Renesphey

Renesphey, officially named Shyhenéy au Renesphéy, but is also called poetically: the Veiled Realm of Renesphey; the Veiled Land of Serenity; or the Serene Lands. It is a nation located primarily in Eastern Halinn, Abexilas. Its overseas regions include the lands of their vassal Prisma, which are located in Talasi, who they are closely connected. The heartlands of Renesphey, consisting of Lyhnchai, Awzlais and Pahoi, shares borders with Soralae, Viratayn, Esutaria and Eiszura, their four closest allies, as well as their vassals in Kartara. Other neighbours through the region of Valk and their vassal's lands are: Realm of Tauremar, Duchy of Seray, Drackar, Kingdom of the Azure Coast and the Kingdom of Rozow, in Halinn; Fjarldom of Skúlfur, State of Ne'Zuria, Kingdom of Michava, and the Arushinim Meniirate's territory in Talasi. The heartlands are considered to be the lands comprising the northern side of the Aphianesté Bay and of the Neytaruh River all the way to the latitude of the highest point of the Nériacíl Lake, including as well the Wìykirìn and Éirxéi forests to their totality and the southern face of the Ester Mountain. The heartlands only border one sea, the Sea of Memory. Overall, the nation controls a total of 3694 chunks in Abexilas through their own lands and their vassals, with the heartlands and Valk covering a total of 2524 chunks. The population of Renesphey is nearly 1.2 million people (109 players in Renesphey, 23 in Prisma and 44 in Kartara), with over half living in the capital, Lyhnchai, which is also the cultural and commercial center. The nation is an absolute monarchy with a collectivist, social and meritocratic characteristics, where citizens are awarded nobility for working towards the nation's common goals. The government hierarchy consists of the Monarch/Duke/Shyhe, aided by the high government body, formed by Ministers and the Heir Apparent, and the low government body, where Courtiers aid both the Monarch and the Ministers in their duties. 
The nation of Renesphey is a historical continuation of the nation of Anoshphey, from Rathnir, that was formed nearly 220 years ago (October 27th, 2020), and which continued to exist all the way to the end of Rathnir. The origin of the first settlers come from a northerner native people of Rathnir, originally from the rathniri continent of Nieden, called the Anesarii (also called Anoshians or Anoshpharii). In the place where Anoshphey's capital, Jirn, would later be built, they created the first iterations of Anoshphey, the Social Audal Union and the United Anosfae Commonwealth. After a while, many other migratory groups such as the Idan-Ridu, the Caedan and the Poncyreans arrived and eventually got integrated in the realm and ruled it as the old settlers died off due to infertility. For most of its history, Anoshphey was a vassal of Yimmu-Audal, but there were times where its power exceeded that of its liege, and Yimmu-Audal itself was vassalized by them at least twice. After a cultural golden age during the Second Era of the Anoshphite Calendar (in 2022), under the Empire of Astyllea, which gave Anoshphey unprecedent autonomy, the nation started drifting away from its liege culturally and economically. By the end of the Second Era (late 2023), Yimmu-Audal had grown weak under Galadonni rule, and together with Theionikos (another then vassal of YA with close ties with Anoshphey), they were awarded their independence. From thereon, an union named the Sublime Archonate of Anníekos formed, where both Anoshphey and Theionikos would work together on stabilizing the continent after Yimmu-Audal's implosion. By the end of Rathnir, they both owned most of the continent, including their old liege's capital. 
When the world of Rathnir ceased to exist, most of the people who were near the capital were able to go through a magic portal to Abexilas. After months of search, they found the region that'd later become the heartlands of Renesphey, and settled mostly on the plains, where Lyhnchai was founded (3/30/24). The region of Renesphey was previously inhabitted by a humanoid group called the Rei Taan, which received the arriving immigrants with open arms. The Rei Taan were not one organized group, instead being separated into many clans that governed their own regions. Those clans, in the past, had been part of a long forgotten empire that spanned through most of Eastern Halinn, but ultimately collapsed, leaving the Rei Taan exposed to seafaring raiders and other threats. Until the arrival of the Anoshphites, the Rei Taans were mostly isolationists, with their superstitions, hiding in the misty land. Once the Anoshphites had established their territory and recreated their governmental structure, the Rei Taan clans were invited to join the government bodies, and, after all of them accepted the Anoshphite rule, they were fully integrated into the society. As most other people in the continent finished settling, the nation of Renesphey was invited to join a continental alliance named the Halinn League in exchange for aiding the wars in the west in a subcontinent named Zarilyia. This period benefitted the nation's diplomats, as they learned about their neighbours' and the continent's overall geopolitical scene, and once the Halinn League had dissolved, they formed the current alliance with their neighbours, named the Winds of the South. It was also during this period that the region of Valk, as well as the vassals of Kartara and Prisma, got integrated into the nation. 
Renesphey is acknowledged as a center of culture, economy and magic, with a highly skilled population in widely different areas, which translates into the nation's millionaire monthly GDP. Among the different areas of the economy, the preferred areas for the Anoshphite artisans are blacksmithing, brewing, mining, trading and fishing. It is a regional power, being one of the founding members of the Winds of the South. 
== Etymology ==
Firstly, the term Renesphey comes from the words renes and phéy, meaning "serene" and "land". The style of the name is similar to that of the old Anoshphite home, which was formed by the words anòsh and phéy for "elder land". It was coined by the first Anoshphite settlers as they explored the region they had landed in, and expressed how serene, peaceful and untouched it was. The official name, Shyhenéy au Renesphéy, is also a reference to the ancient realm of the Anoshphites, which was named Shyhenéy au Anòshphéy. The term shyhenéy used to mean "duchy" back when the Anoshphites were vassals, but after their independence and even through their travels to Abexilas, the name gained a new meaning, more akin to "realm". The term au means "of". Therefore, Shyhenéy au Renesphéy, if translated to Traveller's Tongue, would be either "Duchy of Renesphey" or, with the more modern meaning, "Realm of Renesphey". Even with the modern meaning, the ruler of Renesphey's title, Shyhe, is still translated simply as "Duke".
It is of note that, for the first few years of Abexilas, the Anoshphites called their realm the Shyhenéy au Lyhnchái. This was changed to Renesphey to more correctly represent the rest of the country, as Lyhnchai was already the name of the capital.
== History ==
The history of Renesphey is very well documented from the point of the arrival of the Anoshphites in the region, but the same cannot be said to the periods before that. The reason for this lack of concrete knowledge comes from the fact that the Rei Taan and humans that inhabitted the region did not have the tradition or technology to write down and conserve the manuscripts of those eras, with the exception of very rare sheepskin parchments that survived the societal collapses. Nonetheless, the oral tradition of those people was transmitted generation by generation and, with the arrival of the Anoshphites, those stories were finally put on paper and given the necessary research for archeologists to find the origins of the natives. 
=== Pre-Anoshohite Arrival ===
The tribal era of pre-arrival Renesphey is barely known. The oral history kept the information about which tribes lived where, since the clans that showed up in the clan era were descendants of those tribes, and the archaeological information has found vases, clay and stone utensils, as well as other signs of pre-historical evidence of Rei Taan habitation in the area. The information that has been found about this time is that over a dozen tribes inhabitted the area. Some of the names that were linked to the tribal times are: Jastimir and Lyastemi tribes in Aitamirin and Acílìor area; West Daa Ranee and East Daa Ranee plaingrazer tribes who shared the plains biome with the smaller tribes of Deshuaa and Taasha; Saa Lee tribe in modern Downtown Lyhnchai area; Paa Raa tidestrider tribe in the Épiláh; the Puhennic tribes in the Éirxéi Antàlé forest; South Clee forestwalker tribes in the Clòesirìn forest; the Bethem See tribes, which were subdivided into the tribes of Iishain, Oos Lie, Aatii, Kaa Ria, Rem Re and Gaan, in the northeastern coast of the Neriacíl lake; the North Clee forestwalker tribes of the northern Éirxéi forest; and the Baahtem mountainfolk tribes of Mount Ester. Out of these, all of them are Rei Taan tribes, with the exception of the Jastimir, Lyastemi and the Puhennic tribes.
The disorganized tribes of the Rei Taan engaged in light skirmishes over hunting, and later, grazing lands. The most notable subgroups of these Rei Taan tribes would be the Plaingrazers, Tidstriders, Forestwalkers, Mountainfolk, and to a lesser extent, the Riverkin, whose separation from the Tidestriders is hotly debated. To the east and west, on the coast of the sea of memory and the Neriacil, we’re the human tribes of the Puhennic people and the Lyastemi peoples. While the Puhennic tribes were largely contained to modern day Pahoi, the Lyastemi tribe of Jastimir enjoyed a notable trade presence on the Neriacil as well as the Neytaruh river.
==== Lost Imperial Era ====
It is unknown when those tribes started existing, but it is known when they became dominated by a forgotten empire ruled by a mysterious race of elves. This Empire of Many Names has been dated to have started in the area south of the Neytaruh river 600 years before the arrival of the Anoshphites. One century after the first signs of their existence, a large expansion is seen on the reach of their goods, including weapons and armor, that covered Renesphey and other regions. For almost another century [after the empire expanded], research shows that the imperial rule worked by having appointed elvish leaders governing the many provinces, but this wouldn't last, as some of the local tribes, with the Puhennics being the first ones, acquired power and rights to pressure the emperor to give them the governing of their own lands, which eventually led to the dismantling of the elven governorship and sent them fleeing back to the empire's capital. It is believed that the reason that led the natives to take those actions are related with a period of exaggerated bureaucracy and stagnation, which allowed the local warlords to become powerful enough to partition the empire among themselves and transform it into an oligarchy with a lip service emperor.
In Renesphey, the empire had ruled the land by empowering warlords of important Rei Taan clans of the difficult to traverse areas, such as the forests and mountains, and giving them the means to subjugate the neighbouring clans, while holding the plains in a more centralized manner. This continuous influx of weapons and gold towards these selected clans allowed them to be powerful enough to repel any external threat that the region might have faced during this time, bringing peace and prosperity to the region without much more interaction with the imperial subjects than trade and power. However, the warlord's hunger for power led to the destruction of the imperial realm about 470 years before the Anoshphite Arrival, and, when there was no more room for expansion, the Gilded States turned on each other. Many wars were fought among themselves in an attempt to claim the fallen empire, ending with the complete destruction of the imperial capital and its remnants during what became known as the Great War that lasted 70 years.
==== Gilded States Era ====
The following two centuries after the Empire’s fall were witness to the slow death of an era. The Gilded States, while powerful in their own right, ended up diverging from each other, leading to the end of many trade routes, impacting the economy of the region and, most importantly, stopping the production chain of weapons and armour. This resulted into armies being reliant on supplies of old and rusting steel, having to recycle every piece in order to forge new ones. Many technological advances were completely lost in exchange for the Gilded States’ short term wealth and survival.
With the end of the imperial law, these Gilded States were reliant on archaic codes and traditions, such as partitioning inheritance rules and tribal governments based on the militaristic power of their subjects. The society itself declined rapidly, with knowledge being replaced by superstition and raw physical power being more valued than wits. The societal roles became unbalanced and male dominated, and the once abolished practice of slaving the defeated enemies became common once again.
Without the protection of the Empire, the Rei Taan had become easy prey for raiders. Only 60 years after the collapse, a seafaring people called the Salewans saw the opportunity to invade the coast of Renesphey. However, the Salewan Invasion wasn't based on a sudden desire to plunder the Renesphite coast, which the Salewans had been doing that off and on for centuries by this point, but this time the sinking of the Salewan archipelago spawned their actual diaspora to the continent. One document, "Account of Early Rei Taan", written as a second hand account from the stories of their elders by the Rei Taan noble Aasanaina Aaakan, talks about the political scenario of the clans that existed during the time of the Salewan Invasion.
They started on the northeast part of Renesphey and conquered their way south, going inland as far as Lake Neriacil. Those that were taken by the Salewans were either killed or put into forced labour to deforest the region and build their infrastructure. The region, with only a few weakened Gilded States, was unable to fight off the invaders until a group of adventurers, called the Shepherds, got together and, with the aid of the last persistent Gilded State of the region, Aitamar, sieged their holding in northern Siyoirìn, and drove back their warriors to the sea by around 393 years before Anoshphite Arrival. The Salewan citizens they brought over, however, stayed in the region and gave rise to their own settlements, cooperating with the native Rei Taan and gradually undoing the harm that their brethren had caused.
The Silent Centuries, from 393 to around 200 years before the Anoshphite Arrival, are among the most intellectually dark periods since the collapse of the Empire of Many Names, it is known only that in this era, while the Great War had become a forgotten conflict of the past, many career killers still roamed the land. There was not nearly enough bloodshed compared to the Great War, or even that of the Salewan Invasion, but it is known that during this time, the Gilded State of Aitamar mysteriously fell, officially ending any remnant of the Empire. For the majority of this era, while the Rei Taan of the Sa'ráe plains began an emerging clan system, the lands of modern Renesphey during these centuries remained a dark, forgetful, and dangerous place, with which only the ruins of once great civilizations offered refuge.
==== Clan Era ====
The Gilded States as a whole ended during the Silent Centuries, as they progressively partitioned themselves, until they were back to being just simple clans instead of a united force. Aitamar outlasted all of the other Gilded States, but their end would also arrive, when they broke into several clans in the region of Renesphey. The strongest of those clans, the Sa’rae, still held up the power over most of the plains of Renesphey for almost two centuries, but even they’d end up with break aways forming smaller clans, such as the Laan'naa, the Pia'en and the  Baataeti. Other known clans of the time were the Daabadaeti of the shores of Pahoi, the Cloesi in the Eirxhei Forest, Saaskaata’ri of Aphianeste Bay, the small and nomadic Kaalee, Dat’oon of the Épiláh, Mehares of Acilior, Daegentii from the Àlontéos mountain, and the Saatihana, Laatanini, and the Baahtaan who shared Alpahrin peak. The emerging clan system of the Sa’ráe plains Rei Taan was one centered around a specific Rei Taan family, where one family with a significant amount of farming land attracted other families to their names and farms, working in exchange for food and protection, establishing the Rei Taan clans, if only their initial forms. 
During this period, each clan had only what they could craft or what remained of the Old Empire, rusted or torn apart. All clans were struck by hardships, and the shamans spoke of a curse in the land which led to the end of the large scale agriculture for them. Their superstitions were reinforced as, halfway through this three centuries period, the once seasonal fog grew thick and covered all the land in an eternal mist, leading to isolation. The exact date of the mists’ arrival is unknown, however it only appears in oral records originating from around the year 170 before Anoshphite Arrival. While the origins of the mist is unknown, it brought a heightened paranoia among the Rei Taan clans, as well as many curious beasts from the Wickwood. This caused the Rei Taan clans to become a lot more superstitious and reclusive, with only a few months a year left where the mist did not constantly blanket the lands. The Salewans of Pahoi remained relatively isolated from the Rei Taan world, establishing a small but otherwise decentralized state. This persisted in stagnation, with conflict being too rare for the Rei Taan to perfect it, but Clan leaders being fragile or bold enough to ensure the map was never quite stagnant.
=== Post Anoshphite Arrival ===
With the end of Rathnir and the Salvation of Ahrin allowing the Anoshphites to cross worlds, the portals led  most of their people to the central region of Abexilas. As the influx of otherworldly immigrants arrived, they searched far and wide for a better suited area, and in the Eastern region of Halinn they settled along the northern coast of Aphìanesté Bay and along river Neytaruh, starting a town that would later grow into the famous Lyhnchai megacity.
==== Discovery of Renesphey ====
When the Anoshphites arrived in Abexilas, they found themselves in Talasi's center. Knowing that the central continent would soon be overrun with hordes of Rathniri and Eldhamites, they went to the coast and started crafting ships en masse. Many adventurers claimed that they'd be the ones to find the promised land of the Anoshphites and many elders and children waited in the shores of Talasi for the return of these trailblazers. Abexilas was not as safe as Rathnir had been, and many of these ships would be lost at sea, either to storms or sea monsters or both. Even so, some would return, with maps of the regions they found and tales of how great their find was. The captains of these expeditions would become known as the Bemàh Táins (Great Captains).
The first adventurers to return were the crew of SHS Postrum, a brigantine styled ship, led by Táin Tulàne, two months after the Anoshphites left the portal. Those adventurers had found what they claimed to be suitable land in the continent of Kejafros, where the Republic of Gran Coran'i stands nowadays. They talked about large plains and forests, with rivers crossing the land all around. Some days after, when a bigger expedition was being made to explore Kejafros, many other sloops returned from that continent. The expedition was finally organized and around two thousand Anoshphites were sent to Kejafros to scout the land. Sadly, those two thousands were never heard of again. 
The second adventurers, Táin Lithrá and the crew of SHS Ìsatyéi, a schooner styled ship, returned 10 days after the Kejafros expedition was launched. This time, the Anoshphites were not convinced, as they came from the continent of Rozakko'ra, of which many scary tales had already arrived with the first adventurers. Nevertheless, the adventurers talkes about a land of much gold and prosperity, of endless plateaus filled with lemon trees. The Lithranorians were convinced by the riches that the adventurers had brought, such as lemons and gold nuggets, and joined their ships towards the mysterious continent. They managed to create a civilization there in the year 4, got conquered in the year 18 and they were last heard of in the year 25, when they collapsed and disappeared from the known history. 
The third adventurers arrived the week after the Lithranorians had set sail. They were led by Táin Étas and the crew of SHS Skònséy, a caravel styled ship, and they had found great islands off to the west, in an unknown location. They didn't bring any riches, however. The crew arrived half dead and half alive, with a terrible disease that made the Anoshphites stop them from disembarking. From the ship, the remaining crewmen told of vile and man eating natives who deceived the crew and captured them at night. The ones who made it back were left with a horrible curse, for they had abandoned their friends to a fate worse than death. 
The fourth adventurers arrived soon after the third adventurers. They were led by Táin Aònunthéi, the captain of the crew of SHS Arróntàléi. They had come from the continent of Halinn and had found modern day Renesphey, having sailed up the Aphianesté bay and the Neytaruh river and interacted with the natives. They brought back food and other products that the land could yield, and even a few willing and friendly native Rei Taan with them. This time, the Anoshphites were fully convinced by the friendly natives and the tales of plentifulness they had brought with them, and prepared thousands of ships to sail the winds towards the shores of what would later become Renesphey. They'd finally arrive in large numbers in the area where the port of Lyhnchai would be built in the year that'd become known as year 0 of the Fourth Era (3/30/24). 
==== Rei Taan Integration ====
The contact with the natives was almost entirely positive, as the Rei Taan are a kind and peaceful people. The natives taught the Anoshphites how to survive in the new environment while the Anoshphites taught them what remained of their technology from Rathnir. Due to the warping have taken a few generations, much of what was once common to them was lost. One thing that crept its way through the survivors of the portal was a deadly disease, Rotlung. The Anoshphite’s humours were already used to it, with only the elders and children being afflicted by the dangerous type of the disease, but for the Rei Taan, it was devastating. While numbers might not be accurate, it is believed that 62.3% of the Rei Taan succumbed to the newly arrived disease. The Anoshphites used all their knowledge to help, but to no avail.
Later in their contact, when the government and court of Renesphey had formed and Shyhe Siyoi Orne'Valerin was chosen to lead the Anoshphites, the realm peacefully integrated the Rei Taan clans that presided over the Serene Lands, giving them important positions in the courts and bureaucratic machinery of the realm. Once Lyhnchai started being heavily developed, many once rural Rei Taans moved to the capital to aid in the effort and growth of the city. Some marriages were also arranged to appease the differences between the clans and noble houses, slowly creating a small but well born group of mixed Rei Taans with the other Anoshphite races and ethnicities.
Besides the successful integration of the Rei Taans and Anoshphites, Shyhe Siyoi was also responsible for bringing over a large diversity of fauna and flora from the old world, with successful attempt of adapting them to the new land. The greatest project during his time, however, was the search for the Anoshphites that landed elsewhere, such as the Idanis of Prisma, while reorganizing the political structure of the newly formed nation of Renesphey into a more centralized and meritocratically based country, as opposed to the previously land based system of Rathniri Anoshphey, all of which was done together with the Ministers (Keséans) of the realm.
While an important ruler, Siyoi did not go through the portal unharmed. He, like many other Anoshphites, suffered Warp Scars and his mind would rapidly deteriorate, only allowing rare moments of apparent lucidity. This situation caused the government to rely mostly on the work of the Keséans and the Renélsáer. During that time, many achievements were made by these bureaucrats, such as the vassalization of Prisma, our fellow Anoshphites in Talasi, and Twin Cities of Altara-Karvina, our friendly southern neighbours. Land was also acquired by the clever actions of Loshirethe Primothy, creating the new city of Valk.
File:Valk field.png|The farmlands of Valk
File:Renesphey First Supper 2.png|The First Supper of Renesphey with friends
File:Lyhnchai-settlement2.png|The small town that would grow into modern Lyhnchai
==== Foreign Emissaries ====
At first, the diplomatic relationships of Renesphey were focused towards their neighbours. An attempt was made to try and befriend the neighbours and create an alliance with all of their powers combined, bringing together Akashiro, Viratayn, Soijiro, Renesphey and Altara-Karvinia. This plan was known as the Five Winds, but it died out during the discussions of the terms of the agreement. Nonetheless, it did bring these neighbours together and friendly relations between them and their citizens started being made. Some examples were interactions and linguistic exchanges between Altara-Karvinia and Renesphey that'd later grow into a relation of vassalship, as well as cordially inviting each other to their festivities and tournaments, with an Anoshphite winning the first Toka tournament of Akashiro and Akashiren fighters winning the Second Gladiatorial Tournament of Renesphey.
Another emissary that arrived in Renesphey was Abdoulla Orne'Valerin, from the Dwarven Magocracy of Prisma, to reconnect with the other Anoshphites that made through the portal. The new Prisma was founded by the clan Kang Zak of Abdoulla and Fireworker, who lead some of the Idan-Ridu people of Apasiril through a different portal opened atop their holy mountain. The Grandmaster Magos Abdoulla had come to Shyhe Siyoi, his distant cousin, to pledge fealty to him and Renesphey, honouring their long standing cultural and military ties, becoming an important vassal of Renesphey in the region of Talasi.
Geopolitically, the continent of Halinn was mostly stable, but with tensions growing in the west of the continent, a group of strong nations joined together to create the Halinn League. Renesphey was soon invited to join, which they agreed due to many of their neighbours and friendly nations were already in the league and the potential to keep the peace in their area through the alliance. Not long after joining, Renesphey had become an important member of the Halinn League, dealing with the logistics of war resources the league’s campaign in the Halinn subcontinent of Zarylia, on the west, where league members were being attacked by Soliana. With the fall of Evankhite, the League decided to reorganize itself and strategize different approaches to the war.
This renewed spirit would soon collapse in of itself, when the nation of Scaliga had a defeat in their own soil by the Solianan troops. The morale of the nation representatives and the soldiers had been lost, and the major nations had realized that it wasn't feasible to protect so many small nations that were unable to provide minimum gear for their own defense. A few small nations were abandoned by the league, with a few bigger nations, such as the Crusaders, leaving right after for their own campaigns. It wouldn't take long until Soliana would also defeat and take the lands of Scaliga, Steelwater, Alamayn and Rolon, meanwhile the league was attempting peace negotiations with the belligerent empire. Eventually, the leadership of the Halinn League had come to the conclusion that they could not agree on how to deal with the negotiations, and it slowly dissolved by itself, with representatives leaving back to their own homes, telling tales of the failed continental alliance to all those who would hear them.
File:Halinn League Map by Brunozamp.png|The nation members of the Halinn league at its peak
File:Lyhnchai-pamelagrotto.png|The first interaction with Altara-Karvina
File:Toka tournamnet finale ponteos.png|First Toka Tournament where Ponteos became the victor
==== Winds of Change ====
The representative from Renesphey, Taryn Orneleus, on his way back home, took a detour and passed by the neighbours of Renesphey. There, he planted the seed of the need for the Eastern Halinn nations to create their own regional alliance, focused on protecting the heartlands of their nations and only accepting nations that had the same goal and responsibility in mind. In a way, this attempt was a successor of the Five Winds, but with a few different nations and names that seemed more well suited for the geopolitics of the region. The nations of Renesphey, Esutaria, Eiszura, Soralae and Viratayn would send their representatives and, in their many meetings in the different capitals, they got together and agreed on terms for a new treaty: Winds of the South.
While the East of the continent was mostly peaceful, a few events would rapidly build up tensions in the region. The nation of Soliana, which had merged with the nation of Halge to create Solge, would go on to take the lands of Soralae in the old region of Soijiro. The nation of Daeconia would abuse a period of instability in the fabric of the world to raid and sack the city of Karvina-Altara, leading to around $400,000 in losses to Kartara, which would later be reimbursed by maintainers. A war had also broken out on the west of Viratayn, between Crusaders and Leyden's successor, and some areas became abandoned and gave rise to squatters.
These tensions would not stop the nations in the Winds of the South from celebrating their many graces and festivities, and the period became more known for these grand festivities. In Renesphey, a two year long festival was held to celebrate the Fourth Era of the Anoshphite Calendar and the period of 52 years of independence that the Anoshphites had gained since Rathnir. During this time, two bright red stars, believed by the Anoshphites to be their first ancestors, could be seen in the skies. These stars rotate the night sky and brighten the most during one full year, commonly called by our people as the Founding Year. Even in Abexilas, these stars were visible during the Founding Year, and it blessed the Anoshphites with fortune. The celebration that was held was mostly sponsored by the brews produced by the Dwarven Magocracy of Prisma and the local brewer Asher, and the citizens could be found drunk or playing games on the sidewalk across the entire capital.
File:Winds Members.png|The nation members of the Winds of the South
File:Lyhnchai-burning-effigy.png|The burning of the effigy during the 1 year of Independence celebration
File:Lyhnchai-player-soup.png|A "player soup" that happened during the festivities, where many people jumped into the soup
==== Economic Boom ====
After the security of the region had been guaranteed by the Winds of the South alliance, the Anoshphites found a renewed focus to work on their industries. The first industry that saw a boom in production was the experience factories. Once a large amount of experience had been produced, a large effort of gear and weapon production was spearheaded by Taryn Orneleus, with the aid of Adeline Orne'Valerin, Ishtar Aaakan, Taco, Siyoi Orne'Valerin and Dice Man. By the end of this large scale production, a total of 1026 weapons and hundreds of sets had been made and sold to a variety of shops and nations across Abexilas.
Arms dealing was not the only focus of the Anoshphite economy in this period, however. Brewing efforts were also initiated by Asher and other local brewers and a massive amount of unluck brews were made that fed the gunpowder fishing industry that, by itself, fed a bunch of other industries in the capital. With the investment from the economic focus, Renesphey was ready to focus on its next development plan.
== Geography ==
The region of Renesphey is similar to a donut. In the center, the Nériacíl lake and the Alpahrin and Àlontéos mountains crown the terrain, surrounded by forests on all sides but the south. There, the Sa'ráe plains extend from east to west along the Neyturah river's northern side. North of the Nériacíl lake, hidden behind Mount Ester, lies a mysterious forest named the Wìykirìn, where monsters and a dangerous witch reside. Across the Aphìanesté Bay, Kartara and Eiszura rest their lighthouses together with Lyhnchai's, creating the magnificent three lights that shine the waters. The Sea of Memory, the sea off the coast of Renesphey, craddles a small island named Maernie stood up by four pillars of weirdly natural origins. On the south of the heartlands, there was Valk in a valley amidst a few hills.
=== Heartlands ===
The Renesphite Heartlands are considered to be the region where the first Anoshphite migrants arrived in the continent. They cover the Éirxéi and Wìykirìn forests all the way south to the Sa'rae plains, with the western limit being the Aitamirin forest and the eastern being the Epiláh plateau. 
==== Flatlands ====
Considered to be the first area populated by the Anoshphites, the Épiláh plateau is a flat elevated plain. The region is covered by shrubs and grassy vegetation with a few spread out trees that thicken into the Siyoirin forest the closer to the Alpahrin mountain as you get. The stoney coast of the Épiláh is known for its rich fishing spots, and used to be the main fishing spot of the people of Lyhnchai for decades.
The Sa'ráe plains, on the other hand, are low-lying grasslands that cover the biggest area of the heartlands and is the place where the capital was built on top of. The grasses that cover this terrain are known for being very nutritious, having fed civilizations of Rei Taans for almost a thousand years. A few shrubs and groves can also be found across the plains, with one of them becoming a popular spot named "Pamela Grove" and later "Pamela Park". Another curious feature of these plains is that there are a handful of lava lakes connected to the underground magma chambers that heat the waters of the region. For centuries, they've been used to heat a variety of things, such as baths and communal soups, but their true potential would only be achieved by the industrious Anoshphites and their mills. One small beach exists on the southernmost end of the Sa'ráe plains, where it meets the Aphìanesté Bay. On the western end of the Sa'ráe plains, where the grassland meets the Aitàmirìn forest, a few hills can be found, with one of them having the ancient ruins of Acílìor on top.
==== Mountains ====
In the middle of the heartlands, two small mountains rose side by side to watch over the surrounding forests. The smaller one, Àlontéos, is covered in fluffy snow and is prone to avalanches, but is also a common sheep herding location with the native Rei Taan. It only reaches a mere 81 meters high, although it already stands on an elevated area, making it a total of 169 meters above the sea.
The taller mountain, Alpahrin, reaches a much higher 207 meters above the sea, which translates to 119 meters higher than the surrounding. This mountain is much more stable and is a known pilgrimage destination to the faithful of Shyresu Inari. Similarly to its smaller sibling mountain, the shepherds take their herds to this mountain frequently. The snowstorms on this mountain are a known for being problematic, and not even the natives dare climb it on a cloudy day.
On the far north of Renesphey, the first mountain of a whole mountain range stands tall in the crossing point between Renesphey, Esutaria, Soralae and Viratayn. Mount Ester or Mount Esther, as it has been coined by the surrounding people, is the tallest mountain in the Heartlands of Renesphey, reaching 258 meters above the sea. Due to its proximity to the Wìykirìn forest, Mount Ester was not a hot location for the Rei Taan shepherds, but tourists enjoyed the adventure of the climb.
==== Forests ====
The largest and most important forest of the heartlands is the Éirxéi forest, also known as Éirxéirìn. It is so extensive that it is often divided at the longitude of the Àlontéos mountain between the Éirxéi Óvest (West) and the Éirxéi Antàlé (East). Although the division exists geographically, it does not change the fauna or flora of the forest, as they are connected through the north and south and through the Shepherd's Pass between the two central mountains. The forest is mostly covered by dark oak trees and tall mushrooms of many varieties, but in colder areas, such as the mountain passes, the Siyoirin transition zone and on an abnormally cold spot in the north of the forest, pines and spruces are also common. On the north, the dark oak trees dwindle and a belt of birch trees mark the northern end of the forest.
The second most important forest of the heartlands is the Wìykirìn woods. Unlike the Éirxéi forest, it is small and secluded, only being present on the southern foot of Mount Ester. The Wìykirìn woods is well known by all those who lives in Renesphey, as it is both the place of legends and the origin of many horrifying stories. It is said that monsters inhabit the forest and indeed many terrifying creatures call those woods home. It is unknown why that forest, which borders the Éirxéi, is so different, but studies show that it might be due to the weird magic signature of the place. Besides the monsters and myths about the place, it is mostly known for being the home to a Wicked Witch who sometimes aids or scares away adventurers of legends all the way to the modern day.
The third most important forest of the heartlands is the Siyoirìn forest. The reason for its importance lies mostly on the quality of the wood that can be found there. Due to this high quality, this forest has been cut down significantly and is very sparsely forested due to this. The wood is largely used in the development of Lyhnchai or used to make large ships for the Renesphey Admiralty. It is also a commodity that is exported across the sea. The forest, however, is also home to a good amount of seafowl, who use the rocky and steep coast as a natural breeding colony.
The last two forests have historically been cut down to give space for the growing Lyhnchai. The first of them, Clòesirin, is a mix of birch and oak trees that hug the southern shore of the Neriacíl lake all the way to the Acílìor ruins. Due to its connection to the Éirxéi forest, it shares most of the other fauna and flora, serving as a transition zone for life between the dense Éirxéi forest and the open Sa'ráe grasslands. The last one, Aitàmirìn, has been transformed into nothing more than a few sparse oak and birch tree groves left disconnected by the massive exploitation of the wood for the construction of Lyhnchai and to expand the agricultural needs of the capital. Soil and vegetation studies show that the Clòesirin and the Aitàmirìn might have been connected in the past alongside the entire southern shore of the Neriacíl lake, but, due to early humanoid intervention and the creation of the ancient Acílìor town, it became separated and grew apart and with different fauna over the following hundreds of years. A small segment of the Aitàmirìn forest still exists in the Viratayn region.
File:Renesphey 3d east render.png|The 3d view of the forests in the heartlands
File:WickedWitch cooking child.png|Lulu cooking a young Taryn after a prank
File:Renesphey forests.png|The sky view of the heartlands
==== Lake and Rivers ====
The biggest freshwater body in Renesphey is, by far, the Neriacíl lake. The lake is located right in the center of the heartlands, with the Wìykirìn forest on its north, the Awzlais town on its east, the Acílìor ruins on the south and the remnants of the Aitàmirìn forest on the west. The waters of the lake are fed both by the streams that flow down from the mountains and, more importantly, by underground thermal waters, heated by the magma chambers spread across the region. The water is a hardy water due to the minerals that flow into it from the mountain and the underground, and the temperature of the lake is warm. Some times during the day, in Winter and Autumn season, it's possible to see steam coming out of the lake. 
The river that runs south of Lyhnchai, the Neytaruh river, is known to start in the far west of the area where the heartlands are located, in the reaches of the city of Seraphelle. From there, it crosses the city of Crusadon of the Crusader Empire, then flows into the lands of Viratayn where it curves into the rural areas of Lyhnchai before reaching the four way crossing, of which the eastern way flows into the Aphianesté Bay through Lyhnchai and Kartara. Due to all the forests that the waters go through, the ph is more on the acidic side and the waters are colder than the lake's thanks to the shade of the trees, but it's still considered to be warm when it reaches the bay.
From the mountains, many small tributary streams flow into the Neytaruh river and the Neriacíl lake. Those streams carry down melting ice from the mountain tops with minerals down to these water systems. The ph from these waters is more on the neutral side but hardy. They're the main source of drinking water for the people of Lyhnchai and the Rei Taan clans, due to the water quality from the streams being much better than the river and lake.
==== Coastal Waters ====
The entire coast of Renesphey's heartlands is situated within the Sea of Memory. In the south, the coast is interrupted by the Aphianesté Bay, with which Lyhnchai shares with Kartara and Eiszura. On the north lies a strait between Siyoirìn's coast and Maernie island, appropriately named the Salewan Pass, or Saleàux, for its historical play during the Salewan Invasion of the Rei Taans.
The Aphianesté bay is a very important economical region of Halinn, where three different nations shares its waters. Lyhnchai, Karvina-Altara, Asmarásu and Yukkaku, with their ports and lighthouses, guide the shipments that come from everywhere in Abexilas. The bay can also be understood as the delta of the Neytaruh river, since it opens up at the end, where the river meets the sea to form the bay. The bay's water is brackish, and its considered an important nursery for fishes, crustaceans and shellfishes.
The Saleàux is a strait through which many migrating species swim or fly through during the Spring and Autumn seasons. Thanks to the hotter waters of the south of the Sea of Memory, many marine animals cross the strait to reach those calmer areas, avoiding the colder mouth of the Sea of Memory near the icebergs, so they can breed in the secluded sea. The entirety of the sea is a nursery of sorts for larger marine mammals and big fish, which makes it a great fishing spot for the winter and summer seasons.
==== Undergrowth ====
The underground of the heartlands is a whole biome of its own. Typically called the Undergrowth, it's a massive, in scope and biodiversity, cave system that spans under the heartlands. In the Undergrowth, many micro biomes can be found that serve as habitats for many endemic species adapted to the life within the cave systems. Some of these biomes are: the overgrown caverns, which includes forested areas, flatter plains-like areas, and even overhead canopy areas; the flooded tunnels, being water filled cave biomes that supports the many aquatic and semi-aquatic lifeforms; the whispering cracks, which are simply small tight and narrow passageways and cracks that spread in and amongst the various super caverns and caves throughout the Undergrowth; the watering hole, a gigantic lake formed and sustained by the runoff of water from the mountain; the old ruins, mysterious and abandoned ruins under the deep Undergrowth filled with monsters; and the deadrop pitfall, which are deathtraps with endless falls.
The Undergrowth is so varied that each biome has its own uniqueness by itself. Generally, however, the waters tend to be warm, thanks to the magma chambers that exist in the underground, and the cavern temperatures are mostly on the warmer side as well. Unlike the overworld, where plants feed from the light of the sun, in the Undergrowth, the redstone crystal's natural light is what influences the growth of the Undergrowth's flora, which then serve as the base of most ecosystems where the sun doesn't shine. 
=== Maernie Island ===
The island off the coast of the Salewan Pass has been known by two different names in the past. The first name was Salew, the home of the Salewans, as the Rei Taans came to know it. The second and more modern name, Maernie, was given by the Anoshphites, who found the island in ruins and named it as such. The island itself is of dubious creation, as it was not mapped by the first arrivals of Anoshphites. A year or two later, it suddenly rose from the sea with the Salewan ruins, with twenty seven pillars rising from the sea floor. The Anoshphites found it strange, but it was considered by mappers and travellers alike as a natural island, even with its eerie unnatural look. After this newly found island, the Anoshphites started working on giving it a more natural look and dropping sand and dirt to create a stronger base structure.
The island itself is very small, with only one oak tree standing in the center of it. The grassy island is still an important place for the fauna of the region, with many endemic birds using it as a breeding ground away from predators. Due to its size, however, only birds and marine animals visit the island nowadays.
=== Valk Coast ===
The coast of Valk connects with a different bay, the Baden's Bay. Unlike other bays, this one does not seem to connect to a larger sea or ocean, which means that it is really an inland sea. Not much research has been done on the salinity of the sea or the fauna and flora of the region, but it is known that it seems to hold the common characteristics with other Abexilas seas. As scientists take samples of the area, more discoveries will be made and new information will be found about the coast.
=== Air Currents ===
The meteorologists of Renesphey have studied the regions surrounding the heartlands and Eastern Halinn. With the information they found, they categorized the temperature of the winds of the region and the air currents. Most of the heartlands' east are inside the Renesphey Cool Front, filled with mist and cool air that comes from the south and flows to the northeast. In the west of the plains, also from the south, flows the main source of hot weather in Eastern Halinn, which was named the Inner Halinn Wind Highway. It flows from the interior of the continent and spreads warm air across the continent. One part of that mass of air flows northeast above the Renesphey Cool Front and creates the Soijiro Wind Offshoot, accumulating moisture along the way.
On the other side of the Inner Halinn Wind Highway, east of the Sea of Memory, lies the other massive air front of the system. The Rozowonbound Wind Front is filled with cool moist air from the sea and from the northern cold region of the peninsula that closes around the Sea of Memory. It flows down into the Kingdom of Rozow, where it brings the cold air around the low pressure point that is the center of the Sea of Memory. North of it, the Great Ice Sheet Front is the region where the warm and moist air of the Soijiro Wind Offshoot and Renesphey Cool Front flow to dry and chill. The Great Ice Sheet Front is cold and dry, as most of the moisture condenses and rains on the mouth of the Sea of Memory. Another notable low pressure point in Eastern Halinn, although smaller than the Sea of Memory's center, is the area between the cities of Ivesibev and Tratinay.
File:Renesphey wind direction.png|The wind direction of the region around the Sea of Memory
File:Renesphey air current.png|The air currents around the heartlands
=== Water Currents ===
When it comes to water currents, the oceanographers of Renesphey have mostly kept themselves to studying the coast of their heartlands and the water that flows into and out of the Sea of Memory. The current that flows into the Sea of Memory is cold and eventually warms up once it reaches the Aphianesté bay, where the warmer waters of the river and bay warm up the cold current into a mild one. That mild current flows east until the weather warms up the current once again. From there, the current moves into two different directions, one going through the peninsula into the wider ocean, while the other goes north and reaches the Great Ice Sheet, where it chills once again before flowing around the northern coast of the peninsula east of the Sea of Memory.
=== Climate ===
The climate of the heartlands is divided by the mountains in the middle. The north and east side of the heartlands usually contains a variant of the continental climate, while the south and west has the temperate climate, both of which contain no dry season due to the humid forests, rivers, lakes and seas of the region.
The mountains contains the continental, no dry season, very cold winter climate, known as Dfd. The Éirxéi forest, both west and east of it, are within the region of continental, no dry season, warm summer climate, known as Dfb. The Siyoirìn and the coast of Renesphey with the Sea of Memory is entirely covered by a continental, no dry season, cold summer climate, the Dfc. The Wìykirìn forest and the Clòesirin forest are both within the temperate, no dry season, cold summer climate (Cfc), while the entire grasslands and plateau of Lyhnchai and Aitàmirìn are all on the temperate, no dry season, warm summer climate (Cfb), just like large parts of Viratayn and Kartara around it.
=== Fauna and Flora ===
The fauna of Renesphey consists of many different critters. The forests, for example, are home to lantern dragons, axe-clawed bears, bright wolves, giant harvestmen, voice thief ravens, paradise magpies, shiny coloblule fly, fluffy bees, the wicker moths and many more. The mountains are more secluded, therefore only a few species have been found there, such as the stone throwing ape, lavablood mountain drake and venomous vipers. The grasslands, on the other hand, have a large variety of small mammals and invertebrates that live under the tall grass, and although not many of them have been researched deeply, the stealing beetle is well known within the city. The rivers and lakes have their own species too: boomerang birds, harbor blade fish, tentaclebills, scorpiamander, holeshadow fish, nomad candle crab and the elusive salt hare. The bay and sea have not been studied deeply yet either, and only three species of animals are known: the amnothian, the bluefish and the small-thin-mouth verm. The underground is also beaming with life, with some curious animals being the amphisbaena, the giant ore sloth, a species of intelligent spiders, a rock eating owl, monkey spiders, tiny dragons, bat squirrels, gliding frogs and much more.
The flora of Renesphey is also very varied. Some notable mentions are the Éirxéi forest trees like the blood tree and the bear tree. In the Wyìkirìn forest, the well known wickerwood willow is a hopeful sight within the shadowy woods. Other plants and fungi that can be found across the land are the blue chanterelle and the vegetable lamb. In the water, some species are well recorded, such as the crystal coral and the flowering plant of light. The underground also has its fair share of flora, with notable ones being floatblooms, bell trees, royal willows, wide leaves, and the green top mushrooms.
File:Tentaclebill.png|A Tentaclebill from the Renesphey coast
File:Black tsutesogu.png|A type of tsutesogu that roams the forests of Renesphey
== Politics ==
The political system of Renesphey functions through the lens of absolute monarchy, where the ruler, the Shyhe, owns all the territory of the nation, without exception. In its root, Renesphey has had social ideals embedded in the culture and government of the nation, mostly through the values of loyalty, justice, community, responsibility, freedom, gratitude, and many others. The collectivist part comes from the fact that the citizens and the government work together towards the national goals without the need to be rewarded through monetary value, as the focus is on the community's well being. That does not mean that there is no reward, however, as the meritocratic values of the nation dictate that the citizens and government members who put in the effort and work towards those national goals will be rewarded and appreciated by earning titles of nobility, each with its own perks.
=== Government ===
The governmental machine of Renesphey is divided into two separate courts, the Kesir Court and the Renes Court, which are respectively the high government and the low government. Besides this division, the system also includes a few other bureaucratic positions, such as liaison and head liaison, lead builder, lead artisan and lead gatherer. There are also court positions, such as court cartographer and court artist, but those are not necessarily part of government.
==== Dual Court System ====
The Dual Court System was created specifically for the transition to Abexilas. During the Rathnir period, the government used to be mostly worked on the Shyhe's Court, where all the government members were on equal terms to either aid the Shyhe on decisions or be given any specific job that was necessary for running the nation. However, during periods when the Shyhe was unable to rule, a regent was often called to act in their place. As the nation became more and more autonomous, the necessity for more than one regent became apparent, and the Shyhe would, most of the time, put two or three regents to rule in their absence. Eventually, the system transformed into a council, named the Regency Council. By the time that Rathnir was ending, the Regency Council had become bloated, and their functions were not that of a regent anymore, but that of a high government. Therefore, to properly organize the powers and responsibilities of the government, the Regency Council was reformed into the Kesir Court (Minister Court) and the Shyhe's Court was reformed into the Renes Court (Serene Court).
The Kesir Court the beating heart of the nation. It's in this court where the Keséans (the Ministers) do geopolitical and diplomatic work exclusively, with very rare exceptions. The organization of projects and tasks to finish these projects, or to achieve a national goal, are also done in this court. Most of those tasks never make out of the Kesir Court if the Keséans are able to do it themselves, but when it needs a higher amount of people in the work effort, the Renes Court or the citizens as a whole might be called to help. The Kesir Court is also responsible for making and administrating the finances of the nation, as well as organizing events and their prizes. Overall, the list of responsibilities and powers of the Keséans is extensive, therefore being simpler for the Shyhe to express that they want exclusivity on any tasks. With this, the Shyhe is able to rely fully on the Keséans, only needing to focus on the more rulership oriented tasks, such as announcements for the population, organizing the diplomatic efforts, or vetoing any project or action that goes against the country's values. The heir apparent of the nation is also present in the Kesir Court, where they work together with all the Keséans as peers.
The Renes Court is the pumping blood of the nation. This court is where the majority of projects leave the paper and are put into practice. The Renes Court is oriented towards the internal affairs side of government, but there can be exceptions where the Shyhe and the Keséans can give a Renes Courtier the permission and responsibility to establish ties and diplomatic relations with another nation. This court is mostly comprised of nobles, who gain both their nobility and government position through merit, usually at the same period, and their members are called the Renélsáer or Renes Courtiers. The best builders of the nation are present in this court, as well as the best of other areas such as the best brewers, smiths, artists, wizards, etc. Besides the Anoshphites themselves, the Renes Court can also have the leaders and members of the high government of the vassals of Renesphey, with the amount varying according to each vassal treaty.
When a member of either of these courts retires, they receive a Medal of Honour for their service in the government. Besides the honorific meaning of the medal, it also allows those people to be appreciated first in regards to promotions back into government, as they have already proven themselves before. Keséans that retire can usually stay in the Renes Court.
==== Bureaucratic Positions ====
These are the government positions that are considered more open to all citizens, as anyone is capable of helping in these areas of expertise to prove their worth for later government promotions.
The oldest of these positions is the Liaison or Cìkalté. The liaisons are responsible for providing the services regarding recruitment, birth certificates, death certificates, housing, visa for travellers, and basic education in regards to government structure and functionality for newcomers or travellers. The liaisons are the most important bureaucratic position, as they have powers that the others don't, and are the first shield for the citizens against evildoers. The Head Liaison is chosen from the body of liaisons to organize their work and delegate tasks to more efficiently direct their effort in times of high immigration and tourism.
The three newest official positions are the Gatherers (Lekínah), Builders (Skélínah) and the Artisans (Vailínah). The gatherers are a self explanatory role, where the members of the Gatherer's Agency work together to get the raw or refined resources for any of the other agencies or projects, such as diamonds, wood and stone, etc. The builders can comprise both the architects who design the buildings and the engineers (litematica users) who make sure the building stands. The artisans are for a variety of different works, such as brewing, blacksmithing, and other (plugin) related crafts. The Lead of these agencies function as the organizer of their effort and can delegate the tasks much like the Head Liaison.
==== Court Positions ====
The court positions in Renesphey have existed for hundreds of years as a way to showcase the admiration of the ruler and government towards an Anoshphite artist. The two current positions are Court Cartographer (Aún Amùy) and Court Artist (Aún Èlirèar). There is no responsibility or power in those positions, but they are respected and appreciated by the community.
=== Nobility ===
The nobility titles are the main meritocratic aspect of the Anoshphite society. In Renesphey, you can be born into nobility if you inherit your parent's title, as long as that title has that perk. In any other situation, the only method of receiving a title is by working hard in whichever craft you are good at. Every 4 years or so (equivalent to one real month), the Shyhe goes through a list of the most hardworking citizens and awards them with a noble title or its upgrades. While these titles have no power or responsibility by themselves, more often than not, those who reach nobility are either already in a government position or are awarded their government position with the nobility. The exception is for those who do not want the responsibility that comes with government, but still want to climb the ranks of nobility.
Calores (Counts) or Caloreòs (Elder Count) are the highest order of nobility under the Shyhe. Calore titles are usually represented by a region of Renesphey, while Caloreòs would be a historical continuation to the ancient titles of Anoshphey. Historically, during the hundreds of years (4 real years) of Anoshphey and Renesphey, only 22 people have ever achieved this title. Some of their perks is a house in a special area of Lyhnchai and a celebration in their name, as well as any perks of the titles below.
Anhires (Barons) and Anhireòs (Elder Barons) are the base of high nobility. These titles are named after a town or fort in current Renesphey, or, in the case of the Anhireòs, a town or fort from old Anoshphey. For centuries, these were the driving force of politics in our history, and are noblemen of very high trust. Their perks include a ceremonial Anoshphite custom sword, the rare Arikari, and a statue within the area of their title. They also get the perks of the titles below them.
Lyorus (Lords) are at the top of the low nobility, and the title is styled after a district of the town they reside in. The Lyorus were always highly appreciated in Anoshphey and still are so in Renesphey, for they are considered to be the main factor towards development in cities, and is a very important position for the growth of any city. Among the perks, they receive a medal or equally valuable artifact specific to their title, as well as a memorial in the district of the title and any other perks below.
Ranírre (Esteemed Knights), not to be confused with military Knights or a member of a knightly order, are the base of low nobility. These titles are given based on the specific citizen, often relating to how they are perceived by the community, such as the use of a common name or nickname. This title is a show of respect and effort, as these hereditary knighthoods exist to honour the knight and his descendants, so their deeds are never forgotten. Besides being the lowest title with hereditary succession, it has the perk of receiving a high quality special armor set. It also gives the holder of this title the perk of the noble title below.
Lysen (Patrician, Aristocrat or just Noble) is the first title of nobility that a citizen can earn through their hard work. It is also the newest noble title and the base of all nobility of Renesphey. It is reserved to the most important citizens of the realm, selected by hand by the Shyhe. Much like the other noble titles, this title gives the holder the permission to style themselves as a Vyshire (Advisor) of the Shyhe in any official documents and be addressed as such. It is the only noble title that is not hereditary.
In terms of the hereditary nature of most titles, only the titles are transferred to the descendants together with the permission to be called a Vyshire. The memorials, statues, and celebrations are strictly personal and will keep the name and deeds of the original holder of the title. It is officially endorsed that the special armor set, the artifact, the Arikari and the high noble house be transferred with the title, although not having these symbols of nobility does not invalidate someone's nobility.
=== Military ===
The Renesphey military is completely different from the system of knightly orders that Anoshphey used to employ. With the new region, the Shyhe and the Keséans found it was more appropriate to develop a military around the bodies of water that surrounds most of the nation. Therefore, the Renesphey military is a navy, appropriately named the Reneshphite Admiralty. The military ranking system depends on the skills of the soldier, with more skilled soldiers receiving higher titles, command and even their own ship or even a fleet.
Otacé or Cadet is usually a new recruit or a basic soldier (D- to C tier) who is still learning the proper ways of war.
Òtaìlar or Mariner is a more skilled soldier (C+ to B tier) that has had their share of battles and knows how to work as a team.
Táin or Captain is a highly skilled soldier (B+ to A tier) that has pledged loyalty to Renesphey and the Shyhe and proved themselves both in the battlefield and in a test chosen by the Shyhe or Lord Admiral. They are awarded one pearl insignia and a small military ship.
Encàri or Commodore is a rank for the best warriors (A+ to S- tier) in Abexilas. They also have to pledge loyalty to Renesphey and the Shyhe, and they are awarded a two pearl insignia together with their own proper military ship.
Shirethe or Admiral is almost impossible to reach. It is reserved for the best fighter in all of Abexilas (S+ tier), as long as they pledge their loyalty to Renesphey and the Shyhe. They are given three pearl insignia and a fleet of their own.
Bémàh Shirethe or Grand Admiral is mostly honorary. It is reserved to Admirals who bear badges, or to those whose feats have changed the Renesphey navy or the nation in a substantial way.
Loshirethe or Lord Admiral is the leader of the military, only being under the Shyhe. They are the person who commands the troops in battle, trains the soldiers, organizes war efforts and approves of military related projects.
=== Law ===
Renesphey works on the system of Customary Law. This system works in the manner of not having an extensive list of written laws, instead relying on the traditions, customs and unwritten norms of the Anoshphite community. Such system is used in conjunction with the absolute power of the Shyhe, who can either judge a case by themselves or delegate the power and task to a government member.
The Nyles Lekàst were made by Shyhe Nyles I Reris around 150 years ago and were adapted to the new realm. The only addition to it was around a century ago when the Regent Adeline Orne'Valerin added the fifth rule. Respecting the Shyhe's absolute power, the Shyhe can choose to deal with these crimes at their own discretion.
The peaceful realm of Renesphey has had historical problems with different religions trying to sneak their way within the citizenry or attempting to grab power by different means. As such, the religious laws of Nyles Lekàst were created by Shyhe Nyles I Reris to cover the loopholes in the basic law. These laws do not prohibit any specific citizen of having a different religion with only two exceptions: pseudoreligions (meme religions) and Entropy related worship (customary law).
=== Foreign Relations ===
Renesphey is considered a peaceful nation. During its hundreds of years (4 years total), only a handful of wars were started by Renesphey or its predecessors. Examples include the first rebellion that gave rise to the nation and one battle against a rebellious noble that later rejoined the nation. Renesphey prides itself on having never needed to start an offensive war before, usually negotiating treaties or agreements with those that were at odds with it.
Nonetheless, Renesphey has had its fair share of wars. The nation has friends and allies, some of which Renesphey has provided staunch volunteer fighters and quality gear, and always adheres to its treaties with utmost care. During the Rathnir period, Anoshphey was known for joining wars of their lieges, as a way to showcase their loyalty, value and respect to them. One such example was the Umiho Crusade where Anoshphey aided their liege of Certaria in the conquest of a region in Sparwood, which they then held for a few months. Other examples include defending their liege in Yimmu-Audal from invaders, as well as sending aid to their oversea friends. In Abexilas, Renesphey has sent their troops to all the wars they were called by allies and friends, as well as having sent them to open wars for practice, or simply providing the friendly nations with resources for their campaigns.
The foreign relations of Renesphey is mostly focused towards befriending the other regional powers and neighbours in the region with the goal of establishing an area in Eastern Halinn where the nations can strengthen their cultural and economical ties without the fear of invasions or raids. Some of Renesphey's closest allies in the continent of Halinn are Eiszura, Esutaria, Viratayn and Soralae, which, together, founded the Winds of the South alliance. Outside of Halinn, Renesphey has long standing ties with Theionikos and Irithel. Other nations are mutually friendly towards Renesphey, such as Grand Castell, Valera, Kingdom of Azure Coast and many more. On the other side of the coin, there is only one group that has been historically seen in a negative manner by Renesphey due to their actions against their vassal Kartara. The Daeconians, on the other side of the river, have caused the government its fair share of headache by raiding, antagonizing and stealing land and valuables from Kartara. In terms of nations, Renesphey has no enemies.
== Economy ==
Renesphey has a social market economy with massive government involvement and concentration on specific sectors. Over the last decade (during December 2024), the Renesphey economy has skyrocketed the rankings to become top 5 biggest national economies in the world. The reason for this is the rising industries of war oriented gear production, which alone were able to bring in a total of $5,000,000 into the Anoshphite economy within a span of 5 years. However, the gear production is not the only sector of Renesphey's economy, with brewing, fishing and mining being the most widespread occupations of citizens.
=== Tourism ===
Tourists are an important part of the Renesphey economy. During holidays and festivals, the capital city of Lyhnchai attracts a significant amount of tourists looking to participate in gladiatorial fights, the bettings, or just spectate the spectacle. When they are in the town, many small merchants are able to sell them products, usually food and brews, which they consume in the parties.
File:Lyhnchai-booze-cart-abdoulla.png|Alcoholic beverages being delivered for a massive feast
File:Lyhnchai-bloodbowl.png|One of the famous bloodbowls
=== Energy ===
Renesphey's energy source for the industries is considered to be green. The main energy source is thermal energy from the magma pockets that lie dormant underneath the plains. This makes it so coal and other non-renewables only get used in a very small scale, as the thermal energy is both faster and more efficient. The use of thermal energy has been widespread in Renesphey and Anoshphey ever since the Second Era (early 2022), with a notable increase caused by the Pontroleum brand in the old capital of Jirn. Other types of renewable energy used by Renesphey include hydropower, through the use of watermills, and wind power, with windmills.
=== Magic ===
The region of Renesphey is filled with magic from the underground to the skies. Thanks to this, many wizards have come to the Serene Lands for the purpose of improving their magic skills and buy tomes or artifacts for their journeys. Renesphey contains farms of mana in its western plains and in the forests, where the local wizards extract the mana and infuse it in amulets and talismans, which are then sold to travellers, tourists and other wizards. Many people also arrive at Renesphey looking specifically for Soul Weavers, so that they can contact their ancestors.
=== Technology ===
The technology across Renesphey is considered to be industrial, utilizing steam-powered machinery the most. However, there are exceptions where, instead of steam power, magic is used instead. The latter is the case for most of the Rei Taan productions, as they are magical beings and have access to that source of energy more than they have had access to steam technology. Nonetheless, the main productions of the nation as a whole utilize steam power, mostly through the use of the thermal energy present in the underground. In Anoshphite society, industrialization happened during the Second Era (middle 2022) in the old capital of Jirn, where massive steel mills were constructed to meet the demands of the ever growing city. In Lyhnchai, while the early years saw the use of simpler technologies, the Anoshphites have once again managed to industrialize using the knowledge that was kept from the Jirnites all the way through the portal to Abexilas.
== Demographics ==
With an estimated population of 1.2 million people, Renesphey sits comfortably at the top 67th nation in terms of population. Although Renesphey itself does not have a huge population, the population density in the capital city of Lyhnchai puts it at top 30th city in terms of population. This trend is visible throughout most of the nation, with Lyhnchai and Valk together containing the overwhelming majority of the population, with only a few tens of thousands living in the more secluded areas such as Awzlais and Pahoi, while much less than that live in Maernie. Another reason for this is that the regions of Awzlais and Pahoi are mostly forested, and, in order to preserve these forests, the government regulates the growth of the cities into the forest.
The Renesphey population is rapidly aging, and the natural population growth is slowly going back up after the blow to the community with the end of their old world. With increased healthcare and magic usage, the citizens have been living longer and healthier than before, with exception of the random plague outbreaks, as the population becomes used to the new world and the diseases that it carries.
=== Towns and Cities ===
Population per City
City/Town	Total (Lore) Pop.	Total (Player) Pop.	Main Ethnic Group
Lyhnchai 	700,000 	101 	Anoshphites
Valk 	315,000 	11 	Anoshphites
Awzlais 	90,000 	18 	Rei Taans
Pahoi 	90.000 	11 	Anoshphites
Maernie 	5.000 	4 	Salewans
=== Ethnic and Humanoid Groups ===
Renesphey has a varied and well integrated society with different ethnic groups and humanoid species that live in harmony. Most of these integrations happened either centuries ago (most during 2021) or with the arrival in Abexilas (early 2024). These groups are known as the Anoshphite Races.
In terms of appearance, an Anoshphite human can vary a lot: from pale skin to very tan or olive; from dull brown eyes to vivid and bright eyes of blue, green, orange and purple color and so on; and the hair can come in a variety of colors as well. What connects the Anoshpihte humans as one group is the melting pot of the different ethnic groups in Rathnir Anoshphey that'd merge these groups into one. While there is no such a thing as any Anoshphite being purely of a specific subethnicity, their characteristics can still be found within the larger Anoshphite ethnicity. Among the most famous ones, there were: the Idan-Ridu, or just Idan or Idani; the Caedan humans with their widespread folklore; the Poncyreans and their adaptable nature; the Shimere, resistants to ice and salt; and the Hillistens of the frigid Anoshphite north. In Abexilas, two new ethnicities were added to the already large list of humans: the Puhennics, from the Éirxéi forests and the coast of Renesphey; and the Aitamarans from the west of Renesphey, being more social and rich.
There are other humanoids in Renesphey as well. The two races that are still prevalent are of Rathniri origin, but have been brought due to their usefulness, commonness or just their overall importance. These humanoids are almost the same as humans besides a few visible and biological characteristics that sets them apart, but can intermix with humans without any problems. These races are the Keita, pale descendants of humans and Nioris, and the Ashtali Elves, freed elves that became the bureaucrats of the Anoshphite society.
The human hybrid groups can usually interbreed with humanoids and humans, but it is more likely that the birth could have complications. While the Sorradi and Niori were more common in Rathnir, they are still around in smaller pockets. The Sorradi are a mix of human with either fox or raccoon features, while the Niori have a more fluid nature with natural aspects linked to biomes. The Salewan and Rei Taan are of Abexilan origin, and therefore can still be found in large numbers throughout Renesphey. The Salewans have cat ears and tails and are known for having an attitude, while the Rei Taan are magical beings with caprine features and horns from which their magic can be used.
Besides the humans, humanoids and human hybrids, there are those that are not human at all. While not being one specific group, there are a few animals that have been found to have sentience and sapience in Anoshphey, either through magic or science. The same goes to the artificial beings, being different only by the fact that they don't have an organic origin, but have sapiency all the same.
=== Language ===
Inèa va Arrórýen (Tongue of the ancestral language), or short Arrórýen, is a melting pot language that was formed during the times of Rathnir on the in the start of the Second Era (around 2021). The community of Anòshphéy needed a new and combined language, that could take aspects from all of its sub-cultures and combine them into one common tongue.
The language's main inspirations were Anserii (old Anòshphite), Caeda, Idani, Poncyréan and Audalad, but with time as it established its roots from its root languages, it has now blossomed and can now create new words and ideas on its own. 
The language started out as a governmental or courtly language for the high government to use, but with time, through its adoption, it has now become commonplace even for citizens to write stuff in, alongside the famous traveller's tongue in Rathnir and now Abexilas.
=== Religion ===
Shyresu Inari was, and has been the major religion present in Anoshphey. Originally meaning “Many Books” in the Caedan language, Shyresu Inari was the result of the Anoshphite schism with Theiosism. The faith was originally a more primitive faith, following the dogma of a collection of six books. All six of these books have since been lost to time, and the original Shyresu Inari church collapsed, falling to superstition and folklore half-way through the Second Era (2022) due to the increasing focus on industry over religion. 
Following the end of Anoshphite occupation of Umiho, Ahrin I left the Covenant of Kaiho, opting to reform Shyresu Inari. The modern Shyresu Inari becoming a culmination of folklores and mythologies written into a cultural truth. While possessing no actual “gods,” practitioners of Shyresu Inari believe that an unknowable being, named Kolmi, sacrificed his being to allow the universe to form, splitting into the body, mind, soul, and vessel. These four concepts make up the universe they live in.
== Culture ==
The Anoshphite people are a people with very ancient origins (2020), having survived many world ending events and never failing to thrive in whichever environment they were put in. The culture itself is not considered to be singular, as the Anoshphites were always great at adapting and integrating other groups, as such there are many facets to an Anoshphite. The origin of the culture starts as a breakaway from the earliest Audalad cultures from Theios-Essukdal, having kept the successful traits of that golden age people while their contemporary societies degenerated into their modern equivalents.
=== Ethics ===
The Anoshphite people hold themselves to high standards and follow their ethics diligently. Among their values, loyalty is the most important, as it is what has held their people together as one. Secondly, duty and perseverance are the values that allowed them to survive the hellish periods of Rathnir and come back from the ashes of wars. Some values are also important for the stability of Anoshphite nations, such as fellowship, reciprocation, honour, compassion, self awareness, as well as the uttermost respect for their own history, traditions, and their ancestors, who guide the chosen through all.
As per the characteristics that are shunned in an Anoshphite society, besides the ones opposite to their values, there are inaction and irresponsibility, for society works with each doing their part for the common good. While private property is largely encouraged by their values, being outright egotistical is shunned, as cooperation is important. Other shunned behaviours are those that bring disorder or show intolerance towards others. The Anoshphites are also very truthful people, making lying highly shunned. For societal taboos, polygamy is the most well known one.
=== Traditions ===
Traditions change and evolve throughout the history of the Anoshphites, but one has been consistent from the beginning: Ancestral Worship. Despite the different religions they followed, the Anoshphites always worshipped their ancestors, visualizing them as their stars, guiding them through the land and sea. Communing with the Ancestors is a very practiced ritual that allows knowledge to be passed down the generations. Another tradition with that perk is lore keeping, with the Anoshphites being known for recording even little occurrences in written form to be studied by their successors. Due to the varied origin of the Anoshphites, integrating dozens of cultures and languages into their own, polyglotism and cultural appreciation is widespread among their people. 
The Anoshphites are also a very crafty and scientific people, with traditional metalworking, horse riding, astrology and biology among the many areas they excel at. Lastly, the Anoshphites are not known for burying their dead. Instead, they practice a type of sky burial, where the bodies are send to ascend as ancestors into the night sky, joining the stars.
=== Anoshphite Subcultures ===
Much like the ethnicities, all the Anoshphite subcultures have been slightly altered by the interaction with the other groups. While they might not be exactly what they were in their founding, they still hold the spirit of those creations.
Firstly, there is the Caedan culture. No one knows how the Caeda tribe came to existence, though it is believed to have been a break off from a larger tribe. The Caeda, after their exile from their original continent, wandered east for a long time, searching for the lands of Anoshphey. They traveled for 10 generations, before finally arriving in Rathnir. Once there, they finally settled down in the fertile lands of Anoshphey. The culture has a long standing metalwork tradition and a rich language. Many symbols related to nature are also common, as their society follows a hunter and gatherer lifestyle.
The Idan, or Idan-Ridu, are a cultural, ethnic and linguistic group which migrated very early to Anoshphey in Rathnir. Their name literally means “People of the Stars”. The largest Idani settlement was Ersetu, within Anoshphey, which it’s people were proud citizens of. The Idan were once largely nomadic and hail from a land far to the Northwest of Rathnir. This land, which very little is known about, the Idan left behind and travelled from for many years until they finally settled. The Idan culture is separated into clans, each clan varies culturally, though they all share common aspects.
The Hillistenii are a late migratory group that arrived in Rathnir Anoshphey, in the Hillin region. Their people are adapted to the cold temperatures of the mountains and lead a mostly pastoral lifestyle, with a significant culture surrounding mining and building. It is unknown if there is any relation, but it has been noted by many scholars that their lifestyles are similar to that of dwarves.
While their culture is majorly restricted to their race, the Rei Taan have also rapidly integrated into the overarching Anoshphite culture. In tribal times, it was common for males with the most ribbons wrapped (a practice that showcased their strength) in their arms to get the best mates. This cultural practice stopped after they reorganized into clans, but the ribbons stayed as a sign of strength. Their people are physically affectionate towards one another and friendly to the Anoshphites. They have a strong dueling and dominance culture. Due to their high value on honor, dueling still persisted during their clan phase, with clan representatives often dueling to their deaths. The size of their horns were treated superstitiously, with those with bigger size often being given positions of leadership and being made shamans.
With mercantilist and maritime aspects, the Salewans were historically inclined to participating in piracy, mercenary work and skullduggery. Their society is an industrious one, being used to making the most of the little they have while taking what they need from other civilizations. Their technology was more advanced than that of the Rei Taan, but not nearly as developed as the lost empire's. In terms of weapons, they could be seen fighting in two different styles: the Ishn an-Naville, a ceremonious style with one sabre/staff; the Ishn an-Havo, dual wielding sabres; or the Ishn an-Sochal, with one sabre and one crossbow, or, very rarely, a flintlock gun. On the other hand, they are cheerful and like wearing colorful clothes.
=== Art ===
In Renesphey, most pieces of art are made to either showcase the beautiful cities or portraits of the most influential citizens of the nation. As such, most of these artistic pieces are limited to succesful merchants and members of the court and their children. Overall, this type of art is expensive in Renesphey, as artists are considered to be of high value for the nation and must be payed well for their art. Other types of visual art that can be found in the nation include religious art, propaganda, maps, heraldry and street art. 
==== Architecture ====
The architectural history of the Anoshphite people come from centuries of experiments that were done in the various cities of old Anoshphey. Most importantly, the inspiration for the current style of Lyhnchai were cities such as Jirn, Berae, Ersetu, Citomushom, Erissardé, Wolthis and countless others. The industrial style of Jirn was the main inspiration, with the Jirn Proper district being the birthplace of this style. Cities such as Erissardé and Wolthis influenced the style of coloured roofs, while Ersetu brought the colorful Idan-Ridu style applied over the capital.
Besides the influence from the old Anoshphite cities, there was a lot of work and innovation done by the architects as well. Names of the architects that helped the most were: Awzturtle, Daia Cloesi Aaakan, Ponteos (our helpful ancestor), its_tom28, Aasanaina Aaakan, Adeline Orne'Valerin, Khijà Sómme Aaakan, Aster and countless others who helped a little here and there. Overall, Lyhnchai was a project of love where every one of the architects was able to put a little bit of their work into it, from the gothic roofs to the colorful victorian houses to the massive constructions. In terms of other cities, the city of Awzlais was a creation by Awzturtle, making the Neriacil lake a beautiful view towards his small and adorable mediterranean style villa. In Valk, the architect Wildtexan built a beautiful red and white market center in a more romanesque style.
Another characteristic of the architecture is a mixture of steampunk features with the other styles. The steampunk technology comes from the Jirnite technology that powered the Steel Mills of the old Anoshphite capital. While most of it was lost during the transition to Abexilas, the technology can still be found in some of the industrial area buildings of Lyhnchai.
File:Wykirin town.png|Awzlais town
File:Valk market.png|Market of Valk, built by Wildtexan
File:Lyhnchai night.png|The city of Lyhnchai at night
==== Literature ====
The Anoshphite literature is rich and varied. The bulk of the writings can be divided between: legendary writing, such as fairytales, poems and fictional stories; religious texts, like prophecies and religious folklore; adventure journals, exemplified by the first hand accounts of Rei Taan and Anoshphite or by the texts of the arrival of the Anoshphites in Renesphey; and scholarly papers, usually focused on the art of enchanting, blacksmithing and many different areas of magic.
When it comes to legends and myths, some of the notable ones are the stories of the Shepherds and the countless myths surrounding the Wìykirìn forest and the Rei Taans. These legends were mostly oral traditional tales that the Rei Taan would tell their children to teach them moral values or about the dangers of the Wìykirìn forest. When the Anoshphites arrived and brought written text en mass to the Rei Taans, these tales started being written by the first Anoshphite speaking Rei Taan or by their offsprings. 
In terms of religious texts, many writings of the old prophets have been found from fragments brought by the Anoshphites from Rathnir. With this, the once lost religion was revitalized and faith in it became widespread across Renesphey. 
With the interactions between Rei Taans and Anoshphites that happened during the first years of the Anoshphite arrival in Renesphey, many accounts of first interactions were written by both the Anoshphites and Rei Taans that eventually learned the Anoshphite script. There was also the "Táin Aònunthéi's Logs, Journey to Rénesphéy", which were written by the first adventurer to find the lands of Renesphey, later becoming a great literary hit among the courtiers. 
The scholarly articles of Renesphey started being produced more recently, with the comeback of the Shyresu Inari religion and its magic, together with the research of Khijà Sómme Aaakan in regards to the art of enchanting and Adeline's and Taryn Orne'valerin's major blacksmithing business. 
=== Media ===
Renesphey had no newspapers during the early years of its existence. Most of the news that arrived to the common citizen were either the talk of fishermen and merchants or the official decrees of the courts and the Shyhe. One day, however, fortune came Renesphey's way when a refugee found his way into Lyhnchai. He'd start a newspaper named the Lyhnchai Letter, in which Asher would write about local, global, economic news and folklore from the world and the capital. In the year 39 of the Fourth Era of the Anoshphite Calendar, the paper would release its first edition, with yearly (weekly ooc) updates thereon.
=== Cuisine ===
During Anoshphey, the cuisine was usually divided between coastal and inland area. In the coastal area, fish and crabs were common in the dishes, with inland cuisine having lamb, cheesy, pasta, sausages and other cattle related dishes. In Renesphey, the cuisine is more balanced. Rei Taan influence has made it so fruits and mushroom are more common on the dishes of the Anoshphites. Crabs are still famous in the Anoshphite cuisine, while bird meat (chicken or wild birds) has also increased consumption in the latest years. Idan-Ridu influence in the cuisine is still prevalent.
One of the more famous dishes is a mountain salty pie, named Àlpur Óiberél Kakàn. It is a large pie made as a gift for tired travellers that find their way to Renesphey. There is superstition about the maker of this pie eating it themselves, therefore it is not recommended. It contains a mix of mushrooms, carrots, potatoes, wildflower honey, goat cheese and any meat, although most use goat meat. During Autumn season, the Anoshphites make a version of this called Tòsra Óiberél Kakàn which adds pumpkin, more mushrooms, seasonal legumes and spices to be distributed during the festivals.
File:Sniffer meat capoo.jpg|Sniffer meat made by Capoo
File:Salty pie certhia.png|A Salty Pie made by Certhia
File:Saimaran chicken abdoulla.png|Saimaran chicken wing, made by Abdoulla
File:Honeyed crab hypatia.jpg|Honeyed Candle Crab and Apple Skewers, by Hypatia
File:Onsaleili tips dagger.jpg|Onsaleili tips by xdagger
=== Sports ===
In the first years of Renesphey, the Anoshphites got introduced to the game of Toka, invented by the Akashiren people. In the first championship of it, the ancestral spirit of Ponteos participated and won the tournament. The game of Toka became famous in Renesphey for a while afterwards, with a second championship happening where Morimoto Chifu travelled to the spiritual realm to challenge Ponteos at the game himself, where Ponteos' champion status was lost to Morimoto.
For a few years after, Renesphey had a official national football team named Shepherds Football Club. They participated in one of the many leagues of football in Abexilas and played two different games. On the last game, however, the Anoshphite players realized that the other teams seemed to be too desperate to win the small prize pool to the point of toxicity and, knowing that they didn't need that money, resigned from the league and the sport itself.
An influence from one of its neighbours, Esutaria, made it so Renesphey had become interested in boat racing.
File:Toka tournament.png|Toka Tournament in Akashiro
File:Shepherds Football Club.png|The emblem of Shepherds FC, now discontinued
Category:Renesphey