lesyay: (pocky game)
TERRA

The world of Terra that Arknights: Overdrive takes place is in inspired by, but not the same as, the Terra in Arknights canon. Setting conceits remain the same, but may be implemented differently or have differing explanations.

Functionally, Terra is a mix of dystopian science fiction and high fantasy. The technology of Terra is similar to ours, with some major differences. Swords, spears, bows, crossbows, etc. are still frequently used - firarms exist, but use Originium and and magical ability, making them much more difficult to use than real-world versions, and much rarer and expensive as well.

Two moons hang in the sky of Terra at night, known as the Twin Moons. However, stars are no longer visible, and some consider them more myth than reality. Most Terrans are not interested in space or space exploration - no satellites exist, and only one attempt has been made at sending a craft into space.

Below are some of the major conceits for Terra:

Catastrophes - Cataclysmic natural disasters - strike with such frequency that Terrans have been forced into nomadic lifestyle, usually through the adoption of nomadic cities.
Nomadic Cities - Cities built onto giant vehicles. With the help of the Multimethod Catastrophe Prediction System, these mobile cities can clear Catastrophe areas before disaster strikes. They are made possible only through the use of Originium engines.
Originium - Originium is a black, crystalline mineral that's found in the wake of Catastrophes, and it's theorized they are part of their cause as well. It has incredibly high energy yield for technology, and can be used directly by people for a form of magic called Originium Arts. However, prolonged exposure can cause it to assimilate into living organisms, forming Originium in living cells and blood. When this happens, it's called Oripathy.
Oripathy - Oripathy is treated differently depending on country and culture, but as a whole, those afflicted with it (known as Infected) are often treated badly and shunned by many communities.
Root - Root is a liquid that shares many traits with Originium. It can be used as a fuel and magical catalyst both, but not directly for Originium Arts. Perhaps most notably, Root is being researched as an alternative method of using firearms. Prolonged exposure can lead to health risks, but not Oripathy. Root is mined and developed within the Free Republic.

RACES

ANCIENTS represent the majority of Terran population. The term is a conglomeration of sapient races that resemble a mixture of humans and various animals or mythological beings. Most are humanoid (appearing as humans with a set of animal ears and tail) but some are more anthropomorphic (appearing more like bipedal animals,) but there is no racial distinction between the more humanoid and the more anthropomorphic - the races are solely determined by what type of animal they possess the traits of.

For the most part, the term Ancient is a technical term. In universe, they are mostly called "human."

The Ancient races are as follows:

Aegir: Possessing the traits of various marine animals, such as most fish, cephalopods, crustaceans, etc. Also known as Ægir. They usually possess no actual visible animal traits, appearing fully human, though some have tails. Despite this, they are fully adapted to live amphibiously, able to breathe underwater and withstand ocean pressures. Most Aegir originate from Tirso, Dreketi, or Capua.
Anaty: Possessing the traits of musteloids, such as weasels, otters, and raccoons. Not all Anaty possess animal ears. Most Anaty originate from Lawrence.
Anura: Possessing the traits of frogs. Most are entirely humanoid, only possessing skin-markings, though some also possess the ability to secrete poison. Most Anura originate from Dreketi.
Archosauria: Possessing the traits of crocodilians, such as alligators and crocodiles. They possess elf-like pointed ears, tails resembling their animal counterpart, and often patches of scales on their skin as well. They are known to be exceptionally strong. Most originate from Gran Columbia.
Aslan: Possessing the traits of lions, they are considered a separate species from normal Feline. They possess the ears and tails of their animal. Lions make up the bulk of the knights and nobility within Avalon.
Caprinae: Possessing the traits of goats and sheep. They possess the ears and horns of their animal counterpart, and for sheep they often have fluffy, voluminous hair. Caprinae are often seen in Klara, Gran Columbia, and the Free Republic.
Cautus: Cautus possess the traits of leporids (rabbits and hares.) They possess both the ears and tails of their animal counterparts, though their tails are usually unnoticed by others due to their length. The largest Cautus population is in Capua, though there's usually a small Cautus population in any country.
Cerato: Cerato possess the traits of rhinos. This is seen in the large, prominent single horn they have, though they also possess the ears and tails in most cases. There are not many Cerato in the world, but can be found in small numbers in Capua.
Cyclops: Cyclopses are based on, well, that should be obvious. They stand as tall as an Oni, and possess only a single eye. They can found in roaming bands, or settled into communities as individuals, but never in large number.
Draco: Possessing the traits of western dragons. Draco are extremely rare, and distinguishable by their horns, tail, and natural ability to manipulate fire. Some people believe them extinct.
Durin: Durin are based on dwarves. As such, they are very short and at least somewhat stout, and also possess pointed ears. They originate from underground, coming from vast cavern networks that remain unexplored to those who live above ground.
Elafia: Elafia are based on deers, and often possess ears and antlers from their animal counterpart. Not all possess the antlers, but having them or not is not determined by gender. Many originate from Yule Elv, but there's a significant population in Lawrence as well.
Elf: The Elves are based on elves. They possess supernatural beauty, a longer-than-average lifespan, and pointed ears longer than others who also possess pointed ears. They are highly insular, however, and their origin unknown.
Feline: Felines have traits of feliforms, which include domestic cats, non-domestic and bit cats (except lions), and mongooses. They have a reputation for stealth, and possess the ears and tails of their animal counterpart. Felines originally came from a nation called Seine, but it was assimilated into Rhine generations ago. While most Feline now come from Rhine, there's a significant number who spread out after Seine was taken, so small numbers can be found in many countries.
Forte: Fortes possess the traits of even-toed ungulates, which includes bovines and camelids. All of them have the ears of their animal counterpart, with those based on bovine having their horns as well. Those sharing traits with camelids find it easy to survive in hot, arid climates. Most of them come from the Eindus Conglomerate, though some can be found in Gran Columbia as well.
Itra: Itras possess the traits of musk deer, seen in the shape of their ears. They also leave behind a unique, fragrant scent. They originate from Orkhon, though like many from Orkhon, a large number have left and integrated into other nations.
Kirin: Kirin possess the traits of the legendary qilin, which is usually depicted as having the head of a dragon and body of a horse. This translates to kirin possessing draconic horns and equine tails. They are very few in number, but represent the ruling class in Capua.
Kuranta: Kurantas are based on horses, including zebras. They possess horse ears and the ability to run at high speeds for long periods. There are several sub-races of Kuranta that are considered Elder races. Most Kuranta originate from Orkhon, and while they still represent the majority of Orkhon, many have also left over the generations to other nations. A large population resides in the Tiberian Empire now as well.
Nightzmora: A sub-race of Kuranta. They are based on the Nightmare of legend, and have a color-scheme of black and red. They bring disaster where they go, and are proficient in illusory and psychic arts.
Pegasi: A sub-race of Kuranta. They are based on the pegasus of legend. Although they do not possess actual wings, they are known to possess a powerful bloodline.
Unicorn: A sub-race of Kurana. They are based on the unicorn of legend. They sare said to be masters of Originium arts, and possess a single horn in addition to their normal Kuranta traits.
Liberi: Liberi possess the traits of birds, and while their traits can vary wildly they are all considered Liberi. Liberi often have feathers in their hair, structures like tail feathers along the torso, and some have far more feathers, or even a wing in place of an arm. Arctic-type Liberi are a major population in Yule Elv, tropical Liberi are often found in Dreketi, and various others can be found in almost every nation in Terra.
Lung: Lung are like Draco, but for Eastern dragons instead of Western. They often have horns, tails, and sometimes dragon whiskers, with a smaller number having fins or fish scales. They can be found most often in Han, though even there they do not have a high population.
Lupo: Lupo have the traits of wolves, mostly seen in their ears and tails. They are often seen as more aggressive than others, which is true in some cases but not a majority. They are mostly originating from Lawrence.
Oni: Oni are based on oni, and as such resemble humans but taller, more muscular, and possessing either one or two horns on their head. They are typically stronger and sturdier than other races. They originate mostly in Han.
Perro: Perro have the traits of dogs. This can be seen in their ears and tails. Most come from Rhine.
Patram: Petram have the traits of turtles or tortoises. Whether they appear entirely humanoid or possess harder scales or shells, it's usually the case that they possess excellent durability. Most can be found in Dreketi.
Pilosa: Pilosa are Ancients with the traits of sloths. They have a distinctive slowness to their speech and actions, though not all of them possess actual animal traits, such as their distinctive claws. There are not many Pilosa, but most can be found in Capua.
Pythia: Pythia are based on serpents. Most have pointy ears, a serpentine tail, and scales on parts of their body. They are sometimes seen as untrustworthy due to prejudice and an association with cunning. They can most often be found in Gran Columbia.
Reproba: Reproba possess the traits of hyenas. This is visible in their ears and tails. They can be found in Gran Columbia and Capua.
Sankta: Sankta are based on Abrahamic angels. They possess a physical, material halo above their heads and luminescent, immaterial wings on their back. All of them possess a basic empath ability that only works among other Sankta, and most are proficient in firearms. All Sankta come from the Tiberian Empire, and so long as they remain its citizen, are fiercely patriotic. It's also possible for a Sankta to become "fallen" by breaking an oath to the Empire.
Sarkaz: Sarkaz are based on Abrahamic demons. They can live for centuries, and often have horns, pointed ears, and a slim tail with pointed end, though some sub-races lack the tail. Horn-removing is sometimes done by Sarkaz living in more prejudiced areas. They are rarely trusted, mostly due to their high affinity for Originium, and thus higher rates of Oripathy, but also due in part to old grudges and their home nation's lack of allies. Almost all Sarkaz originate from Klara, though many have left their isolationist home due to the huge number of Calamities that strike there.
Banshee: A Sarkaz sub-race known for androgynous appearance and even higher affinity for Originium arts.
Gargoyle: A Sarkaz syb-race with naturally stone-like skin and high proficiency with earth-based Originium arts.
Goliath: A Sarkaz sub-race, possessing ram-like horns. They often have superior strength, sometimes visible as extra muscle mass but not always.
Vampire: A Sarkaz sub-race that lacks both horns and tails. They are often pale, nocturnal, and feed on blood. They also have high proficiency in blood-related Arts, which can be used in battle or for healing. Older vampire tradition includes marking victims with brands, though younger generations find the practice barbaric.
Waldgeist: A Sarkaz sub-race. Waldgeist are physically larger than other Sarkaz and have horns that resemble antlers. Most Waldgeist have settled into Lawrence.
Savra: Savra are based on lizards and salamanders, which can be seen in their tails and occasional scales. Most originate from Capua or the Eindus Conglomerate.
Ursus: Ancients based on bears. They have both the ears and tails of their animal counterpart, though like Cautus their tails remain largely unnoticed. They are oftentimes somewhat bulkier than other races as well. They are most often found in Han and Lawrence.
Vouivre: Vouivre are based on wyverns. While they resemble dracos with pointed ears, horns, and tails, their tails are slimmer and their ears smaller, sometimes leading them to be mistaken more as Sarkaz. In Avalon, many nobles are Vouivre, and they are often shipped over to Eindus Conglomerate as overseers as well.
Vulpo: Vulpo have the traits of foxes. This includes ears and tails, and for some, multiple tails. Vulpo make up the majority of the civilian populace in Avalon.
Zalak: Zalaks resemble rodents such as rats and squirrels. They possess the ears and sometimes tails of their animal counterparts, and are often smaller than other races as well. They can be found in some number in almost every nation, but they're most prevalent in Dreketi, Capua, and the Free Republic.

ELDERS represent precursor races to the Ancients, sporting superior capabilities and powerful traits. There might simply be Elder versions of normal Ancient races, or they might be something else. Nightmare Kuranta and Pegasian Kuranta are both considered Elder races, and are sub-races of Kuranta.

OTHER RACES exist in the world of Arknights. These might include:

Robots: Manufactured and ready to perform their tasks, robots in Terra are more advanced than Earth, with fully self-aware AI. They are often designed with efficiency in mind, so very rarely do any look even vaguely humanoid, though there exists the possibility of some eccentric making one.
Deities: Deities are god-like beings wielding supernatural powers completely unrelated to Originium Arts, unfathomable to normal people and to scientific explanation. But they are not completely immortal, and can be sealed, or broken into multiple mortal fragments.
Void-touched: ?????????

COUNTRIES

Free Republic of Potomac
Demonym Potomacian
Government Federal Republic
Head of State President of the Free Republic
Military Free Army
Races True racial diversity
The Free Republic of Potomac is a diverse collection of nomadic cities that were originally colonies of Avalon, Seine, and Rhine. They are massively pro-corporation, and have attracted many talented companies to build up their technological, economic, and military supremacy. They mine an Originium-like liquid known as Root from the Bloodred Wood, which enables them to make greater use of firearms.

Tiberian Empire
Demonym Tiberian
Government Imperial theocracy
Head of State Divine Emperor
Military Imperial Guards of Tiberia, Tiberian Inquisitors
Races Predominantly Sankta, largest minority of Kuranta
The Tiberian Empire is a theocracy made up of Sankta. It is the origin of firearms, and almost every citizen is equipped with one. In recent years, they have enacted an expansionist policy, waging war with their superior weaponry. Because of this, the worldwide view of Sankta has become one of distrust. Things have settled down in the immediate past though due to the Divine Emperor putting all resources to building a brand new capital city for their nation.

Avalon
Demonym Avalonian
Government Monarchy
Head of State King/Queen of Avalon
Military Paladins of the Shield
Races Predominantly Vulpo, with ruling casts of Aslan and Vouivre
Avalon is a beacon of civility, chivalry, and prosperity. Their King is also the head knight amongst the Paladins of the Shield, and acts as a beacon for the entire world. However, as a true monarchy and major player in world politics, power in Avalon is entirely in the hands of its ruler.

Eindus Conglomerate
Demonym Eindean
Government Corporatocracy
Head of State CEO
Military Eindus contractors and hired mercenaries
Races Predominantly Forte and Savra, with ruling cast of Vouivre
An Avalonian corporation that has bought out the land of the indigenous Eindus people. The entire nation acts to brings massive profits to the Conglomerate. It is the largest and most profitable company in the world. It has many subsidiaries, including some programs done entirely for research. As such, Eindus is the only nation in the world with a space program - though it's only had one manned space launch to date. It's currently researching satellite technologies.

Dreketi
Demonym Dreketian
Government Maritime city-states
Head of State Captains
Military Dreketi navy
Races Mixed, predominantly Aegir, Anuras, Liberi, Petram, and Zalak
Unlike other nations, Dreketi's mobile cities are entirely seaborn - giant megaships holding their cities, sailing across the world's oceans. They obviously have a long-standing naval tradition, and their government is closest to city-states with their Captains as the heads. They have long-standing ties with Capua and Tirso.

Capua
Demonym Capuan
Government Federal republic (de jure), Aristocracy (de facto)
Head of State Capuan President
Military Capuan navy, SIGMA Corps
Races Mixed, predominantly Aegir, Cautus, Liberi, and Savra, with ruling cast of Kirin
Capua's slogan is "Strength in diversity." They are a collection of smaller city-states that banded together to stand against larger nations, and between the mixing of their populations and a strong economy, their population has exploded faster than their nomadic cities could expand. This has led Capua to having the densest populations in the world within their nomadic cities. Despite their motto and past, though, the Kirin have managed to become a de facto ruling class, and have maintained the office of president for generations now. Their nomadic cities wander coastlines, and so keep ties with Dreketi and Tirso.

Tirso
Demonym Tirsonian
Government Technocracy
Head of State Marines Rex
Military Gloria Mortem
Races Aegir
Tirso is the other sea-based nomadic civilization besides Dreketi. Unlike Dreketi, however, their cities are giant submarines, entirely underwater. Some of these are entire open to the water, having an almost-entirely Aegir population, though others are livable to other races with giant domes, covering their nomadic cities entirely or partially. Because of their nomadic cities, Tirso is very isolationist, to the point entirely landbound nations think their nation doesn't exist. They maintain diplomatic ties only to Dreketi and Capua.

Rhine
Demonym Rhine
Government Stratocracy
Head of State Governor-General
Military Reißzahn Ritter and Landsknecht
Races Predominantly Perro, large population of Feline
Rhine is a nation defined entirely by its military, which is also its government. As might be expected, they have an aggressive policy to foreign policy - even when not directly intervening with its military, it will throw around its military strength as a bargaining tool. This puts it at odds with Avalon many times. It has over the years absorbed many smaller nomadic cities or entities, the largest and most influential of which was Seine, itself a massive country at the time it was absorbed into Rhine.

Lawrence
Demonym Lawrencian
Government Constitutional monarchy
Head of State King/Queen of Avalon
Military Mounted Chevaliers
Races Predominantly Lupo, Anaty, Elafia, and Ursus
Lawrence operates as an independent nation, but it was once a vassal-state of Avalon, and still holds Avalon as its head of state. Instead of typical knights, though, Lawrence has an elite group of mounted warriors called Mounted Chevaliers. Despite being a fairly easy-going nation, it was once attacked by the Free Republic over resources, and Lawrence was able to make it to the Free Republic's capital before being offered concessions. But to this day, it's unknown what the Free Republic offered Lawrence.

Klara
Demonym Klaran
Government Constitutional monarchy
Head of State King of Klara
Military Svea Leidang
Races Primarily Sarkaz, largest minority of Caprinae
The predominant fact of Klara is that it has the highest rate of Calamities in the world. Some believe this is due to the Sarkaz that inhabit the nation, who do have greater affinity with Originium and Originium arts than any other race. In the past, Klara would raid other nations for resources to make up for anything lost in natural Calamities, though this is long in the past - however, it is frequently used as a polite reason to distrust the Sarkaz that hail from there. Although currently it is a nation that puts the needs of its citizens first, including a robust effort into curing Oripathy, it still loses many citizens who flee the Calamities.

Gran Columbia
Demonym Columbian
Government Federal republic, Kleptocracy
Head of State Columbian Head
Military Columbian Militia
Races Extremely diverse, largest populations Archosauria, Caprinae, and Pythia
Gran Columbia is, like the Free Republic and Dreketi, made up of numerous nomadic tribes that banded together. Unlike those other examples, though, Gran Columbia was united mostly through the military and persuasive powers of its first Head. As such, it's ruled with a much heavier focus on the power of its head of state, who often abuses their position for personal gain. It seems like any moment could be one where some of the tribes or nomadic cities split off, but with enemies all around, it's settled into an uneasy acceptance.

Han
Demonym Han
Government Triumvirate monarchy
Head of State King/Queens of Yalu, Geum, and Nakdo
Military Royal Armies of Yalu, Geum, and Nakdo
Races Varies, majorly Ursus and Oni
The government currently known as Han is, in fact, an alliance of three kingdoms; Yalu, Geum, and Nakdo. Each kingdom is run independently, with each monarch having a say in anything that would affect all three. They have a long history of attempted takeover by foreign powers, and so their alliance is strong, and their reaction to any perceived attack is fierce. It's said that Han has a guardian Deity, though the three kingdoms each insist it belongs to their kingdom specifically.

Orkhon
Demonym Orkhon
Government Confederate monarchy
Head of State Khan of Orkhon
Military United Orda of Orkhon
Races Primarily Kuranra, minor population Itra
Orkhon was once one of the largest powers in the world, a militaristic nation that preyed on others in the same way that Klara once did. The difference is that Orkhon was surrounded on all sides by enemies, and while its military strength kept up for a while, it could not hold out forever. The Tiberian Empire dealt the first major blow, assimilating some of the nomadic cities of Orkhon, and others swooped in after. Orkhon remains a nation still, but it is far smaller than it was in its prime, and many of the Kuranta that hailed from there spread out to neighboring nations.

Yule Elv
Demonym Elven
Government Autonomous vassal of Klara, Parliament
Head of State King of Klara, Minister of Yule Elv
Military Yule Elv Self Defense Force
Races Primarily Elafia and Liberi
During the days of its raids and wars, Klara invested in powerful bunkers underneath arctic glaciers as a fallback position, displacing the hunters that called the glaciers home. Once situations calmed, Klara left those bunkers, prompting the locals to move in, mastering the Originium devices left by Klara and continuing development on their own. Once Klara realized how their bunkers had been taken over, proper governance was established, with Klara as a figurehead state. Yule Elv is notable as one of the only permanent, non-nomadic settlements in the world, safe in their underground bunkers and expanded underground network.

Seine
Demonym Seinian
Government Monarchy
Head of State King/Queen of Seine
Military Seine Military
Races Feline
The now-gone Kingdom of Seine was one of the major players in the world up to its disappearance. Shortly before this, there had been infighting and civil war as people opposed to absolute monarchy. The capital city disappeared, literally, during the last bout of fighting - nobody knows what became of it. This became known as the Seine Horizon. Following this, Seine collapsed, and Rhine took over.


ORGANIZATIONS

EX-Act
Free Republic of Potomac
EX-Act is the sole miner, developer, and distributor of Root, a liquid coming from the Bloodred Wood. They have ties with the Free Republic government, and their own standing army for defending the Bloodred Forest and any of their refinement or distribution facilities.

Chase Steelworks
Free Republic of Potomac
Chase Steelworks is a major metalworking and weapons-manufacturing company. They produce most of the firearms coming from the Free Republic, both Orignium-based and Root-based.

Viti Levu
Dreketi
Viti Levu is, technically, a tourism company. However, they operate terraforming operations, turning barren islands into lush paradise, or even creating manmade islands. They also operate a fleet of airships to bring people to and from their islands, operate grand hotels and resorts, and have their own private army for the protection of their assets.

Voidguard
???
The Voidguard are a decentralized militant organization that many are understandably wary of. They claim to be the only thing standing between the world and ███████. "Don't you wonder what happened to the stars?"

Eindus Conglomerate
Eindus Conglomerate
The largest and most profitable company in the world, with their own nation to show for it. The Eindus Conglomerate is currently based in the Eindus region, now taken over entirely for the business, but its home office is in Avalon. Originally a trading organization, it now has its fingers in manufacturing, technology, clothing, medicine, and many other areas. It also advocates for research, including funding its own space agency.

Eindus Frontiers
Eindus Conglomerate
Eindus Conglomerate's space agency. It has successfully launched one manned space mission, and hopes to create a system of orbital machines called satellites within the next five years.

Paladins of the Shield
Avalon
The Paladins of the Shield are recognized throughout the world for their chivalry, bravery, and heroism. They are the ideal knight which everyone strives for. Their king sits at their table, and every knight who shares it has an equal voice. Infected cannot become nor remain in the Paladins of the Shield.

SIGMA Corps
Capua
SIGMA Corps is a powerful agency of Capua made up of its very strongest talents. SIGMA Corps members have high autonomy and are dispatched all over the world to protect Capua's interests. Infected often compete for positions within the SIGMA Corps, as it provides a good living and doesn't discriminate against Infected for its positions.

Landsknecht
Rhine
The Landsknecht are private military contractors (PMC) based in Rhine. They were founded by veterans of Rhine's military, and for a period they acted under the direction of Rhine. However, recently they've been distancing themselves from the state and transitioning to a truly independent company. They have strict rules about employing Infected, but if the Infected can abide by those rules, they offer treatment as part of their employment.

Wilhelm Labs
Rhine
Wilhelm Labs was originally a pharmaceutical company operating in Rhine, but over the years its focus has shifted to a research institute active in the fields of Originium research, biology, and robotics. In some circles, it's said the Wilhelm Labs is engaging in ethically questionable experiments on the behest of Rhine, including further ways to weaponize Originium.

Valhalla
Klara
Valhalla is an organization dedicated to finding a cure for Oripathy. On paper, it's a pharmaceutical group. However, it also maintains its own military operations in order to provide their own security. The world is not kind to Infected, to Klara, or to Sarkaz. Treatment is free to citizens of Klara, but for others it can be very expensive - but they are ultimately trying to help, and will often agree to alternative methods of payment.

Five Cartels of Gran Columbia
Gran Columbia
A number of prominent crime families either sprung up or rose to prominence under the Columbian Head. They maintain some level of legitimacy from the government, but are kept in check by each other, knowing if they overstep it could unite the others against them. Still, they push what they can get away with, sometimes in secrecy, sometimes in fighting that spills onto the streets.

Cult of the Watcher
???
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Emily Skye

January 2025

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