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What is Gloria-Etalia? It is a setting which sprung up into existence when OP gave /tg/ an Empty map and people doodled things onto it. The world of Gloria-Etalia is one in the phase of the post-post-apocalypse where remnants of the once great civilizations remain like wandering cities of mymics or missile silos considered to be pyramids, but most of the ancient technology has decayed beyond recognition and barbarians control the world. Still the world is far from a dead ruin.

> Thread Questions
What is the overarching magic system? How many and what moons are there? Solar system in general? The star?

> 1d4chan Link
https://1d4chan.org/wiki/Gloria-Etalia#Races_of_the_World
> Thread 1:
http://suptg.thisisnotatrueending.com/archive/73993406/
> Thread 2:
http://suptg.thisisnotatrueending.com/archive/74079412/
> Thread 3:
http://suptg.thisisnotatrueending.com/archive/74150461/
> Thread 4
http://suptg.thisisnotatrueending.com/archive/74211056/
>Thread 5
http://suptg.thisisnotatrueending.com/archive/7424721
> Thread 6
http://suptg.thisisnotatrueending.com/archive/74284894
> Thread 7
http://suptg.thisisnotatrueending.com/archive/74321167

> Picture Standardisation
Pick whatever image you want for your nation, use your image editing software of your preference to make it 500x500 (it's much easier to work with squares, trust me)
Then go to lunapic.com, upload the 500x500 image, go to the tab 'art', select the effect 'fairy' and post the result on the thread.

> Pic Related
Most up-to-date map of religions, needs manor overhaul.
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> Pic Related
World Map

> Standardisation
Country name:
Population: (in percents)
Capita :
Goverment:
1. Always use third person, present tense (Treants -are- a race of Shibbly dibblies)
2. Always write from a removed narrator perspective but not a omniscient one, meaning you are not writing about the treants as a treant, but also not as someone who hates them. And that you don't have perfect information. ("It's said that X can happen" for example, rather than "X happens.")
>Culture
What makes them tick, are they peaceful or warrior like
>Religion
What they believe in, are there different fates? are they dominant? how they relate to the government.
>Organization
This is government but it also includes nations united not by a single ruler but by a way of life (tribes and clans that behave the same but have no overlapping authority)
>Origin
When and how this nation formed. (refer to timeline post >>74164170 ) and discussions on it.
>Diplomacy
Make a note about how they see or are seen by their neighbours
>Geography
Describe the land they inhabit
>Economy
Describe how they attain resources and trade
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Region map
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Climate Zone Map
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Height Map
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Thanks for recreating the thread, OP. You are the real MVP.

Now to get to business, we should start creating our own art for the setting. I made us a logo, if you guys like it, I propose we use it to open our threads, it will help them become a familiar sight and maybe draw anons in. We don't have to use this one if it's anons don't like it, too, but was my best shot at it.
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>>74378026
Nations with zero fluff:
>Chiefdom of Voroi.
>Chiefdom of Uraka.
Nations partially fluffed by other nations:
>Vashian Republic, by the Yoroi Tribelands.
>Sarcian Mountain Tribes, by the Araxian Kingdom.
>Ta-Li Hold, by the Kingdom of Belara.
>New Belwed, by the Kingdom of Belara.
Claimed nations that are still a work in progress:
>Nanji Citystate Alliance
>Gold Coast Tribes
>Punaji Chiefdom
>Ranji
>Mun
>>
I wrote this Pastebin and I really liked the reception by some other anons in the thread, but it was done in the end of the thread and only like, 3 anons commented on it. I'd love to get more feedback on this idea.
https://pastebin.com/DmsVaDJe
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>>74378230
I feel like it needs work:
1. It should be akin to Fairy as that's what we use for art
2. It seems too much like pure fantasy.
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Biome map
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>>74378245
I will take a shot at Vashian Republic
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>>74378283
Fair. I can work a little more on it...Just to explain some of my process:
Modern-ish font for the numbers to accentuate the scifi elements of the setting. Grid represents a workstation, creation, like a modern one, and parchment and inklings represent old time creation. This was to both represent that this is a community project, but also to represent the dual nature of the setting.

That techno barbarian on the side is from a post-post-apocalytpic setting called degenesis, maybe it's not visible but his clothes are somewhat modern materials and cut. The knight is just a plain regular knight with more high fantasy trapping while keeping pauldroncore to a minimum. Dragon is because the dragon was one of the first things to be added on the map. (Actual first thing was the storm Islands, funny enough)
>>
>>74378357
There's already a little lore about them, try to incorporate that into your write-up.

>The Yorai culture was conquers by a series of invasions across the sea from Saramese exiles. Over the years these raids would see the Saramese form a unique ethnic identity known as Vashian; they took control of the Yorai lands and declared an independent Vashain republic, based on the Morloux model but without rights given to the Yoroi or the poor. Recent economic pressures led to a campiagn for voting rights for all citizens and to avoud giving control of the government to Yoroi; the majority Yorai areas were spun off into an "independent" reservation known as the Yorori tribe lands. They are governed by a Consulate headquartered at the border, and Yoroi are forbidden from entering the republic without written docuements.

>Lumber and fruit from the woods is harvested by underpaid Yoroi then sold to the republic to be shipped across the sea for mass profit.

>Speaking of the Vashians, they have grown increasingly frustrated with the Farisians contesting their dominion over the Yoroi Tribelands. As a result, the two republics are locked in a trade war that only seems to be growing more vicious by the year.
>>
>>74378026
Hey, I made an updated version of Belara and Morloux to fit standardisation and with a bunch more lore, I don’t know if it’s a bit late at this point however. Will post in a few minutes.
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Can the setting have big pet bees?
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>>74378478
Sure, why not? They could be native to the Treant Empire.
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>>74378513
Neat.
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>>74378478
>>
I'll pick up the Chiefdom of Voroi and start working on that. I admit that it feels a bit weird to have an independent chiefdom in the same region as loads of feudal monarchies and republics, so I might take a couple of liberties.
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>>74378630
maybe it has something to do with the wyrd
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>>74378026
>What is the overarching magic system?
Keeping it vague intentionally
>How many and what moons are there?
Seven
Solar system in general?
Five planets
>The star?
Orange dwarf star
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>>74378630
It could be the ghetto region. A lot of lawlessness, bad soil for farming, no valuable resources. Just an area that no one actually wants and the kind of people that tend to live there aren't worth policing.
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>>74378230
Its good, especialy that we dont have anything else.
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>>74378747
>we dont have anything else
No alternative =/= good

That said >>74378230 is a solid first go at it.
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>>74378729
In a region that's as cramped as the Westrasi Sea, every square mile is going to be viewed as precious. It would need to be supernatural wasteland in order for it to be that undesirable. I'll come up with something though.
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>>74378881
>It would need to be supernatural wasteland
Or an actual desert, badlands, have infertile soil because of radiation or time fuckery (see wyrd river) there are plenty of reasons why a land could be undesirable to live on. It could just be infested by something no one wants to live around.
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>>74378957
Don't forget toxic plumes of gas could vent up from the ground. Thats an actual thing.
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>>74379029
Coal seam fires that have been burning for centuries
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>>74378026
Updated Belara to fit standardisation with more lore added. Will follow with Morloux.

>Kingdom of Belara
>Population: 85% Westrasi human, 8% Imuuga Human, 7% Other
>Capitol: Belwed
>Government: Feudal Monarchy

What was once by far the most powerful nation in Westrasi, the great Belaran empire which controlled almost all of the north-west, was split in twain by a bloody civil war. Today it’s an entire nation dedicated to recapturing the glory of a foregone empire, maintaining millenia old traditions together with modern innovations, a clash which has brought them both terrible grief and great heights, though far from the old behemoth they take their name from.

>Culture
Much of the Belaran cultural identity is based on regaining the glory of the old empire. This manifests as a superiority complex and they often appear arrogant and vain to outsiders. They fashion themselves in elaborate clothes which resemble the garb of the old imperial royals and the architecture, even peasant homes, are made to evoke the old royal palace. This also manifests in an expansionist mindset, believing that all Belarans should seek to expand the land and Influence of the kingdom no matter the cost and this philosophy is the uniting principle of all Belarans. That’s not to say that they lack behind. With their new maritime empire, the changing political landscape in Westrasi and scientific, technological and magical advancements, many nobles have chosen to embrace these modern changes, going from tyrants, schemers, warriors and warlords to thinkers, tinkerers, traders and explorers with a few even looking to their rival cousins to the south. Despite this modernisation, Belara remains firmly rooted in their history and many other more traditionalist nobles reject all but the advancements in arms and warfare. While much rarer than in the past, feuds and skirmishes between the nobles is still not entirely uncommon though it's more prevalent among traditionalists.
>(1/5)
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>>74379259
>Culture (Cont.)
Another aspect central to Belaran culture is the feudal ranks. These ranks are extremely strict and families tend to stay in their ranks for centuries. Gaining or losing ranks is extremely rare, despite great achievements or losses. This has led to strange situations where some people of lower ranks end up achieving more wealth and influence than some of higher ranks yet officially being lower than them, for example some individual knights have amassed greater lands and armies than many nobles and even some peasant merchants are wealthier than some of the poorer nobles. The ranks in descending order are king, nobles, clergy, knights, peasants, serfs and slaves (Although the last two are for all practical purposes the same and only exist to differentiate between native Belarans and foreign slaves). Someone of higher rank could murder someone lower and face few consequences while one of lower rank could face death penalty for addressing a higher rank improperly.

>Religion
While most Belarans believe in Gloria-Etalia, the Church of the Divine Duality has been barred from entering the nation. Instead the Belaran chapel is deeply intertwined with politics and believes the only way to ensure the return of Gloria-Etalia is for Belara to conquer the world and enforce the Belaran way of life across the continent. It even portrays the king as an angel, directly descended from Gloria-Etalia. The Belaran inquisition ruthlessly pursues anyone of deviant beliefs, particularly anyone who follows the Sarkatian faith.
>(2/5)
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>>74379284
>Organization
Claiming to be the oldest continuous state in the west (A claim that’s highly disputed among Westrasi schoolars, particularly the “continuous” part), it also maintains a rather old political tradition of feudalism. The various lords hold absolute power over their lands while the king holds absolute power over them, at least in theory. In practice, the lords hold much power and if they banded together could easily overthrow the king, a fact the king is keenly aware of. This same power dynamic extends one level down further to the clergy and knights and another level down to the peasants, who have a right to own private property. The only ones with absolutely no power are the serfs and slaves (Who make up about 65% of the population) who, outside a couple of revolts here and there, are practically owned by their lord.
The current regent, King Silandra (Only a king is allowed to rule, regardless of gender) has officially been king since the age of five when her father died and her brother was proven to be a bastard. Now she’s twenty-three and has proven a capable king, although a staunch traditionalist to the dismay of modernist nobles and peasants. Only time will tell if she can hold the kingdom together.

>Origin
The Vestlarians who travelled across the southern mountains (See, Kingdom of Uoro, Origin) found a new bountiful land by the coast where they saw an opportunity to build a new city from which to expand their dominion. The city was called Balar, the name of the Westrasi in their tongue, and from there began their expansionist empire which in time would be called the Belaran Empire, marking the beginning of the fifth era in the west, fifteen hundred years ago. In time, the empire would control the entire north-west coast of Westrasi and even reach far enough inland to reach the Westrasi sea, reigning for a millennia as the most powerful nation in the west. What could break apart such a vast empire?
>(3/5)
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>>74379309
>Origin (Cont.)
Five centuries ago, the first heir to the throne Prince Layrone the Third had landed in trouble. Only twenty years of age, he was an incredibly charismatic young man gifted from birth with wisdom in all matters from strategy to politics, however he was also debaucherous
and impulsive, often acting and speaking with no regards for the consequences. In a single drunken night, he had killed three noblemen in an illegal duel, spoken heresy against the church, sodomized several nuns and kidnapped the daughter of the Celestial Empire’s envoy to marry her, among other charges. Being a royal he was exempt from execution so instead he was banished from Belara. But the stubborn Prince Layron was not content with his fate and gathered what friends he had in the aristocracy and appealing to the oppressed peoples of Belara, began a revolt against his own family. This led to a bloody civil war reaching across all of Westrasi and beyond for 70 years resulting in the complete dissolvement of the Belaran empire and the birth of the kingdom of Morloux, as well as the independence of many states. The Belaran royal family had fled to the northern islands, retaining what was left of the old empire.

>Diplomacy
Belara has rather poor relations to the rest of Westrasi. Their closest neighbor, the Morloux, are considered the arch-enemy of Belara and they’ve been in a semi-perpetual war since the civil war. This hostility has worsened in the last two centuries after the Morloux revolution, now seeing these revolutionary ideals as a threat to the Belaran power structure. The rest of the Westrasi nations, particularly those who were subjects of the old empire, tend to hold negative connotations against the Belarans. Ironically, Belara has better diplomatic relations with the rest of the continent through its colonies.
>(4/5)
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>>74379330
>Diplomacy (Cont.)
Currently they're on a similar level power and influence as the Morloux republic, although where their power is concentrated in Westrasi and the southern continent, Belara can project their power anywhere in the world. The confusing manner in which they interact with the world can be attributed to this traditionalist/modernist divide, where on one hand a Belaran noble may greet you with exceptional kindness and politeness and on the other they may cut you down on the spot for not bowing in their presence. The greatest contrast is between the colonies of Ta-Li Hold and Norvia Stronghold, the former of which has been largely amiable, preferring to gain favour and trade deals by diplomatic conduct vs the latter which prefers to gain trade deals through violence and intimidation and takes resources and slaves as they see fit. New Belwed is an odd mix, giving them a reputation of unreliability in the region.

>Geography
The Belaran Isles are a mix of flat lowlands and mountainous highlands, the former of which is the most populated and largely been converted to farmland, while the latter is still mostly forested and used more for grazing and hunting.

>Economy
The Belaran homeland produces quite a lot of resources, with many mines producing iron, gold and other metals, and has a strong agricultural base, although most of the food production is located on the continental lands it still holds onto. However, its true wealth comes from the overseas colonies. Arctic nibbler fish from Norvia, Silk from Ta-Li hold and xuxu beans from New Belwed are only some of their more extravagant exports which they sell primarily to the western kingdoms.
>(5/5)
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>>74379351
>Morloux Republic
>Population: 60% Westrasi human, 10% Vassal Tribesmen, 9% Halflings, 8% Swe’yus human, 7% Janedi human, 5% Wood elves and Dryads, 1% Other
>Capitol: Larus
>Government: Democratic Republic

Called the land of two revolutions, almost the direct antithesis to the old Belaran empire. A powerful nation, it’s an influential country both in Westrasi and the rest of the continent. Though whatever the fate of this nation, it’s true mark on history will be the radical new ideas on subjects from politics to science to philosophy, which will undoubtedly affect the world for centuries to come.

>Culture
The fact that this country was born from revolution becomes immediately apparent when you talk to one of its citizens. The Morloux believe that everyone is ultimately free and equal and that no one should subject oneself to another person's will unless they’ve made themselves worthy or it’s beneficial to you. From this, they generally have little respect for people of authority, especially those who’ve inherited their position and nobility are treated with open hostility. This manifests as a characteristic bluntness and honesty, talking to anyone as if they were on first-name basis, regardless of social rank or actual closeness. This is interpreted by many foreigners as rudeness but in reality, being overly formal is what’s seen as rude in Morloux.
The overall culture is clearly Westrasi but it’s been influenced a lot by the people brought over as slaves during the nation's monarchic phase leading to a remarkably multicultural society.
>(1/6)
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>>74379376
>Culture (Cont.)
>Treant
The many Treant vassal tribesmen, elves and dryads who were brought here to work farms and plantations with their Treant magic, created an agricultural revolution, drastically increasing the food quality and quantity, leading to a population boom on the continent. This new larger and healthier population is probably one of the causes of the second revolution. Many of the treant natives returned home after they gained their independence but most stayed, having now lived here for generations. Most live in scattered communities in the countryside but many who abandoned their phobia of industrialisation choose to live in the cities where dryad and Westrasi wizards teach and incorporate each other's magic. Most Treant peoples speak a kind of “Treant Creole'' formed by the many tribesmen who now lived and worked together. In truth, now it's mostly just a dialect of Morloux and almost all of them speak standard Morloux in addition, though it grants them some cultural unity.
>Swe’yus and Janedi
Out of all the slaves brought to the homeland, these two groups were the ones who were treated the worst. While their living conditions have significantly improved after the second revolution, the scars of slavery are the most apparent among them, particularly the Swe’yus. They’re the ones who’ve assimilated the worst, often living in ghettos and suffer the worst from poverty and prejudice, even by the treant. The Janedi fare better but have many of the same problems as the Swe’yus.
>(2/6)
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>>74379401
>Culture (Cont.)
>Halflings
The Belaran empire had been enslaving halflings since its inception, forcing them to craft tools and weapons for them. When Prince Leyron staged his revolt, he promised all halflings of Belara they would be free under his rule. So many skilled craftsmen in his army who built him arms, armour, ships, siege engines, castles and much more, granted him a technological edge over the royalists who were deprived of their armourers. The halflings, now no longer slaves to other masters, gained vast amounts of wealth selling their craftsmanship and today they fill most upper echelons of Morloux society, even seeing some in the Commons Seat. The republic (then kingdom) also gained much, as the freer, wealthier and more educated halflings advanced technology drastically and paid huge sums in taxes. While they’re generally regarded well by the Westrasi humans, the Treant, Swe’yus and Janedi hold some animosity against them as they hold much power and wealth in Morloux while these new arrivals, some of whose ancestors were brought on Halfling merchant slave ships, still occupy the poorer quadrants of society.

>Religion
Freedom of religion is guaranteed under the Morloux Constitution. While Gloria-Etalia is the majority religion, the Church of the Divine Duality only has some influence with the chapel of Morloux being the largest religious institution. Halflings primarily believe in Gloria-Etalia, though a larger percentage of halflings are non-religious than Westrasi humans. Most Treant natives still follow some form of Treant worship, although it’s been very influenced by the local religion and the urbanised treants have mostly converted to GE. Large portions of Swe’yus and Janedi people believe in the Celestial religion, although most of them have converted to GE and are in fact often more devout than the local Westrasi.
>(3/6)
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>>74379423
>Organization
After the formation of the first Morloux kingdom, three institutions were created. The Kings Seat, representing the royal house, the Barons Seat, representing the aristocratic elite, and the Commons Seat, representing the people. While this was certainly more fair than the previous system, it was still a minority that held most of the power. With the death of the royal family and most aristocrats during the second revolution, the Commons Seat for all practical purposes became the de facto state, whose members are elected in local elections in the various regions and cities across Morloux. The Barons Seat now only implements and enforces the laws that the Commons write. In theory the Barons could simply ignore their instructions and enforce their own laws, thereby taking all the power and instating a new rule, if it wasn't for the fact that the "Barons'' are just members of the Commons who're voted in and out on a half year basis. The Kings Seat is reduced to a ceremonial institution with no power or influence who's only responsibility is to manage the king's old estates, whose profits are all paid to the Commons Seat.
Currently, around fifteen different parties have members in the Commons, the two largest of which are the Democratic-Republic party, the oldest party in the Commons having formed only twenty years after the birth of the republic, and the Radical Liberalists Party, the current leading party which gained prominence the last forty years, with Corinou D’afete as party leader. New serving his first term as prime minister, Corinou has been engaged in politics for fifty years. His platform runs on sweeping economic and social reforms and anti-traditionalist rhetoric. A highly capable man with decades of experience, he’s popular both in and outside Morloux, though many kings worry how this headstrong man will shake up the political landscape.
>(4/6)
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>>74379443
>Origin
After the Belaran civil war, the new Leyron royal family possessed the strongest nation in Westrassi but since it came to be partially through a people's revolt they had to grant some concessions to the people leading to a constitutional monarchy. Furthermore the Belaran kingdom, now mostly banished from the Westrasi main land, still held on to some of their old colonies and sought to regain power through them, something the Leyron family couldn’t allow. While Belara managed to gain colonies around the continent, due to their better ship technology, Morloux only managed to hold onto one in the south of the continent, Nulamore, however this one colony proved to be hugely profitable. This profit was mostly spent on waging the countless wars against their old kin in the north and the luxury goods were still reserved for the wealthy aristocrats of the old empire, so the people rarely saw much of this treasure. Adding to this, the Morloux brought many of its colonial slaves back to the homeland which led to explosive population growth and ethnic tension on top of the already existing halfling minority, unlike the Belarans in the north which rarely allowed foreigners to enter their lands. All these factors lead to the second revolution about two centuries ago, this time wiping out the royal family entirely and most of the old aristocracy, finally eliminating the last remnants of the old Belaran empire. This led to one of the first true democracies on the continent and introduced a radical new constitution which included things like the complete abollition of slavery, freedom or religion, freespeech, right to assembly, etc. This inspired many more revolutions in Westrasi, some bloody, some peaceful, some successful, some failures but whatever the case, the political landscape of the region had changed forever and the monarchies that remain must tread lightly.
>(5/6)
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>>74379461
>Diplomacy
Morloux tends to have good relations with the rest of Westrasi, the obvious exception being Belara who they’re continuously extremely hostile towards, often swapping lands through battles and skirmishes. Morloux likes to use Jorivakian mercenaries in these many wars. Outside of this, they’re deeply intertwined with Westrasi politics.
They're relations to the eastern continent are significantly less civil. Many nations hold a grudge for Morlouxs slaving past, although these tensions have somewhat eased with the founding of the republic. Their worst enemy here is the Ecinevian League, who they wage multiple proxy wars against and everyone knows it’s only a matter of time before a full scale is declared.

>Geography
Flanked by coast to the north and mountains to the south, the land is a very mild climate. Most of Morloux has been converted to farmland although forest is spreading again with help from the treant natives.

>Economy
Nulamore is an important part of the Morloux economy, bringing exotic goods to the rest of Westrasi, although it’s far from their only source of income. Their trade network extends all the way around the Westrasi sea where they buy and sell the vast majority of their products. Morloux itself sells large amounts of high quality craftsmanship from the halfling population, whether that’s tools, toys, arms or other knick knacks as well as many luxury foods brought over and cultivated by the treants. Like many others they’ve attempted to cultivate xuxu beans but even with treant magic and labour, it’s been to no avail.
>(6/6)
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I'll standardise the Beanfarmers and expand'em in a bit. Thinking of doing some psionics/radiation/archaeotech stuff to explain the animacy of the mountain spirits. Maybe something to do with mutated GMO beans.
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>>74379676
Don't go to far with the magic. I did the fluff of like, seven westrasi sea nations and I didn't gave them anything supernatural. I'm not saying you can't, but like, making a kingdom something of it's own without relying in the weird is good
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So if we're making a CYOA, what are we trying to do with it? Is it going to be like pic related with creating an army, or more like making an adventurer?
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>>74379784
CYOAs are usually more interesting when they're character-focused.
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>>74378478
>>74378513
Added
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>>74379721
Not to worry - at the base of things they're just farming beans and being incredibly angry at everyone else on the planet trying to stop them.
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>>74379721
Maybe then stop monopolizing way lore looks? Setting since begining was more or less high fantasy. No need to change it up.
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>>74380059
Different anon but at least try to stick to the tone of what has been written previously about a given area. It usually sounds better and we get less conflict over lore that way.
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>>74378230
Do we have any drawfags? Picture standardisation is good and all but some custom art would be great.
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>>74380059
Different areas do seem to have different themes though. North Edge is high fantasy post-apocalyptic sword and sorcery, Westrasi Sea is low fantasy renaissance politics and intrigue, so and so forth.
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>>74380235
Yeah, agreed. Magic order within celestials would be weird, but some wild magic spirits, or more technological aproach on rams head? Slmost nothing there could be out of place
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I'v been writing New Belwed Colony lore, but one think made me courious. When was first time belarians voyaged acros ocean?
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>>74380482
Belara creator here, initially I imagened it would’ve happened after the civil war as a means to regain power after losing most of Westrasi. I did however think, the sixth era is called the era of expansion so perhaps Belara could’ve marked the beginning of this era by circumnavigating the planet and starting their colonial empire.
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>>74380684
Ok
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>>74380684
>>74380699
Shit, it posted before i could end writting.
Basicaly i wanted to add that in last thread when adding lore to Norvia Belarians started their empire with that land, and that would make New Belved its second colony.
But now i realize that no one bothered to post it on wiki.
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>>74378230
Looks good,but we should honestly just make as many logos banners, concept art, etc. Since we're far away from finalizing things. The more prospective design choices we have the better. We've already established a color-scheme, and you didn't deviate too much, that's good. After I stop fucking off and living my real life like a scrub, I have to clean up one of my nation's,then I'm gonna work on my Mac so I can /GD/ some things up. Realistically I'll be trying to recreate the "fairy" asthetic without just using that filter for everything since it works best for character art, but might make other things look shit. We'll see though, maybe I'll try uploading a PDF page with minimal design done to it, as an image, and the fairy filter will make it look good? We'll see. Just make cool shit and if it doesn't make the final cut, that's the /gd/ game and anyway you still have it for yourself.
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>>74380684
Maybe it would be better if the beginning of the Era of Expansion was marked by the beginning of their colonialism? There's seven hundred and fifty years between the start of the Era of Expansion and the present day of the setting, and there's only five hundred years between the first circumnavigation of Earth and the real present day. You'd need to come up with a reason for why their society was so hilariously stagnant.
>>
>>74380875
Good point. I'l just explain it that colonies on other side of world became a thing after technology allowed for transoceanic voyages to become accesable.
>>
Country Name: Dominion of New Belved
Population (New Belwed): Belarian 30% Native Human 69% Ogre 1%

Capital : New Belwed
Goverment: Colonial Administration
>Culture
Belwedian Culture is splin into two groups. The creole combination of islands native population and Belarian cultures that is prevalent in countryside, and classical Belarian culture in cities.
>Religion
Same as Belara.
>Organization
Board of Colonial Administration – New Belwed, or just BCAB, right now is in tie between administrators. 2 of them are militarists, 2 are merchants and 2 are colonists representatives. Right now biggest problem from administration perspective is ensuring continued supply of Xexe beans.

>Origin
New Belved was founded soon after technology allowed transoceanic voyages to be easier and safer to complete. with idea of it becoming second Belara. Fight with natives was quick, and new colonist flocked to this new land. Now few centuries after the fact its still most civilized out of its colonies, even if belarians still are still minority. Things changed only some time ago, with xexe discovery. Now colonization almost stopped, since war over xexe is on horizont.
>Diplomacy
If Ta-Li could be called velvet glove diplomat, and Norvia an giant stick vielding thug, when it comes to diplomacy New Belwed is combination of both. Slave raids are not uncommon when it comes to enemies of Belara, while lucrative pacts are offered to nations willing to sell its own land for xexe plantations. In fact almost half of Beanfarmer confederacy was sold out in this way, and now is used as plantations of beans, that no longer are used by natives.
>Geography
New Belved is peculiar land. On one hand land near coasts is almost same as on Belara, creating illusion of new homeland that was shattered long ago. Few miles into land temperate land becomes jungles, and jungles become wet hells. Rain falls there half a year, and then it falls another half, but more.
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>>74380961
I'd be fine with circumnavigation being the thing that brings an end to the Era of Expansion. That's a period of two hundred and fifty years between the first circumnavigation and the present day, which is a lot more believable. It's not perfect, but I'm able to suspend my disbelief for that.
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>>74381043
>Economy
They are main exporter of Xexe beans to Westrasia, beyond that they export tropical wood, fish, and precious stones and gems.
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>>74380875
Perhaps it would be better if their colonialism just started with them sailing around the continent as normal and then they only managed to circumnavigate the globe relatively recently, like in the last couple of centuries?
Also wouldn’t circumnavigation be easier on this planet? Since there’re no major continents outside this one to inturrupt the ocean currents and winds, the trade winds could just carry you the whole way across with little complication, right?
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>>74381046
I mean, that could end age of exploration, but collonization could still be not really valuable thing to do. After shipbuilders create better transoceanic ships its fair game thought.
Because of this i would say belarians have most advanced ships designs, atleast on open waters.
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>>74381060
Is XeXe beans Gloria Etalia coffee?
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>>74381326
More of combination of opium and crack from what i understand
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>>74381362
That's what coffee is too me anon.
On a real note. Do we have coffee and tea? It's hard to imagine a developed world running without stimulants.
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>>74381394
Yeah, im preety sure one nation in eastern half of world was noted to have soem kind of coffemaking culture, so i guess its not question if coffie and tea are a thing, but what are main creators beyond treants, and their primal jungle, but i bet they keep it to themsleves of it, and what countries controll its trade.
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>>74378069
What exactly makes this obviously core piece of the continent subcontinental?
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>>74381043
>New Belwed
The other important thing is that it is the entrepot for trade between Belara and Ecinev. With Belara effectively having a monopoly on transoceanic trade, this is a trade route that it is currently very difficult for their Old Enemy (Morloux) to blockade. (Morloux are currently limited to staying fairly close to coasts; they can sail out of sight of land, but haven't successfully gone round as it is a very long trip.)
The Belwed/Ecinev trade route suits both sides for now, and is mainly about exchanging beans for spices. Belara might be crazy for xexe, but things to flavor food are great too.
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>>74381948
It's a subset of a continent?
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>>74378026
>What is the overarching magic system?
Every nation developed their own interpretations of magic. Magic is, at it's core, meta-manipulation of physical rules. Existence itself is permeated by an energy that is referred by many names, it is the founding block of everything, from the tiniest particle of matter to life itself. It's the action of drawing from, molding and releasing this energy that allow some to temporarily bend reality.
Of course, as a tool, what you can alter with it can be considered a problem of perspective. Different societies developed different interpretations, naming conventions and schools to create and pass on the uses of such abilities, each tailoring that use for their specific needs. Some schools consider basic physical elements as the foundation for manipulation, while others seek in spirituality the the answers to the origins of the world itself.
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Ok I finally clarified my Jorivakia stuff by adding this to "Culture":
>Their code states many other things. Among them that a Jorivakian may never have a family or rear children within the territory of Jorivakia. This does not restrict the Jorivaki from engaging in sexual intercourse, or even rearing families that live away from them, outside of Jorivakia, just that they may not bear and raise children within Jorivakia itself. It is no place for children. This also helps ensure that only individuals who meet their requirements become Jorivaki. A potential recruit must complete a series of feats, and training to be excepted as a Jorivaki. The training tackles a wide array of subjects, so that a Jorivaki can fulfill any role in active duty outside their borders, and any role of their military society within, even the mundane task of cooperative group cooking. The final feat is to be stripped naked, and sent into the strange forest in the eastern half of the country, with no weapon. This place is the home to the JormsBoar, a uniquely wild, large, and dangerous breed of wild boar, that hunt in intelligent packs, and have a taste for human flesh. The recruit must successfully survive for a month in this forest, only eating and clothing himself with this most dangerous game, only then will they be a true Jorivaki.
and this to "Economy":
>Since the economy of Jorivakia is based on centralized distribution, many clients cut out the middle-man, and pay the Jorivaki with goods and services. Most of the buildings in Jorivakia have been built by tradesmen hired by the clients of Jorivakia. Most goods and food are not produced in Jorivakia, but rather shipped their on trade boats, which pass through Jorivakia, via the Vestriver.
I think that clears up most inconsistancies
Also I can't believe I still can't find a human soldier with a boar motif.
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>>74378026
I was the original sinkhole dude but I see someone made a civilisation around it and you are keeping the threads up about it. Noice.
>>
Bumpitu
>>
So did I miss anything important last threads? Also should I keep up writing short stories and myths? I had a start with the 3000 arms demon.
>>
Give me a rundown on windhell valley.
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>>74378245
>>74378357
>>74378418
Vashian Republic

Population: 45% Vashian Westrasi Human, 20% Elves/Half-Elves, 20% Yorai Westrasi Human, 15% Other (mostly other Westrasi Humans)

Capital: Helias

Government: Oligarchy

Culture:

The inhabitants of the Vashian Republic are a notoriously arrogant and self-righteous people who see themselves as a beacon of civilization compared to the other Westrasi nations. The Republic is centered around the large metropolis of Helias, a city famous for its gorgeous marble buildings, clean streets, and strong law enforcement presence, though several other cities and towns exist. The Vashians takes great pride in their efficient and largely uncorrupt bureaucracy, skilled diplomats, high levels of education, sponsorship of scholarly endeavors and the arts, progressive attitudes to gender roles, good relations with the elvish peoples, orderly cities and landscapes, commitment to peace (in theory), piousness, and vast wealth. However, to the frustration of some in other nations, it is rare to see any Vashians acknowledge their exploitation of the Yoroi, class divide, authoritarian government, skill at realpolitik, and general hypocrisy.

Vashian society is organized around wealth and status. It has a large number of wealthy nobles, merchants, scholars, artists, and artisans in proportion to its population, who enjoy rights and privileges on par with the best of the Westrasi democracies. Meanwhile, servants and laborers live out of sight of the upper and middle classes. Many of them are foreigners (particularly Yoroi) from poorer nations, who take on indentured contracts in order to be able to live in the Republic without fear of arrest. Despite miserable wages, the expectation that they live in packed basements and barns, limited legal rights, and dark stories of abuse, there is no shortage of people willing to accept these conditions in return for being able to escape extreme poverty and/or instability in their home nations.
>>
>>74384869

Vashian Republic part 2

Religion:

Gloria-Etalia is the dominant faith within the Republic, with a heavy emphasis on their self belief that they are far closer to being an ideal civilization worthy of bringing about the return of Gloria-Etalia than most of their neighbors. Their subjection of the Yoroi People (when acknowledged at all) is rationalized on the basis that they are helping them achieve a more civilized state.

Despite the Vashian's fondness of claiming they are an open-minded society, other faiths are not tolerated in the Republic, and even other Chapels of the Gloria-Etalia religion are shunned.

Organization:

Although theoretically a democracy based heavily on the Morloux Model, in practice, power lies with the representatives of the dozen or so most powerful noble families in the Republic via seats on the Privy Council. In particular, the First Citizen, who is elected by the Commons Seat, wields enormous executive power. Since the founding of the Republic, the First Citizen has almost always come from the powerful Verrun family, leading some to refer to the Vashian Republic as a de facto monarchy.

Power is highly centralized around the First Citizen, who commands both the large Vashian Army, as well as the public purse to hire mercenaries. Smaller towns and cities are ruled by mayors elected by the wealthy, however every sizable community in the republic contains spies loyal to the First Citizen, as well as at least one unit of the Vashian Army in their distinct red and white uniforms with silver edged armor plates and soft brown padding.
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>>74384927
Vashian Republic part 3

Origin:

Like much of the Westrasi Sea region, the area where the Vashian Republic now stands was once part of the Verani Empire. Helias and the surrounding area were once one of the wealthiest regions of the old Empire, but the area was heavily looted by the ancestors of the Yoroi People following the Fall. The Vashian Republic was founded by Saramese exiles who mixed in with the descendants of the Verani Empire who were still living along the coast, who then together conquered much of the surrounding area in a series of wars. Recently the Vashian Republic has split the Yoroi Tribelands off into its own separate vassal state in order to prevent the emerging Yoroi middle class from influencing the Commons Seat.
>>
>>74384943

Vashian Republic part 4

Diplomacy:

The Yoroi Tribelands are a de facto vassal state of the Republic. Despite their theoretical independence, the Yoroi government is filled with Vashian "advisors", and Vashian Army units are common throughout Yoroi lands, either to guard Vashian financial interests, or to defend the borders. The Vashians know they can't hold the Tribelands forever, but plan on holding onto "their" territory for as long as possible via drawn out negotiations and economic dominance. A small separatist guerrilla movement exists, who some feel are just Vashian pawns that will provide an excuse for the Vashians to re-invade Yoroi.

The Yoroslovan, Euraxian, and Araxian Kingdoms, the Suezi, the Farisians, and the Commonwealth are seen as primitive barbarians who descended from those who destroyed the Verani Empire. In particular, the Farisians have made themselves a nuisance by either directly or indirectly funding Yoroi separatists. Although the Vashians claim open warfare is crude and uncivilized, they have in fact been involved in more wars than any other nation on the Westrasi Sea, typically involving themselves in other's disputes in return for trade concessions and military alliances against other nations.

The Vashians see the Veranese, Betranoxians, and Saramese as fellow descendants of the Verani Empire (or at least inheritors of said culture who didn't actively participate in bringing down the Empire). They all share a certain love for scholarship, art, intellectualism, and the arcane, and scholars, artists, poets, and arcanists from the republic frequently visit these nations. The Vashian Republic often chides the other three nations for fighting among themselves, but the Vashians have never been ones to let their own self-righteousness get in the way of self interest, and have either secretly or openly sabotaged the interests of the other nations when it was to their benefit.
>>
>>74384984

Vashian Republic part 5

Diplomacy (continued):

Terravia and Uroxians are dismissed as nations of wackjobs, bordering on being seen as outright evil, and are poorly regarded by both nobles and commoners in the Republic, though, of course, faustian political and trade alliances are common.

Relations with Sarkatia are poor due to several long standing theological disputes.

Vashians generally ignore the giants and halflings who live south of their Yoroi vassals, seeing them as too barbaric to civilize.

Geography:

The Vashian Republic is a relatively small but densely populated region. Most of the land has been transformed for "civilized use", with large fields of grain, orchards, vineyards, and grazing pastures covering a large part of the territory. Sections of grassland and forest have been left alone for recreational horseback riding, hunting, and to provide privacy to the estates of the wealthy.

Economy:

Generally considered one of the wealthiest nations on the Westrasi Sea, the Vashians benefit greatly from their near monopoly on the Yoroi Tribeland's abundant natural resources. However, even without the Yoroi, the Vashians make good money thanks to the many skilled artisans, arcanists, and theurges living within their territory, not to mention their uncanny ability to come out on top in many conflicts and trade disputes.
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>>74383331
That someone tends to be a sensitive dink. Tweak it a bit if you want.
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>>74385390
Oh yeah, I remember now. He said that you guys didnt need any sinkholes and then started to tweak around it? Fucking hypocrites even on /tg/
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>>74384770
Go check out its page on the wiki
>>
I am going to start making lists of plot hooks for the areas I have worked on. Feel free to join with your own areas. I think it will help flesh out the setting more, as well as make it more usable for RP and CYOA.

Plot Hooks - Sisilia Citystates - Part 1:

Where the wild things are: The deep forests of Sisilia have a certain supernatural wildness to them. Many fey creatures, both friendly and otherwise, can be found in the deepest parts of the forest. Some creatures can be encountered randomly, while others can be deliberately summoned by desperate PCs or NPCs in order to take advantage of their peculiar magic. Among the many types of fey that have been encountered in the forests are: nymphs, hags, bad shadows, will-o-wisps, redcaps, dryads, treants, necro-treants, harpies, satyrs, dark satyrs, minotaur, fairies, sprites, mushroom men, tree spirits, river spirits, vine zombies, changelings, fey trolls, the stone men, soul snatchers, fish men, glow wolves, boggles, kelpie, not to mention various unique individuals, some of considerable power.

Snack time!: Occasionally PCs will simply get unlucky and run into one of the few monsters in the area who see a small group of humanoids as valid prey. Certain large species of wyvern, as well as both non-sentient and sentient fey creatures, fall into this category.

Tomb raiders: Countless barrows, ranging from one room chambers, to large necropoli, dot the Sisilian Counties. Most of them have been looted long ago, but some are home to undead, dark fey creatures, bandits and outlaws, or occasionally even law-abiding citizens (if the barrow is empty anyways, why let a good structure go to waste?)
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>>74386202

Plot Hooks - Sisilia Citystates - Part 2:

You picked with the wrong clan: Rural common folk in the outlying areas tend to rely on their clan to protect them when law enforcement can't be bothered. Commoners tend to not be particularly well equipped or well trained, but most have access to sword and bow, militia training, and sometimes pacts with fey creatures of varying degrees of power. Killing or harming a clan member, whether for good reason or not, is bound to lead to some fights, particularly since the NPCs are probably outlanders.

Goon squad: Cities, towns, noble clans, and merchant companies/clans rely on hired muscle to look after their stuff, bully commercial rivals (particularly foreigners), and uphold the law/"law". They usually go for quantity over quality, but there is typically a few heavy hitters in a large group. Veteran melee fighters often augment their abilities with potions and enchantments, while arcane and druidic magic users are more common here than many other parts of Westrasi. Despite their modern, civilized appearance, even urban dwellers sometimes can call on ancient pacts with the fey. Most goons are local, but foreigners are occasionally used, particularly Jorivaki.

Dark Agendas: Although often just seen as a backwater wedged in between more powerful nations, Sisilia is bustling with intrigue. Dark fey frequently make pacts with humans here, and desperate souls are often looking for slaves, souls, victims, and odd items to meet their end of the bargain with their whimsically cruel fey patrons. More mundane intrigue is common as well. Noble, merchant, and even commoner clans sometimes engage in low key power struggles, while foreign agents occasionally enter the region looking to stir up trouble.
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>>74384770
It's really windy. Very few things can survive there because of the wind.
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>>74378700
It's canon now boys
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>>74384670
Sounds neat, put 'em in writefaggotry
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>>74386660
Nice try satan, but you couldn't even get your digits right! I'm moving to Windhell!, Stuff the lot of ya!
>solved like 8 captchas to make this shitpost
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>>74387123
But that's actually it...
>>
hi i'm new to this thread, what can i do to get involved? im guessing i should probably be familiar with the lore discussed so far, is that all summarised on https://1d4chan.org/wiki/Gloria-Etalia#Races_of_the_World ?
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>>74387590
Yeah all the lore is there, feel free to slim it. It's over 400k words
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>>74387590
*Skim
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>>74387620
while i read through this by the way, i happen to be a drawfag, if there are any things in particular that you think ought to have an illustration to accompany them, whether its an animal or a city, i can throw something together quickly. i just cant promise a quick delivery cause i'm relatively busy atm
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>>74387716
Depends what you like to Draw

Goldland has ancient Golden Mecha covered in clutter, and Aztek shit.

The Khanate has Monghol Goblins.

This setting is peak kitchen sink and honestly drawings would be welcome for all of it. There is do much to choose from, just choose what you want.
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>>74387716
>i happen to be a drawfag
They still exist?
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>>74387967
yeah just dont expect anything spectacular

>>74387868
ill start with the ancient golden mechas, i have some inspo pictures ive been wanting to use for something like that
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>>74387716
Particulary, i think that having a depiction of the titular gods/aliens would be best. Now how they actually looked cause we never stablish that but maybe how the humans imagine them. A two faced human with robes and eerie things floating around them. Aside from that, things I'd like to see:
>halfling and giant cooperating in building a massive wall
>Technobarbarian fighting insect guy
>The Free City of Bertranox
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>>74386202
>necro-treants,
wait what?
Treant necromancers alongside normal ones? That's a pretty badass conbination desu
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>>74388231
In necroswampers lore there was mention of one of primal necromancer, that ventured into land of treants. Maybe he sold secrets of necromancy to them for more perfect form of immortality? Maybe negative influence of necromancic powers is what caused treants to want and transform rest of the world into primal jungle
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>>74388279
Alternatively necromancer trees are a slowly festering cancer growing unnoticed by the rest of the empire
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>>74388315
Wouldn't an undead tree be just wood?
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>>74388349
That would be dead tree. Undead tree would be probably cursed, or enchanted somehow. Treant in of itself don't exist throught magical means even thought they are powerfull mages
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>>74388375
Undead treants sound fucking terrifying especially if you did something like petrified wood so they were now fire resistant
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>>74388386
It's the opposite, living wood is very fire resistant, dead wood takes to fire easily.
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>>74378276
add to Glutton chapter at the wiki
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>>74378088
There is a problem with this one. Pash is supposed to be an arid region with hot desertic plains.
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>>74388394
>>74388386
>>74388375
>>74388349
>>74388315
>>74388279
>>74388231
Your part is attacked by necroforester what do
>>
I like how we established a lot about the Verani Empire, which seems to be some sort of pseudo-roman empire. But what's the relationship between the Verani and the Belaran empire? Belaran empire was a successor state? They they coexist?

How big was the Verani Empire in the first place?
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>>74388445
We know they made westrasi sea into their Mare Nostrum, inner sea. Beyond that id guess they had eastern border on celestials, southern somwhere into giant land, northern on windyhell waley, and eastern on Belara but i had impresion that belara became a thing after another different empire fell, and that would be one sharing border with Verani.
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>>74386340
>>74386202
Plot Hooks - Celestial Empire:
>Her Divine's Grace Secret Service:
Empress Dan Ning is young and many question her place ruling the great Empire, however none would there to openly speak about doubting her divinity. The Imperial Office of Whispers has sent the party to the province of Zan, to infiltrate the court of High-Lord-General Yng Don. Under the guise of merchants or travellers, they actually must figure if there's truth to the rumours questioning Yng Don's allegiance to the throne. Or if he is conspiring with the Empress cousin to enforce his weak claim on the Heavenly Throne.

Twist 1 Early investigation reveals there's actually 2 people actively conspiring through correspondence and agents in the province. They go by different code names, a time honored tradition in subterfuge in the Empire: The Red Crane and the Black Spider. The Red Crane has been urging others to join the pretender and presenting arguments in favour of a civil war. The Black Spider instead is urging different generals to not cause a civil war and asking the pretender himself to go into exile.
Twist 2 Once the player breaks into the General's office, they can find the Black Spide Seal. Meaning the general is actually the one urging some lords not to join the Pretender, and thus a loyalist.
Twist 3 A failed assassination attempt by the party has the assassin carrying an order of payment with the Seal of the Red Crane. The assassin is a foreigner from the Tnz'qran tribes.
Twist 4 The General was Both Red Crane and Black Spider. He meant to cause a civil war between loyalists and pretenders, weaken Imperial Military and then use the Tnz'qran raiders as a military forces, letting them invade the Empire and sit himself on the Heavenly Throne in exchange to returning a big chunk of lands to the Tnz'qran Orde.
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>>74388548
Are these going to be added to the wiki cause plot hook suggestions are good
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>>74388592
They should
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>>74384869
>>74384927
>>74384943
>>74384984
>>74385011
Neat, it's great to see that the people writing the Westrasi Sea have come to an unspoken agreement when it comes to a lot of the region's politics and origins. It really does feel like a swarm of Italian states, all squabbling with each other for dominance.
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>>74378276
Huh, just red it. Seems like a good counterbalance to the H-G-ALLIANCE raid.

Now we know what the worst possible result and best possible result of a Gluttonous Fleet raid is.

It also is a nice example of how a low magic+tech faction fights. With ridiculous amounts of industrial power as well as good tacticians and tactical intel.
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>>74385461
What sinkholes. I read the whole lore, did I miss it?
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>>74388938
I still think the casualty numbers seem a bit high on the HGA raid story but yeah seems pretty good overall, the Glutton and co. are a nigh unstoppable force for the unprepared but can be countered with planning and effort/resources
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>>74389037
....? The casualty numbers here are much higher? 99 000 out of 100 000 Pirates die, in the HGA raid less giants are kidnapped and that is actually from a country which can replenish it's numbers, not from a pirate fleet which can.

Though I chalk up kill-count being that high to the General trying to save his ass from execution.

Yeah, I am gonna write a short story on them. I thought it be neat to put the Failed Celestian Empire Raid Chronologically first and the HGA raid second. As a I have a cool story reason to "why?" that'd be neat.
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>>74389180
It was more the "tens of thousands" from a single raid site, either they were hitting a major city, at which point there should have been more military presence or a rural area at which point where did all those people come from?
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>>74389180
Celestial Raid definitely is written by a biased perspective. The General is xenophobic, as much as every celestial, and needed to justify a great usage of resources and loss of life. So it's possible that he either inflated the number of pirates or exaggerated the casualties.

That said, as >>74389037 wrote, the celestial raid was also written to sorta counter-act the Gluttonous Giant raid. The Glutton having a crushing defeat under his belt, but still surviving, to me makes him an even more compelling antagonist than him simply just being successful in causing major destruction and successfully living with his forces mostly unscathed. At least to me.
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>>74389255
Weren't most of the people taken captive the Army that came to confront them? Basically "the first wave of HGA response"

At least that's how I read it. Also I imagine Halfling population density to be magnitudes higher to human one concerning their size.
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>>74389284
>>74389411
I guess it's the scale in general that's bugging me. Like if it was only a thousand pirates in the fleet killing several thousand in a serious raid the threat is still really serious without involving numbers that seem a bit ridiculous for medieval populations.

Though I guess you could just say both stories have been exaggerated by the tellers.
>>
The news of the actions of the East's Heavy Man have been puzzling lately. Weeks after a disastrous Raid on the Celestial Empire, he launched a raid further west than he has ever gone, into waters which trough unspoken word fall under the jurisdiction of the Black Flag. Thus the Admirals of the Pirate Council have decided, to send me as a representative to demand and explanation from the Fat one and to understand his actions and to judge whether or not we should see this as an act of war. I have been assigned a 100 ships to my retinue as protection, I am vying for the sympathies of said crew for if said sympathies I obtain then they may chose to stay as my own fleet.

To find the Gluttonous Fleet is no easy task one has to travel to the Far East, beyond the nation of the Glass Merchants, or Bean Farmers, North Beyond the Radmathir Khaliphate and alongside the shores of the Damphir Swamplands. It is said that the Glutton Controls most of the Trade coming out of the Deep Swamp. If a ship does not work for him directly, it pays him to avoid his wrath. Trough some minor raids, we soon caught attention of his men, who while they approached us with hostility were soon swayed by gifts of gold, slaves and booze.

As such soon we were taken to the Glutton, the Captain of his fleet. The fat man of the East. The rituals of the east are odd, before being even permitted to set foot on the "Big Shelly" (Name of Mollusk, actually is in an asian tongue similar to vietnamese which just translates to "Big/Enormous Shell[pet name]") we had to bow and pay respects to the captain. While the Pirates on the boats look not very different to the Pirates of the Black Sands, the ones on the Flagship certainly do. All obese and grand in statue, in armor out of shell always eating something. The smell of odd things being fried in oil and slaves lamenting in cages filled the busy streets. It was hard to tell whether one was on a ship or in a city at times.
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>>74389634
1. The stories could have been exaggerated
2. This is not a medieval setting. This is high-fantasy with technology.

Most existing crops are likely descended from GMO crops from the Age of Dawn and we know magic is used to stimulate crop growth.
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>>74389876
In the West Great Magnats wish for castles, while grand Pirates wish for grand ships. The East's Heavy Eater had both. Entering the Palace reminiscent of a cheap imitation of those found in the Celestial Empire we were asked to bow once more and remove our shoes and all present weapons. We complied, as surrounded by so many, no amount of weapons could protect one. Wandering the inside were servants eternally offering us food. It is considered a great insult to refuse food gifted to you, as such we ate. Finally we entered the grand ballroom taken up by the Glutton himself 1/3rd just him, 1/3rd the servants serving him. The rest was a grand dining table prepared for us. Once again, we bow. The high Glutton bows back.

"There is no need for that my lord, it is custom to bow to a lord while in his castle in our land, no need for him to bow." - I replied as politely as possible

"If an equal bows before you, you bow before them. This is the custom of this land. You showed the respect I deserve bowing to me the captain when you set foot on the ship and to me the lord when you entered my palace. You speak on Behalf of the Black-Flags, now let's talk as equals." - the voice of the Fat Man rang inside our head. As he continued to eat.

Me and my compatriots looked puzzled, magic which invades one's mind is rare and taxing. Why would one use it out of mere convenience? The Glutton sat there food being presented to him without break. That which he judged worthy he sprinkled with salt and ate, that which he did not judge worthy he either ate or had it thrown to the slaves.
>>
>>74389906
"You my lord are a Captain I represent a 10k Captains. A 10k captains which you have insulted, by raiding waters they consider theirs. I wish to understand why, so it does not have to come to unneeded hostilities." - I uttered this prepared reply, with fear and angst.

"Among you Raiders of the West, no matter the fleet or ships all Captains are to be seen equal, but equal only in dignity, not responsibility." - a pile of black flags is brought out and thrown on the ground - "If I am no more than a mere captain of your ilk, then I have broken the unspoken agreement 67 times fewer than you pirates of the West. Now watch your words, for even if I am a kind man I am also one who does not wish their dignity insulted."

Indeed piles of black flags amassed over decades. It was then when fear struck me, but also a sense of opportunity.

"If their punishment was death, then shan't it too be yours?"

A hearty laughter filled the room, from the true mouth of the Glutton. "We both know justice lies on the side of the strong. If you have the power to justly punish me then do so! Great sailors are valued, I don't put them to death. Willy nily. For the wished to raid in the east I let them, but that is under my flag and in my name. If you did not comply then you met your punishment. Here I would ask, if you truly wish for me to join the Council?"

His answer had, put me on the spot. If I was to be fair I should agree, but one captain as strong as this joining a council of thousands... what would stop him from putting us under his hegemony? I had to relent.

"No, my lord. No punishment or war is in order then. The Council has overstepped it's boundaries and we wish to return to the old Unspoken Agreement. May, I know though why you have staged 2 rare massive raids so recently? Rarely does the 'Big Shelly' herself participate in raids so why 2 so close by." - I accepted my defeat, and he accepted it graciously. At least my 2nd mission had to now be fulfilled accordingly.
>>
>>74389920
"Tell be, Captain of the Black Flags. What is the difference between a pirate fleet and a state?"

"I do not follow."

"A nation gains soldiers from it's kin. From raising kids. From the men of the land. A nation bitten and wounded has the luxury of calm and and rest and rebuilding after a defeat. A fleet stands on the shoulders of it's myth. No more is needed than one grand defeat, for your men to loose hope. For them to leave. A fleet cannot sit idly by after a defeat. It has no luxury, so if you ask why? It's to keep up the myth. In most recent memory I am not Glutton the Looser of Dan-Dio. I am Glutton the devouter of Giants!"

Another healthy laugh followed from his mouth, as he took a second to neat eat. For one to attack not because he is strong, but because he is weak. An odd form of wisdom rarely found in the west.

I have chosen to return to the West, but only 70 of the protective vessels chose to follow me, the rest joining the Glutton's fleet willingly. On the way back we raided relentlessly so I may not return without a victory.
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>>74378276
> Reads story
Cool and nicely written with unreliable narrator
> Reads Title
Ah, it was just unironic and literal salt spewing.
>>
>>74388445
>>74388467
As the one who wrote the implying lore about that empire, it can be called Vestrasian pre Uoros secession, and Vestlaria post-Uoros secession. The Verani would've split off by going through the halfling lands, to avoid Wyrdland, during initial Westrasi Hunter-Gatherer expansion.
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>>74390024
Death of the author man. Either the story is good or it's not, the intention with which it was written doesn't matter.
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>>74388445
Belara isn't connected to the Verani Empire at all.
>>74390351
Considering that the Veranese City States is where the origin of the Verani Empire can be found, perhaps they just went straight through the Wyrd via the river. Perhaps these earliest tribes ended up at the Westrasi Sea several years/decades/centuries earlier/later than intended due to the time distortion, but there's no reason why that route wouldn't have been taken by some of the earliest travelers. While the Wyrd Tribelands are an anomaly, they're not completely impassable.
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>>74391548
Can we please, please not use time travel as a major plot element? It's fine for a single story focused on a character but if we let time travel affect worldbuilding, we might as well just throw our arms in the air and forget it now.
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>>74390024
Sounds more like you are salty over a joke title than the author was salty over ...?...
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>>74390024
Autistic spite like this is best thing that comes out of this thread.
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>>74391741
I agree that >>74390024 is autistic but I don't see how his post is any good.
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>>74391607
The Wyrd Tribelands are literally one of the largest nations in the region and one of the only methods of getting from West Westrasi to East Westrasi. Some dude wrote time distortion into the Wyrd Tribelands, so now we need to deal with that.

I'm not saying it should be a major plot element, but we can't just ignore that it exists. It's there, so it's going to have an impact on world-building.
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>>74391753
I was talking about creating whole story just to spite someone who also created story, but one that was almost universaly agreed as not really fitting with rest of the setting, atleas not in its current format
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>>74391784
Hey, as long as nobody try to pool an end times and deleted content, any story only makes the setting greater. And while I was part of the anons that didn't like the Glutton when it first arrived, after Celestial Raid and the Pirate Council stories, it suddenly much easier to digest it.
>>
I think wyrdlands should be just used as supernatural border between ancient empires of westrasia. Like there is no point in trying explain its time distortions because it will just lead to more confusion.
River however should be separated from this phenomeon, because its too important for all the trade etc. that was already written into setting.
Also id say while we are at time magic, that there should be none of it beyond wyrd. No humanoids or spirits using it, just region with weird time, and no way to harness its power.
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>>74391844
I know, thats why i said i feel like it makes for better setting. Maybe i wasn't precise enought in first post.
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>>74391885
No one is saying that we should try to explain it or that we should try to incorporate it into the story on a massive level. However, there are already countries outside of the Wyrd Tribelands that incorporate its lore into their lore and there are already antagonistic beings who come from the Wyrd Tribelands, in the form of the Time Wraiths. You don't have to write about the Wyrd Tribelands if you don't want to, but I'm not going to ignore that it exists especially if I'm writing the lore for a country that borders it.
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>>74391548
>Anon you were replying to
It could be, I think as long as it goes with the migration map, it can be either/or. Something like that could be kept a little vague, I think. Just:expanded from the original Westrasi Hunter-Gatherers, around the same time Vestrasia was forming in the west and going north, etc. The exacts can be left up to DMs/players/etc.

>>74391607
>>74391766
>>74391885
>>74392075

I feel like I never pictured Wyrds as time-travel per se, but just an area of land where the linear nature of time doesn't necessarily apply. Sort of: All times/possibilities can exist at once, or don't, etc. This is one of the reasons why the river is, atleast mostly, navigable, if you know how. Because, rivers, for the most part, flow in the same direction for all of their existence. (Also some metaphysical crap about the properties of water). It's also my headcanon that the people of Wyrd didn't evolve their, and breed true to form their culture like most nations, but rather are just people who've become lost there (and will in the future become lost there for that matter), from the first Westrasi Hunter-Gatherers to become lost there, to people in the future who will be lost there. They adapt the best they can to living there and try to stick with fellow Wyrdlanders as a tribe, because if you were lost in time, you'd probably try really hard to stick with some companion of yours. The Time-Wraiths are the final twisted form of human souls, who've been stuck wandering timelines for eternity, and death at the hands of a Warden is welcomed rest. This of course is all my headcanon, and I didn't write Wyrdlands, So I didn't try to put it in their official lore. It also leaves it vague, so other people can come up with their own headcanon, like I did.
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>>74378026
The Broken-Chain is a Multiracial semi-criminal band of freed slaves, mercenaries and civilian conspirators. Founded by escape Goblin Slaves from Duo-Qian, they over time have collected various, Human and Elf members through the years.

When Belaria made first contact on the shores of Ram's Head, The Broken-Chain, which was already mostly active across the Southeast Coast, became known to slaves across the Westrasi states an while membership in the west is low, several wealthy benefactors have funded Broken-Chain operations. Some out of genuine guilt, others as a way to destabilize economic rivals in the East.

The current leader is a charismatic Bezel Goblin named Skarro (formerly Fifth-Toy). Thet are known for raids alongside the southeast coast and occasional dips into Khanate territory.
(post is the "trade" for the one who fluffed hte Orde for me)
>>
Merchant Empire creator here.

Warning, access to this document is only reserved for Grand Admiral, Sereníssimo, Admirals, Exarchs and the ambassadors-senators of the Leviathan Salon. Any citizen caught reading this document will have their tongue cut out, their eyes gutted, will be thrown from the top of the sixth floor of Ilion and their families and clients will be locked up in the Carceral fleet for 30 terms.
You have been warned.
Gloria protect.

The Merchant Empire's War Targets

1 The first expansionist desire of the Merchant Empire would be to conquer the island near New Belwed to serve as a trading post for its trade route north. It would not want to conquer New Belwed itself as she does not want a common border with the Pash Kingdom. The desire of the Merchant Empire is not necessarily to destroy all presence of Belara in the region as it is a very profitable trading partner. It's just that the Nouvelle Belwed strait is PRIMORDIAL. A war and a rapid annexation will be followed by a profitable peace for both participants. In addition, the wisest of the Ecineviens political class are barely beginning to realize the potential of trans-oceanic trade with the other side of the world, and a partnership / friendship with Belara is important.

2 In the event of war against Morloux, the first target would be the town east of Nulamore. The city will be taken, the port secured and the immediate surrounding territory controlled. The rest will be left to the administration of the Republic of Morloux. We have no will to maintain a border in front of Swe'Yus which risks us seeing as a future danger in the region. Our goal is profit and its protection, do not forget that.
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>>74392900
3 If at this stage the conflict is not over, the Grand Fleet will take the western town of Nulamore. The same occupation procedure will be put in place. In the event of a protest from the Ivory Kingdom or Swe'yus, this city will become independent (and will become a puppet state). Trade between Morloux and the Treant Empire (be cursed a thousand times) will be annihilated and we will not have to bring the war directly to the Treants colonies of Morloux who will be at the mercy of our glorious corsairs.

May Etalia show us the way!
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>>74392900
>>74392914
Well, shit.
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>>74388805
This is some Kino shit. This must be what Stan Lee felt like when New X-Men came out.
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>>74378513
>>74378478
I'm still wandering what the heck the domesticated shadow dolphins are all about.
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>>74392914
>>74392900
Looks like Rams Head will soon gets its horns bloody.
I just can't shake off the fealing that Ecilev might be trying jumping highter than they really can, and they might land face on sharp rocks.
>>
I just checked, and the characters excluding spaces count is 386,689 letters, and a word count of 79,128. Holy. Shit


>>74378230
I think that while this is a good step, it doesn't do a good job symbolising the project. It doesn't fit the fairy style and the only image actually relating to the project is the map of GE in the backround. For example there are only two dragons in the entire world that we know of, but there is a giant dragon smack in the middle of the map. Also, here >>74378361 you say the guy on the left is a techobarbarian, but he looks oriental in style. But like >>74380830 said the more content to revise and create the better. So thanks anon for creating this!

>>74378457
Not to late at all anon, thanks!

>>74378700
>>74386750
So it is, and shall be forevermore. I was thinking a red gaint personally, but I didn't want to take that step. To add more lore for the moons, maybe three of them could be trapped into each others orbit and move around each other? Or is that stupid. We also have that space ship that can be seen from the sky, and that could be precived as a "moon". Maybe one of the moons is not a moon at all, but a space station. The same station that could be seen orbiting! But that might be a bit too star wars-y, it needs a twist.

>>74387590
Welcome anon!

>>74388427
Fireball then run.

>>74388962
The mermaid empire used to be a sinkhole. It was dumped on the map and we never heard from the anon again... until now.

>>74380788
Why are we still having trouble with this.

>>74382600
This might be good to put into the magic part of the wiki. This is some quality vuage fluff right here. Going on as a note to the to-do list

>>74382649
Didn't game of thrones have a boar house somewhere? You could try to search for fanart of that if it exists.
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>>74392914
Also I love how the various writers of the thread mirror how irl history is written.

Like variant spellings like xuxu/xexe or confusion about ancient rulers and shit.

Tis good stuff.
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>>74393110
>Why are we still having trouble with this.
Who knows? I couldn't post it then, and i guess most anons thought some other anon will post it on wiki.
Well i'l do it myself now that i don't have to phonepost, after i post Ta-Li Hold lore later today.
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>>74378026
>>74344045
>>74330070
>>74378245

I probably won't shit these out fast enought to justify hoarding thesse areas to myself.

Mun

Population: 57% Lizardfolk, 13% Treant ,11% 9% Human (Tnz'qran), 7% Human (Suoxi) 10% Other.

Mun is arranged as a string of small communities centered around defensible reclaimed ruins that serve as outposts
for the constantly flowing stream of escapees from the north. The young free state that is Mun remains a thorn
in the side of each of their neighbors for existing on lands that other greater powers consider to be theirs. The only folks that are chill with them are the Nanji merchats coming out of the house of accordance and the Bean cantons who trade thought them as proxies.

Carved from the brutal surroundings jungles Many escaped slaves and lurked in these lands a stone’s throw from the reach of the Treant umbrella of power, The place is populated as much by idealists fleeing the constricting grasp of the plant-folks as it is a dark shelter for outsiders, bandits,
outlaws, and anyone else who knows themselves to be subject to Treant ire across the empire.
Those who tread away from the tight knit town of Munnish ragtags are at risk of being eviscerated by wandering warbands from Punaji to the west and east by Amazonians respectively and by wandering patrols of Treant vassal tribes in their north.
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>>74393047
It's a document in case of war, like Churchill's Operation Unthinkable.
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>>74393110
>Game of Thrones, boar house.

I hope so, I really like the GoT aesthetics. I unironically just started watching it because I was always put off by the perceived soap operaness, but all of Gloria Etalia's geopolitics inspired me to start, and I quite like it.
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>>74378026
Excerpts from the journal of a Belarian explorer:
>The expedition continues, despite my Techno-Barbarian guide's grumblings. I had assured that she'll be compensated with whatever artefacts we will find at our destination. The raid by a hostile T-B bandit group was most unfortunate, but thankfully we only lost a crate of Xuxu beans. Broderick will have to contend with that.
>Another underground settlement we encounter late at night. At least these ones are more amiable to foreigners. Jayana, my guide, claimed to know a relative of a relative here. Sadly, these people have never even seen the Mimic-City - although they point out to go deeper north. Deeper into the Wastes. Let's hope these ancient Canaries* still work.
>We're all packed up and ready to go northwards. Broderick is jittery without his Xuxu, Jayana is constantly praying to her pagan digi-spirits, while Lucas is complaining about the sand again. As good an omen as we'll ever get.
>Radstorm on the horizon. We take refuge in an ancient ruin, Lucas thinks this was once a fallen tower. Many signs of prior T-B habitation. Jayana seem spooked by a few of the pictograms. In other news, the Canaries are working. Silver lining.
>Radstorm taking far too long. Broderick resorted to pacing about and occasionally tried to provoke Jayana. Lucas just tries to ignore while reading that thick book of his. Supplies still good for another week. After that, we have to resort to butchering the horses.
>Something smashed into the ruins at night. Something like a building dropped on us. Broke the ruins even more, letting the radstorm in. Broderick dead, Lucas is missing, I am wounded. I owe my life to Jayana. Saw glimpses of something bigger than the ruins connected to this place Jayana stuffed us in.
>It was no building. It was a leg. And Jayana took us on top of it.
>The metal facades greet us as our Canaries sing furiously. We are in the court of the Mimics. I hope this journal is found. Last entry either way.
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>>74393515
*Canaries: something akin to Geiger counters.
>>
I'm thinking of creating a standard type of icons for factions. Basically so each of them can be represented by something side by side, and this would be handy for the CYAO. Something such as Auraxians are a bull's head, hordes are a horse archer, etc.

But the 'framing' for this is what I'm unsure about. If this was fully medieval euorpe i'd do a shield, but being a setting with multiple cultures, it needs to be something visually interesting (so not just a rectangle), but also culturally agnostic. We don't have a visual line defined yet, so what could it be?
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>>74393644
>it needs to be something visually interesting
I think that the actual icon is what needs to be interesting. If you have a great icon and you just place it over a circle, no one is going to care that much about the circle. However, if you have a shitty icon and good framing, you're still going to get complaints about the icon.
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>>74393858
Not to be pedantic, but unless your are volunteering to design and draw icon for our 100+ factions and kingdoms, maybe you should set your expectation lower about the icon. I'm volunteering to search for images on google, work a bit on composition and color and then insert them into a cool thing like a shield, or banner etc. A pirate jolly rogers in a rectangle is boring and uninspired, but within the proper framing it can look good.

This is an old trick the game industry has been using for ages. Good icons are simple. Simple icons are boring. This seems like a paradox, until you realize you can make simple icons less boring by enriching the image with texture and stuff, but keeping the 'lines' simple. A skull is a good icon. A skull with a crown and a dagger in it's mouth, bleeding from the eyes surrounded by chain is busy, hard to reproduce and won't read well from a distance.
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>>74393644
Maybe go with total war warhammer idea? different cultures have their crests on different kinds of shields.
Western Westrasi could go with normal crest shield, while eastern westrasi could go with italian renneisance shields, normal tribals with something wiking like, while techno-barbarians with maybe riot shields with symbol painted on like graffiti.
Just throwing ideas out, but i think it could be good way of diffrenciate not only factions, but cultures.
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>>74394077
Itallian reneisance shield
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>>74394061
That's fair. I'll admit that I have very little experience in that sort of area.
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>>74394061
Just to show you what i'm talking about. Notice the difference.

>>74394077
>>74394092
I like that style. I have a preset PSD i made using shields on that style
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>>74378026
Just a suggestion. maybe instead of using link to races of the world in op, we should use main link for wikipage? https://1d4chan.org/wiki/Gloria-Etalia
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>>74394879
Ah, yeah. That was accidental sorry.
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>>74394978
It was bothering me since we started having link to wiki in OP's, and each time i thought that next time someone will notice so there is no need to speak up. But really, no problem, its just little thing.
>>
I think its time to write up standardized lore on age of Collapse (or age of empires as i proposed once to name it). So in this post i would like to ask what would be ending event (that happens 1200 AD) of this age?
Also is everyone confortable for this age to consist of following,or something should be subtracted/added?
>rise of two empires in westrasi (one that will become belara that i don't think has name at this point, second that is Verani)
>Rise of celestials, and their version of three kingdoms period in the middle and southern part of what is their empire today.
>Rise of Yugr in the north
>Rise of Treants
Also this era should have almost mythical-like quality because its even before antiquity, so if someone has ideas for stories or myths that would fit this time i'd also like to ask for them.
>>
>>74395227
The Verani Empire specifically existed for only "over seven hundred years." In addition to this, I've written using the assumption that the Euraxian Kingdom was founded at the end of the Verani Empire, and that was founded at 3900~. So the Verani Empire must have been formed at around 3200~, towards the end of Antiquity. The state which came before the Verani Empire could have existed for hundreds of years before that, but certainly not around the time of the Collapse, which starts at 0.
>>
>>74395317
Yeah, but there was talks of empire that started just after Etalia and Gloria took off. Maybe it even older empire that controled whole westrasi continent, and collapsed somwhere during antiquity because of barbarian invasion?
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>>74395227
There's a little bit of fluff on the wiki about the formation of the celestial empire, and I think they don't become an empire for a long time, but the root kingdoms appear towards the end of the 'bronze age'. This early rising is part of why they consider the west savages even though currently they are probably technologically matched, but for a long time, the Empire was already a 'modern-ish' estate while Westrasi was petty kingdoms and roaming barbarians.

I'd include something involving the kingdom that occupied the Black Sand islands before the pirate council as part of Age of Collapse lore. I would also include something about Ram's Head so it's not entirely forgotten. Midlands can go fuck themselves, I ain't touching those vampire cannibals.
>>
The Golden Coast Tribes are a people of dark-skinned humans, occupying a coastal strip stretching from the Kingdom of Boro to the Merchant Empire. The entire territory is covered by dense rainforest, dotted with rock formations that rise above the trees and on top of which the various tribes have built their fortified palaces.

Members of a tribe, in order to reproduce, employ breeding slaves, usually bought in neighbouring countries or captured from other tribes. Since it is a sin to shelter a member of a foreign family in a Family Palace longer than is strictly necessary, breeding slaves are killed when they are no longer needed.

The Golden Coast takes its name from the very numerous gold mines in the area, which the tribes of the region exploit in order to trade with neighbouring kingdoms. In fact, gold is so common in this province that it is not uncommon to see Family Palaces with roofs covered in gold, or tribesmen parading around with solid gold crowns and belts.

You shouldn't underestimate the dangerousness of the tribal warriors of the Golden Coast, though. They are considered the best archers in the world and know the jungle of their region like no one else, using, when fighting neighbouring nations or enemy tribes, fearsome guerilla tactics that allow them to eliminate armies far outnumbering them without suffering a single casualty. The fact that, despite the wealth of the region which attracts the greed of many kingdoms, the place has never been conquered and is still the territory of these tribes, testifies to their valour in battle.
>>
People, until we have GE big tiddy waifus, we are never gonna become popular.
>>
>>74395376
I don't think that we should focus too much on the state of the world during that period. Otherwise, we'd need to come up with a completely new map for completely new nations. Almost no country has existed for the five thousand years required for it to be there during the Collapse.

Every region of the world has probably seen half a dozen different nations rise and fall, and we don't have the time or energy to fluff them all out. Anything before the Era of Discovery (maybe late Antiquity) should be written in broad strokes, with little focus on specifics.
>>
>>74395227
In the east, the Fall of the Second Orde is seen as the end of the midevil age and the start of what became the modern age.

The First Great Orde is like Ancient Egypt/Babylon/Troy/Pesia/Greece tier .
>>
>>74395227
This also should include Qi-Fu. They used to be one of the world's major empires same with Yugr.
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>>74395611
Its less about focusing on state of the world, and more as you said on broad strokes. Guess il just write how i see it while taking into consideration all diferent anons wrote.
>>74395619
Yeah, but from what i see on wiki first orde was founded in age of antiquity. Il include sentence or two establishing that there were tribes there even before that, but they realy come into importance after they unite.
>>74395705
Thanks i forgot about them. Just to clear it up, they are human kingdom with large ogre population, or ogre kingdom with large human population?
>>
>>74395608
We have prime waifu material here. Amazons, driads, savage elves, dwarfs and trolls, trully all we need is some porn drawfag
>>
>>74395769
Orde 1 was ancient
Orde 2 was midevil
>>
Country Name: Colony of Ta-li
Population (Ta-Li): Belarian 2%, Native Human 53%, Oni 20%, Goblin 20%, Hobgoblin 10%
Capital : Ta-Li Hold
Goverment: Colonial Administration
>Culture
Because they are minority, belarians keep to themselves in terms of culture.
>Religion
Same as belara
>Organization
Board of Colonial Administration – Ta-li, or just BCAT, right now is in controlled by outside force. All representatives were bought out in secret in Wastrasian Trade Bureu . If this corruption came to light it could begin chain of events ending in destruction of one of two Bureu’s.
>Origin
Belara was first nation to recognize weakness of Qi-Fu, and after long time of Cape Wars victorious Belara establied colony of Ta-Li. Sometime after initial colony was established, they also claimed uninhabited island north of Great Plain, as a trading station with tribes to the south.
>Diplomacy
Since initial war there was not a single use of warfare by Belarians on peninsula. In fact before rise of khanate, it was Belarian diplomats that ensured relative peace both on peninsula and on great plane, because as everyone knows money must flow.
Now hoever rise of khan stopped trade in east, and if conquest of peninsula is continued it might cut it off to the north. Ta-li merchants are not bothered by this hoewer because they underestimate power of khan, and more concerned with including twin cities to belarian economic sphere. There are also talks of establishing xexe plantations in Qi—Fu itself, but before such investment can be made, peace must be first restored to the continent.
>Geography
Ta-Li hold itself is located on sole mountain, that is surrouned by plains and steppes in all sides of the world around.
>Economy
They export all that Qu-Fi produces, while mainly imporing addicting xexe beans to peninsula.
>>
Guys, you shouldn't hesitate to put pictures in the wiki page to give visual deptiction of the different kingdoms.
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>>74395865
Let's start a /d/ thread.
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>>74395769
Yugr is pure humans I think. I am not sure tho.

Qi-Fu, no clue. I think they are majority human tho.
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>>74396025
Ok, on yugr i know their humans i'm the one that added them, i was asking mainly about Qi-Fu, because someone said that there are some influential ogres in twin cities and that made impression on me that they are somehow important for whole empire.
No matter, i'l just leave it ambigous, and if there will be need to make it more focused on one race, i'l jsut change it up.
>>
>>74395769
Should we add one extra ancient major empire which is gone now? Maybe in the plains or Midlands?


Weird that all super ancient empires would would still exist. So adding a forgotten one might be neat.
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>>74396120
The Twin Cities are a small state in the World Spine between the Technobarbarians and Celestial Empire.
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>>74396137
Pre-Belara Empire and Verani empire as gone, so not all ancient empires still exist.
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>>74378026
Just note, someone just raided the 1d4chan and I’ve reverted it. If you uploaded something there recently, go check that it’s still there.
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>>74396137
Yugr is forgotten (literaly, they are like atlantis, but evil), but good idea, expecialy considering how Midlands are mostly swamps. Who knows what kinds of ruins might be hidden under the mud.
Also it explains why necroswampers can have so great armies. They just dig in ground, and you can always find body from few milenia back.

>>74396152
There are also twin cities in Qi-Fu
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>>74396215
Yeah the Qifu Twin cities were an explicit in universe recreation/rip-off of the World spine ones. Kinda like how we had like 50 Romes and 60 Alexandrias
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>>74395227
The Belaran empire specifically rose to prominance at the start of the era of discovery. I don’t know when the Vestlarians split of from the Vestrasians but that would probably have happened towards the end of antiquity, long after the age of collapse.

Also, the two cities of Gloriana and Etaliana in modern day Sarkation Empire were founded in the age of collapse but the church was only founded long long after. You can do with that what you want.
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>>74396191
GODDAMIT AGAIN?!?!?!?
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>>74396191
Thank God we moved away from the doc, or the damage would be permanent
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>>74396271
That is such a cool, bit of lore.
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>>74395979
I initially did that, but I decided against it. At some point, the admins might decide to nuke the article due to bandwidth or something.
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>>74396651
We rally need to split up article into smaller ones that can be better fleshed out.
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>>74396651
>>74396677
If anons don't mind, I could set up a WorldAnvil for this. I'd basically transfer stuff from the wiki there, but its far easier to navigate and quite honestly much better looking. Downside is that would be no communal editing, while i'd try to transfer everything from the wiki there, can't just post my credentials for something credit card linked here, ofc
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>>74396769
I don't like the idea that much...
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>>74396769
Sorry, but while wiki is not best to edit, we can't allow ourselves to be trustfull to such extent. There is no need for that at the moment
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>>74395608
What about small tiddy waifus?
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>>74395227
Ok, so im derivering collapse. Because i want to write about everything of note, i'l split it up to few parts. There goes beggining, and mythological empires
No one knew why Gloria and Etalia left, and probably no one will ever know. Everyone hoever knew that they left, and that people need to finally forge its own destiny in this world. In this first period after takeoff civilization grew like grass after rain. Most of them rose and fell to quickly to be anything other than footnote in historical book. Many managed to establish its countries and kingdoms, that lasted many years, but as tides of history turned they too ultimately became just mythological realms. Two of most well known in present are empire of Yugr, and empire of Drache. They were almost exact opposites of each other. Evil Yugr enslaved all of north, and under its ruleship made earth itself bleed frozen tears, while Drache peacefully united all of Midlands, and established rule of law and justice. Many myths tell tales of wars between two empires, but all of them agree that destruction of both came from within. Yugrians mastered icecraft and frostcraft magic, but even they couldn’t stop ice age that frozen most of the north. Knowing that they retreated into their home valley, and in one night Yugr stopped existing in eyes of rest of the world. This region quickly fell into obscurity, with once slaves, now masters fighting each other. Dwarfs, Elves, Humans and most importantly Trolls all fought for power. Many war chiefs rose and fall, without achievements of note. Drachne on another hand was so focused on fighting abroad, that they ignored growing darkness inside. One of tribes of forbidden crater created new forbidden art of magic – necromancy, and after mastering it, menaged to breach barier of death, and achieved lichdom.
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>>74396769
Maybe when its finished it can be copied verbatim
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>>74397097
With this corruptive power they quickly attacked empire, and destroyed it city by city. When they stopped by gates of capital of Drachne, it was agreed, that no matter what happens to empire, necromancers have to be stopped. With great power and magick long forgotten Drachne mages destroyed armies of enemy, but in process cursed the land. No normal life could continue there, earth turned into mud, in some places no matter the hour sun never rose, in another it never fell. Everywhere humans fell to sicknesses, and in matter of years empire fragmented, and then fragmented more until it was no more. Few of royality tried to recreate its empire in the west, near the mountains, but no one knows what happened to them.

If i should change something up i'l do it, just say.
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>>74396475
Doc can be reverted as well.

>>74396651
IDK, we should at least put them all togeather on a megashare or something so when we make the PDF it looks all nice and pretty. We should at least keep adding them until we get a cease and desist from the admins, unless they are known to nuke threads without warning.

Also, I put the ritual magic system togeather and sent it over to a friend to look at. Will be posted here for general review shortly.
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>>74397166
I doubt they might be. There is 56, Nobledark Imperium pages.

We need to ask how to properly tag the thread tho.
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>>74396789
>>74396811
>>74397111
Fair and fair!
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>>74383331
>>74385461
>I slapped a circle on the map and made as little effort to possible
>REEEEEE why don't you like this
Kids these days.
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>>74397259
Ah, i remember. It was the ugly cycle everyone was confused what it is.
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>>74378026
Could someone update the religion map? There were lots of minor religions added the last 3 threads and this one is old.
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>>74397316
And whoever does it, please put a key to interpret in the map itself.
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>>74397116
Some civilizations not only survived few centuries, but managed to become founding stones for future kingdoms. Many of them were nomads, like many ordas on great steppe, or Canne people that conquered northern Ram’s Head, and assimilated native Kappara and Old Radmir civilizations. Different kind of nomads existed on black sand islands. There existed sea people like no other on the whole world. They spends their lifes almost only on ships, traveling from island to island only to resupply. They finally were united by king, but even then they never accepted sedentary lifestyle, founding cites, but still having incredible connection to sea. Different growth was seen in Westrasi. Following departure there was created one nation unifing whole continent, or atleast that’s how westrasi like to remember this period. All nations unified under one banner. Hoever there is no historical accounts of such creation, just oral tradition reinforced and writtend down after creation of Church of Gloria Estalia in middle Antique age. In fact historical writings from the period, from Celestial Empire describe this region as divided, and no less barbaric than rest of the world.
Finally there are three civilizations that not only have their roots in third era, but its well documented. First of them is Celestial Empire. Souxi-Dan Dao people at first were jus Souxi, Dan and Dao, each nation with its own kingdom, and each unified in culture, technology and laungage by end of era. Other two empires copied achievements of Celestial empire. Qu-Fu in the north-east was first empire to do so, and in fact was only country recognized by isolationists Celestials for long time. In different situation was Treant Empire, that back then was just jungle to the south, that slowly grew forward. After their first contact with human empire, Treans understood importance of politics when dealing with mortals, so it was first time they started to use vassal tribes to extend their influence.
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>>74397698
Ok so is this good, or is it bad, and should i change something before i post it on wiki?
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>>74397698
Oh and i forgot about some kind of ending, so here goes:
Historians consider today that this age ended with violent, fast and uexpected expansion of Treant empire in all directions.
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>>74397712
Seems great to me, go ahead and post it.
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>>74397116
>If i should change something up i'l do it, just say.
Looks pretty great. Just add a note that the curse is gradually slackening over much of the coastal lands that are the empire, but it is still pretty much a forsaken swamp rather than the great breadbasket of the east that it once was.
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>>74394077
>different cultures have their crests on different kinds of shields.
Yes, but they'd be reflections of the banners and standards being carried. Those are vital in the heat of battle; they allow messengers to find the field officers so that the overall commander can keep some control. (It's only with the rise of radio that that changed on Earth.)
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>>74397712
If there's an issue it will probably be awhile before it gets pointed out. Thats kind of been the routine anyways.
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>>74397987
Yeah i know, i was just thinking about representation of those symbols in cyoa, or just other standardized format. Every shield would represent falg/banner of nation, but would also implicate culture group, and place on continents. It being smal versions of banners goes withouth saying.
>>74398022
>>74397878
Ok, so im posting it already
>>74397921
I added something like this:
>Its worth notting that over the milenia ancient curse grew weaker, and no longer holds controll over coastal lands, and borders of once empire, but its no longer fertile land it once was, but desolate swamp.
Is this ok?
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I fixed up the magic system! Tell me what y'all think, and if anything is too powerful.

=== Ritual Magic ===
To create and cast powerful spells, most nations have created a form of magic called ritual magic. This is complex and requires time, resources, and manpower, but has powerful results. The eternal jungles of the treants are maintained by ritual magic, for example. Ruskata’s powerful ice magic that halted the Khanate's advances was also ritual magic. Unlike the normal spells of your system, ritual magic has limitless potential, where the power of the spell is directly connected to how much time, resources, and manpower is put into it. As a GM, you have a choice to keep ritual magic out of the hands of the players and use it solely as a tool for the setting. You can also allow your players to access it in limited ways, or to use it freely. The choice is yours!

>(1/IDK)
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>>74398125

>(2/the world)

There is an optional rule for playing in Gloria-Etalia that the most powerful spells that your characters can access (like the 8th and 9th level spells in fifth edition of dungeons and dragons) are ritual spells. To cast a ritual spell, you will need to achieve four prerequisites. Time, Resources, and Manpower. For an example, let us take the 8th level spell clone and cast it using ritual magic. Please note that this is casting the spell clone using Gloria-Etalia ritual magic, and not as a 5e ritual. First let us look at the resources you need to cast a ritual spell. This can simply be the regular components to cast the spell, but at your GM’s discretion you can require more or less components or a special item to cast it. Next, the time to cast the spell is decided by the GM, but is usually no less than a day of constant casting. This however does not mean the same person or people have to cast the spell the entire time for it to work. This brings us to the final prerequisite: manpower. The amount of people needed to cast the spell will vary from spell to spell and system to system. The amount of people needed to cast the spell is decided by the GM, but less powerful spells usually require less people than more powerful spells. You can also decrease the amount of people needed to cast the spell at the cost of an increased amount of time and resources, and decrease the amount of time and resources needed to cast a spell with more manpower. How much is increased or decreased is decided by the GM.
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>>74398134

>(3/Gloria)

Taking our example of clone, we can declare that it would require 3 people 1 full day to cast it, using the normal components for clone. If you had 6 people to cast the spell, you can have 3 casters each cast for 12 hours, or have all six of them cast for 10 hours and use less components. If you had 12 casters, they could take 8 hour shifts three at a time or cast it all together for 6 hours and a reduction of components. This is only an example however, and should not be used to argue with your GM.

Ritual Magic is difficult and dangerous. If by one reason or another a ritual ends prematurely, the consequences could be catastrophic. A premature end to a ritual can happen over small actions, like if a person stops chanting or moves away from his position. When a ritual ends prematurely, potentially anything could happen, from everyone in the area going insane to everyone’s hair disappearing and being replaced by living flowers. The exact danger that befalls botching ritual magic is decided by the GM, but can easily be dire.
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>>74398153

>(4/Etalia)


Any spellcaster can cast a ritual spell, and they do not have to know the spell to cast it. However any caster that does not know the spell must be taught to cast it as a ritual by someone who does know how to cast it. This is not the same as knowing how to cast the spell, but rather the movements and chanting required to cast it using ritual magic. This will take time and effort, the amount of which is decided by the GM. A spellcaster can be a level below the spell level to cast it as a ritual. Using our example ritual spell clone, a spellcaster of 7th level or higher can attempt to learn it as a ritual, but a spellcaster below that level will not be able to learn it. Again, this is up to the GM to decide and if you use this passage to argue with him you are a ninny and have to announce, loudly!, that you are a ninny to the table. And you still can't use the passage to argue, no matter how loudly you declare your ninnyness.

A GM is allowed to declare the casting of a ritual to be impossible when set up in certain ways. He can also declare that certain spells cannot be cast using ritual magic. This is to prevent the use of spells like 5e’s simulacrum to cheese the ritual magic system away from its intention

Another optional rule is that normal ritual spells can be cast by PC’s. These are powerful spells not found in your system’s spell lists, but in the world of Gloria-Etalia. These can be learned through NPC casters, exploration, or by other means. A player can also attempt to create their own ritual, but it must be decided by the GM if the spell is possible to create. Creating your own ritual will be a difficult, adroudious, and time consuming process that is completely up to GM to determine.
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>>74378245
Country Name: Chiefdom of Voroi.
Population: 58% Westrasi Human (Voroyan), 19% Westrasi Human (Morloux), 11% Westrasi Human (Suezian), 8% Westrasi Human (Other), 4% Other.
Capital: Ulkasy.
Government: Hereditary Chiefdom.

>Culture
Out of all of the words that could be used to describe the people of Voroi, combative is the most accurate one. Almost everything that a Voroyan says can be taken as a challenge, and almost everything that is said to a Voroyan is taken as a challenge. Famous for their scathing wit, they're quick to lash out with both their tongues as well as their fists. For this reason, they are given a wide berth whenever they're encountered outside of their homeland.

The Voroyans are also renowned for their defiant nature, and their refusal to bow before any foreign power. Though their nation has been conquered innumerable times, the people of Voroi have never been broken. Every attempt at occupation has ended with the invaders being pushed out of the country, licking their wounds and cursing the natives. “Taming the Voroyan” has become a common idiom in the Westrasi subcontinent, synonymous with attempting an impossible task.

>Religion
In the eyes of the Church of the Divine Duality, the Voroyans are considered a barbaric people that desperately need enlightenment. This is used as an excuse by the Westrasi powers to invade Voroi and occupy its lands, under the pretence of civilising it. Though most Voroyans believe in the legends of Gloria-Etalia, they have concluded that the world is beyond saving and that the Two-Faced God will never return.

Despite this, there are some adherents of Gloria-Etalia that can be found in Voroi. The Morloux Chapel has a significant presence in the Northernmost parts of the country, due to frequent occupation by the Morloux Republic. Similarly, the coastline and the Southeastern border have been partially civilised by the Suezians and the Church of the Divine Duality has a small presence there.
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>>74398195
>Organization
The hierarchy of Voroi is quite simple. The Voroyans divide themselves into clans, each of which is led by a ruling family that serves as that clan's warrior aristocracy. The leading figures of these families are known as headsmen, who fight each other in ritual combat for the title of voivode. In times of war, all of the Voroyan clans band together under the leadership of the voivode. In times of peace, the title means nothing. The current voivode of Voroi is Zahariya Vazepa, who has only recently claimed the position.

>Origin
When the Verani Empire fell over a thousand years ago, the great Belaran Empire saw an opportunity to claim the Westrasi Sea for itself. Colonists poured into the region through the mountain passes, where they went about subjugating the Verani remnants. Rather than suffer at the hands of their Belaran oppressors, many of the Verani fled into the neighbouring Wyrdlands. The imperial colony of Alsonne was established in the land that they left behind.

For almost five hundred years, Alsonne remained loyal to the Belararn Empire, only to suddenly fall silent. No taxes came from the province, nor did any messenger sent to the colony return. In search of answers, the King of Belara sent an imperial legion to investigate. They found that Alsonne had been overrun, seized by a barbaric horde that had emerged from the Wyrdlands. The Verani had returned, although their exposure to the Wyrd had changed them. They had become the Voroyans.

The Belaran King demanded the reconquest of Alsonne, at any cost. Though his armies were successful, the Voroyans returned years later and reclaimed their homeland. This cycle repeated itself several times until eventually, the Empire of Belara was engulfed in the bloody civil war that would lead to its division. At long last, the Voroyans had the opportunity to entrench themselves and found the independent country of Voroi. Finally, they were free.
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>>74398205
>Diplomacy
Voroi has a lot of enemies. Denounced by the Church of the Divine Duality as an uncivilised nation, they are the subject of constant invasion by the other countries of the Westrasi Sea and beyond. One of the most frequent aggressors is the Principality of Suezi to the South, which sees itself as the rightful heir to the Verani Empire's throne. Another is the Republic of Morloux to the Northwest, which seeks to re-establish the colony of Alsonne under its own dominion.

However, the Voroyans are subject of fascination in the Uorosian lands, and they maintain a warm, reciprocal relationship with the Wardens of the Wyrd Watch. The clans of Voroi also have strong ties to the Wyrd tribes, and it is common for them to offer resources that are rare in the Wyrdlands in exchange for the treasured nostalgie plant. This friendship has led to the accusation that the Voroyans are little more than an upstart Wyrd tribe themselves.

>Economy
There isn't much in the way of wealth in Voroi. There are fisheries along the Eastern coast, mines in the Northern hills and farmland found in both of those areas. However, the vast majority of the country consists of undeveloped woodland. If there is one thing that the Voroyans are famous for producing, it is a liquor known as stawka that's distilled from fermented buckwheat. It is so beloved by sailors of the Westrasi Sea that it's earned the moniker “seaman's bane.”

The people of Voroi are also known for their intimate connection to the Wyrdlands. Though most traders would rather work with the Wardens of the Wyrd Watch, miserly merchants who might turn to the Voroyan rovers instead. Their manners are coarse and their methods are unconventional, but they are able to navigate the Northern forests of the Wyrdlands without getting lost in time. They never venture further South than the River Uoro, however.
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>>74398219
>Geography
For the most part, Voroi can be considered a dense forest. Along the Northern border, colonists from Morloux have deforested the land to make room for their agriculture and mining operations. Along the Eastern coast, the Suezi and other invaders have torn down a great many trees to clear land for their farms and settlements. Beyond that however, Voroi remains wild and wooded, full of ancient trees that cast long shadows. This is where the Voroyans are most at home, where they live and die.

Each clan has its own grounds, a parcel of land within the great woods where they cut back the trees and build their homes as they please. However, they know that the forest serves as one of their greatest weapons against the invaders, so they fight to preserve it. Deforestation outside of these clan grounds is a crime that is severely punished, sometimes even with death if the culprit was responsible for chopping down one of the Kalendara.

For the truth is that the influence of the Wyrdlands bleeds into Voroi. Scattered throughout the South Western reaches of the country, there are Wyrd zones where time ceases to be linear and flows in whatever direction it pleases. The Voroyans identify these locations by carving elaborate runes into the trees that border them and are found within them. These trees are known as the Jezik, and the symbols are a code. A single rune contains the date as the carver reckons it, the time of day as the carver sees it, the identity of the carver, the last Jezik that the carver passed and the next Jezik that the carver is going to.

The Jezik are found throughout South Western Voroi and the Northern forests of the Wyrdlands. Through their runes, the Voroyans are able to crudely navigate their way through the temporal anomaly of the Wyrd and sometimes even exploit it. This is why entire clans can vanish into thin air only to resurface months later, and why the size of a Voroyan army can miraculously double in the space of hours.
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>>74398235
Drat, the mention of the "Kalendara" at the end of the second paragraph is supposed to be a "Jezik." Oh well, I'll change that when/if it goes into the wiki.
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>>74398163
>>74398153
>>74398134
>>74398163
I'm forever GM so i might be biased, especialy because i avoid D&D like fire, but i really like it. Its seems to be powerfull, albeit usefull tool for GM, withouth being too invasive to system you try to use.
Also i love how almost half of all text is putting players in its place. Great job
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>>74381948
It's properly mislabelled. Ram's Head is more of a subcontinent, except it's not really as the Sea of Ecinev is rather shallow and all continental shelf. If a major ice age locked up a load more water and the sea level lowered a bit (say 40 meters) then the sea would become a great inland lake (the area is wet enough to guarantee that).

In terms of continental structure, there is a plate roughly from the Celestial Mountains to the mountains at the eastern edge of the Treant Empire and down across most of Rams Head. There's no subduction zones on land, so any volcanoes in the area are driven by hotspots of some kind.
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>>74398080
>Is this ok?
Looks good to me.
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>>74395608
>>74395865
>all we need is some porn drawfag
Fuck it. Time for me to truly shine.
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>>74397116
Looks good. I went in and did some grammer editing. I'm also adding the pic because we need more pictures.

>>74398235
Looks good to me, but make sure to add the pics to the wiki.
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>>74398572
So this is how Shadow Dolphins look! Great job Anon!
Elf girl with huge tracts of land is also good
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>>74398616
>So this is how Shadow Dolphins look!
This is the Akhlut. A beast native to Northedge used by the Nananuit elves as mounts
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>>74398572
10/10 would raid skrug with
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>>74398638
Looks really cool anyway, but i guess mistery of shadow dolphis will remain in shadows
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>>74398670
>raid skrug
So trolls can fuck your dolphin and eat the elf. Why would you go there?
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>>74398572
Secsy.
>>
I think i'm don for today. Tommorow probably i'l expand on Necroswampers, and create political map of all lich lordss influence.
If someone want to have their lich character included, just describe in few sentences what makes him unique, add 500x500 image and his name, and i'l tomorow will work from there.
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>>74398872
done*
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>>74398572
What wins anons attention? A massive lore dump fleshing out an entire nation or a elf in a bikini.

But legitimately, seeing this image makes me want to brush up on my northen elf and shadow dolphin lore. This is how we win anons.

With a elf in a bikini and a fur coat riding a giant dolphin with legs.

This is how we win.
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>>74398638
>Akhlut
>Shadow dolphin
Why not both?
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>>74399096
Maybe they are like frogs? They grow legs as they get older.
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>>74398920
>giant dolphin with legs.
Not to be that guy, but I'm pretty sure that's an orca with legs.
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>>74398572
>ywn ride through the frozen tundra with your big-tiddy elf waifu on an Akhlut.
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>>74398920
I think we should not use the filter in OC art created for the setting. Filter is good to make different art sources uniform but drawfriends work is already dedicated content so we should let it be pure. Just my opinion
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>>74399596
Good point, id agree with anon
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>>74399596
Seconding >>74399692
Though I still do favor a little bit of consistency in style among artworks.
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>>74399596
Agreed. I just wanted to see what it would look like.

>>74399467
Yeah it's an Akhlut, I misspoke.
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>>74399596
>I think we should not use the filter in OC art created for the setting.
But if the creator wants to run it through themselves to get the look, that's fine.
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>>74400112
Oh, of course!
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>>74397698
make Sure to line this up with pre existing celestial empire lore
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>>74399776
Are Shadow Dolphins to akhluts what real dolphins are to orcas?
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>>74400420
Good question. Not even sure what the whole deal with Shadow Dolphins are (og writer could maybe give me a tldr). Either way, I do want to see some relatives to akhluts. Perhaps landwhales?
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>>74400420
I liked the idea that they're the same creature in different phases of maturity. It makes sense that people would assume that they're different creatures if one lives in the water and one lives on land.
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>>74378026
A group of barbarians who survived raiding an enemy's village decided to become a mercenary company. They are small, just a small unit of muscular men wielding swords, axes and chains and wearing nothing but leather harnesses and chainmaille. They call themselves the Black Birds after the carrion crows that seem to follow them into battle.
>>
If no one else minds, I'll grab the Chiefdom of Uraka and start working on it next.

According to >>74378245, this would leave behind one last unclaimed country with no one working on it:
>Sarcian Mountain Tribes
The Sarcian Mountain Tribes do have a little bit a lore already though:
>Araxians have a long history of conflict with the Sarcian Mountain clans in the East and the Yoroi clans in the Wast. While large scale warfare is rare, the constant raids and skirmishes along these borders helped imbue into Araxian culture a heavy dose of militaristic thinking.
So if anyone does decide to write for them, try to incorporate that into your work.
>>
>Country name: Veranese City-States
>Population: 65% Westrasi Humans, 20% Elves, 15% Half-elves

>Country name: Vashian Republic
>Population: 45% Vashian Westrasi Human, 20% Elves/Half-Elves, 20% Yorai Westrasi Human, 15% Other (mostly other Westrasi Humans)

Considering that elves are most found in North Edge, far away from the Westrasi Sea, is there any explanation for such a large elven demographic in these countries? Should we invent an elven migration into the Westrasi region, or should we retcon/ignore any significant elven populations in the Westrasi region?
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>>74402445
I think I've written for the Sarcians a few threads ago, but since I was phoneposting at the time, I haven't put it in the wiki. I'll probably have time to sweep through the past threads and add missing lore in the 1d4chan tomorrow tho.
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>>74402835
Considering Uoroz and Morlux's past as slavers, not very surprising actually.
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>>74402964
Oh right, I'll repost it here and then alter the wiki.

>Country name:
Sarcian Mountain Tribes
>Population:
TBD, mostly human, maybe also goblin?
>Capital:
none
>Government:
Tribal. Each village-hold is usually a single tribe, with their own chieftain. However, when the neighboring empires and kingdoms try to invade or claim their territory, an Administrator is elected in a War-moot composed of all the Sarcian chieftains.
>Culture:
Each Sarcian tribe lives in a village-hold, which is a fortified, hidden village in the mountains built around ancient sanctuary caverns (actually doomsday prepper vaults). Strong hexing/curse-flinging culture, their practicioners are old women called Spitfires because many of the rituals involve rapid chants and mantras akin to singing. Grievances between village-holds are settled with champion-duels, and for the most grievous offenses and accusations, the losing champion gets sacrificed via hammering and their body thrown from the heights to please the spirits of law. Sarcians tend to use guerilla tactics when defending their homes, and many turn towards the mercenary life.
>Religion: Abstract animism. As in, they believe in spirits, but only abstractions have spirits. For example there is no 'spirit of wind' but there are 'spirit of haste'. Spitfires often reference and call upon the spirits in their rituals.
>Organization:
There are around 13 Sarcian tribes, some of the most prominent are the craftsmens of Tighay, cliff-artists of Cheyo, Spitfire central Esk, and mercenary Kaish.
>Origin:
Sarcian oral history tells of the time where the sanctuary-caves sheltered the progenitors of the Sarcians; for fourty times fourty days they endured inside until the magical storm that ended the previous world abated. From the sanctuaries they emerge, and staunchly defended their land for generations.
>>
>>74403019
>Diplomacy:
Staunchly isolationist and independent. Pain in the borders for neighbors, especially when a paranoid chieftain decides to pre-emptively strike a perceived threat. Celestial Empire keeps wanting to wipe them off the map but due to mountainous terrain, guerilla tactics, and Celestial armies getting spread thin keeps the Sarcians still existing. Only the few Sarcian mercenary companies and fewer traders ply their trade elsewhere than Sarcia.
>Geography:
Mountainous and hilly. Plenty of cliffs but also some flatter valleys and highlands, where most of the village-holds are.
>Economy:
Mostly mining and high-altitude tubers, normal croplands and grazing pastures are at premium. Livestock herding is third most profitable after mining and tubers.
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>>74402987
Except the Uorosians and Morloux don't have many ties to the Westrasi Sea.
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>>74403027
>Celestial Empire keeps wanting to wipe them off the map but due to mountainous terrain, guerilla tactics, and Celestial armies getting spread thin keeps the Sarcians still existing.
I remember now, this didn't make a ton of sense when first posted and still really doesn't. If I remember correctly, there are only two mountain passes between Westrasi and the Celestial Empire, and neither of them are bordering the Sarcian tribes. I'm not saying it's impossible for there to be conflict across the mountains, but there's no real source for conflict and there's no benefit for the Celestials if they do somehow destroy the Sarcians.
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>>74402987
Technically, slavery has always been outlawed in Uoros, but it views itself as the birthplace of the ancient Westrasian empire that were slavers.
>>
>>74400556
>landwhales
I thoroughly enjoy skywhales. Now I have to look up landwhale and hope I don't need eyebleach afterwards.
>>
>>74398572
Based, based, based!
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>>74403259
Well, at the moment I forgot that they don't actually have a route to the Celestials even though they're neighbors. Could be changed to another neighbor that's expansionist in nature.
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>>74403163
Slave-buyers in their past incarnations, perhaps. Maybe the elites thought Snow Elves make for a good status symbol and bought a lot from T-Bs or other slavers.
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>>74404190
Makes sense, especially with those honkers >>74398572
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>>74402835
>>74402987
>>74403163
>>74403353
There is small pockets of elves all over the continent. Aside from the northeastern elves, we got drow in Komjátina, wood elves in Morloux (who were probably taken from the Treant territories), and unspecified elves in Dou Qian.

When I wrote the Vashian Republic, elves were already established as being in the Veranese City States, and the Euraxian and Saramese Kingdoms, so I figured someone may already have an explanation in mind, but never got around to writing it.

Until an official explanation comes out, I kind of just assumed they were former slaves/refugees that were drawn to the nations they thought they would be most successful in.

In terms of why the percentage is so high, it might be because the Vashians and Veranese are heavily urbanized, and we are dealing with a yet to be described elf subculture that sees themselves above farm work.
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>>74404244
The World population is awaiting to be admixtured by Snow elves.
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>>74403998
I can't wait until people stop saying based. Its no different than upvoting or liking something. The laziest way to say you agree or enjoy a thing.
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>>74404313
>unspecified elves in Dou Qian
Its a mixture of elven slaves. Its a merchant city dealing in exotic goods so it makes sense.
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>>74398125
>>74398134
>>74398153
>>74398163
I like it but I have a slight issue with the time system, specifically with how there’s a linear relationship between casting time and amount of people casting. To qoute a relevant joke:
>A middlemanager is someone who believes three women can produce one baby in three months.
My suggestion. Rituel spells should have an optimal casting time and any deviation from this will lead to slower casting and more unstability. Following your example, if we have 6 casters all casting together, it wouldn’t take 12 hours to complete, it would take something like 18 hours and generally, the more people and ressources you invest, the more diminishing returns.
>>
>>74405084
How is linear progression of time and resources bad thing?
>>
>>74405154
It means you can brute force anything with raw numbers.
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>>74405505
The point of ritual magic is exackly that. Bruteforcing casting throught numbers. Really powerfull, gamechanging spells should demand numbers like dozens of spelcasters, or hundrets that players wont have so its not problem.
>>
>>74405559
There should be diminishing returns tho.

Like maybe power grows by square root, not linearily.
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>>74405610
Yeah, i would be ok with that
>>
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>>74400556
>>74400704
>>74400420
I've skimmed through the wiki and previous threads for info on shadow dolphins. The only things I can get from it were:
>>74216474
>>74277348
>Lahila Merchant Republic and The Merchant Empire have these dolphins in possession in some way, whether it be domesticated or in captivity.
>They are a distinct species from akhluts. A university in the Merchant Empire has a young litter of akhluts in its zoo along with shadow dolphins.
>>74211360
>Qi-Fu supplies food for shadow dolphins, along with the equally underfluffed fear roaches

And with that, fluffing up the landwhales
>Shadow Dolphin (Delphilupis sp.)
Named for their dark coloration, shadow dolphins are widespread and reliable animals. In the wild, they are social pack hunters that usually hunt around coastal waters, mangroves, or beaches. Their range spans from Southwest Westrasi, across the southern seas, all the way to the Ram's Head. From hunting to tracking to leisure, domesticated shadow dolphins make loyal companions and reliable mounts for many people on the coasts, being used for a multitude of purposes. The Lahilan peoples have bred the dolphins for racing in annual events. Some Ram's Head tribes use the dolphins' echolocation for fishing and spotting.

>Groundwhale (Ceracetotherium sp.)
Massive semiaquatic beasts that lumber the coastal plains and estuary marshes of Northedge and Northern Eastralia. They live in migratory herds of 3-6 which swim north in the summers and south in the winters to keep feeding on the clusters of algae and the large swarms of insects. A massive singular horn protrudes from the beast's skull which is used in defense against predators. Their populations have dwindled from hunting by locals, especially the Grendarrym people and the Trolls.

>River Hound (Ambulodelphis sp.)
The smallest of the landwhale types, swimming in the rivers of the southeastern rainforests. River Hounds have poor eyesight and have long, sensitive rostrums to compensate.
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>>74405655
Great art, I especialy like how some of them could be domesticated and used as mounts.
If groundwhales are most common on northege, but their population is dwindling having one as mount could be sign of prestige? Like only powerfull warlord would even try to domesticate, or tame one. Skrug obviously would ride to battle in chariot pulled by few groundwhales
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>>74405655
Those are some nice drawings. Where do Groundwhales live? I imagine Northedge where they fit a niche similar to mammoths.
>>
THE 1D4CHAN THREAD IS GONE.

IT'S GONE, THE LING IS BROKEN, ALL IS GONE
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>>74405814
ALL OF 1D4CHAN IS GONE WTF!?!?!?

1D4CHAN IS GONE.
>>
>>74405820
>>74405814
Stop spreading panic, it has to be some kind of server maintenance time.
>>
This is the "cache" of the page.

https://webcache.googleusercontent.com/search?q=cache%3Ahttps%3A%2F%2F1d4chan.org%2Fwiki%2FGloria-Etalia&oq=cache%3Ahttps%3A%2F%2F1d4chan.org%2Fwiki%2FGloria-Etalia&aqs=chrome..69i57j69i58.3092j0j4&sourceid=chrome&ie=UTF-8

If you can save it.
>>
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>>74405804
>I imagine Northedge where they fit a niche similar to mammoths
Exactly what I was going for. Though, they do migrate south in the winters to find more food.

>>74405814
>>74405820
might be server maintenance like >>74405828 said, but I remain ready to panic
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>>74405828
But Anon, I am panicking.
>>
>>74405154
>>74405559
First of all, in real life things rarely follow a linear progression, f.ex. engine fuel efficiency to speed.

Secondly, if you can just brute force your spell, it kinda defeats the point of ritual magic, namely that it is a thing that takes time. At least in my mind that’s what characterises ritual magic.

Thirdly, which might be a personal thing but I think magic is something that should be more about wisdom, ability and finesse and shouldn’t be something you can just force to do what you want.
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>>74405851
Cache is not gone, that means if we have to restart using doc we will still have everything that was saved there.
But don't worry anon, everything will be allrighty-yes, everything will be alright
>>
While everyone is focusing on 1d4chan being down, maybe we should start new thread? We are reaching bump limit
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>>74405898
/tg/ is a slow board. New thread should only be started way past boop limit
>>
>>74405873
It should take time, agreed. It should not be matter of hours, but days. Like if mages want to cast powerfull spell on army, or create magic barrier around city or something like this, casting time they start with is like a month. More casters could decrease it, but unless you have more than few dozens it still will take weeks.
Well everyone has their own idea on how magic should work. From the start i was favouring idea of high mystycysm, low magic, with only rituals, divine interventions, and really simple spels like creating an luck charm, as something existing in universe. After that idea fell and it was agreed we should go with magic being easly adaptable to setting, with ritual magic being optional rule as way to addapt, i was ok with that, because it still alows for rare magic, because to cast most powerfull spells you still have to have group of casters, you cant just do it willy-nilly.
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>>74405907
Its not that speed, and i don't see reason to postpone something that will have to be done, and soon.
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>>74405980
Its not that slow*
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>>74405995
Also one more thing to person that will be OP in next thread. I don't think there is need to copy paste standardization anymore, since all nations have lore written on them now.
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>>74406009
> True
I will post the new thread in a bit. I need to look for other unfluffed things though and list them.
>>
Made new bread:
NEW BREAD
>>74406128
> NEW BREAD
>>74406128
NEW BREAD
>>74406128
> NEW BREAD
>>74406128
NEW BREAD
>>74406128
> NEW BREAD
>>74406128
NEW BREAD
>>74406128
> NEW BREAD
>>74406128



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