Atlus

## History

The Fall occurred many centuries ago. It was a cataclysmic event where a great fog rolled in and lasted for many years over the land. In this horrid fog magic grew chaotic and unhinged, killing many in its wake. The Fall was a period that destroyed almost all written records in the Western continent. It didn't seem to effect the Eastern world as much, though they had many issues to with dynastic succession. Needless to say, artifacts from before The Fall are highly valued.

After the Shattering of Justica, Pyra separated itself from Virdia and became its own nation. Prior to this is was jointly protected by a pact between Cyra and Virdia. Once Virdia left due to the shattering, Crya left as well, promising to instead provide training for the new military of the island and free refuge for any refugees from Pyra. As such, Pyra and Cyra have always been close allies, while relations with Virdia have stagnated but luckily not worsened.

The Boiling Sea is a small sea that is mostly land locked other than two canals within. It is called that because a massive Ancient Primordial Maga Drake awoke there and is so hot it's actually slowly boiling the sea away. It almost killed everything but itself that lived there so it's mostly safe for sailing however so long as your boat is heat resistant. Ironically this Drake has really helped trade in the area because the chance of it attacking sailors is slim.

The Gron Revolution (also known to Dreyton as The Giant's Revolt) 80 years ago.

Dreyton was not the first to discover of the New Lands beyond the sea of sorrows to the west. Now Virdia has become the most powerful country in the entire western hemisphere by being the first to colonize those new lands and exploit their resources. It used to be a considerable gap due to the fact that Dreyton has a closer access to sea routes to the east, but now that the new lands have been discovered the gold and silver coming in is massive for Virdia. As a result they're neck in neck right now with a big old fight between the two for naval supremacy going on. No actual wars exist right now between the two nations but very few people expect that to last.

The fact both nations have been hiring pirates and bandits to kill off the opponent's ships and land trade are basically the only reason full out war hasn't been declared. They're used as a deniable intermediary between the two nations.

## Religion

### The Just Pantheon

*Main articles: The Church of the Just*

The Just Pantheon is by far the most popular worshiped group of G-ds on the planet. The Just is the national religion of Virdia and Palmier, and is heavily practiced in Pyra, Cyra, Dreyton, and New Land colonies. Seeing as the Just relies on missionary focused preaching this widespread worship may not be surprising. The Pantheon is comprised of four G-ds: Judgement, Mercuio, Chorus, and Clasi. This Pantheon used to have a fifth deity known as Justica, the G-ddess of Justice, before her aspect was torn apart in a religious civil war known as The Shattering.

### Sea Pantheon

*Main articles: Tormenta, the Storm*

If you’ve ever sailed the ever-shifting tide of the sea you know how fickle it can be. In the height of a storm the ocean is a cruel creature beholden to no man’s wishes. In pleasant winds the sea brings life through the fish beneath its surface and the warmth of a shining sun. The sea of Atlus primarily follows its own four gods: Salt, Star, Echo, and Port. These four Cardinal Winds stand together as the four rulers of the sea. Once, many years ago, there was a Fifth who acted as a Shepard to the Cardinal Winds. Tormenta, the G-ddess of Storms, guided the four Winds away from their baser instincts to become truly sentient Divine. Tormenta's imprisonment within the Storm's Bane has left her unable to contact her Winds however, leaving Salt, Star, Echo, and Port to drift aimlessly across the sea like wild beasts. Regardless, these five deities make up Atlus' Sea Pantheon as the manifested reality of a sailor’s superstitious nature.

The four seas have interpersonal relationships with each other. Star and Salt as an example are often seen to be enemies, and Port is said to be the most hated by the others not just because they are so tied to the land but also because they offer a slow death. That being said, Port and Star are often noted to enjoy each other’s company.

 Star, the Bright Guide
 Echo, the Unknowable
 Port, the Patron
 Tormenta, the Storm

### Pania, G-ddess of Fear

XYZ

Other G-ds

## Northern Countries

* Gron Confederacy
* Dreyton
* Anaras

### Gron Confederacy

The Gron Confederacy is the farthest northern nation on the continent and is the home to most of the modern giants and Goliaths. The Gron confederacy is ruled over by The Moot, which is a collection regional Dukes that have united over their hatred of Dreyton after it conquered the entire southern half of their territory to create the Northern Dreyton Isles. Despite this mutual spite, The Moot is often aflame with inner political conflict.

The Gron Confederacy is primarily made up of fjords, hills, and mountains due to its diversely varying elevation. They have a lot of riverboats and rivers going through the islands as well due to the glaciers common on the northern half of the confederacy. The nation has a navy but are more so known for land battles and their great stature. Unfortunately, this has lead to giants and Goliaths being perceived as increasingly useless in an age where ships increasingly have multiple decks that encourage shorter occupants and have cramped space for battle. Residents of the Confederacy tend to have an accent when speaking Common as their national language is Giant. This nation is very accepting of those with differing sexuality, religious beliefs, and political affiliations, so long as the person can hold their own in a fight. Shorter races may have difficulty adjusting to this land given the cultural range is, quite literally, giant.

### Dreyton

For much of history Dreyton was the most powerful nation in the world. Its naval military was second to none and essentially ruled the seas. Their national language, aptly named Dreyton, is still the de-facto language for cross-communication between countries. It can be easy to tell who is from Dreyton given their lack of an accent when they speak Common. However, Dreyton is now considered the second strongest power in the world due to Virdia gaining immense wealth from its colonization of the New Lands.

Dreyton is very similar to Shakespearean era England in both its sensibilities and politics. It's firmly ruled by a monarchy with many merchants and nobles freely able to participate in the political system. The current Queen hasn't been publicly seen in decades but her genius is quite well known despite this. Many pirates have her direct sponsorship to interrupt Virdia trade routes so Dreyton can take back its number one position in the world. The nation is considered very strange due to its radical fear of magic users. Mages in Dreyton are kept under strict oversight and there is much bureaucratic regulation in who can learn and practice magic. A vast majority of orphans and street urchins in Dreyton are magically inclined children that were abandoned by parents fearful of their governments and local communities social scorn. Mages and magically inclined races are frequently lynched or sent to illegally rigged witch trials by mobs, which is yet another factor in the nations orphan crisis. Races that are magic touched are heavily discriminated against. Despite this xenophobic attitude towards magic, Dreyton is argued to be one of the freest counties in the world. This is because of its expansive religious freedom protections that are sown deep in its legal and cultural systems. Dreyton also doesn't have active legal challenges or protections for homosexual people, meaning they can exist somewhat freely compared to countries such as Virdia or Palmier. These kinds of social freedoms have been a great advantage for Dreyton over the years.

When a native Dreyton counts on their fingers they begin with their forefinger rather than thumb, as other countries have been known to do. Dreyton's weather is typically always humid and is consistently covered in some sort of rain or overcast. Ships constantly surround the nation. Many of them guard the Anarian channel to the east by the Northern Dreyton Isles. Though the country has to spend lots of resources defending and maintaining the canal, the easy path to the untapped Grand Expanse and Eastern continents is well worth the temporary loss of profit.

## Central Countries

* Hesmont
* Den'vir
* Palmier
* Neran
* The Nebian Kings

### Hesmont

Doesn't have slave trade, big dwarf population.

### Palmier

Palmier is the largest mainland country in the western world, mostly in part due to the massively successful ruling of the Royal High Elf family, the Lysinia. The Lysinia, despite their Elven race, are well known to be respectful to the lower classes of halflings and humans that live under them. This being said they are extremely disconnected from the common people, and the idea of a landed Elven gentry has become more and more controversial as inflammatory writings from Dreyton New Land colonies have been disseminated to the public. This cultural revolution is predominantly in the urban areas as many rural folk are entirely disconnected from this transfer of information. It is said that Palmier is a country of two realities: the hyper overpopulated cities and the idyllic rural countryside. The famine and low pay of the working classes against the extravagant Baroque fashions and lifestyles of the Palmier court exemplify this stark class contrast. Palmier is also very discriminatory against many religiously related races and homosexuality due to the nation's worship of the extremely conservative Church of the Just. For example, Teiflings are sent to live in ghettos and queer people are subject to hate crimes. While militarily Palmier is primarily known for its infantry and artillery, they also do not have a negligible naval presence, and have held their own in more than one war.

The primary power of Palmier is its massive cultural influence over the continent. Most recently, this includes the other royal families obsession with Palmier's latest ruler Nithius Lysinia the 7th, or as he is often called, "The Violet King". The nickname was earned because King Lysinia the 7th had the entire thousands of years old palace redone in pure violet colors after taking the throne. It's also a underhanded remark at how the Palmier Church has been ignoring what many suspect is homosexual tendencies from the King. The Violet King's main appeal is his blatant disregard for tradition which has many nobles and counter-cultures fascinated in him. However, considering Palmier worships the extremely conservative Church of the Just, these same characteristics have made him a rather controversial figure.

### Neran

Neran is a massive new country that spreads along the two grand peninsulas, forming a long strip of land from the south to the north between Palmier and The Grand Expanse. Neran was once made entirely of competing kingdoms and tribes that were extremely fractured and weak to foreign invasion. A man named Giron Helmfast spearheaded the revolution for unification several years ago. However, this mass alliance of Neran was bound on the edge of a blade. Many old hierarchies were cut down and nobles disloyal to unification were eliminated or exiled into the Great Expanse. In just the last decade this swath of land officially unified under their new name of Neran. Currently they're ruled by a parliamentary system with five representative chairs. The head chair, or Jiaon, is held by Giron Helmfast himself.

Neran has four official languages and is one of the most multinational countries in all of history. They have no stakes in The New Lands at the moment, but their ally the Ren Dynasty has been warming up to them. Internally, Neran is undergoing a golden age of informational access and cooperation. Externally, they are a new member of the international power stage and are now actively seen as legitimate threats.

## Island Counties

* Pyra
* Garna Islands

### Pyra

Pyra is an island state that functions through an entirely independent government. The nation is run by The Three Earls who serve as three separate rulers that dictate the affairs of the island. One is a mage, one a warrior, and one a merchant. All three together act as a symbol for the three pillars of Pyra's culture. This nation's culture is quite unique compared to its neighbors. Due to a long history of religious exchange, trade connections, immigration, magical advances, and other influences, Pyra has developed a specific style of architecture that to our world would be a fusion between Greek and Roman grandeur. Many citizen's street wear and fashion style mimic Italian and Egyptian garb. Pyra is a land of cooperation and yet it is also divided.

A common folk tale across the region claims is that there is massive beast on the island, usually described to be a great dragon that walks on two legs, whose wings have formed into a mountain. It is said this beast is kept sleeping by the Watcher who guards it and keeps the magic entangling it forever working. The Watcher was one a mortal man, but one day he stole the grain of his neighbor to feed himself and his own family, starving the neighbor completely. As punishment an ancient elf named Yvelia cursed him to become The Watcher. Some say Yvelia still lives as well, and that she is the great protector of Pyra. The tremors of Pyra are said to be the beast moving in its slumber when the seals weaken.

#### Roma

Pyra's capital city is Roma, which is located in the exact center of the island. Roma was once the grand capital of the Church of The Just before Justica's Shattering- a history well displayed by the beautiful historical cathedrals that still line its streets. A large part of the city's population still worships the Just pantheon and, though the government is no longer religious, the citizenry leanings play a major part of the near-hypocritical conservative cultural environment of Roma. That being said, Roma has its own Just sect and respects a variety of religions on the surface. The most impactful sect is the followers of The Shattered Church, who still follow Justica despite her shattering and exile. Roma has been struck with many natural disasters due to the semi-active Volcano it is built on. While eruptions have not happened in over 3000 years, tremors and quakes are commonplace.

Underneath the city is a massive catacomb system that even extends beyond its walls and into the more rural areas of Pyra. This catacomb system has been proven to predate even Elven occupation of the material plane, making the tombs within the oldest known graves to all sentient, mortal life save for ancient giants, dragons, and some aboleths. Roma's popular saying "Shaken Bones do not falter" comes from this landmarks remarkable ability to not receive any major structural damage despite being subject to the volcano's major quakes. Nobody is entirely certain how or why the catacombs have lasted this long. Any possible documentation on its origins may have been destroyed during The Fall. Explorers have mapped out how deep the catacombs go through Divination magic. However no one has returned from a journey to the final floor. It's rumored that something stops whoever goes down there from ever seeing the light of day again.

## Southern Countries

* Virdia
* Cyra
* Phrophus

### Virdia

Virdia is currently the worlds most powerful country due to its rapid colonization of the New Lands, naval might, large Crusader army, vicious Inquisition, and religious patriotism of its citizenry. This military focus is rather justified as the country has the greatest, dangerous monster population known to man due to its Veil being extremely thin. Hostile Underdark creatures are also a major threat to the populace given how many tunnel systems link to its depths. On its surface, Virdia's inland is primarily arid while its eastern coastal region and mountains are ripe with vegetation and tons of vineyards. Very little of its New Land colonies have been mapped out but they seem mostly be jungles, mountains, and coastal tropical paradises. The majority of Virdian is made of humans and has a sizable Dwarven population in its Northwest side. Very little of its population consists of 'damned' races such as Orcs, Tieflings, Drow, Goblinoids, Yuan-ti, Kobolds, and Dragonborn. This is due to historical prosecution wiping out these people near entirely. Native Virdian's typically have a very heavy Spanish or Arabic-esque accent.

#### Religion in Virdia

Sociological scholars have analyzed the role of religion in Virdian culture and have generally come to the same conclusion: without it, the entire nation would be dead. Religion holds Virdia together. The country is tightly unified over their worship of the Church of Just and quickly band together when religious officials decree it. The Virdian military is labelled as a mighty Crusade against the dark, monstrous forces that terrorize the populace. These Crusaders patrol the land and seas in strict sections to cut down approaching monsters before they can attack cities or towns. The countries mainstream sexism is very prominent in the Crusade, as men are typically given active leadership positions while women are delegated to supportive, healing roles. The toughest of female Crusaders are called upon to be Holy cleansers of demonic places- a deadly, typically women lead job as they are "considered to be far less emotionally impulsive than the aggressive man".

#### The Inquisition

The worlds true terror of Virdia comes not from its large military might or monstrous wildlife but of its potent, zealot Inquisition. This violent extremist cult is well known to be why neighboring powers such as Dreyton rely on third party naval attacks rather than directly invading the land. No one invades Virdia for fear of their captured troops being delivered to this extremist cult. The Inquisition is primarily made of humans, Elvish races, and rarely Dwarves or halflings. Very angry Aasimar that cannot have their rage quelled are sent to the Inquisition so there are many mentally unstable Divine within its ranks. The most feared Inquisitors are The Redeemers, who are the Tieflings that converted to The Church of The Just in Virdia and are only allowed to live because of this. Redeemers are the manifestation of weaponized internal racism and tend to obsessively idolized Aasimar.

Compared to many other nations, Virdia is barbaric in its implementation of Papal Justice. Its Inquisition uses violence, intimidation, racial scapegoating, and heavy taxation to discourage any sort of variance from the mainline faith. Sects that do not follow the exact 'code' of the Just deal with monthly visits from Inquisition members who collect a very hefty amount of donations as tax, harasses the local population with taxation and intimidation, and then leaves. These visits are aflame with tension as an Inquisitor can arbitrarily declare offense to the communities behavior and damage a villages goods, its church itself, or lash out on locals. Attacking the locals often leads to lynchings against those of different religious beliefs or damned races. Villages under Inquisition scrutiny typically lock up and only church officials interact with the arriving force. Crusader battalions can be put under the same type of scrutiny but this is rarely done as Inquisitors cannot easily intimidate trained soldiers.

### Phrophus

Phrophus is the southernmost nation that rest on the Cyran Sea and three major rivers called the Three Wives. Each river cuts the nation into thirds, of which three kingdoms each rule. These three kingdoms have unified into a single Theocratic nation under The Pantheon of The Claw. Phrophus' first wife is known as Gantu, which is where the majority of the desert-adapted Lizardfolk live. These lizardfolk are different from their swamp and marshland cousins, instead resembling crocodiles and sometimes serpents. The Second Wife, Nama, is the only river that continues downward inland to the far south, where it then becomes a Jungle. Here the Tabaxi live and are further divided into separate, but generally cooperative, jungle and desert tribes. The Third Wife, Brustus, is home to the brown-skinned High Elves, sometimes nicknamed Sand Elves. These three races have all unified under a six god pantheon which has kept them as a united nation after the unification of the great Pharaoh Lat-maket.

Phrophus aesthetically is a mixture between the Persian-esqe Sand Elves and the Egyptian Desert Dwelling Tabaxi and Lizardfolk. The Jungle Dwelling Tabaxi are still very tribal, but again are unified by faith to Phrophus despite their individual distance from it. Phrophus is by far the wealthiest nation in the entire Western World. Beyond the large amounts of gold and copper that are able to be mined within Phrophus by the Lizardfolk, they are also one of two nations controlling the Strait of Isari. This straight is the shortest trade route to Xian Ming. Phrophus has leveraged this to control over a third of all spice trade worldwide and be the first to adapt to Eastern Technologies. Phrophus is the only known owner of true warfare rocketry. This trading and technological advantage has combined to make the country a terrifying military and economic powerhouses. Luckily for other nations, Phrophus seems to be more concerned with expanding across the strait to completely control spice trade and is looking further Southwest to control the great sugar and cotton fields of the Ruby Coast.
## Other Countries

* Ren Dynasty
* West Dwarf Company

### Ren Dynasty

In the East resides the Ren Dynasty. Those from the Ren Dynasty are easily identifiable due to their preferred color palettes, unique dress, and reliance on magic to the point of refusing to use firearms or technology. This country is one of the few that possesses enough monks strong enough to turn the tide in the fight against imperialist powers. The nation is ruled over by the Emperor Biāobǐng who is a gold Dragon. They Dynasty controls a huge amount of spice, sugar, and silk trade. It also has a few magical materials unique to its lands. The Ren Dynasty generally exploits its own land for resources but does protect some areas for religious and ritual significance. The nation is largely homophobic as well due to its religious beliefs and has a strong caste system, though foreigners find it difficult to understand.

### West Dwarf Company

While not technically a country, the West Dwarf Company has the power of one. This unique blend of a confederacy and corporation is centered out of the Western Spines in the northern part of the western continent. They're a unification of about seven different Dwarven coastal mountain homes into one general economic treaty. Though these seven clans have many cultural difference they clash over, they remain united both for protection of their independence from Palmier and other nearby countries as well as to secure their expanded territory in the New Lands. The West Dwarf Company is very progressive with sexual orientation but race, however, can be contentious given its Dwarven centric roots.
## Factions

### La Orisimas

*(Aka: The Orkkin and/or Orkkal Mafia)*

The Orkkal mafia are the largest and most powerful criminal organization in the world for a variety of reasons, but it all centers around their history. The Orcs of the Cracked Tusk tribe and the Breakbone clans were cursed with a genetic defect. Their tusks grew to enormous sizes which while looking impressive, meant they became far more fragile. This made them unable to eat the hard nuts essential to Orc foods, so they headed westward as refugees until they reached a seaside community. After enough of the clan emigrated to the community it was renamed Orkkal when the minority Orcs eventually became the majority. The families worked in the many fruit orchards there.

The trajectory of the clan changed drastically during The Grand Unification of Graman. Many small states, including Orkkal, were swallowed up in rebellion and banditry as the government became weak with war. This lead to the Orcs being hired by their squishy human and elven leaders to guard the farms and orchards from bandits. Little did they know the Orcs would quickly turn this power dynamic around. Many Orcs, despite having the population advantage, were still stuck in low level jobs. After some organization, they turned the guarding jobs into protection rackets.

Soon after, it was discovered that the lemons and citrus fruit grown in Orkkal could treat scurvy. Due to the sudden demand of sales from sailors, the family was born and profit rolled in. The La Orisimas trade billions of gold every year in fruit for the massive navies of the world while working in other less reputable businesses for extra power. They have become the most powerful criminal organization in the world. And they show no sign of stopping.