Shepherd of Aureh

Caracteristics


DISTANCE FIGHTER
AREA CONTROL
DPS

"Tired of running after his fracking sheep and goats every single day of his life, he learned to use the Sling. Or so we hope it does."

In their towns runs a long tradition that only weighs in the stories. They were once great Warriors. They were once a great nation. They were once the Protectors of Niide. Today they are just a village of shepherds who live in a small practically forgotten archipelago, but they still retain something of their past: Every family has a device of ancient technology in the form of a bracelet that they inherit generation after generation. The only problem is that they don't have the slightest idea of how to use it.

Ko'Kao Warrior

Caracteristics


TANK
COMBATANT

"A pure beast made of steel, trained in hell and spitting lava like a volcano out of its angry eyes… Well, that’s what it should be..."

There are those who train hard for a lifetime, only to use their fighting skills a handful of times. Ko'Kao Warriors are not one of them. Convinced that only the edge of death can teach them to fight, these intrepid combatants defy a long history of tradition, training, preparation and technique to counter it with a healthy dose of fury and that sweet adrenaline... For them, there is only the moment, and knowing that the next moment could be the last. That's why they cover the sharpened stones of their weapons with Kakao or Honey, so their enemies can taste the last breath of life.

Jade Mystic

Caracteristics


SUMMONER
SUPPORT
AREA CONTROL

"Son of the Moon and the Sun, bla bla bla, lots of hippie bullshit. They’d better be prepared to fight, or to die in peace & harmony with a sword through the chest."

If from the seed comes the tree, where does the seed come from? The Jade Mystics are out to find out. The empire of jade has its roots in an ancient culture of shamans who used the power of Jade on themselves to exorbitate the growth of their bodies, make trees and brambles grow in a matter of seconds, and suck the life out of other dying beings to become immortal or give life to wooden stumps or any other thing. But every alteration has a price, that is why today there are very few who undertake the path, sometimes dark sometimes emerald green, of the Jade Mystics.

Kaer’s Disciple

Caracteristics


ARCANE WISDOM
DPS

"No one knows where the magic comes from, not even them. The path of The Wisdom is long and winding. Luckily they’re still young and brave."

Kaer attained The Wisdom through the sword that accompanied him. No one knows how or why, but if stories about his exploits are still being told, it must be for a reason.

The Kaer Disciples come from a branch of the well-known World-Wanderers, who follow the stories of Kaer —one of the Three Wise Men—, and began their search for The Wisdom through the path of the sword or any other killing tool. Usually starting as kids, their souls and tong end up being as sharp as their weapons.

Naarik

Capable of breathing both underwater and common air, Naarik lives on the sea bottom as well as on islands and shore. And even when they have common racial traits and ancestors, the variety of cultures and body shapes between them is uncountable, from the prickly nomads of Gu’Tah such to the lordly Amendians, neat and ominous like their almighty Gods.

Naarik can develop swimming fins and spines out of their Tizia, a thick sweat that hardens with time and which can be molded into different shapes. But this Tizia dries out and falls when they do not breathe through their branchial system for a certain period of time, making them look like the Dynean Terrestrial Human-like.

The first Naarik tribes to settle were the Draconaari, the Gu'Tah desert nomads, and the Men'di-Haas, from which many others later broke away. But any Naarik knows that the Draconaari were in charge of caring for and maintaining the stability of the underwater peoples for centuries and centuries, a legacy that ended with the arrival of the civilization and the times of The Hunts.

The aquatic cultures gave birth to the religion of The Three Ladies, a term with which they refer to Nikarka, Darnava, and Vorae, the three moons that, according to them, are responsible for maintaining the balance of the world. And which have come to bless some of their believers granting them powers not mentioned even in the stories of the Three Wise Men. Those individuals, half humans-half Gods, are called the Zceck.

Dynean

Terrestrial humans, also known as Dyneans (since they come from the Dynean continent) do not have the ability to breathe underwater, although they use air sponges together with jade stones to enhance their air manufacturing and thus be able to travel through the underwater world and practice the activities that take place under the surface. Of course, the energy of the jade stones has a limit, and they have to change them or get out of the water before it runs out of energy, or else they would suffocate to death.

Even though Dynean people carry the heavy handicap of non-breathing underwater, many of their cultures do stand out in a variety of aspects, such can be in technology and commerce for the Azabish, and combat for the Warring Kingdoms.

The religion of the Dyneos is almost as varied as the number of cultures that inhabit the land of Niide. But among all of them, the most widespread is the Lambaran, who brings together all the qualities of God, religious concept, and an historical fact. According to tradition, the Lambaran was the moment when humanity lost its Innocence, leaving behind a golden age without conflict between kingdoms (theorized as the age of the Ancients) and, since then, the bigger moon turned black, binging chaos and confusion, and the world has been plunged into a banal dispute between humans for power and greed.

Azabish Empire

The Azabish have always been a civilization marked by war and conquest. Almost always prevailing in these skills over the rest of the civilizations, they always have a battle to fight. And they are proud of it.

They were a large group of settled tribes and different towns that succumbed to the passage of Aarack'Niivan and the discovery of the Bronze forge. Also known as Anta Kruum Aarack (He who rides with the Sun in his hand) in its literal translation. Other translations have translated it as "The Rider of the Sun" or "The bearer of Kruum".

Azabish people are proud of their ancestors, who created the "Civilization". They glorify Aarack'Niivan, the discovery of bronze, and his conquest with the Burnished Knights for creating a civilized and organized world. That's why you won't hear a fellow Azabish talk about the Iron Gate and Rahagur's Blue Steel if you don't force the conversation.

Naari

The Naaris were the first aquatics to set foot on the surface to build their cities on dry land. First on some solitary islands between the Naari Sea and the coral villages of Niivani, and then on the mainland. And, in contradiction, they are the largest Naarik faction in open opposition to Terrestrial Dyneans. They are a very fervent people, and it was they who centuries ago started the War of the Hybrids, the only war of races in the known history of Niide. Still, the Azabish culture can be seen and felt deeply rooted in its people.

The ancestors of the Naari come from one of the most widespread and respected aquatic tribes in the ancient world: The Draconaari. Who still live in small groups among the cliff islands to the east. For years they denied their origin with them, trying to distance themselves from such primitive tribes compared to their culture of progress and civilization.

They even contributed greatly to their near extermination in "The Hunts", but it was the Draconaari themselves who showed them that they were nothing without their origins, and above all, without their Words of Honor.

Kraantia

One of the greatest honors a Kraantian can have is to die on the battlefield. The greatest of all, to be victorious: Cover themselves with glory.

Kraantians have taken care of their genetics throughout the centuries through the Gladiations: Massacres. Hundreds of civilians fighting to the death, unarmed, in massive combat.

No one is required to participate, but only those who manage to overcome the "Kraantian Gladiations", obtain full citizenship and their first tattoos on their foreheads and hands to prove it. Meanwhile, those who prefer a mediocre life, without any glory or honor, will not have the right to free trade, army recruitment, mocha drink or divine glory. And they will also have the obligation to work in the crops, the mines and the rest of the common trades of the protected citizens.

They have light skin, red hair and a physiognomy that would scare an ox. Even when Kraantians are very particular in their way of living and their beliefs, anyone, wherever they come from, if they overcome the Kraantian Gladiations, they are as Kraantian as anyone else.

Amendia

The Amendians are a haughty and proud people.

For centuries they have dominated the Coral Sea from Tritonia to beyond the Eastern Ocean and its islands. Although in the past they had some disputes with the Kraantians, today they have a good relationship and are almost allies. They tolerate Tritons, however disloyal they may be, solely to keep the Naarik peoples together.

Heirs of an ancestral lineage from the Men'di-haas tribes, whose gods are far from most other Naarik cultures, they have always felt different from the rest.

Their taste for detail, refinement and discipline has not only led them to be the most sought-after artisans in the depths of all known seas, but also a relentless military power due to their ability to organize, strategy, and study the arts of war.

Among all of them, the acclaimed Knights of Nacre stand out, a small but fearsome legion of imperial guards whose armor, covered with small shells of the purest mother-of-pearl, are said to shine even in the deepest darkness.

Jade Empire

Martial Arts are the heart of this civilization. In their legends and mythologies there are men and women who cultivate capacities once awarded only to the Gods. In its valleys and mountains, too.

Throughout the region, there are monasteries and temples dedicated to martial practice, and masters occupy a very important position in their society, but not only monks are Martial Artists. Baker, merchant, cook or fisherman, everyone knows the martial arts and practices them to a greater or lesser degree.

Among them are the Forerunners of the Empire: The Jade Mystics.

Ancient warriors, hermits and druids who found a way to harness the power of Jade and breathe life into their own bodies. They are now able to use that resource in combat, healing, and other activities that the rest of Niideans prefers not to know about.

Amongst the lush forests and hidden villages of the Jade Empire, dozens of Jade Mystic Orders lurk. Each one has its own purposes and methods, as varied as the different martial practices that are practiced in its valleys and mountains.

Tritonia

Anchored in a geological position of strategic superiority, Tritons use their advantage to counter a military power far inferior to that of their neighbors.

The conflicts between Azabish and the Warring Kingdoms; the deliberate conquest of the southern seas by the pirates of the limbal islands, and the extremely dangerous navigation through the turbulent Tritonian waters of the north, mean that the only viable route for safe travel and trade is through The Passage of the Triton: A narrow channel of not much depth that runs between two rock formations where stands the Capital and only city of the Tritons. A city of caves, halls, and palaces carved into the rock both in and out of the water, whose position gives them absolute control over the passage: Anyone who wants to have a quiet trip safe from inclement weather and pirate raids will have to pay the price, and it will not be low.

In the cradle of their own particular nobility, the Tritons enjoy an extremely wealthy and disloyal Aristocracy, where trickery, murder, fencing duels, and treachery are the order of the day.

The Value of Amber

Of all the Potency Stones that activate Artifacts, Amber has always been the most coveted of all. Perhaps it is simply best known for the famous Velocítrecos, the simplest and most named Artifacts in stories and legends, or perhaps, behind the mystery of the Amber Fever, secrets await that are best left undiscovered.

Since the birth of The Floating University of Nui —the new epicenter of research for the technology of the Ancients that no kingdom or empire can control—, the passion to know the mysteries hidden behind the operation of the Artifacts and the Potency Stones has begun a silent revolution. The price of Potencies has increased like waters with Niikarka’s tides. While finding them is getting harder and harder. Each kingdom and empire desperately tries to hoard as much as they can, either to use themselves or to make others lack such resources.

Trade relations between countries are marking the beginning of new alliances or enmities, but the rope is too tight and nobody wants to let go.

Following the recent War of the Hybrids just three decades ago, the great kingdoms and empires have yet to recover from their many losses, and resentment spits and sweats at every traded word and handshake.

If the situation is not handled carefully, a war could break out that would attract the attention of the seven armies.

Did I say seven?

Mysteries of Niide

One of the strongest pillars of our lore are the mysteries behind the story, and we want to focus on them giving the player the motivation to explore and discover every corner of the lore, the map and the upcoming changes. Because even when NIIDE and the three Wise Men is still a Sandbox, one single player can activate Storyline Events that may change the course of the story forever. Leaving entire world areas with a different shape, discovering new technologies that improve the gameplay for everyone, or revealing history traits from the very past of Niide that gives to the community a better understanding of the world, the cultures… or how to achieve The Wisdom itself and unlock new magic paths.

Moons and Phases

THE darkness never comes alone, Nykarka accompanies it. When the black moon sets over Niide, the corals forget their color; the animals sleep, longing for the light of Kruum; and plants, coiled in a ball of stem and leaves, close their petals so as not to see the bitter and dense blindness that floods Niide.

Only sometimes, Darnava, with its mother-of-pearl moonshine, manages to push away the thick mist of Nykarka's nights. But that only happens once every seven years.And of Vorae…

No one knows anything about Vorae.

The three moons that orbit Niide (Niikarka, Darnava, and Vorae) have a great influence on the world. Not only do they affect the tides and the skydome, but also the people and their cultures. As a player, you will realize that depending on the phases of the different moons, the NPC's population of Niide can be as affected as your own character.