Ecrenion Countries

Finderskan (Republic of Finderskan):

Politics: Monarchy- Ikindon Family

Climate: Desert, and Warm

Capital: Ikithan

Language: Jordkanian

Names: They usually use names with three syllables or more, and use syllables like Fin, ka, or ki.

Demonym: Finderskan

This country used to be one with Jordsir as the Jordkan country. It is now a separate country of warriors, and soldiers. The people there have dark skin, and dark hair. They tend to be very gun-ho, and very reckless when it comes to thinking out strategies. They don't take kindly to spell casters, and tend to mistreat them. There are a lot of humans, followed by Slizians, Kimodans, Mecca-Spawn, and Nazur.

Jordsir (Magocracy of Jordsir):

Politics: Magocracy (Democracy, but with mystics)

Climate: Cold and Snowy

Capital: Jorin

Language: Jordkanian

Names: They tend to use names with two syllables or more. They mostly use syllables like jo, ju, je, sir, sor, or ser.

Demonym: Jordsiran

This is the total opposite of Finderskan. They are complete arcane spell casters. In their society, the warriors and soldiers have the lowest social standing. The people tend to have light skin, and light hair. There are a lot of humans, Nazur, Slizians, Kimodans, and Mecca-Spawn.

Skath (Republic of Skath):

Politics: Monarchy- Sket family

Climate: Desert, and Warm

Capital- Sket

Language-Skathick, Jordkanian

Names: They use simple names with one or two syllables. They mostly have any name that has sk- in it.

Demonym: Skath

This is what most people call "mini-Findeskan". They have almost the same ideals, and politics of Finderskan, but a little more extreme. They completely hate spell casters, and using spells in their country is considered illegal. If someone is found using spells, the culprit will be immediately executed, and not necessarily by the police or guards.

Iki (Theocracy of Iki):

Politics: Theocracy (democracy, but with priests)

Climate: Cold

Capital: Iki

Language: Ikin

Names: They have names with just two syllables starting with a consonant, and ending with a consonant.

Demonym: Ikan

Iki is a country filled with clerics, and priests. Even though they are religious they are very liberal when it comes to religions. A person can practice whatever religion they want, but they must show complete devotion to it. The religion of importance is always the one corresponding to the current Archpriest.

Core (Republic of Core):

Politics: Monarchy - Moru family

Climate: Tropical

Capital: Moru

Language: Mouran

Names: They usually prefer names ending with –ran, but they aren't too bound to naming rules or nothing.

Demonym: Coran

This country is one of the best and calmest countries ever; since they´re very pacifists and they don't like wars. They have no military, and are experts in debating. They also permit a population of all races, and there are a lot of Kimodans since they're close to Shak.

Ihnithos (Republic of Ihnithos):

Politics: Monarchy – Isino family

Climate: Cool and Breezy

Capital: Coinus

Language: Ihnithonian

Names: Ihnithonians prefer almost any name that ends with a vowel and s.

Demonym: Ihnithonian

This country has very good agriculture, and that is not the only things that they are famous for. They have a symbiotic relationship with Sahnithos. Sahnithos provides defenses to Ihnithos, and Sahnithos gets 25% of what Ihnithos produces. They have plenty of races, and are few who accept the Mecca-Spawn for their machines.

Sahnithos (Republic of Sahnithos):

Politics: Monarchy- Saino Family

Climate: Desert and Warm

Capital: Maninus

Language: Ihnithonian

Names: Sahnithonians prefer almost any name that ends with a vowel and s.

Demonym: Sahnithonian

This country trains one of the most strictest and loyal soldiers. Alongside Ihnithos they have what most people call "the perfect relationship". They accept most races especially the Mecca-Spawn for their mechanical weaponry and guns and even have Mecca-Spawn districts within their cities.

Coumo (Free Lands of Coumo):

Politics: Independent town policy

Climate: Warm and temperate hills and meadows

Capital: None

Language: None

Names: No actual preferences or cultural influence

Demonym: Couman

Coumo, or the Free Lands, is a country which is technically not a country. These are actually politically untamed lands that are inhabited by various different villages and towns, and a wide array of races and cultures. Even though they aren´t politically influenced, the villages still choose their own mayors or leaders. Since these are "free" lands they are not bound to any rules or laws, so many criminals usually end up crossing the border to the Free Lands.

West Motto (Republic of West Motto):

Politics: Monarchy- Doutou family

Climate: Temperate and Breezy

Capital: Todou

Language: Moutan

Names: Most of these names either have two or three syllables. They usually have o, u or ou in their names, and any consonants.

Demonym: West Mottan

West Motto is a very honorable country. They strongly believe in the balance between mind and body. Most countries recognize West Motto for their legendary martial art practice of Koutonuk, which is divided into: Kou (sword practice), To (unarmed fighting), and Nuk (arcane study). Above all, it is very unwise to meddle in their traditions. West Motto emerged when the slizian barbarians now known as Hisia and Slisith tore the Motto Empire in half.

East Motto (Republic of East Motto):

Politics: Monarchy- Jouto family

Climate: Temperate and Breezy

Capital: Moudou

Language: Moutan

Names: Most of these names either have two or three syllables. They usually have o, u or ou in their names, and any consonants.

Demonym: East Mottan

East Motto is a very philosophical country where almost anybody wishes to go and study about the contemplation of life and it´s mysteries. The whole country is littered with academics and great minds that are always entranced with a new riddle or mystery. Nazur are easily found, not only in the country, but in the academies; occupying high positions. Most Nazur call East Motto their home country, since they feel most comfortable in it. East Motto emerged when the slizian barbarians now known as Hisia and Slisith tore the Motto Empire in half.

New Motto (Principality of New Motto)

Politics: Principality- Noul family

Climate: Temperate and Tropical

Capital: Jounh

Language: Moutan

Names: Most of these names either have two or three syllables. They usually have o, u or ou in their names, and any consonants.

Demonym: New Mottan or Mottanly (slang term)

Differing from their mother country, East Motto; new mottans could not stand the philosophical nature of their ancestors so East Motto granted the younger prince Loul a small piece of land to do what he wills with it, and it will be ruled by his descendants. New Motto is famous for its beaches and it is a great way to relax for many a traveler. They also have one of the best inns and are dedicated to the beauty of their country both naturally and socially. Being so small and not posing a threat they don't possess a proper army and instead have a small militia of voluntaries.

Slisith (Slizian Republic of Slisith)

Politics: Monarchy- Has family

Climate: Warm and Tropical

Capital: Hasas

Language: Slizian

Names: Slizians usually have names that go with their language so that they sound like hissing noises.

Demonym: Slisith

The first civilized country of slizians to emerge; Slisith was born from the empire of barbarian slizians that lived in the Motto Empire. Upon the separation of the Motto Empire some slizians felt that they had to interact with the humans instead of fighting them. Slisith was born from the ideas of these Slizians although they were met with difficulties from their cousins the ones called the hisian slizians. Slisith is open to all races and slisith slizians are very friendly, they are also apt in mysticism.

Hisia (Slizian Republic of Hisia)

Politics: Monarchy- Sals family

Climate: Warm and Tropical

Capital: Sazis

Language: Slizian

Names: Slizians usually have names that go with their language so that they sound like hissing noises.

Demonym: Hisian

Following their cousins, the slisiths; Hisia was born out of need. Their people were being watched carefully by the east and west mottans and they had lost half their number due to the founding of slisith. King Its Sals decided that it was time to progress and united all the barbaric slizians to form the new slizian nation known as Hisia. Hisians are haters of non-slizians and thus no other race is allowed in their country unless they wish a painful death. Hisians don´t practice much mysticism but they do have adepts in their armies.

Shak (Kimodan Republic of Shak)

Politics: Monarchy- Thek family

Climate: Tropical and Breezy

Capital: Shoku

Language: Kimodian

Names: Kimodans don't bind themselves to naming rules and instead pick whatever name they want when reaching a certain age.

Demonym: Shak

Shak is the only kimodan sanctuary. Its cities and towns are half submerged in the sea or rivers since their inhabitants prefer it that way and like to have visits from land-dwellers. Although many people think that the kimodans are dangerous they are actually very friendly but their shark like appearance tends to scare others easily. This country is famous for the way their cities and towns are built and their deadly aquatic forces.

Canthus (Democracy of Canthus)

Politics: Democracy

Climate: Cold and Breezy

Capital: Orthusins

Language: Canudian (altered kimodian)

Names: They don't bind themselves to naming rules.

Demonym: Cathunian or Canudian (slang term)

Canthus is a haven for any race. Their democracy applies to anyone and thus anyone can be nominated and anyone can vote. Although they can vote, most of the time the selected leaders have been nazur since they are very apt at debating but mecca-spawn and kimodan candidates have been close to leadership as well. Canthus is also the only country known to have had close interactions with the pine mozarahs.

Races of Ecrenion

Human:

Physical Description: Medium-sized humanoids with light to dark skin tones. Small ears and eyes.

Unique abilities: Very adept at different activities and flexible. Able to adapt to any situation and learn from almost anything.

Power Groups: Humans control most of the countries in Ecrenion.

Languages: Universal, country-based

Description: Found almost anywhere, the humans were one of the three primordial races to be created, along with the slizians and the mozarahs. They founded the first countries and where the first to discover and bring the famous belief of "The Great Truth".

Mecca-spawn:

Physical Description: Same as humans but with mechanical arms, legs, eyes or lungs.

Unique abilities: Same as humans but with either enhanced sight, upper or lower body strength or advanced breathing. Experts with machinery.

Power Groups: They travel in small nomadic tribes and control the port town of Mecc in Ihnithos.

Languages: Universal, country-based

Description: Mecca-spawn are actually offshoots of humans. They were merely humans with disabilities and they learned to replace them with mechanical parts. They are usually mocked and marginalized by human society.

Slizian:

Physical Description: Reptile humanoids with small frills around their necks that varies by color and pattern between each individual. They also possess a tail.

Unique abilities: Outstanding stamina and resistant to heat. Also have good climbing abilities and slightly stronger than humans.

Power Groups: Slisith and Hisia. There are also small barbaric tribes.

Languages: Universal, Slizian

Description: Almost as plenty as the humans. These creatures have a mean-looking demeanor but they are actually nice towards outsiders except those from Hisia. They are very powerful warriors and a bit adept with basic mysticism. They are also one of the primordial races of Ecrenion alongside the humans and mozarahs.

Mozarah:

Physical Description: Mozarahs are small humanoids about four feet tall. They are completely made out of wood.

Unique abilities: Mozarahs are quick and nimble and can speak to plants. They can also meld with plants and hide with them.

Power Groups: They are usually found in small groves in the jungles, woods and tropical jungles.

Languages: Mozarick, few speak Universal

Description: Mozarahs were the other beings to have been created at the beginning. They are the only beings that do not socialize with other beings easily and have not established civilizations. What makes them very unique is that they have not forgotten the history of Ecrenion and are very wise. There are three variations of mozarahs: the palm mozarahs who reside in tropical islands, pine mozarahs who live in the woods and vine mozarahs that dwell in the jungles.

Kimodan:

Physical Description: Kimodans appear like sharks with legs and arms but no tail.

Unique abilities: Ability to breathe underwater and to swim faster. Enhanced jaw strength.

Power Groups: Shak

Langauges: Universal and Kimodian

Description: Kimodans were created from an unknown phenomenon were sharks suddenly sprouted legs and took to the land. Kimodans are very friendly but their appearance still tends to scare some people away. They quickly befriended the people of Canthus and were given flooded land to live which later became known as Shak. Even though new to this world they are still wise and good warriors; especially underwater. When swimming their legs disappear and turn into a tail.

Nazur:

Physical Description: They look like humans but with partial masks on their faces and lines running all over their bodies.

Unique abilities: Very adept at mysticism. They are also able to talk telepathically.

Power Groups: They live in few districts in Canthus and East Motto.

Langauges: Universal, country based

Description: Nazur are renegades from the torture plane of Touras. They are dead spirits of evil beings that managed to escape Touras and materialize themselves in Ecrenion. Since they have no memories of their past lives, nobody minds that they were bad people in a past life. They are very smart and intellectual and have even managed to become the elect leaders of Canthus. They also prefer to talk telepathically and for some reason cannot use their mouths.

History of Ecrenion

In the time of which the ecrenions call 0 B.S. a great being floated in a spacious void. This being whom we came to call Ecrenion decided that he, like many other being, craved for children. Although a being of his immense power could not bear to simply raise one or two children; so he created three at first. The first he decided that he would give him intelligence above all else and named it "human". The second was to be strong and brave and thus he named it "slizian". The last was to be gentle and shy; he named this one "mozarah".

Upon seeing that the only thing that his children would do was squabble, their differences as a reason; Ecrenion decided that he would create more of their own kind so that they would have friends and others to whom they could relate to. He created so many of the different kinds that he decided to turn himself into their "playground" thus the creation of Ecrenion. In the years that came to pass, Ecrenion decorated his world with trees, animals and scenery. He also created an alternate world where the fallen of Ecrenion would go to rest, Llouras; and another were the wicked would be tortured for their sins upon death, Touras.

Eventually, as time passed two new races came to Ecrenion. Souls that resided in Touras managed to escape and embody themselves in Ecrenion, the nazur. Seeing as how they did not retain any memories of their wicked lives, Ecrenion allowed them to remain in his world. Another race crawled from the ocean to the surface, the kimodans. Not knowing the reason for their creation, Ecrenion let them live because they intrigued him and caught his interest.

As all beings do, the races of Ecrenion began to fight once again. Ecrenion knew that he could not continue to watch over all of them so he created various beings, which came to be known as the Great Spirits, to watch over his creations while he finally rested. This spirits would have influence over the creatures of Ecrenion in a particular area and would shape Ecrenion as they see fit.

Thanks to the Great Spirits the races of Ecrenion created their own civilizations and thrived in their own particular way.

Events

B.S. = Before the Great Spirits arrived.

A.S. = After the Great Spirits arrived.

Year

Event

0 B.S.

Ecrenion created the three primordial races (human, slizian, mozarah).

3 B.S.

Ecrenion created others of the same primordial races

4 B.S.

Ecrenion, the world, was created and shaped.

10 B.S.

The world was finally filled with flora and fauna.

11 B.S.

Touras and Llouras were created.

25 B.S.

First nazur escaped from Touras.

26 B.S.

First Kimodan walked on earth.

0 A.S.

Races began to squabble and the Great Spirits were created.

1 A.S.

History was taught by Okhan to the races.

3 A.S.

Jordkan nation was created.

6 A.S.

Motto nation was created.

20 A.S.

Jordkan nation was attacked by slizian barbarians.

21 A.S.

Motto attacked by slizian barbarians.

23 A.S.

Core was founded. Mozarahs went into hiding.

25 A.S.

Iki was founded. Religion of The Great Truth was also created in Iki.

30 A.S.

Malanar created the mystic arts. Jordkan nation divided because some wanted to use brute force to fight and others wanted to use mysticism.

31 A.S.

Finderskan and Jordsir founded. Motto territory divided in half by slizians.

33 A.S.

Ougin created untouched terrain called the Free Lands or Coumo.

34 A.S.

West Motto and East Motto founded. Core gave the kimodans half of their land to live in. Shak founded.

45 A.S.

Ihnithos and Sahnithos founded. Alliance made.

47 A.S.

First machine was created in Ihnithos for agricultural means.

50 A.S.

Machines were used for bodies. First mecca-spawn created.

53 A.S.

Skath was created. Canthus was created.

58 A.S.

Slizian barbarians trapped in middle by West Motto and East Motto. Slisith was founded.

60 A.S.

Hisia founded out of necessity.

63 A.S.

Prince Loul left East Motto and created New Motto.

93 A.S.

A port town was given to the mecca-spawn by Ihnithos, the town was named Mecc.

104 A.S.

Sahnithos attempted to conquer West Motto due to the king Horas´s paranoia.

106 A.S.

West Motto refuted the Sahnithonians.

109 A.S.

West Motto laid siege to the capital city of Maninus.

110 A.S.

King Horas was taken from his throne by civilians. Horas´s nephew Ases takes the throne.

111 A.S.

King Ases signs peace treaty with West Motto.

112 A.S.

Current time.

Mysticism

Anyone with an adept mind can learn mysticism. When practicing mysticism one must bear in mind that an average student can only master one type of mysticism while masters have only reached two masteries. The types are divided into two parts: natural mysticism which was created by the mozahras, thus the reason for the use of the mozarick language and deals with nature itself, and energy mysticism that deals with manipulating energy and was created by the humans of Jordsir.

Natural Mysticism:

Fisa (fire)

Tasa (earth)

Nisa (ice)

Ousa (water)

Aisa (air)

Lasa (life)

Energy Mysticism:

Warp

Control

Create

Force

Great Spirits

Name:

Spirit of…

Gender:

Okhan

History

Male

Malanar

Mysticism

Female

Ougin

Civilization

Male

Koronos

Torture

Male

Adamar

Justice

Male

Odemir

Crime

Female

Varok

War

Male

Inmar

Language

Female

Hineth

Fun

Female

Yodar

Animals

Male

Polih

Art

Female

Exath

Love

Male

Guneth

Death

Female