Only scholars can theorize what the world before the calamity must have been like. Some like to imagine a realm of infinite possibility and infinite power. A time greater than humanity itself, with deities evolved from the astral lights beyond, carving the Earth in their design. It is unpopular to believe that gods might merely be a smaller piece of a larger creation and many like to think there is a greater calling for humankind, but the cause of the calamity goes undocumented. The world before was left merely as the stuff of legend.
Despite the level of destruction brought by the calamity, the Earth's life survived in pockets and eventually reformed into something new. Its rebirth was an optimistic chance for life to start anew. A chance to grow without the legend of the astral deities.
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When one world ends, another one begins. Like a gentle breeze in the vast blue sky.
THE ZEPHYR
Coexisting with man, the Zephyr are a race of horned women. They are the descendants of their avian ancestors from the first world before calamity. Ancient illustration would depict ancestral zephyr to be massive bird-like beasts with fierce claws, tails of a lizard dragon, the gentle face of a woman, and an alien horn protruding from the forehead. It is speculated that the modern zephyr are a byproduct of ancient zephyr and human. It is believed that modern zephyr formed sometime during the early rebirth of the planet.
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Despite their mostly humanoid anatomy the zephyr tend to show higher physical ability. They can produce more adrenaline than the average human and have adept strength. In zephyr culture the path of a warrior is seen as an honorable and noble life and they are a race that tries to proudly display their strength.
Some humans find their horns to be rather peculiar, but scholars have researched them extensively. Advanced autopsy of the zephyr horn suggests the zephyr are mildly interconnected telepathically. They can't read minds but under specific circumstances two zephyr have been able to share thoughts and memories through "flashes". In theory, ancient zephyr horns allowed the ancestral zephyr to share a neural communication among zephyr packs for rapid information linking.
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The phenomenon of two modern zephyr sharing neural links seems to trigger the most frequently on the battlefield. If two zephyr engage in combat against each other, when one is killed by the other it often creates the neural link briefly. Information, memories, and personal experiences of the dead zephyr are directly shot into the living zephyr's mind. The neural waves are aggressively taxing on the mind and can even be physically demanding throughout the process. Based on a zephyr's willpower, the visions can be brief and clear. Other zephyr could witness the same visions but experience intense nausea, pain, and delusion. Extreme neural visions can also cause coma or even primal transmutation to an inexperienced zephyr. Zephyr who serve in war undergo intense mental training in order to protect important information in the event that they are slain by another zephyr in battle.
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If a zephyr's horn is removed, it can cause permanent internal brain damage and may result in severe memory loss. It is not uncommon for zephyr to be dehorned in Bashu's Den, as the horns are a unique commodity in the Rogue Nation.
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Gender roles are nonexistent in zephyr culture. While they are scientifically hermaphroditic, zephyr have adopted the female pronouns from humans. Since the zephyr are interlaced into human culture and society, humans find it easier to address them with something familiar.
Despite cultural differences, zephyr and humankind have been able to coexist in most parts of the world.
ZEPHYR AVES
It is important to many zephyr that they raise their kin with warrior spirit. The strength of the family must transition into the new blood. In many of the larger nations there are specialized military programs for young zephyr children that trains them to become proficient warriors. These are often referred to as zephyr schools or aves programs.
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Zephyr children who descend from a military family are commonly indoctrinated by their parents as Zephyr Aves. Orphan zephyr are also offered opportunities in aves programs. It is a chance for orphaned children to build a family in military service as they grow older and gain useful experience. The younger the zephyr the more mentally attune they seem to be, so some families enroll their kin at a very young age.
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Zephyr Aves undergo intense physical training to mature their bodies to endure physical stress. They also extensively study the art of war through simulated field exercise and officer training. While many of the procedures are physically taxing the Zephyr Aves also study historical text and zephyr science. Meditation is one of the most important aspects of an aves program. The zephyr may be physically capable but they are mentally delicate. Zephyr Aves partake in daily meditation as well as intense mental training sessions. The purpose of these lessons is to sharpen the mind of young zephyr and create a conscious link from mind to emotion to body. They need to be able to control every aspect of self on the battlefield.
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After going through all of the courses and depending on their age, aves are frequently assigned or chosen by retainers. Retainers are a mentor to carry and ave under their wing. Aves receive different retainers based on their ability. Common forms of retainers are warbirds, tacticians, and operation chiefs.
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It is not uncommon for aves to experience first hand combat.
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PRIMAL TRANSMUTATION
Zephyr function in mysterious ways. Modern zephyr differ wildly from their ancestral roots, but there is plenty to still discover.
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Primal transmutation is a mysterious anomaly that is very rare but very dangerous. A zephyr that experiences primal transmutation physically mutates a section of their body, altering their genetic makeup in a painful and potentially fatal event. Transmutation isn't a full transformation however. Every case of transmutation is isolated to a specific anatomical part of a zephyr. Studies show the most common transmutation areas are the arms, feet, and neck. In extreme cases some zephyr have even grown small tails.
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Scholars believe that primal transmutation is an occurrence of ancestral genetics resurfacing from underneath a zephyr. What leaves scholars in question is how a primal transmutation is triggered. It is speculated that a zephyr's emotion engine is linked to it. There is no known way to revert the effects of primal transmutation.
RAINBOW KNIGHTS
Surviving from the world before calamity the rainbow knights are mysterious tectonic beasts automated through mysterious conventions. Ancient entities like rainbow knights are categorized as "Relic Tek".
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It is not officially known what the origin of the knights are. They could have been servants to man in the First Era or maybe they were a fabrication of the astral deities, working in mysterious ways. Regardless of their origin the knights are frightening machines of war. They tower over most life forms, wielding fractal blades so bright they could cut through the soul.
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Rainbow knights are capable of wielding fractal weaponry simply by touch. They do not need a crystal imbued into the weapon's hilt, since it is believed they can produce the effects of tempered crystal internally.
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The rainbow knights are not conventionally living organisms. Underneath their thick layers of golden armor is fleshy muscles holding together the knight's frame. At the core of the muscles is an analogous substance which closely functions like human brain matter in a vegetable state. The rainbow knights do not have minds and cannot operate under their own conscience. They are like blank slates which need to be programmed in order to operate. The concept is simple but it is a huge mystery as to how anyone is able to control the otherwise sleeping giants. Beshi is the only nation that has figured out a solution in secrecy.
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There are two types of rainbow knights. α knights and β knights. β knights can stand as high as 10ft, whereas α knights can reach upwards of 60ft tall.
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FRACTAL KNIGHTS
Many would argue that rainbow knights are the most unstoppable creatures on the planet but any group of fractal knights would give them a run for their money.
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The fractal knights are master grade warriors of the world who excel with fractal weaponry. They use their blades in advanced warfare as a tool to slice through nearly anything. Fractal weapons harness tempered crystal found in the Crystal Ocean to create a "light-based" weapon of energy. The energy blades can cut through bone like silk and even penetrate several feet of brick. One major drawback to fractal weaponry is that if two fractal blades come into contact it can cause an explosive reaction between the weapons, "shattering" and often shooting lethal energy.
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Fractal knights are formidable foes against most combatants. They do however usually equip themselves with traditional weaponry in the event they need to fight other fractal knights.
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Paytül has the largest fractal knight force out of the main neighboring nations with legendary forces like Kingfisher Company.
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GEOGRAPHY
PAYTÜL
Paytül is a nation of incredible diversity. Outlining the central borders, it is a land run by a house of elected humans and zephyr. The people of Paytül do not worship any one astral deity as they exercise religious tolerance. They house one of the finest military forces in all of the lands easily comparing to Beshi's massive legions. Although Paytül is a powerful nation, they rely heavily on relations and trade with other provinces.
KAPPO
Kappo village is one of many agricultural towns in Paytül. The people of Kappo harvest extremely precious resources since the soil is prime and the rains are plentiful. The Beshi Crusade is very taxing on Kappo Village as Paytül is forced to ration most of their harvest to the active military companies.
PLEINGEIST
Pleingeist was once an important town for establishing trade routes between Beshi and Shore. After the Battle of Pleingeist, it left the town a military strategic point rather than a suitable place to start a life. At an earlier point in history, Pleingeist was the most profitable city in Paytül.
BESHI
Beshi is the largest nation on earth and their astral deity of worship is Jurati. The nation is run by a single heir to the throne, Empress Ursa of divine royalty. Beshi has the largest number of scholars in the world and it is a nation that highly values them. They are a culture of religious progress and they hold the majority of the land to the west.
SACRED BANKS
A religiously symbolic stretch of beach on Beshi's coast off of the Holy Ocean. The people of Beshi believe it is the very shore that the astral deity, Jurati himself, rose upon. It is a common spot for annual ceremony.
JURATI RUINS
The ancient relic site of what is believed to be one of many of Jurati's palaces from the First Era. Scholars have thoroughly examined the ruins except for the half that is fully submerged in the Holy Ocean. Beshi values the Jurati Ruins as a sanctum for their astral deity to slumber and treading uninvited is not welcomed.
VUROME
Vurome is a lustrous city of wealth just west of the Fury Peaks. It is a famous destination spot for lovers in Beshi. Spring in Vurome is often the most busy the city gets as many come to see the light of the Fury Peaks sparkle brilliantly on the silhouetted horizon as the sun sets.
FURY PEAKS
The Fury Peaks are a radical anomaly protruding from the planet's skin. They are a collective of intensely vertical mountains towering over the Crystal Ocean. The peaks are probably a result of the tectonic shifts caused during the calamity. Evidence would suggest that the Fury Peaks were once part of the Crystal Ocean's floor as the rocks glow of crystal in the right light.
OUTER PLANES
North of Beshi's populated provinces is the Outer Planes. A windy expanse of open land vapid of civilization. Ages ago, many elders ready to transition into the next life would pilgrimage across the Outer Planes and move north towards the heavens.
BASHU'S DEN
Commonly referred to as "The Rogue Nation", Bashu holds no official territory or geographical land but they forcefully control the eastern deserts through violence and extortion. It is the most anarchistic of regions, as those whole alliance under the rogue nation see themselves above law and order. Bashu is able to run the eastern provinces easily because larger nations don't want to spend time and resources policing a challenging environment like the eastern deserts. The ones who suffer the most are the poor provinces in Bashu's reach that are forced to comply with their order of business.
THE DEN
Hidden in the coiled canyons of the dry desert is Bashu's Den. Like the entire rogue nation, the den is controlled by the powerful and mysterious Bashu. It is the prime location for slavers, murderers, assassins, hired blades, and more. It is hard to believe such a beautiful palace could be buried inside of a canyon.
CHAMPION'S CHAPTER
Territory of the blood thirsty "Champion's Chapter", a band of self proclaimed champions. Despite the name, the Champion's Chapter is nothing more than a brute force of killers who will work just to behead a man or de-horn a zephyr.
FARPHAX
Farphax is a large province near the shore of the Torn Sea. They are a militia state that fights back against Bashu and the Rogue Nation. Oppressed by the hand of Bashu, Farphax is ready to fight the tyrant of the desert. Farphax is a dangerous province to live in as they are under constant vigil and attack.
KEROKI TOWNSHIP
The people of Keroki worship the astral deity Hsiago. They are one of the smaller nations in the surrounding area and they hide away in the intimidating Green Sea. Keroki Township may be the central "capital" of the Keroki groups, but many of the groups are scattered wildly across the Green Sea in small communities. The Keroki tribes are self sufficient and operate very well considering they live in the Green Sea.
THE GREEN SEA
South of the main provinces is the ever expanding Green Sea. From the horizon the lush and overflowing jungles appear to look like green water, gently moving with the wind. While the Green Sea isn't an actual sea, it is constantly flooding with water and remains rainy most times of the year. It is a difficult region to survive in, which is what keeps most folks out of Keroki's hair.
BORDER MARSHES
The Border Marshes is a designated trade post. A popular location where merchants can trade with various Keroki tribe peddlers. The marsh peddlers do business with anyone willing to barter. The border also attracts thieves who are ready to take advantage of inexperienced traders, unfamiliar with the Green Sea's demanding environment.
SULFUR SHORES
On the coast of the Green Sea are the Sulfur Shores. Harvested for various applications, the sulfur there is very valuable since it is hard to extract resources from the Green Sea. Bashu's Den takes advantage of the Sulfur Shores when they can, since sulfur is a key ingredient in the hallucinogen, Golden Dust.
SHORE
In the frozen and unforgiving mountains to the north are the people of Shore. Their astral deity of worship is Kytalin. Shore is a nation of engineering and craftsmanship. With the rich resources of the mountain and Crystal Ocean, Shore is able to develop many new technologies. During the Beshi Crusade, Shore entered a state of civil war, dividing the nation in two. One half produced gear for Beshi while the other half supplied Paytül. The separation of state threw Shore into turmoil.
CRYSTAL OCEAN
There is a limitless wealth to be found in the Crystal Ocean. Sparkling a diamond blue, the ocean is overflowing with untapped crystals. Shore has unique methods of crystal extraction making them very valuable to the neighboring factions. The people of Shore say that the ocean was blessed by Kytalin's breeze turning the ocean to crystal.
YRIM
Raised on ancient values, the people of Yrim are a nation in the far east who worship the astral deity Sing. Yrim has a strong code of balance, making them a very resourceful people, taking only what they need and never wasting what they have. Yrim remains very isolated from other neighboring nations and tries not to get involved in foreign affairs.