Cherreads

Countries

Nasca:

A poorly developed small state, mostly agricultural. Most agricultural products are used to feed its citizens and a significant minority is used in the chandló of the Magic Kingdom of Namrium.

It currently borders three countries. Magic Kingdom of Namrium, the Eastern Union of Ulmeria, the Union of Socialist Eastern States - USES.

The main enemy of Nasca can be considered USES. The reason is the constant pressure and military threat from them. They made a partial annexation of the Nasca kingdom in the past, which caused great reluctance towards them.

Number of citizens ~ 10,000,000

Currently, there is no common currency in the world and most countries have their own.

The annual income of the kingdom is ~ 1000 gold coins (in the currency we know.)

The current strength of the Nasca kingdom is +30,000 regular soldiers. And it keeps growing due to the unrest caused by USES.

Currently has a secret military alliance with Ultra-Sorcery and against USES.

The Eastern Union of Ulmeria:

Is a country that was formed by the union of several smaller nations around 100 years ago.

The current system of government is a democracy with a leader who takes power. However, there are political marriages, and the government itself is corrupt.

Leaders are chosen by their predecessors, and they themselves choose their successors, which creates a resemblance to a monarchy.

The main attribute of the country is the large number of magical ore mines with high purity. This is related to the fact that the country is located near large mountains.

The population is about 23 million.

The main export from the country is weapons. Currently, the main buyer is Nasca.

The current income of the country is around 4500 golden coins.

The military consists of around 25,000 soldiers. The majority are heavily armored infantry, with fewer archers and mages (more than in Nasca).

This is because it is believed that true warriors fight in close combat.

The capital is Ytorin.

The religion is based on the worship of local deities, as it is deeply rooted in the history of each region. There is no dominant religion.

Union of Socialist Eastern States -USES:

This is an extremist country ruled by a man as unpredictable as Hitler.

The country was formed as a result of a revolution by an extremist noble group, which then spread to neighboring countries and culminated in an alliance similar to the USSR.

The leader governs the country with an iron fist and is also a megalomaniac.

Regularly, this country raids Ultra-Sorcery—the Kingdom of Elves—and takes slaves.

As a result, they are constantly at war with the elves.

However, their leaders are always few in number, and they began annexing smaller surrounding nations. Nasca was one of them, but thanks to Rudre's grandfather, they avoided complete annexation or vassalization.

The country consists of dozens of small nations. They are governed by terror and fear. Anyone who holds an opinion different from the government is killed.

There are many resistance movements, but they lack the power to make a significant impact.

Capital: Grurgiraj – also known as the city of slavery.

Population: 34 million, with about 5 million being slaves.

Almiq is colossal compared to other countries due to the ambitions of the highest leader.

It has around 120,000 soldiers.

They are famous for their fast, lightly armored cavalry.

The economy is based on exploitation and slavery. This results in high export revenues from everything, but due to the large army, the income is around 6500 golden coins.

As for religion, the country is atheist but allows belief in the God of Fire, although it is a minority belief. The majority of citizens worship local deities, though it is harshly punished if anyone is caught practicing it.

Magic Kingdom of Namrium:

This is a typically monarchist country.

It is ruled by a King who is a just and good ruler.

The level of corruption among the nobility is relatively low, and loyalty is high.

This country excels in magic among the human race. Every noble can wield at least basic magic, and even some citizens can. About 2% of the population has magical abilities.

The relationship with other races is generally neutral, though citizens often do not trust other races due to the influence of the Church of the Goddess of Fire.

The Church itself has relatively small influence in this country. The growth of their influence is slow, and they are quite negatively viewed as a result.

The country takes pride in its magical units, and the army consists of around 20,000 soldiers, including about 5,000 powerful mages.

The population is around 21 million.

Due to its high level of magical knowledge, the country has many magical schools for other nations, but the Church's influence keeps their popularity relatively low.

They are the main exporters of magical tools, trading with nearly everyone.

The income is around 8,000 golden coins.

Religion in this country is free, and there is no dominant religion.

Ultra-Sorcery- Elven Kingdom.

Capital - Soma

This is a Kingdom ruled by a good and wise king, under whose reign the elf race flourished.

However, the USES (Union of Sorcery States) cursed this golden age. From peaceful and passive beings, elves transformed into warriors, fighting in a guerrilla campaign for their independence.

Within the kingdom, there are 7 powerful elven houses and the royal family.

The Kingdom also has a princess named Kagali, known for her kindness and generosity.

However, in the future, after the formation of the Empire and the fall of USES, the Kingdom itself fell as well.

This was caused by a chain of events.

It began when the King was possessed by the ancestor of all high humans (Jahil), and as a result, he transformed into a tyrant who wanted to conduct cruel experiments to take revenge on Guy for destroying his empire in the past.

Kagali tried to stop him and persuade him to return to his former self, unaware that the person before her was no longer her father.

In his rage, Jahil killed her and then taught the forbidden art of creating Dethman, resurrecting her as a hideous man and naming him Kazarim (who would later become the ruler of demons).

He then kidnapped a small dragon—Kagali's last gift from her father, her dear companion, Milim—and killed it before her eyes in his pursuit of power.

Milim, seeing this, felt an overwhelming rage and gained a unique ability, "Wrath."

After some time of madness, her hidden, dormant power activated, and her ability evolved into the ultimate skill, "Satanael, Lord of Wrath."

However, after its activation, Milim completely lost control of herself. She killed Jahil and a large part of the elven kingdom, evolving into the true ruler of demons, with her power growing once more.

Seeing this, Guy Crimson, the mediator of worlds, had to stop her. After a brief consultation with Rudre, in the original LN, he pushed her to the far west, a sparsely populated area.

There, he fought her for seven days and nights, nearly destroying 1/8th of the continent in the process.

For the first few days, Guy toyed with Milim, but over time, her strength grew, and his weakened. After about five days, she was his equal, and by the seventh day, even he had to swallow his pride and call for Ramiris's help.

Eventually, Ramiris somehow calmed her down, and for many years, Milim worked to atone for her mistakes.

Later, she found out that after evolving into the Demon Lord, her little dragon had resurrected as a wild beast, wreaking havoc in the remnants of the elven kingdom.

Knowing her former companion in this state, Milim couldn't bring herself to kill it, but instead sealed it.

Other important events included the death of Sarion, an elven hero, who challenged Milim and died in battle. Sarion was the eldest son of one of the seven families.

He left no one indifferent, as his unborn daughter would one day become the empress of the elves.

After Milim sealed the dragon, the elves split into two roughly equal factions: those who wanted to stay and rebuild the Kingdom, led by Kagali, and those who wished to leave and find a better place (the 7 houses).

In the future, two elven states would emerge: the Old Jistawa and the new Empire of Tsarion.

Sorry, I got a bit off track, but I felt this was important…

Continuing, the population is around 40 million.

They do not have any particular dominant religion, instead believing in the goodness of nature.

They do not use currency due to cultural and political reasons; instead, they engage in bartering.

Almost every elf is highly compatible with wind and water magic.

After the war with USES, their military consists of around 40,000 soldiers.

Far North Cape:

Description:

North Cape is the northernmost country on the continent, often referred to as the last bastion of the High People. This title comes from the few dozen survivors of the Guy Massacre who managed to escape and establish the settlement.

For years, the High People have challenged Guy, although none have ever succeeded. However, there is a port in North Cape that serves as both the capital of Hargage and the gateway to the frozen continent, where one can make a final attempt to challenge Guy.

In the future, our hero will have to travel there to reach Guy, and since he is of High People descent, it will be much easier for him to gain access. However, this will also bring certain complications.

The country is quite isolated but regularly imports the latest weapons from Ulmeri and Namri.

Economy:

Annual income is about 1,200 gold coins.

Government:

The country is governed by a council of High People. They harbor dreams of revenge against Guy, and this has led to widespread resentment and fear that Guy will finish what he started.

High People are generally regarded as a bad omen on the continent, adding to the tension and distrust surrounding the nation.

Culture and Society:

North Cape is a closed society, and its people live under constant anticipation of the possibility of an ultimate confrontation with Guy. Their history is fraught with losses and vengeance, making them both feared and misunderstood.

The idea of vengeance against Guy is deeply rooted in their culture, and while it drives them, it also isolates them from the rest of the continent. Their society is marked by a sense of urgency and desire for justice, but also by the fear of what may come if their plans fail.

Kingdom of Dando,Kingdom of Troth,Jafer's Kingdom:

History:

A long time ago, there was a great kingdom called Jafera, ruled by an ambitious and charismatic monarch.

Under his reign, many human tribes united into one state.

However, after his death, his three sons could not maintain unity.

Due to disputes over succession and rule, Jafer's Kingdom broke into three smaller states:

Jafer's Kingdom (central lands, direct line of the dynasty),

Kingdom of Troth (northern territories, more warrior-like and harsh),

Kingdom of Dando (southern, rich agricultural and trade lands).

Despite the division, the three states share common cultural roots and similar traditions, though political relations are often tense.

Jafer's Kingdom:

Description:

A small kingdom that maintains the traditions of the old Jafer dynasty.

Strong respect for the royal family and ancestral heritage.

Population: About 5 million.

Military: 4,000 soldiers, mainly infantry and cavalry.

Economy:

Wheat and vineyard cultivation. Annual income: 700 gold coins.

Religion:

Belief in the "Heritage of Ancestors" — ancestor worship, heroization of Jafer.

Magic:

Very rare; those who wield magic are often royal advisors.

National Symbols:

Coat of Arms: A golden crown on a black eagle with outstretched wings.

Flag: White background with a red sword and three stars.

National Holiday:

Day of Jafer – an annual celebration commemorating the coronation of the first king.

Knightly tournaments, feasts, and prayers for the ancestors.

Kingdom of Dando:

Description:

The wealthiest of the three states.

A land of merchants, craftsmen, and farmers.

Population: About 7 million.

Military: 5,000 soldiers, mainly light cavalry and city guards.

Economy:

Food exports, ceramic products, spices. Annual income: 900 gold coins.

Religion:

Many inhabitants follow the Church of the God of Fire, but there are also numerous local guardian deities.

Magic:

Present in craftsmanship (magical glazes, field protection), but on a low level.

National Symbols:

Coat of Arms: A golden bee over an ear of wheat.

Flag: Green background with a yellow wreath.

National Holiday:

Harvest Festival – large collective harvest celebrations, dances, fairs, and blessings for the fields.

Kingdom of Troth:

Description:

A land of harsh people, living in colder climates and difficult conditions.

Known for their endurance and strong military traditions.

Additional Description:

In recent years, a strong political and social opposition has grown in the Kingdom of Troth, aiming for unification with USES

These people believe that Troth cannot survive alone in an increasingly unstable world and that joining a powerful organization would increase their security, prosperity, and prestige.

The opposition organizes demonstrations, convinces warriors and chieftains, and even secretly communicates with USES emissaries.

The ruler of Troth is currently trying to stop them but has not used violence yet, knowing that the opposition has the support of a significant portion of the military and influential families.

Mood:

About 30-40% of the population supports the union, while the rest wishes to maintain independence.

Population: About 6 million.

Military: 6,000 soldiers, mainly heavy infantry and archers.

Economy:

Hunting, metal ores, furs. Annual income: 600 gold coins.

Religion:

Cult of strength and nature — "Great Spirits of the Mountains."

Magic:

Very rare, mostly limited to healers and shamans.

National Symbols:

Coat of Arms: A war hammer over mountains.

Flag: Gray stripes with a blue emblem depicting a wolf.

National Holiday:

Day of Fire and Ice – a festival featuring endurance challenges and displays of strength in harsh conditions.

Republic of Tatrotoja:

History: A state formed after the dissolution of the former Union with Liberty City of Gartnag. After the overthrow of the dictator and the revolution, a republic was established. While political relations with Liberty City have improved, social resentments and memories of the bloody past remain vivid.

System of Government: A representative democracy, with the dominant influence of the Church of the God of Fire, which informally shapes political decisions through influence over the people and politicians.

Population: Approximately 14 million citizens.

Economy: Annual income is about 1500 gold coins.

They export wooden and stone products, as well as works of art.

Known as the "Country of Art" — sculpture, architecture, and monumental monuments.

Magic: Present but relatively rare. Most magicians are trained in Magic Kingdom of Namrium.

Military: The army consists of around 10,000 soldiers.

They possess a war fleet, unique among human nations.

Religion: Officially, there is no mandatory religion, but the Church of the God of Fire holds significant influence in society and in power.

National Symbols:

Coat of Arms: A burning olive branch wrapped in a golden cord — symbolizing rebirth and peace through struggle.

Flag: Red and gold stripes with a central sun symbol, surrounded by seven stars representing the main cities of the republic.

National Mascot: A wooden phoenix (popular in street art and festivals).

National Holiday: Day of New Hopes (celebrated at the beginning of spring) — a holiday commemorating the revolution and the establishment of the republic. People decorate cities with sculptures made of wood and clay, and street parades with lanterns are organized.

Liberty City of Gartnag:

History: In the past, Gartnag was a single city that, following a rebellion, declared its independence and managed to successfully defend it. Over time, thanks to its commercial and maritime power, it attracted nearby cities, eventually forming a federation based on the ideals of freedom and mutual protection.

Government: The country is ruled by a council of cities, though significant power also lies with wealthy merchants and guilds, who often exert influence on political decisions.

Population: The population is about 8 million people, spread across several large urban centers and numerous coastal settlements.

Military: The army consists of around 8,000 soldiers, with the most famous being the elite longbow archers. They are renowned for their precision and are capable of effectively firing at great distances.

Economy: The economy is primarily based on maritime trade (despite the enormous dangers of the oceans) and fishing. Additionally, agriculture has developed in the areas surrounding the cities. The annual income is approximately 1,200 golden coins.

Magic: Magic is accepted as a natural element of the world but occurs relatively rarely. The primary users of magic are those educated in the Magic Kingdom of Namrium.

Religion: There is no dominant religion in the country. The inhabitants live according to superstitions and local legends, most of which are related to the sea, which they view as an unpredictable, dangerous, and capricious force.

Lifestyle: Most of the population consists of people of the sea, but as the federation grows, so does agriculture and internal trade. The cities are full of contrasts: poor fishermen live alongside wealthy merchants and ship captains.

Holy Theocracy of Jalura:

This is a theocratic country where the faith in the Goddess of Flames is practiced.

It is ruled by someone similar to a pope.

In this land, no other races besides humans are tolerated, and other races are ruthlessly killed.

Although it is a theocracy, through religion, it has significant influence in other countries.

The country has a large academy where the nobility, rulers, great warriors, and other influential people send their children in theory to receive an education. However, the true reason for sending children there is to help them gain connections, lovers, or potential fiances for political marriages.

Through political connections and arrangements, he will have to marry the daughter of the leader of The Eastern Union of Ulmeria in exchange for an alliance with Nasca (the agreement will be signed shortly after his birth).

The population is around 18 million.

Income comes from various sources, but most of it is donations to the church. Approximately 10,000 golden coins.

They regard USES as an exemplary state in terms of its approach to non-humans but do not like their territorial ambitions.

They passively support the Kingdom of Nasca in the conflict with USES.

Capital: Treton.

Cult of the Divine Ancestor:

System of Government: The country is ruled by a council of elders, all of whom are direct creations of the Divine Ancestor — Twilight Valentine. Each member of the council is a "child" of Twilight Valentine and represents his will.

Faith: Twilight Valentine, the Divine Ancestor, is regarded as the first being created by Veldanava, the God of the World. He is responsible for creating the progenitors of all current races: humans, high humans, elves, dwarves, vampires, fishmen, beastmen, and others.

Society: The social hierarchy is based on age and the degree of devotion to the Ancestor. Every member of society must be useful, and their value is measured by their service to the ideals of Twilight Valentine.

Relations with others: The cult tolerates all races, but is notably cold towards humans — the most populous race. They live in isolation, and other nations rarely interact with them, knowing that provoking them is dangerous.

Population: The population is very small, numbering around 100,000 individuals. They are almost exclusively experimental beings created by Twilight Valentine.

Economy: They are fully self-sufficient. Occasionally, they trade with humans, mainly selling ancient artifacts created by Twilight Valentine — items that he deems unnecessary.

Military: They do not formally have an army. Every member of the council and many citizens are powerful warriors or mages. In the event of a threat, they can also count on direct intervention from Twilight Valentine himself.

Foreign Policy: Relations with other nations are cold. Human countries tolerate them out of fear of their power, avoiding any open conflicts.

Capital: Their capital is Adredia — a mystical, isolated city. However, the true heart of their cult is the Laboratory of Twilight Valentine, where much of their knowledge and civilization originated.

Culture and Magic: The society possesses vast knowledge in magic, alchemy, and rituals. However, due to their strict discipline and pragmatism, most of this knowledge is not widely used in everyday life.

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Sorry for the delays but I literally have no inspiration to write the next (present) story but I have an idea what will happen next so I'm writing this as something I was planning to do anyway.

What do you think based on the descriptions alone?

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