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/tg/ - Traditional Games

Continued from the above^^
More small countries needed edition!

Hello fellow fa/tg/uys and ca/tg/irls, today we're going to design a noblebright setting! All settings these days seem to be grimdark or mixed, which is fine but could get boring sometimes. So today, we're going to design a noblebright setting post by post.

Now how does this work? It's quite simple really. Everyone can contribute. You just post something that you think fits in this setting, be it a continent, a culture group, a village, a god, a mythical hero; you name it! After a while, you get a real setting, which can be used for either games or escapism. Knowing /tg/, some OC will follow if the thread's successful enough, because /tg/ GETS SHIT DONE.

Anyone can contribute anything, but obvious trolls and grimdark things will get skipped. If you think one of the things written here does not belong to the setting, feel free to say so, but do it in a civil matter. "I think this does not fit this setting because of X", is way more helpful than "kill urself edgy faglord this is bullcrap"
The map has been updated, all countries from the previous thread should now be present!
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>Abyssal rift

The ocean bed between lands of Munrakhi and homeland of Sarossians is split in two by a trench running all the way from north to south. Its walls are home to countless species of fish, plantlife and coral and numerous settlements of merfolk led by the Lord (or Lady) of the Deeps, chosen every few tidal cycles by council of elders.

The trench is of varying depth - some sections are so dark and deep that not even hardiest merfolk can reach or see its bottom, but in sections it's considerably more shallow. Some of these sections of the trench are marked by magma vents where merfolk obtain their rare metal - they trade for the rest, offering in exchange fish, corals and other bounty of the sea and their own services as guides or mercenaries.

The maritime powers are obvious trading partners for the merfolk, but especially young mermen and mermaids are more curious of the world and even splinter underwater villages in distant seas and bays are not entirely unheard of.

Some of the deepest sections of the trench are eerily silent and devoid of life, and water has an odd scent there. Merfolk don't venture there often, and those who do are sometimes never heard of again. There are numerous speculations to what transpires there. Some say these places house access to the netherworlds, others claim it's just peculiar alchemical composition of the rock and water that cause explorers to go unconscious, insane or ill. Others still claim that there is a hidden access to underground realm there, a vast complex of caverns that could house entire new and unknown civilizations. Perhaps such legends are connected to Sosae underground sea? The dwarves remain adamant in their silence.
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Some questions to be answered:

What is extent of untamed wilderness left to explore and/or settle?
How complete is control of various realms over their respective territories? Obviously this will vary from realm to realm, and is best described by people who came up with them.
How developed is magical travel - is teleportation allowed? What about planeswalking to completely unknown, alien worlds? Existence of Crossroads inn suggests that such means of conveyance exist, but are they rare, reserved for most powerful magicians, or are they merely expensive, allowing for instance a sufficiently developed kingdom to set up a gateway network of their own?
The ancient empires lost to time: what actually happened - should it be known, or remain a mystery?

Some places left to chisel out:
Timeline of various important historical events, and consequence of events themselves. This will probably fall upon OP as some reconciliation will be necessary to keep things balanced.
Description of capital cities and towns of various factions, which is best done by people who came up with the respective nations.

Some ideas to ponder:
Geology? Prevalent climates? Some of this has been described with the various kingdoms, and since there is
Ecology - what are plants and creatures like in various areas?
Magical ecology - there is ambient magic, sapient beasts and spirits. There are regions of wild, chaotic magic resulting from an abuse of power and/or divine intervention. What effect does intense use of magic have on environment? Does it mar boundaries of reality and let otherwordly - benevolent and/or malevolent beings in? Does it mess with laws of physics, resulting in unpredictable consequences? Or perhaps does it drain ambient magic, cause illness and sickness in creatures dependent on it, and cause magical items to go inert or fall apart? Are magical levels influenced by things like sunshine or celestial movement? Is magical force created by sapient souls, or from a natural source?
>and since there is
since there is magic involved, things will be both difficult to imagine, but there will be leeway since magic gives one license to bullshit problems away (in a good way)
My take on this, not saying it is/ should be canon
>What is extent of untamed wilderness left to explore and/or settle?
I imagine almost all nature is settled by the sapient races, but not all of them are developed. In my opinion, the two desert tribes and the eastern steppes are enough uncivilized lands, but it all depends on the suggenstions that are still to come when this thread finally catches on again.

>How developed is magical travel - is teleportation allowed? What about planeswalking to completely unknown, alien worlds? Existence of Crossroads inn suggests that such means of conveyance exist, but are they rare, reserved for most powerful magicians, or are they merely expensive, allowing for instance a sufficiently developed kingdom to set up a gateway network of their own?
I imagine that the normal folk, farmers, soldiers, craftsmen etc. rarely use magic to travel. Traveling through portals is reserved for the talented and the rich, and with it come several risks; an inexperienced mage may wind you up in an alien dimension with no escape.

Maybe the Sarossian Federation has some stable portals between their towns, to easily convey messages or other small things. People would cost too much energy

>The ancient empires lost to time: what actually happened - should it be known, or remain a mystery?
There's been like 5 ancient empires lost to time already, I assume the older they are, the vaguer the legends.
<I feel like we need an immediate external antagonist to this setting, to compliment political turmoil between nations. Here goes.

<The Anu

The Anu are a race of sentient clockwork entities, by-gone products of a golden age of scientific and arcane knowledge. They were created by their masters to replace them in the field of war, so that they may concentrate on the more intricate and complex studies of their choosing be it art, science, magic and any number of things. Sadly the civilisation fell into decline, the masters passing away or moving on, the Anu slowly falling dormant in their Barracks-Fortress of Kulda deep beneath the Hallowed Mountains.Their clockwork mechanisms fell silent one by one. However, above them the Dwarves and the Kobolds made war, the clamour triggering the self-defence protocol of the Barracks-Fortress. Thousands upon thousands of clockwork sentinels of all kinds sprang into action eerily, dust and rust falling off their frames. They must purge those that threaten the sanctum of their masters, re-establishing the old order of things, with all lesser races put down by the Anu, in hopeful anticipation of their creators return. None may stand in their way! PRAISE BE TO THE ETERNAL MASTERS!

>Tfw when you fuck up the green-text

Either way I'll post some more pics of Anu

>Anu Wizard

>Anu General/Commanders

>Anu Gear-Wyrm

Only a few of these, very far and few between. Extremely tedious and difficult to replace.
One day a year everyone eats pan cakes
I like the idea of a slumbering enemy, but if there's a humongous invasion going on right now, any game set in this setting will probably focus on this. A possible alternative could be that this invasion happened already, and some groups of rogue Anu are still being destroyed here and there, and the possibility of another (possibly larger) invasion is there. This potential threat makes for a wonderful plot hook, enlarges bonds and turmoils between the nations, and doesn't affect every game in an immense way.
Or they are still slumbering and only periodically an outpost wakes up and begins causing trouble. It could be an ominous threat and it awakening could be an event transitioning into a new era, reshuffling politics etc.

Also fuck this abusive captcha.
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Alamanis are a nomadic grazer society with a magical aptitude for training and domesticating beasts.
The Alamanis travel in great caravans many caravans exist and each has a slightly different style depending on the lands and routes they travel.The Alamanis constant movement and large beasts of burden and fantastic carriages make the caravans the primary non magical means of land trade.
Alamanis trace their history back to a human is the wastes who was saved and reared back to health by a great golden camel and a black horse. The camel and horse are sacred with the former representing strength and life the latter representing speed and death. The Alamanis allow any race to join the caravan by giving an offering to the tent of camel and horse and after a year of travel are accepted as a Alamanis
Elaborating on this, since apparently the poster didn't

>The Great Feast of the New Harvest
A great feast, stemming from the church of Ith'Milil but celebrated by the members of most cultures on the northern continent, and some southern cultures as well. The general time of the celebration is not a set point of time, but rather when all of this year's autumnal crops have been harvested in one's community. In small villages and towns, this feast is celebrated with the entire community and all of the people living nearby that do not belong to a community, such as hermits and monks. In the larger cities, however, it is usually celebrated with either family and friends, or certain blocks of the city.

The main purpose of this feast is to celebrate the hard work of the farmers coming to fruition, and to thank the Gods for this year's harvest. While appetizers and desserts wildly vary between all regions, the main dish is largely the same; a simple dough, baked in humongous pans and cut into circles. These Pan-cakes are then served to everyone, and a variety of toppings, ranging from the freshly harvested fruits to spicily marinated meat are served on the main table, allowing every partaker of the feast to dress their pan-cakes the way they like. These toppings are incredibly different in all communities, and every community has their very own "Special topping", which can be the pride of a village if it is good enough to catch on in different communities.
I made a post about the Great Oasis in the Refren Desert last thread. Could that (the desert, at least) be added to the map somehow?
The Refrennar Tribes are already on the map, between the Kenai Tribes/Desert and Aelinké
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Leadership of a caravan is determined by a council of beast mages and respected caravan members. If a leader falls from their mount it is a bad Oman and a council must be called to determine if new leadership is needed.
Lance, spear and bow are the most common weapons, though most caravans only use them defensively there have been accounts of horde like behaviour.
Alimanis citizens have a equal rights but if in a relationship the man is expected to handle the affairs of the woman and if the woman is ill treated leads to the most common punishment, banishment.
Alimanis grow up on travel, trade and adventure a Alimanis citizen will leave to seek new roads and sometimes to form a new caravan in another place in the world a Alimanis common saying is life is found between destinations
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Wow, I'm am idiot. Thanks to whoever put them on there!
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Alemani added to the map, is this territory right for them? The length of this territory will allow them to easily transfer goods from the east to the midwest through their own territory.

You're very welcome :')
Yes but the problem with the Alimanis is that they are always looking for new land to travel trade and graze so some nations only allow a set number to move through their territory I expect a few caravans to operate in the southern landmass but not yet enough to form a state they currently have one city in the south because it is more difficult to move an established caravan a young caravan is more likely to cross the sea.
The oldest caravan about 550 years old claims to be the first of the Alamanis caravans.
Some scholars speculate that their origins may be older, in the escape of one of the ruined city states ages ago
Probably a dot on the eastern steps
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Is this better?
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>The Earthbone Bridges

Where the two major landmasses are relatively close to each other, they are connected by majestic arches of monolithic rock. Nobody remembers or otherwise knows their origin, but it's probably safe to assume that they were initially produced by one of the ancient empires to allow land connection between cities on major continents.

The bridges are usually covered by creeping plantlife that extends from their both ends, sometimes reaching the middle of the bridge. Thin layer of decomposed biomass gives support to more plants and shelter for insects, small animals and birds, and so the bridges form a unique ecosystem.

The bridges are relatively safe to traverse, and unnaturally durable in defiance of common knowledge of geomancy but in periods of tectonic activity an exceptionally strong quake can break even those mysterious arcane constructs. When this happens, the structure's magic causes the bridge to gradually, over course of decades, reseal itself.

At some point(s?) in history, there must have been a battle waged on top of the bridge(s), or perhaps an army trying to traverse them was caught by a strong earthquake. This is evidenced by weapons merfolk have excavated, some of which, presumably enchanted gear of elite troops, remains serviceable to this day, and used by merfolk soldiers and adventurers. Over time some merfolk tribes have come to accept heraldry on those weapons, long lost to surface world, as their own.
Fantastic good job
It is really starting to flesh out
Polrenski/Sea dwarves guy here. I really like the map!
>Polrenski Confederation
The lands that now belong to the Polrenskis were once in a constant state of war, as petty kingdoms and savage tribes fought eachother for control of the land, none of them growing to power, as when any of those small kingdoms and duchies got too influential, the Sosae Dwarves swept in and destroyed them, thus not letting any of the human kingdoms to become a threat to their now fallen empire.
In that turmoil, a pair of small kingdoms managed to rise without calling the Dwarves' attention: The Kingdom of Polrensk and the Kingdom of Litvenk. Those two nations managed to join forces by a royal marriage, and managed to also push the Dwarven invasion back.
After that great victory, many small kingdoms joined the new Confederation aswell, and many other were conquered by force.
Finally, after many years of oppression, the humans were at the gates of Afinai, the Sosae capital. The siege was long and bloody, but the humans managed to get the upper hand and capture the fortified city.
The Sosae Empire collapsed into many smaller nations fighting for control over the trade in the region, but the Confederation stopped its expansion when that happened.
After some failed military campaigns aganist the Sarrosians, Rossnyk tribesmern and Voymirs, the Confederation instead began focusing its resources on trade. The Sosae Dwarves are now vassals of the Polrenskis, and trade has flourished between them, Vastmerk and even their eternal rivals, the Voymirs.
1/? (still writing)
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In the far northeast, across the great lake from the Shogunate, lie the citadels of the Dellan. In the small region between the mountains and the lakes, a hundred little city-states have dwelled since time immemorial.

The Dellan people are friendly, but their communities and ancient and close-knit, and can seem unwelcoming to outsiders. It is said that they hold the blood of nature spirits in their veins; spirits of the lake and glacier, mountain and valley. Certainly, their rulers seem to, because each one is spiritually tied to their land and people, so that the ruler suffer their hurts. When the people are harry, which they often are, so too is their ruler.
When it comes to culture, the Confederation is extremely diverse, as every nation within it has its own traditions and languages (with Polrenski being used as a common tounge). For example, the region of Afinai still has Dwarves as a majority, while the regions near the Eastern Steppes have a great deal of Rossnyk and Sarrosian influence.
The Voymir are known to have a similar culture to the Polrenski Federation, wich is true, because, even if their language and some traditions they have are closer to those of the Rossnyk, many people from the Confederation are shocked when learning how similar they are to their long-time rivals.

When it comes to military strength, the Confederation has seen better days, but it's still a force to be reckoned with. It relies heavily on cavalry (be it horse or, slightly less commonly, bear hussars) and light infantry, wich, although useful at defeating many Rossnyk tribesmen, had a hard time defeating the Sosae Dwarven phalanxes and the feared Sarrosian sailors.
The once mighty fleet of the Polrenski is now used mostly to protect the trade routes and to scare away Sarrosian colonization fleets.
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>In the small region between the mountains and the lakes
Which one of these regions is that? I assume red or a combination of all of them, but clarity is key and I don't want to fuck shit up.
Where's a good place for swamp-dwelling lizardfolk to live? Especially a group almost entirely made up of jovial trickster-mentors.
I would say anywhere under the Alimani territory on the Northern continent, or maybe above the Gardendom.

The continents still need names btw!
I vote blue circle
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Edit: Or next to the Darkvale Commune, which is a big swamp itself and I completely forgot to add.

I was actually thinking of the west coast of the middle lake (which, I now realise, is actually not "across the lake from the Shogunate).

Having them on one of the middle thin bits seems unlikely; geographically speaking, they'd be more likely to be flat and low-lying than very mountainous.

I'm imagining the mountain spirits there are linked to the water spirits that live in the Kenai desert, with the area just on the other side of the mountains (and on the far side of the Kenai desert) the area with the mightiest spirits and the least hospitable to life.

If any of the other options suit you better, put the Dellan where you like.
What's going in that rivery bit south of Aelinke? Seems like there might be some mangrove swamp places there.
It seems to me the rivers are going the wrong way for that, I imagine that region would be rather mountainous.
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Like this?

I was imagining the coast of that peninsula to be like some kind of mountainrange where many rivers originate, à la Andes, but nothing is certain yet. Also, I have yet to add all rivers. Adding rivers is a ghastly and incredibly boring task.
I'd contribute, but I have to write my own noblebright setting down before I come up with yet ANOTHER thing to distract myself with. That said, why the fuck am I not working on that right now?
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The best of luck my friend
I'll need it. If/when I finish it, I'll probably make a thread, since some people on the board were interested.
I've got an area/faction in mind, but what area is most suitable for a mountainous tropical to sub-tropical environment? Are there concrete rules of magic?

The idea I have in mind is equal parts Princess Mononoke style fantasy Japan, fantasy Tibet,India, and the Pacific North West.
My PNWigga, I was about to propose a mish mash of early medieval Lithuania/Latgale/Curonia with pre-contact Coast Salish!
Ultimately, the people are gonna be mainly the first three. I just really like the huge trees and temperate rain forests, especially as contrast to Indian/Tibetan/Nepalese Architecture.
Ah so PNW moreso in climate.It's a beautiful landscape to be sure.
Yeah, it's really tranquil I find. The rainforests are so quiet and cool.

But yeah, OP, are there any concrete rules for magic/cosmology I need to know? Because the place I'm imagining is kind of weird.
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Fair enough.

Samurai Yeti & Sasquatch?

Little is known of the society of the Noqeirreon of Scapper Swamp, for not only is the swamp somewhat inhospitable for lifeforms without scales or similar integument due to the ridiculously large number of biting insects, but they rarely leave their ancestral homeland in large enough numbers for any cultural clash to really take place; nor do explorers venturing into their forests ever see any signs of the civilisation which they must assuredly have - for they can forge metals, make intricate torcs of gold and other precious metals, and wear garments of corded red linen, not to mention the fact that many scholars not that the forest's layout more closely resembles that of some great orchard than a true woodland.

When asked about their society, those Noqeirreon who wander grin an enigmatic grin and say nothing, and the most that can be extracted from them about how they are never found by outsiders is that they 'know how to walk unseen', often giving a small demonstration of the fantastic colour-changing abilities of their skin.

Almost all Noqeirreon who can be found outside the Scapper Swamp call themselves the Furcifir, and appear to be a class of wandering sage, travelling the world dispersing wisdom to any who will listen or who is in need of their special brand of guidance. Sometimes these wisdoms are delivered as straightforward lessons, sometimes as riddles that cause the target to have to undergo introspection to solve it, and sometimes - mostly with kings, emperors, and other figures of authority - they will enact a series of elaborate tricks or pranks in order for the individual to learn something about themselves and become a better ruler. As such, they are welcomed and dreaded by royal courts in equal measure, who consider them. Most Furcifir also know some magic, mostly illusion, which they use in their 'lessons' or to escape from irate 'students'
Ainu yeti, Buddhist Elves, and giant animals.
>deathclaw punk

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>Ainu yeti
This is the best I've got.
This is pretty damn perfect for it. I'll post a write up in a few minutes.
So, what's the setting's take on religion?

I always liked the idea of an omnistic movement focused on music. You know, they accept all gods, and worship them as equally as possible, always singing, because music is a gift from the gods or something.

I'm not talented enough to make it work, but who knows. Maybe one of you likes the idea and does something useful with it.
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The Knights Sepulchral are the last remnants of an ancient and forgotten necromantic empire, used as ferocious shock troopers that were allowed more power and self-awareness than the average undead minion. When their dark master was vanquished, they did not crumble like their fellows, but retreated to their catacomb-castles to reflect. With long years and much meditation, they came to loathe their past actions, and resolved to make amends. Riding forth on skeletal steeds, the Orders of the Knights Sepulchral set out into the world to protect the weak, uphold justice, and do good to all.
Armed with ancient weapons of sorcerous make and fueled by dark magics, the Knights Sepulchral are nigh-unstoppable, tireless soldiers with centuries of experience, and are a potent force for the betterment of all living things.
Sounds like these guys are up your alley, or? >>45301367

The dominant faith seems to be this one >>45300862 with possible overlap with elvish one >>45303167

Then there's Kind God referenced by at least one another poster. I dropped the name here >>45307894, originally intending him as something of a secretive deity promoting kindness towards others, while his nature might be a mystery or subject of debate. Faithful of other gods - or followers of monotheistic religions - might view and identify him as god they are already familiar with, while others may consider him to be some prehistoric philosopher or moralist whose teachings outlived him and created a following.
What is the scale of the map? In addition, is there a rough outline of broad climate/geographic zones/types? Or is that thing decided by each poster as they go?
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>The Nirvatra Mountains, and the Lotus Sages

To the Northwest of the Shogunate, in the heartlands from which the two great rivers spring, lie the ancient Nirvatra Mountains and their biomes. Unchanged by time and largely untouched by civilization, they are known across the world. Yet few have seen them, and fewer still understand them. The people that dwell there live simple lives, simple farmers and artisans in small villages tucked into the verdant valleys between the inordinately high peaks. There are no great cities to be found here, despite plentiful food, and war, poverty, or even discrimination. They appear to live supremely tranquil existences, and the natural world around them is similarly serene. Serene even to the point of seeming impossible to outsiders. The weather is always temperate and comfortable, the forests are still and comforting, and even among the high peaks the winds sing and the cold seems to lack the bitterness one would expect of it. It is as though the entire region is at peace and harmonious with itself.

This is, as the villagers will tell you, the work of the Sages. Monks and gurus, the temples of the Lotus Order can be found all across the Nirvatra Mountains. Perched on high cliffsides, nestled in ancient valleys, or even hidden inside one of the many grottoes that can be found in the caves of the region. They seek wisdom and harmonious existence with the universe. They say they can touch the fabric of creation in meditation, becoming empty and whole and part of the interconnected web of reality. To achieve this state of near enlightenment, they live intensely ascetic lifestyles. Forgoing all but the basest material pleasure, a Lotus monk would call a piece of cheese and a cup of tea a feast of almost unimaginable decadence. They act as elders and adjudicators for the villages, in return for material goods. Respected and loved across the land, the villagers attribute their harmonious existence to the meditations of the Lotus. cont
The Tattered Company is a band of mercenaries for hire who take on monsters and deal with bandits.
In times of peace they still travel around and alternate between seasonal work (farming, mining and such) and acting in a limited fashion as a travelling circus/market.
Mages who failed to pass their journeyman tests are often greatly encouraged to join the Tattered Company as are young men and women of age who lack the experience to travel the world on their own.
The Tattered Company rarely keeps any of it's recruits for much more than four years as they often settle down as either a guard, branch off on their own as an adventurer or join the military. However many adventurers past their prime have been known to spend their latter years with the Company training the next generation.
The villagers maintain strict practices of living and farming, precisely constructing their farms and homes as best not to disrupt nature and to increase harmoniousness with the universe. For example, their rice paddies are frequently seen to take odd geometric forms, even when terraced on hillsides.

The forests of the Nirvatra are ancient, expansive, untouched, and immensely magical. The trees grow enormous and strong, beasts reach sizes and temperaments not to be expected anywhere else in the world, and spirits of nature are so easy to find. The kodama dance like fireflies among the mossy stones and great ferns of the forest floor, while elk the size of horses are watched over by colossal wolves. Yeti can be found in the far north of the Mountains, living lives as hardy yak herds and subsistence farmers on high plateaus. They rarely trade with the villagers, and many outsiders believe them to be a myth.

That is to say, outsiders barely visit the Nirvatra Mountains at all, and rarely do they stay for long. The strange customs and spartan lifestyle of the common folk is hardly appealing to most, while the immense scale of nature there obstructs any attempts at their own settlements. That said, traders from the Shogunate and elsewhere come relatively frequently to the outlying parts of the region, as coffee, chocolate, sugar, and tea are all to be found in plenty for trade. So much so that many traders have taken to calling the mountains "The Land of Dessert", due to the extremely lucrative trading of these goods.

As has been mentioned, war has never touched the common folk of the Nirvatra, but that is not entirely true. They do not know war, but war has definitely been waged upon them. In the past, many powers have attempted to claim the beautiful and immensely resource rich region. cont.
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The Source (I am bad at naming stuff)

A reality of pure chaos and power, connecting the worlds and planes between each other. Mages use it as a source of their power, transfering raw primal energy into the tools to achive their goals. It is unknown how this realm of change came to be, but some speculate, that it was created by an enormous explosion of the device, that had been keeping the universes together during the time long forgotten by mortals. Only a smal group of entities from that time are alive that know who did that.
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Invaders have always been repulsed by a combination of both the regions general remoteness, the Sages, and seemingly nature itself. First, marching through the ardous and inhospitable mountain roads to get the Nirvatra peaks will take it's toll. The Lotus monks have been known to employ immensely powerful magics in war, not even requiring weapons or armor to defeat entire battalions of enemy soldiers single-handedly. A combination of meditation and martial arts, ascetics can go so far as to tread on falling leaves as though they were steps, and strike faster than the human eye can see. Nature itself also seems to repulse any incursion, with enormous wolves, tigers, boars, and bears coming out of the woods to harry invading forces.

The Nirvatran people are known for their light brown skin, black to ginger coloured hair, and striking blue-grey eyes. Most follow the pantheistic teachings of the Lotus Order, but some are largely secular despite following cultural norms of construction and living.

In general, the Mountains are a conglomeration of the most peaceful and serene places you can imagine. With a variety of forms and micro-biomes, few who come truly wish to leave the ever present and infinitely permeating serenity of the place.

Okay, so I made a veeeery rough sketch of how I imagined the climates to be. Up to change and the borders of the climates dont coincide with how it actually is, but rather give you a kind of general indication

Sandy is desert
Orange is mediterranean, like greece or italy
Dark green is temperate, like germany
Brown is Eastern Europe climate; hot in the summer, frigid in the winter
Light green is tropical
Blue Is the pole

I'll be hitting the sack, please keep this thread alive through the night anons!
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I am oficially retarded, here's the image
Maybe we should use some different shades of green?
Thanks. That's actually really helpful. Hope you can add
Though, it's a lottle warmer than Germany in a lot of places but that's partially magical.
It's fine, but isn't there a magic waste at the bottom?
Yet another theory suggests that the god of death lives in these depths.
This theory is supported by the fact that no living thing EVER returns, besides jelly fish, which are the animal of the Mat'See. "Ma", or "Mat" is Mertalk for "Is not" or "Was never". The syllable "An", or "Ant"means "Is" or "Has always been". All gods (besides Mat'See) are refered to as "Ant'(aspect of deiety)". For example "Ant'Aan", the god of the fathers has always been a father. You would call you father "An'Aan". The Syllable "See" means "life". Mat'See would mean "has never been life".
The Tower of Sarossa

An organisation of magic users, focused on researching the Source, and it's anomalies. Formed by a small group of sorossian citizens, capable of using the Source, they soon turned into a large organisation of scholars, archaeologists and science driven mages. While they use their power to help the people in need, they are devoted to uncovering the secrets of the Source, and are willing to travel throughout the world to gather the info they desire. Their organisation is named after the hedquarters in the capital of the Sarossian federation.
I'd make the elf island more temperate, at least its southern part and the middle of it, along with the islands to the south of it
I think we alredy have that sort of thing in the shape of the Crossroads Inn, in the first post.
I'm neither Source anon nor the Crossroads anon, but I think Source is intended to be a bigger thing than Crossroads Inn. Maybe Crossroads is embedded into the Source, carved up as a pocket in it, which allows it to behave the way it does. And maybe there are more such pockets and passages.
Maybe it could be a dimension of portals, something with a function of an airport, but as an inn. My point was to give magic a background.
Oh, yeah. Makes sense.

>Religion in the Sosae nations
The Sosae Dwarves still worship the same pantheon that was worshipped by their imperial forefathers, but after the war aganist the Polrenskis, there have been many converts to Ith'Milil and the Kind God. Still, most dwarves worship their old pantheon. There are many deities in the pantheon, ranging from important deities that control elements of nature (like the sun, the mountains and the crops) and minor gods, releted to other aspects of life (gods of thievery, stealth, willpower, etc). Also, each dwarven family has its own "household spirits", wich is some sort of ancestor worship, in wich they pray at their dead family members to intercede before the gods.
The most important gods on the Sosae pantheon are: Risa: goddess of fertility, crops and nature, Alos, god of the sun, Elel, god of death and rebirth and Ithyas, goddess of the sea and the mountains, dwarves also call her "the Mother".
Also, apart from all those gods, the dwarves belive in a "primordial god", a creator god responsible for the creation of everything he later gave the lesser gods influence over: Aramak, god of blood.
Despite that ominous title, Aramak is a positive deity, not unlike the Kind God in many aspects. Life is impossible without blood, and the Sosae dwarves belive that Aramak is the responsible for that, that he created all life, be it out of love or outright boredom. They belive that the magma they can find under the surface is the world's blood, flowing and giving life to everything, and that in that "primordial blood" lives Aramak. Dwarves belive that, once the world goes empty of that molten rock flowing under the surface, the world will die, but Aramak will still be there, to create another world, as he alredy did times and times before.
High in the soaring mountains to the east of the Polrenski Federation live the Gandel. The Gandel, or 'Gaar' as they refer to themselves, are a species of dragon, but instead of scales they feature feathers, and instead of a maw they have a beak. Unlike all the other non insect species under this sky the Gandel have six limbs: Two arms, two wings and two legs. The arms are weak and look frail, their hands are extremely long and boney, and can reach around to their wings.
Their wings are similar to those of a bird in shape, but are much larger and stronger. The arms of the Gandel originate just below the wings. Hudgar Esserby, a magos from the Polrenski federation, who spend 20 years living in the mountains, believes that the arms developed from a finger of the wings. Of course the Gandel beg to differ.
The hind legs are rather strong, and can lift the surprisingly light dragons off the ground.
The necks of the Gandel are rather long and allow them to scratch at every part of their bodies using their short beak.
The man sized birds/dragons are a species of extremely low population density. They all live their lives alobe and only come to THE city when mating season begins. To underatand their concept of 'mating season' depends on understanding 'the city'. In Gandel belief, they are a unique gift of the gods to this world. They were created on another world, where they ruled untill one day "Zaar", the god of change killed "Maar", the god of order. Zaar created this world and banished those who dared fighting him to this new prison. The Gandel consider themselves supperior and still worship Maar to this day. The city is the place where they "arrived" in their "ship of stars", and is strategically placed on the cliffs of the highest mountain of Zaris Maaren (prison for those who believe in Maar). They believe that it is their destiny to now place order upon these lands and revive Maar that way. Mating season is a time of great struggle, in the Gandel belief love is seen as chaotic, and thus unruly. They must live alone and work for the better of the land at all times, only during strictly regulated times are families reunited. When an egg is laid it is left at the altar together with all the others. There the young have to learn their history, their rules, and their destiny from the old ones, who are too told to fight for order.

Despite all of this 'being alone' the Gandel are fucking territorial as shit. Enter their mountains with a party greater than 5 in total and they see it as a declaration of war against order and borders. They WILL form up in rank and V formations to exterminate whatever foe might dare to enter the hills.

Rumor has it that there are other sects within the Sosae mountainhomes. Heretical cults that worship old, strange gods. Deities forsaken by Aramak itself, that lumber in the vast underground sea rumored to be under the Sosae Cliffs.
It is said that the heretic cultists live in the wild caves near the underground ocean, dressed in black, red and purple robes, offering all sorts of weird sacrifices to the beings, but not to please them, but to keep them in their slumber.
Whether this rumors are true or just lies spread by the dwarves themselves to make sure nobody tries to take over their mountainhomes, the Sosae will not say.
Is there any kind of snowy/christmassy land yet? Would fit well I think.

Along the Inlet of Kurvena lies Dievasžemęs; literally "God Land." The native Dievatžala are a coastal folk, subsisting richly off of fishing, clam farms, and the bountiful fauna of the shorelines. They work strange, beautiful crafts from local materials: fine cloth made from tree fibres, slender spears and sleek armour made from lightweight metals found at the depths of the inlet, all decorated with pearls and shells from the beaches.

Their settlements seem disorganized to outsiders, tumbling from land to sea and back again seemingly at random: to the Dievatžala everything from the smallest shed to the tallest tower is laid out with great attention payed to the will of God and the alignment of the cosmos. Their greatest citadels extend above the tops of the coastal jungles and down deep below the waves

They have little interest in colonizing lands beyond their own, as their land is blessed by God herself: what else could compare? However they are still an adventurous and spirited folk at heart, and the prows of their slender and lavishly decorated ships can be seen plying the waters of nearly every coastline inhabited by people interested in trading or even just talking.
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>tfw forgot pic releted
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In appearance, they are slightly shorter than the average human, and slender. Their skin ranges from light pastel greens through blues, with hair as varied and vibrant as the countless species of fish and tropical flowers that live and grow around their cities. Though they can't breath underwater they can hold their breath for hours without ill effect, and their ears are wide and finned to help steer during high speed swimming.

For location I imagine along either side of the long narrow inlet in that central peninsula type thing.
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Munrakhi confederacy is governed from its capital, called simply Harbour, or Learan in their language. It's a city built into a southern face of one of Munrakhi's principal island's fjords, and it's actually built on top of largest precursor ruins elves have uncovered by the time their island kingdoms united. It's clear from artifacts unearthed to date that ruins served as center of governance, but there are still disputes as to whether the previous settlement was also capital of the precursor empire or just seat of regional, perhaps colonial, government.

Be that as it may, elves spared no effort in reconstructing the landmarks: the slender, yet imposing granite cathedral to the Creator, the rounded, somewhat pompous marble halls of assembly where the council of kings holds their debates, the mildly foreboding, relatively spartan basalt palace of vision where elder council deliberate on policies, the ivory spires that rise from the fjord's ridge and house Harbour's university and archives and possibly the most iconic of all, the beacon keep that looms defiantly at mouth of the fjord, with eternal magical light helping guide elven sailors home while in the strategy rooms below the voyager guild ponders maps of the world and plans out new expeditions.

The city is built in several layers, from port and merchant layer at the sea level through industrial, commercial and governmental layer, with the civic layer where the cathedral and university is located being at the top. Residential dwellings are dispersed throughout the layers, which are connected by regular stonework roads as well as aqueducts. And since it's an elven town, there are numerous gardens on each of the layer, and although their aesthetics vary by layer, they provide citizens with comfort and respite.
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The Lotus Monks are known to have extremely extended lives. A single monk might advise a village council for generations, and those that live in the high reclusive monasteries far from any civilization have been known to live yet longer. Centuries old, they spend decades in meditation, becoming gnarled like ancient pines and sustaining themselves simply from the energy of the universe. They are those that maintain the balance in the Nirvatra Mountains, becoming one with the universe for extended periods. These enlightened beings are heralded and tended to like saints by their fellows until their inevitable demise sometime in their sleep.

A few, some whisper, have managed to conquer even death, passing beyond life into eternal meditation. High on the unimpeachable slopes of Mount Kalma, the most sacred peak of the Nirvatras,they supposedly reside entirely alone and without contact. Non can say for sure whether or not these undying ascetics truly exist, as no outsider or villager has ever ventured that far into the mountains and the Sages themselves are not often around to be questioned about it. When they are though, they usually respond with a short cryptic maxim and refuse further questioning.

>Real strength comes when no longer wants.
>One can only attain enlightenment when one stops grasping.
>After power, after things, after life itself.
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Council of kings is called such due to majority of the representatives of the island realms that form the confederacy holding just this title. There are a few islands where the title is still hereditary, but in majority of them it is an elected position and some of the islands have abandoned the title entirely and instead call their representative by title found in recovered precursor texts - "delegate". In case that wasn't clear by now, elves take their (presumed accurately, but not uncontested - there are scholars who propose alternate histories) heritage very seriously.

All island kingdoms have relatively big freedom in how they are run, but they are all require to contribute funds and men (inb4 >elves >men) to confederate treasury and defense force. Two exceptions to this rule is the highland kingdom of Aerak that is traditional home for wyvern breeders and houses headquarters of the Scales. The other is Accord, deep forest where sapient beasts are granted autonomy to govern themselves as they deem fit.
Finally there is one more territorial entity that doesn't get approached by the taxman is druid grove which takes up quite substantial part of the great island's forests.
Grove functions as nature preserve and also as home to sapient beasts that don't wish to live under any confederate jurisdictions, including the Accord. Druids themselves are a reclusive bunch and only rarely seen outside of the grove.

Sapient beasts have full citizen rights of the confederacy, which includes being governed by its laws, which is not a big restriction for those living in Accord or the Grove. They may also choose to leave Munrakhi entirely, but are advised to exercise caution as traditional markers (ribbons, piercings, magical symbols) used to distinguish sapient being from regular one are seldom recognized outside of the confederacy.
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meant drakes, although I suppose wyverns might be around in some respect as well.
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draconic age before I go to sleep.
>The Coastal Guardians
In the northern coast of the southern continent, in Vastmerk, this misteryous statues can be found in the most mountainous portions of the coastline. It is unknown why were they made or who made them, some speculate that they are statues made by the ancient Vastermarkers to honor Ith'Milil, some say that they were some sort of landmark for an ancient empire, and others even think that they are the remnants of a failed Sosae colonization attempt.
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Along the southwestern fringe of the Southern continent, the land is nothing but a shimmering, crystalline waste. An extension of the Magical Wastes, nothing grows in this land; there are no beasts, men or undead that roam it, the only things above the ground being massive, jagged mountains made of semi-clear gemstone lodged in the vast gravel plane. Although the atmosphere there radiates a sickness that has claimed the life of a good deal of foolish travellers, neighboring peoples do sometimes dip into its fringes, braving storms of shredded glass to unearth small fortunes worth of jewelry. It is rare that forays into this land last more than a day or two at most.
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This harsh and alien landscape has not entirely discouraged adventurers from further north, however. Whether it is because of its unnatural beauty, the call of wealth, or simple exploration, the occasional soul ends up launching forays into the Western Wastes. While most journeys end in death to razor glass picked up by the wind, the sun's rays cast through the mountains above, or simple dust inhilation, there have been a few who exit unscathed, telling tales of crystalline formations that float above the ground as if imitating angels and a fantastical spire that appears to reach into the heavens themselves.
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Good Morning everyone! You came up with some wonderful stuff tonight! I won't be able to add everything to the map immediately, so make sure to keep this thread active
We'll try bro
Good job, OP, this looks great. Are you doing a PDF with everything that´s been said?
Bumping with skeletals.
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Polite reminder that skeletons belong to the grave.
Polite reminder is noted with a sarcastically polite skeletal.
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I want necromancer defense force to leave.

Having your body despoiled by dark sorcery to gain cheap labor is not good.
Using same sorcery to capture souls that should be passing on, away from the material plane, is not good.
Enslaving them to do your bidding is not good either.
Binding corpses of your enemies to vent your frustrations on them is petty evil and if you keep them conscious for the process it's downright monstrous.
Capturing souls of your loved ones to insert them into a frankenstein monstrosity is not good and will not win you any favours with them.

Necromancers are not "just misunderstood". Necromancers are just immoral self-absorbed delusional psychopaths.

t. wight-hunter Xander
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Knights of Sun's Vigil are an order of warriors, paladins and fighting priests that formed in response to Sifaan the Soul Devourer's undead plague.

Sifaan was a talented apprentice that was studying at Lysandria's magical academy. He was expected to graduate with highest accolades, but his graduation work, while insightful and excellently done, was rejected on ethical grounds as it proposed use of human sacrifice and infliction of suffering to focus the mystical energies in order to channel forth large amount of magical energy.
Sifaan took this as personal insult and humiliation and left the academy, reportedly accompanied by increasing number of sprites as he moved towards the border. A few years later, several villages between Sarossia and Lysandria and a border port town were wiped out by an army of animated dead. The two realms, with direct and indirect assistance of a few other concerned parties, launched a campaign to retake the infested area over course of next year, campaign that culminated in a pitched battle for Land's End Port where knight-captain Karis pierced necromancer's heart. The port has been since renamed "Shadowfall", in rememberance of both the fallen innocents, and of the grave threat being dispersed.
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Knight-captain Karis fell that day. With his last breath, Sifaan bound knigh-captain's spirit to his body in a final act of defiance, but rather than endure existence as undead, Karis wrote down in his testament code for order of Sun's Vigil, willing that such atrocity should never happen again, and then cast himself into city's forge that incinerated his body without trace.
Interestingly, Karis himself explicitly stated that those among undead who retain their will should be free to choose their fate, possibly in recognition of his own intention.

Ever since, the Radiant Tower, a fortress and order hall erected on the hill above Shadowfall, serves as base of operation to an order of devoted fighters that traverse the world in search of spellcasters abusing their power to control the dead and put down any mindless or vengeful undead they come across.
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Hmm... maybe somewhere in north pole? Perhaps a secluded community in a hot springs area?

Maybe monastery from which these guys >>45307894 operate could also be in the vicinity, perhaps cooperating with the not!Santa.

Maybe some kindly artificier came across a tomb of dormant Anu >>45338325, examined them, and upon learning of their purpose reprogrammed them to set up a toy factory. Although this could be either too corny, or too dark if Anu have free will. And it might be too distant from what Anu-Anon intended with them, including possibility of hack an entire outpost of those automatons.
Has anyone got good ideas on music to use with a noblebright setting ?


To name a few
Thanks anon !

Sorry to bother you man, but could you add an area called something like "Area of Anu activity"(Not really a nation blob, but like a dotted line around a fairly large area?) somewhere on the northern half of the map around the Kovari Shogunate?
>Anu Destroyer
<Anu Subjugator (deployed to suppress conquered populations)

I think some of the soundtrack composers had right ideas
betrayal at krondor

quest for glory

Warcraft 2

That is a dildo.
The Werekin tribe

Nomadic tribe who follows the strongest leader. When they come of age they are blessed with an animal spirit which they can control at will. The stronger spirits become leaders, the weaker ones run the caravan. Or go off on their own.
No limit to the type of spirit, magical or mundane.
Their tribes roots stem from the first werebeast. The great werewolf lycan. Who was seen as a great fighter and attuned with nature as a druid.

They can be contacted as entertainers and are used to entertain large parties or events.

Strong warriors, but are attuned with nature due to their closeness to beasts.
No that is a standard issue lasgun for imperial guardsman use.

Perfect for penetrating areas of resistance effectively. :^)
Okay guys, I'm back. Adding all new nations to the map now, sorry it took so darn long
Thank you based OP <3
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Map updated, should contain everything.

Not sure if I should add extra country blobs for these, or if it/they are gonna be added to the text parts.

I plan to do so, but I'd like the map to be filled first. Also, it'll probably just be a word doc with pictures converted to PDF since I suck at formatting.

Once I add them to the planned PDF, I will make sure there is a map that shows their activity. The current map will be just for countries and tribes though
Also guys, we really need some continent names. It'll ease things up a lot for us.

Some suggestions:
>Northern Continent

>Southern Continent

These names are probably shitty though, feel free to suggest others or leave a vote.
I like Rivicia for the north, and Lawitz for the south.
So what's the deal with the Sarrosian Federation? Can someone describe them to me?
Rivicia for North, Tsunicia for South?
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As a TL;DR
They're several formerly independent smaller nations, city states etc. Focused on trading, united under one flag but the areas retain a large amount of autonomy. Borders are like medieval Venice, some places on land, many islands.

They're mentioned in few posts but Anon initially described it here >>45308899
I have a couple for each continent but heres are my votes for your own names

My own

Anu-Anon here.

All Anu have awareness of self to some degree, with high tier Anu such as the commanders being highly intelligent, with the basic automata footsoldiers having some degree of free will, but can under no circumstances violate the directives set to them by their superiors. On that note, all Anu are bound by several prime directives.

1. An Anu may not injure a Master/Anu or, through inaction, allow an Anu/Master to come to harm.

2. An Anu must obey the orders given it by either superior Anu or the Eternal Masters, even if it contradicts the first order.

3. An Anu must protect its own existence unless ordered otherwise.

4. Carry out the Subjugation of those below the Masters and the Anu by any means necessary.

It should also be noted that only high level Anu have speech functions, as well as that high level communicate via radio signals to each other and their servants.

Anu may be severed from the Prime Directives if their cores are modified sufficiently, but this would require one to subdue and partially disassemble it, it simply cannot be done from afar. The Anu in question being deemed defective by its fellows, and will be instantly marked for termination ASAP.

*high level Anu
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Current continent votes:
Rivicia 2
Merlot 1
Thuze 1

Lawitz 1
Tsunicia 1
Banyuls 1
Boshgor 1
Switching my vote from Lawitz to Banyuls.
I vote for Thuze and Boshgor
Inbetween Aelinke and the Alemanni corridor lies the great city state of Palatinia. The region has mountains rich in platinum and silver and scenic flower covered hills. Palatinia is very densly populated especially the city itself. The mignificant city of Palatinia lies on the coast and is a hub of craftsmanship and commerce. The government is a twin monarchy, once every couple of decades twins are born to a noble family these twins wil asume leadership at the age of six, then they stop adgeing as they rule. These child rulers are blessed by the legendary patron goddess: the silver mother, who made a pact wit the palatinians promising safety from imperialism and the tribal incursions. The blessing consists of this: one of the twins has extreme magical powers but no long term memory, while the other twin knows al the previous rulers did but is pretty much only an advisor who lacks real power. The palatinians value innocense above al else and believe al other virtues too spring from it.
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From the Nirvatra mountains where the Lotus Sages dwell, two great rivers arise. They are the Natra and the Voshan, and they flow through the immense enchanted forests where the Navo dwell.

The Navo are not entirely human - somehow, after centuries of inhabiting the strange woodlands, they have become more tree-like themselves. They are by normal standards sluggish, but extremely long lived, and survive easily on a quarter of the food a normal human does.

They build vast dwellings amongst the ancient trees, and when they do war it is a slow affair of ritualised battles. Each community lives in a few close dwellings and reveres a few ancient trees, to which it is rumoured they bind themselves.

While not hostile, they do not entirely welcome outsiders; as they have learned from exprience, friendship between them and other humans leads to sorrow on both sides. Occasionally they might welcome Lotus Monks, or seekers of knowledge from Refrennar, or other rare travellers for a short time, but such acquantances are always temporary.
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OP I want to contribute but I don't know what has and hasn't been said already. Is there an encyclopedia of sorts for the different nations/cultures?
not a fan of all those islands just being one huge nation

maybe if they were a loose "union" rather than a federal state
You mean the one that's literally called a Confederacy?
That's what they are. A confederacy.
There's just this thread and the previous one.
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Well they are a confederacy. Their island kingdoms share religion and reverence for their precursors, also language, although they will have noticeable differences in accent and dialect, and the one living closer to equator will have darker complexion.

that said, as a guy who came up with them in first place, I submit that I wouldn't mind their territory scaled down, especially if someone comes up with an idea what to fill the vacated space with. Core point of them is to be a temperate elf faction with some history, some wanderlust, and giving them maritime tradition to spice them up a bit so they don't feel too generic.
The United Zrog Chiefdoms is a small polity to the south of Aelinke, between the Clabaank river and the western shores of the Shallow Sea. Made primarily of goblins, though with a few orcs, both swinny and panak, they owe their name to the conqueror and uniter, Zrog the Great and Mitey - named for his talent as a leader, and also for his chronic infestation of ticks. Starting as chief of the smallest of the warring greenskin tribes, with his diplomatic skill and military savvy, he quickly began to talk or force all the other chiefdoms into joining his vision for a new beginning for his people. Once his foes were placated or subdued, he wrote up a charter on a long strip of bark.
Firstly, the chieftains would keep their rank, but must come together regularly to decide on matters of policy that would affect the entirety of the UZC. This council would be complemented, advised, and kept in check by a similar council of goblin shamans representing each of the Sevenfold Paths of goblin magic (spirit, water, fire, air, earth, metal, wood), who were given both the power of tiebreaking, and of veto - though a shaman council that called veto would have to step down as representatives to prevent abuse of this ability. In addition, the tribeless goblins and orcs would be organised into a body capable of acting on behalf of the UZC as a whole, as neutral enforcers of rulings, as diplomats and messengers, and other tasks that required a lack of bias.
Swinny Orcs are more pig-like, whilst Panak Orcs are more ape-like. Hobgoblins are not welcome in the UZC due to them being gits.
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I'd like to include some quasi-theocratic state
run by Good aligned Necromancers.

a very small state somewhere on the riverbank
think like the Papal State in Italy, run by the Lord bishops and with various subjects under them.

as for their necromancy I think it would be interesting to have a society worshiping a benevolent death-sphere God, preforming burial services for pilgrims and offering necromantic services for families who want a reanimate guardian for their crypt, or wish to consult with the ghosts of their ancestors.

at the center of their Capitol could be a massive cathedral comprised entirely of enchanted skeletons/bones of the faithful who willingly donated their remains to be part of the edifice.
The eldest Bishops of their society are millennia old jovial liches with their very bones encrusted with gold and gems. They use their powers of death to maintain the balance of life exemplified by their sprawling corpse gardens where they grow organs of various sorts for medical/magical and incredible works of organic art utilizing twisted enchanted flesh.
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basically a very literalist catholic church with Jesus being an actual death god of resurrection/reanimation
>some priests tending to services
Those necromancer lords could be walking a very narrow line if they didn't want to come across as bad guys.
Although I guess cultures that built ossuaries and/or necropolis could be interesting.
>Those necromancer lords could be walking a very narrow line if they didn't want to come across as bad guys.
thought that would make it interesting for some of the more "misguided" priest, like maybe a mad artist type looking to honour God through great works of flesh sculpting art, creating disturbing yet beautiful monsters through possibly unscrupulous means in order to acquire the perfect pieces of flesh.

like Michelangelo if he were a necromancer
That's creepy, especially if it'd be sanctioned by his superiors. But as a rogue element, or for contrast purposes? Why not I guess?

I'm not sure if I buy that culture respectful of their dead would resort to magic to animate the remains, but I guess people have explained stranger things away
This is a reminder that the greatest necromancer in mythology is also the god of medicine.

its in order to consult with the ancestors
they don't see the physical body as being nearly as important as the soul, it is merely a vessel and effectively your property, which is why they have no qualms about things like sewing extra reanimate arms onto their backs to make multitasking in the Abbey easier.

the line is drawn when the soul is recruited by the necromancer without consent, effectively spiritual "rape"

the flesh however doesn't matter as much.

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