Vaalorn Empire:
The Vaalorn Empire occupies the scorched southern reaches of the world, a volcanic hellscape of ash plains, molten rivers, and blackened mountains where only the strongest can survive. It is the ancestral homeland of the demons, a race driven by an innate desire to conquer and expand their dominion. This instinct has made Vaalorn one of the world’s most feared military powers despite possessing some of the weakest magical abilities of any major kingdom. While other nations, particularly the sorcerers of the Kingdom of Life and the wizards of Louusk, have mastered complex arcane arts, Vaalorn relies on disciplined armies, superior strategy, and relentless aggression to compensate for its primitive magic.
Unlike most kingdoms, the Vaalorn Empire elects its ruler through a nationwide vote held every fifteen years. The current ruler, Lucifer, is regarded as one of the greatest military minds in history, earning his position after devising the campaign that crushed the Orc rebellion of Ugut and restored imperial control. Under his leadership, Vaalorn has become increasingly organised, transforming its armies from brutal hordes into a disciplined and highly effective war machine.
The people follow Ragitrissm, a religion centred not on gods, but on the land itself. Followers believe the volcanic wastes of Vaalorn gifted demons with the sacred spark of magic, and that only through hardship and conquest can that gift be strengthened. Every demon must complete the Rite of Origin before being recognised as an adult mage. This sacred trial requires the slaying of a Frozen Demon from the icy kingdom of Northegra, Vaalorn’s ancient and bitter rival. Only after returning with proof of the kill is a demon considered worthy of wielding magic and serving the empire.
To outsiders, the Vaalorn Empire is synonymous with war, ambition, and destruction. To its people, however, conquest is not merely a political goal but a sacred duty, believing that the world was meant to be united beneath Vaalorn’s banner and that strength is the highest virtue. Even those who oppose the empire acknowledge its unwavering discipline, strategic brilliance, and ability to thrive in one of the harshest environments on the planet.
Kingdom of Life:
The Kingdom of Life is an isolated island nation inhabited entirely by women and home to the world’s most powerful sorcerers. Its people possess an innate connection to magic unmatched anywhere else, and every girl born on the island receives the finest magical education in existence. Although the kingdom presents itself as peaceful and avoids foreign wars, centuries of devastating civil conflict have left lasting divisions within its society. To ensure the continuation of their people, the kingdom holds an annual Rite of Life, during which men from allied nations voluntarily sail to the central island. In exchange for participation, their homelands receive access to magical knowledge and discoveries that would otherwise remain exclusive to the kingdom. Any sons born from the rite return with their fathers, while daughters remain on the island to be raised as future sorcerers. From childhood, these girls are taught that men are the root of the world’s violence and corruption, a belief that shapes the kingdom’s culture despite its outward commitment to peace.
Aurastrand:
Aurastrand is the largest nation on the planet, stretching across vast plains, forests, mountain ranges, and fertile river valleys. Home to humanity, it possesses the greatest population, strongest economy, and most advanced infrastructure in the known world. Human ingenuity has allowed the kingdom to excel in engineering, architecture, metallurgy, and medicine, compensating for their near-complete inability to wield magic. With the exception of the Sons of Life—male descendants of the Kingdom of Life—humans cannot naturally manipulate arcane energy.
The nation follows Sagonism, a religion centred around a pantheon of ten living gods believed to safeguard humanity. In reality, these gods are exceptionally gifted Sons of Life selected through decades of rigorous military, philosophical, and magical training. Those chosen inherit one of the Ten Divine Thrones and become both political leaders and objects of worship. Throughout history only four women have ascended to these positions, each condemned as a heretic by the priesthood and exiled, reinforcing the nation’s deeply patriarchal traditions.
Despite its achievements, Aurastrand is infamous for its xenophobia. Human culture teaches that humanity’s success stems from remaining culturally pure and self-reliant, fostering widespread distrust of foreign peoples. While diplomatic relations exist when politically advantageous, humans hold particular resentment toward the elves of Nadifleum, whom they regard as arrogant rivals and a threat to mankind’s destiny. This prejudice has fuelled centuries of border conflicts, propaganda, and religious hostility, making peace between the two nations increasingly fragile.
Rhinehorne:
Rhinehorne is the homeland of the rhinoceros people, a proud and fiercely militaristic civilisation renowned for its immense physical strength and unwavering devotion to the land. Their religion, Rhine Ragitrissm, is a major denomination of the Vaalorn faith, though it differs in one fundamental belief. While Vaalorn followers believe the land bestowed magic upon its people, Rhinehornic believers worship the land itself as a living deity, making their faith intensely theocentric. To them, every mountain, valley, and river is a sacred expression of the divine, and defending their homeland is considered the highest act of worship.
Like the Vaalorn demons, every young Rhinehornic citizen must complete a sacred Rite of Origin before being recognised as an adult. Rather than slaying a Frozen Demon, initiates must kill a human. This ritual stems from centuries of persecution by human kingdoms, particularly Aurastrand, where rhinoceros people were driven from their ancestral lands, discriminated against, and often forced into exile. Over generations, these historical grievances evolved into religious doctrine. Humans came to symbolise corruption and desecration of the sacred land, making their death both a rite of passage and an act of devotion. As a result, relations between Rhinehorne and Aurastrand remain among the most hostile in the world, with cycles of hatred reinforced by both history and faith.
Rhinehorne’s architecture is very reminiscent of Soviet Russia heavy metal and melodramatic buildings.
Nadifleum:
Nadifleum is a modern paradise with some of the highest and wealthiest people. The people who live there are elves. The elves consider themselves as a utopian tribe of the highest people. The architecture is breathtaking with marble arches taller than the tallest buildings in Rhinehorne; the streets are clean; the cities are centuries ahead of other nations; bridges covered with buildings, all that and a dark spot directly in the middle: peasants live in slums surrounded by walls with mud roads and sewage piled up in drains on the side of streets. The smell of the slums got so bad the king went to the slums himself and taught the people — very condescendingly — how to pick up rubbish and human waste.
The elves have a unique religion called Cathitrith, they believe in one God, follow the churches doctrines, follow god to the end of reality, the caste system, and hate humans.
The elves of Nadifleum believe God created a caste system in which all creatures fall into, it goes:
God
The king
The queen
Noble elves
Soldier elves
Worker elves
Peasant elves
Living creatures
Non-living things like rocks
Humans
Peasant and worker elves are most commonly slaves or placed in separate living spaces to higher elves. Only god can decide where you end up on the caste system so peasants cannot become workers like in factories or workshops but can be butlers or cooks for the nobles. Workers with magic that is strong enough can move up to be soldiers as in the eyes of god they are strong enough to fight against the human enemy. Most children of nobles spend 1-4 years as soldiers as they need to spend time with lessers to become leaders. A king's heir is classed as a noble below the queen.
Though there is a monarchy there is a two party system, the other party calls themselves rebels as the monarchy has been cemented into culture. The “rebels” are revisionists and believe in rights for all and equal opportunity for all. They believe monarchies and the caste system are a bunch of bullshit and actively cross the north border to meet with the dwarven who are very left wing like them.
Dwarven Empire:
The Dwarven Empire is a mountainous nation renowned for its immense natural wealth, stable economy, and welcoming culture. Blessed with vast deposits of valuable minerals and resources, the dwarves have become one of the richest civilisations in the world through trade rather than conquest. Their mountain fortresses and mining cities are clean, prosperous, and largely free of pollution, reflecting a society that values careful stewardship of the land. Unlike most nations, the Dwarven Empire is home to followers of nearly every major religion. Centuries of accepting refugees fleeing war, persecution, and famine have created one of the most culturally and religiously diverse societies on the planet.
The dwarves are naturally well-natured and believe that prosperity is best achieved through cooperation rather than domination. Their borders remain open to those seeking safety regardless of race, nationality, or faith, making the empire a sanctuary for the displaced. Refugees from Aurastrand, Nadifleum, Vaalorn, Rhinehorne, and countless smaller kingdoms have settled within the mountains, bringing with them their customs and beliefs. This diversity has fostered a tolerant society where different cultures coexist more peacefully than almost anywhere else in the world.
Despite its wealth, the empire faces significant domestic challenges. The constant influx of refugees has pushed its infrastructure to the limit, with housing shortages becoming increasingly common. Even with abundant resources, the dwarves struggle to provide enough homes, schools, and public services for their rapidly growing population. Their education system has suffered as a result, receiving fewer resources than other sectors of society and leaving many dwarven communities with lower educational standards than those of neighbouring nations.
Unlike every other great power, the Dwarven Empire maintains no standing army. This is not because the dwarves reject violence as immoral, but because they consider a permanent military an unnecessary and wasteful investment. Protected by the natural fortifications of their mountains and posing no territorial threat to neighbouring kingdoms, the dwarves instead devote the immense wealth that would fund an army toward infrastructure, trade, refugee welfare, and public services. Their abundant resources are exported across the world, ensuring that nearly every major nation has an economic interest in maintaining peaceful relations with them. To the dwarves, diplomacy and mutual prosperity are stronger safeguards than military conquest, though many foreign leaders question whether this philosophy would survive a truly determined invasion.
Hyenrock:
Hyenrock is the homeland of the hyena people, a resilient and industrious nation occupying the eastern plains bordering Aurastrand. While smaller in size and population than its human neighbour, Hyenrock has grown into one of the region’s most important trading partners through its strong economy and strategic location. The nation shares deep cultural, religious, and political ties with Aurastrand, with both countries following Sagonism and recognising the authority of the Ten Gods. Over centuries, the two peoples have developed closely intertwined histories, resulting in extensive trade routes, shared customs, and one of the most open international borders in the world.
Despite this close alliance, relations between the two peoples are complicated. Within Aurastrand, hyena people have long faced discrimination and are often viewed as second-class citizens due to humanity’s deeply rooted xenophobia. While many Hyenrock citizens resent this treatment, their government has consistently chosen diplomacy over retaliation, believing that preserving peace and economic cooperation ultimately benefits both nations. As a result, Hyenrock continues to maintain unrestricted trade with Aurastrand and allows the free movement of people across the shared border, making it one of the busiest frontiers in the world.
Hyenrock’s settlements have evolved to survive the unforgiving desert climate. Most of the population lives in densely packed cities built around deep wells, underground aquifers, and oasis networks. Buildings are constructed from pale sandstone and sun-baked clay, with narrow streets designed to provide constant shade from the relentless heat. Homes are often several storeys high, with flat rooftops, covered courtyards, and intricate archways that encourage airflow and keep interiors cool without the use of magic. Markets stretch beneath vast canopies of woven fabric, allowing trade to continue even during the hottest hours of the day. Limited fertile land has encouraged vertical construction, resulting in towering apartment blocks, interconnected rooftops, and tightly woven neighbourhoods where communities live in close proximity. While outsiders often view Hyenrock’s cities as overcrowded, the hyena people see them as symbols of resilience, efficiency, and unity—thriving centres of commerce that have transformed one of the world’s harshest environments into a prosperous homeland.
The people of Hyenrock are widely respected for their resilience and pragmatism. Rather than allowing prejudice to define their foreign policy, they have built their prosperity through commerce, cooperation, and stability. Many hyena people hope that continued cultural exchange with humanity will eventually erode generations of mistrust, though others question whether such tolerance is worthwhile while discrimination persists across the border. This ongoing debate has become one of the defining political issues within Hyenrock, balancing national pride with a long-standing commitment to peace and regional unity.
Luuosk:
Luuosk is the ancient homeland of the world’s greatest wizards, a nation built upon the relentless pursuit of magical mastery. Unlike the Kingdom of Life, whose magical superiority stems from an innate connection to arcane power, the people of Luuosk believe true greatness is earned through discipline, study, and lifelong training. Every citizen, regardless of birth or social status, is encouraged to develop their magical abilities from an early age, with those displaying exceptional talent entering prestigious academies where they dedicate decades to mastering the arcane arts. As a result, Luuosk is widely regarded as producing the most skilled male magic wielders in the world, while also maintaining some of the most accomplished female wizards outside the Kingdom of Life.
Relations between Luuosk and the Kingdom of Life are uniquely cordial. The Kingdom of Life greatly values the magical potential of Luuosk’s men and has repeatedly invited them to participate in the annual Rite of Life, believing that children born from Luuosk fathers would further strengthen future generations of sorceresses. Luuosk has consistently refused these invitations, condemning the ritual as an immoral tradition that strips young women of personal choice and leaves sons separated from their mothers. Although the two nations maintain mutual respect and frequently exchange magical knowledge, this philosophical disagreement remains one of the greatest barriers to a closer alliance.
Magic is not merely a profession in Luuosk—it is the foundation of the state. The kingdom actively publishes magical discoveries, spellcraft, and arcane techniques for the benefit of the wider world, believing that knowledge should be shared rather than hoarded. This openness has transformed Luuosk into the world’s foremost centre of magical research, attracting scholars, apprentices, and researchers from nearly every major civilisation. While many kingdoms guard magical secrets as strategic assets, Luuosk views the advancement of magic as a responsibility shared by all peoples.
Despite its reputation as a centre of learning, Luuosk possesses a deeply militaristic culture. From childhood, citizens are taught that mastery of magic carries with it a duty to defend and expand the kingdom. Military service is regarded as both an honour and an expectation, with magical education closely intertwined with combat training and national service. Throughout its history, Luuosk has steadily expanded its borders, believing that bringing its institutions, magical knowledge, and order to neighbouring lands ultimately benefits civilisation.
Luuosk’s social customs are among the most relaxed in the world. Men and women enjoy equal opportunities in education, government, and military service, and little distinction is made between the sexes in daily life. Clothing is chosen almost entirely for practicality and comfort, with exposed bodies carrying little social significance. Children are raised without the belief that certain parts of the body are inherently shameful or private, resulting in a culture that places far less emphasis on modesty than most other nations. To outsiders, these customs are often viewed as shocking or indecent, but to the people of Luuosk they are simply another reflection of their belief that knowledge, reason, and personal ability should always outweigh tradition and prejudice.
Neim – The Isle of the Damned
The Orcs of Neim are the descendants of what was once the greatest empire in recorded history. Long before the rise of the modern kingdoms, the Orc Empire stretched across vast continents, its disciplined legions unmatched and its military strength unrivalled. To the Orcs, this was an age of unity, stability, and prosperity, when roads connected distant peoples and the empire maintained order through overwhelming force. While other nations remember the empire as an age of conquest and oppression, Orc historians teach that they brought civilisation to a fractured world and that history has been written by those who defeated them.
The empire’s downfall came during the War of the Great Resistance, when the kingdoms of Humans, Elves, Dwarves, and Demons united against the Orc Empire. The deciding factor was the intervention of the ancient Kingdom of Life, then a secluded nation with a vast population of powerful male and female magic users. By granting magic to the resisting armies, the Kingdom of Life transformed an unwinnable war into a decisive victory. To the Orcs, this was not a fair defeat, but the moment history itself was stolen from them by powers they could never hope to match.
Following the empire’s collapse, the victorious nations drafted the Treaty of the Isle, condemning every surviving Orc to permanent exile upon the island now known as the Isle of the Damned. The treaty forbade Orcs from leaving their homeland, wielding magic, trading with foreign nations, marrying outside their own people, or taking part in international affairs of any kind. Though the victors proclaimed the treaty an act of mercy that spared the Orc race from extinction, Orcs remember it as a sentence passed upon generations yet unborn. Every child is raised knowing they were punished not for crimes they committed, but for the actions of distant ancestors.
Today, Neim remains isolated from the rest of the world. Cut off from trade, diplomacy, and the exchange of knowledge, the Orcs have been forced to rely solely upon themselves for survival. Their stories, songs, and monuments speak not of vengeance alone, but of loss—the loss of a homeland, of an empire, and of a place among the nations of the world. While some Orcs dream only of reclaiming what was taken from them, others believe the greatest injustice is that no one beyond the island has ever been willing to hear their side of history. To the rest of the world, the Isle of the Damned is a necessary safeguard against another age of conquest. To the Orcs, it is the world’s oldest prison, and they its forgotten people.
Northegra:
Northegra is the frozen homeland of the Cold Ones, an ancient race whose existence predates the establishment of modern kingdoms and international borders. Unlike most civilisations, Northegrans have never considered themselves tied to a single homeland. For thousands of years they wandered the world in vast migrations, travelling along routes remembered and passed down through generations. Wherever they walked, the intense cold radiating from their bodies transformed the environment around them. Rivers froze beneath their feet, snowfall followed their caravans, and deserts bloomed with temporary life as their passage altered weather patterns. Before the world’s borders were established, entire climates were shaped by the migration of the Cold Ones, with many regions relying upon their seasonal journeys to maintain ecological balance.
The rise of nation-states fundamentally changed Northegran society. As borders closed and governments claimed ownership over land, the ancient migration routes were severed. To the people of Northegra, this was one of the greatest mistakes in history. King Comemchick, the current ruler of Northegra, is an outspoken critic of modern borders, famously dismissing them as “a farce used by pussies to protect themselves.” Though his language is often considered inflammatory by foreign leaders, many Northegrans share his belief that political boundaries have damaged the natural balance of the world and contributed to worsening climates. Modern climate scholars frequently point to the disappearance of Northegran migration through regions such as Hyenrock as a major factor in the expansion of deserts and increasingly unstable weather patterns.
The Cold Ones possess extraordinarily long lifespans, often living for several thousand years without showing signs of old age. Unlike most living creatures, they do not die naturally through ageing but instead continue living indefinitely unless killed by violence, disease, or the collapse of their food supply. As a result, many Northegrans alive today personally remember events that other nations know only through legend. Elders can recall walking the ancient migration paths, crossing continents long before cities existed, and witnessing the rise and fall of kingdoms that now survive only in history books. Their collective memory has made Northegra one of the world’s greatest keepers of historical knowledge.
Despite their wisdom, the Cold Ones are among the world’s most persecuted peoples. Followers of Ragitrissm in the Vaalorn Empire are required to slay a Cold One as part of their Rite of Origin, forcing generations of demons to hunt Northegrans in order to attain adulthood and magical recognition. Unable to challenge an endless stream of ritual hunters without provoking constant war, many Northegran communities have abandoned permanent settlements altogether, returning to a nomadic lifestyle centred on survival. Villages are temporary, migration routes are kept secret, and children are taught from birth how to disappear into the frozen wilderness before they are taught to fight.
Although feared for their supernatural cold, the Northegrans have historically served the world as explorers, navigators, and couriers. Their unparalleled knowledge of geography, ecosystems, and ancient pathways once allowed them to carry messages and goods across every continent with remarkable speed and reliability. Even today, many historians consider the Cold Ones to be the closest thing the world has to living history, their memories stretching back thousands of years to an age before kingdoms, before borders, and before the world divided itself. To the Northegrans, civilisation did not make the world stronger—it merely built walls across roads that had existed since the dawn of time.
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