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The World of Patria is a world with five main continents (Aquilonis, Eurodon, Nekcrozia, Ingodija and Marlakcor) and a large ocean (Maritymir) on the surface, and a smaller continent (Alfheim) flying over the equator over the course of a year. There are also three smaller islands flying overhead, but unlike Alfheim, they remain stationary.

Inhabited Lands

The Surface Continents

Northern Hemisphere


The northwestern continent of Patria; modeled after Medieval and Renaissance Europe.


The north-central continent of Patria; has the most republics than any other continent. Mostly resembles parts of Europe and Asia. Most of the south and southeast is modeled after the Middle-East.


The northeastern continent of Patria. Mostly modeled after East and Southeast Asia, primarily China.

Southern Hemisphere


The southwestern continent of Patria; modeled after Pre-Colombian Mesoamerican cultures of the Americas.


The south-central continent of Patria; modeled after India.


Patria's southeastern ocean, and the largest ocean on Patria; modeled after Oceania.

Other lands


Artica is the northernmost continent of Patria.

The Aerial Continents


Patria's smallest of continents and the main homeland of all Patrian Fairies. It is in constant motion circumnavigating the world eastward over the Grand Line over the course of one full Patrian Year. Homeland of one of the seven Lunaculi.


Main article: Astronomy of Patria


Main article: Races of Patria


Main article: Magic on Patria


Main article: Religion on Patria

Patrian Orders

Main article: Patrian Military Orders


Main article: Languages of Patria

Written Script

Main article: Zedylric Script


Main article: Economics of Patria

Terminology & Concepts


Main article: Lunaculi

The Lunaculi (sing. Lunaculus) are a group of people native to one of each of the seven great continents. They are the seven who, through existence alone, maintain balance between good and evil. They are easily identifiable by their unique heterochromatic eyes (crimson in the right and blue in the left) like the twin moons of Patria. There are always seven, no more no less, continuously reincarnated when one dies.


Elementeering is the manipulation of the five elements: Fire, Air, Water, Earth and, to a rare extant, Energy. Practitioners are called Elementeers, and each individual practice is given the suffix "-teering". The four main disciplines are called: Igniteering of Fire, Caeliteering for Air, Aquateering for Water, Geoteering for Earth, and Naviteering for Energy. A couple of sub-techniques also given the same suffix.

Largely hereditary, most Patrians lucky enough to have this gift can usually only manipulate one or two elements, and only a few others are able to manipulate three or more; those who can use all five are extremely rare.

Elementeers are most common in Eastern Aquilonis, and throughout Marlakcor and Ingodija, but is also seen in parts of the other lands and Maritymir; Alfheim is the sole exception.


  • Aquateering:
    • Cruorteering: Cruorteering is a sub-skill within Aquateering, recognized as the darkest and deadliest of all specialized sub-techniques. The practice of Cruorteering essentially allows a user to manipulate the water inside another body, or their blood, allowing control over a victim's individual movements. Due to being such a dark art, the practice is outlawed in most Patrian societies.
    • Healing: Healing is a special ability possessed by many Aquateers that enables them to heal those who have been wounded, including themselves. This is accomplished by drawing upon the life-giving properties of water, which are used to heal numerous types of physical wounds and illnesses. Healing can also alleviate certain types of stress caused by mental strain. Though the technique is effective in many contexts, it is limited in scope. For example, healing is ineffective in treating birth defects, such as blindness or random complications associated with birth. In most instances, healing is also ineffectual when treating scars or fatal injuries.
      • Phasmateering: Phasmateering is a variation of the healing technique which allows the user to instill a balance or an imbalance within spirits. To perform the technique, an Aquateer encircles the spirit with a thin stream of water, which begins to glow when the technique is taking effect. When used to change a spirit's negative energy into positive energy, the water, followed by the spirit, will begin to glow a golden light, at which point the spirit dissipates or assumes a pacified form. When the technique is used to change positive energy into negative energy, the water and spirit emanate a purple light. When used against humans, this variation has the potential to destroy their souls.
  • Geoteering:
    • Aesteering: Aesteering is the manipulation of metal, which is made of earth. Aesteering relies on manipulating the residue earth particles inside the metal. When the metal is highly purified, however, such as platinum, there are no or not enough particles left to use, rendering the material impervious to the technique. Zedylrian Steel is also impervious to Aesteering, but no one is sure why, since it's not exactly the purest metal on Patria.
    • Lavateering: Lavateering is rare ability allows the Geoteer to phase-change earth into lava, or lava into earth, and otherwise manipulate existing lava with great dexterity. Since the earth is liquid instead of solid, it requires some form of Aquateering techniques to perform properly.
    • Seismic sense: Seismic sense is the ability to perceive an environment by feeling acute vibrations through the ground. Similar to sonar and echolocation, seismic sense enables the practitioner to detect earthen objects and objects in contact with earth when out of sight. The technique provides a specific mental-map of the user's surroundings, detailed enough so a blind person can navigate effortlessly. It can also be used to detect when someone is lying by feeling their heart and breathing rates through the earth.
    • Sabulteering: Sabulteering is the manipulation of loose sand rather than large rocks. Since the sand is loose, it requires some form of Caeliteering techniques to perform properly.
  • Igniteering:
    • Fulgurteering: Fulgurteering is a sub-skill of igniteering that allows an Igniteer to produce and guide a bolt of lightning from their fingertips. Physically, generating lightning involves a circular motion with the arms. Mentally, it involves a complete absence of emotion as well as peace of mind, thus allowing an individual to separate the energies of yin and yang, also interpreted as positive and negative electrical potential, respectively. When the forces collide, the bender guides rather than controls the lightning's direction. This process is taxing on an Elementeer's chi reserves, due to its complexity. Lightning attacks usually take much longer time to initiate than standard fire attacks.
      • Lightning redirection: Lightning redirection is a sub-skill of Fulgurteering that allows an Igniteer to absorb lightning into their body as energy and release it in a more desirable direction. The technique was developed by Igniteers after studying master Aquateers redirecting force rather than opposing it head-on. Lightning redirection works equally well for both natural and generated lightning.
  • Caeliteering:
    • Flight: Flight is a complex and extremely rare skill that has been demonstrated by very few Caeliteers. It was such a unique ability, that it was believed to only exist in legends. It is achievable through a complete denouncement of all earthly desires, which results in true freedom. The principle behind flight is to become one with the wind, mimicking its freedom from limitations and inhibitions, in both the physical and mental sense. Once a Caeliteer has embraced these principles, they can fly and hover. However, the Caeliteer is still at the mercy of the surrounding environment.


From Serfdom to outright labor, slavery is a common practice throughout Patria. Only a few handful of nations have either outlawed it or made efforts to. Otherwise, it is a common sight across Patria. Slavery on Patria has no racial boundaries, so it is not uncommon to one race owning a slave of another race.


The idea of Republicanism is not a new concept to Patria, Regardless, the majority of countries on Patria are monarchical and only a handful of nations have implemented Republicanism as their form of government, fully or partially. Most notably is in northern Aquilonis, where the former Salrinoa Federation was before it collapsed following the Salrinoan Revolutionary Wars.

Grand Line

The Grand Line is the equator of Patria. It is 150mi in width and has the strongest currents anywhere on Patria. The currents are so strong that even the sailors with the best of skill can't cut through them without being swept off course by several nautical miles. Fortunately, at regular intervals along the Grand Line there are a pair of currents that flow north and south independently of the Grand Line's currents. It's using these currents that make safe passage and maritime trade between the northern and southern hemispheres even possible. The main currents always flow from west to east, and their strength makes many believe that they are what drags Alfheim along as it flies across the world over the year.

Communication, Delivery & Correspondence

Communication over vast distances has always been a problem across Patria. The various mail systems across the globe are intricate and complex.

The most common method is overland using couriers on foot or horse, which can take days or weeks to get information to it's destination. Fast Centaurs will sometimes volunteer for this job, but they can still take a long time to reach their destination.

Delivery by water is another method of communication of delivery, but this is restricted to waterways in the case of rivers or canals, and coastal towns in the case of sea; and so this method is often merely part of a relay system of delivery.

Over the recent centuries, trained birds have been used to send messages or small packages. Some popular birds trained to be used for such communication include, eagles, vultures, falcons, hawks, owls, ravens, parrots, pigeons, and sparrows. The bird chosen to make the delivery usually depends on what their carrying; smaller birds like ravens or pigeons are used for carrying messages, while larger birds like falcons and eagles are used for packages; again, chosen depending on the weight of what they're delivering. Friendly Harpies or fast Fairies will sometimes volunteer for this job as well. Couriers using flying beasts like Pegasi and Hippogriffs are another form of delivery by air, but this is not a highly popular method.

Mail by air is definitely a faster form of delivery, but mail by land remains popularly in use; but no matter what method is used, the mail can still sometimes be delayed if the courier or gets lost or off track; and sometimes the mail will never reach it destination due to the courier getting intercepted or perishing along the way.

The more recent magical inventions of "Magic Mirrors" and "Crystal Balls" has made communication across distances instantaneous, allowing two or more people in separate locations, even across separate continents, to converse in real-time. Unfortunately, due to being relatively recent discoveries, along with being extremely difficult to make, they're not very common, making them rare sights.


Piracy is the illegal seizure of goods from civilian and commercial shipping, as well as the peacetime capture of warships.

While looked down upon by most civil societies of Patria, piracy is still a common occurrence. Most pirates operate in secret, but others take to privateering (attacking ships while under the employ of a nation) during wartime for a legal excuse to raid ships for profit.

Pirates do not usually discriminate, and are more than willing to attack any tempting prize; adding to this, they're normally also willing to let anyone join. As a result, pirates are complete with people and races from all over the world. While not on a job, or attacking shipping, pirates most usually go after rival pirates rather than raid civilian and commercial ships or coastal towns.

Not all pirates are direct threats; some adopt codes and become known for their honor, chivalry, peerlessness, and are willing to do any deed for any nation, so long they pay and its honorable. Some honorable pirates will hunt pirates that openly attack indiscriminately, and are often willing to aid those in distress. Those who follow such honorable styles, tend to earn the honorific "Chivalrous Pirates".


The ability of flight is not new anywhere on Patria. Flight comes natural to all Patrian fairies, and riding flying beasts isn't new either, but riding on broomsticks and magic carpets is relatively new. The most recent flight development is flying ships called airships, made by adding flight magic to ordinary seafaring vessels. The only nations on Patria to truly master flight without magic or beast riding are Atlantis and Xotil, via use of alien technology that crashed into their respective homelands centuries ago; but Xotil's aggressive nature, and Atlantis' and strict secrecy, make it all but impossible for outside nations to even begin to understand how, or even acquire the method.

The Spirit World

The Spirit World, sometimes known as the Land of the Dead or the Astral World, is the land where spirits live separate from the living world. Spirits have lived there since the beginning of everything.

The Underworld

The Underworld, also known as Hades, Hell, Purgatory, Tartarus etc., is the uncharted subterranean world beneath Patria's surface. The underworld is where the darkest of dark creatures reside and only the bravest of souls dare to enter. It is supposedly the homeland of the Dark Lord that threatened Patria before the Lunaculi defeated him, and it is hence said to be the place he was banished afterwards. Whether it is fact or fiction is still unknown. The capital of the Underworld is known to all as Tenebrae, but its exact location in the Underworld is a complete mystery.


Gates are a means of long distance travel in a short period of time. Gates are easily recognized by the stone mosaic with four short pillars in front of it. Gates can be used to travel between continents, and from one end of a continent to the other, in short periods if traveling lightly, but they can only be used to travel to another gate, not a random location. Gates also require a Gatekeeper to be used. Gatekeepers, as the name suggests, are the Gate's operators and send travelers from one gate to another, usually for a fee. If a Gate has no Gatekeeper, the Gate is useless.

Zedylrian Steel

Main article: Zedylrian Steel

Zedylrian Steel is an indestructible and immensely sharp alloy originally forged during the days of the ancient Zedylrian Empire. It is exceptionally sharp and tremendously strong, yet light, keeping its edge forever without the need for sharpening. Zedylrian steel is recognizable from its sharpness, as well as a distinctive humming-ringing sound it makes when struck with enough force.


The Patrian Calendar, also known as the Solramese Calendar, was first adopted at least four thousand years after the lifetime of the first seven Lunaculi. Created by Solramese astronomers during the reign of Solram I, founder of the Kingdom of Solram, an ancient state once resting in central Eurodon, founded within a few years of the Fall of the Zedylrian Empire.

The calendar was first adopted several years after the inauguration of the Kingdom of Solram, a state that emerged out of the chaos that resulted in Zedylria's destruction, and uses the widely acknowledged year of Zedylria's end as start year, marking the first year and all years after as AFZ (After Fall of Zedylria), thus making years prior BFZ (Before Fall of Zedylria). The creators of the calendar viewed the Fall of Zedylria as a major turning point in history, and so used the year the Empire fell as the base for the calendar, thus marking the year Zedylria fell as 0AFZ.

The most accurate of any previous calendar, this calendar was at first only used by the Solramese Kingdom, but has since been adopted by the majority of Patria. Even while the Kingdom of Solram has ceased to exist, it remains the most trusted calendar of Patria.

The Patrian year lasts 373 days. There are twelve months ranging from 30-32 days and weeks last for seven days.


  1. Lanayan, 31 days
  2. Haneyan, 30 days
  3. Trisca, 32 days
  4. Yuis, 30 days
  5. Windoni, 32 days
  6. Rasanova, 32 days
  7. Gopaco, 31 days
  8. Jesoran, 31 days
  9. Canagan, 30 days
  10. Opesagan, 31 days
  11. Nomagan, 32 days
  12. Lassagan, 31 days

Days of the week;

  1. Goddya
  2. Rerudya
  3. Yuldya
  4. Leodya
  5. Kiomidya
  6. Eardya
  7. Hoderdya

Sample Calendar;

4531 AFZ
Lanayan Haneyan Trisca
God. Reru. Yul. Leo. Kio. Ear. Hod. God. Reru. Yul. Leo. Kio. Ear. Hod. God. Reru. Yul. Leo. Kio. Ear. Hod.
1 1 2 3 4 5 1 2 3
2 3 4 5 6 7 8 6 7 8 9 10 11 12 4 5 6 7 8 9 10
9 10 11 12 13 14 15 13 14 15 16 17 18 19 11 12 13 14 15 16 17
16 17 18 19 20 21 22 20 21 22 23 24 25 26 18 19 20 21 22 23 24
23 24 25 26 27 28 29 27 28 29 30 25 26 27 28 29 30 31
30 31 32
Yuis Windoni Rasanova
God. Reru. Yul. Leo. Kio. Ear. Hod. God. Reru. Yul. Leo. Kio. Ear. Hod. God. Reru. Yul. Leo. Kio. Ear. Hod.
1 2 3 4 5 6 1 2 3 4 1 2 3 4 5 6 7
7 8 9 10 11 12 13 5 6 7 8 9 10 11 8 9 10 11 12 13 14
14 15 16 17 18 19 20 12 13 14 15 16 17 18 15 16 17 18 19 20 21
21 22 23 24 25 26 27 19 20 21 22 23 24 25 22 23 24 25 26 29 30
28 29 30 26 27 28 29 30 31 32 31 32
Gopaco Jesoran Canagan
God. Reru. Yul. Leo. Kio. Ear. Hod. God. Reru. Yul. Leo. Kio. Ear. Hod. God. Reru. Yul. Leo. Kio. Ear. Hod.
1 2 3 1 2 3 4 5 6 7 1 2 3 4
4 5 6 7 8 9 10 8 9 10 11 12 13 14 5 6 7 8 9 10 11
11 12 13 14 15 16 17 15 16 17 18 19 20 21 12 13 14 15 16 17 18
18 19 20 21 22 23 24 22 23 24 25 26 27 28 19 20 21 22 23 24 25
25 26 27 28 29 30 31 29 30 31 26 27 28 29 30
Opesagan Nomagan Lassagan
God. Reru. Yul. Leo. Kio. Ear. Hod. God. Reru. Yul. Leo. Kio. Ear. Hod. God. Reru. Yul. Leo. Kio. Ear. Hod.
1 2 1 2 3 4 5 6 1 2
3 4 5 6 7 8 9 7 8 9 10 11 12 13 3 4 5 6 7 8 9
10 11 12 13 14 15 16 14 15 16 17 18 19 20 10 11 12 13 14 15 16
17 18 19 20 21 22 23 21 22 23 24 25 26 27 17 18 19 20 21 22 23
24 25 26 27 28 29 30 28 29 30 31 32 24 25 26 27 28 29 30
31 31


Notes & Trivia

  • The current political maps of Patria are of the mid-46th century by the Patrian Calendar, after the conclusion of the Great Northern Aquilonis War and the Soleilian Civil War.
    • Despite the apparent century, life on most Patria, particularly throughout most of Eurodon, and northern and parts of southeastern Aquilonis, mimics life in the Middle Ages and the early Renaissance. A few places mimic life in slightly earlier or later ages.
      • The age of gunpowder, referred to by its early name "black powder", is also only just barely starting to come play. Fireworks are a common sight across all of Patria, but the same cannot be said for black powder weapons. Many nations have either yet to officially acquire such weapons, or have simply rejected them outright, preferring to rely on the sword. Hence, early guns are almost nonexistent; as such black powder weapons such as fire arrows and lances are the only type of firearms used on Patria, and are only starting to come into common use, while primitive cannons are barely in use at all. The use of grenades is just becoming common practice as well.
      • The Printing Press has also been invented, and is widely used all across Patria, particularly in the northern hemisphere, and colonial countries in the south.
      • Ship designs mirror those of the early-mid 18th century, but no later than that.
  • "Patria" is the Latin word for homeland.
  • Patria is about the same size as earth. If you place the maps side-by-side, then going by the scales, this distance from the west equatorial end of Patria to the east end is 24,300mi, that's 39,107.059km; from the mapped edges of the equator, there's an extra six hundred miles worth of open sea between the east and west equatorial ends of the map.

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