Palenian Greys, they were able to manipulate the weaknesses of both parties, end the fighting, and establish an independent state to keep the peace.
To this day, the leaders of Neth meet in Castle Flèche. Castle Flèche is in the capital of Herranow. It is dead in the center of the arrow shaped land. Herranow boasts the strongest army and the most honorable mercenary troupes. It's divided into three provinces, top, middle, and bottom. Castle Flèche is in the middle and home to the Blank Blank family. Thus, the region is called Blank Blank (Red Dot). The northern and southern sections each have a giant fortress used during the Grey War. These fortresses and regions are overseen by two Barons. Each one is a close friend of the king, and were appointed by him for their strength and wisdom.
The North Region is known as Archardt (Green Dot), and the South Region is known as Kerwyn (Blue Dot). Archardt, being relatively close to Palenia is the spiritual center of the country. It is governed by Baron Iro whose family resides in Whitefort. Kerwyn is the economic center and is governed by Baron Jin whose family resides in Blackfort. Herranow's island, known as the Iron Isle (Orange Dot), is home to The Grey Colosseum. Warriors from all over Neth travel to participate in the games and to test their mettle. It also attracts many spectators. The Isle is naturally beautiful, so it has become a popular vacation destination in Neth.
The Satrellian War
Herranow's been trying to keep the peace ever since the Tarosians showed up on their shores and the Assembly was formed. For a while, everything seemed like it would work out. The Tarosians were willing to apologize for their hasty actions, and it looked like the beginning of a new friendship. Then all hell broke loose. There was a coup in Fuccino after The Assembly left, and now a group has turned the democratic country into an oligarchy ruled by a King and his council.
Now the nation has found itself in a fucked up predicament. Fuccino has invited Herranow to join the SUN with Taros and to eliminate Palenia. They cite Palenia's strict and traditional ways as a hindrance to progress. While the Herranese would very much like to ally themselves with their new neighbors to the west for world peace, they don't wanna accomplish that by destroying Palenia.
Palenia on the other hand wants to invade Fuccino and reestablish its former democratic system. The Herranese are concerned however that Palenia might take the opportunity to embed itself in the country in an attempt to spread its religious doctrine. Caught between a rock and a hard place, Herranow has currently announced itself to be a neutral party, and will simply defend their border to ensure that their country isn't invaded. It is closed off to Fuccini people, whether they're trying to go back home from Herranow or flee from the war torn nation.
Common Classes
Blacksmiths, Armorers, Paladins, Great Knights, Generals, Battle Mages, Halberdiers, Vanguards, Dark Knights, Heroes, Crusaders, Warriors, Gladiators, Trueblades, Snipers, Rangers, Bounty Hunters, Wyvern Lords, Revenant Knights, Punishers, Royal Guards
Fuccino
Overview
A democratic and progressive nation below Herranow. Known to advance technology and trade of the entire continent. Formerly ruled by President Blank Blank. Fuccino is culturally and topographically similar to the United States. It is home to Senator Blank Blank, the child of President Blank Blank and the Fuccino representative of the Assembly. Imagine if all of the major buildings in Washington D.C. were made into high fantasy castles. That's basically what Fuccino looks like.
People here tend to be pretty open-minded, so Laguz, Manakete, and both mixed races are welcome. Many people in Fuccino are Faithless, and do not worship any gods. Instead they prefer to place their faith in logical concepts. All-Soulists are the most common religious folk. They also tend to be greedy, and there is many a corrupt noble in these parts that engage in extortion, bribery, general foul play, and wild parties. Those are the crooks you need to worry about, as they tend to employ seedy thugs and bandits that live in the mountains near Herranow's border to do their bidding.
The lower half of Herranow was formerly a part of Fuccino. Fuccini government declared their Northern neighbors to be self righteous and bigoted. They believed that their worship of their "Goddess" was holding back the progress of humanity. They deemed the magic users to be nut-jobs, and waged war on Palenia for centuries until the end of The Grey War.
The regions of Fuccino are called states. The southernmost state is Athens (Green Dot), and is home to the White Palace. The other four states from north to south are Irus (Orange Dot), Rhoda (Blue Dot), Evadeen (Red Dot), and Marx (Yellow Dot). Each state has two Senators. Blank Blank is one of the Senators of Athens. Senators have relatively easy jobs, they meet with the president once a month with a list of issues from their states and argue for a few hours. Sometimes a bill is written and the population votes on it and bam, government. Senators typically have other business endeavors,such as Diana and her father's banking company. Needless to say, many Senators can uh...be influenced by coin...and have been known to influence others with steel.
Athens is known for it's bustling busy streets and majestic monuments built to honor former Presidents. It's quite the historical location as well. Marx is known for its humid weather and beautiful marshes, which are home to unique plantlife. Evadeen is quite metropolitan and urban, and is a center of production. Rhoda is known for its lush plains and sunny skies. Irus is known for its dry, mountainous land and the unsavory characters that lurk in the hills.
The Satrellian War
Fuccino got hit hardest by the war. When the Tarosians came and the Assembly was organized, a few Senators went behind the nations' backs and spoke with the Tarosians about forming a secret alliance to overthrow the President and Fuccino's democratic system, and to become best buddies with Taros. They seduced Taros's ambassadors with Fuccino's huge treasury and economic advantage. A deal was made swiftly. An alliance would be formed with New Fuccino if the Senators could prove their allegiance by assassinating the President. The Senators "succeeded", and word was sent back to Taros. In reality, the former President is still alive. He's just in prison.
Now, the Senators have set up an oligarchy ruled by a King and a council of the richest men in the nation. The current narrative they're spinning is that the President was a greedy anti-progressive fuck who bent to the will of the Palenians and Herranese, thus resulting in a stagnant Fuccino. The very nation was built upon progression, and the system in place simply doesn't allow for it. Taros is a better ally for Fuccino, because despite being religious, they aren't backward. The airship is often cited when the New Fuccini government are singing the Tarosian's praise. The new King is subduing the Fuccini people with their privatized military, and now most recently Taros has lent them troops to help them get the nation under control. Many resist this shift in power and look to their northern allies for help, but the Herranese refuse to act.
The "rebels" aren't the only ones looking to Herranow for help. Believing the powerful nation could still be an ally, the new King is attempting to pressure the Herranese into joining Taros's alliance. They make it clear they don't have an issue with Herranow, it's Palenia that they'd rather see wiped from the face of the Earth. They fear that ultimately, the Palenians will be resistant to rule under Taros's Imperial banner due to the stark differences in their religions. Once again, they believe Palenia will hold mankind back from advancement.
Common Classes
Blacksmiths, Apothecaries, Transporters, Engineers, Armorers, Seamsters, Trueblades, Assassins, Heroes, Tricksters, Whispers, Berserkers, Rogues, Warriors, Gladiators, Terrestrial Laguz, Aerial Laguz, Royal Guards, Vigilantes, Gangsters, Bounty Hunters, War Drummers.
Wynda
Overview
A republic ruled by a council of 12 representatives known as Dukes and Duchesses. It has yet to fall to the might of Taros, but it's damn near there. A resistance comprised of knights fallen from honor and patriotic citizens fight to defend their nation, but they're on their last leg. Small pockets of fighters have taken up the blade to combat the Tarosian and Ifrinic invaders. The only problem now is uniting them under one banner.
Wynda is known for its rainy, windy, and snowy weather, which has helped to slow the invaders, as neither Tarosians or the Ifrinic people are used to Wynda's climate, and they make up the majority of the Rising Sun's invading in the area. Prior to the war, Wynda was known for its stalwart and sturdy people. It was once a nation known for its honorable people.
However, many of the representatives have turned against their country. Now human and Laguz alike fight hand in hand against their former leaders who have joined the Rising Sun. There is rumored to be a tribe of Ice Manaketes that live on the top of Haljorn, Wynda's tallest mountain, that have been isolated from the world below for centuries. Wynda is also home to powerful Bear Laguz. Ordinism is the primary religion of the land. Wynda also boasts a covert order known as the Spellblades. They're a group composed of spies, assassins, and thieves dedicated to preventing political corruption among the 12 representatives of the northern nation. They fight alongside the Resistance as well.
Though their forces are crumbling, the Resistance remains alive in Wynda. They refuse to fall to the will of Taros, but have gone underground as the Rising Sun continues to occupy Wynda. Many of the rebels are executed and brought to death. The members of the council that betrayed their country have allied themselves with Taros. Their job is to root out all of their rebels, thus saving Taros the effort. The most successful force of the Wyndan Resistance is commanded by the combined power of Uryva and Edvyn.
Wynda is unique in that it has no real head of its nation, though it still maintains a national law. The law is made by the 12 Dukes and Duchesses and is upheld by their armies. Of the 12, 6 have submitted to Taros, 1 has been killed and is in the process of being replaced by a Tarosian appointed official, 3 still stand against the will of the Empire, and 2 are in hiding.
The remaining three rebellious regions are Akyr (blue dot) to the far north, home to the mountain Haljorn. Kniks (Brown dot) to the west, home to powerful barbarians and Laguz who live off of the wilds. And finally, Eska (pink dot) to the northwest between both Kniks and Akyr, home to valiant knights. Eska is lead by Duchess Arius, the mother of Uryva.
The current hotspot of the war is taking place primarily in the center of the country, where the three fallen regions reside: Shila (Green Dot), Tonrari (Purple Dot), and Desna (Yellow Dot). Though their palaces have fallen, the Resistance is putting up quite the fight in these three regions. Shila and Tonrari's Dukes/Duchesses are in hiding, while Desna's has been executed and is in the process of being replaced by the Rising Sun.
The Southern Portions are currently occupied by the Rising Sun. However, Tarosian troops are becoming thinner in these areas due to soldiers being needed on the front lines. The remaining Dukes and Duchesses have complied with Taros and have begun the process of rooting out the rebels and bringing the Empire their heads. These 6 regions are Ulva (Orange Dot), Volar (Light Orange Arrow), Nelerin (Light Green Dot), Zenith (Red Dot), Imperos (Black Dot), and Stratos (Grey Dot).
Many of these regions are small. Imperos shares the closest proximity to Taros and has many islands. The Great Bridges are located in Imperos. Ulva borders on Ifrin beneath Kniks and Shila, and had long been plagued with invasions by Ifrinic marauders and bandits even before the war. Zenith, Nelerin, and Volar quickly surrendered to the Empire after Imperos fell. Imperos was decimated in the war. As a show of power, the Tarosians attacked Imperos first, with no warning. They destroyed farms and villages, killed a bunch of soldiers who'd surrendered, and ordinary civilians as well. The Duke of Imperos, Duke Einskr was made to grovel before the Empire's forces before the killing stopped. With Zenith and Nelerin in the bank, the fall of Desna caused Stratos to join hands with the Empire as well.
The Resistance still has some fight left in it. Desna is receiving a lot of assistance from Akyr and Eska. The same can be said for Shila and Tonari, whose Dukes/Duchesses are currently in hiding. Ulva fell to the armies of Ifrin and Shila is currently dealing with them with help from Kniks and Eska.
All twelve regions of Wynda are in possession of a legendary weapon. They're known collectively as the Arms of Ord. They were crafted by a prophet named Orion around the inception of the idea of having a league of rulers in Wynda. Orion's final words concerning the Arms were that there was a thirteenth that he'd hidden away. However, each of the other 12 Arms functioned as keys and that when they were all brought together, one would be granted access to the 13th Arm. No one has any idea what the 13th Arm is exactly, but according to Orion, it's a weapon fit for an Angel, and should only be used if Chaos overtakes the world.
The 12 Arms are the sword Gram of Imperos, Narin the spear of Akyr, Cetan the lance of Desna, Brisinger the hammer of Eska, Olarn the axe of Kniks, Braga the bow of Shila, Sangilan the dagger of Nelerin, Qana the claws of Tonrari, Anyu the staff of Ulva, Calicol the ice tome of Stratos, Aureola the light tome of Zenith, and Apocalypse, the dark tome of Volar.
The Satrellian War
Wynda's region Imperos was hit first in the war and ever since then the whole thing's been a clusterfuck of chaos. Part of Taros's military brilliance is isolating the Resistance to keep them from truly allying with one another. Ifrin's border on the Northern land was conquered quickly by the Rising Sun, thereby isolating Wynda up top to deal with the might of both nations.
Clearly, Wynda represented the biggest threat to Taros's rule, and so the raid on Imperos was especially brutal and unforgiving in order to intimidate the other Dukes and Duchesses into joining SUN. It didn't work as well as expected, as the majority of the country put up quite a fight. But a few of the regions, especially the smaller ones close to Taros surrendered immediately.
Those who are still fighting in Wynda are attempting to protect the 12 Arms from the Rising Sun, who has become suspiciously interested in collecting them. The Rising Sun is in possession of Gram, Cetan, Sangilan, Anyu, Calicol, Aureola, and Apocalypse. The Dukes/Duchesses of Tonrari and Shila took Braga and Qana with them when they fled, which Narin, Olarn, and Brisinger in possession of Resistance.
Common Classes
Paladins, Great Knights, Sages, Animists, Warriors, Halberdiers, Vanguards, Heroes, Revenant Knights, Wyvern Lords, Berserkers, Blacksmiths, Armorers, Assassins, Gladiators, Rogues, Champions, Rangers, Bounty Hunters, Huntsmen, Nightstalkers, Dawnbreakers, Terrestrial Laguz, and Aerial Laguz.
Taros
Overview
A gargantuan empire ruled by Dictator-Emperor Steele. He wishes to unify all of Satrella and Neth by force. The Emperor believes it is Taros's responsibility to establish a worldwide rule for strength through unity. Taros has launched a successful war and gained control over most of Wynda, is allied with powerful Ifrinic Warlords, and has succeeded in starting a rebellion in Fuccino.
It looks like and is culturally similar to ancient Rome mixed with Fuedal Japan if you can imagine that. One of the goals of the Tarosian military is to capture The Assembly, but that's only a detail in a much bigger picture. Taros uses a blitzkrieg-like tactic, and they attack without warning. Their soldiers are ruthless, and kill any who oppose them or defy the will of the Emperor without question.
The Tarosian military force is known for it's powerful cavaliers and fearsome Gryphon Riders. It is the wealthiest country between both continents and is filled with ornate and extravagant architecture. The Laguz in Taros have been stripped of their stones and are now sold as slaves. The people here tend to be decadent, indulgent, and corrupt but also innocently ignorant toward what exactly is going down all over the continent. Being supremely wealthy and comfortable usually means people don't ask questions. Not to mention, there is an inherent trust in the Emperor and his goals due to Ordinism and the nation's successful past. Ordinism is the primary religion of the land. Taros is home to the Kite Rider Taran, the nephew of the Emperor who has currently gone missing.
Taros has a unique history. A thousand years ago the lower half of Taros was a totally separate country known as Osha. Osha was a Sietic nation with an actual governing body, unlike their western neighbors in Ifrin which had its traditions rooted in nomadic tribes. At the time, Taros was known as Tarana. As trades began to establish and each country grew to understand the customs of each other, many Sietic and Ordinist scholars drew parallels between Ord, the patriarchal deity of the monotheist Ordinist religion, and Uriel, the God of Light in Sietic tradition. Many Sietic people began to convert to Ordinism, and began to refer to Uriel as Ord, and to denounce the other Sietic gods.
This started a HUGE civil war in Osha, now known as Uriel's War. With help from Tarana, Ordinism spread throughout Osha. The Siet ended up losing Uriel's War, and dispersed to Ifrin and Aquano. Osha and Tarana would fuse to become Taros, the largest country in all of Satrella. The Empire was formed, and almost the entire Southern portion of Satrella was taken over by the combined forces of the two cultures. After one thousand years, Oshans and Taranians have blended and absorbed into one another, and it is clear in the bloodlines, architecture, and culture of the country. Tarana was more of a Roman kind of place, while Osha was more of an East Asian type of place. The fusion created the unique mix of Roman/Japanese architecture, weaponry, and tradition that Taros gains its inspiration from. That's how people like Octavia Okami came to be. To this day, Uriel's Tower still stands in south Taros.
Many of Osha's old traditions have carried over into the Tarosian way of life. For instance, many shrines to both Ord and the Sietic Gods still exist in the southern region of the country. Special Oshan knights known as Samurai have retained their tradition as well, and are commonplace in the Tarosian military. Samurai were known for their undying loyalty toward their masters, and many nobles across Satrella employ them as bodyguards for themselves or their children.
The Satrellian War
The nation of Taros and Emperor Steele have demonstrated nothing short of military might and genius during the war. Their surprise attack on Wynda shocked the continent. They secured powerful allies in the Ifrinic Warlords they managed to befriend and formed SUN. They isolate each nation's resistance forces to keep them from unifying into a larger force.
On top of that, using information gained from the prisoners they captured from Operation New World, they planted the seeds for a rebellion in Fuccino and gained another powerful ally in Neth. And a wealthy one at that. They plan to use Fuccino's war to cause political disarray and confusion all over the foreign land.
Common Classes
Generals, Gryphon Accusers, Sky Captains, Halberdiers, War Monks, Bishops, Shinobi, Puppeteers, Trueblades, Paladins, Great Knights, Holy Knights, Engineers, Transporters, Crusaders, Master of Arms, Oathbreakers, Huntsmen, Dragon Hunters, Punishers, Geishas, and High Priests.
Ifrin
Overview
A vast desert occupied by powerful warrior tribes. It is ruled by a collective of 10 Warlords representing the 10 varied tribes. Many of the strongest tribes allied themselves with Taros. All tribes who rebelled were slaughtered to near extinction, but a small operation of scattered tribesmen stands against Taros. They have been cut off from the Resistance forces in Wynda and The Aquani Army.
Ifrin is based off of the Saharan Desert, Saudi Arabia, India, and the South Western United States and there's a little bit of Oshan (Japanese) influence here and there too, i-i-i-it's basically a cluster fuck of a lot of shit because it's diverse as hell. The bandits here are often referred to as Marauders. Many of the warrior tribes of Ifrin are Laguz-based, however, their human counterparts quickly betrayed them and sold a large majority of the Laguz population into slavery once the war began. Tensions between humans and Laguz have been high for centuries, and the war was the final nail in the coffin.
Many of the canyons of this nation are infested with giant spiders, which have been domesticated and trained for battle by the Beastmasters of Ifrin. Another famous animal native to Ifrin is the Thunderbird: huge birds of prey that are capable of forming intimate bonds with human riders and fighting as one. The people of Ifrin value nature and the health of the planet. Siet is the primary religion of the land.
Ifrin has 10 large tribes scattered throughout its deserts. Many of these tribes are racially based, but others are not. Aside from Ifrin's ten tribes, the land is home to many a roaming gang of marauders or just, really big fucking families and of course cultists, trade caravans, etc. etc. Marauders pillage pretty much anyone they can, and have little allegiance to anyone. They're lead by the promise of riches. Many Marauders are ex-tribesman, and so many of their gangs are quite racially diverse.
Ifrin is ironically home to Aqua's Temple. The temple is said to be in an oasis in the middle of the desert that only the pure of heart can find. Ifrin's two other Sietic temples include Thorno's Temple in the western mountains on the coastline, and Venti's Temple, which is located inside of a giant pyramid in Southern Ifrin.
- Al'Hib, The Tribe of Dogs. This tribe is composed of Wolf, Fox, Hound, and Wolfssegner Laguz. Other Laguz are welcome to join with the permission of a canine member, but canines typically make all of the executive decisions. Its warlord is a Wolf Laguz. Humans are only allowed to join if they have a Branded child, same goes for Manaketes and Elves. Clearly, this tribe is allied with the Ifrinic Resistance, but it was one of the first to be struck, and has been greatly weakened. Many of its members have been enslaved.
- Hiwan, The Tribe of Beasts. This tribe is more inclusive than Al'Hib in terms of Laguz. All Laguz are welcome to join, but Laguz only. Branded and Elves are not accepted within this tribe. Many of the Hiwan were taken as slaves when the war began, so yeah, they've obviously sided with the Resistance as well.
- Qazzam, The Tribe of Elves. This tribe was created exclusively for Elves who can't find a home, and their parents who may have been ostracized for their Elven children. It is now almost entirely composed of elves that have a primarily Elven bloodline due to Elf x Elf mating taking place for many generations. The Qazzam were split during the war, some siding with the Tarosians and denouncing their Laguz and Manakete ancestry, as they now consider themselves to be an entirely different and superior race, similar to humans. Others have not forgotten, and have sided with the Ifrinic resistance.
- Ealama, The Tribe of the Marked Ones. This tribe is similar to the Qazzam, but for Branded. They are one of the most feared tribes, and make up some of the strongest fighters of the Ifrinic Resistance. Many of them have fled however, believing that the resistance would ultimately fail and they could discreetly hide their markings and integrate within the new empire better than fighting against impossible odds. For this reason, the remaining members tend to look Branded as fuck with marks all over their bodies that would be impossible to hide.
- Raed Tanin, The Tribe of the Thundering Mountains. This is a Manakete exclusive tribe. It is the oldest tribe in Ifrin. Its members are quite mysterious and protect their mountainous region on the coast like a mother bear protecting its young. They have begrudgingly joined the Ifrinic Resistance. Their warlord is a Golden Dragon.
- Rih Rajul, The Tribe of Relentless Winds. This is the second largest tribe in Ifrin. The majority of its members are humans, and those that weren't were sold as slaves. Rih Rajul was among the first to join the Tarosians in their conquest of the continent, due to their unstable history with the Al'Hib, Hiwan, Qazzam, and Ealama.
- Zhan Zhen, The Tribe of Warriors. This is THE largest tribe in Ifrin. They are famed for their great strength and prowess in battle. It is said that the Zhan Zhen have never lost a war. They sided with Taros immediately and gleefully began to push against Wynda, a country that they've wanted to test their mettle against for centuries.
- Mushi, The Tribe of Priests. This tribe is dedicated to the study of Sietic tradition and worship of the Sietic gods. Many Sietic priests and priestesses of all tribes consult with the Mushi while on pilgrimage. The Mushi sided with Taros reluctantly, believing that unification of Satrella would be the only way that priests would be able to safely visit each of the Gods' Temples.
- Tenya, The Tribe of Thieves. One of the more aggressive tribes, the Tenya are known for their raids. It is said that the Tenya can only be honest in the presence of another member of their tribe, and that they will always lie to outsiders. It's just a stereotype though...right? The Tenya easily sided with the Empire for fat sums of cash. They specialize in capturing Laguz and Manaketes.
- Galduta, The Tribe of Wanderers. This is one of the more scattered tribes. Little groups of them can be found all throughout Ifrin. They lack a ruling sense of leadership, so you're basically flipping a coin on whether they've sided with the Empire or the Resistance. They're known to include just about every race though. It's said that none of them actually know who their Warlord is.
Aside from the tribes, many an outlaw resides in Ifrin, but outlaws need weapons too right? So many merchants have put together caravans and hire mercenaries for protection in little outposts scattered throughout the sands, or in one of the very few, but very large, gated cities of the nation. Many failed Samurai flee to Ifrin in shame as well.
The Satrellian War
Ifrin has always been an extremely divided nation, so when Taros launched a world war it was really no surprise that allegiances scattered. The biggest effect of the war has been slavery. Slavers from all over Satrella have come to the country seeking to make a quick buck via Laguz slaves. So it's no wonder that most of the Laguz tribes sided with the Resistance.
In truth, the war has made Ifrin more "unified" than ever, as there is a very clear line drawn between Resistance and Rising Sun now. The place has become a cash cow what with the aforementioned slavers running about, the merchants seeking to sell weapons and water to said slavers, and the mercenaries the merchants pay to protect their asses.
Common Classes
Belly Dancers, Berserkers, Nomad Troopers, Beastmasters, Snipers, Rangers, Assassins, Tricksters, Druids, Summoners, Animists, Dark Priests, Warriors, all manner of Laguz/Manakete, Masters of Arms, Scribes, Oathbreakers, Bounty Hunters, Botanists, Huntsmen, Dragon Hunters, Thunder Masters, Spirit Riders, Dualists, Thrall Masters
Aquano
Overview
An archipelago separated from the mainland of Satrella. It is under attack by Taros and Ifrin, but the Aquani have defended their islands due to their knowledge of the territory, and the Rising Sun has focused more of its attack power on Wynda.
It is ruled by Queen Kalani, a Parrot Laguz, and a council of rulers from each island. It's based off of Hawaii and the Pacific islands, Africa, the Amazon jungle. The Aquani people have special Hula Dancers, who channel an ancient mysticism that is unique to the land. Siet is the primary religion of this country.
The Aquani people are jovial and welcoming. People love Aquano and its people so much that many people never leave after visiting. The islands are home to lush jungles and beautiful beaches. The nation has a bloody history, as it took quite a bit of warfare to unite each of the islands, but things have been chill for a few centuries now. The area is plagued by pirates, and this plague has only intensified thanks to the Rising Sun. Many a mystery lies within the caves of the jungles. Humans, Laguz, and Manaketes have lived here in peace for centuries, and now they fight together, similar to Wynda. Their tolerant society has lead them to be the most racially diverse nation.
Aquano is home to way too many separate little tribes to count. It's similar to Africa in that way. Aquano started off as the most chaotic place in Satrella, and it's still a little wild to this day. Travelers from the mainland dared not visit the islands, because the natives were known to be territorial as hell. Among each island were several tribes, and wars and alliances would ensue between each other. Entire tribes would be destroyed or absorbed by others. New tribes would form. And the process would merely repeat.
Aquano didn't get its shit together to unify as a country until a few decades after Uriel's War. You see, the Empire was spreading throughout southern Satrella, and with their newfound power in numbers, they were pretty fucking confident they could take on the Aquani people. Especially since they were so divided. All fighting between the Aquani people ceased when the invaders arrived. They pulled it the fuck together, and using Aquano's unique environment, creatures, illnesses, and magical capabilities, they were able to defend the islands. From then on, the Aquani people realized that they would be better off working together than being at each other's throats, and so they unified into one nation. However they still manage to celebrate each tribe's unique traditions.
The tribes meet very often on the Aquani capital island, Moi'Wahine, which has become quite the bustling little place and popular tourist destination. It's dead in the center of the archipelago. Castle Hale Ali is known for its epic parties. Before the war, the leaders of Satrella would often meet here and kick back at the end of the year. Not so much anymore, for obvious reasons.
Ironically, Aquano is home to Ifrit's Temple. The temple is built into the Sleeping Cyclops, a dormant volcano. Aquano's second temple is Ysma's Temple,which is built into a giant cave known as The Dark Queen's Depths. It is typically the final temple to be visited by Sietic priests, even if they hail from Aquano, due to the treacherous path that leads to the Dark Tablet.
The Satrellian War
Currently, the Rising Sun has gained little to no headway in the war with Aquano. It's been really damn hard, so recently, they "gave up" and stopped sending their fleets down just to get slaughtered. They abandoned whatever forces they had and hired pirates to keep the Aquani people busy. They keep patrols in South Ifrin locked up tight to keep the Aquani from reaching their Ifrinic allies.
Playing the defensive has put the Aquani people in a bit of a predicament. They feel as if they're just waiting for Taros to pick off Wynda and whatever resistance lies in Ifrin before coming for Aquano. And they're right. While many believe that the Rising Sun will be so weakened by that point that defending the islands would be a simple task, others feel like playing a passive part in the war is dishonorable toward their northern allies. Queen Kalani has spoke of travelling to Neth to arrange an alliance, but her council is legitimately concerned about her traveling to a strange new world, especially at a time when the sea is rife with danger.
Common Classes
Rangers, Snipers, Hula Dancers, All manner of Manakete except for White, All Manner of Laguz, Warriors, Berserkers, Nomad Troopers, Beastermasters, Dark Priests, Druids, Summoners, Animists, Sages, Enchanters, Botanists, Huntsmen, Dragon Hunters, Master of Thralls.
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