Tithos

The harsh environment of this nation is refected in its inhabitants. The people of Tithos are efficient and determined, allowing advances in magical crafting above all else.

Tithos contains the source of Water magic.

## Overview

Everything can be tamed.

Tithos is a divided nation.
Half is naturally isolated from the other nations due to their migration under
the waves, and the culture of Tithos has taken a less forgiving route. The
small land mass of the original nation and the greenskin’s dominance of it lead
to a great need for space after the first population boom, and the land’s mages
came up with a cunning plan to warp the landscape to their needs.

Both fragments of the nation
have an abundance of dark dyes, frequently blue, purple and green. The colder
weather forces citizens to dress for warmth, and the many predatory creatures
have caused clothes to develop practically outside of the walled cities.

Despite the larger oceans being
declared neutral territories, Tithos pushes for underwater expansion, which has
caused tensions to rise with Panea and Akronia. But they also aim to improve
sea trading routes, a point in favour of their city expansions. Their views on
nature differ greatly from Akronia, who they are most reliant to be allies with
due to their pacifism towards other creatures. They view Cirrus as traitors,

and often side with Panea when it comes to any form of conflict with them

### The Under

Protected from the crushing
depths of the ocean by powerful magical shields, the people of the Under are
strict with their lives and even stricter with magic. All magic users must be
registered, and misuse of magic comes with severe consequences, as the cities
cannot risk the barriers being damaged.

The Under are ruthless. They
generally see themselves as superior to other sentient creatures, either taming
or killing anything that opposes their power, while every member is striving to
socially climb and advance their own social, magical or warrior status to
ensure their future. In battle they favour daggers and swords, with any shields
being seen as a sign of cowardice. Attire is more functional, allowing for
quick movement, and they are frequently enchanted for protection against the
elements.

### The Over

Although the entire continent
of Tithos can get called the Over, it is only usually the southern countries of
Voziera, Emorsa, Berda and Carclaze that are referred to with this term. These human
populated areas pride themselves in their advancements in magical crafting,
creating temporary weapons of great power, which use very little precious
resources compared to traditional crafting. This is the more relaxed of the two
areas, as their environment is suited for humans, which allows for more time to
focus on the leisure’s of life. In battle, ranged weapons are preferred, with
spears and quarterstaffs used if melee is necessary. Their clothes reflect the
lack of close combat, putting aesthetic above function, with an emphasis on
symmetry. A monarchy rules with absolute authority, allowing this people to
flourish both on land and in the harsh conditions of the sea. The seat of power
is often contested, especially when any suggestion of weakness in their rule is
found. In certain circumstances they may be challenged, and the victor receives
all the power of the last.

### Suhgan Territories

stuff about goblins, orcs and kobold run areas. Onau, Aguni, Tainko, Holkau, and Izena.

## Leadership

The Over and Under is lead by a single monarchy with absolute authority, and the strictest laws of the four nations. Although there is a hierarchy in place, many individuals focus their lives on advancing their socail or political standing. The seat of power is often contested, especially
when any suggestion of weakness in their rule is found. In certain
circumstances they may be challenged, and the victor receives all the power of
the last.

## Organisations

### The Guild of Arcane Ascendancy

The Guild believes itself the only ones capable of collecting, researching and experimenting on magical artifacts. When a new artifact is discovered, The Guild will push to gain ownership of it. Members will often follow orders from the guild before any others, leading to conflict between other leadership bodies.

### The Mages Guild - needs a new name! not a guild preferably

The cities of the Under are kept dry by magical barriers. As any disturbance to these barries could have catastrophic effects, magic usage within the city is closely monitored. All mages and mana users are required to register with the guild, and are not allowed to roam freely unless they are able to prove their competence.

### Mage Breakers

Non-guild magicians are a risk to the nation, and so the Mage Breakers were created to track down and capture any unregistered mages. They value secrecy in their workings, and report only to the Monarch.

## Regions

### Voziera

Part of the Over, Voziera is the main trading region with Akronia.

### Emorsa

Part of the Over, Emorsa is home of Tithos's PACT base.

### Berdea

Part of the Over, Berdea is the homeland of the current Monarchy.

### Carclaze

Part of the Over, Carclaze is the main trading country with Panea.

## History

**Y8:** Panean ships are spotted near Carclaze

**Y9:** Tithos invades Panea in response to failed negotiations.

**Y17:** Mana manipulation is discovered.

**Y19:** Water magic is discovered.

**Y42:** Tithos opens negotiations with Panea.

**Y48:** The attack ceases, and the two nations mingle.

**Y97:** Akronia is discovered by a goblin ship.

**Y156:** In the hunt for the Water Mana crystal, Torlan are discovered.

**Y687:** Tithos invades Akronia from the north.

**Y843:** Cirrus is discovered by the other nations.

**Y849:** After failed peace talks, the Great War begins.

**Y914:** The PACT is signed, the war ends, and a new continent is formed by mages from each nation.

**Y916:** The first huans set foot on the new continent of Ederis.