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/tg/ - Traditional Games


Whaddup, grog-chugging fa/tg/uys.

It's been some time since I last ran a thread like this. Let's do some Worldbuilding together!

>How does this work?
You make a post with something you'd like to add to the setting. This can be anything you'd like: From sprawling empires to notable people. From sacred trees to common races. Anything goes, as long as it fits. You can post images to inspire or elaborate, post stories about or from the world, and draw parts of it if you're good. Just help along!

>Dos and Don'ts
Don't remove/ignore the posts of others for no reason. Their creations are just as valid as yours.

Do elaborate on the creations of others. If someone posts a kingdom, feel free to elaborate on the cities, areas and peoples within its borders. Talk about its relationships, trade or nobility. Your own creations can be elaborated on too of course.

Don't make lulsorandumb stuff. If there's weird shit, completely fine. Just elaborate and share details. Examples:
>No: Elephants with three dicks that fly lelel kek
>Yes: These mammoth like creatures live on steppes. They have three long probosci also used for reproduction. [Further explanation]

Do help, even if you're not sure of your creations. We'll say no and give constructive criticism if it breaks the rules.

>The theme
Medieval fantasy, focused in a currently undescribed location where it's winter most of the time. Snow often covers the world, and the cold is your greatest enemy. Still, people thrive here.

I'll keep track of everything you type, and add stuff myself too. I'll also do the maps.

Now, go ahead and do what you're good at, /tg/!
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>>51770825
Give me a sec to write some shit to start this bugger off
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>>51770825
The continent of the setting is named Bryss. It is a large continent, shaped like a stretched hand. The southern peninsulae and islands are home to most civilized folk. They have the mildest winters half of the year, and a wet, spring-like season the other half. Agriculture is possible here without the need of magical interference.

These southern lands are fractured in many independent countries, most owned by humans. Other races do maintain a presence, though.

The central plains are more inhospitable. Dense forests and gargantuan planes make it a vast wilderness to survive in. The actual countries ruling here often use magic to sustain their crops, yet mostly nomads and tribes inhabit this area.

The true north is a wasteland of ice, mountains and wild magic. Large beings of snow and ice roam here, preying on what warm meat they can get. Only underground and evil sapients manage to survive here, with some notable exceptions.

I'll start drawing a map soon.
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>>51770825
The Shaggy Wyrm is a commonly feared creature across the realms.

Resembling a small, legless Wyvern covered in shaggy fur, these poisonous creatures prefer to hibernate in trees, for this reason logging teams consider a boar spear just as necessary as an axe or saw before attempting to fell trees.

"A wyvern in the tree" is a common expression used to convey a hidden 'catch' in a deal or agreement not beneficial for one party.

The Shaggy Wyrm's hide (with coat attached) is a sought after trade item, as well as the mark of a questing knight whose wealth lies in his arms and accoutrement rather than in coin.

Never contributed to one of these before, how'd I do?
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>>51771966
Meant to say

"Wyrm in the tree"
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The Bruzhul tribe inhabits a large swathe of dense forest in Western Bryss. They are not a political entity, rather a collection of similar looking human tribes specialized in hunting and raiding. They are quite wealthy for a tribe, due to the large availability of sought-after pelts in their territory.

Usually they live in anarchic circumstances. Yet when threatened from the outside, they unify under a group of chieftains, and fight side by side.

>>51771966
You did great! Lovely addition.
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A small but growing number of people succumb to a mysterious condition known as snow madness, where an individual suddenly and unexpectedly retreats into the frozen lands outside of their village, often without any suitable clothing for warmth. One would think this would mean death for the individual, but in truth those with the snow madness not only survive, but thrive, in a sense.

Those with the snow madness inevitably find each other, and live out the rest of their days hiding in the cold wilds, traveling as nomads who some believe are worshipping the cold itself.
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>>51772143
Boar riders are so cool.
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>>51770825
>>51771751
Impera Orsia

-An empire ran by a Witch dating back to the ascension of the Wise Witch, as tsaress after the failure of the previous one to obtain immortality through transferring their soul to an object, and her training to become a power spellcaster by the Old Witch of the Forests or Grandma Witch who tutored many young kids in the art of magic for a hefty price.
-It lies somewhere between the central plains and true north, most of the population live in the central plain area.
-Though described as an empire, it is a rather reclusive state who has the habit of copying the surrounding nations advancement and style in order to act as if it advance or part of the group.
-Control of the empire lies with both the Tsaress who rules over the land, and the Provisional Governors who rule over individual parts of the land who meet in a council to discuss matters of the Kingdom at least once every year.
-Vast majority of the Provisional Governors are always Mages or Witches who were selected by the Tsaress based on their skill to effectively lead a pulled together military and their mastery in magic in order to defend against nomads and evil sapients from the north.
-Provisional Governors rule their sections of the Orsia like a king, selecting the nobles who make up that part of the land and those nobles who rule over smaller parts of land have complete power over their peasants and bring in taxes for the Tsar.
-Magic is looked highly upon within the empire and being able to use it, grants even peasants the ability to move up in the social ladder as they are recruited to study it and use it for the empire's defense.
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The centre of Bryss is uncharted territory, consumed by ravenous blizzards that have swallowed many a cartographers expedition. Many miles across the land steeps upwards, steep and impenetrable mountains forming a tight crown about the Heart of Ice, as Magi have dubbed the place. Spirits of Snow, Sleet and Ice frequently make pilgrimage here, passing deep into the mountains where man cannot follow. Why this is, the Spirits will not say, though their pilgrimage marks the changing of seasons.
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To the north, under the ever-scintillating dance of the Boreal Serpents, lives a tribe of humans who have made strange and unseemly bargains with the spirits of ice and cold. Their women are spellweavers nonpareil, White Witches who grow their power in response to the bitter cold, and send dread frost against their enemies. Their men are blessed or cursed with the power to shapeshift into immense polar bears, and they go into battle armored and wielding powerful weapons with strength ten times that of other men.
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All over Bryss the slain corpses of an ancient titanomachy still litter the landscape.
They are a reminder of mankinds insignificance.
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>>51775251
Their dead bodies house ancient secrets, though the common folk fear to tread near their battlefields. Tribal shamans occasionally essay forth to investigate the ancient titan graves, but their ancient magic still lurks near these sites... an unwary traveler may wake a power unheard of in modern times.
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>>51771751
In times past, there was a religious leader from a central settlement (Buath) who went by the name of Silva. This man was of a prophetic/messianic bent, and preached that the end of the world was at hand. He also spoke of a verdant paradise at the crown of the world, otherwise known as the far north. Silva gave it the name of Null Bryss.

A day eventually came to pass that his followers and he were driven from their homes in Buath after tensions with the more orthodox local rulers escalated into violence. It was said that Silva was able to use the power of the evil eye, and that he cursed the city of Buath. This is the common belief regarding the origin of the strange malady that plagues Buath to this day. The oftenest-heard version of the curse goes as follows: "Once every new moon, let ye sons of Buath be as the animals ye truly are." And so despicable acts go on in that city during the utter darkness of the new moon. No traveler who stays during that night has ever left alive.

As for Silva and his ilk, it is oft said that they died in the far north of Bryss somewhere. Some will go on further to claim that they are the ancestors of a certain variety of spirit that lives there. Truth is, no-one knows.

(I wanted to do more stuff, but I didn't want to add too much at once.)
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>>51770825
Communal worldbuilding never works, does it?
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>>51780616
It's working pretty fucking well right now friendo.
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>>51772738
The illness often affects those who have recently lost a cherished family member or close friend.

A particular community of natives who live on one side of a large mountain see the illness as a way for the affected to cure themselves of their depression.The affected find others who have suffered similar losses, and as a result, they are able to slowly form new bonds to replace those they lost. The natives believe the illness is used by the god of death as a sort of trade with the living: he takes the souls of those destined to die, and out of pity, allows the living who are in pain to enter the realm of the gods (the other side of the mountain) to find peace. The affected never return because once they make it to the top of the mountain, their bodies are stripped away so their soul can move forward, forever free of any future woes.

Other native communities have different views on the illness' cause(s). The truth behind the disease is not known.
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>>51781108
Edit: The native community in question is actually on one side of a mountain range about 10 miles long. The people affected by the snow madness illness instinctively climb the highest mountain, which is nearly 2,000 feet tall.
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While the vast majority of the races of the world have since gone extinct sine the Titanomachy and the Long Winter, there are still small pockets of diversity in this frigid human land. Three races of note can be seen throughout the land, the few non-human races still left on Byrss.

The Kunl'k are a fastidious and mercantile people, overbearingly polite and cheery to a fault. These stout crustacean-like insectoids survive the brutal tundra due to some strange alchemical substance in their acrid blood, as well as thick insulating carapace and a soft velvety coat that grows upon their outer shell with age.

Kunl'k make their way as merchants and physicians their large shield-like foreclaws hiding a pair of surprisingly dexterous talons that allow them to handle smaller items with great care.
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>>51782460
The Jürnog, otherwise known as Bugbears or Bearmen (negative and positive connotations respectively) are born mercenaries. The Jürnog are extremely antisocial amongst their own kind, to the point of violence, save for during the brief periods of spring that come to Bryss where they mate and trade stories.

Jürnog have deep black or purple skin and raven black or warm brown fur that covers their massive frames. The bearmen also take great pride in self adornment, tattooing themselves in luminescent ink or branding themselves, leaving pale white scars on their exposed flesh. Another commonality amongst the strangely isolated (amongst theit own kind) creatures, is their Kukri. Every bugbear has a neatly adorned curved knife that is given to them by their fathers and passed down from father to child during the spring Clansmeet.
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>>51782623
Dropped muh pic
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>>51774698
Werebears! Cool af
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The thick forests of the central plains have given rise to a host of small creatures competing for space amidst the dense foliage. One such group, the so called "Snow Faries" , have achieved a crude sentience, and even civilization. Many have fled the forest paths under a hail of sharpened sticks and dropped stones that serve as a warning to those crossing into a Faerie chieftain's domain
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Nice work, anons!
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At the end of year, a denizen of Bryss can witness a rather annoying and comforting incident known as the Kaleido Miasma. The Kaleido Miasma brightens the sky for 4 days and night with multitude of refraction and reflections of colourful geometric forms. Many practitioners of the arcane arts have claimed to see arcane runes and circles within the forms. Divination had also been made based on the patterns seen in the sky, many dubious but some, especially the magically related ones, are accurate to a certain extent. During the brutal blizzard that often comes at the end of the year, the brightened sky brings relief to many denizens.

It is annoying because mages and witches during this period see their magical potential dipping tremendously; they are only able to cast magic spells for a short amount of time before they are not able to do anything magical. The reason for this, and the relationship between this and the Kaledio Miasma are unknown but an extremely tiny being known as Khachig has been speculated to be the missing link.

To combat this deficiency, mages and witches had held magical trinkets since time immemorial. The colors on these items reflected the same geometric forms seen in the Kaleido Miasma, and they have been coated with the blood of Aris, a beast of the north. Once coated, the items are left in the open for a while before the colurful geometric forms are seen engulfing the item. The trinkets then are used to cast spells, after repeated use, the trinkets will lose its colourful properties before being engulfed by such colourful forms. After a while however, the trinkets will be rendered useless and discarded.
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>>51784586
Because of the nature of the empire, the Impera Orsia regularly send expedition forces into the north to hunt for Aris. Generally, the older an Aris is, the better as blood of older Aris is more potent. However, older Aris are cunning and stronger, thus requiring more effort to hunt. Their blood and the trinkets drenched in it have fetched expensive prices within the magical Empire, thus gating normal magicians from obtaining it.

Nevertheless because of this Impera Orsia had dominated the magic circles within Bryss using such trinkets to buy favours and trade goods and knowledge with foreign empire and arcane academics alike. Many magicians outside Orsia loathe this however, are begrudgingly grateful when they witness how difficult Aris hunting is in the first place.
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The typically Bryss snowfall in the south is around one hundred inches of solid snowpack in the winter. In the north this can well exceed this and bare ground is a rarity. To survive this trees grow in a pyramidal shape and create empty spaces beneath their boughs where the ground can be found.
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Started working on a basic map
Outlines are still far from done, but a preview of the final results can be seen in the left bottom corner. Going for a rough, fjord-ish coast with plenty of islands.
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There is a legend about a wandering madman/murderer. His true name is unknown but the people know him only as Hells Warden.

His backstory is unknown to all but him. But it is said his parents were cultists to the God of hedonism and debauchery, and so he was offered as a sacrifice to one of the gods many daemons. Being sacrificed on his twelfth birthday the daemon tortured, raped and enslaved the boy. But one day he escaped using a loose chain he battered the daemon enough for him to escape. But crawling through the fires of Hell itself could not stop him.

It is said that the unholy flames changed him, turning him from a human to something not quite a daemon, but more inbetween. To this day he is one of the 6 people to have escaped He'll.

He wanders the many lands, taking the skulls of his enemies and displaying them on his ever growing chain. He weilds a flaming sword he took from a Daemon Prince that now adorns his chain. The chain itself, cloaked in hellfire with the skulls being the bludgeon to make it a crude and terrifying flail. But his ultimate goal is not godhood, it is to find the daemon who he was sacrificed to, and make it suffer in ways even it's patron god would be disgusted.
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The Underbryss is a term given by the people of Bryss describing the underground cities that have been built and expanded under the ground of Bryss by the Jerichoians, or as the surface dwellers call them, 'Jeri'. The Jeri's mythologies describe their empire, Jericho, as a thriving empire that was once ruled by a benevolent Titan. When the Long Winter came and sparked the Reckoning*, the people of Jericho started digging at the side Mount Doljrin, to escape the brutal winter and the clash of Titans. Years turned to decades, decades turned to centuries, and centuries turn to myths as the Jeri keeps digging, and eventually built a complex network of tunnels and caverns.

The people of Jehrico initially send a group of scouts every decade to see how the world went however, none ever returns. As the time gone by and the Jeri dig ever deeper, the frequency of sending such a force decreases and soon, they stopped until 60 years ago when an upstart Prospector of the Fifth Cluster decided his pilgrimage will not be deeper underground but the surface instead and went with an expeditionary force.

2 weeks later, he came back. Or rather, he ran back with an army of O'quans Crusaders on his tail. With that, marks the first war the people of Jehrico had after centuries or even millennia.

*Somebody come up with a better name for the equivalent of Ragnarok where the Titans start fighting each other (at least from the mythology point of view).

>>51785725
Very nice.
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>>51774110
The Capital of Orsia lies deep within a forest that has been heavily tempered with magic. A magical seal is needed to reach the city within the Forest without losing yourself forever in the Forests of the Capital.

Seals can range from being quite cheap (and just being used to enter the capital) or quite expensive (to hide yourself from beasts while travelling through the roads of the Via Impera). Seals are sold in border towns along the frontiers of civilized nations as well as in Major cities.

The city itself is Divided in two parts one for the common subjects and another for the rich merchants and Aristocrats. A Special seal is needed to enter the rich part of town and they are quite expensive. The Capital was mostly built by the shaping of trees via magic, if you were to look it from above in the early morning it would like trees with cobbled rocks in between them.
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Progress!
I've got other stuff to do too, so the next update will take a while.

Keep adding stuff guys, you're doing beautifully
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well i feel like helping so here goes nothing:\

Located in the frozen steppes in the south of Bryss the Rorg,a tribe of man hunting ogres, have taken to inhabiting this vast region almost sealing it off completely to merchants and traders unless they pay a toll to the nomads which usually is some weapons (they enjoy shiny ones) as well as large quantities of foods. failure to pay these tolls leads to the orges attacking and either killing everyone or just the theft of the woman and resources if your're lucky

in battle the Rorg are infamous for riding large mammoth-like beasts with a large boney plate upon its head allowing it to ram the gates of frontier forts the ogres are famous for raiding. those not riding are armed with large axes and clubs crafted from the animals they hunt they rarely wear armor as it slows them down and their hides are tough enough to stop a sword or arrow but can be penetrated by heavy crossbows , blessed weapons, and sturdy spears or harpoons
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>>51786427
>Rorg Clan Trapper
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>>51786290
Sylva Orisca, the capital of Orsia, isn't the most populous city of the empire, that title belongs to Miragrad a Port town in the southwest of the Empire. The city has a special status within the Empire has it isn't ruled by a Provisional Governor but by a council called the Three Points. The Three Points being the Guard Commander of the city, the current leader of the Imperial College of Wizardry and an official voted in by the residents of the city. Due to the presence of the port and the Imperial College of Wizardry, Miragrad houses people from all over Bryss even some non-humans.
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Rorg Tribesmen are often hired as Mercenaries in the southern lands, not by humans though, as most humans that could hire mercenaries in those lands think they are too barbaric to interact with. Some Kingdoms even forbid Rorg people from entering their lands for fear of them stealing, murdering or raping.
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>>51786427
changed my mind they are more located in the north east area of Bryss and have a somewhat sovereign kingdom as no one wants the harsh steppes they have made their home

their current chieftain is Kothar the Hungry
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A southern knight defeated by a savage Rorg

(cant judge from the thumb, but IIRC it depicts an ogre)
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>>51786553
"fuck you" Sir Gerland the 15th's last words in the Gorgar Wilds
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>>51786033
The First Crusade of Jericho ended up with the Fifth Cluster being completely enslaved and it's people being Scattered around many cities of O'quan religion. The other Clusters hearing rumours of the Jericho Crusade by escaped slaves has slowly being turning it's tunnels in gigantic death traps for Overbryssians and it's settlements into gigantic fortresses that very few could take. Some people even say that the Jeri Clusters are organizing a Holy war of their own as some people have reported seeing in them in the lands of the O'quan pontiff.
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so how many nations are their so far? i'm having trouble keeping track i have Orsia,the Bruzhul,and the Rorg buts that about it are there more?
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In the archipelagos and islands in Bryss's south one can find the Stone Folk. They are an odd race of sapient stone Golems, said to have been made by mages for an ancient civilisation as slaves and servants. It is also said that they rebelled against their masters during the days of the Titanomachy.

No one is entirely sure what happened to the Stone Folk's masters. Some suggest they were wiped out wholesale, others that they fled north, eventually becoming the Impera Orisia. Yet other believe the Stone folk turned their masters into other Stone Folk as a punishment for their enslavement. Whatever the case the Stone Folk can be found throughout the Islands at Bryss's south east, but are a rare sight further north, what with people not trusting the inorganic life forms and such.
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>>51785861
The wandering escapees of the realm of Gods, Spirits and Demons (High Garden, the Spirit lands and He'll) are Called the Returned and most of the Returned are legends of their own right their grand total is 12 (6 from He'll, 4 from the Spirit lands and 2 from High Garden). Returned tend to have tremendous strength and supernatural powers. While most of them stop being able to cast magic when they return to the Prime Realm, abilities such as creating souls and life, being able to teleport anywhere within the Prime Realm or being able to morph into demi-demons are well known.

Returned are immortal but in theory not invincible.
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>>51786672
Orsia, Bruzhul, Rorg and the Jeri
>>51786033

>>51782460
>>51782623
These dudes exists but no cities

>>51781108
This is a distinct community but no lore

>>51778723
This is a city but no more lore has been added about it
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Far in the North are the "stone scales" a hostile breed of drakes that have grey rock like skin that helps with camouflage and ambushes on unsuspecting prey like lone ogres or human travelers. In combat they prefer to burst from the ice and swallow their prey in a blur of teeth and claws but if unable to get them with that they have deadly breath weapon of scorching steam that can easily flay a mans skin off and even kill a bear or ogre in a single strike
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>>51786791
High Garden, the Spirit Lands are He'll are collectively called the Phantom Realm.

Myths speak about a Secondary realm, where the surviving the titans reside but no proof of it ever existing has ever appeared.
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can we have necromancers reanimating the corpses of the titans to try to take over the southern kingdoms with these huge skeletons


also it should be a VERY rare thing as titan corpses are very dangerous and can kill a necromancer that tries to control it even after the titans death long ago
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>>51786946
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>>51786825
I forgot some folk hahaha
>>51774698
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>>51786946
There could very well be some sort of cult that had been trying for centuries, and, at the time of the setting, is almost there.

This way you could have a very interesting setting, trying to stop the cultists/titanic skellingtons
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are there dwarves in this setting or their just humans
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>>51786033
>>51786626
>>51786427
Despite their self-proclaimed "proud history" lost in time, some traditions are not lost to Jeri; mainly the aesthetics of having the colorful banners, garments, furniture and artifacts that are seen in every nook and cranny of the otherwise dark underground city, lit by bioluminescent fungi (reared carefully for maximum brightness by the Planters). It was said that such aesthetics is inherited from the time when they were surface dwellers, colours helped to combat the dreary whiteness that plagues in every scene they see; this trait is seen in other kingdoms as well, bright splashes of colours adorning the streets and buildings are a common sight especially in the north but it gets rarer in the south. Thus, the southerners will call the northern Bryssian, "Gaodu" (a bird which was hunted to near to extinction in the south because of its flamboyant, refracting feathers) and the northern Bryssians will in turn call the southern Bryssians, "Rorg heads"

When the calls to arm sounded through the Clusters, smiths that were once cranking mining tools and works of arts were soon churning blades and armors of red, black, yellow and orange; even their steelbolts (lightweight metal arrows) were adorned with intricate designs of multiple colours. War banners vibrantly boasting their Cluster's coat-of-arms of their Clusters. When the O'quan crusaders went deeper, they were often slightly surprised by the colourful display of violence coming their way. As the war drag on, some will cynically call this crusade the "Flamboyant Crusade".
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>>51787184
The Jeri are pretty much traditional dwarves
>>51786033
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>>51786791
The Returned lose their name when coming back to the Prime Realm (they can't remember them nor pronounce them), as such most of them take a nickname.

The most famous Returned of Bryss is the enigmatic figure known as The Artisan of Souls he escaped heaven and when he came back to the Prime Realm he had the ability to create souls and life. The Artisan wanders the land creating strange beasts and plants along the way. Some of them being completely unfit for life while others have been thriving quietly.

The cult of the Artisan is very popular in Bryss as it tells the story of a man who has become a god in his own right.

No one knows what the Artisan looks like but it is known that he still wanders Bryss and as strange creatures keep popping out in all parts of the Continent.
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bump
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and what type of gods do we see in Bryss all i see are the dead titans but anything else
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>>51786710
No one's sure how the Stone Folk have lasted as long as they have. After all, stone eventually erodes, and if the Stone folk cannot reproduce then they should've gone extinct a while back, what with them having to battle all the dangerous creatures that fill the world. The reality is that the Stone Folk CAN reproduce.

Much like Clams Stone Folk can produce pearls from within their bodies (where from varies from Folk to Folk), but these are no ordinary Pearls. If you plant one of these Pearls within some form of mineral (from rocks to metals to soil and sand) it will eventually form a new member of the Folk from these material. Interestingly enough, not all members of the Folk are humanoid or sapient. Some are as beasts, both physically and mentally, whilst others are only bestial in mind or body. This doesn't seem to be a "Bloodline" thing as pearls from beasts have produced thinking humanoids, whilst those from humanoids have produced beasts. The only thing anyone knows is that the number of bestial Stone Folk has been slowly increasing over the years, and even that is only known by a select few
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>>51787634
O'quanism is the Religion of many men in the thriving southern kingdoms. O'quanists believe that the Titans are responsible for the current state of the world and as such all Titans are Evil incarnate. They believe that all the people that have ever worshipped Titans must be enslaved or Killed for worshipping hateful creatures.

The First Pontiff claims to have been granted this idea by a vision of O'Quan The protector. The one who keeps the Realms of Men and Deity separated with her Gigantic Halberd of Radiation.

O'quan Crusaders and Inquisitors travel Bryss in search of Titan Worshippers to enslave or to kill as well as in the search of Returned, wandering deamons, young gods and non-native spirits that come wander in the Prime Realm causing trouble to humanity. They consider all of them as beings that escaped have escaped O'Quan grasp and that need to be judged by The Protector herself when they die.
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>>51787634
The Rorg, while not overly religious, have a single god-Hogulg the God of feasts.Whenever a large kill is bagged by the nomadic Rorg a small chunk is burned along with some beverages and a few weapons to secure the burner's place in Hogulg's feasting hall before they are released on last time for the last great hunt at the end of times
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>>51786825
The Kunl'k and Bugbears have no cities, and are both strictly nomadic.

However I think we should keep the setting humanocentric, and keep the amount of races to a minimum
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>>51787904
Rorg also are nomadic staying within on south and central snow steppes but have a few huts here and there
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>>51787808
O'Quan the Protector
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>>51786825
>distinct community but no lore

I didn't want to fill in too many blanks about the illness. Just focus on a small village and a couple of its beliefs.

Do we need to only focus on creating lore?
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>>51787634
While the Jeri worships the Benevolent Ruler who is a Titan, they also worship the Quadrant. The Quadrant is made up of 4 gods and is seen to have 4 faces, 16 eyes, 256 arms and 65,536 eyes. The Quadrant is seen as an aloof god who neither sees evil nor good but only beauty or ugliness and thus, push its followers to create crafts and acts of beauty, rather than ugliness.
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>>51787971
Not really, hahaha the guy just wanted to known about all the distinct cultures so I pointed out all the posts that had references to different cultures to help him.
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>>51787904
I do agree with the humanocentric thing, adding races gets out hands quite fast
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>>51788007
Oh, I gotcha now.
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>>51788626
Whoops, meant to reply to >>51788194
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in the vast glacier regions in the north of Bryss are beings made from pure ice and stone these elementals, dubbed by the local nomads as Koruglia meaning ice men, are cruel savages that raid settlements with no known reason as locals stay away from the beings they once believed were mountain gods a false belief put down by the southern kingdoms and it was they who started the famous Korugila hunts that take the lives of the many young men that attempt them as while their not gods the Korugila can still kill a man easily
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>>51788345
So hard cap on races for now and focus on the different human peoples?
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>>51788345
so we can have four maybe five races at most
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bump
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>>51789937
Plus humans, and they're never going to be as numerous as humans
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>>51789993
okay so there is many human nations and the Rorg,Bugbears,Stonefolk,and that's it so far
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so what kind of magics can we see in this setting like simple things or the OP bullshit we always see
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bump
bump
bump
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so any more human nations being added or
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Located on the Western coast of Bryss is the human nation of Skgarni.Skgarni is a huge trading hub for the many human nations of Bryss due to its easy acess to most of the continent through many rivers and canals.
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>>51787634
>>51786710
The Stone folk believe that their world is a God, that the land is its flesh, the oceans its blood etc. However the doctrine rapidly splits. Some Stone Folk believe that every sapient creature is a child of their God and as such sacred whilst others believe that only the Stone Folk are children of their God (as they are literally born of its flesh where as organic life merely feeds off it) and all sapient organics are simply uppity parasites that must all be destroyed.

It's unsurprising that Stone Folk from these different camps don't get along. Also that the slightly more murdery Stone Folk have done little to improve the public image of their kind.
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Life in the central snow cover plains is rough for the few humans that live their.Most choose nomadic lifestyles fleeing other tribes and large predators when able then hiding in the great bone structures that dot Bryss. These can range from the bones of Titans or the corpses of long dead dragons.Clans fight over these settlements as they seem to hold great importance to the locals and during the last few crusades from the empire,which were directed to the northern states,have seen many a knight fall to the nomads as they enter a strange berserker rage that somehow gives them the ability to take down several knights before succumb to their many wounds
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>>51790973
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So we got quite a bit of lore all together here.
How about you try to summarize the most important parts like a back-of-the-cover blurb meant to entice the reader to read the whole thing?
What is the overarching theme of this setting?
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>>51790048
Whoa whoa whoa, what about >>51782460
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>>51791018
Khans of Takir but cold and the Dragons are Gods/Titans.
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>>51787634
The Kunl'k believe in a vast variety of deities, and as a familial people will often worship ancestors long gone as well as strangers or "soft ones" that have done their families a service. Oftentimes a dedicated Jürnog will earn their place in a Kunl'k family Pantheon as a guardian angel.

The Kunl'k religion is therefore highly diverse, with the vast array of gods of trade and craft as well as any additions a family may have.
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>>51791814
and all the titans are dead and there is a nation of maneaters that got lost on their way to warhammer
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>>51791018
A large frozen world where man's greatest enemy is the deathly frost and frozen wastes that they live in.They are not alone however as several races inhabit this land with them suchs as bugbears and the Kunl'k.
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>>51792048
So khans of tarkir with dead titans and some norse themes?
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>>51792076
and Robots
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>>51792553
when were there robots?
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>>51793445
see
>>51786710
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>>51793494
those are golems not robots
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Bryss itself is a frozen land of twisted stone and pathways that have lead many travelers to their demise.The southern hills of Bryss are the most hospitable and it is there that most of it's kingdoms make home in the vast hills and cold caves.The people of the south are hardy but have been "softened" by civilization in the opinion of the northerns as well as those few that inhabit the central steppes.Speaking of the central steppes they are even deadlier than the south as frost storms rampage and giant beasts roam,the Rorg clan also makes these areas there home.Then the north a deadly place distinguished by its tall crags of stone and the many skeletal remains that dot the landscape.few human settlements are in this area and those that do are savage and cruel with many embracing dark magics and hiding away in old vaults under the ice.Above them are the cruel and brutal elementals that launch raids upon the south and steppes.
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bump

also this seems to be going well
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There was an incident long ago called The Boulder Massaacre, an incident where the Rock People who beloved themselves to be the world's true children rallied and raised many villages and cities in a so called "holy war".

The Rockmen had made significant progress across Bryss, eventually leading themselves to cover a quarter of the continent.

They had seemed like they were winning, until infighting arose. Many of the Rockmen soldiers began to doubt their leader, who was preaching nonstop about reclamation of their god. But another general spoke about all life being sacred. This led to the forces being split and a civil war broke out.

This gave time for the many other races to gather and plan, leading a large assault on both sides of the Rockmen. Putting an end to their crusade.
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Summer in Bryss is not the hottest season, in fact it is known for the coldest. This season known as Tsagkhol sees harsh blizzard, hail and "freeze flash" (period where temperature drastically drops without warning) plaguing the land. Surface activities in Bryss are usually frozen as people of all races retreated back to their home for warmth.

>>51790854
The Skgarnians are expert shipbuilders and sailors and their ships are known to endure the worst blizzard, snow or storm. However, they are more famous for their beastmasters. From the simple Frud that supplies meat to the populace to the morbid Skulorse that can run without rest for months, the Skgarnians use Bryss' fauna for most of their labours.

After Tsagkhol, the lakes and rivers would have frozen over. To resume trade, the Skgarni provides traders two form of transport: Skiiders, a huge insect which 'skates' along the thick ice or even water; and the Moslagch, a huge hippopotamus-like beast that can crush ice with its huge maws. The Skiiders provide transport for lightweight cargo by pulling sleds across the ice sheet while the Moslagch pulls the heavier cargo.
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>>51772143
>>51796655
The people of Bruzhul and Skgarni has an antagonistic relationship as raiders from Bruzhul will sometime raid the Skgarnians' beast pens for their pelts. To deter the Bruzhul raiders, the Skgarnian beastmasters has tried domesticating dire wolves to use them as mounts against Bruzhul's mighty boars. The experiment was met with some success and the failures were either put down or release in Bruzhul's territory, the Skgarnians hoping that the untameable wolves will at least prey on their enemies.
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Ancient Escaflowne style mechs made by an ancient and long dead civilization that royal knights pilot in battle.
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Let's add a cap on civilized races for now. Semi-sapient creatures that dwell the wilds (giants, trolls, beastmen) can still be added, but will be treated like fauna

>>51795963
VERY cursed imagr
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>>51796310
It is unsurprising that, after the Boulder Massacre, the whole "Murder all organics" thing became far less popular. Not merely because they now had a popular alternative (there had been plenty of Stone Folk who didn't really believe in it before the rise of the more pacifist faction), but mostly because of they losses incurred by their little crusade. Whilst there are still plenty of Die-hard Traditionalists through out the Stone Folk's lands they are slowly becoming a minority, outnumbered by both those who believe in life's inherent sacred nature and those who don't really seem to care either way.
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>>51794244
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>>51796655
A small Skgarnian caravan with their beasts of burden, traveling inlands to trade with natives for their crafts and pelts
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>>51800825
Oh nevermind, didn't know there was a castle there.

They're returning home from the previously mentioned mission.

Pic related is a Skgarnian ranger traveling through the forest, looking for tracks of animals and enemies
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The Luxican watchtower an old reminder of ages long past

it was once a place of luxury and a symbol of peace but that age has long past now it only stands as a reminder of what the settlers of Bryss can never have
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>Bryss
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Tribal Bruzhul chieftain during a raid
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>>51800840
>castle
Castle could be outpost setup by O'Quan crusaders. They serve as makeshift inn and trading posts for weary traders and likes, Problem is, you must not be a religion devoted to any Titans.
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so can we get a list of all civilizations?
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Bugbear Locks blades with Impera Knight
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>>51801963
>Bruzhul Tribes
Boar riding tribes of raiders and pelt-hunters
>Imperia Orsia
Powerful country fueled by its potent and plentiful magic
>White Witches
Tribe of snowy magicians/werebears
>Snowmad Nomads
Communes of infected people that travel around worshiping the cold, being immune to it.
>Kunl'k
Crustacean merchants and physicians, mostly live in human settlements
>Jürnog/Bugbears
Antisocial brutes
>Snow Faeries
Small creatures sustaining an incredibly primitive civilization in nigh uninhabitable lands
>Jerichoians
Inhabitants and founders of the Underbryss, a sprawling network of underground settlements, once proud surface dwellers.
>Rorg
Man hunting ogre mercenaries
>Stone Folk
Sapient Golems inhabiting the south
>O'quanists
Religious zealots who can't stand Titans and their friends
>Skgarni
Rich nation of traders and caravans

I think that's all, might have missed one or two
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>>51802071
so mainly humans like planned
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>>51802071
total of five non human races
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>>51802197
And the Jürnog and the Kunl'k would mostly be NPC races and low in numbers
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>>51802197
>>51802257
Same for Snow Faeries I'd guess, not much said about them.
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Progress is a bit slow but it's happening
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bump
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The O'Quan Theocracy is a Nation in the easternmost southern Peninsula of Bryss. It's leader the O'Quan Pontiff is elected among the Grandmasters of the different knight orders of O'Quan. It's one of the most powerful and most influential nations of South Bryss.
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bump
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bump
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bump
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bump
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Far to the North,Where the Sun has never shined is life giving warmth, an evil is rising.Where no dare tread in the old under cities and their catacombs tales of a dark sorcerer have reached the ears of the Imperia. These tales used to be summed up as frost bite madness but then a horrid attack on the Hul'ght settlement on the edge of the south in the Tgyut valley. A garrison of seven thousand men once stood there only 17 men returned and only one could speak in more than babbling madness about the dark tales they saw
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are there other land masses in this setting or only the one
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>>51805417
Only one will be described
Others are allowed to be implied, but keep their influence on the world to a minimum
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>>51805395
this period should be called Rise of the Titans
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>>51805460
got it so maybe a trader or two or some mercenaries
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>>51805475
Yeah, that's fine
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There is no such thing as rocks or stones in all the world.
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>>51805571
um we have creatures made out of rock and even a city upon a giant stone crag
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>>51805571
Mountains have been described, rocky cavernous terrain, even a race made of sentient rocks.

Read the OP
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>>51805602
>>51805617
That's artificial stone left by some long-forgotten precursors. Their subterranean machines labor long past the lifetimes of their creators, their purpose is to hide the fact that the planet is tectonically dead.
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>>51805648
but we have stuff older than time that would know that shit and those are mainly the rock people
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>>51805648
No, see the rules and the OP and >>51794219
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bump
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so no more work or are we getting more
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bump
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>>51807001
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so what do the warriors of Bryss look like the can't all be vikings besides thats the Bruzhul
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>>51808373
Think Skyrim plus Game Of Thrones
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>>51808373
I think the setting should be pretty eurocentric, but I can see mongol or Native American stylings come into play, since they all have to deal with extreme cold
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>>51809318
yea the southern kingdoms should be more eurocentric while the northern tribes and nomads are mongolian such as the Rorg
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>>51809352
I would flip it, go from Scandi to Celt to Mongol
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>>51809370
>>51809352
>>51809318
What about Slavic? The Slavs have to deal with the cold just as much as the Northern Euros
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>>51809383
yes thats true as well so that's to consider so maybe some slavic style kingdoms to the west
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>>51809370
but the southern kingdoms are the european knights and the central plains have a mongul theme with the tribes and steppes and all
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>>51809431
Why are there knights in the frozen tundra?
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>>51809383
after ten minutes of looking at the ancient slavic warriors and tribal outfits and culture i support this guy
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>>51809514
not like "normal" knights but more fur drapped and the word knight is just a title for honored warriors most have a slavic theme or mongol and some nordic
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I should probably read all the thread but might as well throw my hat in
There was a time in history were all the petty human kingdoms banded together under one flag, one crown
A time were humanity prospered
However, soon the gold ran out and the food ran short
Tensions were at an all time high, the kings once loyal guardsmen were constantly trying to assassinate him, the merchant lords soon went into poverty, and citizens often spook openly of rebellion
One day as tensions were at all time high, a young prince, a foolhardy third born who wanted to prove his strength, publically executed the daughter of a former merchant lord who was famous for his generosity giving his entire wealth so that every citizen in the kingdom was able to eat bread, even if it was only for a week

The citizens in an outrage killed the prince and stormed the palace

The guardsmen let them in with out a fight
What the people truely did is unknown as all historically records of tjis even are ethier burned or to damaged to read, but what is known is that every single member of the royal family was killed and the merchent lords rose up to fill the empty space, each finding their own kingdom

While this day is hailed as the most barbaric and dark day of humanity, most noble families look at this day witha sense of pride, some even celebrating it
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>>51809550
>>51809521
>>51809383
Maybe an even mishmash between celtic/gaulish and Fantasy pulp vikings and traditional slav and mongol, with different places having different emphasis
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>>51778723
(I suppose I'll continue this):
The men of Buath, on nights of the new moon, suffer from a sort of reverse-lycanthropy wherein they become beasts in human form. They remember with vividness their own crimes, and even though they have no control of their actions, feel guilty about them. It slowly drives them insane to dwell on such horrible memories. It eventually comes to pass, one night when the moon is nothing but a slim crescent in the sky, for them to lose their humanity permanently and flee to the wilds. There they pass among the birds and bears as equals.
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So...no tolkienesque races? maybe mention them living in other distant landmasses? Travelers may arrive now and then if they can cross the savage oceans surrounding Bryss
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>>51809383
I can see the Orsians be quite Slavic, they are ruled by a Tsaress, and the name of Miragrad follows Slavic toponomy
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>>51810347
I can see them being Slavic with Roman influences cause the names seem to follow patterns of both cultures.
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>>51810347
>>51810377

I'm pretty sure they might be slavic. Their former ruler tried to obtain immortality like Koschei the Deathless.

>Old Witch of the Forests
Sounds literally like Baba Yaga.
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>>51770825
Alright. Why don't we have a dying race of birds on airships or wyverns who are in a battlestar galactica fleet.
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>>51810345
No, fuck off
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>>51810377
I'd limit any and all Mediterranean influences. We want to elicit Fucking Cold, heavy furs, thick coats, large beards, axes.
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The Kingdom of Arada is a O'Quanist Kingdom that borders Orsia. Although being a Human Kingdom, the King and the Royal Family are Jürnogs. The origin of this oddity was a civil terrible war in which multiple foreign factions tried to take over the country. A Jürnog warband that had been hired by the original Royal Family ended up taking over the country when the king, ran out of money to pay the soldiers. The Chief of the Warband a Jürnog by the of Asmund Strongpaw, decided that he would take the kingdom as payment and through years of constant war he took over the country.

The first years of the new dynasty were tumultuous ones, humans hating the idea of being ruled by beastmen. Asmund realizing that he had low chances to keep the kingdom with it's subjects and neighbouring kingdoms hating him, he abandoned his pagan beliefs and adopted O'Quanism. With the help of the Theocracy he managed to cement his rule and to establish a quite prosperous kingdom that now houses the concentrations of O'quanist Jürnogs and The Jürnog wandering knights, a nomadic band of Jürnogs that Spread the word of O'quan in the Northern lands.


As a O'Quan State, Arada was also a participant of the Flamboyant Crusade. Many Jeri talked about Heavely tattooed Bearmen fighting alongside men of Red hair and grey eyes that were tattooed with motifs of bears in the Battles of the first Crusade.
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so the Southern area and Western (where almost all the cool things happen) is a slavic and norse area with a little roman influences the Central is a mongolian area with the mongol ogre gatekeepers while the north has barbarians and some necromancers
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This is as close to a knight we get in Bryss
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>>51810719
Arada Jürnog Knight
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>>51810719
Arada Human Knight
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Rorg Raider
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>>51774698
The realm of the White Witches is known by southern People as the White Sisterhood. A few Skgarni caravans are the only foreigners to have regular contact with the people of the sisterhood. The weather of the deep north being a deterrent for a lot of other merchants.
>>
O'quan Crusader
>>
Skgarni is ruled by a council of merchant families that meet in the capital, Magneria every three months.

Only the most prestigious families of the realm are allowed to sit in the council and most often than not prestige means money and influence among the other realms.

The different regions Skgarni are ruled by the merchant houses that sit on the council.
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>>51810719
The Aradan Bugbears are an oddity in Byrss, as they can seemingly coexist alongside their own kind just as well as other Bugbears can mingle with other races beyond their own.

Indeed, even the humble Kunl'k are backwards in Arada, making fine swordsmiths and shield bearers, many members of the Strongpaw's royal guard are composed of elite Kunl'k shield bearers, their large claws once fit to shield against blizzard snow now snapping limbs and tearing flesh

>Pic related, a Jürnog Clanless. Clanless are those that have lost their Sireknives, the large Kukri that most Bugbear clans carry with them. These clanless are stipped of their clan markings by flaying should they come to a springtime Clansmeet without their blade
>>
Skgarni people believe in Orichia the God of Chaos. He is often represented as a wolf with a golden eye and a silver eye whose tail is a three headed blind snake.

Nothing will stop believers of Orichia to do anything, as they believe that life is Chaos and as such the most careful plans might go terribly wrong and the most random ideas might go splendidly. That way of thinking has made Skagni people extremely daring, going to places no one wants to go or trying to tame extremely dangerous creatures.
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Dogs and raccoons is the same thing in this world.
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>>51811569
The seasonal distaste for one another is new for the Jürnog, as the Bugbears where once a unified people, nomadic though they where. Some great betrayal in their nomad kingdom shattered their people into warring clans at the end of the Titanomachy, and those clans scattered to the winds as the Long Winter set in from the north. It would not take long as the bitter taste of that ancient unknown betrayal poisoned the clans, and the entire Jürnog people were embroiled in hideous civil war. The clans fractured even more, every second of their lives spent either fighting eachother or fighting the Long Winter.

For decades in the dawning of this Ice Age, the Bugbears where consumed by their bloodlust, by their savagery. There was no abrupt finish, no loud proclamation of peace. Like a man taken by frostbite, the Jürnog race collapsed in the snow, exhausted.

It would take decades more for the Bearmen to scrape back from the brink of extinction, and decades more for the Clans to pick back up their banners.

Now the clans stay to their own lands, their nomadic ways given way to isolationism and listless wandering. Small family units will stay together, if that, only to reuinte in ancient places of power in the fair weather seasons, to try and come together once more as a people, to forget the scars of the past.

But the Jürnog have long memories, and hold grudges for longer. Perhaps one day the Bearmen will forgive one another, but today is not that day.
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Every year after the Kaleido Miasma many mages and witches all over Bryss (except in O'quanist states) take part in an act called Riseza. Riseza is a ceremony to summon beasts and creatures from the Phantasmal Realm. For some reason, the days following the Miasma the barriers that separate the Prime realm and the Phantasmal realm are extremely weak and allow for the weaker creatures of the realm of deities to reach the world of man. The summoned creatures are often transformed in familiars.
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Hate to interrupt this thread
But does anyone have good worldbuilding resource recommendations? Books, videos, articles, infographics, anything goes.
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>>51812127
Check the world building threads.
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>>51811997
Welp, looks like most mages are dick heads
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How does one deal with being married to a Witch from Orsia or White Witch? What are the main differences between them?
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Is this a thread to post maps in?

I made this map and would like to hear your thoughts.

The Valley is in a Massive Mountain range and the Greenflow Gate is guarding the only entrance into it.

it's not a worldmap, or even a kingdom map, but just a Lordship (about duchy sized).
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>>51815110
Map threads appear time to time. World building thread could help as well.
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>>51796310
Whilst many Stone Folk retreated home after the Boulder Massacre, some either would not or could not. some wished to reap a terrible vengeance against their enemies, whilst others were in a bad place at a bad time and realised that trying to push south from their position was tantamount to suicide. As such, these groups stayed on the mainland and either went full bandit and began raiding the shit out of surrounding the areas or isolated themselves from the rest of the world to avoid prosecution and death. Most Stone Folk on the mainland either are one of or are descended from one of these original trapped Stone Folk (referred to by other Stone Folk as "Stray Pebbles)
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>>51814749
Witches and Wizards from Orsia tend to be formally trained in the Imperial College of Magic in Miragrad, their power tends to be less flashy and more pratical. They tend to chant short spells to cast magic while White Witches tend to pratice rituals to cast magic, ritualistic spells have effect in large areas and are more powerful that simple chanted. They usually take more time though.
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>>51816419
>Slavs
>Formally trained.
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what type of monsters threaten the people of this world like non sentient ones such as dragons wraiths or magic bears i don't know
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>>51816758
wells evil elementals and some necromancers in the north
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>>51816487
That's the roman influence :^)
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>>51816766
theres also some stone dragons and the man eating ogres but they have their own empire
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okay this setting is mainly humocentric i know but are mutants or just a "rogue" faction allowed because i had this awesome idea that involves fire and some cultists
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>>51817197
Go ahead.
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>>51817427
Far to the Eastern Isles of Bryss an empire is stirring where the Impera once buried a lie.This "empire" is the Cult of Gorgma once was a rag tag group of mutants,lepers,and rogue magi then the Impera came with righteous fury and killed hundreds of mutants and lowlifes without out a thought of what this massacre would birth.


The misery and suffering of the defenseless awoke a old being not a being of evil but a force of nature from the ashes that the Impera left behind as the grand scaled beast now named Gormga burst from this graveyard and the few remaining mutants look to this beast with hope and pleading for it's help and support for their newborn vendetta.It agreed, now hundreds of it's flaming dragonkin burst from the gorge of gormga with deadly intent with a new batch of mutants flocking from every corner of bryss to get veageance against the world that regeted them
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>>51817571
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>>51814749
White witches do not marry, the concept of marriage simply does not exist in their hedonistic society where pleasure comes first.
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Far up north in the frozen wastes of the "ever-cold tundra" (part of the realm where ice and snow never melts) beneath a large mountain range called the "edge of the world" lies the land of the giant folk. The few tales and rumors of travellers and adventurers speak of manslaughtering brutes 10 feet tall, clad in fur who cut down anyone foolish enough to venture too dep into the frozen wastes. The "Jotün" as they call themselves believe they are the ancenstors of the titans (whom they worship as gods).

It is true that the "Jotün" are merciless warriors, their barren land makes farming impossible, so the "Jotün" rely on raiding (remote villages of other Jotün tribes) and cattle herding for food and supplies. They are a clannish folk, most of the tribes in the mountains are primitive (no metalworking, they use crude stone and wood weapons and tools)(predominantly maces, spear and axes) weapons, steel tools or weapons are rare and wielded only by expierienced warriors or chieftains. Steel tools or weapons make excellent trade goods).

The more advanced tribes live in the tundra. In contrast to the mountain tribes the tundra "Jotün",mainly live of cattle, but they also raid. They look down upon the "mountain folk" and frequently raid their villages for slaves. The "tundra tribes" mastered, the craft of masonry and metalworking (they usually wear scalearmor and broadswoards or 2 Handed axes into battle) (in contrast to the mountainfolk the tundra "Jotün" build stone houses with wooden roofs).

The tribes of the "Jotün" are in constant turmoil, loose alliances and treason often end in bloody tribe wars to secure the sparse ressources. An important part of the "Jotün" culture is honor, often a tribe that recently got raided by a rival will counter attack to please their gods and payback the "price of blood" (whenever members of the tribe are killed honor deems it that as many members of the other tribe are killed in return.)
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>>51818154
cont.

Some tribes that live close to the sea built impressive longships that can travel safely on the open sea. Other tribes in the tundra use much smaller so called "snow-ships" (small boats with skates to travel on snow or ice.)

The children of the Jotünn get smaller and weaker every year, they also lack the cunning of the their ancenstors, the smaller "Jotünn", were sometimes executed by their angry fathers or driven out of the village in days when they weren't so common. Today roughly only every 5th child posseses the normal strengh of the giants. Recently a mysterious Chieftain emerged and united a handfull of tribes under one banner, rumors tell he also speaks to the gods.

this faction was planned to be a counterpart of the O'quanists.

Hopefully it fits the setting, I had a blast writing it down. Excuse my bad english aswell. Godspeed anons.
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>>51818349
forgot to add: Some of the "Jotün" believe the constant bloodshed between their tribes laid a curse by the gods upon them.
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>>51818349
well they won't be a spot light faction but other than that what you made was fine
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The Huge ice masses in the south and west have seemingly developed their own culture out of the many criminals that once made haven there these merchant barons have made the vast sea their home and now have begun trade with the countries that once exiled them.Some of these Sea barons have taken to supporting the Impera by Exploring the vast sea around bryss and reporting back to bryss with untold information.Most barons go beyond the laws of the Impera and their icy home on the islands and are as such seen as degenerates for their habits of "indulging" in their strange "tastes"
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bump
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so this is how the thread dies
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>>51817571
>>
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Eastern coast done
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>>51820806
your maps take awhile to make huh
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>>51820876
Haha I'm not working on them constantly, got a lot of other stuff to do too.
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>>51820806
Isn't Burss shaped like a hand?
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>>51821037
Hand was just a metaphor I used to describe the southern peninsulas desu
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White Witch
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A younger white witch
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Bruzhul raider on his boar
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BUMP
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>>51818586
Fantasy rogue traders
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>>51815110
Micro-settings are underdone
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"Those Steppes are a hard place for ye average merchant , with the frostbite and stonewind elementals around that it's a welcomed site when ye see a camp but don't go too close thats a Rorg camp a place of violence and feasting unseen in our civilization and if they find ye trespassing your the next on the menu."

But if ye are able to befriend a Rorg , No east task might i add, you'll have ye self an unstoppable ally that will journey with ye to da ends of the world and more.Their culture revolves around the strongest so to be allowed into their holds and camps you MUST fight one and win.If you survive prepare for the most barbaric revels you have ever seen
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>the last resting place for a Titan's warplate left to rust aeons ago
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Random woods spirit
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>>51823953
forgot the pic
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so ARE there three dicked mammoths on the steppes
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>>51824979
I would say most prehistoric mammals would be alive
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>>51825255
Including giant carnivorous whales?
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>>51825255
victory
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bump
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>>51826089
ABSOLUTELY

Sea serpents and prehistoric Ceteceans galore.

And KRAKENS
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>>51784640
Within the culture of Orsia for Witches having a hat is a sign of mastery over their skill in magic.

In order to gain an official hat and a title. A witch that is ready must demonstrate their mastery in the field of magic they have taken.

It is a short field exam with 3 master witches providing over it. In order to pass the exam the witch needs the approval of 2 of the master witches who watched them.

Trainee Witch
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>>51829107
A witch who has earned their hat.
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>>51829123
>>51829107
>Magical Girl fags

Fuck off forever. This setting is for frost coatedbeards, not animu tropes
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>>51829231
Well, what IS the tone of the setting?

It's established the setting has pretty low biodiversity, is mostly humanocentric and vaugely European and Nordic with hints of mingol and american native thrown in.

But what's the tone? Satire, tongue in cheek, pulp, gonzo, grimdark, noblebright? What are we going for?
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>>51829231
>fuck off forever.
>This setting is for frost coatedbeards, not animu tropes.
>Literal 8th post is titled "Loli Witch" with the talk of Witches and not-Russian influence.
>>
The Island of Magic lies to the sunrise, a nasty, brutal wasteland that is inhabited by naught byt powerful, marginally human magi.

In reality, a great many 'retired' mages of all types settle there once they get invited. They become part of the ruse, encouraging the rest of the world to leave them alone. No one really knows the truth that does not live there. Intrigue and brutally petty social infighting is constant, a Sorority of prima donna faded stars.

They all have agents working elsewhere to forward increasingly deranged plans, but are at least as intent on disrupting each other as actually accomplishing anything.

Think demi-gods with the social skills and tempers of 3 year olds.
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bump.
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whats with the sudden obsession with the witch what happened to the badass lore about war and killing giant gods and man eating ogres now it's about magical boobs
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>>51833428
>Sudden obsession.
>Witches have been in the thread since the beginning of the thread before giant gods and man eating ogres.
>Now its about magical boobs.
What? Are you trolling or are you daft?
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>>51833492
honestly both
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>>51787808
Far to the North, amidst freezing badlands with almost no settlements lie the Homely Hearths. These 13 ancients monasteries are the most sacred places of O'quanism. Huddled down in deep valleys or next to high cliffs to endure the terrible weather, all 13 are built upon hot springs or even magma caverns. These hot places, a wonder for their heat alone for most inhabitants of these frigid lands, are believed to be the places where the Halberd of Radiation touched the continent during the Rise of the Titans.
Even though there could be no more dangerous voyage imaginable, many believers try to reach at least one Hearth in their lifetime. Most pilgrims travel in great caravans, assisting each other and protected by crusaders and hired guards. Still, the Road of Hearths is littered by the remains of unlucky faithful. Only the most zealous, lucky or stupid try to visit all 13 monasteries and those who actually complete the journey are revered by their peers.
The Homely Hearths themsleves are beacons of civilization in their remote locations. In their sprawling halls, paid by many faithfull pilgrims, aspiring novices train to become priests, crusaders or inquisitors themselves. The libraries, carefully maintained and enlarged by o'quanian monks are rumored to be the largest in existence, especially the forbidden parts, only opened for the highest ranks of o'quanian priesthood.
Thanks to the priests generosity on the one hand and to their high walls and warm beds on the other, the Hearths have also become minor trading hubs, welcoming traders of rare goods for the clerical scientists and luxuries for the priests as well as those brave hunters actually working in the freezing wastes, expeditions of Impera Orsia hunting Aris, craftsmen offering gear for these dangerous occupations moneymakers trying to sell cheap artifacts to pilgrims, stranded pilgrims without the courage to go on or back and the occasional outcast, fearing prosecution for crimes
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>>51802071
>Crustaceon merchants and physicians, mostly live in human settlements

So these are the setting's analogue for Jews?
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>>51828627
>>51826089
I have dabbling on a faction that built their physical empires on bones of such creatures. Give me a moment to write on it.
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>>51834562
Whoops, should be "have been dabbling". Apologies. The problem with this is that it does not fit the map OP had drawn as I was thinking of group of island states at the south, so either OP must dot his map with more islands or I can change it to something else. I will still write it anyway to keep the thread alive.
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>>51834280
Yes.
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>>51834562
>>51834655
Krakens have no bones
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>>51835098
I fail in basic biology, apologies.

The Knoczah Empire, or otherwise known as the Empire of Bones is an "island state" that is built on a dubious myth. The Knoczah Empire was once a fishing village that has sea trades with the various coastal cities. Legend has it that many inland folks fled down to this village to take refuge from the Stone Folk during The Boulder Massacre. Unable to cross the sea easily, the Stone Folks left it alone and continue their crusade northwards. However, this eventually leads to overcrowding as resources by the humble village was stretched out by the waves of refugees. Dispute and armed conflicts soon broke out and villagers were forced to defend themselves using primitive spears against desperate civilians.

In the midst of chaos, a man claimed that he could put an end to this bloodshed. Introducing himself as Knoczah, a mage from the north, he created fish out of sands from the beach. The villagers and refugees were fascinated as Knoczah soon created more exotic creatures, each made to address food and water - Weird horses with bumps on its back hold freshwater, all they need is to drink from the seas and villagers could milk them for water; and fishes that soon after giving birth will trash itself against the beaches for easy picking.

"What about land?" the villagers and refugees cried out.

Knoczah smiled and from the seas created giant Ceteceans, serpents and Krakens. Pointing over to the seas, Tsunghi commanded, "I have provided food and water to your kind. Now go build your empire on the bones of my creation."
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>>51835929
Putting their weapons aside, the villagers and refugees worked together to hunt the sea monsters. Many lost their lives due to their flimsy weapons and boats but when they managed to kill one, Knoczah taught them something peculiar about the carcass - its flesh may decay but the bones can grow as long as they are fed raw seawater. Soon, they crafted their boats and weapons using these bones and hunt more of Knoczah creations. One turned two, two turned to four and as the bodies grow they build and extend their home on these bones of these large animals. Here, Knoczah taught them another peculiar property of the bones - they seem to have no end and purpose to its growth but can be restrained by using the blood of the Kraken and the magic of their shamen. Thus, a shaman can guide the growth of these bones into his desired design. Crude shelters were built on these bones, and soon these shelter grow into houses. As more people reside in this house, the bones grew levels to house them, it was as if it knew the needs of its inhabitants.

When the crisis was over, the people looked up to Knoczah as their leader and savior and appointed him chieftain of the new village. As he looked upon on his new followers, he told them that the Krakens and monsters from the deep were simply the beginning of their destiny. For their destiny was to rule the waves and protect Bryss from the seas and land beyond it. It was a price the new inhabitants and their heirs shall pay for the Knoczah's kindness. When the people pledged their oath to him, Knoczah left. His throne was purposefully left empty to remind people that there was only one Chieftain, one Supreme Shaman that the people kowtow to.
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>>51835937
Today, the Knoczah Empire had built their empire of bones on disparate islands, linking them with sky bridges built on the same material, bones of large carnevorious whales and serpents, held and binded by the blood of krakens. Its inhabitants live in 'units', each unit housing a small family, thus large families are highly discouraged; should a family becomes too huge, they will be split into different housing units. Trading are done in marketplaces, designated units that are much larger than a housing unit and outdoor activities are held in huge balconies where communal activities such as council meetings and festivities are held. Monthly, the Knoczahnes will send out expeditions and patrols to fulfil their duties as sea wardens of Bryss, and suppress seafaring Jotün and Sea Barons as a show of naval supremacy. The effectiveness of such suppression is not very successful as Knoczahnes navy is usually thinned out along the huge coast of Bryss.
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Sailors and rangers oft' share stories in dingey taverns of dangerous yet marvelous beasts in the north.

One of these stories is of the Skuttlejack,(1) a wormlike mega crustacean lined with spines, between which wide swaths of sinewous hide act as fins to help this monster propel itself underwater with a mesmerizing, swirling rainbow of unpleasant lacerations and murderous intent.
Rangers and sailors have spotted the Skuttlejack during Thaw'send (2) resting on glaciers or large ice drifts, or else gliding gracefully through the sea like a technicolor sidewinder missle make of muscle and malice

Experiencing a constant cycle of metamorphosis, the Skuttlejack is but one name for this amazing beastie, other names include:

Frostend's(3) Hercules Eel.(4)

Winter's (couldn't think of a name) Crysileech

(1)Skuttlejack: The name of the summer's form, coined after one famously killed a northern folk hero, Skiffer Jack, a madman captain who braved the north seas in his Whitewood skiff to continue his hunt for some some artifact that haunted his dreams.

(2) Thaw'send: A common name for summer in the north. Summer is believed to be a great gift from an old god who freed the island from a evil spirit who damned the island with endless winter ( basically frozen happened and some OP Rime blooded sorcerer caused a 2 year winter, in which many died and much was lost)

(3) Frozeend: a common name for spring in the north.

(4) Hercules Eel: the name of the spring form, after a long winter of floating in a hibernative state the creature hungers, feeding primarily on fish and larger sea beasts, wickedly intelligent Eels lie in wait for fishermen to complete a days haul before ramming them, sinking them, and devouring the crew and haul alike.

(4)Crysileech: their feeding from the autumn complete, the monster seals all bulkheads, turns off al the lights and has a lil ' nappy, however they often drift south, which is why encounters with Hercules Eels are quite rare most of the year.
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glad to see this is still alive, bumping.
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>>51836059
These aquatic Terrors are said to be the primordial ancestors of the Kunl'k
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bump.
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>>51836663
Are there other insects? We seem to have a lot of mammals
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>>51834280
crab jews
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bump
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BUUUUUUUUUUUUMP
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I just realised something: for a country that is forever in winter, no one really mentioned about alcohol.
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>>51841947
you right and we had mentions of revels to we must expand on this
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>>51836059
i love that picture that has to be a monster also we need a "danger class" to see how easily something would kill you like a bear is a 3 but a dragon is a 7
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>>51840014
Their religion expressly forbids cannibalism.
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>>51842186
my god
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>>51842059
The Brewers Guild is a band of like minded sots who transcend the typical borders of race, religion and culture. The Brewers Guild (or beegees as they are colloquially known) move as one giant caravan. Their mammoth like beasts pull great brewing sledges where various fungi, root vegetables and the like are turned into ale. The caravan does a circuit of the known world, selling their wares to Beegee certified inns and taverns. To become a Beegee is a long and arduous task. You must first impress the Beegee leader, the master brewer. The Meebee is typically the oldest serving brewer and he (for all beegees are male) rides a pot-bellied pig that leads the caravan. Drinking on the job is encouraged, to test the product, and the caravan is often in a state of revelry, drunk on its on supply. So large is the caravan (catering booze to an entire continent) that it attracts many followers who provides various amenities in exchange for ale. Most famous (or infamous) are the Party Girls. These Peegees are known for their wanton behaviour, insatiable appetite for booze, and tendency to seduce young men and rob them blind as the caravan rolls out of town.

So large is the Beegee caravan that smaller settlements have been accidentally absorbed into it while larger settlements have been so exhausted of food that it has caused mass starvation. All good men agree that the beegees are a source of great good, and nobody could do without them.
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>>51842359
rorg allow them into their camps for "trading" by that it is give beer or die a painful death
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>>51842359
The Kunl'k trade barons are currently involved in a trade war to sieze control of the Guild, as well as others, to gain full monopoly in Byrss.

The Kunl'k Barons ply different methods, from buying out the sparse barely fields or inns that serve ale, or using Rorg mercenary warbands or a Jürnog Berzerker to overrun the caravan and take it by force, but all thus far have been unsuccessful.
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>>51843309
well that may be due to the fact that the Rorg get bribed by the wonderful beer
mmmmmm beer
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Despite their jovial nature, the Kunl'k follow a surprisingly strict and dogmatic religion. They do not believe in an afterlife nor a single supreme deity. Rather, ever Kunl'k has a spirit living in them that observes their actions and judges. Good actions (as described in their holy text) will cause them to be blessed with good fortune, while bad actions will see them cursed with bad luck. The list of rules they may follow is long and must be memorised when they are young hatchlings. The rules range from the obvious (do not steal) to the oddly specific (do not record messages on the bark of a whitewood tree) tog e outright bizarre (do not adorn your shell with red after Harbor Day).

Their is no community aspect to the religion as each individual has their own relationship with their spirit. As such, there are few priests (although some religious scholars do exist) and the religion is unpopular outside of the race (although some humans have adopted it here and there). It largely persists due to an innate sense of tradition present in the species and succeeds as a way of limiting an otherwise rather mercurial mind.
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>>51843757
A habit of hiding actions from the spirit has become more popular in the past hundred years. Supposedly, this is achieved by fastening a band of black metal about the middle of the body, preventing the spirit from seeing out. The religion forbids clothing that covers this area, but since another rule forbids clothing made of metal, this metal band must be something else. Exact explanations varies but ranges from decorative jewellery to a badge of status. This band gives Kunl'k freedom to act with impunity, unjudged by their spirits. They are not worn permanently, for good actions only earn good luck if seen, and so bad actions with long lasting effects are avoided lest the spirit detect the trick. The practise has given rise to the phrase having 'a blind heart' amongst the Kunl'k which simply means someone is bold and takes action. This quirk is little known amongst the human population, a secret maintained by the Kunl'k who do not wish to jeopardise any unfair trades that may require a blind heart to complete.

The faith does not have a name, although other races refer to it colloquially as 'crab rules'. The spirits are formally called Tliack'n but spirit is an appropriate colloquialism.
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>>51843757
>>51843778
The full list of laws is only written in a lost holy book, known to the Kunl'k as Glilk'l Dukn'l Sligg'k (which unfortunately translates as 'Tell Shell Well'). The text is lost and the rules simply past down from nest maiden to hatchling. As such, there is some regional divergence in the precise details of the list list of laws. The list is largely unknown to any non-Kunl'k, but even within the species, there are disagreements over what is truly a law. These arguments are, fortunately, largely inconsequential. After all, as long as you are following the true laws, good luck will come your way. This lack of religious community has likely prevented many bloody wars between the Kunl'k over precise interpretations of 'Do not take from others what they have not taken from you'
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>>51843757
>>51791910
>>51843778
>>51844042
These conflictions tho
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>>51844676
It doesn't necessarily conflict. Some Kunl'k clans/tribes/families may hold the belief that their spirit is that of their ancestors, or they may have many spirits inside one body each with a different rule set or virtue or even share spirits between individuals that bind them together.
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Let's bump it up
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>>51847712
Why bump instead of contributing?
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Ugh, deleted my post because of silly mistake.

The Hexton Academy of Nature and Her Fine Graces is an Impera Orsia academic institution that that are built in the side of a mountain. Beside basic magic, the academy also offers geology, botany, zoology and other natural sciences to their students. The academy also serves as a containment ground for dangerous wildlife, natural and magical.
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>>51836059
Some few sailors worship the Skuttlejack, believing that it will defend them, should they enact the proper rituals and grant it the proper respect. Most other sailors aren't big fans of these fellows
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>>51850587
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>>51849958
Why would build an academy on the side of a mountain?
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>>51845400
This is a good compromise

Since the spirits don't have any established rules besides "you have a spirit gl hf", Kunl'k families and groups are not restrained from coming up with different interpretations.
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>>51852161
To safely house some of the most dangerous specimens in the heart of the mountain, of course.

Of course, there have been some accidents involving the Jeri and their underground realm, but nothing too severe.
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>>51852563
The Kunl'k would have a good variety then in dress and custom.

But how are they organized? The Bugbears are in loose bloodline based clans that only meet everynow and then to fuck and trade. The Rorg are in empires or roving bands, the humans are everywhere in between.

But how do the Mirejews congregate? We know they have Barons, but are there royal families or is it like Fallen pirate Houses where the barons are just mid level management.
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>>51854646
Kunl'k are natural outsiders. They don't build their own settlements but work their way into others. Kunl'k migrate to a spawning ground to lay eggs and then return home. Elderly Kunl'k may become Nest Wardens who guard and nuture the crop of eggs. Once they hatch, the young Kunl'k grow fast, shedding their shells and eventually head out into the wider world in small groups. The eggs are mixed together so family in terms of blood isn't really a concept. Rather, Kunl'k communities are based on proximity. They put a lot of value on material wealth - the local baron is simply a term for the richest crab in town. It's this scattered approach to living that has led to a diverse religion and culture. Rumours of an underwater Kunl'k utopia are derided by old timers but enchant the occasional young dreamer. Often, Kunl'k will disappear into the ocean in search of this crabtopia, they are rarely seen again.

Human settlements have learnt to accept the Kunl'k because of their unique abilities - especially when it comes to identifying fish habits, leading to lucrative hauls. Despite this, some humans still make attempts to find the spawning grounds, as Kinl'k eggs are considered an expensive delicacy. Oddly, this doesn't really bother Kunl'k. After all, the eggs aren't theirs.
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>>51855483
The affinity for the sea is a common trait in Kunl'k, and many think they are crustacean in nature, but the Kunl'k are actually descendants of beetles
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Rorg Feast lord rules over his family in the camp of hjultik
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Birds are uncommon in this world, owing to the harsh winds and cold climate. Those that do thrive are large in size. Of note is the Black Firebird, often seen as a heraldic emblem. It is an immense bird with a wingspan of roughly three metres and thick black plumage. It's feathers, similar to those of the White, Blue and Sea Firebirds, are coated in a thin resin that not only helps insulate against the cold but also sparkles in the sun, giving the birds the appearance of being on fire.

The Black Firebird primarily lives in high mountains and is rarely seen. Too many travelers, a sighting of a single bird is seen as good luck. To see more than one suggests grave peril however, as the bird is a notorious carrion eater. They are solitary animals and typically only meet to fight for food or mates.

The Firebird resin contains several chemicals that, when burnt, produce a pungent smoke that induces a state of euphoric stupor in most mammals. Large Human settlements often have Firebird Dens, where many feathers are burnt in a central brazier. This is known as 'soaring' or 'having wings'. The substance is not usually addictive but it's relative rarity, the difficulty of obtaining it and the power of the high make it a sought after item. Many an entrepreneur has frozen to death at the bottom of a crevice trying to hunt the bird.
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>>51857138
thats epic
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>>51857138
A far cry from the Dire Penguins of the eldritch north or the crows of the south, there is a king of the skys in Byrss.

The might Roc, king of all beasts, lord of the skies. The roc is a noble breed, a bird as great as the dragons of old, undisputed masters of the icy peaks of central Byrss.

The smallest of Rocs, or Ruhks as many central Steppemen will call them, can be as large as 20 feet long from the tip of their beak to the end of their tail feathers, with a wingspan of 70 feet. The largest roc ever recorded by Aradan Royal huntsmasters was 50 feet long with a stagering 100 foot wingspan, it's beak and talons alone were said to weigh hundreds of pounds each
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>>51859841
>>
salvation bump.

Is the map done?
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>>51859841
How do you kill Rocs?
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Bump and can someone archive?
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>>51863718
With biws and many, many, many arrows?
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>>51859841
do they still hunt elephants and the like such as the hardy mastodons the steppe is famed for
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>>51823647
years,i think that the titanomachy should still be fresh in the mind of bryss
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>>51864905
I wouldn't see any reason they wouldn't. Have to maintain that weight somehow.
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>>51864970
I disagree completely. The Titanomachy should be something deeply ingrained in Bryssian mythology, thought of as ancient history by all but those in the north and central steppes, where corpses and relics still liter the landscape.
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>>51774110
The Old Witch of the Forests known as the Grandma Witch is one of the strongest spellcasters in Bryss and the founder of a lot of its magical arts.

Many consider her to be a goddess in disguise of an old lady, but nobody is for sure about her identity. She lives in a cottage in the forests and can only be found when a person isn't looking for her.

She does extreme tests that seem impossible for people looking to become her students, but it simply requires great thought and trickery to beat her. The end cost of learning magic from her is said to be the most precious thing from her student.

If the student most precious thing is for them to cast magic, she'll take away their magical abilities. If its the student eye sight, she'll blind her student, and so on.
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>>51866217
This great witch is one of the many reasons witchcraft and many other magical abilities are generally despised throughout Bryss. Wizards and mages, sparse though they are, are considered fool hardy and dangerous, some more isolated peoples viewing scholarly pursuit of magic unholy and indicative of an inhumane and twisted individual.

Conversely, druids, shamans, spiritwalkers and, in the relatively temperate south, clerics are treated with a awe and distant respect. The difference in most Bryssian's eyes is a dedication to something beyond the self, a humility in the face of something greater and a strength of will and wisdom to commune and control such forces. While not completely trusted and more often than not feared more than stuffy Academy mages, such characters are often welcomed more readily than most other wizards.
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>>51865532
In the far south, some go so far as to deny the titan's existence, suggesting that the bones were put their by a witch pulling a prank.
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>>51867041
>>51866217
The Old Witch is one of the twelve returned, alongside the Warden and the Artificer. Another of their number is the Blooded Claw, a dreaded Kunl'k pirate who rules the waves. His ship, the Rutted Whore, moves surrounded by a cloud of mist that is said to be made up of the souls the ship has claimed. The Blooded Claw himself is an unnaturally large Kunl'k capable of crushing a human skull between his vast claws. He crews the ship alone and preys on smugglers, Pirates and anyone who causes harm to honest seafarers. Despite this, he is greatly feared as the weather seems attuned to his mood. A fit of rage will summon a tempestuous storm to decimate all nearby ships. The Blooded Claw is so feared that for a long time, innocent Kunl'k suffered persecution for fear they were associated with him.
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>>51867041
In the southern reaches this displeasure with magic is nearly nonexistent, seeing it as an honest and noble profession, as well as that of a merchant.
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>>51864074
http://suptg.thisisnotatrueending.com/archive.html?tags=Bryss

ask and thou shalt receive
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Made an attempt to map the thread. The black was supposed to indicate mountain ranges but the scale is a bit off - they're far bigger than they should be. Still, it gives an idea of where things are. I went off of the locations given in the thread, some of which surprised me. I had pictured the Impera Orsia in the south but that wasn't the case.

Happy to answer any questions about my decisions - this is by no means canon, more of a guide.
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but someone said religion believes that the titans are responsible for the worlds current state so it should have been like say 75-200 years ago
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>>51870261
sorry that was to >>51865511
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>>51867041
>>51816130
Druids hold a particular popularity among the Stray Pebbles, as they embody a connection to the natural world that many of their Folk believe they have started to lose
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>>51869573
The Jürnog seem too populous
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>>51871886
From what I read, they are a very isolated people. One small clan could cover a large area so on the map I just marked areas where they can be found. There would probably be human settlements scattered within that region.
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>>51869573
Rorg live in canyons that they force people to pay tolls but very nice map
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>>51873688
no they live in steppes like the Rorg bio stated here>>51786427
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>>51873688
>>51873714
Yeah, also this follow up post
>>51786547
puts them in the north east region.
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>>51871886
This >>51872201 has the right of it. Like so much of Bryss there's genuine diversity in the Bugbear social structure. Some clans are so curmudgeonly/terrified of self inflicted genocide that they can be spread out through multiple nations and meet up in some border inn once a year in the Clansmeet. Some others are going to be pretty tight knit and won't leave a particular region. Some clans will have overlap and either fight about it or cut off the parts overlapping and make a new clan or just merge and make a fuckheug clan.

Sometimes a bunch of clanless will congregate at the bottom of some cesspit/jail and make their own, dangerous, clans.
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>>51869573
Did nobody come up with anything for that big western island?
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>>51874299
the pirates here>>51818586
>>
Old stories tell of an old race that lived deep in the south of Bryss, know as then Thrugin, a race resembling humans but with a larger stature.

Renowned for their great works of stone, traces of their ruined settlements can still be found, marked by large monoliths with ancient runes carved upon their surfaces.

Travellers still claim to have seen Thrugin marching through the snowy landscape herding great dire boars, but none have been able to prove what they've seen.
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Despite being known collectively as the Southern Kingdoms, most of the states that occupy the south coast of Bryss are simply baronies consisting of a town, a few villages and the surrounding land. They are for all intents and purposes, independent states. That said, there is a greater control over the region than is initially apparent. One that stems from the Duvrenn family.

King Cereg Duvrenn rules over the so called Border Kingdom that separates the south from the treacherous ice forests to the north. The kingdom is militaristic and often wages small wars with roving Rorg bands, Jeri surface-dwellers or unlucky Skgarni border towns. Cereg himself is a fastidious man who thinks only of his own power. He has not yet pushed south due in large part to the influence of his two sons.

Markos Duvrenn is a brutish baron who rules a pivotal trading city on the southern most coast. He rules through force more than diplomacy, and is known for his sadistic treatment of freelance criminals. Being 'Marked by Markos' is such a common phrase, usage has reached as far as Arada to the north. Markos' city state acts as an enforcer of sorts, pressuring many of the nearby baronies into paying tribute to it. Any attack on Cereg or Markos would find themselves attacked from behind. Most states can do little but kowtow to this double pronged attack.

The eldest son, Amadt Duvrenn is less violent than his family would indicate. A manipulative money lender, Amadt has indebted many of the smaller baronies to him and established himself as a regional power. Having displaced the Baron of Sellwood to the east, he provides another angle of control over the kingdoms. In particular, he manipulates the marriages between kingdoms, ensuring that no barony grows large enough to rival his father's Border Kingdom.

For now, the Southern Kingdoms are held in a loose form of peace. However, the death of Cereg will ignite a fierce war for control that may change the nature of the Kingdoms for good.
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>>51875413
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>>51874638
These strange giants are rumored to be the descendants of the fallen gods, demigod spawn of the titans that now litter the north
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>>51874299
Pirates.
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>>51879786
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>>51877623
so tall dwarfs
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>>51881306
with boars
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Due to a different chemical make up in the air, fires in Bryss burn a deep blue rather than orange.
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>>51881425
Explain further. Because anything that make a fire turn blue isn't good for the humans who live in the continent.

Just say that magic is stronger in x spots that make the fires turn blue or something.
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>>51881639
>>51881425

How about

As we all know, besides campfires and fireplaces, the most common forms of light in Bryss are lanterns, lampions and candles. Both the oil for use in lanterns, and the wax of candles is most commonly derived from the fat of various sea-beasts, from the great seals and walruses of the northern shores, to the larger beasts of the deeper seas - and curiously, all of these burn with a blue light, leaving to a variety of religious interpretations and alchemical speculation.




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