The namesake of the game and the preeminent settlement on the planet Prima, Fight Point was forged during the Ancient War when the human tribes first unified. Following their victory, the settlement was consecrated by the newly formed Council of Gods. By divine law, only the gods may select the city's rulers: the King is bestowed with the "First Flame," and the Queen is gifted the "Ice of Death" two of the most formidable forces in existence.
Following the King’s ultimate sacrifice to repel the Void, Queen Lucy Elizabeth Von Dominica now rules as the sole sovereign. A welcoming bastion for all, Fight Point stands today as the planet's undisputed military and economic superpower. Known as the City of Dreams, it is a place where anything can be found and everything is possible.
The second-largest human settlement and the holy seat of the Helyot faith. The city’s culture is defined by a zealous devotion to Helyot’s laws, enforced by an order of Enforcers who patrol the lands to cleanse corruption and evil. Despite their intense mission, the citizens and Enforcers are known for their genuine kindness and compassion.
While technically under the crown, many believe the King holds no true power here. Instead, the Four Founding Families govern the territory. Chief among them is the Golden Lineage, led by the divine Aurora. Revered as a celestial being sent from the heavens, Aurora and her family maintain absolute command over the Enforcers and the city’s spiritual heart.
The undisputed capital of the arcane, Lyra is the world’s premier center for magical study. Its citizens are devout followers of the god Millennium, focusing their mastery on the arts of Astral Magic. The city is encased in a permanent protective barrier that transforms the sky into a panoramic window to the cosmos, doubling as a massive telescope for celestial observation. Here, the pursuit of knowledge is absolute, housed within academies that boast boundless archives.
The city’s history is marked by a tragic war that claimed the lives of most of its male population. In the centuries since, a mysterious phenomenon, widely theorized to be a curse, has caused a drastic decline in male births. This has left Lyra with a predominantly female population, shaping a society where the matriarchy and magic are inextricably linked.
A bastion of industry and brotherhood, Iranos is a city forged from metal and sheer will. Its residents, the Iranites, are famously resilient, physically imposing, strong-minded, and driven by a fierce nationalism. Their entire society operates on a singular, unwavering creed: "Iranos helps Iranos."
The city itself is a landscape of paved stone and roaring forges, where the air is thick with the scent of melting ore and the rhythmic strike of hammers. Iranos is the sole source of Iranioum, a legendary alloy thirty-two times stronger than steel. Their mastery of this metal is most evident in their signature heavy black armor. Adorned with grim skull motifs, these suits feature specialized ventilation systems that dispel extreme internal heat as plumes of thick vapor, giving their warriors a ghostly, intimidating presence on the battlefield.
A city of iron and shadow, Caedis is the most infamous territory on the Mother Continent. Its people, the Caedis-born, possess the visceral ability to bend and command blood, a gift that permeates every layer of their society. It is a grim, atmospheric place of narrow alleys and constant danger, where the very stones seem stained by the city's history.
The culture of Caedis is one of lawless survival. The inhabitants live by a doctrine of plunder and violence, following the word of a figure known only as the False Prophet. Their history is rooted in conquest; the land was originally seized from the Blood Singers, an ancient, non-human species many believe to be the true source of the blood-manipulation trait. Today, the city bows to Drathaar, the god of desire and immortality, whose influence fuels the residents’ darkest ambitions.
Life in Caedis is notoriously short and brutal. The gift of blood-bending is often a death sentence for the young; infant mortality rates are staggering, as children frequently and accidentally claim their own lives before they can learn to control their power. This volatility, combined with their predatory reputation, has made the Caedis-born outcasts in the eyes of the world, feared, hated, and kept under constant watch by the neighboring nations.
The undisputed capital of the waves, Sunken City is the world’s heart of naval travel, maritime trade, and a very specific, lawless brand of "freedom." It anchors the largest port on the planet, serving as a neutral ground where the horizon meets the shore. Ships flying the Sunken City colors enjoy a rare, prestigious privilege: they are granted undisputed passage and docking rights at every port across the globe.
Because it has served as a global crossroads for centuries, the city is a vibrant, chaotic tapestry of every culture on Prima. This melting pot has birthed a world-renowned, succulent cuisine and markets so vast they border on the impossible. In Sunken City, the sheer variety of goods and people makes it a marvel, a place where the riches of the sea and the treasures of the land collide to create endless possibilities.
Situated at the remote edge of the Mother Continent, the Elven Union is a sprawling, spiraling forest centered around a massive, ancient nesting tree. It serves as the sovereign motherland for all elvenkind, born from a historic pact where every disparate species of elf unified under one banner to ensure their collective strength.
The Union operates entirely on its own terms, maintaining a social and legal system far removed from human influence. While the majority remain within the forest's embrace, the Union is not a cage; a significant number of elves choose to venture out into the wider world, trading the stillness of the trees for the ambition and noise of human civilization.
A stark anomaly on the Mother Continent, the Progressives are a human-built society that rejects reliance on divine magic entirely. Originating from Fight Point, they broke away after rejecting the idea that the outcomes of life, survival, failure, or success, should ever be determined by anything beyond human hands. Settling along an unclaimed coastal region, they built a new way of living rooted not in mana, but in machinery: steam, pressure, and engineered systems often referred to as the “magic of men.”
Their cities are loud, industrial, and unforgiving, filled with metalworks, pipes, and ever-moving mechanisms rather than glowing enchantments. Failure is common and accepted, as there are no magical safeguards to intervene. This has shaped a culture that values precision, resilience, and complete ownership of consequence above all else. Progressives are often seen by the rest of the world as dangerous or unnatural, having abandoned a fundamental pillar of existence that others take for granted.
Their history took a catastrophic turn when a massive technological disaster, entirely of their own making, destroyed much of their homeland. From the ruins, they reformed into the New Homeland Republic, a hardened, authoritarian state built around survival and control. The remains of the disaster are sealed within a colossal artificial sphere, and life within is tightly regulated to ensure stability. What was once a philosophical pursuit of independence has become a rigid doctrine: humanity must stand alone, no matter the cost.
Feared, misunderstood, and relentlessly driven, the Progressives stand apart from all other nations, not for what they worship, but for what they refuse to.