Nations -- Overview
West Nadini Trading Empire
While not technically a nation, dominates North America. Rose with the advent of trans-continental airships, capitalizing on the newly opened trading routes to lay formation to a trade empire larger than any before. Wealth is power here, and many of the poor become slaves. Primary source of all beast-slaves to the other nations. Relatively stable economy and internal politics allows for a strong presence of the Diver’s Guild and is considered their western base.
Beasthaven
Scattered tribal community of beastfolk, and widely known as the land of the free beastfolk. A largely hostile land to any who do not possess beastial characteristics resulting in a diminished presence of the Diver’s Guild. What ports have been established are largely the only “safe” regions for other races.
The Frozen Alliance
A wild and brutal land of despotic warlords, only recently united by 3 Great Warlords. Spans the entirety of the Frozen Northlands (Russia, Canada, Alaska, Greenland) and occupies one of the most widely known ancient relics: the Great Canopy Bridge. While the stronger fist reigns supreme, the scattered ports of the Diver’s Guild provide a stabilizing presence in the region.
The Wandering Tribes
A group of nomadic tribes of all species with a rich oral-tradition in Africa. It is not uncommon to find one of the few existing “trading hubs” of the region to be largely abandoned, with the exception of the Diver’s Guild’s ports, depending on the season. The only exception being Pride Rock of the Cait Sith(Eno?) that maintain a loose governance over the region.
The Dwarven League
Common nationality of all dwarves, known for popping up many magical and technological wonders from the ground. To those who rule over it, an “ideal meritocracy” that “promotes progress and advancement beyond the times”. To those crushed beneath it, a “stifling bureaucracy” that “strangles any hope of advancement.” Its well developed policies, long-standing stability, and unique and useful tools have made it one of the primary bases of the Diver’s Guild, despite much of the upper-echelon of the League spending all their time deep within their Mountain homes.
Xinzu Empire
A feudal empire with many proud and pedantic nobles and a well-defined class system. Bloodline purity is taken very seriously, making it difficult for newly risen nobles to survive for long. If their version of history is to be believed, it was thanks to their founding ancestor that the many races now possess means to control shinsoo. Before the Diver’s Guild established its Eastern Base in the Empire, foreigners travelling within were considered to be the lowest class and possessed no rights. Now, they exist in a somewhat unique class both below all others and yet with special “immunity”.
Class Structure
Emperor and Royal Family> Noble/General/Royal Diviner/Alchemist
>> Upper Ranked Military/Lesser Noble/Diviner/Alchemist
>>> Lower Ranked Military/Merchant/Craftsmen/Sect Member
>>>> Footsoldier/Adventurer/Farmer/Servant
>>>>> Foreigner/Outsider
[Abyssal Steppes and the Sunken Continent]
Oceania and Australia, home of drakes and dragons. Widely considered one of the primary threats to the mainland.
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