Discover Your Loyalty
Take this quick quiz to find out which of the 6 Mydistan factions your personality most closely align.
Mydista
A unified country against the Decay
Mydista as a country was formed shortly after the first appearance of the Decay, a plague of unknown origin that swept through Mydista’s predecessor, Pallidia. Pallidia was a fractured nation with many hereditary pretenders laying claim and waging war to claim a throne that hadn’t existed in many centuries. When the Decay began to infect living organisms, it was thought to be like any other disease appearing in unkept army camps and wagon trains. It became clear, though, that the Decay was something more than the usual sickness, but an infection of the mind not from this world.
The Decay would alter a human into a terrible fiend capable of wielding Alter Magic more powerful than any of the disjointed armies of Pallidia could handle. Outworlder Fiends, as these Knights possessed by the Decay would be known, quickly bolstered their ranks and organized into quick moving and devastating armies. They ravaged the lands, infecting more as they bullied on. It was clear to one Knight of Pallidia that in order for the people to survive and repel this onslaught, they would need to mend fences and call upon divine intervention.
Nicknamed “The Undead Knight” after his many victories against the Outworlders, Excelsior became revered as a savior and a great unifier. His mastery of stratagem and his legendary shape-shifting sword, the Great Sword of Vali, managed to stave off more advances into the little safety the people had left. Though he had won many battles, to repulse the Fiends once and for all they needed help from the six Guardians who were said to have created the planet of Daer Lurra eons ago. Excelsior looked to the heavens and commanded their return. Many nights passed with no answer. And then like a streak of summer lightning, on the seventh day he awoke to a large crash and the six Guardians stood before him.
The six Guardians took to different corners of Palladia and thrust their swords into the ground. Daer Lurra shook violently. The land crumbled in places of large mountains and rose across the flattest plains. Water streamed across deserts, ripping the land in two. With a sudden shunt, the Guardians in synchrony thrusted the land into Greater Terrevere creating the great Tutio mountains that separate Mydista from the continent. The Northern Mountains now act as a barrier, keeping the Decay mostly on the other side. With the wall, the people could round up and defeat the immediate Outworlder threat and restore order.
Each guardian endeared themselves to the people in the region in which they landed had placed their swords. From where each sword punctured rose great citadels known as Palazars, which acted as the Guardians’ home during their time in Mydista. As the Decay threat ended, they disappeared from Mydista. Their absence lead the people in those regions to take the Guardian’s name as their lands with the Palazars acting as seats of power and training. The six factions with their own culture and governing body, decided to form a coalition as a way of working together and protection. This republican government would reside on the center island and be known as Mydista.
Viggo
A people of fate, faith, and destiny.
Viggo is a society that concerns themselves greatly with a person’s destiny. Many within this region study in the realm of prophecy and set their entire clans in motion to confirm this reality. They are leaders in both religious and governance, prophets, herbalists, and alchemists. They spend their days in prayer and planning, and favor those with optimistic ambition.
Viggo culture of destiny is entangled in developing methods that show, explain, and confirm signs of fate all around them. These people are often on vision quests deep in the rainforests, experimenting and crafting powerful elixirs to see the future, interpreting the movements of herds and birds. This information is not merely mediated on or assumed the future but meticulously crafted into action steps. The youth are expected to craft for themselves an ultimate destiny and calculate the goals that it would take to achieve such a thing. This pursuit is considered the most holy act. Failure to achieve a goal is a sin, and an apparent lack of resolve.
The Southern Rainforests are filled with rare plants and animals and fertile ground for crops and livestock. Three great rivers pol into lakes deep in brush of Viggo territory. This land offers great opportunity for destiny to reveal itself. Dense and lush, the rainforest is always hiding new discoveries just under foot. This is much how the Viggo view destiny. Signs of destiny always around you if you only know where and how to look.
In Viggo society, there is much talk about what tomorrow will bring and the signs they have that will be so. The streets are littered with temples and workshops all working towards the same end of calculating fate. When not in temple, they are pensively wandering the deeper recesses of the rainforest, searching for a sign that they are on the right path to fulfil their destiny.
Specialty Knight - Chosen
The Chosen were originally the spiritual leaders of Mydista, and were hand-selected by the Power Guardians to be their spokespersons and personal helpers. Chosen can be a healer or a spiritual guide, but most often a person who is of service to their fellow human. The wealthiest of families, however, can send their children from a life of servitude into a life of politics. Still others feel the call to stride the frontlines of battle and lead Soldiers into the fray.
Elica
A people of the sea, music, and freedom.
Elica are a Nuwe-led society (Matriarchal) that prizes adventure, freedom, and community with nature. They are adventurers, explorers, nomads, traders, and adept seafarers. They pounce on opportunity, enjoy the journey, and revel in the freedom to do so.
Elica culture of adventure and freedom is tightly intertwined with music and dance. Their sea-shanties are legendary in both verse and execution; no ship is without a Wayfarer and no moment caught in silence. On land festivals celebrate trade goods from the far reached on Terrever and beyond, fantastic harvests from the sea, and the freedom the Great Archipelago affords them.
Their home is secluded from the Mydista mainland by vicious seas and straights. With thousands of islands that pepper the water between them and the Setir Forests and Gemyn Marshlands, it takes a skilled sailor not to run aground. This makes it such that the Elican people can be found all thought the ports of the other Factions, but not many factions people make the travel to Elica. This reinforces Elican independence and their desire to preserve their freedom and way of life under all costs.
In Elica society, it is common for a family to foster many animal companions. The cities are littered with cats and dogs that belong to everyone. The people of Elica love to swim and sail and are very at home in the water. When not on the sea they are lounging and enjoying each other’s company, dancing and singing, swapping stories and goods alike.
Specialty Knight - Wayfarers
In Elica, it is common for groups to become nomadic and travel along the coast. Other groups may form a performing troupe; some may band together and sail the seas as a crew. When someone decides to go on a solo adventure, and live nomadically on their own, they are considered a Wayfarer. While community is a strong bond, Wayfarers are celebrated as Leaders, guides, and knowledge seekers who will bring back stories from far off places. Very often, a Wayfarer will earn hospitality through offerings of entertainment or safe passage.
Not every traveler can call themselves a Wayfarer. Survival skills are crucial in all environments, as well as an affinity for the wilds of nature. When a troop of Soldiers need to pass safely through a dense natural area, they rely on a Wayfarer to show them through without harm.
Setir
A people of education, arts, and never ending knowledge.
Setir is a society that prides itself as being the foremost purveyor of the world’s knowledge. The education system is the jewel of Mydista, and all who seek knowledge find themselves within it. They are professors, researchers, librarians, and historians. They spend their days pondering solutions to the great unknown.
Setir culture of knowledge is elevated by the equally predominant literary and visual arts. Great poets and painters have gone through the liberal arts sector of the Setirian education system to inspire and entertain all of those who call Mydista home. They believe themselves to be the light of the world, shining out ignorance and exposing reality. Whether through research papers on plate tectonics or through the quill of a great playwright, Setir is the place to go in order to learn something new and earn a different perspective.
The Forests of Setir offer a tranquil location for deep thought. No matter the season the trees and brush dampen outside sound and allow one to be alone with themselves. To read and discuss thoughts while sitting in the trees is a common occurrence. It is also an idyllic background for artists to be inspired by the simple beauty of solitude. The Universities, of course, sing in the fall semester.
In Setiran society, children are challenged daily with games, riddles, and puzzles. They are encouraged to learn and debate, and there is a philosophy that a person is “forever a student”. No one is shamed for what they do not yet know and there is a certain wonder about not knowing. There is no place in Mydista where knowledge is as central to a person’s identity then in the forests.
Specialty Knight - Savant
Savants are monastic magic wielders that strive to perfect all the uses of the human mind. They are archivists, farmers, and philosophers. They come from all walks of life and often are desperate to leave all the trappings of their prior living to engage in a simpler existence.
In Mydista, people don’t typically have possessions outside of what they can carry, as such most people are wearing or carrying everything that they own. Savants are among those who treasure the knowledge, experience, and stories that they collect above all material things, so they are very often the prime example of this.
Khari
A people of the desert, negotiation, and synchronization.
Khari is a society that treasures comradery and relationships between people. This makes them excellent problem solvers, mediators, and finding common ground between two opposing sides. Their belief is that the strongest force in the universe is when two beings are in synchronization. They are diplomats, negotiators, and counselors.
Working together is essential living in the vast desert Khari calls home. There is limited water available for most of the land, and far too few oases sprinkled through the sand, so cities and towns are dense and separated by large unforgiving dunes. They have developed methods to not only survive but thrive on little, making what they have last. Frugal to survive but sharing abundance with their friends.
Their culture then is one of compassion and empathy. They trust people are being honest and are doing what they believe to be right for both parties. When in high stakes negotiations, the people stay cool and find the best solution. Rarely is there anyone feeling taken advantage of within Khari society, unless they were dealing with parties from another faction.
They will develop friendships easily, but when they find their match (romantically or not), they develop unbreakable bonds. Children often make friends that will last a lifetime. Many towns are more like gigantic families than neighbors, willing to fight to the last for any one of them.
Specialty Knight - Vanguard
Vanguards are specially trained fighters who can be hired as messengers, hunters, and personal bodyguards. Most who cannot complete training as a Vanguard end up becoming Soldiers. The goal of the Vanguard in its early development was to achieve peaceful discussion in political climates. Whenever a disagreement could not find a resolution, the leaders would dissolve matters by playful combat.
Eventually, the methods of resolution became various feats of precision, such as spear throwing and archery. Leaders became more concerned with improving their aim than improving their country. So, now each leader has a bodyguard and representative for any disputes, and they can focus on policy. As trade conversations become more agreeable, it is rare for Vanguards to face off against one another, but they must always be prepared to do so.
Gemyn
A people of the marsh and Decay defense.
The people of Gemyn are amongst the more mysterious folk in Mydista. While most of Gemyn society is spread out amongst the marshlands, two major cities were built as gateways to the Undermurk, a series of cavernous tunnels believed to be an Outworlder trail and the place where the Decay can circumnavigate the Mountains. The people of Gemyn therefore have steeled themselves against the mind-altering presence of the Outworlders, due to frequent exposure.
This has made the culture of Gemyn to be intensely focused on preventing the Decay from altering their minds. The best way they have found is to deeply know themselves. With introspection, they can stave off thoughts that aren’t their own, a common side effect of being infected with the Decay. Their understanding of the Decay is far superior then anyone else’s because they live in it’s wake everyday. There are a section of Gemyn researchers who have begun to find uses for the Decay without succumbing to it completely.
The Marshlands are incredibly difficult to navigate, even for the sea-faring Elican. Water routes change constantly with rains and droughts. The mud makes certain routes impassable when only the day before was a highway of trade. To the north of the Marshlands are mountains, where the two underground cities exist. By the mountains terrain toughens significantly and are more densely populated.
They spend their days meditating, journaling, and self-affirming to stave off the madness. Gemyn children know themselves better than most elders in other lands. The marshlands offer protection because of their difficulty in passing through, but any citizen may be drafted to the city under the mountain, so even those in the cushy marshlands stay vigilant.
Specialty Knight - Outworlder
An Outworlder is one of many alien species that are made for destruction and consumption through the use of Arcane Magic, which consumes and alchemically transmutes material. When a human receives an Alter Mark in a Trial of the Palazar, they become an Arcane Magic user, and among Mydistan society, labeled an Outworlder Witch. Every Outwordler was at some point in training to be another class, but often will not be allowed to learn any further once the Alter Mark appears.
For many years, Outworlders have been cast out of society and forced to live in the wilds, save for the few who have been selected to become the Knights. Policy in Mydista is changing, and the language around Outworlders is moving towards rehabilitation rather than excommunication. Gemyn as a society has embraced the Outworlders and has made a conscious effort to create space for them. The Knight class specialty in Gemyn used to be Chosen, as they were the most well equipped to fend off the Outworlder Fiends, but recent cultural changes have regarded the Chosen doctrines as traditionalist and old-fashioned.
Tutio
A people of the mountains, competition, and domination.
Tutio is a society that strives to push the boundaries of human capability. Many a sport and tournament were invented in these labyrinthian mountains, and much of the day of a Tutio child is spent at play, inventing new games, or competing with one another. They are soldiers, athletes, coaches, drillmasters, and weightlifters.
The thinness of Mountain air makes the people of Tutio incredibly strong when given adequate oxygen levels. Their bodies endure hardship every day; going uphill to and from classes, farming rocky terrain, all while the cold mountain air nips at their faces. It wouldn’t matter if they exercised regularly or not, living in the Mountains demands strength and fortitude like no other environment.
To a foreigner, they may seem to be people who are unserious and never get anything done. In truth, they are incredibly efficient, and get things done quickly simply by their own nature of trying to outpace everyone else. Which, in turn, provides more time for friendly competition. Tournaments are incredibly common and anyone, young or old, is up for a game of wrestling at any time.
The people of Tutio can be braggarts, but the frequency at which one can be humbled is high in society, and so they tend to also be hyper aware of their own limitations. Children are taught this through team sports and as they grow into young adults that winning is only worth it if you elevate the person next to you.
Specialty Knight - Soldiers
Soldiers are the front line against the Outworlder Menace. The Outworlder Fiends were pushed back deep within the Undermurk and beyond the mountains into the lands of Greater Terrevere. Since then, Soldiers have mounted up defenses and guarded Mydista’s borders against them. Soldiers come from all regions, and they quickly develop friendships through hardship.
Many assume them to be brutish and dumb, but due to the nature of their assemblage, Soldiers tend to be the most cultured and well-rounded people, save for a few seasoned Wayfarers.
Greater Terrevere
The great unknown
Greater Terrevere is the continent in which Mydista was thrust into by the Guardians. There isn’t much known about Terrevere in Mydista since the Mountains went up. There are rumors that the Decay originated in these lands and now thrive openly without opposition.

