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World Info

The Monster World Structure

Monster World (Spirit Realm) is divided into Factions (types or archetype alignments: Dragon, Spellcaster, Machine, Fiend, Warrior, etc.), and within each Faction are Nations—kingdoms or empires formed from thematically or mechanically similar archetypes. Most of these nations are centered around dominant deck archetypes, but monsters from lesser archetypes that "match the theme" can live or swear allegiance to them.

There are 7 major Nations, with one outlier—Albion's nation, looked down upon as a rogue or broken land.

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1. Riseal Nation (Based on Tearlaments/Branded hybrid decks)

A mystical kingdom that thrives on fusion, graveyard manipulation, and reincarnation.

Dominated by Tearlaments, Shaddolls, and branded monsters loyal to Fallen of Albaz... except they've split off from Albion's influence.

Think gothic castles, tear-filled lakes, and cursed cities.

Has a rivalry with both Maliss and Albion.

Notable Inhabitants: Tearlaments, Shaddolls, Branded Fusion monsters, some Despias (renegades from Albion)

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2. Sky Striker Nation (Technomancer Republic)

A sleek, futuristic cyberstate ruled by artificial intelligence and elite Sky Striker operatives.

Specializes in quick spell warfare, air superiority, and drone surveillance.

It's a matriarchal, military-industrial society, cold and precise.

Doesn't acknowledge "monster kings" like Albion. They're all about tactics and data.

Notable Inhabitants: Sky Strikers, Sprights, Mathmechs, and even some Code Talkers.

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3. Traptrix Nation (Forest of Thorns)

A hidden, labyrinthine forest-nation led by the Traptrix sisterhood.

Specializes in trap-based ambushes, manipulation, and poison tactics.

Feminine-coded society with brutal politics; outsiders often vanish without a trace.

Has uneasy trade ties with Maliss and the Fiendsmiths.

Notable Inhabitants: Traptrix, Vernusylph, Amazement, Aromages, and Insect/Fairy monsters.

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4. Maliss Nation (Dark World Empire)

A chaotic, demonic land powered by discard mechanics, madness, and raw brutality.

Ruled by Grapha and his generals, where power decides rule.

Constant civil wars, but a major threat due to sheer numbers and destructive capability.

Hates Albion and sees him as "failed purity."

Notable Inhabitants: Dark World, Danger!, Fabled, Burning Abyss strays.

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5. Fiendsmith Nation (The Clockwork Inferno)

A volcanic, machine-forged industrial dystopia.

Fiend/Warrior hybrids build legendary weapons and summon eldritch machines.

Known for their fusion of brute strength and cursed tech.

Sell weapons to all sides but are secretly building toward conquest.

Notable Inhabitants: Unchained, Fiendish Rhino Warriors, Labrynth bosses, Infernoble arms dealers.

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6. Albaz/Dragon Nation (Draconis Exile / White Flame Dominion)

Ruled by Albion, the White Dragon King (MC).

This land is a chaotic fusion of cultures, inhabited by rogue Despias, Dragonmaids, and fallen warriors from other nations.

Seen as "not a proper nation" due to its wild and shifting loyalties.

Believed to be cursed because of the war between Albion and Albaz in the past.

Ironically, the last "neutral zone" where dragons of all kinds are protected, leading to tensions with all six nations.

Notable Inhabitants: Dragonmaids, Despia, Branded monsters, Rokket dragons, some Blue-Eyes outcasts.

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7. ??? (The Seventh Nation) (Mystery — Endgame Nation)

Possibly hidden, erased, or forbidden.

Maybe ruled by Chaos Monsters, Void beings, or God Cards.

Not openly recognized—rumors only.

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