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Iron Blood Brawls: Factions and Countries

Jul 20th, 2016
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  1. Countries of Anyir:
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  3. Ferir: A massive, snow built country in the north. They occupy roughly half the continent. They have a large military complex that controls the government and conduct regular purges in the name of the Church to expunge heretics from the country. As well they have very small uses of transmutation, as they prefer natural sciences to advance their technology, keeping a large military complex. However, they keep a decent quality of life still.
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  5. Corthell: A country that is on the coast near Tritinnia. They have recently gone through a revolution, and have been taken over by a pseudo-fascist dictatorship and controlled over by their military... However, much of the information on the matter is still unclear, as much of the state is still in chaos and the old royal family are currently running a resistance against the new government in much of the country, causing mass turmoil. As well terrorist attacks have for years sent many people into paranoia.
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  7. Magnus: A small, peaceful neutral country with a deep science field. They research into the more beneficial aspects of transmutation, and try to study many of the reasons why they work. However, they've gotten in trouble from the church and other countries due to their research breaking many of the tenets. However, they keep a large military that defends their mountainous borders from assaults.
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  9. Haventhall: A landlocked country that has been known to use many forbidden practices to gain an edge in war. After a previous war ten years earlier, they've had sanctions placed over their military, industry, and government, effectively placing them under a puppet state. This has negatively affected their economy, and made the people resentful towards other countries.
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  11. Tritinnia: An island nation that has a vast amount of islands, and coastline territories in far off continents it gained from massive wars and utilize for their own use. They have deep research and funding into their navies, both in the air and in the sea. They're government is ruled by a parliament, that in the past has made shady deals with foreign countries, and still has an estranged relationship with their territories.
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  13. Merryl: A state on the southern Coast, nearest towards the southern continent, and makes up the south coast of Anyir. They are a deeply religious state that has outlawed most transmutation, though the military still funds transmuting and alchemy research. They as well were the original home of the Witch Hunters, before declaring them Heretics themselves. They are known for their great liberties however, and the protection of their people, as well as their architecture and culture. They're state is run by the Church itself, and has a King that also acts as religious leader for the country. However, the Grand Pope of the Church doesn't run the state itself, but does have his city here.
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  16. Factions:
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  18. The Church of Gwindyl: A church that worships a goddess of light, hope, and fire. They wear silver (A metal known to transmuters to disrupt transmutation and sorcery due to it's strange anti-Æther qualities) and despise transmutation. They however do use some alchemical inventions in their quest to rid the world of transmutation, even by force. However, they do supply a lot of relief aids to countries, and are known for helping combat... rather supernatual entities that pop up.
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  20. The Rebellion of Trist: A continent wide rebellion lead by their leader "Trist" a strange masked woman who appears across the continent at random intervals. They are a rebellion that happens behind closed doors, through secret meetings, and terrorist attacks rather than a revolution. While the motives of the rebellion are largely unclear, most members taking a pledge of silence and committing suicide whenever caught, they are however known to their distaste for "Corruption" and wish by any means to wipe it from the face of the Earth.
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  22. The Iron Blood Army: AN insurgent group lead by a group of individuals that call themselves the council. They use powerful alchemical weapons, utilizing the latest in technology and fringe scientists. They first gained ground in the Southern Continent of Nyn, but are spreading towards Anyir. Their motivation is largely for profit, as intelligent reports are led to believe certain companies make up the members of the council. However, no leads into what specific companies, as most that search into the matter end up dead.
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  24. The Witch Hunters: A group of anti-sorcerers that work off the grid to fight against fringe groups. They're known for believing rather strange, off science that many transmuters dismiss. Even among themselves they can't agree on any theories and contain smaller pockets that believe absurd things. However, when supernatural elements pop up, they'r some of the first to respond and only people who can handle the situation. However, their use of forbidden methods tends to make the public shy away from them, but they are generally seen by most to at least be a benign faction that's sometimes needed. However, the law, and church, both brand them as wanted criminals.
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