SHINOBI: Origins - Nations
Civil Alliance
Light Earth Wind Metal Gravity Sound Ice Cosmic |
Neutral
Spirit Grass Dragon Water Demon Beast |
Imperial Confederation
Shadow Fire Bone Sand Lightning Poison |
Water
Geography - Misty evergreen forests to the south with some swamped river deltas. Wetlands and peat bogs to the north
Resources - Shipping and fishing
Government - Collection of true democracies headed by captains
Major Cities - Southport the trading harbor. Isla Indigo the wealthy and lawless pirate city. Marsh Tide the heavily guarded thieves hideaway.
Culture - The way of Water is life under the sail. The land is broken up by a maze of rivers and peat bogs that make for difficult terrestrial travel, making ships invaluable. Most natives become fisherman, taking advantage of the richness of the surrounding seas. For those less keen to long days and hard work, the life of piracy is readily available. In the early ages some attempts at localized governments were made but all eventually fell to the pirates whos captains ruled the populations of their ships and enforced codes to govern their turfs and regular docking locations. Without common law and no unified military, Water has become a breeding ground for criminals but at the same time, a flourishing leader in trade. Ships from the islands are found in harbors all over Kagami in the form of trade skiffs and mercenary armadas.
Favored Skills - Commerce / Persuasion / Social Circle
Ice
Geography - Icy tundra with steep mountain ranges and glaciers
Resources - Primarily mining, timber, and trapping.
Government - Colonial
Major Cities - North Star the bustling port city. Okimata the trading post crossways. Akibra Village the far north frontier town.
Culture - In the early age, brave and desperate men and women of all nations of the Civil Alliance were given the opportunity to become an Ice colonist in exchange for a steady supply of the resources the land had to offer. Over the centuries the Ice colonies have developed their own culture and, despite their varied origins, see themselves as a distinct and proud people. There are still trade agreements that hold the colonies together and responsible for seasonal quotas of exports to the mainland but these are loosely enforced. This is primarily due to the colonies recent population boom and emerging ideas of revolution. The mindset of most Ice colonists is that they and their ancestors have worked too hard and too long in the frigid cold to ship the fruits of their labor away for half of what they're worth. Militias have been formed and have garnered a reputation throughout Kagami for their discipline and determination for freedom.
Favored Skills - Survival / Might / Athletics
Earth
Geography - Barren and rugged mountain ranges with rocky foothills and fertile short grass valleys.
Resources - Mining, Agriculture, Crafted Wares
Government - Monarchy
Major Cities - Tekomi Village the farming valley town, Castle Garnet the kings fortress city, Blackstone the subterranean mining mecca.
Culture - The Earth Kingdom is Kagami's largest nation by territory despite the efforts of its neighbors to take its fertile lands for their own. The kingdom has a long standing feud with the Fire Nation who has launched many attacks against its border forts over the past millennium. These attacks prompted the Earth King to seek support from other nations to help protect its people. The Light Empire has been a close ally ever since, setting the groundwork for the Civil Alliance which now also includes Gravity, Sound, Metal, Ice, and Wind. The people of Earth are proud of their heritage and their work. They supply the world with abundant amounts of ore, food, and crafted wares; all products of their rich hills and valleys that other nations covet. People of the kingdom are raised to respect and appreciate products of hard work and to be hard working themselves. Most choose to become artisans, miners, or farmers, taking pride in the work of their ancestors. Some however pursue the honorable and necessary work of protecting their fellow citizens, becoming defensive soldiers and border guards.
Favored Skills - Tactics / Tinker / Battle Craft
Metal
Geography - Frost covered foothills, rough and snowy mountains.
Resources - Mining and crafted wares
Government - Communism
Major Cities - Akrys the craftsman border town, Tang-Poh the over populated capitol, Snowspire the fortified mining compound.
Culture - The Metal Nation's past is stained with the blood of civil wars and violent uprisings all triggered by the wealth differentials between the poor working class and the land owning elites. At the end of the early age the Civil Alliance stepped in, employing a coup against the current corrupt leader of Metal. They replaced their government with communism hoping to quell the political unrest. In the last century, the country has experienced peace and prosperity. The fine weapons and armors of the nation are traded throughout the Civil Alliance lands and the people share in the rewards. All able bodied civilians are required to serve a term in the military before choosing to either continue in their service or find other ways to contribute to society like mining or crafting. The people of Metal hold community and responsibility to a high value but most are reluctant to do more work than needed or help others who are incapable of performing their duties.
Favored Skills - Battle Craft / Deception / Athletics
Fire
Geography - Black sand deserts, volcanic mountain ranges, patches of young forests to the west
Resources - Mining, crafted wares, fishing, magical components
Government - Feudalism
Major Cities - Koto the border fortress, Kendoma the emperors golden city, Chin-Xa the volcanic forge city
Culture - The Fire Nation has engaged in more wars than any other nation since the start of the early age. Its people resort to war and conquest whenever fate turns against them with famine, plague, and natural disasters. These come often thanks to the volatile nature of the volcanic ridge that makes up most of the country. They are an extremely proud people and regularly take extreme risk to avoid asking for the aid of others. They only joined the Imperial Confederation because other, less fortunate nations needed their help. Some believe in actuality it was a move to secure buyers for their exports after the Civil Alliance boycotted them for their territory disputes with the Earth Kingdom. The land offers sustainable resources, most notably mining and blacksmithing. Their exports hold a quality of which only the Metal Nation is more renown. The people of Fire are passionate and brave, taught never to hold in their true feelings and to always speak the truth. They have a sense of honor only bested by their sense of glory won in battle or through loyal service to ones lord.
Favored Skills - Evocation / Battle Craft / Inspiration
Demon
Geography - Volcanic mountain ranges and ash plains
Resources - Minimal mining and crafted wares but primarily magical components
Government - Aristocracy
Major Cities - Abaddon the thin blooded shanty town, Mictian the mountain top fortress of the aristocrats. Naamah the seductive bath house city.
Culture - In the time before the early age, the world was shared between two intelligent races; humans and demons. Humans achieved power through technology while the demons relied on magic. Over time, the trade of one for another and the genetic mixing of the races resulted in a weakening of demon magic. An effort was made by the last pure blooded demons to exterminate the half-bloods and protect their power but it failed. This marked the end of pure demon lines and the beginning of the early age. Now the homeland of those demon is ruled by a group of self proclaimed elites with titles based purely on their demonic pedigrees. This breeds a common theology that stronger blooded demons are entitled to more rights, one that is written into the old laws of their land. Near pure demons don't often leave the country but it isn't uncommon to find lesser demons with more acceptable appearances in other lands. Many of them choose to reside elsewhere so they can be treated more fairly than their weak bloodlines would allow back home. As a whole the Demon nation doesn't involve themselves with the petty toiling of men and has never allied with any cause outside of their borders.
Favored Skills - Deception / Persuasion / Conjuration
Wind
Geography - Rolling fields, high forested mountain peaks that rarely see snow.
Resources - Agriculture, shipping
Government - Feudalism
Major Cities - Galeport the shipping and sea travel mecca, Four Winds the farmland traders crossway village, Eagle's Landing the noble court city.
Culture - The Wind Nation has enjoyed much peace in the last age. Its people know little of the hardships of war and disaster. Most live scholarly lives, becoming patrons of the arts or spending their time in court. Reliable agriculture and a lively shipping trade that controls the southern seas affords generations of Wind nationals life without worry. Local lords arrange agreements to help feed the other people of the Civil Alliance with their abundance of food. This sends Winds supply ships to all corners of Kagami and has recently been putting them in danger with the growing threat of piracy in the north. The Wind Nation addresses this by finding new routes to their destinations. The concept of evasion and exploring alternate approaches rather than direct confrontation is one that is taught at all levels of Wind society. The standing army the of the nation chooses to be first to the battlefield of Civil Alliance conflicts to gather information and report it to the generals of other armies, reserving their soldiers for last ditch defenses.
Favored Skills - Search / Finesse / Etiquette
Sand
Geography - Salt flats, dried lake beds, rolling dunes with the rare oasis between them.
Resources - Trapping, minerals, spices
Government - Puppet Monarchy
Major Cities - Ramil the palace city of the Sand King, Abyad the salt flat village, Tijara the spice trade port city to the south.
Culture - The Sand Kingdom has a culture as old a the race of men. The first King of the early age settled the oasis city in the desert region and proclaimed his bloodline to be equal to that of the gods. The king made promises of wealth to any subjects who would serve him and a thriving spice and mineral trade was born. The returns were shared as promised which curried great favor for the king and his line is still well liked by the people of sand to this day. This has caused rifts with religious groups and forced many churches to leave to land or be faced with violence. In most of the kingdom, especially close to the capitol, it is a form of treason to worship any of the gods without paying equal homage to the Sand King. The current Sand King is just a child and is manipulated as a puppet figure head by his council of advisors; all land owning beneficiaries of the ancestral king's generosity, seeking to secure more wealth for their own clans. This has created an ever widening gap between the rich and poor of the kingdom; a gap that has not gone unnoticed in the borderlands. Political turmoil and talk of uprising is common in such places.
Favored Skills - Survival / Ride / Devotion
Lightning
Geography - Stormy forested hills, thundering plains, rain drenched and muddy lowlands.
Resources - some agriculture, fishing, and timber with minimal trapping and crafted wares.
Government - Tribal Democracy
Major Cities - Tpkoni the sacred hillside temple, Kinish Village the river town, Otuma the nomadic village on the plains.
Culture - The Lightning Tribes have operated under a tribal democracy since before the early age. Each village its own variations of the ancient customs but all are still led by an elder. These elders meet regularly at sacred sites to vote on laws to meet the needs of their people. This breeds a great respect for the wise and elderly within the nation, as well as a devotion to the old way of things. Honor isn't valued as highly as trained skill and wisdom. Family units are tightly knit and a lightning tribesman is expected to put the tribe before himself at all times. The diverse tribal territories and the diverse skillsets between them allow the nation to export many different resources, all gathered or made through ancestral methods other lands might call inefficient or primitive. The tribes produce capable warriors that are sought after by other nations as powerful mercenaries but the lands resistance to modernization and international diplomacy have put them at odds with the Civil Alliance. After their departure from the alliance, the Imperial Confederation offered them the protection and freedom to continue their tribal operations. This alliance encourages tribesmen to travel the Confederation lands and learn of the outside world.
Favored Skills - Finesse / Scroll Craft / Precision
Dragon
Geography - Tropical Islands, dormant volcanoes, colorful exposed reefs.
Resources - Fishing and magical components.
Government - Tribal Theocracy
Major Cities - Rimfire the volcanic haven city, Obsidian Bay the fishing village, Reef Watch the floating trade town.
Culture - The people of dragon are few in number but strong in heart. They pledge their live to the protection of mythical and magical creatures, primarily dragons. These rare beasts hide themselves from others while trusting those on the islands enough to fight alongside them or even allow partners to mount. They are a friendly people who project their ideals of life preservation and nonviolence onto those they meet. Their geographical separation from the mainland has slowed their technological advancement while strengthening their connection to nature and religion. Clans are led by shamans who hold governmental and religious power. Not all dargonfolk live lives of passivism, choosing to be wardens of nature through force. Dragons are prized not only for their military use but for their magical components. Their scales, bones, and internal organs are capable of being forged into legendary weapons and armor. Dragonforging is notoriously difficult and almost exclusively performed by Dragon tribe master craftsmen who form close bonds to the beasts they protect and are given the components by the dragons when they shed them naturally. Those outside of the tribes who practice the art are usually poachers and their lack of practice shows in their work.
Favored Skills - Handle Animal / Alchemy / Ride
Shadow
Geography - Skeletal forests, dead grasslands, foggy and treacherous coastlands.
Resources - Magical components, shipping
Government - Republican Empire
Major Cities -
Culture - During the early age, the Shadow lands began as an Imperial Light colony and were populated by the deserters of armies, criminals, and ronin. The population grew over the centuries as others flocked there to escape their debts and punishments for crimes in other lands. At the end of the early age, the Shadow nation formed a republican governmental body to protect their resources and ways of life. They wrote into law their immunity and ownership of the component rich territories they had been working for generations. The Light Empire went to war to reinforce their rule and lost against ruthless tactics and the work of spies within the Imperial court. The treacherous coastline also proved to be a valuable natural defense of the island nation. Since that time, both the Light Empire and the Shadow Nation have forged new alliances in a continuous effort to match the military power of one another. Today the Shadow Nation is known for its strict punishment against those who commit crimes against or in its territories while granting protection and immunity to those who cause trouble for Civil Alliance nations, all the while avoiding open war.
Favored Skills - Stealth / Deception / Tactics
Sound
Geography - Large rock features, sheer cliffs with dense forests below and above.
Resources - Mining, trapping, and timber
Government - Republic
Major Cities - The Great Sound Library, Bokoken village of the fertile valley, Silver Sands the coastal academy city
Culture - The society of the Sound nation is one steeped in culture, history, and academia. It offers the only modern academy of higher learning in Kagami where scholars learn about history, religion, science, and government. Their borders always remain open to those who seek learning and wisdom. The sound library is the pride of the nation. It contains a vast collection of lore and knowledge including memories of important figures of all nations willing to commit their minds to history. The people of sound have a reputation for gossiping and eavesdropping and view secrets as extremely valuable. Some don't trust them easily, believing that their secrets will be exploited if they get too close. Religion is strong in the nation as it offers another avenue for study. The complexity of theology is something that sparks curiosity in many scholars of the land but sometimes they can become absorbed by the idea of answering their questions about religion and lose sight of its edicts.
Favored Skills - Education / Devotion / Mentalism
Grass
Geography - Vast grasslands and fields edged by forests and jungle.
Resources - Agriculture, timber, and trapping
Government - Nomadic Tribes
Major Cities - Etuae the autmn city in the trees, Talbar the spring city on the plains, Tolgod the summer city in the hills
Culture - The Grass Tribes migrate between their cities seasonally, planting crops as they leave and harvesting them when they return. They only reside in a given city long enough to harvest before moving on. This nature conscious process helps to maintain levels of wild game and foraged food within their lands, allowing populations to recover from their hunting before the next season. This lifestyle forces Grass natives to grow up quickly, requiring the learning of essential survival skills such as hunting, riding, and navigating. Those who cannot pull their own weight are not left behind though. Members of ones clan are tasked with watching over one another making the arts of healing and cooking just as important within their culture. It is a great dishonor to allow a clan member to perish to the elements so clans will sometimes break from their tribe all together if one member is unable to make the journey to the next harvest. Some of these detached clans choose to remain in one place all year if they find a plot of land capable of sustaining them. These permanent villages are reliable land marks for outsiders to trade foreign wares for some of the best food and potions in Kagami.
Favored Skills - Survival / Alchemy / Ride
Poison
Geography - Dense tropical rainforests spanning a rugged mountain range full of caves and caverns.
Resources - Magical components, crafted wares, contraband
Government - Feudalism
Major Cities - Xou-Ling the secret harbor, Yukatu the forbidden temple, Qetzokai the thieves' cavern fortress
Culture - The wild jungle between Poison's city strongholds is known to be one of the most dangerous places in Kagami. The brave natives who traverse them are just as widely feared for their ability to bring death to those who cross them, or in many cases, cross someone capable of hiring them. Poison assassins have built an impressively wealthy nation with the money made through their unsavory work. The head assassins have proclaimed themselves shoguns and holed up in naturally fortified jungle caves and ancient temples. From there they operate feudal city states to increase the wealth of their clans. These places are rarely visited by outsiders for their difficulty in locating and the harshness of their rules. Its quite easy to upset these secretive shoguns and find yourself at their mercy after breaking a local law unknown to you. For such acts the only punishment is death. This is true for all crimes committed against the Poison nation and the tenacity of those task with dealing it is immeasurable, even for targets who have left their lands.
Favored Skills - Stealth / Alchemy / Commerce
Light
Geography - Rolling rocky hills and lowland thicket forests contrasted by sheer cliffs and plateaus that breach the clouds.
Resources - Minimal agriculture and ship building, primarily rare gems and gold.
Government - Imperial City States headed by a supreme emperor
Major Cities - Uriel, the lowland agriculture hub. Azrael the capitol city and the pillar of justice above the clouds, Ramiel the coastal trade mecca
Culture - The Light Empire became unified in the early ages by force in a violent purging of the land's radicle elite, replacing city leaders with hand picked wardens of justice and lawfulness. Now this collection of city states has enjoyed centuries of peace and prosperity. It has its naturally rich hills and valleys to thank, producing more gold and rare gemstones than any other nation. Light is a sought after trading partner and military ally though its aid does not come cheap. Its people know little of the hardships suffered in less fortunate places in Kagami and most never will, with a majority of the population born and dying without ever leaving the gold bannered lands of their glorious empire. It is the opinion of many outsiders that Light nationals are conceded and too proud of their people's achievements which should really be shared amongst their allies. There is a common thought amongst nations outside of the Civil Alliance that the people of the Light Empire are tought a different history than the rest of the world; one that shines more favorable on their own lands.
Favored Skills - Etiquette / Education / Inspiration
Gravity
Geography - Extreme forest topped cliffs in a shattered mountain range that is suspended in pockets of zero gravity.
Resources - Magical components and some agriculture.
Government - Theocracy
Major Cities - Osho the crowded tech city. Anduil the beautiful temple city. Farzen the rural borderland town.
Culture - The Gravity Nation is equally mystical and treacherous. Scholars flock there to study physical anomalies of the universe of which the land has no short supply. The people are governed by an arch priest and priest appointed bishops at local levels. The strong presence of religion is remnant of an age old struggle between the science obsessed philosophers and the church. The land became a religious mecca in the early age as part of a precise effort to weaken the quest for scientific exploration at its core. The people of Gravity are just as divided on the matter today with half of the population willing to be involved with global affairs for the betterment of science and the other's motives grounded in the teachings of the church.
Favored Skills - Devotion / Education / Evocation
Bone
Geography - Windswept wastelands and rugged hills with little to no vegetation.
Resources - Minimal mining exports
Government - Stratocracy
Major Cities - The military prison city of Costa Cavea. Ossis the humble capitol. Calvaria the coastal mining encampment.
Culture - The Bone Nation is reclusive and does not welcome outsiders though its inhabitants are common visitors to other lands in the south east due to Bone's lack of natural resources. What the nation lacks in natural gifts it makes up for in the fierceness of its people. Known primarily for hosting the most sought after mercenaries in Kagami, Bone also defends its borders with a formidable national guard sworn to never leave their island. Scholars of the region are well versed in human anatomy and make for excellent healers and devastatingly cruel magical warriors. Most from Bone exhibit a lack of empathy toward others, seeing people as no more than their physical composition. In some cases they will find value in ones combat achievements rather than a measure of honor. It is said that some Bone Shinobi wander Kagami in search of the strongest adversary they can find. Taking down such a foe earns them glory and status back home.
Favored Skills - Might / Conjuration / Tinker
Spirit
Geography - Peaceful floral plains, tranquil forests, and pleasant low mountains with many waterfalls, lakes, and streams.
Resources - Magical components
Government - Theocracy
Major Cities - Ishomi the hot spring spa town. Nagara Shunta the divine mountain temple city. Rama Khan the welcoming pilgrimage landing.
Culture - It is said that the first men came from the Spirit Isles, delivered there by the gods to do their will. It has long been the stronghold for religion and many devout people from other nations make pilgrimages for special holidays. The year round residents are a peaceful people, focused on the improvement of the soul rather than material goals. They live modest lives in village communities with little to no need for protection from threats. The capitol city however is fiercely guarded by a zealous army of monks whos only task is to ensure the safety of the temples and their patrons. The land is also a renown conjurer of inspiration, prompting artists and rest seekers to experience its beauty if only for a short visit.
Favored Skills - Mentalism / Handle Animal / Scroll Craft
Beast
Geography - Diverse climate with each island in the chain hosting its own ecosystem from deserts, to rainforests, and from grassy plains to mountains.
Resources - Strictly agriculture
Government - Clusters of small tribal theocracies
Major Cities - Beshwan the vilage of bridges that connects the islands, Valivar the mountainous watch tower village, and Bolbara the jungle temple
Culture - Legend tells of a far off land inhabited by beast-men who live alongside animals, forming bonds stronger than humans could understand. The Beast Isles have long been a place of refuge for devout followers of the goddess Amkah. It is said that her power was pure enough in the old age to grant boons to her disciples in the form of permanent animal features and traits. Her avatars served as impressive and feared wardens of nature all over Kagami for centuries but as times changed and the strength of the old gods faded, Amkah's worshipers began to be prosecuted for their inhuman appearance. This cultural shift was reinforced by horror stories of beast-men losing their tempers and falling into bouts of animalistic rage beyond their control. In the end, the remaining beast-men left Kagami by their own will and created a new home in the Beast Isles. This refuge for animal life is off limits to humans and difficult to find thanks to the turbulent weather conditions of its surrounding seas. Now the beast-men live in peace in island communities under the guidance of high priests who gained their features through pure devotion rather and genetics. Younglings are paired with an animal companion commonly referred to as a brother or sister. These friendships are made for life and if either the beast-blooded or animal is lost, their sibling is banished from the islands, never to return.
Favored Skills - Handle Animal / Might / Search
Cosmic
Geography - High rocky peninsulas that lead to bald mountains, clear skies and rarely any wind, little vegetation.
Resources - Technology
Government - Technocracy
Major Cities - Talikar the reclaimed outpost, Janik Village the overpopulated shanty town, White Cliff the city of new science.
Culture - The youngest Nation in Kagami, The Cosmic nation was formed very recently as voyagers from another plane appeared in Gravity's capitol city. They arrived without warning and in such great numbers that the influx nearly staved the city. These travelers explained that they were descendants of a group Kagamise who, in the early age, developed technology that allowed them to traverse other planes. Their ancestors discovered a utopia with boundless resources, untouched by man. These ancient clans migrated to their perfect world, taking their technology with them so that trade routes could never be established back to Kagami whos greed would surely drain this new plane to nothing. Now, ages later, the descendants of these explorers have returned. Little is said of their reasons for abandoning their plane but rumors are circulating that the travelers own greed and quest for perfection made their plane inhospitable. The Light emperor stepped in and established lands in the southwest of Gravity to be their new home and allowed the people of Cosmic to remain a sovereign nation. This arrangement will always be a stain against the people of Gravity for the loss of their land to outsiders, even though the geographical condition of the new Cosmic domain is poorly suited for civilization. The Cosmic people are left to continue their quests for knowledge and expand their technologies, a piece of which is shared with the Light nation and others within the Civil Alliance.
Favored Skills - Social Circle / Conjuration / Precision
Geography - Misty evergreen forests to the south with some swamped river deltas. Wetlands and peat bogs to the north
Resources - Shipping and fishing
Government - Collection of true democracies headed by captains
Major Cities - Southport the trading harbor. Isla Indigo the wealthy and lawless pirate city. Marsh Tide the heavily guarded thieves hideaway.
Culture - The way of Water is life under the sail. The land is broken up by a maze of rivers and peat bogs that make for difficult terrestrial travel, making ships invaluable. Most natives become fisherman, taking advantage of the richness of the surrounding seas. For those less keen to long days and hard work, the life of piracy is readily available. In the early ages some attempts at localized governments were made but all eventually fell to the pirates whos captains ruled the populations of their ships and enforced codes to govern their turfs and regular docking locations. Without common law and no unified military, Water has become a breeding ground for criminals but at the same time, a flourishing leader in trade. Ships from the islands are found in harbors all over Kagami in the form of trade skiffs and mercenary armadas.
Favored Skills - Commerce / Persuasion / Social Circle
Ice
Geography - Icy tundra with steep mountain ranges and glaciers
Resources - Primarily mining, timber, and trapping.
Government - Colonial
Major Cities - North Star the bustling port city. Okimata the trading post crossways. Akibra Village the far north frontier town.
Culture - In the early age, brave and desperate men and women of all nations of the Civil Alliance were given the opportunity to become an Ice colonist in exchange for a steady supply of the resources the land had to offer. Over the centuries the Ice colonies have developed their own culture and, despite their varied origins, see themselves as a distinct and proud people. There are still trade agreements that hold the colonies together and responsible for seasonal quotas of exports to the mainland but these are loosely enforced. This is primarily due to the colonies recent population boom and emerging ideas of revolution. The mindset of most Ice colonists is that they and their ancestors have worked too hard and too long in the frigid cold to ship the fruits of their labor away for half of what they're worth. Militias have been formed and have garnered a reputation throughout Kagami for their discipline and determination for freedom.
Favored Skills - Survival / Might / Athletics
Earth
Geography - Barren and rugged mountain ranges with rocky foothills and fertile short grass valleys.
Resources - Mining, Agriculture, Crafted Wares
Government - Monarchy
Major Cities - Tekomi Village the farming valley town, Castle Garnet the kings fortress city, Blackstone the subterranean mining mecca.
Culture - The Earth Kingdom is Kagami's largest nation by territory despite the efforts of its neighbors to take its fertile lands for their own. The kingdom has a long standing feud with the Fire Nation who has launched many attacks against its border forts over the past millennium. These attacks prompted the Earth King to seek support from other nations to help protect its people. The Light Empire has been a close ally ever since, setting the groundwork for the Civil Alliance which now also includes Gravity, Sound, Metal, Ice, and Wind. The people of Earth are proud of their heritage and their work. They supply the world with abundant amounts of ore, food, and crafted wares; all products of their rich hills and valleys that other nations covet. People of the kingdom are raised to respect and appreciate products of hard work and to be hard working themselves. Most choose to become artisans, miners, or farmers, taking pride in the work of their ancestors. Some however pursue the honorable and necessary work of protecting their fellow citizens, becoming defensive soldiers and border guards.
Favored Skills - Tactics / Tinker / Battle Craft
Metal
Geography - Frost covered foothills, rough and snowy mountains.
Resources - Mining and crafted wares
Government - Communism
Major Cities - Akrys the craftsman border town, Tang-Poh the over populated capitol, Snowspire the fortified mining compound.
Culture - The Metal Nation's past is stained with the blood of civil wars and violent uprisings all triggered by the wealth differentials between the poor working class and the land owning elites. At the end of the early age the Civil Alliance stepped in, employing a coup against the current corrupt leader of Metal. They replaced their government with communism hoping to quell the political unrest. In the last century, the country has experienced peace and prosperity. The fine weapons and armors of the nation are traded throughout the Civil Alliance lands and the people share in the rewards. All able bodied civilians are required to serve a term in the military before choosing to either continue in their service or find other ways to contribute to society like mining or crafting. The people of Metal hold community and responsibility to a high value but most are reluctant to do more work than needed or help others who are incapable of performing their duties.
Favored Skills - Battle Craft / Deception / Athletics
Fire
Geography - Black sand deserts, volcanic mountain ranges, patches of young forests to the west
Resources - Mining, crafted wares, fishing, magical components
Government - Feudalism
Major Cities - Koto the border fortress, Kendoma the emperors golden city, Chin-Xa the volcanic forge city
Culture - The Fire Nation has engaged in more wars than any other nation since the start of the early age. Its people resort to war and conquest whenever fate turns against them with famine, plague, and natural disasters. These come often thanks to the volatile nature of the volcanic ridge that makes up most of the country. They are an extremely proud people and regularly take extreme risk to avoid asking for the aid of others. They only joined the Imperial Confederation because other, less fortunate nations needed their help. Some believe in actuality it was a move to secure buyers for their exports after the Civil Alliance boycotted them for their territory disputes with the Earth Kingdom. The land offers sustainable resources, most notably mining and blacksmithing. Their exports hold a quality of which only the Metal Nation is more renown. The people of Fire are passionate and brave, taught never to hold in their true feelings and to always speak the truth. They have a sense of honor only bested by their sense of glory won in battle or through loyal service to ones lord.
Favored Skills - Evocation / Battle Craft / Inspiration
Demon
Geography - Volcanic mountain ranges and ash plains
Resources - Minimal mining and crafted wares but primarily magical components
Government - Aristocracy
Major Cities - Abaddon the thin blooded shanty town, Mictian the mountain top fortress of the aristocrats. Naamah the seductive bath house city.
Culture - In the time before the early age, the world was shared between two intelligent races; humans and demons. Humans achieved power through technology while the demons relied on magic. Over time, the trade of one for another and the genetic mixing of the races resulted in a weakening of demon magic. An effort was made by the last pure blooded demons to exterminate the half-bloods and protect their power but it failed. This marked the end of pure demon lines and the beginning of the early age. Now the homeland of those demon is ruled by a group of self proclaimed elites with titles based purely on their demonic pedigrees. This breeds a common theology that stronger blooded demons are entitled to more rights, one that is written into the old laws of their land. Near pure demons don't often leave the country but it isn't uncommon to find lesser demons with more acceptable appearances in other lands. Many of them choose to reside elsewhere so they can be treated more fairly than their weak bloodlines would allow back home. As a whole the Demon nation doesn't involve themselves with the petty toiling of men and has never allied with any cause outside of their borders.
Favored Skills - Deception / Persuasion / Conjuration
Wind
Geography - Rolling fields, high forested mountain peaks that rarely see snow.
Resources - Agriculture, shipping
Government - Feudalism
Major Cities - Galeport the shipping and sea travel mecca, Four Winds the farmland traders crossway village, Eagle's Landing the noble court city.
Culture - The Wind Nation has enjoyed much peace in the last age. Its people know little of the hardships of war and disaster. Most live scholarly lives, becoming patrons of the arts or spending their time in court. Reliable agriculture and a lively shipping trade that controls the southern seas affords generations of Wind nationals life without worry. Local lords arrange agreements to help feed the other people of the Civil Alliance with their abundance of food. This sends Winds supply ships to all corners of Kagami and has recently been putting them in danger with the growing threat of piracy in the north. The Wind Nation addresses this by finding new routes to their destinations. The concept of evasion and exploring alternate approaches rather than direct confrontation is one that is taught at all levels of Wind society. The standing army the of the nation chooses to be first to the battlefield of Civil Alliance conflicts to gather information and report it to the generals of other armies, reserving their soldiers for last ditch defenses.
Favored Skills - Search / Finesse / Etiquette
Sand
Geography - Salt flats, dried lake beds, rolling dunes with the rare oasis between them.
Resources - Trapping, minerals, spices
Government - Puppet Monarchy
Major Cities - Ramil the palace city of the Sand King, Abyad the salt flat village, Tijara the spice trade port city to the south.
Culture - The Sand Kingdom has a culture as old a the race of men. The first King of the early age settled the oasis city in the desert region and proclaimed his bloodline to be equal to that of the gods. The king made promises of wealth to any subjects who would serve him and a thriving spice and mineral trade was born. The returns were shared as promised which curried great favor for the king and his line is still well liked by the people of sand to this day. This has caused rifts with religious groups and forced many churches to leave to land or be faced with violence. In most of the kingdom, especially close to the capitol, it is a form of treason to worship any of the gods without paying equal homage to the Sand King. The current Sand King is just a child and is manipulated as a puppet figure head by his council of advisors; all land owning beneficiaries of the ancestral king's generosity, seeking to secure more wealth for their own clans. This has created an ever widening gap between the rich and poor of the kingdom; a gap that has not gone unnoticed in the borderlands. Political turmoil and talk of uprising is common in such places.
Favored Skills - Survival / Ride / Devotion
Lightning
Geography - Stormy forested hills, thundering plains, rain drenched and muddy lowlands.
Resources - some agriculture, fishing, and timber with minimal trapping and crafted wares.
Government - Tribal Democracy
Major Cities - Tpkoni the sacred hillside temple, Kinish Village the river town, Otuma the nomadic village on the plains.
Culture - The Lightning Tribes have operated under a tribal democracy since before the early age. Each village its own variations of the ancient customs but all are still led by an elder. These elders meet regularly at sacred sites to vote on laws to meet the needs of their people. This breeds a great respect for the wise and elderly within the nation, as well as a devotion to the old way of things. Honor isn't valued as highly as trained skill and wisdom. Family units are tightly knit and a lightning tribesman is expected to put the tribe before himself at all times. The diverse tribal territories and the diverse skillsets between them allow the nation to export many different resources, all gathered or made through ancestral methods other lands might call inefficient or primitive. The tribes produce capable warriors that are sought after by other nations as powerful mercenaries but the lands resistance to modernization and international diplomacy have put them at odds with the Civil Alliance. After their departure from the alliance, the Imperial Confederation offered them the protection and freedom to continue their tribal operations. This alliance encourages tribesmen to travel the Confederation lands and learn of the outside world.
Favored Skills - Finesse / Scroll Craft / Precision
Dragon
Geography - Tropical Islands, dormant volcanoes, colorful exposed reefs.
Resources - Fishing and magical components.
Government - Tribal Theocracy
Major Cities - Rimfire the volcanic haven city, Obsidian Bay the fishing village, Reef Watch the floating trade town.
Culture - The people of dragon are few in number but strong in heart. They pledge their live to the protection of mythical and magical creatures, primarily dragons. These rare beasts hide themselves from others while trusting those on the islands enough to fight alongside them or even allow partners to mount. They are a friendly people who project their ideals of life preservation and nonviolence onto those they meet. Their geographical separation from the mainland has slowed their technological advancement while strengthening their connection to nature and religion. Clans are led by shamans who hold governmental and religious power. Not all dargonfolk live lives of passivism, choosing to be wardens of nature through force. Dragons are prized not only for their military use but for their magical components. Their scales, bones, and internal organs are capable of being forged into legendary weapons and armor. Dragonforging is notoriously difficult and almost exclusively performed by Dragon tribe master craftsmen who form close bonds to the beasts they protect and are given the components by the dragons when they shed them naturally. Those outside of the tribes who practice the art are usually poachers and their lack of practice shows in their work.
Favored Skills - Handle Animal / Alchemy / Ride
Shadow
Geography - Skeletal forests, dead grasslands, foggy and treacherous coastlands.
Resources - Magical components, shipping
Government - Republican Empire
Major Cities -
Culture - During the early age, the Shadow lands began as an Imperial Light colony and were populated by the deserters of armies, criminals, and ronin. The population grew over the centuries as others flocked there to escape their debts and punishments for crimes in other lands. At the end of the early age, the Shadow nation formed a republican governmental body to protect their resources and ways of life. They wrote into law their immunity and ownership of the component rich territories they had been working for generations. The Light Empire went to war to reinforce their rule and lost against ruthless tactics and the work of spies within the Imperial court. The treacherous coastline also proved to be a valuable natural defense of the island nation. Since that time, both the Light Empire and the Shadow Nation have forged new alliances in a continuous effort to match the military power of one another. Today the Shadow Nation is known for its strict punishment against those who commit crimes against or in its territories while granting protection and immunity to those who cause trouble for Civil Alliance nations, all the while avoiding open war.
Favored Skills - Stealth / Deception / Tactics
Sound
Geography - Large rock features, sheer cliffs with dense forests below and above.
Resources - Mining, trapping, and timber
Government - Republic
Major Cities - The Great Sound Library, Bokoken village of the fertile valley, Silver Sands the coastal academy city
Culture - The society of the Sound nation is one steeped in culture, history, and academia. It offers the only modern academy of higher learning in Kagami where scholars learn about history, religion, science, and government. Their borders always remain open to those who seek learning and wisdom. The sound library is the pride of the nation. It contains a vast collection of lore and knowledge including memories of important figures of all nations willing to commit their minds to history. The people of sound have a reputation for gossiping and eavesdropping and view secrets as extremely valuable. Some don't trust them easily, believing that their secrets will be exploited if they get too close. Religion is strong in the nation as it offers another avenue for study. The complexity of theology is something that sparks curiosity in many scholars of the land but sometimes they can become absorbed by the idea of answering their questions about religion and lose sight of its edicts.
Favored Skills - Education / Devotion / Mentalism
Grass
Geography - Vast grasslands and fields edged by forests and jungle.
Resources - Agriculture, timber, and trapping
Government - Nomadic Tribes
Major Cities - Etuae the autmn city in the trees, Talbar the spring city on the plains, Tolgod the summer city in the hills
Culture - The Grass Tribes migrate between their cities seasonally, planting crops as they leave and harvesting them when they return. They only reside in a given city long enough to harvest before moving on. This nature conscious process helps to maintain levels of wild game and foraged food within their lands, allowing populations to recover from their hunting before the next season. This lifestyle forces Grass natives to grow up quickly, requiring the learning of essential survival skills such as hunting, riding, and navigating. Those who cannot pull their own weight are not left behind though. Members of ones clan are tasked with watching over one another making the arts of healing and cooking just as important within their culture. It is a great dishonor to allow a clan member to perish to the elements so clans will sometimes break from their tribe all together if one member is unable to make the journey to the next harvest. Some of these detached clans choose to remain in one place all year if they find a plot of land capable of sustaining them. These permanent villages are reliable land marks for outsiders to trade foreign wares for some of the best food and potions in Kagami.
Favored Skills - Survival / Alchemy / Ride
Poison
Geography - Dense tropical rainforests spanning a rugged mountain range full of caves and caverns.
Resources - Magical components, crafted wares, contraband
Government - Feudalism
Major Cities - Xou-Ling the secret harbor, Yukatu the forbidden temple, Qetzokai the thieves' cavern fortress
Culture - The wild jungle between Poison's city strongholds is known to be one of the most dangerous places in Kagami. The brave natives who traverse them are just as widely feared for their ability to bring death to those who cross them, or in many cases, cross someone capable of hiring them. Poison assassins have built an impressively wealthy nation with the money made through their unsavory work. The head assassins have proclaimed themselves shoguns and holed up in naturally fortified jungle caves and ancient temples. From there they operate feudal city states to increase the wealth of their clans. These places are rarely visited by outsiders for their difficulty in locating and the harshness of their rules. Its quite easy to upset these secretive shoguns and find yourself at their mercy after breaking a local law unknown to you. For such acts the only punishment is death. This is true for all crimes committed against the Poison nation and the tenacity of those task with dealing it is immeasurable, even for targets who have left their lands.
Favored Skills - Stealth / Alchemy / Commerce
Light
Geography - Rolling rocky hills and lowland thicket forests contrasted by sheer cliffs and plateaus that breach the clouds.
Resources - Minimal agriculture and ship building, primarily rare gems and gold.
Government - Imperial City States headed by a supreme emperor
Major Cities - Uriel, the lowland agriculture hub. Azrael the capitol city and the pillar of justice above the clouds, Ramiel the coastal trade mecca
Culture - The Light Empire became unified in the early ages by force in a violent purging of the land's radicle elite, replacing city leaders with hand picked wardens of justice and lawfulness. Now this collection of city states has enjoyed centuries of peace and prosperity. It has its naturally rich hills and valleys to thank, producing more gold and rare gemstones than any other nation. Light is a sought after trading partner and military ally though its aid does not come cheap. Its people know little of the hardships suffered in less fortunate places in Kagami and most never will, with a majority of the population born and dying without ever leaving the gold bannered lands of their glorious empire. It is the opinion of many outsiders that Light nationals are conceded and too proud of their people's achievements which should really be shared amongst their allies. There is a common thought amongst nations outside of the Civil Alliance that the people of the Light Empire are tought a different history than the rest of the world; one that shines more favorable on their own lands.
Favored Skills - Etiquette / Education / Inspiration
Gravity
Geography - Extreme forest topped cliffs in a shattered mountain range that is suspended in pockets of zero gravity.
Resources - Magical components and some agriculture.
Government - Theocracy
Major Cities - Osho the crowded tech city. Anduil the beautiful temple city. Farzen the rural borderland town.
Culture - The Gravity Nation is equally mystical and treacherous. Scholars flock there to study physical anomalies of the universe of which the land has no short supply. The people are governed by an arch priest and priest appointed bishops at local levels. The strong presence of religion is remnant of an age old struggle between the science obsessed philosophers and the church. The land became a religious mecca in the early age as part of a precise effort to weaken the quest for scientific exploration at its core. The people of Gravity are just as divided on the matter today with half of the population willing to be involved with global affairs for the betterment of science and the other's motives grounded in the teachings of the church.
Favored Skills - Devotion / Education / Evocation
Bone
Geography - Windswept wastelands and rugged hills with little to no vegetation.
Resources - Minimal mining exports
Government - Stratocracy
Major Cities - The military prison city of Costa Cavea. Ossis the humble capitol. Calvaria the coastal mining encampment.
Culture - The Bone Nation is reclusive and does not welcome outsiders though its inhabitants are common visitors to other lands in the south east due to Bone's lack of natural resources. What the nation lacks in natural gifts it makes up for in the fierceness of its people. Known primarily for hosting the most sought after mercenaries in Kagami, Bone also defends its borders with a formidable national guard sworn to never leave their island. Scholars of the region are well versed in human anatomy and make for excellent healers and devastatingly cruel magical warriors. Most from Bone exhibit a lack of empathy toward others, seeing people as no more than their physical composition. In some cases they will find value in ones combat achievements rather than a measure of honor. It is said that some Bone Shinobi wander Kagami in search of the strongest adversary they can find. Taking down such a foe earns them glory and status back home.
Favored Skills - Might / Conjuration / Tinker
Spirit
Geography - Peaceful floral plains, tranquil forests, and pleasant low mountains with many waterfalls, lakes, and streams.
Resources - Magical components
Government - Theocracy
Major Cities - Ishomi the hot spring spa town. Nagara Shunta the divine mountain temple city. Rama Khan the welcoming pilgrimage landing.
Culture - It is said that the first men came from the Spirit Isles, delivered there by the gods to do their will. It has long been the stronghold for religion and many devout people from other nations make pilgrimages for special holidays. The year round residents are a peaceful people, focused on the improvement of the soul rather than material goals. They live modest lives in village communities with little to no need for protection from threats. The capitol city however is fiercely guarded by a zealous army of monks whos only task is to ensure the safety of the temples and their patrons. The land is also a renown conjurer of inspiration, prompting artists and rest seekers to experience its beauty if only for a short visit.
Favored Skills - Mentalism / Handle Animal / Scroll Craft
Beast
Geography - Diverse climate with each island in the chain hosting its own ecosystem from deserts, to rainforests, and from grassy plains to mountains.
Resources - Strictly agriculture
Government - Clusters of small tribal theocracies
Major Cities - Beshwan the vilage of bridges that connects the islands, Valivar the mountainous watch tower village, and Bolbara the jungle temple
Culture - Legend tells of a far off land inhabited by beast-men who live alongside animals, forming bonds stronger than humans could understand. The Beast Isles have long been a place of refuge for devout followers of the goddess Amkah. It is said that her power was pure enough in the old age to grant boons to her disciples in the form of permanent animal features and traits. Her avatars served as impressive and feared wardens of nature all over Kagami for centuries but as times changed and the strength of the old gods faded, Amkah's worshipers began to be prosecuted for their inhuman appearance. This cultural shift was reinforced by horror stories of beast-men losing their tempers and falling into bouts of animalistic rage beyond their control. In the end, the remaining beast-men left Kagami by their own will and created a new home in the Beast Isles. This refuge for animal life is off limits to humans and difficult to find thanks to the turbulent weather conditions of its surrounding seas. Now the beast-men live in peace in island communities under the guidance of high priests who gained their features through pure devotion rather and genetics. Younglings are paired with an animal companion commonly referred to as a brother or sister. These friendships are made for life and if either the beast-blooded or animal is lost, their sibling is banished from the islands, never to return.
Favored Skills - Handle Animal / Might / Search
Cosmic
Geography - High rocky peninsulas that lead to bald mountains, clear skies and rarely any wind, little vegetation.
Resources - Technology
Government - Technocracy
Major Cities - Talikar the reclaimed outpost, Janik Village the overpopulated shanty town, White Cliff the city of new science.
Culture - The youngest Nation in Kagami, The Cosmic nation was formed very recently as voyagers from another plane appeared in Gravity's capitol city. They arrived without warning and in such great numbers that the influx nearly staved the city. These travelers explained that they were descendants of a group Kagamise who, in the early age, developed technology that allowed them to traverse other planes. Their ancestors discovered a utopia with boundless resources, untouched by man. These ancient clans migrated to their perfect world, taking their technology with them so that trade routes could never be established back to Kagami whos greed would surely drain this new plane to nothing. Now, ages later, the descendants of these explorers have returned. Little is said of their reasons for abandoning their plane but rumors are circulating that the travelers own greed and quest for perfection made their plane inhospitable. The Light emperor stepped in and established lands in the southwest of Gravity to be their new home and allowed the people of Cosmic to remain a sovereign nation. This arrangement will always be a stain against the people of Gravity for the loss of their land to outsiders, even though the geographical condition of the new Cosmic domain is poorly suited for civilization. The Cosmic people are left to continue their quests for knowledge and expand their technologies, a piece of which is shared with the Light nation and others within the Civil Alliance.
Favored Skills - Social Circle / Conjuration / Precision