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Knowledge Division and above --> Fire Sage

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Knowledge Division and above --> Fire Sage

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Wise and intelligent firebenders that has incredible power. These people has the duty of finding the Fire Nation Avatar. To get this rank, you must prove that you are skilled with both knowledge and combat, knowledge more.

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Combat Division and above --> Royal Protector

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Combat Division and above --> Royal Protector

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Your skills have exceeded all of the generals, royalties, and the Fire Lord. To get this rank, you must prove that you're capable of combat skills and is the most powerful firebender here. Even better than cardinal dragons. Your duty in this rank is to protect the Fire Lord and the Fire Royalties. Good luck getting this rank, it will be very hard to get.

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The One Above All

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The Philosopher

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The War

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The Envisionist

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Cardinal Dragons are the best of the best firebenders of the Fire Nation. To get this rank, you must prove that your skill is among the best. They can test anyone, host trainings and game nights, is also part of the Fire Nation Inner Circle.

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- Retired Fire Generals
- HONORary rank

Responsibilities:
- This rank is just a retired rank, if you have it, you are honored. But you are not part of the Inner Circle anymore.

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- Retired Fire Lords
- HONORary rank

Responsibilities:
- This rank has can test anyone within the Fire Nation, but they DO NOT have to be active at all times, considering that this is a retired rank. If you have this rank, you are still in the Fire Nation Inner Circle, and you will advise the new generation of the Inner Circle.

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- Leader of the Nation
- Handpicked by the Previous Fire Lord

Responsibilities:
- This rank has Leader Control, they can command the Fire Nation, alter any current system, banish players, ban moves, or combos, and has privilege to host anything and test anyone for any rank within the Fire Nation.

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- Heir to the Throne
- Handpicked by the Fire Lord

Responsibilities:
- This rank is allowed to host anything and test anyone. This rank is also the heir to the throne, so if you get chosen, you have a high chance of becoming the future Fire Lord.

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- Must be highly skilled with combat
- Must be at least Elite Firebender or hand-picked by firelord - Voted by the Current Inner Circle

Responsibilities:
- Allowed to host anything and test anyone for the entire Combat Division, Knowledge Division, & any basic ranks so long as it fits with the current inner circle schedule.

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- Get a Fire Council+ to 25% (2/2) rounds
- Get a Water Council+ to 10% (1/1) round
- Get 6/7 correctly in a knowledge/combo test
- Be a Fire Student for at least 2 days

Permissions:
Can now co-host trainings with Fire Councils+

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- Get a Fire Council+ to 50% (2/2) rounds
- Get a Water Council+ to 30% (1/1) round
- Answer 3/5 correctly in a knowledge/combo test

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- Get a Fire Council+ to 15% (2/2) rounds
- Beat a Water Council+ (1/1) round
- Answer 9/10 correctly in a knowledge/combo test
- Be a Royal Procession for at least 4 days

Permissions:
Can now HOST trainings if watched over by a council

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- Get two different Fire Councils+ to 10% (4/4) rounds
- Get an air bender to 40% in a spar (1/1) round
- Be a Firebending Raider for at least 4 days

Permissions:
Can now HOST trainings if watched over by a council

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- Get a Fire Council+ to 30% (3/3) rounds
- Get a Water Council+ to 10% (1/1) round
- Get an Earth Council+ to 20% (1/1)
- Be a Master Firebender for at least 2 days

Permissions:
Can now co-host trainings with Fire Councils+

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After gaining Fire Premier, you will be asked to choose a path. A new channel called "select-path" will be opened for you. Choose wisely.

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- Get a Fire Council+ to 55% (2/2) rounds
- Get a Water Council+ to 30% (1/1) round
- Get an Earth Council+ to 40% (1/1) round

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The "Knowledge Division" within the fire nation focuses mainly on knowledge and combos alone. Strive to be one of the few best in our nation. The masters of this branch are highly respected because of their show of knowledge.

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The "Combat Division" within the fire nation focuses mainly on combat and 1v1's alone. Strive to be one of the few best in our nation. The masters of this branch are highly respected because of their show of strength.

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- Get a Fire Council+ to 65% (2/2) rounds
- Show spread skills in both rounds of the spar, your moves are limited to only thus following
Fire Palm | Fire Breath | Lighting Stream | Fire Stream | Lighting Field (Optional)

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- Get a Fire Council+ to 75% (2/2) rounds
- Show land coverage skills, your moves are limited to thus following
Fire Rain | Fire Trail | Rising Flames | Fire Jet (Max is 4)

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- Get a fire council+ to 85% (2/2) rounds
- Show aiming skills in both rounds of the spar, you moves are limited to only thus following:
Wall Of Fire | Fire Disk | Flame Slash | Fire Comet | Lighting | Double Lighting | Flaming Kick

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Dm a fire council+ to be ranked

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Join the Fire Nation by selecting it as your main element

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Fire Lord [Max: 1]
- LuciferIsHxre (Lady Lucaylen)

Fire Royalty [Max: 2]
- zam_daddeh
- Wolfdude4042

Royal Protector [Max: 2]
- TheDeathWish20

Fire Generals [Max: 4]
- kkhhyeah123 (Kiva)
- dashingcaca

Royal Advisors
- kkhhyeah123 (Kiva)
- 1k_Ta3

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The Fire Nation is one of the world's four nations and five sovereign states. It is an absolute monarchy led by the Fire Lord and home to most firebenders. Geographically, the nation is located along the planet's equator in the western hemisphere and is composed of several islands, named the Fire Islands. Its capital is simply known as the Fire Nation Capital. The people of the Fire Nation are referred to as "Fire Nationals."

The Fire Nation is the second-largest nation in terms of area, following the Earth Kingdom, while its economy is the most powerful in the world; its strong industrial sector and extensive technological developments not only enabled the Fire Nation to create an extremely powerful military but also initiated worldwide modernization and globalization. Before the foundation of the United Republic and the following global technology revolution, it was also the strongest and most advanced country in the world.

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North -
South -
East -
West -

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-- Spar / Test Rules --
-No Gliding
-No Healing
-No Jet Spam

-- Test Cooldowns --
Pass: 24 Hours
Fail: 12 Hours