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Map making time. Draw what you want, and I'll put it on the fancy map. Cities, rivers, whatever.
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i dont like this map
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>>73993425
Any suggestions for a new one?
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>>73993436
Needs to be more phallic
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>>73993436
not really, no
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>>73993521
That one is fine!
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>>73993521
This one is nice. Add a massive crater. So like a mountain circle
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>>73993583
This what you had in mind? White = high, black = low.
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>>73993704
Add a white ring arround the crater, craters are surrounded by mountains
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>>73993855
Nice. Looks nice.

Now add a small lake in the middle of the crater
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The coastline is really uniform. Have you tried simulating the geological development of the planet for more accurate landforms?
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>>73993937
Using this (https://github.com/Azgaar/Fantasy-Map-Generator) tool, sadly I'm not quite skilled enough to do this myself.
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>>73994046
Check this out, it's not very difficult.

https://youtu.be/x_Tn66PvTn4
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>>73994046
Why it squish?
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>>73993521
That pseudo-Mediterranean sea at the southern end of the continent looks like a nice place to start for civilizations and shit.
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I'll bite
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>>73994565
As much as the ancient Mediterranean was a really, really interesting place, I find it weird that so many people consider it to be the cause of the flourishing civilisations there and not just a coincidence. Consider Mesopotamia and the later Akkadians, Zhou China, Maurya India, Mayans, Aztecs, Incas... all early, heavily centralised civilisations that flourished without a nice, relatively peaceful body of water to sail around. Hell, even early Egypt/Nubia hardly focused on the Mediterranean until the Ptolemaic dynasty.

Civilisation can pop up literally anywhere, and a good trade route by land is just as helpful as a central sea. Given that civilisation always begins with local geography before extending out to the region, you can't really say anything until the topology and climate gets put on the map.

>>73994046
What about putting an endoheic basin/salt flat in the depression just to the west of the crater? I think the aesthetics are just as cool as sandy deserts, with the same net effect of blocking settlements and trade.
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>>73993521
This one is better, less clunky. You should add more islands, though
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bump
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>>73995950
Me too
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OP has abbandoned us
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>>74000795
Merchant Empire is doomed ...
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>>74000640
>fug
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>>74000640
I hate settings with like...10 nations in total and they all similar sized. So I made like a bunch of small nations surrounding that sea and there's a huge empire that expands right up to the mountains, and people east of the empire have trouble trading west of it unless they go through. The empire is way too big so it's being crushed under it's own weight, but way too effective so it never fully collapses, or does so very very slowly. It has huge cities and it's one of the few nations with a standing professional army and centralized bureaucracy. It's failing mostly due to the imense travel time to coordinate the empire itself. An entire civil war can take place in the north before the Emperor in the capital in the southern coast hears about it. When his arms arrive, the war is already mostly over, or entirely over and there's little for imperial troops to do but admonish the winner (fighting them off would mean bringing even more chaos to the region) before departing.
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>>74002949
>Saramese
>Suezi
>Veranese
>Farisian
>Araxian
>Yoroslovan
I'm all for gimping and butchering names from irl places to convey the semblance of verisimilitude and avoiding keyboard smash names but... could you try a bit harder?

While I have disdain for 'too big to fail' entites of any type, your description of the Celestial Empire says to me that it *has* already fallen in all but name, and it's currently just a bunch of independent regions (with whatever local governance they have) calling themselves united. Bit like the Holy Roman or Incan Empires, but bigger and more fucked up.
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>>74003153
That's a way to see it. In my reckoning, the local governors still have to pay tribute and at very least lip service to Imperial rule in order to keep the loyalty of their standing armies. Since they depend on rotation of fresh recruits from training hubs and don't have the whole landed nobility warriors with feudal contracts that went on in medieval Europe. But yeah, sheer distance and such means they are essentially independent for most affairs. I reckon any foreign invasion for would be met with a somewhat unified front however, as they are quite xenophobic and wouldn't want foreigners rocking their boat. And pretending the Empire is still kicking gives them some legitimacy to their dynasties. And maybe there's an occasional cunning Emperor who manages to do stuff despite this regionality. I also think Emperor in the Celestian empire boast coming from a divine lineage (hence the name), and as such aren't elected, which would differentiate it from the Holy Roman Empire a lot in internal policy.

Also, I'm curious what names you think I butchered. Not even saying I didn't, Suebi and Suezi is very close, and Farisian is a real IRL thing now that I think of it. But what do you think Araxian, Veranese and Saramese comp from? I took Latin words and Greek words, chopped a few letters, and added a demonym suffix to them.
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>>74000640
You gotta have Weeb Country.
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>>74002949
Can I buy the island south of your empire so that I can trade with you with my Merchant Empire (like Nagasaki and Macau)?
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>>74003778
Too far away, half the information about your country is legends like Marco Polo. But very interesting future commercial destination
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>>74003912
I like that idea. The Celestial Emperor getting impressed with some exotic good, like colored glass, and ceding the island to the merchant empire in exchange for a large fixed amount of colored glass goods every year. This tribute eventually became a bit clumsy to pay so they start paying the agreed value in coin. Merchant empire always pay on time, because island too rich a point to risk losing it. They refer to that as 'glass payment'. Because of that, the expression 'glass coin' emerged, meaning something that's guaranteed to give you good returns overtime.
"Hey Bo, why don't you plant rice in your fields?"
"Rice trades better but too vulnerable to plagues. I'll stick to my wheat, it's glass coin."
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enjoy
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>>74004065
>>74002949
>>74003778
There, fused it all together.
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>>74002949
To spice things up lets add in some rogue elements. And islands. We need more islands.

>Once home to a forgotton kingdom, the black sand islands (An accurate name) are now a den of pirates, mercenaries, adventurers, unscrupulous merchants and other oppertunists from across the continent.
>Their ships, made to sail in the shallow, rocky, turmulant waters of the islands are fast, nimble yet enduring and can reach any coast on the continent and even sail up some rivers. They're protected from outside invasion from these same hazards. Only areas near the coast are inhabited since most of the islands are covered by dense forrest, with fauna and flora deadly to humans, though adventurers seek the ruins and treasures of the old kingdom.
>While lawless, they aren't entirely uncivilised with many unwritten codes and strong communities, you can walk around most settlements with little worry, though it's definitely a den of crime so carry a weapon anyway. What isn't ruled by gangs is controlled by the many pirate captains who're largely amiable, preffering to hunt the fat merchant ships in the west, though conflict isn't uncommon.
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>>74003639
>they are quite xenophobic and wouldn't want foreigners rocking their boat
Chinese stereotypes intensifies, ironically given the successful Mongol (and later Japanese) invasions! I like the spin, though, since pre-medieval China is fascinating and you've added some good extra politics without bogging a reader down in lineage upon lineage like irl.

Otherwise:
>Araxian = Arabian
>Veranese = Veronese (person from the Italian city of Verona)
>Saramese = Saracen (i.e. Arab again) or Saramaccan (an ethnic group from northern South America)
Granted, not a perfect alignment, and given the vast quantity of history out there it's highly likely that *any* short combination of letters will sound like something that already exists. If no other anons see the similarity, then I guess it's just me. (Note that, were we playing a game, I would have literally no problem with any of this; I just would encourage as much 'originality' as possible before we get to that stage!)
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>>74004180
>>74004277
Fused and added treants
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>>74004390
Cool, I colored my new island and now I'm flooding the Celestial Empire with drugs to make me the most money (pre-opium war lol), and I'm getting ready to grab Tika-Nang(muh strategic point ).
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>>74004390
>>74004307
The setting main story is a cold war between industrious celestials empires, changing nature to their whim buildings damns and fortress so massive they destroy whole forests just to build the trail of logs to roll the stones in place, and the Treant Empire. Vast beyond humans wildest dreams and yet so verdant and dense woodland you can't even tell where their cities are, if they even have them. Navigating their territory is impossible since the trees literally move and whole forests shift at the whims of the treants.

I like.
>>74004277
Pirates add something neat to the setting too. Coasts are never safe and they lack numbers to invade and conquer but are fast and nimble to raid and free, making it a constant game of catch between nations with coast and pirates in who can outsmart and traps the other or avoids traps. I'm going to say Empire favors larger, slower ships and can't catch pirates so they prefer to pay pirate captains to stay away from their shore and hunt other pirates, rather than chasing them.

>>74004307
Oh good point. The Portuguese word for plow is 'Arado' so Araxian was me imagining a very fertile kingdom that exports grain to most it's neighbours in the sea. Veranese comes from the world for summer, Verão, cause I thought it would be a hot place like Greece, and Saramese I'll admit I was thinking of Saracens but also Siamese and trying to imagine dark skinned asian people riding camels in the desert and firing bows made of goat horn.
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I'm liking the map so far but it does follow a trend I've noticed with most fantasy maps that nations tend to be rather blob shapped.
I'd just like to remind people that countries can have some wacky fucking shapes and you should definitely like at some weird real world borders for inspiration.
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>>74004390

I added a large, fiercely independent, confederated republic of agrarian smallholders who would rather die fighting than let someone take their freedom or their beans.
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>>74003999
Oh yeah, everything about it is apocryphal for the first century of people knowing it exists. The best time to adventure in is where you're not sure what rumors and myths are true about your destination.
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>>74004605
While you're correct, that's because real world borders tend to follow a certain logic to them most of the time, following either clear land delineations such as rivers, landmark changes, and in the case of the US, latitude/longitude lines. In Chile's case you're looking at a very natural landmass that would be more difficult to replicate due to the sheer noise going on with the southern archipelagos. It's easier to go with things that can be gleamed with the least amount of work, and having large pieces makes border conflicts easier to notice and appreciate when a country only has 2-3 neighbors. Simplicity in map design isn't a bug, it's a feature.
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>>74005035
I agree. That said the occasional coast snake country, or corridor country, is always nice
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>>74005090
I agree with that too.
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>>74004805
I added Skrug
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>>74006208
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>>74008512
I miss my crater :<
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>>74009131
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>>74010035
t. We got not!monghols twice
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>>74010035
I added trading posts and buffer states to protect my Merchant Empire from the hateful and dangerous Treant Empire.
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>>74011291
Noice
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>>74010035
Basically they are techno-barbarian clans, degenerate leftovers from a far more advanced civilization, eking out a living on blasted plain with mountains at their back and a deadly wasteland in front. They now brave the desert in hopes of scavenging spare parts, metal, artifacts and whatever technology they can find in the Irradiated Deserts to sustain their failing machinery and tech. Their trademark is their "gear armor" and automata, clockwork powersuits powered by windup mechanisms, used to safely traverse the blasted plain and do battle with the mimic menace as well as man the few remaining outposts at the wasteland's edge against various mutant horrors that try to breach through to the rest of the world. The weird technology they use has long since become obscure and revered as something magical rather than something exactly understood, it's workings preserved in the oral tradition and songs of their bards. Their main city is Izzil, a stronghold hidden somewhere deep in the mountains where their main "base" is located, with various caravans and nomadic camps constantly shifting across the plain. Few other settlements are more permanent, namely the underground cavern-city of Dhe, border town of Far Water, small harbor of Pirn, shining Giyasdo, city most reminiscent of their former glory and their "official" capital and hamlet of Terganon, a last refuge on the lonely island of Lyr.
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>>74011581
Is this a post-apoc or fantasy setting?
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>>74012033
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>>74012090
Best answer
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>>74012090
Post apoc fantasy settings are lame.
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>>74011291
>>74011581
These 2 probably should get merged.
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>>74012138
Why? I love such settings, Dark Sun for example is an all-time favorite. What I had envisioned here was something more along the lines of magitek post-apoc, an artificer/wizard civilization that collapsed to techno-barbarism for reasons and is now fighting a losing war against the horrors they unwittingly unleashed.
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>>74011581
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>>74012212
>continent vaguely shaped as a nibbled USA
what did OP mean by this
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>>74012190
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>>74012568
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>>74012212
How about Cannibal Clans in some kind of Fuckoff crater valley in the big white empty area
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>>74012445
>burgers seeing US literally everywhere
Stop
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>>74013142
add the region to the map and name stuff in it you lazy non-contributing faggot
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>>74012212
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>>74011291
Someone make an edit with this map pls.
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>>74013906
sure
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>>74012190
It always feels like a heavy tonal clash, and I don't think it ever comes across as more than just a novelty. I must admit I never read Dark Sun, so there is that.
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What are the ancestral populations of this World, the building blocks that build up the modern peoples and ethnic groups?
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>>74014061
Added giant lions and some mountains, fused with opium isle, fixed the water
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>>74014061
Added some maritime colonial empires and more smaller states in the west.
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What do you think of this? Note: You may freely add and create other populations and ancestries, and these aren't suppose to explain all of them.
Qoktengel derives from Mongol 'Khökh Tenger', blue sky. They'd be the ancestors of the Uruzataar and the Orde, whilst the Uruzataar would be by far the closest to the ancestral population (from 80% to 95%). Orde would have varying degrees of surrounding admixture, and Qoktengel admixture ranges from 30% to 65% among them.
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>>74015576
I'd make the Kingdom of Ivory and Celestia sharing a common ancestry in ethnicity. Humans with dark skin, white hair, asian eyes and dark eye colors. The Western Kingdoms should also be humans closer to the Germano-Celtic ethnic group
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>>74015345
This is nice. I like this.
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>>74015875
I like it, what should it be called?
Maybe the Western Kingdoms would have hunter-gatherer and some mountain ancestry?
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>>74015984
>Western Kingdoms:
Westrasi-Human_hunter_gatherer

>Celestian-Ivory
Suoxi-Human_pasture_nomads
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>>74015576
>>74015875
To mix things up, maybe the merchant republic could be an ancient colony of the west, Carthage style.
Also I'd make the Treant their own ethnicity. Like the Finnish or Hungarians, that weird group whose language sound like literally nothing else whos origin is completely unknown. Adds to their mysterious nature.
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>>74016070
Yeah and then the Merchant republic could have admixture from Treant, Suoxi and Highland bean farmers.
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O right, I guess the Westrasi then would also contribute to the Grendarrym Northedge tribes. I'd say that there should be some ancestral contributor for the east coast of that inland sea. They would form sort of a genetic cline with the westerners.
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bump
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>>74016256
>>74015345
I feel like the barbarians from the irradiate desert deserve their own ethnic branch as well, they are likely isolated enough to have developed their own ethnic group being around since the (or even before the) irradiation cataclysm. Since they would likely be too busy surviving to create their own classification and would be classified by outsiders, I'd call their ethinic group 'First People' or 'Elder Tribe' and since their way of life before barbarism is unknown, would mark them as 'reavers'

>Elder-Tribe_Reavers
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>>74016256
The Orde and Khanate guys are 100% related. As the Orde is not!Tatars while the Khanate is not!Monghols
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>>74015345
Is the World Scar on this map a creature? Looks like a mound of flesh or cancer tissue pulsating on the surface of the continent
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>>74012191
I remember helping with this one. anyone got the link to the thread?
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>>74017716
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>>74018086
Is this from some kind of map making site or program? i love the pixel style.
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>>74018853
oh boy, you haven't heard about Death Trash? Damn, I wish I was you. Enjoy.

https://store.steampowered.com/app/941460/Death_Trash/
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>>74014770
>>74015345
Updated map to have both the giant lions and colonial empires.
Also added more mountains and the Khanate's slow takeover of Qi-Fu
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>>74019668
I think we should refrain from advancing history until map is filled, but we can roll with that as 'contested' territory
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>>74004605
That's mostly because in the pre-modern era, without some defining trait like a river or coastline, borders weren't super exact. You could say that you control the land of x people, but without defining characteristics, it's just a basic idea of the land around whatever settlements you control.
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>>74019668
Added the Crater-Canibals and some rivers
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>>74015345
How can the Kingdom of Belara have settlements on the other side of the continent?
He even stole the trading post of the Merchant Empire!
And what are these brown mountains in the sea near the pyramid?
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>>74019956
>>74020059
Merged
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>>74013225
Im a europoor and I'm seeing it.
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>>74020067
World is round and that's all of it. It circumnavigated the world and started a colonial Empire.
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>>74020253
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>>74020067
>And what are these brown mountains in the sea near the pyramid?
There was a great wall there protecting the land from some threat from the sea, but a disaster destroyed the entire area and leveled the civilization there. The disaster fractured the great wall and erosion took care of the rest over many generations, leaving it as just many crumbling piles of sediment and brick. They're not as big as mountains, that's just how they look on the map
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Added some mountain ranges & rivers, and two nations (one north, one south west)
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>>74020339
Needs as giant swamp full of voodoo necromancers somewhere
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>>74020772
Forgot pic
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>>74020790
>>74020777
Added Swamp Necromancers
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>>74020790
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>>74020777
added a wetland region
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>>74021044
>>74020975
>>74020927
Added those three together
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>>74018086
It can be whatever you want, anon. It was left vague so as to allow creative freedom for the rest of the thread.
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>>74021216
Who or what lives in windhell valley?
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>>74021402
Mozzika of the Zephyr dale?
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>>74021402
no one, i'd assume. might be one of those uninhabitable arid valleys
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>>74021402
Id guess it could be so windy its unhabitable. Considering that some civilization up north menaged to destroy like 1/8 of continent, i would say its so windy because some other civilization fuckup.
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>>74021540
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>>74021216
Add the Pilgrims' Path to the World Scar, so it can have some lore.
The World Scar is an unfathomably large depression; deep enough to have weather patterns form inside it, and wide enough that you can see the other side in only a few places.
Such a grand geological feature has significance in many cultures and religions, and as such, pilgrimages into the Scar are no uncommon. Over time, a certain route into the Scar became quite popular due to its generally easy to traverse terrain. This route, known in the modern age as the Pilgrims' Path, has 4 small outposts along its length so that the pilgrims may restock on supplies, and enterprising merchants may separate them from their money.
The World Scar was formed by the eruption of a supervolcano not dissimilar to the USA's Yellowstone in the distant past.
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>>74021854
shit forgot image
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>>74021854
Ok, so i have question to anyone who deals with weather as a profesion/hobby in this thread, how deep would have depresion to be to have its own weather patterns?
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>>74021044
Added the Oni banking clans in the twin mountain cities of Dou Qian

Added the Crystal Spire, the wreckage of the not! Elf Quest elves lost mothership. Inhabited by a powerful psionic fey shapechanger.
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>>74022093
A series of bridges and tunnels connect the two cities across the mountain range. Dou Qian connects the north to the south and exacts a toll from any who wish to pass through the mountains.
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>>74022093
Missing some earlier additions maps need to merge
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>>74022192
Merged
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>>74022325
The Giant/Halfling alliance could use an actual name. No offense but some naming convention would be nice.
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>>74019668
>giant lions
Are there actual GIANT lions? Are they Aslan lions or MEGA predators?
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>>74022382
Shotamilf
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>>74022382
I kinda recreated Halfling-Giant Aliance, now giving both races separate homelands, few rivers, mountains, and given everything names.
I hope og creator of this aliance is ok with it
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>>74022325
added some small states and kingdoms for the merchants to trade with
>>74022415
not sure how big they would be, but they would be big and powerful enough to be seen as sacred beasts by the people that live in their territories, especially the steppe/grassland raiders
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>>74022710
Merge the maps, you're missing stuff
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>>74022656
>og creator
Seems pretty good though I was imagining an integrated society with halflings forming the bulk of the population mostly as farmers and the giants usually being the warrior class.
So like each settlement would have both living in it
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>>74022964
I was thinking the same, but maybe in the middle of country, and in proximity of borders. And even if whole country were to be completly integrated i think in homelands (that would be bound to be in different places), ratio would be more in favour of orginal species.
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>>74023041
Makes sense I suppose.
A brief history I thought up for them: Originally the halflings always lived in fear of slavers as they quite frankly suck at combat but make excellent farmers and craftsmen. The giants also suffered as while mighty their constant need for food meant they couldn't really risk leaving the areas that they knew could support them and smaller folk kept stealing their babies as a giant broken as a child makes a wonderful slave laborer/status symbol.
However once a group of halflings approached a giant clan with a food for protection deal the societies became steadily more integrated as their abilities complimented eachother.
Their current holdings are a result of halfling food surplus allowing the giants to form actual (somewhat) mobile armies and the great barrier was constructed because once they secured their kingdom both species really just desired a peaceful existence away from their ancestral enemies.
>>
>>73993406
how did you make this template?
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>>74023648
Oh, I know this one!
https://azgaar.github.io/Fantasy-Map-Generator/
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>>74023935
thanks anon
>>
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GOLD
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>>74024691
bitches loooove sinks
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>>74025046
We've already got a cannibal pit, do we need a sinkhole out in the middle of the ocean?
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>>74025203
I fail to see how those are mutually exclusive
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>>74025634
It doesn't add anything and it doesn't really have an effect on the rest of the world because no one would interact with it and its in a remote region. No worthwhile reason for its addition was offered. Its just an eyesore.
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>>74025976
So make it the abyssal menfolk kingdom
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>>74025046
>>74025995
Don't call it a sinkhole because a massive underwater pit is not a sinkhole.
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>>74025046
That looks like shit
>>74025995
A merfolk kingdom would be fine. A deep long crevasse like the Mariana Trench but built up into an underwater metropolis.
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>>74026116
merfolk are gay tho
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always a classic
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>>74026165
Depends on how you do them
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>>74026432
You're missing parts and you've left in garbage.


This thread is in a downward spiral. Calling it here.
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>>74026469
wah wah wah
>>
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>>74026469
>>74022325
>>74022656
>>74022710
>>74024691
>>74025046
>>74026432
Whether I saved the thread or not,
Merged.
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>>74026116
Made it better. Lore would be that the native to the island went a bit to overboard with worshiping a eldrich sea god. (Not like all of those other generic eldrich sea gods, I"m thinking the corpse of... something. A giant bird maybe? Evil-ish Nuclear AI base?) and went like innsmouth to join his most truist and holy being. And then started to rule an undersea empire. Mostly just a bunch of fish though.
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>>74027018
Goddammit. Could someone be a champ and merge me into this? I got to do some stuff.
>>
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>>74027168
gotcha dude.
>same guy who did last merge
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>>74027205
Thanks! You're a great help.
>>
I may just be lacking creativity, but I'm not sure what there's left to do here.
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>>74027910
we can try to squeeze something between the east mountain range and the Drache Marshes, but I'm not sure either.
It does feel complete.
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>>74027910
That's fine, it lasted a good amount of time and the map was filled out nicely.
Everything ends eventually.
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>>74027910
Now we APPLY COOL FILTERS
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>>74027968
With canibal cults and necroswampers in the regon why not add a kindgom of eternal night?
>>
Anyone want to archive this? I'd do it myself, but I have no idea what the title or description should be.
>>
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>>74028229
looked around one last time and felt there needed to be just one more southeast region for the merchants to trade with.
Now we just need a name for this fine world.
>>
>>74028406
spitting out random gibberish but what about Continent of Makaxia?
>>
Question, what is with the major mullusks?
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>>74028942
They are giant clamlike creatures that eat sand and minerals. The orface on the top submerges occasionally to take in water. The crust slowly sheds away due to erosion and currents, leaving a rather stiff mineral behind.
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>>74029155
How big are these fuckers, they look as big as mountains?
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>>74029253
Not exactly mountains, but around like 70 meters tall. They can't be gargantuan but the water supports the weight. I guess they should be living on some sort of a plateau.
>>
How big is this land?
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>>74029534
The western lake could be the size of Italy. Then, around 4200 km top to bottom, 6300 km east to west?
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>>74002949
>I hate settings with like...10 nations in total and they all similar sized.
It makes sense though. Without a hegemonic power, nations would gobble up smaller ones, and band up to cut down those that grow too strong, tending towards a small bunch of middle sized nations
>>
>>74021943
Probably really fucking deep if I had to guess.
That being said, NASA has a building big enough to have small clouds form in it sometimes, so the idea of the World Scar having weather patterns isn't really out there.
>>
>>74029620
Political landscapes change all the time anon. Nations of many sizes can be found throughout history. Small ones existing alongside larger ones for generations even, without being enveloped. I believe >>74002949 anon just wants the variety displayed in IRL history.
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>>74028406
I know we said done but I wanted to fill out just a couple of the blank spaces.
And I added some amazons because why not.
>>
Neat, if that is the final verssion we could "advance history" now.

... or actually figure out some lore.
>>
>>74030699
Let's do some lore, a few quick idea simulators:
>Who or what created this world?
>Is this the only continent?
>What were the three most recent major events in [nation's] history?
>Which nations are allied, neutral, enemies?
>What threatens the current status quo?
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>>74030699
We should probably finish up the lore before we start making any history changes.
I'd like to make a more detailed version of this >>74018604 with some descriptions of the general physical characteristics and cultures of these ethnicities.

For anyone who created an area, if you want to tell the general looks and culture of your area and I'll try to incorporate it.
>>
>>74030786
I am the one who created the "Orde" or Tnz'qran Raiders.

The Whole Orange blob used to be one larger nomadic Empire, but splintered into multiple Hordes "Orde". Whith Swe'yus slowly adopting a sedentary lifestyle.

I imagine them being related to the not!Monghols (Khanate) because both are inspired of IRL Monghols.

>>74030777
Hmm... who created it.... hmm. No one, it just kinda appeared to the amusement of the confused higher beings.

I think it's the only continent because some guy bade a colonial Empire with colonies n the other side of it.

For the next ones the alliances etc, we could roll.
>>
>>74030786
I added: Lost Nation of Yugr & Teocracy of Radmir.
I imagine Yugr like this once powerfull slaver empire of people that came from northernmost point of northern glaciers.
They enslaved both humans and trolls alike, and theyr borders went as far as Grendarrym and Ruskata Rivers, with wassal states that ranged towards Zephyr mountains. But as climat grew colder they had to give up their empire, and hid themsleves in hearth of their empire - valey of glaciers, only fertile land up north, that they hid from outside world throught magic, but it grows ever weaker, and elite of nation tries to prepare itself to remergence to outside world.
Right now they are proud, reactionary people that value their isolationism, and convoluted honor codes. And because they stopped advancing technologicaly they use late bronze age technology. And in minds of outside world they exist only as a this almost legendary nation state up north.
Radmir is arid land contrastng with wast marshes to the west, but what can't be used to grow plants can be mined, and Radmirians know it best. Mines of Iron, Gold, Silver, Salt and Cristals are all common, and it together with its lengthy coast and existence of many trade routes adds up in creation of extremly rich nation. But its people live in poverity, in according to teachings of First Prophet. All those riches are used to create great temple cities, and send out misionary missions, especialy to the wildernes of Drachne where they combat necromancers and savage cults, and to merchant empires, from where they go all around the civilized world. Radmirians are patient, peacefull but vidicative people, that eat little, but drink huge ammounts of alcohol due to poison in the water that comes from the swamps.
>>
>>74030786
I'll be out for a few hours so keep posting more lore.
I also want to create a biome map.
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>>74030786
The cannibal cults first started eating people as a reaction to the growing power of the necromancers, after all an eaten body cannot be raised.
>>
>>74030786
might as well do some for my contributions. feel free to expand on these, these are rough ideas and I typed this at 5am.

>Uruzataar Khanate (The North Qoktengel People, Humans)
A massive empire ruled by the fierce warlord Uruz Khan and his red dragon, Galuu Ataar. The people are comprised of nomadic warriors riding across the northern steppes on horseback, thirsty for bloodshed and conquest to favor the Khan.
Physically, they're basically Not!Mongols.
I really like having these people being ethnically related to the Orde as presented in >>74030862 and >>74017967
I didn't add the big dragon, but I felt I could add some lore for it.

>Sanukinuiq, Northedge (The Nananuit, Elves)
One of the first peoples of the Northedge, living on the icy coasts as simple fishers, hunters, and druids. Amber skin, short and slim bodies, black-irises, upturned eyes. Their culture is deeply rooted in animist/spiritualist beliefs, mostly worshiping the land, the north winds, and the animals of the Northedge.

>Grendarrym, Northedge (The Jorden People, Humans)
Blonde hair, fair skin, blue eyes, broad, strong bodies. Originating from somewhere in the west, they are hunters like their Sanukinuiq neighbors, but have culture deeply rooted in war and sea-faring. Basically Not!Vikings.

>Ranji, Punaji, Pash, Mun, and Janedi (The Vishga People, Humans)
Mocha skin, black hair, brown eyes. Cultural values vary between regions. But most share the interest in trade of their goods to their neighbors, being the biggest contributors to the Merchant Empire.
The people of Nanji and Maaga can also fit in the Vishga group.

>Boro, Maag, and Gold Coast (The Imuuga People, Humans)
Same as the Vishga in culture and appearance, only different in a lighter skin and green eyes.

>Marshes of Drache
The east wetlands are comprised of a hodgepodge of races, cultures, and ethnicities; from necroswampers and goblins to ogres and various beastfolk. It's often seen as a savage mess by outsiders.
>>
>>74030786
Is the Treant empire creator around? I'm rather curious as to why treants would want non-treant vassals
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>>74030777
>Who or what created this world?
Long ago, there were only creatures like the giants, halflings, trolls, etc. but then humans came down from the sky and colonised the north (Now the mutant city) and brought technology and magic to the world. Everything was going fine until someone accidently dropped a meteor (Cannibal Cult Crater) and in the process blew up a reactor, so the humans were like “Welp, it’s fucked, place was a shithole anyway”, stuffed as many people as they could on any still working ship and fucked off, leaving everyone else behind. Also they created big-ass lions and giant mollusks for some fucking reason.
>Is this the only continent?
If there are others, they’re to far away to matter.
>>
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>>74031800
Do note that every ethnicity can't descend from their own ancestral population, as people tend to mix. Using the description of Imuuga I created an ancestral group for the Highlands, with which they could've mixed with. Maybe the Treant too descend from an ancient mixture? Mai-Xi and Qi-Fu probably have a common origin?
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>>74030862
>>74031067
>>74031800
>>74032775
Just a rough sketch of what I imagined with the ethnicities and where they came from.

My logic here is that if the Souxi are south east Asian and Qoktengel are mongols, I thought I'd make sense the Qi-Fu who're Weebs would most likely be descendents of the Souxi.
If the Westrasi are Europeans and Grendarrym are vikings then they should be descendent from them and Sanukinuiq should be descendant from the Asians.
Treant are the only real outlier.
Again, this was just my initieal thinking on the subject.
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>>74032775
I made the Mai-Xi, I imagined them as an old colony of Qi-Fu the became independant.
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>>74033063
Neet.
>>
The storm islanders are a bunch of whisky loving, seal eating hairy, stocky and short men. They aren't dwarves, just short hairy humans with dark hair, snow tans and a love for sailing, whaling, drinking and ritual wife swapping.
>>
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>>74033063
Sanukinuiq are elves as of now. The Vishga and Imuuga don't really differ from the description of the Suoxi, so I guess they could be a Treant-Suoxi mix with Imuuga being more Treant like.
>>74033235
I like that. Though even if they show affinity to Westrasi they would have drifted away from them at this point.
>>
>>74032122
not treeantfag, but -
>it takes a long time to do anything (for a treeant)
>anything needing doing hastily is not worth doing (for treants)
> stuff like Volodni, Leshy, Myconids etc
> more traditional humanoid treefuckers like wood elves with symbiotic relationships, like how Remora are symbiotic with sharks, or birds can be symbiotic with crocs
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>>74033373
>>74033482
Open question:
From this description>>74015875 I imagine the Proto-Souxi looking kinda like the Atlanteans from Atlantis.
The Qoktengel are east Asian
The Westrasi are Germano-Celts.

But what the hell are the Treant? The original auther didn't describe them and I have no idea what to imagine them as.
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>>74033531
>But what the hell are the Treant
Not human
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>>74033572
OK, but wtf are the Molluscs?
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>>74033627
>>74029155
>>
>>74033627
Anon already explained it here
>>74029155
>>74029447
>>
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Well since the Treant are not Human.
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>>74030786
So are the Goldland peeps like made of gold or just obsessed with gold?
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>>74033795
actually hold on.
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>>73993521
Looks like it's doing an Italian chef impression.
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>>73993406
Mostly irrelevant to the thread, but here are maps showing dialects in Western Europe.
Britain:
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>>74033812
I don't think islanders should be a special ethnic group. They are pirates so I imagine a mix of all races.
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>>74033907
France:
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>>74033921
Spain:
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>>74033937
Germany:
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>Thoughcrafters Commune
The Zephyr Mountains were the original home of Hobgoblins, famed as Roc Riders. Caught up in the original expansion of Qi-Fu, their discipline was quickly seen as a tool for conquest, and embodied as a slave soldier.
As a slave soldier, they were inherently considered of lower value than the Qi-Fu, and often thrown into desperate assaults or last stands.
as the hobgoblins began to grow wise with these tactics, rebellion and desertion began to ferment - their skill at arms and nature as veterans of a dozen combatants along with their determination meant that success was often as common as failure, and as a result, the Qi-Fu, realising the risk with resurgent uruzataar khans decided to shower the slave legions with potent gifts and even political power.
the hobgoblins are currently deciding their own internal divide - those who stay see all deserters as traitors to the people who giving them a life of luxury, while those who desert have a choice - join the khans, or flee further.
the "Thoughtcrafters Commune" is a hidden plateau in the Zephyr Mountains - shielded from basic attempts at scrying, the routes to the entrances guarded by both disguise, mind-manipulation, natural dangers and more conventional military watchtowers as a final line of defense.
spoken about in terms of veneration among the deserter slaves, it is seen as an idyll, sheltered from poor weather.
the leadership of the commune is a maternal druidic/shamanistic circle, who are said to be literally able to craft their dreams into physical objects, so that none can want, and none can need.
few hobgoblins speak of this to the outsiders, as this was originally formed from the survivors of the original qi-fu expansion but it's thought that some among the qi-fu and khanate may have told of tales of this perfect land to their superiors in order to gain additional favour, and so preparations for war are being made...
>>
>>74031545
this is an excellent bit. Would they eat the undead as well to stop them from being continuously used by the necromancers? Roasted zombies, sucking out bone marrow from skellies, or even making vampire chow? They would need a cool nickname, regrettably "Death Eaters" was invariably destroyed by Rowling - or we could just name them so and not give a fuck.
>>
>>74033993
the signature battle abilities of the thought crafters are summoned beasts, carrying hobgoblins into battle in howdah and saddle, and calling upon the natural magics of the zephyr mountains to cause empower their huge storms, winds capable of knocking a roc out of the sky.
unlike storms of other races, the use of lightning is a rarity
>>
>>74033910
There may be some natives islanders but they'd probably have been mostly surplanted and/or mixed with the outsiders

Cloud islanders would have some natives admixture with mostly westrasi admixture.
Pirates would be a mix of natives and all the different races.
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>>74033572
>>74033795
I think I'd be far more interesting from a world building perspective if the Treant could mix with humans. Maybe they could be something like dryads or tree elves, etc.
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Btw, here's a map with only mountains are rivers if needed.
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I'd suppose slaves and deserters would have affected the equestrian ethnic makeup.
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>>74034108
Aldriyami, Glornathan elves are basically plant-people and IIRC they can't mix with humans but our treefolk might I guess? They could spawn a whole variety of demi-human sylvan creatures that way and fill the various zones of the forests
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>>74034518
Comfy
>>
>>74030786
The Celestial Empire is a highly ritualized, bureaucratic society. Their empire has a high percentage of literate people (for a pre-modern society standard) and three official languages. High-Celestia to be spoken by the Emperor, his court and high ranking nobility, Low-Celestia that is taught to everyone, and Holy-speech, which is closer to the original, now forgotten Celestian tongue, and is used by the priesthood since it's grammar allows them to understand the holy texts. Those languages really related of course, and sem from the same root language. High-Celestian was a bit of 'deliberatedly' changed from Low-Celestian so nobility and high ranking could differentiate themselves from the rest.

Physically they are tall, caramel to ochre colored skin, white hair and asian eyes. Their material culture is about intricated geometric patterns, and the colors red and black are associated with wealth and earthly power, white and gold are associate with religion and the heavens, and other colors, but specially blue and green, as 'poor' colors. They are traditional and a bit stagnant culturally since their massive empire is built upon culture. They have aqueducts, sewers and everything that involves massive human cost infrastructure because the empire use said projects as an excuse o move the slaves and military around the country so they are often in unfamiliar terrain and less likely to revolt (or to succeed if they do, vs local forces who know the place). This means roads are abundant and wide, forts and dams are present even more than needed.
>>
Merchant Empire creator here.
The Merchant Empire is based on a mixture of the English and Venetian system. It has a very good fleet of trade and war but which lags behind in technology by 20 years compared to Belara and Morloux who arrived "recently" in this part of the world. Against these two Western powers, it maintains revolts, piracy and proxy wars but it knows that it is ready to face and overcome one of these powers in a separate war (not both at the same time).
In the past, it fought a victorious "Greco-Persian type Wars" with the Supprian Alliance against the Treant Empire for "liberty" in this region. These wars have served as a historical myth in its recent history. The worst nightmares of the leaders of the Marchand Empire's are the Treant, Belara and Morloux empire.
The architecture is of the neo-Gothic Venetian type and the young people follow compulsory military and commercial service.

Sorry for my bad english.
>>
>>74034518
Now we need a physical/climate map
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>>74034108
>>74034627
Agreed. I think that maybe they could be like the yuan-ti where it goes wood elf --> glornathan elves --> dryads --> treants. The wood elfs would be at the bottom of the totom pole, only being changed slightly to mix with the forest surroundings.
Lore wise wood elfs (and the rest except treants maybe?) would be an unnatural splicing of regular elves and nature, being seen as perverse deviancy by high elves. If there were any around, that is. This mix could have happened a number of ways, by treants taking elven slaves and transforming them to suit their needs, to a yuan-ti uplifting by a evil forest god, or from acute radation from long ago.
I like the idea that the treants were once slaves and oppressed themselves, but threw off the yolk and in the process became the monsterous state we see today.

>>74035370
Your english seems great to me anon. I see no errors.

>>74030786
Creator of The Most Deout Followers and the Dutcy of Komjátina here.

For the Most Devout Followers I'm imagining that they are merfolk who used to be native humans of the small islands, and followed their eldrich god (talked about here >>74027102) into the sea and their society is basically a giant nunnery and holy state for the god's commandments.
They follow these commandments to the letter. For example, one of them is THOU SHALT NOT HURT THY FELLOW BELIEVER and becasue of this no one hurts or kills any other merfolk, emotionally or physically. Ever. However most of his other commandments are along the lines of WORSHIP ME, GATHER POWER FOR ME, EXPAND MY DOMAIN, etc. So they are really not nice to anyone else. They truly believe themsleves to be good however, and dress and act like the nicest nuns you'll ever meet. While they sink your ship when you get to close to their waters, that is.
>>
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>>74036020
I'll get to that. Right now I'm working on cleaning up the current map (It has a shit ton of artifacting) and making it bigger.

It's just a lot of retracing, should only take a few hours.
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I put big dragon there. His name is Jeff, but everyone just calls him their word for dragon.
He lives in a cave, and won't mess with you if you don't mess with him.
He's very big and very old, and is thus incorporated into the religions of the area in various ways; either he's a god, the one who's gonna destroy the world, or the guardian of the gates of heaven/hell.
He mostly will chase you out if you enter his cave, but likes checkers, so if you bring checkers he'll play.
>>
>>74030786
>>74036107
The Dutchy of Komjátina is a place of eternal night. Their land is naturally akin to london's sky (eternal overcast and rain) and is still like that along the edge of their boders. Once you start heading in however the sun becomes invisible and the sky soon turns to perpetual dusk. This is intentional, as it was set up by the creatures of the night that live there to roam freely.
Vampires, werewolves, wraiths, you name it. The Vampires are the nobles (mostly, but there are exceptions) acting as rulers of dutchys and fighting among each other in a vampire the masquerade style excpet everybody knows that they are vampires.
Peace is maintained by the house of Komjátina. Komjátina's house leaders, count Flaviu and countess Anișoara are the king in queen in all but name. There is a sizable human population living under and among these unholy creatures, and a small but noticable non human population (drow, drugar, and deep gnomes anyone?) that settled in these lands. The other races are not evil necessarily, but living in a place of eternal darkness for generations does stuff to the skin.
These races know that vampires live in their castles and werewolfs are in their woods, and because of that have gotten really good at killing and driving off such creatures. It got to a point were an outright class war was happening when they two sides reached an agreement: The Komjátinan Code (name open to suggestions).
In exchange for the "normal" people to pay a small tribute in blood and gold as tax, to to trade with other nations, etc. The vampires will not prey openly on the towns and will protect them from other menaces like werewolfs, ghasts, and the savage necroswampers and canibal cults, which both can agree are a preverse and terrible people. There is a stipulation that if anybody does something stupid like a vampire openly preying on a town or a human trying to overthrow a count then they can be taken care of.
>>
>>74036816
Because of this agreement, vampies are viewed as less of a meanace per se, and more of the local rulers that you pay some blood to instead of wheat come hearvesting season. And in turn they offer much needed protection from more savage threats. Children are still taught by the time they can walk how to kill a vampire, and almost everyone carries a crossbow, silver, and other weapons on their person, but it is only a precaution in case things go terribly wrong.
>>
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>>74036107 >>74034627 >>74034108 >>74033531 >>74032122
Creator of treants and giant lions here,
in fantasy, intelligent trees are either animalistic in intelligence (summonables in some video games), or elders who lament the fate of the world and dispense ancient wisdom but rarely do much (LotR), or too alien to comprehend (Elder Scrolls). But social technologies are effective regardless of who would use them; I would imagine the treants did not originate any of the social and political technologies they use, but as intelligent species they have learned them from humans a long time ago, and now play the same games as human empires.

The treant legal codes and vassal system could be based off an old version of the Celestial Empire's, from a time when the treants just borrowed whatever works directly, without understanding the matter enough to innovate. J Edgar Hoover has the kind of face that belongs in the middle of a giant intelligent tree imo. Perhaps he is one of their leaders, in charge of the restricted areas.

I agree it would be neat if treants had interbred with humans. The offspring could look like near-clone of the human parent. Then various human traditional families could keep their family head genetically nearly identical for generations, by mating with treants (although in that case, over generations the treant-like features would accumulate).

>>74022415
It is a setting with actual giants in it, so for the lions to be impressive they would have to be quite large. The height could vary a lot by range, from 2m height to 4m (or however tall the giants are). North Celestial nobles could keep miniature giant lions, bred for unique fur colorations.
>>
been playing around a bit in the azgaar map tool and I'm wondering

Is there any way to create land below sea level?
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>>74036754
Thanks anon
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Techno-barbarian (artificer reavers) anon here, will write up a backstory once I get a bit free time later today, great to see that the thread is flourishing, good work gentlemen.
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>>74036754
Doing God's/The Emperor's/Placeholder-for-atheists work anon
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>>74014299
another good recommendation that I could give you is Earthdawn - the "prequel" setting for Shadowrun and in my opinion it is better than it's more popular cyber-fantasy brother. Essentially it is a fantasy fallout before fallout with cosmic horrors causing cycles of catastrophe and civilization rebuilding after - whatever it's left of it. It has it's very own version of "Vaults", essentially magical tombs that help people whether the storm and ultra oppressive and ancient elf magocracy empire that watches over all and tries to control all magic. Pretty cool setting imo.
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>>74038415
forgot pic fugg
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bunp
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>>74034627
The anatomy is cool, but "bows" like that trigger me unreasonably much.
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When is this happening? Medieval time?
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>>74041638
Due to the presence of techno barbarians, I think the tech level is 'mixed', but I would imagine most nations are on a 'late 13th century to early 16th century tech level' since we have far flung colonies and colonial empires, !not-mongols. Edges of the world are less advanced, but that could be more for lack of resources and being off most trade routes than lack of know how. I'd guess the Celestial Empire is the most evenly advanced nation, and they are likely based on 15th-century China.
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>>74036754
I finished all the borders on the big map. I'll add cities, names and misc. features tomorrow because I need to sleep now.
Someone else can take a crack at it if you want.
I also want to make a climate map but we'll see when we get there.
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>>74042760
Sorry, that was a previous verson without the pit, here's the right one
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>>74042760
Why that big mountain southeast of swamps is now facing down?
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>>74042819
Stylistic choice on my part. I can change if you like.
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>>74042847
I was just curious, its not big deal.
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>>74042792
don't delete posts you post deleter
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>>74042737
I edited the colors for better contrast between sea and land, and made Treant vassals closer to Treant Empire color.

I wish you had done it with no anti-aliasing so the edits would be non-destructive.
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>>74043046
Apologies, this is only the second fantasy map I've ever tried making, I don't know much about it.
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>>74043146
You're doing a good job.
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>>74036770
Lazy lolrandumb shit like this ruins everything.
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>>74043146
Great Job! Thanks for doing this for us anon.
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>>74043567
no it does not, fuck off you non-contributing faggot
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>>74036770
Uruzataar guy here. I have written some lore for big dragon Jeff on >>74031800 , but I like the idea of how he's an old dragon who's worshiped by the local people and likes playing checkers. I'd like to combine these and expand on it.

>Geoffrey, referred to as "Galuu Ataar" by people of the Khanate, is an old, wise dragon. He is seen by the Khanate as almost a god, but usually wants to be left alone. From time to time though, he will exchange a bit of his grand wisdom and advice for a nice game of checkers. Uruz Khan had visited Geoffrey often for his strategic advice and ancient wisdom. The frequent visits have helped make the Khan into the mighty, cunning conqueror he is... and a really good checkers player.

>>74043146
You're doing great work, Anon
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>>74043046
>>74042737
Very nice.
>>
Troll Kingdom
Skrug is the largest, oldest troll within the region and has developed a degree of intelligence comparable to humanity over the years alongside the wisdom his experience has granted him. The local tribesmen attempted to slay him for their own glory. In response he slew the attacking tribesmen and gathered the younger trolls of the region into an army to conquer all of the peoples of the north so that he could go back to eating, sleeping and wargaming in peace. Skrug rarely leads his forces anymore and leaves much of the rulership of his kingdom to the smaller races. When he takes to the field he does so with great determination to end the enemy quickly and return to his cave-palace filled to the brim with treasures, food and massive tables covered with complex battlefields.

Humans make up the bulk of the population of Skrug's kingdom, followed by dwarves and a few elven clans. Trolls, though a minority are treated with grudging respect for the obvious physical threat they pose and their dedication to maintaining the kingdoms borders. Regular raids against neighboring lands keep the large population of trolls well fed and allow the men of the region a means of attaining greater glory for themselves.
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>>74043974
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>>74043832
>>74036770
>Here's my dragon his name is Jeff hur hur hur
>blatant rip off of vidya I don't need to be creative because I made a reference, look at me!
Look at you anon, you're an embarrassment
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>>74033063
Well done nerd
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>>74043868
>>74043974
Skrug vs Jeff gamer rivalry would make a lot of sense. Frenemies maybe.
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>>74044054
it is you who chooses to hate fun anon, not us. Time to let go of the pain and let yourself be carefree again.
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>>74044404
getting some good xorvintaal vibes from this
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>>74030786
Just wanted to link
>>74022964
>>74023385
To the lore thread
Also for clarification the halflings are on average 3' tall and proportioned like humans and live to be about 70 at the oldest. The giants are on average 12-20' tall depending on their age and are proportioned like slender humans. They live for a very long time unless killed 400-600, their size increasing slowly as they age, they reproduce rarely and mature slowly.

The mixed society is largely successful because while the giants do form a sort of ruling class they are intelligent enough and have long enough memories to realise how much their lot in life has improved because of the halflings that they make a great effort to make them feel respected and we'll cared for.

The kingdom while isolated behind their wall has recently begun accepting seagoing merchants into specially maintained ports leading to the realisation that they are lagging behind much of the world technologically is a point of growing concern
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Looks like I'm late to the cartographer party. I could've run some simulations with that height map from the top of the thread.
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>>74046456
A height map would be neat, make sure you use the most recent version
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>>74046456

This is really nice. What program did you use?
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>>74046708
Quadspinner Gaea
I've also used World machine, I like the erosion in WM for abstract-looking art, but Gaea has a way better UI
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>>74044054
If you dont like Jeff, don't use him in your map. Simple as that. However, having a dragon that has been around for so long that he is on the world map has some interesting lore implecations. I think that as long as he has the lore to back him up, Jeff sould be there as a welcome addition to the world.
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>>74043974
>>74043993
>>74044404
>>74044669
I love this
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>>74036770
>Dragon
>Named Jeff
.....no offence, but really? Thats not even dad joke tier. Giving generic human names to ancient/powerful/magical things is a really stale meme anon.
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>>74036816
What kind of wildlife coexist with all the things that go bump-in-the-night and the absence of sunlight?
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>>74043046
Well done, I like that humanity seems to have bunched up in certain areas, while other areas look so sprawling they're almost certainly "mostly" wilderness just claimed by local powers.
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>>74049390
Luminescent mushrooms that make you see ultraviolet light and only ultraviolet light for a couple hours.
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>>74021402
Silt striders, desert sharks, tumble weeds, various desert fauna
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Who is tempted to map this world 1000/2000 years in the past? With the political entities and the coastline of that time.
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>>74052001
Nah. Maybe 10 years in the future though?
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>>74053757
I can't change anything in map because something is not working, but based on what was already written:
>Khanate wil expand into Qi-fu up to the mountains around lake dou-ki; will conquer most of Ruskata, with exception of lands that are up in the mountains, conquer southern shore of grendarrym river, will push back against hobgoblins in Zephyr mountains, and conquer both Ta-la Hold and Norvia Stronghold, possibly even expand into Eta'orde.
>Yugr will reemerge into world, and using Ruskata weakness conquerr norhtern shore of ruskata river reinstating their ancestral border, after that they will try to destroy king of Skrugg, and if atleast partialy succesfull atack Sanukinuiq
>Komjatina and Radmir will push against Drache swamps and especialy necroswampers, this aliance is out of convenience, not love, but it is still very succesfull while war (or even crusade) rages on. Radmir will Try to conquer Viy and Svyat heretics, and possibly forse them to exile even further northi in the swamps neer seem
>Belara will continue its imperialism possibly entering into war with Merchant Empire, or allying with treants against Khanate to destroy them before they become too powerfull (and regain its lost colonies).
>>
Well, if I have time I will detailed the map of the country I created.
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>>73993406
Is this a good program to make maps 100% form scratch and detailing them? I'm talking about like sketching out the map with a tablet on the page, then detailing it with the features?
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>>74054162
>Understimating Ruskatan Ice Magic like that
Ruskata will rise again
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>>74055717
They were already kicked down to the curb losing half of country to savages from some fucking steppe. there was no way for them to defend even an inch of land
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>>74049390
>>74036816
Hmm, good question. To answer it, I have had to flesh out the entire goddam ecosystem for this hell barren land. Why? Because if there is no sun, then plants cannot grow. No plants means no animals which means no humans. So behold anon, my pain.

To fix the problem that there are no primary producers in this sunless land, I have thought up three replacements to photosynthesis. 1. Plants that grow almost entirely from nutrients in the soil. 2. Plants that produce energy from the moon (henceforth known as selinisynthesis). 3. Saprophytic plants, which grow from decomposing plant and animal matter (a real life example of this is the indian pipe plant).

Most of the plants that would be eaten by the herbivore tier would be produced by option #1. These plants would act akin to tubers (ex. potatoes), but would root into the ground and suck nutrients out of it, growing a vegetable in the process. These plants would then be eaten, roots included. They might also have a small flower that would bloom to collect light using selinisynthesis (more on this later).
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>>74057033
>>74049390
>>74036816

The second type of plants are ones that use selinisynthesis, which is photosynthesis but with moonlight instead of sunlight. And yes while moonlight is just refracted sunlight I'm calling it selinisynthesis instead of photosynthesis to not confuse people.

The plants that use selinisynthesis would follow the lunar cycle. Going into a micro hibernation when the moon is empty and blooming when the moon is full. I say blooming because instead of leaves which would fall off during the hibernation process, plants using this method would instead grow flowers which would bloom when in use and bud up when not. These flowers can be any color, but I would say would mostly be black (to suck up the moon’s rays as best it can) and white (because it would look awesome). This process would be used by trees to grow, replacing the many leaves on a tree with many buds of flowers.

I would say that trees can grow here as a regular forest using this process for a few reasons. The first being that it helps set an horror atmosphere for players. Chasing a werewolf through a thick forest of seemingly dead trees, their jagged branches seemingly reaching out for you as you run past. Riding in a carriage lined by trees in full bloom on either side, their ethereal white and black petals obscuring the underbrush below. It also allows for humans to use the trees for wood, which is necessary for survival. After all, you can't make wooden stakes without wood. Fruit grows on trees as well, which is important for both humans and the primary consumer tier like small birds and animals.

Small plants like flowers would be able to grow using this process as well. Basically, if the photosynthesis on a plant can be replaced by flowers, it can grow by this process.
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>>74057033
Wouldn't taking nutriens solely from earth, with no sun to help make it so soil becomes extremly poor?
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>>74057068
>>74049390
>>74036816

The third process would be used by saprophytic plants. These plants would grow from dead plant and animal matter. They then could be harvested (like wheat or mushrooms) or eaten by herbivores, allowing for some small grazing animals as well. It might also lead to some odd practices, like burying grandma in the garden so her corpse can be used to grow some tasty food.

Of course these three options are not exclusive to each plant. While most plants will mainly rely on one process to produce energy another process can be used as well.

An interesting note for this ecosystem, with no sun the full moon becomes very important. The days leading up to it would be used for foraging and harvesting, as tubers and other plants can be seen with their flowers in bloom and determined to be ready to harvest or not. The full moon itself would bring out all of the werewolves, and their killing rampage would allow for a lot of fresh carcasses for saprophytic plants to use to grow. The days after the full moon would be used to plant new crops and allow the system to renew.

Because the seasons affect an ecosystem a tad bit, here’s what would happen. In the spring and summer, humans would harvest fruit and plants and store up for autumn and winter, where stores would be tapped into and game would be hunted as the soil replenishes its nutrients.
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>>74057127
>>74049390
>>74036816

To finally answer your question.
>What kind of wildlife [would] coexist with all the things that go bump-in-the-night and the absence of sunlight?

To start at the Primary Consumers tier, small burrowing animals would be the main bulk of it. There would also be small birds that eat fruit and bugs, and fish that would eat the saprophytic moon plankton. Carrion eaters as well. At this level, there would be no big creatures like deer or bison, as they would be both easy prey for weres, and would not be able to survive with nothing to graze on.

The Secondary Producer tier would be made up of only a few creatures. Including but not limited to: small wolves, foxes, small birds of prey, and carnivorous fish. These creatures would be small, not being able to get the same amount of energy they could get hunting bigger game. Instead they have to focus on small game, as that is all that is available.

Side note, because vampires have a natural affinity with wolves, houses would breed them for sport and entertainment. But instead of turning them into dogs, they would try to get them bigger and more nastier. It would become a status symbol, as having a dire wolf would mean you were rich and powerful enough to feed your dog a lot of meat in a land with not a lot of excess game, and that your house has been around long enough to produce such a fine creature. But back on track here.

The Tertiary Producer tier would make up werewolves, humans, dire wolves, and other creatures. Also, note that all creatures in this environment need some sort of night vision, or a way to produce light. This can be a natural ability (e.g. cats and some snakes can see in the dark) or evolve over time. Even before the vampires blotted out the sun, there was not a lot of sunlight in this land, so I could have happened over time. Or with magic, who knows?
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>>74057202
Anyways, if anyone has any questions, suggestions, or is confused, ask me. I don’t even know if this makes any sense anymore.

>>74057078
Yeah I said here >>74057127 that the soil would replenish itself in the wintertime. That and burying corpses. I just kinda hand waved it because your right, it should suck the soil dry. But this is a different world so the land has super soil via radation or something
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bump
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>>74046456
Could you do the same with most recent map?
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>>74054162
>Yugr
>Conquering anything with bronze age tech
>Going against not!vikings, armed with dwarven weapons backed by trolls with dwarven weapons
>Going against ice witches
I feel like Skrug would hold and Ruskata would claim the remnants of Yugr. Yugr would have to experience some kind of technological or magical boom to expand like that.
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>>74061846
Yugr will never FAIL
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>>74054162
So how likely is the khanate to splinter into insighting once the current leader dies?
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Too late to add shit or nah?
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>>74056365
Ask yourself what stopped the savages man
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>>74064485
As long as you don't erase over other stuff to ads I'd say go for it
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>>74054162
Ruskata lost half its terran to the khanate but after a clash by a river, their ice witches lure the horde into a valley and breaking an ice dam, flooded them there. The losses were severe enough to stop the khanate but Ruskata lacked manpower to counter attack and reclaim their lands. The khanate knows they can hold what they have but further expeditions would either result in defeat or a victory too costly to be worth it. The Queen of Ruskata currently seeks a an alliance with Qi Fu to split the Khanate forces. A never before seen political move as the two nations barely ever interacted. Ruskata isn't a rich land so hiring mercenaries isn't a valid course. But fool would be the adventurer who takes an army into the Winter-Queen lands.
>>
Thread is gonna hit bump limit soon but this setting is getting interesting. If someone can save a high res version of latest map, and we can agree of a name for the world/setting, we could create a pdf with setting info. Means a few anons would need to go crazy organizing the lore but I'm good with photoshop and inDesign and volunteer to help clean the image, make it pretty and help assemble actual PDFs pages. Then we just need a couple anons to write the lore posted here in a more prose-friendly format and divide it in sections for nations, history, races and geography. I mean thread already covers most of it.
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>>74063168
I'd say quite likely, especially near Ruskata and Qi-Fu
>>74061846
Would Skrug have alliances with the Northedge Tribes, especially to help fight against the Yugr? The Sanukinuiq would want to hunt and live in peace like Skrug does, as the war-crazed Grendarrym would have something to fight other than random monsters or each other.
>>74065569
Should we have another thread or a shared document to work/organize in?
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>>74065905
Regardless, someone should should archive this thread on sup/tg/.
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>>74065569
We need some sort of collected lore document too
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>>74066750
True, what's the best platform for that? We could do it on google drive but I don't know if that's suitable.
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>>74067554
Google drive is a good place to store text, but keeping images there can be a pain.
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>>74066750
It's fine. Well archive it on suptg and then we can put it on 1d4chan
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>>74065905
>>74066041
>>74066750
We make have both, I say
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>>74065569

I can organise the prose. I got a google doc set up (I'm new, so if there is a better way tell me).

https://docs.google.com/document/d/1AXv67jZbuqg0eSn-ySSGAWAKI5Vcs-MXa0mnQbKqUgI/edit?usp=sharing
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>>74074963
Let's name it "Etalia" because tha map kinda looks like the Italian hand meme.
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>>74074992
Hmmm. That works. How about Gloria?
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>>74074992
>>74075182
I like both. Glorietalia is my vote
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>>74075182
"Etalia Gloria"
could work I guess.
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>>74075428
put a hyphen in there and I say it's golden. Maybe the name of the world is the name of the two creator gods? Aliens w/ godlike tech or otherwise.
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>>74075452
Etalia-gloria. Sounds good
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>>74075426
seconding this.
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>>74075481
>>74075426
How about it depends on nations/races? Humans Call it Etalia-Gloria while inhumans call it Gloria-Etalia. Make it Gork and Mork type of deal.
Gloria is goddes of land and sky, while Etalia is goddes of sky and land (and reverse in second verion_
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>>74075954
I mean if we're being real, every distinct language would have their own name for the world and Etalia-Gloria would just be the name for the world in one of the major languages. The name's more so for our sake than anything in world.

Also I don't get the impression there's a big human/non-human devide. The humans of the far east would probably feel more culturally related to the Treants than the Westrasi.
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>>74076084
>The humans of the far east would probably feel more culturally related to the Treants than the Westrasi
I'd say that im on the contrary to that. They (atleast people from merchant empire and its surroundings) had whole legendary war akin to greko-persian war or troyan war, and even now they are in state of proto-cold war with them.
If anything people up north would be more similiar to each other. Since ancient times they fought each other, alied each other, only to fight some more. Cold climate and lack of resources would atleast cause mutual understanding and similiar basis in culture.
>I mean if we're being real, every distinct language would have their own name for the world and Etalia-Gloria
Yeah, that makes sense, but i was thinking that if Etalia and Gloria were real (no matter if as gods, or some scientific things like spaceships that took humans to this planet) then all laungages would have atleast similiar sounding name for planet. Or atleast thats what i think is logical outcome (but its not hill im willing to die on, if more people dislike this idea it can what you propose)
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We need to make this an offical /tg/ sanctioned setting and publish a huge 400 page book about the geography, history, and lore of the continent in as much autistic detail as possible, kind of like how /lit/ wrote the Coronameron
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>>74076369
I doubt todays /tg/ would be able to pull it off. But hell, if more people would be interested i'd love to contribute
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>>74076279
>but i was thinking that if Etalia and Gloria were real (no matter if as gods, or some scientific things like spaceships that took humans to this planet) then all laungages would have atleast similiar sounding name for planet.
Linguisticly speaking, languages will inevitably drift apart even when coming from a common ancestor. Almost all languages between Europe and India came from one shared language and consider just how different they all are from eachother.
Sure, the names would sound somewhat similar in most languages but what is "Etalia-Gloria" in one language could easily be "Oudele-Kure" in another and "Ianeim-novem" in yet another. It's possible to recognise the similarities but they wont be overtly obvious.

Not that I'm dissing your idea of Etalia and Gloria being real gods, I think that's a really cool idea. It's the linguistic part of it that I'm criticising.
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>>74076690
Ok, i consede. But still, what laungage groups there would be on this planet? Id easly could point to south eastern penisula being part of one laungage group, same with giants and halflings after centuries of shared culture, raiders and khanate probably would be part of one group, and northern barbarians (everything north from Ruskata southern border) would share group as well. Celestial empire could possibly have just one laugage considering they have hight literacy in society. But what about rest of the planet? Also sorry if i oversimplified laungage in this post, but as you probably arleady noticed i don't consider this matter to be extremly important its still fun to talk about it thought
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>>74076690
I smell a possible holy war anons. First it's how the people say the name, then it's if the "gods" (i.e. the church) are cool with certian pratices, then we have people chanting Etora Vult! while people are burning on stakes. Such things humans will always do.

>>74076369
Might be a bit much. RN I'm just going for a framework of the world to rp with. Taking the nations that we have and adding some lore to each one to flesh it out a little bit.

But hey, I would be all for something like that, if we can pull it off. Chiping in to sort through the lore on the google doc would be the thing to do rn.
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>>74076369
second this
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>>74074963
I messed with it. Didn't delete anything but I created a structure so we can start organizing the prose, mostly just placeholders so people can write their own stuff
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>>74077553
>>74077402
>>74077245
>>74076500
>>74076369
Maybe someone should start another thread before this one gets to post limit, and see if this idea of joint work on setting will work? How long this thread already is could scare of some fa/tg/uys that would otherwise be interested
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>>74077553
Thanks anon! That was a good idea to add that in.

>>74077191
Just look at the culture map and base it off that. It isn't perfect, with some areas having no human immigrants. But the overall language spread would act from this.

Also bump limit is reached anons. Someone should try to archive this thread. Also possibly make a new one?
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>>74076369
A bit too gonzo for my taste, but that's to be expected with the creation method.
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>>74077682
We can start it when the thread is on page 10. /tg/ is a slow board it's hours untill we get there.
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>>74077191
Essentially you could just follow this map >>74034607. Some of my language headcanon although feel free to disagree.

There're three major human language families:

>Westrasi languages (The western kingdoms, the Grendarrym and the Merchant Empire)
The western kingdoms have had a lot time to diversify being roughly divided into the northern (Belara, Goldland, Storm Island), western (Morloux, Sarkatian, Lazari, Uoro, etc.) and eastern (Wyrd, Voroi, Araxian, etc.) language groups. Halfling and giant loan words have entered into mostly the eastern languages.
The Grendarrym languages, despite being farther away is closer to what the original proto-Westrasi would've sounded like. Obviously with a lot of vocabulary loaned from the Nananuit.
The Merchant language is at it's base Westrasi but has had alot of influence from the Souxi languages, specifically Vishga. Even has some Treant vocabulary.

>Qoktengel languages (Uruzataar, Tnz'qran, Ruskata)
Uruzataar used to be a lot more diverse but the rise of the khanate wiped out a lot of tribes and therefor languages.
Tnz'qran is roughly split into the northern, southern and Swe'yus groups, with the latter now sounding closer to the Ivory people (Souxi)
Ruskata is at it's base Qoktengel but has been influenced by both Grendarrym, Nananuit, and troll that these languages have become extremely bastardised. Yugr is a ruskata language.

>(1/2)
>>
>>74078344
>Souxi (Souxi-Dan, Ivory, Vishga-Imuuga, Highlanders, Qi-Fu)
The Celestial Empire claims to speak only one language, the original language of the Souxi. In reality it has evolved quiet alot and dialects vary drasticly across the land.
The Ivory language is the closest to the Souxi-Dan but their language has changed a lot due to isolation.
While the Vishga and Imuuga are clearly distinct groups, out of the Souxi language family, they're definitely the closest to eachother, mixed in with some treant influence and a little Merchant vocabulary.
The Highlanders language is odd. It's definitly an ancestor of Proto-Souxi but it's almost unrecognisable to do all the Treant and even westrasi Influence, thereby not sounding like anything else in the world.
Qi-Fu maintains more of it's Souxi roots than both Vishga-Imuuga and Highlanders speach, despite it's distance. However, due to repeat invasions from the Uruzataar and despite the Qi-Fu's proud traditionalist society, they've gained a lot of vocabulary from the Uruzataar.

>Treant
The Treant languages are truly ancient and have stayed relatively unchanged due to the Treants long lifespans and strong memory. It has seen a few changes recently due to the mixing with the many human peoples, to the dismay of the older generations, although these changes are comparatively small to the influence the Treants have had on the human languages.

>Other Non-humans
The languages of the other natives are so varied, isolated and ancient that, even if they had a common ancestor, it’s long since been lost to history
>(2/2)
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>>74078354
Just want to add a cant language for consideration: Black Cant.

A mix of loan words from the native black sand island tounge and ports of nations from the storm islands tp the halfling/giant alliance.

It's used for pirates to identify and communicate with each other outside of safe ports. It has also been quickly established as the go-to cant for many western criminal orginsations.
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>>74078344
> >Qoktengel languages (Uruzataar, Tnz'qran, Ruskata)
Uruzataar used to be a lot more diverse but the rise of the khanate wiped out a lot of tribes and therefor languages.
Tnz'qran is roughly split into the northern, southern and Swe'yus groups, with the latter now sounding closer to the Ivory people (Souxi)
Ruskata is at it's base Qoktengel but has been influenced by both Grendarrym, Nananuit, and troll that these languages have become extremely bastardised. Yugr is a ruskata language.

Creator of the Tnz'qran Raiders here. Swe'yus is a conquered city it used to be it's own citystate or was owned by either the Morloux, the Kingdom of Ivory or the Merchant Empire. The Tnz'qran are a nomadic people who is only startting to adopt a tribal or sedentary lifestyle. Swe'yus is it's own thing kinda. There being a northern southern and central dialect certainly makes sense though.
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>>74074963
There was no need to insert the whole thread anon...
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>>74078904
>Swe'yus is a conquered city it used to be it's own citystate or was owned by either the Morloux, the Kingdom of Ivory or the Merchant Empire.
I'm the creator of the Morloux. They only resently began their colonial expansion so even if they conquered the land, the natives would still mostly be whoever the Souxi speaking people lived here before both the Morloux and Tnz'qran.

Actually now that I think about, that could be some cool worldbuilding for that region if you're okay with it. An originally Souxi ethnicity who over the centuries have been conqured and ruled by the Merchant Empire, the Morloux Republic and now the Tnz'qran. Perhaps throw the Treants and Celestial Empire in there as well.
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> NEW THREAD
NEW THREAD
>>74079412
> NEW THREAD
NEW THREAD
>>74079412
> NEW THREAD
NEW THREAD
>>74079412
> NEW THREAD
NEW THREAD
>>74079412
> NEW THREAD
NEW THREAD
>>74079412
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>>74079348
I definitely agree... makes that area the Poland of the setting.
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>>74005035
>in the case of the US, latitude/longitude lines
Those are totally artificial boundaries. Natural ones tend to follow rivers, ridges and so on, as they're often the easiest places to defend as a line. Also, the exact boundaries in heavy forest are largely academic and will depend a lot on who's managed to punch a logging road in.
(If I remember right, there are on-paper boundaries in the eastern US that have never been actually surveyed on the ground due to the difficulty of the forested terrain.)
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>>74033907
>Britain:
The person who made that map is an incompetent fuckweasel, not a linguist.



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