Ixia is not a nation nor a city state, it is a temple dedicated to the only known Divinity in Tsushoro, Ixia. Appearing during the Third Tsushoric War, Ixia's sudden emergence into the world brought the war to an end. In the final battle at what is now the Dark Mountain formed a colossal being in the sky, a dark essence that pulled up the earth to create a mountain ridge in the middle of the battlefield. Forces were literally spilt apart from each other, with most fleeing the area or gazing up at the dark silhouette above them. At that moment, the fighting was brought to a halt, finally bringing an era of peace to the Isles. Since then, Ixia has settled on an island in the middle of the Airaatic Sea. The four nations have sense attempted to understand this being, who and what they are, but to little avail, Ixia remains reserve and not what a god would seem. Those lucky enough to converse with the divinity describe Ixia as, peculliar, while whose of the temple deemed zealots believe Ixia as the sole one to bring peace to the Isles. Regardless, Ixia remains a mystery, a respected one nonetheless.
Notable residences:
Kaze - A Renegade Zealot of the Temple
Movona is the most decadent and the first of the four nations to be established. Most of its structures are built of pearl marble, with slate roads and spiraling towers. Having the largest cities, the population matches, with a focus on class systems all lead by a cadre of Wizards and Mages. Being the most magically capable of the 4 nations, its no surprise that Movona can appear to be 'perfect', but it comes at a cost. The mystic arts require ragnon, a mined mineral found through out Movona. Those who can afford and understand it will easily rise up in the Cadre, becoming nobles themselves. That is not to say mere ownership of Ragnon creates nobility, as displays of magical prowess are necessary to progess. This has created a cultural of body modification, where the population inscribes ragnon throughout their body, be it embedding or tattoing. When it comes to anything magic, one will find what they are looking for at the Capital of Movona, Karthovoii.
Dyrkons are the most common species found in Movona. They appear to be the most human like, but have colored skin and pointed ears. Some also have other features from different races, such as tails or horns, but still maintain their over all human like appearance. Much of this has to do with their magical nature, being the most adapt to elements in the world along with the most malleable. They're also known for being competitive, egoistical, and snooty, but that doesn't mean there aren't good Dyrkons. In the more rural parts of Movona, one will find more welcoming locals, those not caught up in the game of magic.
Notable residences:
Tywaz - The Crown Prince of Movona
Grimgeder - A possessed wandering bard
Cold year around, snow and ice will always be seen in Enkinmar, be it the plains, forests, hills, or swamps. Despite the cold conditions, plant life flourishes, withering away in the heat instead of the cold. White, teal, and sangria are the most common colors seen, sprouts of red or turqiose flora pocking out from the snow while a haze often floats over the land. Of the 4 nations though, Enkinmar is the most technologically advanced, entering what many would consider an industrial revolution with steam and powder based machines. Most villages specialize in a particular trade too, such as weapon crafting, transporation, and structure building. While little to no magic can be found in its people or the land, the technology of Enkinmar has no match in all of Tsushoro. All of this can be seen in the captial of Vzarnik, a fully automated bronze city unlike anything else in Tsushoro. Giant gears, steaming silos, paved roads, even vehicles that waylines to the rural towns, Vzarnik is a testament to the ingenuity of the population. Despite this, few reside in the capital and live in smaller villages and towns laced throughout the dangerous Tundra Swamps. What allowed the nation to reach such feats ahead of the others is due to the local traditions of knowledge seeking. Come of age, many head out on a pilgrimage, to learn more about the world and bring something back of benefit to their people.
Adaloterians are the most common races found in the Tundra Swamps, followed by the Kalthians. Despite their home land and their attire, both races are adept in the cold, preferring it over the heat. Winter gear is all but absent from their towns, making the species seem as if they are dressed for summer most of the time. Adaletorians might be small, but their muscle destiny is far greater than other species, making them very hardy for the environment. They tend to live in small villages, focusing on a particular trade for the population. Kalthians on the other hand are much taller, living as caravan nomads in the swamps. Often considered trouble makers and theives, Adaloterians and Kalthians seldomly get along, fights will break out frequently between the two. What can't be denied though is their survibility and loyalty to those deemed family. Blood kinship is quite common, and those bonded are welcome into any caravan, where the tribe will protect the blooded kin even if death is on the line.
Notable residences:
Auger - A pilgrim hunter in search of his goal
Widget - A pilgrim inventor looking for the means of flight
Curieux - A ronin cavaner
Laveria remains one of the most difficult nations to travel to out of the four in Tsushoro. Unlike the rest of the Isles, Laveria consists of a series of small wooded and mountainous floating islands to the south. The only way to travel to Laveria is by flight or being able of leaping great distances, and the only inhabitants of the islands are capable of both. The islands themselves are small, with tall trees or mountains with deep caverns that house the residents of the nation. Small structures and homes are built on the trees, little in the way of stairs or ropes for those who cannot fly while the cavern homes require high jumps to traverse. Very few ever venture to Laveria and those who have were lucky enough to see the capital, Hala. A grand series of interconnected tree houses built around and over the only lake of the nation. Laveria was not always like this though. Prior to the Second Tsushoric War, the nation was merely a series of islands in the ocean, but as Enkinmar invaded, the Chieftains of Laveria made a desperate decision and activated an ancient relic that pulled all the islands into the sky, leaving them there to float. They remain there today and life has adjusted to.
The Skilies and Hwaverlians are the only known people of Laveria, a bipedal bird like creature with wings for arms and a reptilian lagmorph capable of great leaps. What the Skillie lack in technology and magic, they make up in with trade. The people of the sky are known for their mercantilism, willing to barter with just about anyone and anything, for the right price that is. While they make nothing of their own, they have a little bit of everything from the other 3 nations. Magic and technologic wonders can be found in their bags, which always makes them a prime target for merchants and even bandits. While they may not be the most capable of fighters, never underestimate a Skilie, they always have a few tricks up their wings. The Hwaverlians though are much different from their bird neighbors, being a formidable warrior race that is always willing to wage war. Being isolated from the rest of Tsushoro though has caused societal stagnation, and even some internal strife. Despite their valor from the past, the times are catching up to the Hwaverlians, especially with their caste system.
Notable residences:
Juniper_Sharp - A high flying, yet navie merchant
Lyons - A perpetually angry hospitaller
Ihramin - A faux soldier trying to stay safe
Zatatar was once a lush jungle land south of Movona, now its a barren desert with few towns and even fewer people. At least that is what the inhabitants want Zatatar to seem to the naked eye. During the Second Tsushoric War, the nation was magically terraformed, dropping much of core deep into the planet while burying it under sand, creating a dome biosphere of sorts. The jungle remains, along with all its towns and population underground, but anyone who travels to Zatatar will only find the surfaced covered in sand dunes and barren rock. There are a few desert towns above, both to keep appearances up and to act as scouts and entrance guards to the city below. In the middle of the nation is the captial, Tivenchi, which is both on the surface and underground. The surface contains only a small walled town and a ziggurat, but below is a much larger metropolis and with lush jungles, all surviving well thanks to the druids of the Third Tsushoric War.
Zatatar is home to the giant species known as Tohgrons and the cannid species of Wuifine. Tohgrons are large, imposing furred beasts that can stand upwards to 10 feet tall, they are well known for both their fury in battle, wisdom in life, and connection with nature. Some would deem them as the enlightened species, but such a title has brought them the ire and envy of many. Not that it serves their opponents well, as each Tohgron is accumlation of centuries of experience and skills. Long lived, many have lived well into their thousands, far longer than the other species of the Isles. Not only are they long lived, but all Tohgron are capable of shifting into a quadrapedal, feral state should the come close to death. Although this beast race might seem to have no flaws, they lack numbers, with only thousands compared to the other races. Wuifines on the other hand make up the bulk of the population Zatatar. They revere the Tohgron as sacred, living up to their example as best as possible. Though shorter lived, they make the most of their lives, performing all the necessary tasks to keep Zatatar alive. Be it farming, waging war, or serving as merchants, a Wuifine can always be trusted to get the job done. Between these two species, few would every consider invading Zatatar, as if the desert isn't lethal enough, these beast races of the nation are.
Notable residences:
Altan - The Meiji of Zatatar, father of Ryozhou
Ryozhou - Mercenary and Bandit, son of Altan
Mai_Ling_Hsu - Head Druid of Zatatar