Mudkippia

Mudkippia is an island country located in the Ailou region of Ulina. The region was once two separate countries existing on the same island, Mudkippia and NRRG, but became a single, unified country that encompasses the entire island and its' archipelagos known as the United Peoples of Janasi (Janasi or UPJ for short). With the retirement of Giorno Giovanna from the nation's leadership, his parting wish was for the nation to be re-unified into Mudkippia, as it stands today.

## Geography

Mudkippia is a part of the Aliou region to the southwest of Ulina. It encompasses the rightmost portion of the large island shaped like a dimetrodon and nearby archipelagoes to the northeast.

Rattingur territories consisted of the spine of the island as well as the northernmost island, while Mudkippian territories consisted of the southern islands and belly of the main island. While these used to be the geographical lines of the two separate countries, they are now unified as Mudkippia (formerly Janasi), so these territorial terms are outdated.

Mudkippia lost a hold on the volcanic northernmost island that contained Kaliber, the Breach, and New Sonder, which now belongs to Korlan. The territory was proving to be unstable and volatile for life, but profitable for geothermal energy, so Mudkippia sold the island to Korlan.

The leftmost island and the cape that encompasses the lefthand side of the main island are currently unclaimed territory. During the time of Janasi, the territory was mostly uncharted aside from the Paolele province, since the unique ecosystems fostered a sanctuary for large and dangerous monsters. It's currently open to claim, but may be re-annexxed back into Mudkippia given time (and a consistent amount of activity from me, lol).

## Government

### Political System

Mudkippia runs a centralized government with the capital housed in the central province of Dodogambino. Leaders of several branches of commerce and government are chosen by elections that occur every 3 years. The biggest of these elections is the selection of the Chief Minister, the leader of the government itself. Lesser Ministers can stay in office for a maximum of 9 years, granted they win three times in a row in elections. The maximum number of years any Chief Minister can stay in office for is 12 (four terms).

### Notable Leaders

#### Dino Barrogdi

Ninth-born of the Jyurato bloodline, Dino carries his ancestors' history of leadership on his massive shoulders. His gigantic and abnormal appearance is a result of his Apex Mega status. He is a proud Mudkippian who leads with rigorous economic skills and a love for the beauty of his island home. He is adept at managing the extensive branches of Janasi's open-market economy, as well as orchestrating Janasi's international trade fleets. He oversees the nation's ecological management branches, encouraging sustainable use of resources with appreciation for the precious natural ecosystems of the island. As for general leadership, Dino specializes in foreign diplomacy and mutual trade agreements, attending summits to focus on economic matters. He prefers not to involve Janasi in global conflict despite having an extensive and unique military curated by Giorno.

As Mudkippian tradition goes, the firstborn of the previous ruler is destined to become the next leader of Mudkippia. With the torch passed from his father, the sixth ruler of Janasi, Alepi, Dino was introduced into leadership during a time of stagnation in Mudkippia. The country had been ruled on a tradition of limited global trade, which had began to rot the economy and reduce Mudkippia's already-inferior global status. In defiance of the longstanding tradition, Dino reformed the country's economic approach through meticulous expansionary fiscal and monetary policy. Opening Mudkippia's unique markets up to the rest of the world sparked a boom in the Mudkippian economy as international aggregate demand spiked. Alongside his policies for economic growth, Dino instituted a rapid reform policy for the central government, focusing most of the new revenue towards country-wide improvements in education and infrastructure.

Despite his imposing figure, Dino is amiable and easy to approach. He's dedicated to physical fitness, but neglects his common sense when there's food nearby. He's gentle and aware of his strength, but not afraid to use it if things get out of hand. More often than not, Dino has resorted to using his own physical strength to defend others from harm. Stacked with an extremely bulky build as a result of his Apex Mega status, he relies on powerful swings from his hammer-like arms to incapacitate foes.

### Former Leadership Systems

#### Joint Leadership under Janasi

The former leader of the NRRG and co-leader of Janasi, Giorno Giovanna is now retired for the sake of his health. Given the short lifespan of Ratfolk, it was in his best interest to step down from his position.

## Provinces

Mudkippia's mainland and island territories are comprised of state-like provinces. Prior to the union of NRRG and Mudkippia, the territories on both sides were merely cities and points of interest with no geographical boundaries to mark them. In the events leading to the union, rigorous planning and mapping was done to create state-like divisions in the country, thus giving birth to the provinces of Janasi. As time went on, the nation lost territory in the

## Demographics

Mudkippia's population is comprised of many diverse races that span across the country. In the unification that was Janasi, the population grew While boasting major tourist destinations, Mudkippia welcomes peoples from around the world to visit. It's open-door immigration policies allow foreigners to easily acquire citizenship.

### Mudkippians

Mudkippians are a type of Pokefolk native to the island of Janasi. The species that make up the Mudkippian race include Mudkip, Marshtomp, and Swampert. Mudkippians with a direct bloodline to the first Mudkippians who migrated to the main island years ago share common traits with their ancestors. Even since the open migration policies allowed many other demographics to inhabit the islands, Mudkippians make up a solid 35% of all Pokefolk in Mudkippia. Pokefolk comprise about 20% of the Janasi population.

### Ratfolk

These rodent-like beings make up roughly 45% of the entire demographic of Janasi, mostly due to how quickly they reproduce. The come in a variety of shapes and sizes, and they can even have all sorts of physical adaptations such as paddle tails or strong senses of hearing or smell. The Ratfolk had been living on the mainland of Janasi as early as Ulina's first fossil record.

## General Information

### Climates

Located in the tropical belt of Ulina, Mudkippia's general climate is warm and humid. That doesn't account for the unique (and sometimes extreme) ecosystems that are present in the islands and mainland. Wetlands, tropical rain forests, plateaus, coasts, mountain glaciers, and even volcanoes offer a diverse range of climates that encourages an extremely diverse ecological presence.

#### Rainforest Climate

Characterized by long rainy seasons and high humidity, rainforest climates make up the bulk of Mudkippia's mainland environments. A combination of mountain air and global pressure systems creates a consistent supply of rainwater to Mudkippia's jungles. Over 2000 species of plant life unique to Mudkippia are supported by this rainfall.

#### Coastal Climate

Warm, windy, and wet, coastal climates are influenced by the weather systems throughout Ulina. Overseas fluctuations of pressure systems impact the weather on the coastlines, bringing maritime winds and humidity.

#### Grassland Climate

Temperate to hot, and mostly sunny. Often present at the edges of rainforests and bases of mountains, grasslands are covered in brush and grass, with very little trees. A steady supply of rain keeps the fields of grass lush and plentiful for grazing wildlife and livestock.

#### Swamp Climate

Humid, hot, and prone to monsoons. Swamp ecosystems rely on both the changing tides and fresh rainwater to prevent water stagnation.

#### Coral Highland Climate

Relatively warm and temperate, with occasional rain and wind. The Coral Highland climate is unique to the island province of Paolele, since it was a gigantic coral reef that was exposed to the surface as sea levels in Ulina dropped millions of years ago. The corals have adapted to absorb nutrients and humidity from the air, hosting one of the most unique ecosystems in Ulina.

#### Low Mountain Climate

Constantly fluctuating between hot days and freezing nights. Plants and animals alike have adapted to accommodate both temperature extremes.

#### Glacial/High Mountain Climate

Temperatures ranging from a few dozen degrees above freezing to thirty below. Snowstorms and blizzards are frequent, but supply fresh mountain water to the rainforests below.

#### Volcanic Climate

Unbearable heat paired with little to no rain. Due to the intense heat created by the magma fields and volcano calderas, rain clouds are evaporated, even high in the sky. Only the most hardy flora and fauna can survive so close to the active volcanoes. The northeast island is home to Mudkippia's volcanic ecosystems, encompassing the provinces of Kaliber, The Breach, and New Sonder.

### Topography

Considered to be in a relatively flat area of Ulina, Mudkippia has few points of elevation that rise 6 kilometers above sea level. Most of those points of interest span from the volcanic fissures present near the island where Kaliber, The Breach, and New Sonder exist. These fissures are the result of several tectonic plates that have borders running near Janasi's northwestern points. In central Janasi, two notable mountains make up the remaining points: Mount Posper and Mount Albago. Those two mountains are the single highest points in Janasi, with Mount Posper reaching 6.9 kilometers in elevation and Mount Albago reaching 6.7 kilometers.

### Ecology

Mudkippia is famous among ecologists worldwide due to the impressive megafauna known as Wyverns, Beasts, and Elder Dragons. It is speculated that these monsters may not have originally been from Ulina, as ancient carvings and writings have brought the "World" theory (monsters travelled from another world/dimension and established populations over the millenia) into relevance. Nonetheless, monsters have been present in Mudkippia for thousands of years, establishing themselves in Mudkippia's diverse range of ecosystems. they are categorized based on biological characteristics and threat level.

#### Wild Monster Threat Levels

1. Minor Threat: Monsters characterized as a minor threat pose little danger to communities, but can cause harm via attacks if provoked. Most monsters in this tier are low/lower on the food chain, often making them the targets of other larger monsters. That doesn't mean that they have no means to defend themselves, nor does it mean that they're peaceful to people. However, level 1 attacks are very rare. Hunter teams are commissioned to capture and relocate level 1 threats only if they pose a continuous and impactful threat on local communities.
2. Average Threat: Monsters characterized as an average threat can pose some form of danger to communities, mostly due to encroaching on their territory. Monsters in this tier are mid-level in the food chain, meaning that they are capable of defending and attacking if necessary. They don't often attack villages, but more often threaten the flow of economies via attacking traders en route through monster territory. Hunter teams are called in to capture and relocate level 2 threats that directly attack people or communities.
3. Major Threat: Monsters characterized as major threats are often on the top of the food chain, and can pose danger to communities if provoked. Most large monsters in this category tend to avoid people, but if monsters happen to come too close to cities or villages, they may attack. They are capable of strong attacks and can threaten livelihoods of villages due to territoriality. Most level 3 threats are handled by Hunter teams, who try to capture the monster before anything else in order to preserve their role in the ecosystem by relocating them into a new territory.
4. Extreme Threat: Monsters characterized as extreme threats are either hostile on sight and will attack anything that happens to enter their territory or boast power that outclasses the apexes of their respective ecosystems. Notable examples include the "Terrible Trio": Deviljho, Bazelgeuse, and Rajang, who will attack people, large monsters, and even elder dragons unprovoked. Even worse, they thrive in almost every environment imaginable in Janasi, causing disturbances to the natural order and threats to the lives of villages. Large bounties are often posted to those who are willing to slay these beasts. Otherwise, task forces or professional Hunter teams are sent out to subdue level 4 threats if necessary.
5. Elder-Level Threat: Monsters characterized as elder-level threats are capable of posing extreme danger and even climate alteration to nearby areas. Most elder dragons are relatively peaceful towards Janasians and don't regard them as threats. But if provoked, elder-level threats can wreak havoc and threaten thousands of citizens with the forces of nature themselves. Subspecies and Variants of level 4 threats are classified as level 5, since they are hyper-powerful versions of already-aggressive monsters. Emergency protocols and task forces are always called if an elder-level threat poses direct danger to communities.
6. Colossus Threat: Monsters characterized as a colossus threat are capable of potentially destroying large cities, and even entire populations with mere movements. When provoked, colossus threats have been known to wipe out entire civilizations without mercy nor hesitation, as their power is too formidable to stop. Their powers are equal the destructive power of the Kaiju of KaijuKahn. International emergencies are always declared if a colossus-level threat comes near Janasi.

#### Monster Species in Janasi

Beast Class Species Present in Janasi

Elder Dragon Species Present in Janasi
 Chameleos | Mist Dragon
 Zorah Magdaros (?)

## History

### Mudkippia

The history of the Mudkippian people dates back to prehistory. The ancestors of the first Mudkippians lived among now-nonexistent islands surrounding the northeastern coasts of Aliou. With an estimated population of around 3000, they lived relatively primitive lifestyles, with village factions that relied on each other for trade. These close-knit communities were individual and spread out across several islands, but were all regulated by a single leader and their council members. Characterized by hunter-gatherer lifestyles with diets consisting of tropical fish and fruit, the ancient Mudkippians lived well off the boon of the islands. With plentiful food spread across their isolated archipelago, the humble villages held no ill will towards each other, lowering the need to have weaponry or defense. While food was plentiful, each island offered new varieties of food. The large island, known to historians as "Kalirah", was rich in bananas and coconuts. The surrounding islands of Matamol, Tekali, Nejiri, and Paoele (names currently known due to recovered ancient Mudkippian records) offered conch and other shellfish, tree nuts, pineapples, and wild fowl, respectively. Kalirah served as a hub of commerce and trade, sending and receiving wooden boats full of food to and from the other islands. Not only did the ancient Mudkippians specialize in trade, but they were excellent craftsmen who created intricate structures, tools, and jewelery out of palm wood. Across all the islands, merchant bazaars became a mainstay, forming one of the most intricate economies of ancient Ulina. Despite having one of the most sophisticated internal trade networks in Ulina at the time, the Mudkippian people were secluded from the outside world, and thus, vulnerable to new technology. Alongside the fact that they had never encountered anything from outside their secluded island homes, the Mudkippians were fairly defenseless in terms of weaponry. The only weapons used by ancient Mudkippians were wooden clubs used to kill fish dragged up from the sea. Mudkippians were not entirely defenseless, however, as their mastery of the water and synergy with the earth below granted them manipulation of the mud and water through their elemental typing. Mudkippians mostly used these abilities to craft sturdy homes out of clay and mud, hunt for fish, and navigate the waters with ease. However, ancient records have described rites of passage on the islands in which the participants use their abilities in a friendly battle with one another.

An infamous pirate fleet known as the Bloodwater Legion had discovered the tiny archipelago where the Mudkippian people lived. Their captain, Makovis DeGutta, sought to lay claims to the islands to establish outposts that would control a massive area of ocean surrounding present-day Ailou. Little did they know, the islands they arrived at were home to the humble Mudkippian people. The pirates had dealt with various native groups before them, making no haste in bringing extinction to many of Ulina's ancient and unknown cultures. Unaware of the threat that loomed over the stormy horizon, the Mudkippian people had never faced contact from any outside civilization, so the sight of ships on the coastline was a shock to the tribe. Upon spotting the ships on the coastline, the Mudkippian elders summoned the leaders and people of the outskirt islands to Kalirah, where a decision would be made about how to handle the strange new boats. In a massive council, the elders asked the leaders of each island to suggest how to handle the situation. Mekmek, leader of Nejiri, offered to greet the passengers of the ship and offer Mudkippia's finest goods as an offering of peace and goodwill. All four of the outskirt island leaders agreed, but the leader of Kalirah, Jyurato, warned that the ship's passengers may not be entirely peaceful, and suggested to hide or ready the tribe's strongest warriors to hold their ground. The other leaders scoffed at his idea, knowing that they are a trading nation, not a militaristic one. From a vote gathered by the public, the people of Mudkippia almost unanimously chose to make a peace offering. With a day to prepare, the people of the islands all gathered on Kalirah with their finest wooden jewelery, fresh fish, carvings, fruit, and meats. The ships passed by the smaller outskirt islands and targeted their course to the big island in the middle, Kalirah. When DeGutta's ship arrived on the central island, the Mudkippian people gathered around the boat, unarmed and uneasy about the strange vessel. Mekmek, chosen by the council jury, stood in front of the crowd and offered their islands' bounties as a welcoming gift. This sign of submission allowed Degutta and his right-hand men to leap from the ship and begin their senseless rampage. Degutta flashed his cutlass from its' sheath and finished Mekmek off in a single slice. The Mudkippians screamed in terror, as Degutta sounded a conch horn to summon in the rest of his navy, knowing that the potential threat on this island was low. The pirates, with their gunpowder, steel weapons, and artillery at their disposal, proved to be too powerful for the Mudkippian warriors to handle, as they were overwhelmed by ranged weaponry far before they could even get within clubbing range. The pirates slaughtered an estimate of 2200 Mudkippians in less than an hour. After enough bloodshed, the fearful Mudkippians had no other choice but to put down their primitive weaponry and surrender. DeGutta took over 600 surrendering Mudkippians as prisoners aboard his ship, as the villages once home to the native people were destroyed under ceaseless cannonfire. Kalirah was the first to fall, then Nejiri, Matamol, Tekali, and finally, Paoele. Of the roughly 3000 Mudkippians that inhabited the island, about 2800 were either killed by the initial raid, or captured and forced into backbreaking labor and slavery. Anyone still remaining on the outskirt islands was killed and tossed into the sea by DeGutta's men. On that first day, the sea surrounding the islands had turned red with blood.

The remaining Mudkippians who were able to escape from the pirates' raid knew their island well, being able to hide within the depths of the rainforest. Leading them was Jyurato, who had prepared for the possibility of attack. He had carved out escape paths through the thick jungle, leading the survivors out into a secluded cove where they could sail off the island. The boats were already in the cove before they arrived, as the spot was popular for wave-riding. Jyrato decided to try and gather some food before they depart, since they had no idea where they would wash up. The outside world was wide and unknown to them. On venturing into the jungle to gather food, Jyurato peeked through the dense greenery to witness the pirates' plan. DeGutta was planning on making Kalirah his home base, with the rapid construction being done by the Mudkippian slaves. The jungle brush they revered was being sliced down, their coves and oceans stained with blood and waste, and their villages ploughed down into dust. He knew that he wanted to help liberate his people, but if he even tried to make a move, he would squander the free survivors' chances of getting off the island. But still, Jyurato didn't want to abandon them in vain. He snuck over to the slave quarters where a few dozen Mudkippians were being held and attempted to free them from their chains. He had dug a hole to the rainforest, leading the prisoners one-by-one through. The sound of the rattling chains and shuffling of feet alerted one of the pirate guards, who sounded the alarm. DeGutta rose from his newly-constructed throne and overlooked the fleeing slaves and Jyurato running towards the forest with a horde of pirates behind them. With a sinister grin, he pointed his cutlass at the cannoneers, who had loaded their weapons with explosive cannonballs. He pointed his sword at the escapees and within two seconds, the cannons had been unleashed. The rainforest had been lit ablaze by the cannonfire, scorching both pirate and captive. Even with how fast they were running, the pirates had picked off stragglers in the pack, punishing their escape with their cold blades of death. The pitch-black sky turned crimson with the burning glow of forest fire. Jyurato yelled for the survivors at the cove to ready the boats. With the survivors all loaded onto the boats and the pirates behind them, Jyurato pushed the three boats with all his might, as fast and as far away from the island as possible. DeGutta's charred men returned with word of their escape. Outraged by their leader's escape attempt, DeGutta ordered for the remaining Mudkippian slaves to be worked to death, finishing up his pirate hub within two days without food, water, or any break. Even after they had finished, the pirate king ordered the slaves to cater to his every whim until they died.

Cast away at sea, the 200-odd-so Mudkippians drifted for several weeks, with no land in sight. Although they were attuned to the water, the Mudkippians had to rest and sleep up on the boats, which were very cramped and uncomfortable. After six weeks of drifting, the boats had spotted a massive stretch of land to the north. Pushing and paddling with all their might, the Mudkippians eagerly coasted to their potential home. The massive beach stretched across the horizon,

Over the millennia, the islands that were once home to the ancient Mudkippian people are now sunken beneath the sea with only archeological remains and ancestral records to preserve their history. The history on the main island, however, lives on through the Mudkippian race.

### The Union

After many years of coexistence between the two countries, talk had arisen of a union between the two countries. In the several years before the unison, Mudkippia and NRRG had cooperated strongly with many diplomatic tasks, research expeditions, and mutual agreements.

Before the official declaration of unity, careful planning had gone into accordance to completely re-haul the layout of the territories within the country. First off, the new name of the country had to be planned. Initially, the plan was to keep the names of the two countries, but have them be parts of a confederation. After some considerations, the final decision was to merge the two countries under one name. Next, developments went underway to transform the layout of the island's territories. Gunrat development managers, contractors, and cartographers finalized the creation of the new territories, after careful review and revisions under the management of Dino and Giorno.

The decision to merge the two countries into one brought forth many infrastructural improvements as well as an overall promotion in country status. Combining the trading capitals of Mudkippia with the military prowess of NRRG allows the unified nation to improve both fiscally and defensively.

### Giorno's Retirement and Return to Mudkippia

As the years passed, Giorno's health was declining naturally, since Ratfolk only have a lifespan of 5-7 years. Out of concern for his health, Girono asked Dino to carry on with leading the country. He also asked for the nation to be known as Mudkippia from then on out.