Origins

Who are you? Where do you originate from? Arriving on these shivering shores, you little else than your name and your background. With so few things to claim as "yours," every single one is a precious thing.

Tristin

A country known for its constant quarrels with Askaria, found in the northern half of the eastern continent. This strange land's citizens all have pallid, bone-white skin, with deep eye sockets and wide grinning mouths with sharp teeth. Many countries despise Tristin, perhaps due to this unusual look, or perhaps due to their practice of Dark Magic. Many witch-hunts were conducted on Tristin soil, resulting in the loss of many innocent Tristini women. It's no wonder the Tristini have turned towards the Order of the Betrayer for vengeance.

Kadania

Famous for it's poisonous swamp forests, the people of this land are tribal and live in untamed wilderness. These swamps are home to Red Grass, the base ingredient for all healing items found throughout the known world. Revered by alchemists, the nation of Kadania is underdeveloped militarily, and resorts to leatherworking over blacksmithing despite its many mines.

Kar'hi

A country known for its katanas, warrior-monks, and giant spiders. The people of this land wear festive masks that embody demons and spirits, and use vivid colors in their religious ceremonies. The ores of this land are poor, but the blacksmiths of this land were talented and developed a method for folding steel, creating the famous katanas of the land. Kar'hi has also been known to be home to deadly assassins, who are fond of using the venom created by the giant spiders that call this country home.

Kulka'as

Known for its powerful rulers, this land is ripe with a tragic history that warns of the dangers of obtaining power. Quan In, the Sun King, who built the massive Ziggurat of Dust among the desert sands, eventually went mad, paranoid that his brother schemed to take his seat of power. His brother, Tam In, contracted the Sandin Plague, and in an attempt to prolong his life created a clay golem to house himself inside. Quan In's paranoia only grew, suspecting this attempt at prolonging his life was an attempt to outlast him and gain power. Both brothers eventually succumbed to death in one form or another, becoming the Dried King and Bloodless Prince.

Jaret, the King of Storms, created the intimidating Cloudencasse, also known as the Castle of Storms. A powerful rule, Jaret surrounded himself with Court Sorcerers and iron golem creations he called Armor Gaurdians. However, the Court Sorcerers eventually attempted a coup, dooming Cloudencasse. Jaret, desperate for power, prayed to whatever god would answer his prayers. And a god would answer his prayers, though not a god he was familiar with. Jaret was granted power, servants, and eternal life...though the form of this life was not at all what he expected...

Coastrock

A cold, rocky land, poor for agriculture and containing few trees. However, the land is rich in minerals and fish, a fact that the Coastroack denizens use to their advantage. Tribes of Coastrock tend to use deep sea creature parts in their weaponry. While this may seem primitive, the Coastrock Federation, Coastrock's military force, are known for their military might, with their rich ores granting the Federation powerful and plentiful shields, such as the Type 46 Tower Shield.

Jonas' Landing

A small island off of the coast of the eastern continent, the denizens all have a cream-colored marking on their foreheads. This fact may insinuate that it is a colony of Kulka'as, as Kulka'as' denizens have a similar marking. Sadly, little else is known about Jonas' Landing.

Askaria

A powerful monarchy, with a goal of uniting the world under its gods, The Three. Askaria forcibly suppresses other religions, such as Devara's Light, and sends those that do not submit to its will to the Red Hall of Cages for torture, questioning and conversion. Also known for its powerful military, Askaria is constantly at war, though it occasionally has brief periods of peace, usually created by marriages among nobles. However, during times of war, Askaria is known for doing whatever it takes to win - from hiring sellswords to experimenting on its own soldiers with teleportation magic to gain the upperhand.

Citadel

A tower deep in the Pitchwoods, haven to the Keepers of Fire and Sky. Those in the Citadel follow very strict rules and standards in regards to their creed; those that do not follow these beliefs are cast out. The Keepers of Fire and Sky train their minds and bodies for years, hoping to master the magic of the Ethereal Weave, and the sorcerers that come from the Citadel are well known for their magic prowess. Offshoots from the Citadel, including the Black Sands Collective, are equally as powerful, and there is much tension between the Citadel and its exiled brethren.

Liven

A land consisting of dark forests, tribal villages, and proper towns. Vilehawk tribes are omnipresent in the woods of Liven, so much so that their presence has given the area the name of the Watching Woods. Liven's military is famous for their spearwork and complimentary Boetian Greatshields, allowing them to take out enemies with minimal risk to themselves. However, Liven also houses the infamous greatsword, Black Widow, which has driven every owner of the sword to madness. This held true for Liven's latest queen, who became so irrationally fearful that she earned the title the Queen of Smiles due to her habit of giving all those around her a most unnatural smile with the Black Widow itself. It was only a matter of time before the people of Liven retaliated and gave her the greatest smile of them all.

Dor Isle

Overshadowed by the superpower country of Markdor, Dor Isle acts as a trading station for Markdor's merchants. Though smaller than Markdor, Dor Isle is not weak - many great wyrms of the mountainous areas surrounding the country have been slain by Dor Isle warriors wielding their famous kureimoas.

Taenibir

Less fortunate than its Dor Isle neighbors, the people of Taenibir are slaves to Markdor, and sent to work in the mines. Markdor's Dread Horseman patrol the streets, stamping out rebellion as they pass. Those that do escape the tyranny of Markdor utilize what little weaponry they have against their oppressors, such as their Birian Firepots and Lowlander's Greatknives.

Markdor

Found in the northern mountains of the northern continent, Markdor is a cold land filled with valuable minerals and ores. Home of the Iron Ones, a religion that focuses more on the will of man than of gods, Markdor's might is known for their peculiar weapons, such as the Jaws-of-Death and Mountain Breaker hammer. Women in Markdor are known for being self=reliant, and are raised to be skilled in martial arts, dueling, and marksmanship. This is necessary, due to the potential danger of bandits at all times, namely the Gray Raiders, who are known for attacking the Markdor caravans and merchants.

Jinderen

A nation seated among an archipelago in the southern hemisphere, very little is known about this land or its peoples. The nation itself is forbidden, and terrifying rumors are heard about the place. Its denizens are said to have black skin, strange markings, large fangs and red eyes. Given their demonic appearance, it makes sense that most nations avoid Jinderen at all costs. In regards to military might or prowess, we only know that the Ashen Effigy Greatshield originated from Jinderen. A cursed greatshield pillaged by a brave (or perhaps foolish) merchant, it is a grisly example of the natives' fascination with death and hexes.

Gulchmire

Though little is known about this place, it can be ascertained that its people have adapted to their swampy, poisonous environment. Almost lizardlike in nature, having green scales and slit-like eyes, the denizens of Gulchmire are known for their poisonous Virulent Scimitars, which they wield with deadly precision - if they don't outright kill their prey, the poison will surely finish the job. It is speculated that the Mire of Stench surrounds Gulchmire, protecting the nation from would-be attackers.