the Natural World

"The world may go by many names, varying from place to place, but the name of the continents stay ever constant, as do their global roles: Saphra, the colony; Cenedra, the route; and Anastia, the authority." 

- █████ ██████, modern historian. Quote transcribed from his work "███████ ██ ███ █████ █████".

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Mappa Mundi depicting countries and oceans, by world-renowned Cenedran cartographer Alto Ishmai.

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   Saphra has quite balanced climates, resulting in a beautiful, colorful variety of all flora and fauna, and consequently of cultures influenced by such nature as well. Saphran natives prefer to separate themselves into classes, though without any at the top or bottom, all of similar importance, although some (Emporo) may be better regarded than others (Makha). These so-called phyles each denote a general group marked by the career they share through affinity, rather than culture, with civilizations being formed by the conjunction of several phyles, giving origin to intricate cultures born of the diversity and variety these phyles offer.
   In contrast, Anastia is a mostly cold, desolate continent, forcing its people to turn heavily dependent in communities and consequently the later formed states, whose authority may be heavy enough to warrant their opressive natures. Due to scarce amounts of usable lands for agriculture, and an abundance of mineral riches, almost all countries became imperalistic, constantly fighting each other to expand their own territory. This heavily militarized tradition has for long plagued the lives of civilians with bleakness and fatalism.
   Cenedra is a connection through each, as a cultural melting pot and a great trade route. Being near the equator, it's considerably hot, with not many communities being able to develop in such a place, and the estranged continent only flourished with the establishment of colonies in Saphra and, later on, intercontinental commerce.

   There are four main oceans, being named after their relative position to Cenedra, the central part of the Age of Navigations.

  • Unda Major has extremely cold northern currents flowing eastwards, although only the westward warm currents are utilized, especially for Saphran exports. It is highly theorized a large, frigid, unmapped polar cap resides at the north, giving origin to such terribly cold currents, but none have been daring enough to carry out an expedition to either confirm or deny such legendary location.
  • Unda Minor's cold currents are much milder, being actually possible to navigate. It has historically been used to bring many wealthy Anastians over to the Saphran continent, but with the downfall of the Age of Colonies, it now is not used for much. Its currents split, invading the Ventrial Ocean.
  • With the easiest waters to navigate, the Ventrial Ocean may be considered the birthplace of modern navigation. With warm currents flowind down from Unda Major and cold waters from Unda Minor, its cyclic nature is what first led to the discovery of the land of Cenedra, at the time thought to be northern Anastian territory. With its abundance of trading ships, pirates are not an uncommon danger.
  • The warm Caputean Ocean is quite chaotic, with only extremely experienced marine crews able to stand even a chance in its waters. With the amount of shipwrecks at the bottom of the ocean, only the fittest survive. These waves are home to the most legendary of pirate crews.
  • Another, smaller, but just as relevant, body of water is the Iuvenic Sea, where rudimentary navigation led to commerce uniting the north and south of Anastia, through the countries of Fuerland and the Qi'andu Empire respectively.
  • Despite being relatively smaller than even the Iuvenic Sea, the Century Lake is quite relevant as well, although only to two Empires, who have contested such territory in a hundred years battle. After a treaty was established, Banshou now oficially holds domain over most of the Lake, but in reality it is completely under their rule. Century Lake mostly serves as base of operations for several stealth agents employed by the state in order to spy on the Qi'andu Empire. With the downfall of warfare on the battlefield, the Banshou Empire has flourished in fields such as infiltration and psychological warfare.

   In Cenedra and Anastia, far away from the industrialized regions, exist villages often occupied by traditional communities or the criminalized, such as hybrids. They are never officially recognized, save for the rare exceptions of legendary, small civilizations managing to establish a presence strong enough to exist at peace with the State of each country, such as Dombaine, Amphitrya and Belavista. But most, unable to stand up to aristocrats, remain classified as illegal land occupations by the Global Trade Society.

   Unknown to many, Anastia and Saphra actually two sides of the same supercontinent, albeit separated by an enormous, ever growing moutain range.
   Long ago, many peoples were scattered throughout Amborthea, but with the movement of the tectonic plates pushing into each other, the formation of the mountains started to separate each side more and more, leading to dinstinct societies evolving by themselves after they were no longer able to interact with each other.
   The long lost twin civilizations were only reconnected centuries later, after the discovery of Cenedra, a continent which led the navigators of Anastia to the paradise-like land of Saphra. The cold westerners, devoid of much joy and color in their lives, found the Saphran cultures fascinating, full of lively arts, cuisine and people, all previously unfathomable to anyone in Anastia. It was with this that colonization began, with the exports of Saphran culture to Anastia.
   Although now Saphra may not be nowhere near as coveted now as it used to be, it still is quite valuable, offering many resources which still prove quite useful in the current age.

   Saphra - Originally formed of peaceful, artistic cultures, has had their technolocial development halted due to colonization from Anastia, although it did accelerate creative development, as Saphran cultures began to express new emotions, leading into cultural (and eventually social) revolutions. Although this age is long past, it still is reflected in the modern day.

  • Fuerzam - Astrior's family's past colony from Anastia, although she herself was born in Saphran land.
  • Sicsemperia - Lotus' past kingdom, which became a democratic nation who fought against the settlers of Anastia after they had seized advantage of the power vacuum left by Lotus' downfall.
  • Amphitrya - Cecil's homeland, although he left it for Cenedra. A sanctuary and refuge for hybrids; with its people's dominion spanning accross an entire jungle, no settlers have ever managed to conquer such territory.
  • Belavista - Beylah's village, although she left it for Cenedra as well, though for a much nobler cause. Uncharted territory to settlers, the villages renowned shore defenses have defended them from any invaders for centuries, with the only people let in being refugees.
  • Srysha - Adrienne Ishmai's homeland. The Ishmai are a family of renowned navigators and fisherman, known for their cartography work. They moved to Cenedra looking to expand their ventures, and were so successful even the government hired their services... although getting closer to such institution did sow seeds of corruption at the roots of the genealogical tree, from which Adrienne has thankfully distanced herself from.
  • Qi'lada - an ex-colony of the Qi'andu Empire, despite their massive influence and sizeable occupation still. It is the largest territory of all in Saphra, as the Qi'andu were the first to arrive while in the race for colonization. The connection between the continent and Anastia was recently discovered in this territory, and currently it is where major, but secret expeditions are taking place, seeking to establish a route between both continents that would save great amount of time and resources, guaranteeing the Qi'andu Empire's supreme position above all others for the rest of time.
  • Budishou - an ex-colony of the Banshou Empire, which, similarly to Qi'lada, remains heavily occupied by its settlers. 
  • Kholodna - ex-colony of the Tundaeri Empire, and home to the coldest places in the world. Despite the lack of native human life, there are still various scientific research sites scattered throughout the continent, many from countries other than the Tundaeri Empire, especially the Qi'andu. There are various rumours surrounding Kholodna, often regarding a potential expedition to the theorized northern polar cap continent.
  • Montaureo - Emery's country, and a territory still occupied by the Empire of Vaderia, with an ongoing revolution. 

   Anastia - Mostly made of imperalist countries, and focused on technological advancements, no matter the cost.

  • Qi'andu Empire - Chaksha and Jingyi's homeland. Extremely traditional, and sophisticated as well, despite social setbacks, such as the heavy disparity between rich and poor.
  • Banshou Empire - where Jingyi moved to, and Ayumu and Akari grew up. An intolerant country, whose success was built on wars against other territories, despite its affinity for art. It is quite famously known as the land where the sun sets, as all other Anastian countries have their horizons blocked by mountain ranges. With plenty of access to the Ventrial Ocean, a great deal of pirates come from this land, with the most competent usually employed by the state itself.
  • Tundaeri Empire - Ciaran and Durendal's country. The Tundaer are extremely devoted to religion, although sacred practices have entered a gradual downfall as the people have lost their faith in their original deity after so many natural disasters, Ciaran included. She journeyed to Cenedra in an agnostic pilgrimage to find a new faith, meeting a young, ambitious Leviet. Durendal embarked on a similar journey and joined Heaven's Order as well, albeit only for a short period.
  • Aubergine - a small nation which started as a small village in the Tundaeri Empire, gaining independency after Brinnjäl's bravery of defending her father's own land.
  • Godarstva - Grim's country. An authoritarian city state, focused on suppressing its enemies, no matter how small they may be.
  • Fuerland - Astrior's family's homeland. Historically, it has always been the main force in economy alongside the merchants of the Qi'andu Empire. In a race for colonization, the Fuer settlers were some of the first to arrive, guaranteeing a sizable, valuable piece of land for themselves.
  • Ulvistera - A nation with little available farmland, their culture is almost entirely established upon the ideals of hunting, be it for harvest or sport, with a economy booming from its exports in high quality meats. The Hunter's Guild first established in this country, where their headquarters still prevail.
  • Vaderia - Despite being mostly landlocked, save for an entrance through the Iuvenic Sea, Vaderia is still an empire which prides itself in its conquests, and isn't so willing to desoccupy Montaureo.

   Cenedra - A commerce route between Anastia and Saphra, it originally served to transport goods from colonies in Saphra to Anastia. Now a great cultural melting pot, it is full of people seeking opportunity. Although many may live in comfort from the heavy commercial traffic, many are neglected, living in misery after the failure of their dreams.

  • Qi'angri - Established by Qi'andu settlers, it is where most part of the commerce inside of Cenedra takes place. As such, it receives a lot of immigrants, although not all legal. With its less rigid, persecuting state, it is flourishing with villages, who enjoy peace... as long as they dare not step out of line.
  • Irishou - Cold and heartless, Irishou is like a piece of Anastia in Cenedra. Treated more as an appendage to the Banshou Empire rather than an independent country, its territory used to be far more extense, although it has been in a steady decline since the rise of peaceful commerce across the world.
  • Togravlya - Adrienne's country. Built on the ideals of peaceful commerce and diplomacy, it is focused on naval trading as it is located near a warm sea current leading westwards. Originally from Saphra, the Ishmai family moved to Cenedra to expand their ventures while she was still an infant.
  • Imperium dei Cuori - Territory occupied by the Locked Hearts, and Lysander's homeland.
  • God's Gate - Territory occupied by Heaven's Order.
  • Archlyad - An island off the coast of Tirenadh, and the Achlys Clan's territory. Descendants of St. D'Achlys, the first human to arrive in Cenedra, the Achlys Clan holds great authority over all other clans who reside in Tirenadh.
  • Tirenadh - Territory home to Cenedra's only native peoples, which separate themselves in clans. They all arrived from Saphra, shortly after St. Achlys discovered the island of Archlyad, and soon established themselves in clans in Tirenadh. Leviet originated in this land, but left his life and surname behind to chase a life of a leadership.
  • Epiphyteon - Orchid's country, where she previously served as a soldier in the national army, fighting for the plans of capitalists in order to preserve their commercial supremacy in the continent.
  • Dombaine - Nemanja's legendary village, managing to stand up to the local government and establishing itself as a thriving society, and safe haven for any refugees.


the Realm Beyond

58679083_PtJGc56GS2gL1up.png?1671553830A simple map, mostly serving to only depict the relative locations of each landmass.

    Where deities live, it is an extension of the natural world, though separate from the mortal plane. Here, gods carry out their lives, not too differently from mere mortals.

63898370_5Qi2uRziMOJcZRm.png?1681825905    Its Center is marked by the above pictured Genealogica Arbor, colloquialy known in the myths of mortals as the Tree of Life, one mapping the lives and heritages of all mortals, with each branch symbolizing a life from which new branches, new lives, stem from; with branches intertwining, merging to begin anew, like the roots of a newborn canopy, continuing the eternal growth of life in a beautiful fractal.
    Its roots above ground serve as bridges between each region, and its sacred bark is forbidden for harvest, rendering the lesser gods unable to even begin the crafting of any technology or structure, and so without much to do on the realm, beyond meaningless simple hobbies, and interacting with whoever comes accross their path. This perpetual primitiveness is what renders most of them fickle or even obtuse, thus often at odds with each other.

    In its Outskirts, its walled by the Wheel of Life, the Underworld Machine, as it is the realm's closest location to the natural world. There, not only are souls recycled for reincarnation, but it also is where the more rebellious gods may sneak out of the Realm Beyond and into the Natural World, to walk among mortals and possibly meddle in their affairs. They may also gather and bring back on their person materials and items, though it remains never enough to actually propel any technological advancements within the Realm.

    The Matriarchs are the true tethers between this realm to the mortal one, and also serve as direct, assigned governors of each region.