History
The Great Rift ( 1 - 1500 A.D.)
Life began on the plane of Terra, also known as Planet Earth. Early Terran history remains true to what you may know of it except for one detail; the existence of magic. The ability to use magic was an inherited trait, present in about twenty percent of Terrans. This gift explains the epic legends and heroes of mythology, the miracles and witchcraft, the mystic beasts and inhuman races. But as time went on, those who exhibited the magical gene became persecuted out of fear of their power. The magic-born of the feudal age used their gift to open a portal to another world, allowing their kind to reside there in peace. This exodus happened around 1500 A.D. and was known as the Great Rift. The magic-born sealed the portal behind them to forever separate themselves from their persecutors.
The Eight Sages (1500 A.D.)
The magic-born called their new plane Kagami, meaning mirrored plane in Japanese. Kagami was founded by the eight leaders and powerful magicians who opened the portal. These leaders were known as the Eight Sages and each represented a different region on Terra. Sage Natsuki, the first sage, hailed from Japan and represented the magical populations of Eastern and Southern Asia who formed the new region of Origina. Sage Al-Ghumari came from Saudi Arabia and represented the migrants from Africa and the Middle East who formed the region known as the Southern Wastes. Sage Duncan from Britain represented those from Western Europe who settled a region known as the Endless Forest. Sage Sidonius from Greece spoke for those from the Mediterranean and Southern Europe who settled the Cascadia region which floated over the clouds. Sage Waeya of Inca represented those from Central and South America who settled the Thundora Mountains. Sage Yasavur of Mongolia spoke for the migrants of Central and Northern Asia and Scandinavia who settled the Northern Isles. Avalon, the final continent was shared by two sages; Sage Lagi of Polynesia, representing the Pacific Islanders, and Sage Panka of the Inuit, who spoke for the native people of North America.
The Age of Peace (1500 - 1700)
These Sages ruled their lands in peace for many years. They taught their new religion based around the eight natural elements. This religion was accepted everywhere in Kagami and was practiced as the only religion from that time forward. As time went on, the sages grew older and began to train those who would replace them once they had passed on. These heirs were called Kages meaning shadows of the sages and where not fully accepted by the populations which they ruled. The people wanted more power in determining their leaders and turmoil began to spread as the Kages exhibited greed and abused their roles. The Sages of Avalon saw chaos on the horizon and rifted their continent to it's own plane before the impending war broke out. At the end of the Age of Peace the Eight Sages vanished from the planes and supposedly ascended to godhood to watch over their natural domains.
The War of the Kages (1700 - 1710)
A revolt against the Kages was inevitable. The commoners fought for their freedom to choose their own leaders but were out matched by those in the Kage's mage courts, the strongest magicians. The commoners created in secrecy an elite group of Originese assassins called Ninja who would use the mages power against them. They created the first Jutsu, a new application of magic that relied on their chakra rather than magical components from the earth. With this advantage, the revolution was a success and the Kages were removed from power.
The Age of Nations (1710 - 1850)
The common people decided on a new system to determine their leaders. Every four years a tournament would be held to test the combat skills, whits, and Jutsu of the contestants. To limit the number of applicants, the regions were all broken up into nations. Origina became the lands of Fire, Wind, Earth, and Water. The Southern Wastes became the lands of Magma, Sand, and Mud. The Endless Forest was divided into the lands of Grass, Poison, Thorn, and Bug. Cascadia was broken up into the lands of Light, Mind, Lunar, and Gravity. The Thundora Mountains became the lands of Lightning and Sound. And the Northern Isles became the lands of Ice, Fog, and Bubble. only two contestants from each nation could compete and the winner of this Tournament of Heroes became the Kage of his home nations and had the power to either keep previous Kages in power or replace them with the contestant from their nation that advanced furthest in the tournament. This system was successful in appeasing the commoners because anyone could become a leader based on determination and skill rather than nobility or wealth. It also gave people a sense of pride and nationalism and helped diversify the people of different nations. They also continued the training of Ninja as each nation's soldiers in case of conflict. They also served as village guardians, mages, and monks.
The Great Plummet (1850 - 1880)
Due to a sequence of unjust rulers of Cascadian nations, the Sage's powers that kept the continent afloat began to dwindle. This sent massive fragments of the continent crashing down into the seas east of the Endless Forest. A few unlucky villages within the Thorn Nation were destroyed. The Cascadians used Jutsu to stop the entirety of Cascadia from falling but tensions were rising in the lands below.
The War of the White Rose (1880 - 1930)
The Thorn Nation initiated war against all of Cascadia and its corrupt Kages. This would be the first time Kagami had seen Ninja versus Ninjas warfare and the result was bloody and destructive. Other nations picked sides and joined the fight. The war was chaotic with nations turning on one another at the whims of their Kages who only looked out for the well being of their nations. After years of bloodshed the Cascadians prevailed and with the help of their new and loyal allies in Origina and The Northern Isles. The Kages of these nations decided there must be order between the regions and created the Worlds Council which unofficially named the Light Nation as Capitol of Kagami to restore order. The Light Nation banished the leaders of the Thorn efforts along with those of their allies to defuse any further uprisings. These leaders and their devout followers traveled to the far reaches of the Thundora Mountains where they formed the Dark Nation.
The Age of Order (1930 - 2050)
The Light Nation ruled the regions and restored peace to Kagami for a time. Allies of the Light prospered while it's enemies were denied privileges. Many Kages swore allegiance to the Worlds Council and the Light Nation for the good of their people. The Dark Nation however did not concede to this new law. The self proclaimed Kage of the Dark Nation, Kazun-Dar, established his family line and its powerful inherited Jutsu as the weapon that would one day rise up against the oppressor. Years passed and the Dark Nation's army of rebels grew as other nations found fault with the rule of the Light Nation.
The Storm Empire War (2050 - 2055)
At the climax of tension, the Dark Nation struck against the Light. Kaylu, the heir to her great grandfather's legacy lead the attack along with rebels from the Lightning, Fog, Thorn, and Sand Nations. This axis of rebelling forces would become known as The Storm Empire. All hope was lost for the new order until a guild rose up to oppose Kaylu and her army. This guild was a group of adventurers known as The Unforgotten. They fought not for order or chaos but for peace and would not stand by and allow more bloodshed. The guild defeated Kaylu but could not kill her due to her powerful bloodline ability. The Unforgotten instead opened a door to another plane like the Sages before them and banished Kaylu there where she could cause no harm. This plane was called Avalon and happened to be the plane that the spirits of the dead were sent to rest. The unforgotten built gates between the two worlds as a way for them to monitor Kaylu's imprisonment. These Spirit Gates were kept secret for many years for if abused could leave the plane open to attack from Avalon. The guild then studied for many years to understand the weakness to Kaylu's immortality and poured these secrets into a Ninja with great potential. Her name was Saturnade. The Unforgotten sealed her away in an immortal sleep in Kagami once her power reached it's highest, should Kaylu ever return. The connection of the two planes had another effect on Kagami, causing those who die to resurrect in Avalon with the ability to return to Kagami if the gates were open. The Unforgotten thought it best to keep the gates sealed and watch over them in secret.
The Age of Rebuilding (2055 - 2070)
During this time the Light Nation's presence in Kagami grew. It employed new acts of diplomacy guided by the Unforgotten as they retired into the background of politics, while continuing to watch for danger on the horizon. The rebels from the storm empire were banished and could not return to their home nations. The Unforgotten and their allied Kages passed acts that allowed the rebels to form new nations. The Lightning rebels created the land of Spark. The Fog and Thorn rebels created the land of Metal. The Sand rebels became the Bone Nation. Ninja continued to be trained in greater numbers than ever after the Unforgotten's unmatched display of powerful Jutsu. This age was not without its problems. Many nations still harbored rebellious thoughts against the Light Nation and would occasionally act upon them. The land of Thorn was especially restless, sending Ninja soldiers to attack Cascadia a number of times.
The Corvus Incident (2070)
A powerful diplomat from the Wind Nation named Morioji orchestrated a plan to kidnap the Light Kage's daughter Celia in order to distract those around him while he harvested the components necessary to summon the Hate Demon, Corvus. Morioji accomplished this with the help of Corvus cult leader Gaizen as the summoner and his unwilling nephew Kaze as the host for the demon. Morioji and Gaizen were both killed but Corvus remained summoned and lead an assault on the Light Nation Capitol City. He was stopped by Genshi, a young Ninja who gave his life to save the city and destroy the demon. Kaze, who had been sealed away while the demon used his body and mind, inherited his uncles power and wealth. He used this to gain favor with the Light Kage who allowed him to dedicate lands in each region to the heroes of the Corvus Incident. The Nations of Snow, Aether, Petal, Plasma, Cosmic, and Ghost were formed out of then uninhabited lands within each region.
The Rise of the Undergrowth (2072)
Anarchists from a Ninja squad in the Endless Forest plotted to awaken their sealed teammate Saturnade to use her great power to finally crush all order in Kagami. To do this they enlisted the help of a guild of assassins known as the Faceless to bring forth a demon who could free her as long as its cursed power was contained. The young Ninja Joltaka was recruited by the Undergrowth as the vessel for the demon but the heroes Valcore, Azla, Alder, and Yori stopped the uprising by defeating the anarchists either in combat or diplomatically.
Kaylu's Return (2075)
During her banishment, Kaylu was visited by one of the Unforgotten. She bore him a son without his knowledge who she named Dara. Kaylu sent her son to Kagami to scan for weaknesses of the plane's protectors. Dara tricked Joltaka into joining Kaylu's efforts. In exchange of the betrayal of his allies she granted him her all powerful bloodline ability. Joltaka grew prideful and his plans were discovered by the heroes who were able to prepare and confront Kaylu before she could build her army and exact her revenge. The heroes called upon all their allies including Saturnade to defeat Kaylu and Dara. During the battle, the massive exertion of Chakra between Kaylu and Saturnade caused a rift that sent the two hurtling through time and space. Their remarkable power was so great, the two ascended as goddesses of Time and Space. Followings of the two new goddesses grew quickly in Avalon.
The Gaboon Incident (2076)
By this time, most of the members of the Undergrowth had become loyal allies to the heroes of the age but their original teacher, Gaboon remained at large. The hero Yori had created Comjutsu that connected the planes through communication like never before. Gaboon manipulated the broadcasts to spread fear and chaos across Kagami and Avalon. His goal was to destroy the public's trust in the current world leaders. With the aid of the Insurrection demon Coup, He succeeded. The heroes, know now as the Eight Bladed Lotus were forced into exile. The hunted Gaboon to the plane of Terra. No gates connected the plane so they rifted to Terra by exerting a massive amount of chakra similar to Kaylu and Saturnade. The Lotus had fallen into Gaboon's trap. He was able to rift himself back to Kagami while the Lotus was stuck on Terra to combat Coup. Gaboon returned to Kagami to take control of the people thrown into chaos by distrust but was defeated by allies of the Lotus. The Lotus members eventually defeated Coup and gained enough power to rift themselves back to their home plane to end the chaos.
The Rise of the Shinjitsu (2077)
As the structure of the government was tested time and time again, weakening slightly each time, Kaze, a member of the Lotus and now heir to the Light throne, began recruiting shinobi to turn on the Lotus and secure his power. Kaze feared the Lotus as the group had become too physically and politically powerful after Kaze's wift Celia won the tournament of heroes and new legislation was passed. Kaze convinced half of the Lotus to follow him. His goal was to destroy the Lotus and secure the Light throne as the highest authority in the land once again. He believed this was the only way to save his noble bloodline and rule the peoples of the planes through royal ancestry rather than allowing anyone to become a Kage through the tournament of heroes. The Lotus confronted Kaze and defeated him by turning his own converts against him. Kaze was locked away for life and the planes were restored to peace for a time.
The Shinobi Saga (2082)
Life began on the plane of Terra, also known as Planet Earth. Early Terran history remains true to what you may know of it except for one detail; the existence of magic. The ability to use magic was an inherited trait, present in about twenty percent of Terrans. This gift explains the epic legends and heroes of mythology, the miracles and witchcraft, the mystic beasts and inhuman races. But as time went on, those who exhibited the magical gene became persecuted out of fear of their power. The magic-born of the feudal age used their gift to open a portal to another world, allowing their kind to reside there in peace. This exodus happened around 1500 A.D. and was known as the Great Rift. The magic-born sealed the portal behind them to forever separate themselves from their persecutors.
The Eight Sages (1500 A.D.)
The magic-born called their new plane Kagami, meaning mirrored plane in Japanese. Kagami was founded by the eight leaders and powerful magicians who opened the portal. These leaders were known as the Eight Sages and each represented a different region on Terra. Sage Natsuki, the first sage, hailed from Japan and represented the magical populations of Eastern and Southern Asia who formed the new region of Origina. Sage Al-Ghumari came from Saudi Arabia and represented the migrants from Africa and the Middle East who formed the region known as the Southern Wastes. Sage Duncan from Britain represented those from Western Europe who settled a region known as the Endless Forest. Sage Sidonius from Greece spoke for those from the Mediterranean and Southern Europe who settled the Cascadia region which floated over the clouds. Sage Waeya of Inca represented those from Central and South America who settled the Thundora Mountains. Sage Yasavur of Mongolia spoke for the migrants of Central and Northern Asia and Scandinavia who settled the Northern Isles. Avalon, the final continent was shared by two sages; Sage Lagi of Polynesia, representing the Pacific Islanders, and Sage Panka of the Inuit, who spoke for the native people of North America.
The Age of Peace (1500 - 1700)
These Sages ruled their lands in peace for many years. They taught their new religion based around the eight natural elements. This religion was accepted everywhere in Kagami and was practiced as the only religion from that time forward. As time went on, the sages grew older and began to train those who would replace them once they had passed on. These heirs were called Kages meaning shadows of the sages and where not fully accepted by the populations which they ruled. The people wanted more power in determining their leaders and turmoil began to spread as the Kages exhibited greed and abused their roles. The Sages of Avalon saw chaos on the horizon and rifted their continent to it's own plane before the impending war broke out. At the end of the Age of Peace the Eight Sages vanished from the planes and supposedly ascended to godhood to watch over their natural domains.
The War of the Kages (1700 - 1710)
A revolt against the Kages was inevitable. The commoners fought for their freedom to choose their own leaders but were out matched by those in the Kage's mage courts, the strongest magicians. The commoners created in secrecy an elite group of Originese assassins called Ninja who would use the mages power against them. They created the first Jutsu, a new application of magic that relied on their chakra rather than magical components from the earth. With this advantage, the revolution was a success and the Kages were removed from power.
The Age of Nations (1710 - 1850)
The common people decided on a new system to determine their leaders. Every four years a tournament would be held to test the combat skills, whits, and Jutsu of the contestants. To limit the number of applicants, the regions were all broken up into nations. Origina became the lands of Fire, Wind, Earth, and Water. The Southern Wastes became the lands of Magma, Sand, and Mud. The Endless Forest was divided into the lands of Grass, Poison, Thorn, and Bug. Cascadia was broken up into the lands of Light, Mind, Lunar, and Gravity. The Thundora Mountains became the lands of Lightning and Sound. And the Northern Isles became the lands of Ice, Fog, and Bubble. only two contestants from each nation could compete and the winner of this Tournament of Heroes became the Kage of his home nations and had the power to either keep previous Kages in power or replace them with the contestant from their nation that advanced furthest in the tournament. This system was successful in appeasing the commoners because anyone could become a leader based on determination and skill rather than nobility or wealth. It also gave people a sense of pride and nationalism and helped diversify the people of different nations. They also continued the training of Ninja as each nation's soldiers in case of conflict. They also served as village guardians, mages, and monks.
The Great Plummet (1850 - 1880)
Due to a sequence of unjust rulers of Cascadian nations, the Sage's powers that kept the continent afloat began to dwindle. This sent massive fragments of the continent crashing down into the seas east of the Endless Forest. A few unlucky villages within the Thorn Nation were destroyed. The Cascadians used Jutsu to stop the entirety of Cascadia from falling but tensions were rising in the lands below.
The War of the White Rose (1880 - 1930)
The Thorn Nation initiated war against all of Cascadia and its corrupt Kages. This would be the first time Kagami had seen Ninja versus Ninjas warfare and the result was bloody and destructive. Other nations picked sides and joined the fight. The war was chaotic with nations turning on one another at the whims of their Kages who only looked out for the well being of their nations. After years of bloodshed the Cascadians prevailed and with the help of their new and loyal allies in Origina and The Northern Isles. The Kages of these nations decided there must be order between the regions and created the Worlds Council which unofficially named the Light Nation as Capitol of Kagami to restore order. The Light Nation banished the leaders of the Thorn efforts along with those of their allies to defuse any further uprisings. These leaders and their devout followers traveled to the far reaches of the Thundora Mountains where they formed the Dark Nation.
The Age of Order (1930 - 2050)
The Light Nation ruled the regions and restored peace to Kagami for a time. Allies of the Light prospered while it's enemies were denied privileges. Many Kages swore allegiance to the Worlds Council and the Light Nation for the good of their people. The Dark Nation however did not concede to this new law. The self proclaimed Kage of the Dark Nation, Kazun-Dar, established his family line and its powerful inherited Jutsu as the weapon that would one day rise up against the oppressor. Years passed and the Dark Nation's army of rebels grew as other nations found fault with the rule of the Light Nation.
The Storm Empire War (2050 - 2055)
At the climax of tension, the Dark Nation struck against the Light. Kaylu, the heir to her great grandfather's legacy lead the attack along with rebels from the Lightning, Fog, Thorn, and Sand Nations. This axis of rebelling forces would become known as The Storm Empire. All hope was lost for the new order until a guild rose up to oppose Kaylu and her army. This guild was a group of adventurers known as The Unforgotten. They fought not for order or chaos but for peace and would not stand by and allow more bloodshed. The guild defeated Kaylu but could not kill her due to her powerful bloodline ability. The Unforgotten instead opened a door to another plane like the Sages before them and banished Kaylu there where she could cause no harm. This plane was called Avalon and happened to be the plane that the spirits of the dead were sent to rest. The unforgotten built gates between the two worlds as a way for them to monitor Kaylu's imprisonment. These Spirit Gates were kept secret for many years for if abused could leave the plane open to attack from Avalon. The guild then studied for many years to understand the weakness to Kaylu's immortality and poured these secrets into a Ninja with great potential. Her name was Saturnade. The Unforgotten sealed her away in an immortal sleep in Kagami once her power reached it's highest, should Kaylu ever return. The connection of the two planes had another effect on Kagami, causing those who die to resurrect in Avalon with the ability to return to Kagami if the gates were open. The Unforgotten thought it best to keep the gates sealed and watch over them in secret.
The Age of Rebuilding (2055 - 2070)
During this time the Light Nation's presence in Kagami grew. It employed new acts of diplomacy guided by the Unforgotten as they retired into the background of politics, while continuing to watch for danger on the horizon. The rebels from the storm empire were banished and could not return to their home nations. The Unforgotten and their allied Kages passed acts that allowed the rebels to form new nations. The Lightning rebels created the land of Spark. The Fog and Thorn rebels created the land of Metal. The Sand rebels became the Bone Nation. Ninja continued to be trained in greater numbers than ever after the Unforgotten's unmatched display of powerful Jutsu. This age was not without its problems. Many nations still harbored rebellious thoughts against the Light Nation and would occasionally act upon them. The land of Thorn was especially restless, sending Ninja soldiers to attack Cascadia a number of times.
The Corvus Incident (2070)
A powerful diplomat from the Wind Nation named Morioji orchestrated a plan to kidnap the Light Kage's daughter Celia in order to distract those around him while he harvested the components necessary to summon the Hate Demon, Corvus. Morioji accomplished this with the help of Corvus cult leader Gaizen as the summoner and his unwilling nephew Kaze as the host for the demon. Morioji and Gaizen were both killed but Corvus remained summoned and lead an assault on the Light Nation Capitol City. He was stopped by Genshi, a young Ninja who gave his life to save the city and destroy the demon. Kaze, who had been sealed away while the demon used his body and mind, inherited his uncles power and wealth. He used this to gain favor with the Light Kage who allowed him to dedicate lands in each region to the heroes of the Corvus Incident. The Nations of Snow, Aether, Petal, Plasma, Cosmic, and Ghost were formed out of then uninhabited lands within each region.
The Rise of the Undergrowth (2072)
Anarchists from a Ninja squad in the Endless Forest plotted to awaken their sealed teammate Saturnade to use her great power to finally crush all order in Kagami. To do this they enlisted the help of a guild of assassins known as the Faceless to bring forth a demon who could free her as long as its cursed power was contained. The young Ninja Joltaka was recruited by the Undergrowth as the vessel for the demon but the heroes Valcore, Azla, Alder, and Yori stopped the uprising by defeating the anarchists either in combat or diplomatically.
Kaylu's Return (2075)
During her banishment, Kaylu was visited by one of the Unforgotten. She bore him a son without his knowledge who she named Dara. Kaylu sent her son to Kagami to scan for weaknesses of the plane's protectors. Dara tricked Joltaka into joining Kaylu's efforts. In exchange of the betrayal of his allies she granted him her all powerful bloodline ability. Joltaka grew prideful and his plans were discovered by the heroes who were able to prepare and confront Kaylu before she could build her army and exact her revenge. The heroes called upon all their allies including Saturnade to defeat Kaylu and Dara. During the battle, the massive exertion of Chakra between Kaylu and Saturnade caused a rift that sent the two hurtling through time and space. Their remarkable power was so great, the two ascended as goddesses of Time and Space. Followings of the two new goddesses grew quickly in Avalon.
The Gaboon Incident (2076)
By this time, most of the members of the Undergrowth had become loyal allies to the heroes of the age but their original teacher, Gaboon remained at large. The hero Yori had created Comjutsu that connected the planes through communication like never before. Gaboon manipulated the broadcasts to spread fear and chaos across Kagami and Avalon. His goal was to destroy the public's trust in the current world leaders. With the aid of the Insurrection demon Coup, He succeeded. The heroes, know now as the Eight Bladed Lotus were forced into exile. The hunted Gaboon to the plane of Terra. No gates connected the plane so they rifted to Terra by exerting a massive amount of chakra similar to Kaylu and Saturnade. The Lotus had fallen into Gaboon's trap. He was able to rift himself back to Kagami while the Lotus was stuck on Terra to combat Coup. Gaboon returned to Kagami to take control of the people thrown into chaos by distrust but was defeated by allies of the Lotus. The Lotus members eventually defeated Coup and gained enough power to rift themselves back to their home plane to end the chaos.
The Rise of the Shinjitsu (2077)
As the structure of the government was tested time and time again, weakening slightly each time, Kaze, a member of the Lotus and now heir to the Light throne, began recruiting shinobi to turn on the Lotus and secure his power. Kaze feared the Lotus as the group had become too physically and politically powerful after Kaze's wift Celia won the tournament of heroes and new legislation was passed. Kaze convinced half of the Lotus to follow him. His goal was to destroy the Lotus and secure the Light throne as the highest authority in the land once again. He believed this was the only way to save his noble bloodline and rule the peoples of the planes through royal ancestry rather than allowing anyone to become a Kage through the tournament of heroes. The Lotus confronted Kaze and defeated him by turning his own converts against him. Kaze was locked away for life and the planes were restored to peace for a time.
The Shinobi Saga (2082)
National History
Origina
Origina is the oldest nation with customs predating the hokages. Its people have seen good and bad but stay true to their region. Most citizens hold a close relationship with the gods who supposedly stemmed all life from the region. The culture of Origina is most comparable to East Asian styles.
Water
Geography- The Water controls a vast portion of Origina but very little is solid land. The Nation is made up of winding rivers who's deltas flow into the Speckled Sea. Its long coastline is dotted with small islands from which the Northern Isles are visible.
Culture- The people of the Water Nation are known for their great hospitality and optimism. History has been kind to them and as one of the oldest Nations they know they should be thankful for their relatively peaceful past.
Wind
Geography- The Wind lands are renown for their beauty. Sweeping hilly plains and meadows stretch towards the forested lands to the east. The weather is almost always blustery thanks to low pressure systems from the Northern Isles meeting heat from the volcanic lands to the south.
Culture- The Wind Nation is proud of their past. They credit themselves with many "firsts" and see themselves as trend setters, explorers, and visionaries. Freedom comes first and is their most sacred right, relying on it to become adventurers or merely spend their days in their quaint villages admiring the land passed down by their noble ancestors.
Fire
Geography- The lands of Fire are inhospitable and rugged resulting in a lower population. Active volcanoes make up most of the landmass to the west with their lava flows reaching east towards scorched forests who's trees stand green no more. It is significantly warmer here due to the unusually thin crust that the nation rests upon.
Culture- The people of Fire are the few and the proud. Life there has made strength a necessity. They are direct, fierce, and aggressive. Many find a place in military life making up an army nearly the size of its civilian population.
Earth
Geography- From the steep mountains in the south to the wind blown sands to the north the Earth Nation is something to be marveled. It represents many extremes; high and low altitude, deserts and forests, icy mountain tops and sunny ocean-side cliffs.
Culture- Because of its diverse landscape the people of Earth have formed almost tribal cultural rings. The one thing they all share is a love of their land and it's natural beauty. The are a quiet and humble people, not quick to act and seeking peace with others and nature over all else.
Aether
Geography- Taken from the lands of Wind, this nation rests on flat, grassy plains in the center of the region. Due to the weather patterns forged by contrasting terrain surrounding it, along with it's precise position, the Aether lands are void of weather. The sky is always a dull grey that brightens and darkens with the sun.
Culture- The people of Aether have a tendency to come off as gloomy or pessimistic, though they do not lack determination. They had to fight and claim their land much more recently than others in Origina so they will protect it fiercely. They are not overly fond of extravagance and live simpler lives focusing on family.
The Endless Forest
The Endless Forest region was the first to be explored by the Originese. its people have see much misfortune resulting in a disconnect and mistrust of outsiders. Their culture and style can best be equated to that of Western Europeans.
Grass
Geography- Patchy bamboo forests and tall grass plains make up the majority of these lands. The Grass Nations villages and cities are difficult to find by outsiders due to the maze like terrain. The villages are built with nature in mind and mimic the vertical growth of trees.
Culture- Getting its start as a Wind colony gave the people of the Grass Nation a longing for adventure. They are outgoing and curious of others but do not easily share information about themselves. They are protective of family and friends and return to their homeland for refuge frequently.
Poison
Geography- Dense Jungles made up of fauna and flora larger than life span the entirety of the Poison Nation. These lands are avoided by outsiders and can be quite dangerous to those who underestimate its power. Some plants in the region give off poisonous fumes that incapacitate travelers who haven't built up a tolerance.
Culture- The people of Poison are reclusive, hiding behind the natural dangers of their land. They too began as a Wind colony so most have big goals and ideas. Their lack of trust leaves them fighting to achieve their goals alone in most cases, resorting to less moral methods to get what they desire.
Bug
Geography- The Bug lands are made of lush tropical rain forests and warm beaches to the south. It is a haven for all sorts of insects and the people there live in harmony with them. The winters here are almost nonexistent which allows for molting and breeding cycles to go on all year leading to many large species.
Culture- The people of Bug are welcoming to friends but remain vigilant against those who seek to harm them. They open their borders to show the world that they are no longer the revolting Wind soldiers history makes them out to be. Most have tough skin and aren't easily provoked to attack or be rash.
Thorn
Geography- The lands of thorn have only been witnessed by a few fortunate outsiders. It is completely surrounded by great and wild walls of briers that keep enemies at bey. The lands within are said to be lush with flowering meadows and abundant fruit trees. The long summers here make for extended harvesting seasons.
Culture- Thorn citizens can come off as standoffish or rash and sometimes seek pity for their ancestor's misfortunes. They never throw the first punch but hold grudges for life. It is not uncommon for Thorn citizens to swear oaths of vengeance against those who have wronged them.
Petal
Geography- The Petal Nation occupies lands once ruled by the Grass. It is known for its year round spring like weather giving it plenty of rainfall and constant floral blooms. Natural beauty and architectural beauty have much in common here with their many temples and shrines adorned with delicate artwork and bright colors.
Culture- Joy, happiness, and love are all important aspects of life to Petal citizens. The people there hold many extravagant festivals for almost any occasion. They make friends for life and become close to others quickly. They are trusting and caring for the most part.
The Southern Wastes are treacherous and rugged. It has a low population but the people who choose to live there are enduring. The region has a general lack of law and can be a dangerous place for visitors. Its culture is most similar to that of Africa and Saudi Arabia.
Magma
Geography- This ancient and unforgiving landscape has produced some of the most powerful warriors. The land is scorched black and evolves constantly with the eruptions of its many volcanic craters. It has tall spewing mountains along it's north west border that send ashy clouds over the entirety of the nation.
Culture- These strong people live in tribal villages scattered throughout the eastern side of the nation where the air is easier to breathe. They are a proud and simple people who have no respect for those who they do not deem strong.
Sand
Geography- Vast deserts with winding coasts make up the Sand Nation. The temperatures here are sweltering during the day and freezing at night. Looming ash clouds from the west sweep over the land and stir up frequent sandstorms that can bury travelers alive.
Culture- Sand is a land of many secrets and it's people know well to guard them. It is not uncommon for an outsider to enter a sand village, spend a day, and leave without anyone speaking or revealing their face to him. The lawlessness of the region is manifested here through leadership with no authority allowing cults to practice forbidden rituals at no consequence.
Bone
Geography- This desolate wasteland of swamps and desert is nearly void of life. Scavengers pick through the remains of unlucky travelers who ran out of water, got lost, or fell to the diseases running rampant in the cursed lands.
Culture- Nomadic settlements is the only way to survive in Bone, moving from one clean water source to the next. It's people have grown hostile and treacherous, taking what they need to make do from outsiders. With no law, there is no one to stop them and everyone to fear.
Mud
Geography- The land of Mud is a network of slow flowing ancient rivers connecting swamps to the Blade Sea. The very smell of the land is enough to keep adventurers away. Before the Cascadian flood, this land was lush with grass and animals. Remnants of such a time can be seen if you look close enough.
Culture- Mud citizens are cursed to remember the time of their ancestors when great beasts roamed the land and many crops could grow. Now they cling to their land from tidal islands off the coast, spending more time on boats than earth. They are hearty, stubborn, and persistent, refusing to leave the lands of their ancestors.
Ghost
Geography- One part of Bone, the Ghost lands look similar. Rocky crags jut from the desert with caverns and canyons winding through the terrain. The high levels of spiritual energy there gives travelers an eerie sense of being watched. This energy manifests in strange weather phenomenon resembling the northern lights and thunder storms that form without notice.
Culture- Ghost is a newer nation with strong and present leadership, stopping the lawlessness of the region at its borders. It holds a close connection to the Spirit Realm, just on the other side of it's gate. This gate's popularity and accessibility has made the capitol city a booming metropolis with planar travel its biggest attraction. The people of Ghost care for spirits and emotion, seeing power in sympathy and understanding. They are friendly and sensitive to the feelings of others.
The Thundora Mountain Range is ans perilous as it is powerful. Some of the Material's largest armies reside here with agendas unknown for the time being. This region has a long history of turmoil and resistance against the higher powers of the plane. The culture of Thundora is most like that of Eastern Europe.
Lightning
Geography- Steep mountains and sheer cliff faces cover the land of Lightning. The elevation alone is daunting, with most of the mountains reaching into the clouds. This intense physical barrier causes storms to batter the land almost constantly, leaving only a few days a year with sun.
Culture- The people of Lightning are aggressive and quick thinking. They rely on speed and skill to best their enemy instead of knowledge or strategy. They aim to overwhelm their enemies before they can react. Most Lightning citizens are wary of outsiders but not afraid of them, believing their willingness to act fast without thought of consequence to be superior.
Sound
Geography- The Sound Nation is known for its roaring rivers which cut deep gorges through the mountains on their way to the Speckled Sea. Rain water from heavy and constant storms fuel the rivers. All this water drills deep caverns into the mountains where the echoes of its citizens can be heard.
Culture- The people of the Sound Nation are serious and observant. They find importance in every small task, knowing that all things have their place. Duty comes first to these people, each fulfilling specific role in their villages, essential for the prosperity of the whole.
Dark
Geography- The Dark Nation is set in high frost covered mountains. Twisted and tangled trees, mangled by storms, dot the landscape sometimes forming shadowy woods. The ruined castles of fallen bloodlines haunt the atmosphere. Heavy cloud cover and frequent storms prohibit any sunlight from shining on the Dark lands.
Culture- As a nation formed by Light deserters, you would expect some of their ancestral culture to carry over; this is not the case. The Dark Nation is proud and secretive. Centuries of persecution has festered a hatred in them for higher powers. Most believe all should be equal, with bloodlines and lineages determining power.
Spark
Geography- Spark is the border lands where the natural forces of lightning meet fire. Volcanoes, some dormant and some active, rise from the east and blend into tall mountains to the west. Ash clouds block most of the sun so little plant growth can be found. Most of the population resides underground in dormant lava tubes.
Culture- Spark is a rugged land where you must take what you want before it is gone. As a society it has the least structure of all the nations in Thundora. This dog eat dog world has forced a mentality of quick acting and impulsiveness. Survival is at the forefront of their agendas.
Plasma
Goegraphy- What was once the lands of Lightning now rests against the southern border of Magma. Lava flows over this land to reach the sea causing the coastline of Plasma to constantly change. No life is able to grow here due to toxic gasses that erupt from the earth and sea.
Culture- The citizens of plasma are pushed underground through geothermal vents where secret pockets of air give them sanctuary. They are a naturally fortified people and only wish to be left alone and no longer persecuted. Though there will always be someone wanting what you have so the people of Plasma have developed jutsus that destroy enemy defenses and equipment to make them think twice before attacking. These people are private and guarded.
The Northern Isles are a vast island chain in the Speckled Sea. It's people have come to know law and chaos, good and bad. In this land of extremes, mobility and cunning are key to survival. Its culture is most like that of Northern and Central Asia.
Ice
Geography- Ice holds dominion over an enormous cluster pf glacier fragments and icebergs in the Speckled Sea. None of the country is actually rooted in solid ground. It is always moving with the winds and the tides. Temperatures there are the coldest in the Material Plane.
Culture- The foundation of ice is in the generosity of its leadership. It has a long history of Hokages that care for the well being of their people before all else. With the government supplying the essentials for living, the citizens of Ice experience lower crime rates and have made their land into a place others want to visit. The toll they pay is being generally unprotected, relying on guilds to defend them from attack. In general the people there are warm and inviting.
Metal
Geography- Frost covered barren hillsides, icy cliffs, and deep fjords create a captivating landscape, void of color. The soil here is too high in metals and minerals for vegetation to grow resulting in a very low animal population.
Culture- With more men than beasts, Metal citizens are not above piracy and pillaging to get a meal. They have found that strength in numbers is essential to their survival and form large guilds with fleets of iron ships they use to terrorize coastal settlements all over the Speckled Sea. The people rely on each other heavily and bond closely with those who pull their own weight.
Fog
Geography- This mysterious land is shrouded by mist. Unproven myths and ancient legends call these islands home. Inland from its shallow beaches are dense coniferous forests that go on for miles hiding remains of past settlements.
Culture- The Nation of Fog has a very low population and their villages are few and far between. Most citizens live solitary lives in the forests, fending for themselves and sometimes a small family. They learn at an early age, the strength and potential of the self. They never rely on others for anything important to them.
Bubble
Geography- Tropical beaches and lush jungles make up the geography of this land while reefs and deep submarine trenches occupy it's waters. The center of Bubble's islands have high elevations and show faint signs of being volcanoes in a past age. The tops of these peaks can reach colder temperatures and sometimes see snowfall.
Culture- The people of Bubble have a reputation for being manipulative and controlling. Their ancestors struggled for generations to save their country from the turmoil and havoc of civil war. It's leaders are opinionated and strong but a Bubble regime rarely sees more than a decade of power before a new idea of how the country should be run finds a place in the hearts of the majority.
Snow
Geography- The landmasses that make up this nation were separated from the Earth nation lands long ago by a massive earthquake. The islands of Snow are unnatural in appearance due to their staggering cliffs. There are few flat expanses to settle here forcing most of the villages to be built on cliff sides.
Culture- Snow as a people have a reputation of piety. They worship the old gods and live lives of purity. They take sinning and unlawfulness very seriously although the laws of their culture could be compared to the general moral code of most good peoples.
Cascadia is said to have fallen from the sky centuries ago, destroying part of the Endless Forest region in the process. The people of this enlightened land quickly enforced their rule over the new territory they had discovered. Many natives resent the Cascadians for this. Their culture and style is most like that of Mediterranean civilizations.
Light
Geography- Light is a beautiful place for it's art, it's people, and it's architecture. Not much remains of its natural geography beyond a few mountains and plains. Huge cities span great distances and support a massive population.
Culture- Light citizens believe themselves to be the destined conquerors of the planes. Their will is as strong as their code of law. They seek to enlighten those they meet to their right way of life. They respect submission and make allies out of those who are willing to listen to their ideology.
Gravity
Geography- This strange land still holds proof that the entire continent once floated from plane to plane. It's mountains are shattered and suspended in air, their flight fueled by residual magic from its voyaging. Trees grow in obscure directions here due to fluctuating polar strength.
Culture- The people of Gravity have a curiosity for magic and the idea of man kind overcoming the powers of nature and physics. They seek answers to questions asked of the universe by their ancestors who traversed they planes ages ago. They are open minded and turn away no theory or hypothesis.
Lunar
Geography- This is a mystical land, covered in dense forests who's trees dwarf those of the native Material plane. All of it's beasts and blooming plants are nocturnal due to the lack of sunlight that reaches the forest floor. Small settlements can be hard to find, as their construction is designed to coexist with the natural world.
Culture- The people of Lunar are sometimes as nocturnal as the wild beasts that roam their land. Citizens learn to respect nature and that nature will provide for them. They are usually strongly empathetic, caring, and protective of all living things.
Mind
Geography- The land of Mind is massive network of sprawling cities. It shows no thought for natural geography in its design. The technology here is cutting edge and can be seen in every piece of architecture. Everything is built with a purpose in mind.
Culture- The people of Mind are intelligent and creative. They are intrigued by puzzles and are determined to solve any problem put before them. Most rely on their vast knowledge pool, accumulated by their plane traveling ancestors, for answers to the toughest questions.
Cosmic
Geography- This land that was once a part of lunar now exhibits geography from many other regions and planes. Through the use of the dimensional gate in this nation, a vibrant mix of mountains, beaches, forests, deserts, and cities has found it's way here.
Culture- Cosmic citizens are influenced by the cultures of the many people they have encountered through dimensional travel. They are accepting, welcoming, and curious of all other people. They take the ideas they like and agree with and live by them. You will never find two Cosmic citizens who share the same views or experiences of the world.
The Spirit World is the destination of good souls who depart from other realms. Now it has become settled by cultures of all kinds and but the remains of it's heaven like past can still be found. The realm has a vast array of cultures.
Steam
Geography- The natural geography of Steam only exists in legends of the past. Now the nation is made up of huge cities all connected by transportation lines. The skies are filled with airships and its seas are teaming with all sorts of nautical vessels. Black clouds of burning coal fill the air and keep the cities alive with industry.
Culture- Steam citizens are notoriously efficient and hard working, although in some cases can lack creativity. They see a problem and solve it by the easiest and most efficient means. They have a knack for tinkering and crafting and are proud of their work.
Laser
Geography- The lands of Laser are barren deserts where rain never falls and violent windstorms torment terrestrial beasts. The blue skies above these sands are home to most of the nation's populous, residing in compact iron cities which sail from place to place by use of energy crystals.
Culture- The Laser way of life is to understand the worth of resources. These tough people struggle for water, food, and fuel on a daily basis. They value trade and diplomacy over violence and thievery. They learn responsibility and to pull their own weight at a young age.
Dragon
Geography- These ancient islands have remained unchanged for centuries and are still guarded by the most fierce of creatures. Rugged mountains with icy peaks pierce the clouds. Patient volcanoes shake off their frost from time to time. Tropical beaches and lush jungles can be found at their bases.
Culture- It is said that the people of Dragon were born of the beasts them selves. They have a reputation for unwavering bravery and hot tempers. They are much less civilized than other cultures, living in small tribal villages and rejecting the technology that has caused the tragic end of many of their scaly ancestors.
Stone
Geography- This desolate land harbors no vegetation. Rocky mountains and hard stone flats make up its geography. Rainstorms frequent the land, whipped up by the Rock Sea to the south. The water carves deep wounds into the land leaving vast canyons that stretch for miles toward the sea.
Culture- The tribes of Stone hold some of the oldest customs. It is said that in this place, the first jutsus were written and taught. The people have a mindfulness of the past and refuse to let the ways of their ancestors be forgotten. They can be stubborn but wise.
Sulfur
Geography- Sulfur is a land of violent change. Bubbling volcanoes spew over wiping the landscape clean. Plant life tries to grow but is quickly erased. The nations location over top the junction of three subterranean plates causes massive devastating earthquakes.
Culture- The people of Sulfur have learned to live with change. They embrace their land and live nomadic lives in large caravans, scouring the earth, reaping the benefits of the geological activity. Most harvest minerals exposed by the phenomenon. They enjoy change and seek new things and surprises in life.
Time
Geography- Time split from the lands of Stone in the recent past. It now exists in a separate dimension than the rest of the Spirit World though the distance that separates them is measured in time. It still resembles the geography of the Stone Nation but is centralized around a great fortress that is home to the goddess of time.
Culture- This place has become a sanctuary to those who worship the young goddess of time. Her disciples seek many things; power, wisdom, understanding, acceptance, purpose. The one thing they all have in common is the fact that they left their lives and families behind to remain here. Time citizens are determined, solitary, and willing to sacrifice anything to achieve their goals.
Space
Geography- The land of space was broken off from Sulfur in the recent past. Now it can only be found in it's solitary dimension, the location of which can be difficult to determine. The landscape resembles that of Sulfur with the exception of a great temple city that has been constructed for the goddess of space.
Culture- Worshipers of the young goddess of space call this place home. They come from all other nations, bringing their family and loved ones with them on their journey. They come to serve the goddess and learn the secrets of the universe so they can spread that knowledge to later generations. Space citizens understand the past and look to mend the future to avoid bloodshed wherever possible. They see the bigger picture and believe life is not just about their personal accomplishments.
The Earth Realm is the largest of the planes and contains a wide array of environments. Earth is a world of enhancement. Weather it's through mechanical means or spiritual enlightenment, the people of Earth have reached their human potential and seek out other methods to become stronger. It's culture is a melting pot.
Chaos
Geography- Dense tropical rain forests climb towards staggering peaks. Deserts span the northern sector of the country. Large cities are nonexistent. The people here reside in small military like groups, settling for a while until the are becomes unsafe, then moving on.
Culture- Chaos is a land of constant danger and fear. There is no law, no leadership, and no protection. It is every man for them him self. Groups can be formed out of similar need but quickly break up or kill each other out of distrust. The more powerful citizens fight fiercely to keep their freedom, while the weaker majority lives in fear.
Law
Geography- Law exhibits many types of natural geography from deserts to the south west to swamps to the south east, and great planes in the heart of the country to tundra and vast forests to the north.
Culture- Law's people reside primarily in massive walled cities where they can be protected from the dangers outside. Their lives are orderly and repetitive. Most do not have a say in the way they make their living for the leaders decide the role of each citizen to keep order and fairness. All citizens have equal rights that are defended by a massive mech army, fueled by heavy taxation.
Spirit
Geography- Serine icy mountaintops extend toward the clouds. The seas are full of life and the skies are clear. Though if you look close enough the remains of a previous culture can be found. One of industry, overpopulation, war, and disease. The current generation has learned from the mistakes of their ancestors and lives along side nature in harmony.
Culture- All Spirit citizens can remember a time when their countries were in turmoil. Their leaders became obsessed with building the strength and size of their nations which resulted in a catastrophic war. The survivors of these nations formed the Spirit Nation and teaches the story of their ancestors to younger generations in hopes that this will never happen again. Spirit citizens seek the power of their ancestors, knowing that with great power comes great responsibility to work for peace and not war.
Forge
Geography- Great cities proudly show their advanced technology in Forge. The air is full of flying vehicles that travel from city to city, connecting a nation that has a long history of cooperation.
Culture- Once made up of many small nations, Forge was formed to combine their strength to defeat the tyrannous powers of the Earth Realm. Their strength comes from their creativity, ingenuity, and cooperation with each other. They believe nothing great can be achieved on your own, and that the wealth of success should be shared by all who worked towards it.
Rust
Geography- Rust is known for its vast northern deserts, the largest in the world, and for its savannahs and jungles to the south. Small settlements dot the landscape where people live humble lives farming and trading.
Culture- Rust is a defeated people. Their ancestors were in need of help for generations but received none from the powers of the world. Civil war, famine, and the corruption of rare resource trading is what finally collapsed the former nations into what is now Rust. The people who remain here have no military strength and lead simple lives, never aiming to achieve much and just happy to be alive. Citizens are fearful of power and lack hope that those who can do something to help, will.
Heart
Geography- This island chain and continental island is made up of deserts and forested mountains. The seas surrounding them are heavily traveled, connecting Heart to the rest of the world. Sprawling cities are home to a vast majority of the population.
Culture- The people of heart have a long lasting reputation for staying clear of the worlds troubles. Some call them cowards but they value the safety of their citizens over a powerful seat at the worlds table. Heart citizens enjoy lives full of friends and happiness and care little for matters that do not effect them directly.
Scribe
Geography- This ancient land holds beautiful forested mountain ranges and grasslands. Its islands to the east are home to major cities and the seas are busy with travel and fishing.
Culture- Scribe citizens believe they can compete with this ever-evolving world by enhancing jutsus beyond their normal limitations. They have mastered this technique and leverage the trade of these jutsus against powerful positions in the world. Most scribe citizens are believers, not settling for what may seem the limit of the human imagination. They believe any problem can be solved and think outside the box.
Origina is the oldest nation with customs predating the hokages. Its people have seen good and bad but stay true to their region. Most citizens hold a close relationship with the gods who supposedly stemmed all life from the region. The culture of Origina is most comparable to East Asian styles.
Water
Geography- The Water controls a vast portion of Origina but very little is solid land. The Nation is made up of winding rivers who's deltas flow into the Speckled Sea. Its long coastline is dotted with small islands from which the Northern Isles are visible.
Culture- The people of the Water Nation are known for their great hospitality and optimism. History has been kind to them and as one of the oldest Nations they know they should be thankful for their relatively peaceful past.
Wind
Geography- The Wind lands are renown for their beauty. Sweeping hilly plains and meadows stretch towards the forested lands to the east. The weather is almost always blustery thanks to low pressure systems from the Northern Isles meeting heat from the volcanic lands to the south.
Culture- The Wind Nation is proud of their past. They credit themselves with many "firsts" and see themselves as trend setters, explorers, and visionaries. Freedom comes first and is their most sacred right, relying on it to become adventurers or merely spend their days in their quaint villages admiring the land passed down by their noble ancestors.
Fire
Geography- The lands of Fire are inhospitable and rugged resulting in a lower population. Active volcanoes make up most of the landmass to the west with their lava flows reaching east towards scorched forests who's trees stand green no more. It is significantly warmer here due to the unusually thin crust that the nation rests upon.
Culture- The people of Fire are the few and the proud. Life there has made strength a necessity. They are direct, fierce, and aggressive. Many find a place in military life making up an army nearly the size of its civilian population.
Earth
Geography- From the steep mountains in the south to the wind blown sands to the north the Earth Nation is something to be marveled. It represents many extremes; high and low altitude, deserts and forests, icy mountain tops and sunny ocean-side cliffs.
Culture- Because of its diverse landscape the people of Earth have formed almost tribal cultural rings. The one thing they all share is a love of their land and it's natural beauty. The are a quiet and humble people, not quick to act and seeking peace with others and nature over all else.
Aether
Geography- Taken from the lands of Wind, this nation rests on flat, grassy plains in the center of the region. Due to the weather patterns forged by contrasting terrain surrounding it, along with it's precise position, the Aether lands are void of weather. The sky is always a dull grey that brightens and darkens with the sun.
Culture- The people of Aether have a tendency to come off as gloomy or pessimistic, though they do not lack determination. They had to fight and claim their land much more recently than others in Origina so they will protect it fiercely. They are not overly fond of extravagance and live simpler lives focusing on family.
The Endless Forest
The Endless Forest region was the first to be explored by the Originese. its people have see much misfortune resulting in a disconnect and mistrust of outsiders. Their culture and style can best be equated to that of Western Europeans.
Grass
Geography- Patchy bamboo forests and tall grass plains make up the majority of these lands. The Grass Nations villages and cities are difficult to find by outsiders due to the maze like terrain. The villages are built with nature in mind and mimic the vertical growth of trees.
Culture- Getting its start as a Wind colony gave the people of the Grass Nation a longing for adventure. They are outgoing and curious of others but do not easily share information about themselves. They are protective of family and friends and return to their homeland for refuge frequently.
Poison
Geography- Dense Jungles made up of fauna and flora larger than life span the entirety of the Poison Nation. These lands are avoided by outsiders and can be quite dangerous to those who underestimate its power. Some plants in the region give off poisonous fumes that incapacitate travelers who haven't built up a tolerance.
Culture- The people of Poison are reclusive, hiding behind the natural dangers of their land. They too began as a Wind colony so most have big goals and ideas. Their lack of trust leaves them fighting to achieve their goals alone in most cases, resorting to less moral methods to get what they desire.
Bug
Geography- The Bug lands are made of lush tropical rain forests and warm beaches to the south. It is a haven for all sorts of insects and the people there live in harmony with them. The winters here are almost nonexistent which allows for molting and breeding cycles to go on all year leading to many large species.
Culture- The people of Bug are welcoming to friends but remain vigilant against those who seek to harm them. They open their borders to show the world that they are no longer the revolting Wind soldiers history makes them out to be. Most have tough skin and aren't easily provoked to attack or be rash.
Thorn
Geography- The lands of thorn have only been witnessed by a few fortunate outsiders. It is completely surrounded by great and wild walls of briers that keep enemies at bey. The lands within are said to be lush with flowering meadows and abundant fruit trees. The long summers here make for extended harvesting seasons.
Culture- Thorn citizens can come off as standoffish or rash and sometimes seek pity for their ancestor's misfortunes. They never throw the first punch but hold grudges for life. It is not uncommon for Thorn citizens to swear oaths of vengeance against those who have wronged them.
Petal
Geography- The Petal Nation occupies lands once ruled by the Grass. It is known for its year round spring like weather giving it plenty of rainfall and constant floral blooms. Natural beauty and architectural beauty have much in common here with their many temples and shrines adorned with delicate artwork and bright colors.
Culture- Joy, happiness, and love are all important aspects of life to Petal citizens. The people there hold many extravagant festivals for almost any occasion. They make friends for life and become close to others quickly. They are trusting and caring for the most part.
The Southern Wastes are treacherous and rugged. It has a low population but the people who choose to live there are enduring. The region has a general lack of law and can be a dangerous place for visitors. Its culture is most similar to that of Africa and Saudi Arabia.
Magma
Geography- This ancient and unforgiving landscape has produced some of the most powerful warriors. The land is scorched black and evolves constantly with the eruptions of its many volcanic craters. It has tall spewing mountains along it's north west border that send ashy clouds over the entirety of the nation.
Culture- These strong people live in tribal villages scattered throughout the eastern side of the nation where the air is easier to breathe. They are a proud and simple people who have no respect for those who they do not deem strong.
Sand
Geography- Vast deserts with winding coasts make up the Sand Nation. The temperatures here are sweltering during the day and freezing at night. Looming ash clouds from the west sweep over the land and stir up frequent sandstorms that can bury travelers alive.
Culture- Sand is a land of many secrets and it's people know well to guard them. It is not uncommon for an outsider to enter a sand village, spend a day, and leave without anyone speaking or revealing their face to him. The lawlessness of the region is manifested here through leadership with no authority allowing cults to practice forbidden rituals at no consequence.
Bone
Geography- This desolate wasteland of swamps and desert is nearly void of life. Scavengers pick through the remains of unlucky travelers who ran out of water, got lost, or fell to the diseases running rampant in the cursed lands.
Culture- Nomadic settlements is the only way to survive in Bone, moving from one clean water source to the next. It's people have grown hostile and treacherous, taking what they need to make do from outsiders. With no law, there is no one to stop them and everyone to fear.
Mud
Geography- The land of Mud is a network of slow flowing ancient rivers connecting swamps to the Blade Sea. The very smell of the land is enough to keep adventurers away. Before the Cascadian flood, this land was lush with grass and animals. Remnants of such a time can be seen if you look close enough.
Culture- Mud citizens are cursed to remember the time of their ancestors when great beasts roamed the land and many crops could grow. Now they cling to their land from tidal islands off the coast, spending more time on boats than earth. They are hearty, stubborn, and persistent, refusing to leave the lands of their ancestors.
Ghost
Geography- One part of Bone, the Ghost lands look similar. Rocky crags jut from the desert with caverns and canyons winding through the terrain. The high levels of spiritual energy there gives travelers an eerie sense of being watched. This energy manifests in strange weather phenomenon resembling the northern lights and thunder storms that form without notice.
Culture- Ghost is a newer nation with strong and present leadership, stopping the lawlessness of the region at its borders. It holds a close connection to the Spirit Realm, just on the other side of it's gate. This gate's popularity and accessibility has made the capitol city a booming metropolis with planar travel its biggest attraction. The people of Ghost care for spirits and emotion, seeing power in sympathy and understanding. They are friendly and sensitive to the feelings of others.
The Thundora Mountain Range is ans perilous as it is powerful. Some of the Material's largest armies reside here with agendas unknown for the time being. This region has a long history of turmoil and resistance against the higher powers of the plane. The culture of Thundora is most like that of Eastern Europe.
Lightning
Geography- Steep mountains and sheer cliff faces cover the land of Lightning. The elevation alone is daunting, with most of the mountains reaching into the clouds. This intense physical barrier causes storms to batter the land almost constantly, leaving only a few days a year with sun.
Culture- The people of Lightning are aggressive and quick thinking. They rely on speed and skill to best their enemy instead of knowledge or strategy. They aim to overwhelm their enemies before they can react. Most Lightning citizens are wary of outsiders but not afraid of them, believing their willingness to act fast without thought of consequence to be superior.
Sound
Geography- The Sound Nation is known for its roaring rivers which cut deep gorges through the mountains on their way to the Speckled Sea. Rain water from heavy and constant storms fuel the rivers. All this water drills deep caverns into the mountains where the echoes of its citizens can be heard.
Culture- The people of the Sound Nation are serious and observant. They find importance in every small task, knowing that all things have their place. Duty comes first to these people, each fulfilling specific role in their villages, essential for the prosperity of the whole.
Dark
Geography- The Dark Nation is set in high frost covered mountains. Twisted and tangled trees, mangled by storms, dot the landscape sometimes forming shadowy woods. The ruined castles of fallen bloodlines haunt the atmosphere. Heavy cloud cover and frequent storms prohibit any sunlight from shining on the Dark lands.
Culture- As a nation formed by Light deserters, you would expect some of their ancestral culture to carry over; this is not the case. The Dark Nation is proud and secretive. Centuries of persecution has festered a hatred in them for higher powers. Most believe all should be equal, with bloodlines and lineages determining power.
Spark
Geography- Spark is the border lands where the natural forces of lightning meet fire. Volcanoes, some dormant and some active, rise from the east and blend into tall mountains to the west. Ash clouds block most of the sun so little plant growth can be found. Most of the population resides underground in dormant lava tubes.
Culture- Spark is a rugged land where you must take what you want before it is gone. As a society it has the least structure of all the nations in Thundora. This dog eat dog world has forced a mentality of quick acting and impulsiveness. Survival is at the forefront of their agendas.
Plasma
Goegraphy- What was once the lands of Lightning now rests against the southern border of Magma. Lava flows over this land to reach the sea causing the coastline of Plasma to constantly change. No life is able to grow here due to toxic gasses that erupt from the earth and sea.
Culture- The citizens of plasma are pushed underground through geothermal vents where secret pockets of air give them sanctuary. They are a naturally fortified people and only wish to be left alone and no longer persecuted. Though there will always be someone wanting what you have so the people of Plasma have developed jutsus that destroy enemy defenses and equipment to make them think twice before attacking. These people are private and guarded.
The Northern Isles are a vast island chain in the Speckled Sea. It's people have come to know law and chaos, good and bad. In this land of extremes, mobility and cunning are key to survival. Its culture is most like that of Northern and Central Asia.
Ice
Geography- Ice holds dominion over an enormous cluster pf glacier fragments and icebergs in the Speckled Sea. None of the country is actually rooted in solid ground. It is always moving with the winds and the tides. Temperatures there are the coldest in the Material Plane.
Culture- The foundation of ice is in the generosity of its leadership. It has a long history of Hokages that care for the well being of their people before all else. With the government supplying the essentials for living, the citizens of Ice experience lower crime rates and have made their land into a place others want to visit. The toll they pay is being generally unprotected, relying on guilds to defend them from attack. In general the people there are warm and inviting.
Metal
Geography- Frost covered barren hillsides, icy cliffs, and deep fjords create a captivating landscape, void of color. The soil here is too high in metals and minerals for vegetation to grow resulting in a very low animal population.
Culture- With more men than beasts, Metal citizens are not above piracy and pillaging to get a meal. They have found that strength in numbers is essential to their survival and form large guilds with fleets of iron ships they use to terrorize coastal settlements all over the Speckled Sea. The people rely on each other heavily and bond closely with those who pull their own weight.
Fog
Geography- This mysterious land is shrouded by mist. Unproven myths and ancient legends call these islands home. Inland from its shallow beaches are dense coniferous forests that go on for miles hiding remains of past settlements.
Culture- The Nation of Fog has a very low population and their villages are few and far between. Most citizens live solitary lives in the forests, fending for themselves and sometimes a small family. They learn at an early age, the strength and potential of the self. They never rely on others for anything important to them.
Bubble
Geography- Tropical beaches and lush jungles make up the geography of this land while reefs and deep submarine trenches occupy it's waters. The center of Bubble's islands have high elevations and show faint signs of being volcanoes in a past age. The tops of these peaks can reach colder temperatures and sometimes see snowfall.
Culture- The people of Bubble have a reputation for being manipulative and controlling. Their ancestors struggled for generations to save their country from the turmoil and havoc of civil war. It's leaders are opinionated and strong but a Bubble regime rarely sees more than a decade of power before a new idea of how the country should be run finds a place in the hearts of the majority.
Snow
Geography- The landmasses that make up this nation were separated from the Earth nation lands long ago by a massive earthquake. The islands of Snow are unnatural in appearance due to their staggering cliffs. There are few flat expanses to settle here forcing most of the villages to be built on cliff sides.
Culture- Snow as a people have a reputation of piety. They worship the old gods and live lives of purity. They take sinning and unlawfulness very seriously although the laws of their culture could be compared to the general moral code of most good peoples.
Cascadia is said to have fallen from the sky centuries ago, destroying part of the Endless Forest region in the process. The people of this enlightened land quickly enforced their rule over the new territory they had discovered. Many natives resent the Cascadians for this. Their culture and style is most like that of Mediterranean civilizations.
Light
Geography- Light is a beautiful place for it's art, it's people, and it's architecture. Not much remains of its natural geography beyond a few mountains and plains. Huge cities span great distances and support a massive population.
Culture- Light citizens believe themselves to be the destined conquerors of the planes. Their will is as strong as their code of law. They seek to enlighten those they meet to their right way of life. They respect submission and make allies out of those who are willing to listen to their ideology.
Gravity
Geography- This strange land still holds proof that the entire continent once floated from plane to plane. It's mountains are shattered and suspended in air, their flight fueled by residual magic from its voyaging. Trees grow in obscure directions here due to fluctuating polar strength.
Culture- The people of Gravity have a curiosity for magic and the idea of man kind overcoming the powers of nature and physics. They seek answers to questions asked of the universe by their ancestors who traversed they planes ages ago. They are open minded and turn away no theory or hypothesis.
Lunar
Geography- This is a mystical land, covered in dense forests who's trees dwarf those of the native Material plane. All of it's beasts and blooming plants are nocturnal due to the lack of sunlight that reaches the forest floor. Small settlements can be hard to find, as their construction is designed to coexist with the natural world.
Culture- The people of Lunar are sometimes as nocturnal as the wild beasts that roam their land. Citizens learn to respect nature and that nature will provide for them. They are usually strongly empathetic, caring, and protective of all living things.
Mind
Geography- The land of Mind is massive network of sprawling cities. It shows no thought for natural geography in its design. The technology here is cutting edge and can be seen in every piece of architecture. Everything is built with a purpose in mind.
Culture- The people of Mind are intelligent and creative. They are intrigued by puzzles and are determined to solve any problem put before them. Most rely on their vast knowledge pool, accumulated by their plane traveling ancestors, for answers to the toughest questions.
Cosmic
Geography- This land that was once a part of lunar now exhibits geography from many other regions and planes. Through the use of the dimensional gate in this nation, a vibrant mix of mountains, beaches, forests, deserts, and cities has found it's way here.
Culture- Cosmic citizens are influenced by the cultures of the many people they have encountered through dimensional travel. They are accepting, welcoming, and curious of all other people. They take the ideas they like and agree with and live by them. You will never find two Cosmic citizens who share the same views or experiences of the world.
The Spirit World is the destination of good souls who depart from other realms. Now it has become settled by cultures of all kinds and but the remains of it's heaven like past can still be found. The realm has a vast array of cultures.
Steam
Geography- The natural geography of Steam only exists in legends of the past. Now the nation is made up of huge cities all connected by transportation lines. The skies are filled with airships and its seas are teaming with all sorts of nautical vessels. Black clouds of burning coal fill the air and keep the cities alive with industry.
Culture- Steam citizens are notoriously efficient and hard working, although in some cases can lack creativity. They see a problem and solve it by the easiest and most efficient means. They have a knack for tinkering and crafting and are proud of their work.
Laser
Geography- The lands of Laser are barren deserts where rain never falls and violent windstorms torment terrestrial beasts. The blue skies above these sands are home to most of the nation's populous, residing in compact iron cities which sail from place to place by use of energy crystals.
Culture- The Laser way of life is to understand the worth of resources. These tough people struggle for water, food, and fuel on a daily basis. They value trade and diplomacy over violence and thievery. They learn responsibility and to pull their own weight at a young age.
Dragon
Geography- These ancient islands have remained unchanged for centuries and are still guarded by the most fierce of creatures. Rugged mountains with icy peaks pierce the clouds. Patient volcanoes shake off their frost from time to time. Tropical beaches and lush jungles can be found at their bases.
Culture- It is said that the people of Dragon were born of the beasts them selves. They have a reputation for unwavering bravery and hot tempers. They are much less civilized than other cultures, living in small tribal villages and rejecting the technology that has caused the tragic end of many of their scaly ancestors.
Stone
Geography- This desolate land harbors no vegetation. Rocky mountains and hard stone flats make up its geography. Rainstorms frequent the land, whipped up by the Rock Sea to the south. The water carves deep wounds into the land leaving vast canyons that stretch for miles toward the sea.
Culture- The tribes of Stone hold some of the oldest customs. It is said that in this place, the first jutsus were written and taught. The people have a mindfulness of the past and refuse to let the ways of their ancestors be forgotten. They can be stubborn but wise.
Sulfur
Geography- Sulfur is a land of violent change. Bubbling volcanoes spew over wiping the landscape clean. Plant life tries to grow but is quickly erased. The nations location over top the junction of three subterranean plates causes massive devastating earthquakes.
Culture- The people of Sulfur have learned to live with change. They embrace their land and live nomadic lives in large caravans, scouring the earth, reaping the benefits of the geological activity. Most harvest minerals exposed by the phenomenon. They enjoy change and seek new things and surprises in life.
Time
Geography- Time split from the lands of Stone in the recent past. It now exists in a separate dimension than the rest of the Spirit World though the distance that separates them is measured in time. It still resembles the geography of the Stone Nation but is centralized around a great fortress that is home to the goddess of time.
Culture- This place has become a sanctuary to those who worship the young goddess of time. Her disciples seek many things; power, wisdom, understanding, acceptance, purpose. The one thing they all have in common is the fact that they left their lives and families behind to remain here. Time citizens are determined, solitary, and willing to sacrifice anything to achieve their goals.
Space
Geography- The land of space was broken off from Sulfur in the recent past. Now it can only be found in it's solitary dimension, the location of which can be difficult to determine. The landscape resembles that of Sulfur with the exception of a great temple city that has been constructed for the goddess of space.
Culture- Worshipers of the young goddess of space call this place home. They come from all other nations, bringing their family and loved ones with them on their journey. They come to serve the goddess and learn the secrets of the universe so they can spread that knowledge to later generations. Space citizens understand the past and look to mend the future to avoid bloodshed wherever possible. They see the bigger picture and believe life is not just about their personal accomplishments.
The Earth Realm is the largest of the planes and contains a wide array of environments. Earth is a world of enhancement. Weather it's through mechanical means or spiritual enlightenment, the people of Earth have reached their human potential and seek out other methods to become stronger. It's culture is a melting pot.
Chaos
Geography- Dense tropical rain forests climb towards staggering peaks. Deserts span the northern sector of the country. Large cities are nonexistent. The people here reside in small military like groups, settling for a while until the are becomes unsafe, then moving on.
Culture- Chaos is a land of constant danger and fear. There is no law, no leadership, and no protection. It is every man for them him self. Groups can be formed out of similar need but quickly break up or kill each other out of distrust. The more powerful citizens fight fiercely to keep their freedom, while the weaker majority lives in fear.
Law
Geography- Law exhibits many types of natural geography from deserts to the south west to swamps to the south east, and great planes in the heart of the country to tundra and vast forests to the north.
Culture- Law's people reside primarily in massive walled cities where they can be protected from the dangers outside. Their lives are orderly and repetitive. Most do not have a say in the way they make their living for the leaders decide the role of each citizen to keep order and fairness. All citizens have equal rights that are defended by a massive mech army, fueled by heavy taxation.
Spirit
Geography- Serine icy mountaintops extend toward the clouds. The seas are full of life and the skies are clear. Though if you look close enough the remains of a previous culture can be found. One of industry, overpopulation, war, and disease. The current generation has learned from the mistakes of their ancestors and lives along side nature in harmony.
Culture- All Spirit citizens can remember a time when their countries were in turmoil. Their leaders became obsessed with building the strength and size of their nations which resulted in a catastrophic war. The survivors of these nations formed the Spirit Nation and teaches the story of their ancestors to younger generations in hopes that this will never happen again. Spirit citizens seek the power of their ancestors, knowing that with great power comes great responsibility to work for peace and not war.
Forge
Geography- Great cities proudly show their advanced technology in Forge. The air is full of flying vehicles that travel from city to city, connecting a nation that has a long history of cooperation.
Culture- Once made up of many small nations, Forge was formed to combine their strength to defeat the tyrannous powers of the Earth Realm. Their strength comes from their creativity, ingenuity, and cooperation with each other. They believe nothing great can be achieved on your own, and that the wealth of success should be shared by all who worked towards it.
Rust
Geography- Rust is known for its vast northern deserts, the largest in the world, and for its savannahs and jungles to the south. Small settlements dot the landscape where people live humble lives farming and trading.
Culture- Rust is a defeated people. Their ancestors were in need of help for generations but received none from the powers of the world. Civil war, famine, and the corruption of rare resource trading is what finally collapsed the former nations into what is now Rust. The people who remain here have no military strength and lead simple lives, never aiming to achieve much and just happy to be alive. Citizens are fearful of power and lack hope that those who can do something to help, will.
Heart
Geography- This island chain and continental island is made up of deserts and forested mountains. The seas surrounding them are heavily traveled, connecting Heart to the rest of the world. Sprawling cities are home to a vast majority of the population.
Culture- The people of heart have a long lasting reputation for staying clear of the worlds troubles. Some call them cowards but they value the safety of their citizens over a powerful seat at the worlds table. Heart citizens enjoy lives full of friends and happiness and care little for matters that do not effect them directly.
Scribe
Geography- This ancient land holds beautiful forested mountain ranges and grasslands. Its islands to the east are home to major cities and the seas are busy with travel and fishing.
Culture- Scribe citizens believe they can compete with this ever-evolving world by enhancing jutsus beyond their normal limitations. They have mastered this technique and leverage the trade of these jutsus against powerful positions in the world. Most scribe citizens are believers, not settling for what may seem the limit of the human imagination. They believe any problem can be solved and think outside the box.
World Culture
The Way of the Ninja
Origins of the Ninja
Over the centuries, the true meaning of the term "ninja" has evolved. The title of ninja was first used to describe the elite assassins which used sacred techniques called jutsu to win the War of Kages for the rebelling nations. After their impressive reputation spread across the land other nations began forming special combat groups of their own. These groups retained the name "ninja" but served their respected nations not only as assassins but as soldiers, guards, sages, and sorcerers. Now the loose title can be applied to more than a third of the plane's population. All ninja do share one thing in common; they are warriors trained in the sacred art of jutsu to serve and protect their countries.
Becoming a Ninja
At the age of 10 children are groomed for the role, weather by choice or by the will of their guardians. They must pass difficult tests to gauge their knowledge of jutsu, history, strategy, and teamwork. These students are trained in ninja academies found all over the plane in preparation for the Genin exam, usually when they turn thirteen. This is a standardized test of mostly written procedure to verify the students knowledge of the ninja way. A ninja in training must score a 90% or higher on the written exam and demonstrate the use of two jutsu and at least one basic jutsu to become a Genin; the lowest rank of true ninja.
Combat Experience
It isn't until after achieving the rank of Genin that ninja get their first exposure to combat through paid missions. Ninja missions are ranked jobs and tasks that the leaders of communities post for completion. Missions are given ranks based on their difficulty and level of danger from E to A. An E ranked mission is free from danger and does not require the ninja to leave their town. D ranked missions take a bit longer to complete, sometimes including travel and use of specific skills. C ranked missions involve combat as a last resort and involve targets of Chunin rank or lower. B ranked missions have inevitable combat and put the ninja up against opponents of Jonin or Shinobi rank or higher. Finally, A ranked missions are the most treacherous, involving large scale battle and targets of Kage rank and higher. These are reserved for the most skilled and experienced ninja. Genin are placed into balanced groups known as squads upon graduation from the academy and put under the guidance and supervision of a sensei. This teacher has the final say in the missions their squad accepts and conducts rigorous training sessions daily.
A Genin must complete 3 E, 2 D, and 1 C ranked mission and be at least 15 before they qualify for their next exam.
Ranking Up
Genin must pass a three stage test known as the Chunin exam to achieve their next ninja rank. This exam is made up of a combination of single combat, squad versus squad, and individual knowledge tests. Guilds and other large and powerful ninja organizations my sponsor Genin to give them an edge in their exams as well. Those who pass become Chunin and those who fail must wait six months before they can apply again. Once ninja reach Chunin rank they are relinquished of the supervision of their senseis and must pay back any debts to their guilds by serving them for a few years in most cases. Guild masters have the authority to rank Chunin up to Jonin after the ninja's service has satisfied the guild. Otherwise a Chunin can complete more missions to build his experience pyramid up to 4 E, 3 D,2 C, and 1 B ranked mission. Then when they reach age 17 they can go to their squad's sensei for a test of the Chunin's skill to become Jonin.
Above and Beyond
Jonin are classified as elite ninja and are then eligible for all sorts of duties and can participate in the Tournament of Heroes. They can also strive to become Shinobi. To do this they must build up their experience pyramid to include the completion of a single A ranked mission. Upon the completion of this mission the Jonin can be awarded the honorary title of Shinobi by their nations Kage. Shinobi are heroes to their lands and conduct important business on the behalf of their Kage. Jonin and Shinobi can obtain the prestigious rank of Kage by participating in the Tournament of Heroes. This is a famous spectacle of single combat matches that travels from city to city every four years. Contestants are made up of the two strongest ninja from each nation. The fighting festival lasts two weeks and produces a single champion. That champion then becomes the Kage of his nation and can choose to keep willing Kages of other nations in power or replace them with the one of the two natives who advanced furthest in the tournament.
Other Elite Duties
Jonin and Shinobi have many occupational options at their ranks. They can choose to become Senseis to train Genin. They can join their nations Anbu unit to continue to participate in high ranked missions given out by their Kage. They can use their heroic reputations to become elected by their nation to serve on the Worlds Council. They can become guild leaders. And they can become Ultimate Ninja. They only way to achieve this is to have 65 ability ranks and 60 jutsu ranks. Ultimate Ninja are rare. The world has only seen a handful in all it's history.
Over the centuries, the true meaning of the term "ninja" has evolved. The title of ninja was first used to describe the elite assassins which used sacred techniques called jutsu to win the War of Kages for the rebelling nations. After their impressive reputation spread across the land other nations began forming special combat groups of their own. These groups retained the name "ninja" but served their respected nations not only as assassins but as soldiers, guards, sages, and sorcerers. Now the loose title can be applied to more than a third of the plane's population. All ninja do share one thing in common; they are warriors trained in the sacred art of jutsu to serve and protect their countries.
Becoming a Ninja
At the age of 10 children are groomed for the role, weather by choice or by the will of their guardians. They must pass difficult tests to gauge their knowledge of jutsu, history, strategy, and teamwork. These students are trained in ninja academies found all over the plane in preparation for the Genin exam, usually when they turn thirteen. This is a standardized test of mostly written procedure to verify the students knowledge of the ninja way. A ninja in training must score a 90% or higher on the written exam and demonstrate the use of two jutsu and at least one basic jutsu to become a Genin; the lowest rank of true ninja.
Combat Experience
It isn't until after achieving the rank of Genin that ninja get their first exposure to combat through paid missions. Ninja missions are ranked jobs and tasks that the leaders of communities post for completion. Missions are given ranks based on their difficulty and level of danger from E to A. An E ranked mission is free from danger and does not require the ninja to leave their town. D ranked missions take a bit longer to complete, sometimes including travel and use of specific skills. C ranked missions involve combat as a last resort and involve targets of Chunin rank or lower. B ranked missions have inevitable combat and put the ninja up against opponents of Jonin or Shinobi rank or higher. Finally, A ranked missions are the most treacherous, involving large scale battle and targets of Kage rank and higher. These are reserved for the most skilled and experienced ninja. Genin are placed into balanced groups known as squads upon graduation from the academy and put under the guidance and supervision of a sensei. This teacher has the final say in the missions their squad accepts and conducts rigorous training sessions daily.
A Genin must complete 3 E, 2 D, and 1 C ranked mission and be at least 15 before they qualify for their next exam.
Ranking Up
Genin must pass a three stage test known as the Chunin exam to achieve their next ninja rank. This exam is made up of a combination of single combat, squad versus squad, and individual knowledge tests. Guilds and other large and powerful ninja organizations my sponsor Genin to give them an edge in their exams as well. Those who pass become Chunin and those who fail must wait six months before they can apply again. Once ninja reach Chunin rank they are relinquished of the supervision of their senseis and must pay back any debts to their guilds by serving them for a few years in most cases. Guild masters have the authority to rank Chunin up to Jonin after the ninja's service has satisfied the guild. Otherwise a Chunin can complete more missions to build his experience pyramid up to 4 E, 3 D,2 C, and 1 B ranked mission. Then when they reach age 17 they can go to their squad's sensei for a test of the Chunin's skill to become Jonin.
Above and Beyond
Jonin are classified as elite ninja and are then eligible for all sorts of duties and can participate in the Tournament of Heroes. They can also strive to become Shinobi. To do this they must build up their experience pyramid to include the completion of a single A ranked mission. Upon the completion of this mission the Jonin can be awarded the honorary title of Shinobi by their nations Kage. Shinobi are heroes to their lands and conduct important business on the behalf of their Kage. Jonin and Shinobi can obtain the prestigious rank of Kage by participating in the Tournament of Heroes. This is a famous spectacle of single combat matches that travels from city to city every four years. Contestants are made up of the two strongest ninja from each nation. The fighting festival lasts two weeks and produces a single champion. That champion then becomes the Kage of his nation and can choose to keep willing Kages of other nations in power or replace them with the one of the two natives who advanced furthest in the tournament.
Other Elite Duties
Jonin and Shinobi have many occupational options at their ranks. They can choose to become Senseis to train Genin. They can join their nations Anbu unit to continue to participate in high ranked missions given out by their Kage. They can use their heroic reputations to become elected by their nation to serve on the Worlds Council. They can become guild leaders. And they can become Ultimate Ninja. They only way to achieve this is to have 65 ability ranks and 60 jutsu ranks. Ultimate Ninja are rare. The world has only seen a handful in all it's history.