Camedora is the most powerful continent on the planet, with the oldest history and most to say, all regions here have an extensive history and sense of culture.
Demonym: Moaic
Notable figures: President Keely Harrison
Capital Cities: Kyfield
Other Cities and Landmarks: Port Sedhurst (Major city), La Euley (Major city), Cahigh (Major city), The Hub (Important location)
The global hub of diversity and power, and the home of SAPI and the Guild. Citizens of Moasao are known as the people of life.
Moasao is the cultural hub of the world, with people of all backgrounds flocking to the region for opportunity, power and everything in between. As such there isn't 'one' culture but an amalgamation of surrounding cultures mixing into various identities. Despite the multiculturalism, Moasao has significant power over others and many nations vie for their connections or seethe in envy of their influence.
As the first nation with superpowered legislation and accommodation, many Supers find their home here as either civilians or members of the Guild under the protection of SAPI. There is a greater concentration of superpowered individuals, making it statistically more likely to meet one passing by on the streets than getting bit by a shark, as far as random chances go.
The cities of Moasao are bustling metropolises, busy and modernised despite nearly sharing the age of Tarneiia. A great amount of finance has been invested into keeping the region up to date with technology, science and accessibility. The focus was always on the development of civilisation no matter what.
Moasao is extremely balanced and temperate for most of the year, with mildly hot summers and cool winters. There are uncommonly severe rainfall and high humidity in summer. Cold winds will sometimes blow from the north.
As a hub of multiculturalism, Moasao is widely believed to not have a single culture to its own. Though true in some regards, native Moaics that can trace their heritage to the original migrants that came to Moasao centuries ago.
Moaics are often described as a prideful people, symbolised by the great moa, a large, flightless bird with colourful tail feathers that dominated its smaller cousins. Households often have moa tail feathers - either imitation feathers or authentic feathers - above the front door of dwellings.
As a people focused on innovation, refinement and improving the life of individuals, many non-natives that move to Moasao or visit, are either intimidated by the friendly infrastructure or are amalgamated into the culture, finding Moasao too comfortable of a place to leave and exemplifying the culture of pride.
Moasao is often regarded as intimidating towards its neighbours.
'Sao' is the Moaic word meaning 'people' or 'person', both collectively and individually, depending on the context, and is still often used in the modern day, referring to natives of Moasao.
Migrants came from Toi nearly 200 000 years ago and named the region 'Moa' after the flightless birds that inhabited the region, meaning 'Life'. 'Sao' meant 'people' and was later added to create 'Moasao' - the people of life, prioritising the comfort of Moaics and their own infrastructure first. The soft power of having happy people has its perks.
As cousins to the ancient Tarneiians, their relationship sparred them the wrath of their conquesting neighbours but also left them weak to other influences. Through artifacts of war and other historical sources, Moasao came into conflict with many of its neighbours, including Sonited Land, resulting in ancient Moasao splitting into its contemporary self and neighbouring regions like Bellefri and Riafa that responded in its own way to its hostile neighbours.
It is theorised that the Kingdom of Ofslander threatened Sonited Lands, pulling their attention from Moasao and surrounding regions and allowing them to prosper.
Moasao were the first people to move to the western continent.
The first known Supers and supervillains were spotted in Moasao as early as the 1980s, entering the public consciousness before incidents of superpowers started to rise across the globe.
SAPI was founded in 2006, setting a new age and precedence across the globe.
See Guild History for the founding of the Guild.
Demonym: Tarneiian
Notable figures: President Sanaa Weaver
Capital Cities: Telsor
Other Cities and Landmarks: Lake Cyga (Major city), Carfei (Major city), Wondron (Major city), Lost City of Toi (Historic Landmark)
Tarneiia, the origin of humanity.
Tarneiians are stereotyped to be the wisest, studious and athletic individuals in the entire world, bearing the weight of humanity's origins on their back. In truth, they are people of diverse habits, builds and interests as all others. Historic Tarneiia was once a large empirical nation, before the population split; modern Tarneiia is more modest, and shares an equal minded view with its neighbours.
All cities and towns consist of historic buildings, mainly made of brick and mortar with modern upgrades. These buildings have seen extensive repair over the centuries from natural disasters and weathering, or some have been straight up demolished to make way for more modern architecture. The Tarneiian cities are celebrated for being 'walkable', planned and created long before the existence of automobiles.
The globe follows the Tarneiian calender, using Great Conquest (GC) to denote years. The current year is 2026 GC.
Tarneiia rests upon the Ring of Wrath and suffers from infrequent earthquakes, and very rarely: tsunamis. Most of the population lives further inland as a result.
The region is often humid and temperate all year round, with sparingly colder temperatures during winter. Rainfall is common, and flash flooding usually occurs annually.
Tarneiians are often seen as both: intense and laid back. Impersonality is a common outlook, where coworkers compete with each other for the best bonuses and promotions in most employment settings, or students compete to achieve the highest grades, yet it is widely known to never be personal. One must strive to be their best; stepping on the toes of others is not usually condoned but neither is it advocated against, often leading to at least one individual in every environment being manipulated or metaphorically punched to a lesser position to bolster the others.
Physical violence is never condoned in any setting or situation, and Tarneiians still remember their routes as subjugators and would-be conquerors. The region has a small active military for defense, and the police force prioritises non-lethal techniques. Guns are outlawed in the capital, except for law enforcement and few other exceptions. Guns are technically allowed in other cities, though may gain you an odd look if you're not police.
Balance is a key part of Tarneiian lifestyles, and nearly all aspects of life can be categorised into the 7 sins in the Practice of Balance.
Sports and athletics is seen as a national obligation. Throwing sports like javelin throwing and shot put, gymnastics and other sports priorisiting showing the abilities of a singular sports person is popular.
'Sin', derived from an ancient word meaning 'truth' or archaically: 'balance', were once a significant part of Tarneiian culture, classifying the most important traits of humanity and what should dominate behaviour. Today, the sins are accepted more as conjecture, but is still widely discussed in schools and practised as part of family and everyday life. There are 7 accepted sins, though some say there are 8.
There are 3 widely accepted 'good' sins:
Pride, known for driving ambition, confidence and new ideas
Lechery, to indulge in what the world provides
Sloth, to rest and regain focus, and to not strain oneself; to renew
There is 1 widely accepted 'neutral' sin:
Greed, to desire, whether to desire a product of ambition or take from others
There are 3 widely accepted 'evil' sins:
Wrath, to destroy by any means necessary and take from nature without recourse
Gluttony, to over indulge
Envy, to want from others that they themself lack
Unpopular sin:
Deception, often categorised as a neutral sin, is to manipulate others to improve oneself
Celebrating promotions, birthdays, good finance, inventions and quarterly national holidays dedicated to resting, celebrate the good sins as part of Tarneiian culture.
Gold, cotton and electricity physically symbolise the good sins.
Ancestors that turned their back on Tarneiian values of Sin where often called "Nis", meaning 'False' or to 'Deny humanity', and were often looked down upon by Tarneiians. The term "Nis" can still be heard uttered by Tarneiians and its neighbours, usually meaning 'idiot' or 'stupid', but can also be used in more derogatory connotations, such as referring to someone as 'less than human'. The latter is more frowned upon.
Humanity arose from around Tarneiia roughly 200 000 years ago and the land was originally named "Toi", an old word for "Home". Toi once spanned across modern Naireba to New Lontu. Early Tarneiians were an explorative and adept people, taking their land in stride as they slowly migrated the continent and travelled to new lands.
Magic and folklore rose around this time, and the old values of sins were still developing, causing fractures and splintering groups; some moved west to modern Moasao; others moved east to Ofsland; and other moved south to Biavana and Stan.
Rising conflicts among the newer nations made ancient Tarneiians paranoid to maintain their strength and heritage. Wars and battles played out against Tarneiians and their neighbours, and Tarneiia slowly ceded land while their neighbours splintered off further culturally and physically.
In 1952, Tarneiia and Nautish came into political conflict with the "Lontu's", a notable people that split from Moasao a few centuries ago and battled to maintain their identity as individuals with a closer connection to their heritage and the lands before technology. This conflict lasted for a decade with multiple regions expressing their support or opposition for the Lontu's; Moasao notably gave them support.
President of Tarneiia of the time, President Gregory Sage, shook hands with the Lontu Leader, Piper Kane, in 1963 to agree to ceding land to them, including the city of Bilwal that would become New Lontu's capital. Tarneiians of Bilwal grew furious, despite government support to either provide time and financial aid to move, loss of jobs, and offering dual citizenship. Few Tarneiians remained in Bilwal since the nationality change.
Demonym: Nautic
Notable figures: President Bridget Scott
Capital Cities: Downpine
Other Cities and Landmarks: Tershope (Major city), Woodgrove (Major city), Vieveia (Major city), Crescent Forest (Landmark)
Nautish, the eastern capital of transport and engineering. The saying, "All trains go to Nautish" is nearly no exaggeration.
Nautish is the hub of transport across the Moa Collective. There’s a saying that “All trains go to Nautish” because of the extensive railways across the neighbouring regions that eventually come to Downpine Station, the largest station in the world.
Nautish is temperate with the occasional heavy rainfall. There are occasionally earthquakes, and ash clouds drifting from the Firelands.
Nautish was established centuries ago from the word "Naut", meaning metal, to reflect the large amount of ore found here, mainly iron and aluminum. The first steam and electrical trains were developed here to haul ore across the country and export into neighbouring regions.
Conflict would arise from neighboring regions over their mining resources and operations.
The southern half of modern New Lontu
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