We are in a world profoundly transformed. The Gates, with their monstrous creatures and distortions of reality, have left lasting scars that will be hard to heal. The once-powerful and proud nations have been reduced, fragmented, or even erased. Yet, after years of battles and sacrifices, humanity has managed to prevail, and from the ashes of the old world rises the Confederation, a global alliance established to ensure peace, stability, and protection against future threats.
World Council of The Confederation
The Confederation is not just a political alliance; it is a governing structure that coordinates resources, defense, and scientific development among all member nations. Based in Geneva, the World Council of the Confederation comprises representatives from the most influential nations, tasked with setting guidelines for managing the Reaper guilds, allocating resources, and devising containment and prevention strategies for the gates.
The Confederation's member nations are not all equal in strength or resources, and their cooperation often intertwines with rivalry and competition. Among the most powerful states are the Nova United States, the New European Kingdom, and the South American Federation.
The Nova United States: The Western Superpower
The Nova United States, an alliance of former North American nations and some South American regions, is one of the strongest and most influential nations within the Confederation, though not bound by all its rules. With a combination of natural resources, advanced technologies, and some of the world's finest Reapers, the N.U.S commands some of the largest and most experienced Reaper guilds.
However, their dominance is never fully secure. The N.U.S constantly competes with the Eastern Sphere Empire for global supremacy. The two nations are locked in a cold war of innovation and dungeon achievements, vying to attract the best talent and discoveries to solidify their positions.
The Eastern Sphere Empire: Mystical and Military Strength
In the East, the Eastern Sphere Empire has established itself as an unprecedented power. Formed from former Japan, Korea, parts of eastern China, and the Pacific islands, the Empire is seen as the cultural center for Reapers. It is famous for producing an impressive number of "Superior" — elite Reapers — from its training academies, recognized as the most prestigious in the world.
The Empire is not officially part of the Confederation but maintains close commercial and defense ties with various nations, often holding an ambiguous stance. The competition between the Empire and the NUS has also extended into the scientific realm: every discovery related to the Gates and their creatures becomes a strategic asset that both powers strive to obtain.
The Fifty Remaining Nations
After the Gates' catastrophe, many nations formed strategic alliances and unified under new central governments, creating the roughly fifty nations that now populate the world. Here is an overview of the main Confederation nations and their unique characteristics.
1. New European Kingdom: An alliance of former Western European nations, with an economy heavily based on technology and scientific research, located in the Iberian Peninsula and parts of France.
2. South American Federation: Comprised of Brazil, Argentina, and neighboring countries, this federation is rich in biodiversity in its rebuilt lands and possesses unique magical resources, making its natural reserves highly valuable.
3. Siberian Union: A power formed from parts of former northern Russia (now a series of archipelagos) and nearby regions, famous for its Reaper academies and housing one of the largest Guilds in the Confederation.
4. African Desert Empire: A nation encompassing the Sahara and sub-Saharan Africa, known for facing off against the creatures emerging in desert regions. It is renowned for its resilience and trade agreements, which facilitate access to rare resources.
5. South Pacific Commonwealth: An alliance between Australia and New Zealand, which suffered significant devastation and is now among the most heavily militarized areas in the Confederation.
6. United Middle Eastern Emirates: Known for their energy resources and trade with other nations, these emirates have an advanced network of Reapers specialized in Dark Land raids.
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The remaining smaller nations make up the Confederation, each with unique characteristics that contribute to the diversity and resilience of the post-Gate world.
The Reaper Association
The Reaper Association is a crucial institution within the Confederation, tasked with coordinating the operations of Reaper guilds across different nations. Although each Association is under the control of the Confederation Council, it varies from country to country, as individual states may impose specific regulations that alter some operational rules and practices. This allows each Association to adapt to local cultural specifics and needs while maintaining overall consistency with Council directives.
The Associations serve as points of support and coordination for local guilds, ensuring their activities align with Council directives and that resources are used effectively and strategically. In a context of increasing competition between nations, the Associations work to foster cooperation and information sharing among guilds, preventing internal conflicts and maximizing effectiveness in managing Gate-related threats.
Additionally, they oversee Reaper training, standardize combat techniques, and provide access to shared resources, such as advanced weaponry and recovery technologies. They monitor missions to ensure they are conducted ethically and responsibly, stepping in when necessary to prevent power abuse or misconduct. Thus, the Reaper Association not only strengthens the operational capacity of the guilds but also serves as the glue that holds the Confederation nations together, ensuring that, despite rivalries, there is a coordinated and unified response to common challenges.
The Dark Lands
The Dark Lands represent those regions of the planet now beyond human control, perilous territories that stretch like shadows at the edges of Confederation nations. Once flourishing civilizations and cities, these areas have been devastated by the remnants of the Gates and now harbor powerful monstrous creatures, residual magical anomalies, and treacherous environments ranging from radioactive deserts to corrupted forests. Access to the Dark Lands is only granted to advanced-level Reaper teams, trained for swift incursions, rare resource recovery, and, if possible, containment of the most dangerous creatures. The Confederation maintains minimal but continuous surveillance through drones and advanced outposts near the Dark Lands, monitoring their evolution to prevent any creatures from breaching the borders and threatening populated territories.
The Age of Competition
In the era following the great victory over the Gates, as the world finally seemed free from the grasp of monstrous creatures pouring through those portals, a new phase began to unfold. No longer fear, nor the desperate need to survive, drove humankind’s actions—it was ambition. With the waning threat of the Gates, a shift in mindset emerged among governments and societies worldwide, marking the beginning of what would later be called the "Age of Competition"
The Confederation had been created to face a shared threat, a powerful alliance uniting the remaining nations against the tide of destruction. Yet, once the immediate crisis subsided, it became clear that within the Confederation lay actors with vastly different strengths, resources, and, above all, aspirations. Of these, two superpowers stood above the rest: the Nova United States and the Eastern Sphere Empire. Though technically allies, these powers held such considerable resources that they remained somewhat separate from the formal structure of the Confederation, helping when convenient but staying unbound by its rules.
The NUS and the Eastern Sphere Empire were allies, at least on the surface, but it soon became clear to the world that they were guided by two distinctly different visions of the future—and that their rivalry would shape the course of this new age.
The Nova United States was a technological and military giant, a nation that had invested its resources into developing weapons, machinery, and innovations capable of harnessing the remnants of the portals. It was a determined people, driven by pride in their survival and eager to lead humanity through the power of science and warfare. In contrast, the Eastern Sphere Empire, heir to ancient traditions and the birthplace of the first Superior Reapers, pursued a different philosophy. Their strength lay in their people, their Reapers, and the academies that trained the elite fighters, molded by discipline and dedication. The Empire sought not merely protection but excellence, and the world looked on in awe and fear at the Superiors emerging from its lands, renowned for mastering techniques that were still mysterious to many.
Thus began a silent, relentless challenge. Both superpowers needed the same resources: Superiors and, above all, a network of Guilds—the Reaper organizations that had become the swords and shields of the nations within the Confederation. However, despite nominal control by the Confederation, the Guilds soon became the battleground for this growing rivalry. Each country funded, trained, and armed its Guilds, urging them to grow stronger, surpass rivals, and dominate in the dangerous missions to Dungeons and the Darklands. The entire world reawakened under the shadow of a competition that felt like battle.
Over time, the Confederation Council—the body that had once unified humanity—recognized that tensions were rising to the point of a potential conflict. To contain these tensions, the Council, with the support of various Reaper associations from different nations, established a global Guild ranking system and annual Reaper Tournaments, designed to channel the rivalry into a controlled, symbolic arena. Now, nations could compete against the entire world, demonstrating the prowess of their squads and the talents of their Superiors without provoking direct confrontation.
Yet, beneath the semblance of order, whispers of an ancient nature begin to surface. The Age of Competition is but the inevitable return of human nature's thirst for power and control, and this newly won peace already appears fragile. The fear of the Gates may no longer threaten humanity, but the pride of those nations—who, despite everything, still aspire to dominate and shape the world according to their own vision of the future—remains a peril of its own.