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Reaction pics, funny pics, cursed pics, filename pics, random pics and whatever you have. The point is to make an interesting setting based on them. You can also take a pic that has been previously posted and edit it if its ok with everyone. Just post something and add a bit of fluff to it, and let its magic do the rest!

First thread : >>77082863
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>>77123700

Climate Data so far:

Desolation Island - mountains, tundra, pine forest
Belkan - temperate forest, snowy winters
Harlbourg - forests, plains, desert
Northern Wastes - mountains
The Iron Crown - mountains covered in magic iron
Rust Desert - desert made of powdered rust
Edlr - weird magic/time anomaly
Hoogivs - comfy
Eritroans - forests and plains surrounded by mountains
Taur - plains
Napan - mountainous, has snowy winters
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behold! bridgelands and polar caps!
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>>77123832
Sneed - fertile farmland and grassy pastures, with some wasteland from the ravages of the three furry fools
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>>77123848
on the western island would be the Shahdom of Gravlind

it would have a humid climate similar to the lavant or North Africa with the cost be protect from the interior and would resemble a warmer Australia

Magic is a thing here but it's limited to certain high-ranking families but the Shah family doesn't have magical abilities.

might write more later
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>>77123848
The northern most island is inhabited by a splinter group of the Rig'Noods. They found it absurd to dress as hoof demons to terrify their own children and the occasional enemy.

They are known as the Gib'Dunes, and instead they dress like seabirds. They did not trust the Union to protect them and did not want to pay them tribute like the rest of the Rig'Nood tribes chose to do. They also decided the best place to live where hooved horrors couldn't hurt them was on an island. They now pay tribute to the enclave of the Alkor Empire to their south, which seemed like a superior arrangement to them for some reason.

They are less frightful than their mainland cousins and survive a bit more indepently, they are not an uncommon site in the cities and lands of the southern oceans, being more willing to travel about in places with plenty of water between them and the mainland.
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>>77123700
This reminds me of Gloria-Etalia
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>>77123848
The plsnall peninsula to the west of the Unravellers is home the Ogres. They live in small isolated clans. The land is low along the coast and very swamplike, and the ogres are fiercely territorial.
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>>77125907
*peninsula
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>>77125907
>>77125940
**small
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>>77125811
Do you want the whole island (besides An) or just a part of it?
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>>77124532
adding on to mine

since the horse is seen as a taboo in this world the people of the shahdom primarily ride Camels and a creature that's between a cow and an Aurochs and size and are used for the purposes of war, plowing, transportation, clothing, and food.

other nations that occupy the island because they see anyone not under sovereignty on the island as a threat.

they also have rivels with Alkor after they took the island to the south of them where one of their sister states resided before the conquest.

they also have a few sister states that are mostly gone now with the remaining ones being Napan and Rig'Nood. this does is more through these states head families these being heavily linked, like Sweden, Norway, and Denmark's monarchs.
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>>77126183
Oh just northern most island of the smaller archipelago. The bridge between the Isle An is in and the mainland.
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>>77126183
>>77126421
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>>77126540
oh, what about the Shahdom of the large western Island?
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>>77126718
What Western Island, you gonna add one?
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>>77126540
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>>77126718
I was under the impression that the smaller islands weren't all spoken for yet. I could have been mistaken.
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>>77126765
the one that's mostly empty and on has The Iron Crown and the An states on it, the Shahdom should take up the rest of the island
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>>77126949
That's in the East mate, it's the Eastern Island
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>>77127005
damn it, me just having autism
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Within the endless forests of Fluffwood and other such places, one can find the Fairy Elves and their giant corgi mounts. Although they appear harmless, they are actually famous for brutally torturing trespassers and leaving their writhing bodies bound to trees at the edges of their territory. They also sometimes mount raids on neighboring communities in order to capture slaves to sell to the hags for magical experimentation. Attempts to launch reprisals against them have almost always failed due to their high mobility within the dense forests, and ability to flee back to Fairy Land (aka the Third Layer of Hell) via hidden magic portals.
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>>77125828
Me too. I hope it also develops.

Btw, is anyone still working on Gloria-Etalia? I stopped after doing a bunch of locations for Ecinev.
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>>77128087
Gloria-Etalia made it all the way to 25 threads, ending in early October.

There is a wiki with 200 odd pages on it, and a discord where discussions still occasionally take place. Every once and a while someone says they are still working on something or may do something soon, but I haven't seen anything concrete for a while.
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>>77126303
more lore on the Shahdom

before the current state of the Shahdom, it controlled the inter Island but the Walker war broke out between the Rig'Nood and The Iron Crown. from this the Shahdom and her sister state allied themself with Rig'Nood, but The Iron Crown had an alliance with the Alkor and kernheiserie. It was primarily thought in the mainland and it was quite even at first then the head Admiral of Napan died leaving their navy in chaos and Shahdom Actually had a very poor navy and their plan was to rely on Napan. this made it possible for Alkor and Kornheiseria to take out some of the minor sister states. In the peace deal, the only reason Rig'Nood Survived was by the shahdom giving up some and releasing vessel An into the iron Crownshere aswell
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>>77123700
Inside that big eastern island below Napan, make three giant circles called Walls of the Paradise. There, there's a race of giants who live with fear from the outside world. They usually never leave their Walls and they live a pretty simple lifestyle, so there's tons of resources there.
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>>77126781
added Shahdom, Fluffwood, and tried to clean up the island region a bit visually
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>>77128338
As a guy that works on ck3 mod i can confirm that its still worked on, but i don't show anything since there is no reason to hype up something that is not even 1/8 done.
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>>77128815
The Goblin Island is inhabited by an unusually intelligent subspecies of goblins talented in engineering, their technology is potent but often very unsafe so only Belkan and some scaredevil mercenary groups buy their weapons.
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>>77129548
Republic of Nantes:

All that remains of a vast Empire that once spanned the northern half of the continent, the Republic of Nantes is on the verge of finally crumbling under the weight of expansion by the Kingdom of Yr and the Empire of Alkor to the east and west, raids from Fluffwood from the south, and atrocities committed by Fleshmolders in the north.

Although they remain famous for their magic and magi-tech, the elite of this nation have lost interest in the affairs of the lesser folk and are mostly on the payroll of Yr or Alkor. Few will mourn the loss of Nantes though, since the nation is notorious for snobbishness and arrogance.
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>>77129548
Sparticia Mountain Clans:

One of the so called "Amazon Races", the Sparticia are notorious slavers and raiders who have been a thorn in the side of their neighbors for countless ages. Although not particularly adept at magic, or skilled with technology, their strong sense of racial unity and heavily forested mountainous homeland have allowed them to endure many attempts at conquest by neighboring nations.

Their most hated enemy are their fellow Amazons in Afrozil, and squabbles over slaves are common among border tribes.
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>>77129548
Bridge Tribes:

Distant relatives to both those who live in the Shahdom and Napan, the Bridge Tribes claim to be the purest descendants of those who made the many bridges connecting the islands of this region. Living in small tribal fishing villages, the Bridge Tribes are deceptively primitive, but in fact are capable of powerful magic, particularly curses, divinations, and potentially overwhelming visual illusions.

For the most part, the Bridge Tribes mind their own business, but they sometimes engage in piracy via sleek catamarans and captured foreign vessels. Most raids target ships of Alkor, their hated enemies, but they have been known to raid as far east as Napan and as far west as Temple Isle. No body really likes them except for the strange, long fingered beings known as the Alprobes.
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>>77128815
on the small islands on the southeast side of the content lays the Four Sister Conderancy was the original sister state to the shahdom, but they rebelled against the Shahdoms control removing the sisterly connections of the states to it during the war. they diced to make new sisterly connections and form new ones with each other creating a confederacy base on mutual protection.
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>>77129548
>>77130408
>>77130730
>>77131052
>>77131205
Added Nantes, Sparticia, Bridge Tribes, and Four Sisters
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>>77131434
Kingdom of Falconhead:

Similar to the nearby nations of Westphallica and Gabeat, the people of Falconhead are known for their strange obsession with hats, and convoluted social customs. Aside from this, they are seen as hopelessly backward by other Nantic Empire successor states, and only ancient treaties prevent them from being conquered by either Westphallica or Ercaenmedi. The Amazons of Afrozil and Sparticia constantly raid them, as do other monster races of the mountains and the underworld.
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>>77131434
The Republic of Free Men was founded by men from Afrozil and Sparticia Mountain Clans, they actually are good with their women quite well (much better than the amazons with their men) but have a strong rivalry with the two female-dominated nations and want to prove to them that men are the equals of women.
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>>77131987

On the isle that sits in the great bay north of the Republic of Nantes and the Kingdom of Yr...there is no nation, but the remnants of a great work of the empire that Nantes is the last active remnant of.

The Ruins of High Magitek is a dangerous island where ancient wonders still roam amid deep running corridors and maligned intelligences from experiments from the old empire that sleep and wake at the peril of those who would venture to this island to claim its bounty of material or technology.

Some say the isle fell to ruin because of experiments binding fey or fiends into their machines of iron and mage metals...

Others say it was because of a spire antenna of orihalcum with a pure selenium core meant to open a gateway to a distant star that let...something through.

All I know is, I can get ten Republic Crown coins a head for ferrying people over there for the risk. Don't often have to bring'em back neither.
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>>77131434
Principality of Gabaet:

Culturally similar to the nearby nations of Westphallica and Falconhead, the people of Gabaet like their hats, preferably warm hats since much of their territory is high altitude mountains. Famous for hot teas, abnormally large numbers of ravens and crows, and several strategically important rail lines. Most of the population is human, but dwarves, goblins, and other races are fairly common.
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>>77131927
>>77131987
>>77132153
>>77132179
Added Falconhead, Gabaet, and High Magitek
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>>77130408
>>77131927
FYI, I am considering the following nations to be former members of the Nantic Empire:
- Belkan
- Ercaenmedi
- Westphallica
- Falconhead
- Gabaet
- Alkor
- Harlbourg
- Nantes
- Yr
Plus maybe some other nations that get added to the blank spots in those areas.

Although there are a few exceptions, former Nantic States tend to have a strong grasp on magic and magi-tech. Nantic Humans (European looking) are the dominant ethnic group in each nation, but many other ethnic groups live here too, usually in localized pockets, cities, or in untamed forests and badlands (goblins, fairy elves, hags, harpies, wolf-kin, valkyrie elves, sentient undead, drow, gnomes, dwarves, ceraphim, etc.). Although culturally they have diverged, most are polytheistic, with many shared gods, though not necessarily worshipped in the same way. Socially, pretty much all of them are dominated by old blood noble families, though the middle class is strong in many of these nations, as a result, primitive democracies are not uncommon at the national and/or subnational level.

Thanks to their use of magic and magi-tech, some of the most powerful nations on the continent can be found here, though luckily for the rest of the world, they tend to keep each other in check.
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>>77132338
lore just made up

this world is heavily base on sea-bound trade because of the hostility of the interior, and therefore ports are the most important places in the world. the most dominant power in the maritime sector is the Empire of Alkor, having colonial holding over a very large distance. some states try to form trade block to benefit a region, like for example Gravlind Sister system that almost completely collapses after the Iron Crown - Rig'Nood war. the Union is one of the more successful federations that have also establish regional trade power. even do most combat during wars are land base with all states having a connection to the mainland.
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>>77132743
Sounds good.

Are we going to draw trade route maps again?
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>>77123700
The rust desert was once a homeseat of an advanced civilization, the said civilization collapsed oinly leaving behind metallic and glass towers and a rust tower. The locals to the rust desert are described as a 'brain damaged twelve-year olds that raid and attack everything on sight using ancient arcane weapons they themselves don't understand.'
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OP is a faggot
>>77128528
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>>77132824
if you want to but they should be one with trade routes and then a normal map for the simple layout there can be more versions to explain different things but make one if you want to.
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>>77132338
more lore on the Shahdom

the Shahdom's self is made up of many vessels with the Shah holding the most land, there are around 14 vessels, not counting the lost ones, with the most prominent being the Khosers, Lamalukus, and Gromerim, with each one of these vessels representing a family under the Shah direct control.
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>>77132905
At this point there is multiple people editing the maps, though probably the reason no one has added the giant rings is because the area was already slated for the Shahdom before you made your post. Also it is unclear if you want three separate circles, or a circle within a circle within a circle.
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>>77132338
more lore

on the southwest side of Eldr there is a theocracy called Alana. they have rejected everything that would make a person civilized. the following no taboos, take part in rituals with art extreme but unsettling most cultures enter Eldr as a way of gaining power and also see it as a religious duty. under their Patriarch, they wish to take control of Eldr but have lost many members in the attempt. the land they control more huge round Eldr, and so got creative in how they would servie with the average person being a settled hunter-gather. barely anyone goes there other than adventures and academics who wish to use the local population as guides for their own journey into Eldr.
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>>77133375
One of the main obstacles of the environment of the Taur Tribes is the hostile creatures like Lamiter Jagers which usually don't desire to eat them but more get them off their turf. There is an ongoing killing of megafauna in Taur lands in an effort to make the area safer for them, most of the Taur do are Agrcultlist which means there more killing them to stop them from crushing their crops and disturbing trade.
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Ok, this is the list of groups roughly order by appearance, what needs to add?

Human, European/White: Belkan, Harlbourg, Wolf-Kin, Yr (also has demonic, sentient, siege engines), Union, Sneed, Westphallica (which also has gnomes), Unravellers,
Human, traits unclear: Ercaenmedi, Voluntas, Rig'Nood, Hoogivs, Persquaria, Iron Crown, Temple Island
Human, Black/African: Afrozil
Human, Asian/Japanese: Napan (also has sentient beasts)
Unclear: Aesanaeria, Alkor, An, Freedom Coalition, Union Puppet, Kornheiseria, Unkor, Wizard Coast
Unique Races: Eritroans, Hiisikunta, Pumkin, Taur Tribes, Aquatica, Phinmin
Goblins: Silver Moon
Drow: Myr'klyt
Unspecified Monsters: Eldr
Scattered among multiple nations: harpies, giant snake people, Valkyrie-type elves, undead, demons
Underground: mind flayers, duergar
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>>77132153
>>77132338
More lore for High Magitek:

The inhabitants ironically never didn't die, they packed up and left to their homeworld as the island was meant as a colony project that unfortunately had its funding cut. If one were to go deep into the island itself, you might be able to 'phone them home'.
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>>77133530
Updated with everything I can think of:

Human, European/White (Nantic): Belkan, Harlbourg, Ercaenmedi, Wolf-Kin, Yr (also has demonic, sentient, siege engines), Alcor, Falconhead, Gabaet, Nantes, Westphallica (which also has gnomes)
Human, European/White (potential other branches): Sneed
Human, traits unclear: Voluntas, Hoogivs, Persquaria, Iron Crown, Temple Island, Union, Unravellers, Free Men
Human, Amazon: Afrozil (Black), Sparticia (South European)
Human, Asian: Napan (Japanese, also has sentient beasts), Bridge Tribes (Pacific Islander), Shahdom, Four Sisters, Rig'Nood, Gib'Dunes (unclear)
Unclear: Aesanaeria, An, Freedom Coalition, Union Puppet, Kornheiseria, Unkor, Wizard Coast, Alana
Unique Races: Eritroans, Hiisikunta, Pumkin, Taur Tribes, Aquatica, Phinmin, Fluffwood, Ogre Clans, Alprobe
Goblins: Silver Moon, Goblin Island
Drow: Myr'klyt
Unspecified Monsters: Eldr
Scattered among multiple nations: harpies, giant snake people, Valkyrie-type elves, undead, demons, dwarves, hags, evil sentient sheep
Underground: mind flayers, duergar
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>>77133729
>Eldr
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>>77128411
more Shahdom lore

the Shahdom is very traditional when it comes to magic, they only want the noble to be able to use it but magic is more limited compare to other states since magic can only be control by people how are randomly born with the ability. it chances to increase if your blood related to magic-user but not a different with the chance of their spawn not having magical abilities. lower classes who show magical abilities are usually executed for the reson of keeping the nobility's power. this is disliked by most nations because they usually recruit magic-user and see this practice as backward. they do make up for this in alchemy do with the Shahdom being renown for their position, medicen, and other tools made with Alchemy.
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is there a list of notable creatures?
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>>77132338
Now that the map is mostly filled, I took a first stab at a vegetation biome map based on what I have seen so far and my rudimentary knowledge of geography.

I can make changes if needed, and if this lasts for a few more threads maybe I will put an effort into making it look nice.

Note, similar to Gloria-Etalia, the continent is smaller than most people probably think it is, it is only about 50% taller and wider than the U.S tops. Neither the equator or the polar caps appear on the map. Maybe if this lasts long enough we can add other continents.
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>>77134071
great job
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>>77134071
>smaller than you might think
>half-again as large as the entire lower 48
okay so it's actually fucking huge is what you're saying
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>>77134055
In terms of non-sentient creatures (aside from typical earth stuff), we got:

- dog sized spiders used to carry messages (birds carry disease)
- goosaurus (goose dinosaur)
- grootslang (elephant/snake hybrid)
- Dunkleosteus (large armored predatorial fish that lives in northern waters)
- Giant cows in the Shahdom
- Giant corgis ridden by evil fairy elves
- Dinosaurs in Taur territory

note; elk, horses, and sheep are all considered to be evil for various reasons in many cultures, so replacements are needed
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>>77134133
thanks

>>77134173
Gloria-Etalia was of similar size but people kept thinking it was a super-continent, though to be fair, Gloria-Etalia also had a wider range of climates. Also, those white bars on the top and bottom of the map were added by someone else earlier in the thread, they are supposed to be polar ice caps, which would only work if you ignore the scale original to the map, or if the planet was tiny.
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>>77134302
wolf-kin child
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>>77133729
Temple Isle people are somewhat akin to babylonian/sumerian/assyrian >>77096091 >>77096125 with cities centered around ziggurat/temple structures.


Rig'Nood original post >>77103166 being something tribal, either native american esque or southeast asian. Their relatives >>77125811 the Gib'Dune people inverting the horse designs for sea bird styles taken from aztec eagle warriors since they live in islands. Again, these could either be native american inspired or even southeast asian, but tribal and superstitious either way.
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>>77134487
Rig'Nood, Gib'Dune, Napan, Four Sisters, and the Shahdom are supposed to be related, so I would go with native american for Rig'Nood and Gib'Dune, but with enough variance in appearance that they can overlap with both the Napanese (Japanese), and whatever the Shahdom and Four Sisters people end up looking like. They are also probably closely related to the Bridge Tribes (Pacific Islander)
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>>77134861
So they're like Persia to India to Malaysian in terms of appearance?
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>>77134071
>Bit more lore on the Belkan religion and culture
The main religion of Belkan is focused around a pantheon of six deities, each one split into a couple that governs the sky, land, and water
>The Boreal Duo:
The head god Ace and the cause of his eternal affections Lune, Ace is seen as the sun and is the otherwise defacto leader of the gods, he's like a cross between Zeus and Oberon, eternally youthful in appearance and personality, prone to going after anyone who would like to get dicked down by a god, and constantly simping for his ex-wife Lune, who is represented by the moon and divorced her ex-husband Ace for cheating on her, both control the sky and were the ones who gifted the Belkan's with Sky magic, which is seen as the highest form of magic and is to be pursued by all who are capable
>The Growing Couple:
Neir is the god of trees and vegetation and is represented by the Neiroot walkingTrees which can be found hobbling about Belkan territory, Neir is a fatherly sort who taught the first Belkans how to create homes and where to find and catch food and water, Neir's wife is Gayin, who is represented by a pickaxe and blacksmith's hammer, Gayin was the mother of the Belkan's and, and her fertile Earth split open to reveal the miracle metals of Belkan to it's inhabitants, Gayin was said to be the first to teach mining and smithing to the Belkans, she and Neir are said to have a more work-based relationship, with the both of them mixing their elements together to make something better

>cont.
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>>77136402
>The Drowned Lovers:
The last two Belkan gods are Shull, and Liik, representing Salt and Fresh water respectively, they oversee the Belkan underworld as it is a deep ocean that leads to the either the other sky where Belkan's who have lived good lives wait and relax while waiting to be reincarnated, or to the Brine, a deep pit of Dead Ocean where a Belkan who has lived an evil life is to be encased in memory-and-power-draining salt before being sent back to be reincarnated, the couple themselves are often seen as an elderly couple in their twilight years who have grown lovingly dependant on one another
It is said that like all Belkans bow down to Ace, all other gods do too, as only his clouds and sky can create life by mixing it with the others, for instance, he mixes his clouds with Gayin's Earth Rumbling to make Thunder and Lightning, and Ace mixes his clouds with Liik's fresh water to make healing rains

Culture: Belkan dress is based on Victorian era France and Britain, with ostentatious outfits often made with the feathers of Gryphon-Drakes, the fleece of Alpacas and the spider threads of Great-Arachne, their government is based around a dictatorial Meritocracy that itself is based around military honours achieved and campaigns fought in, it is mainly because of this and the fact that Military service is mandatory from the ages of 18 to 25 that most noble houses can seemingly rise out of nowhere and seemingly fade back into said obscurity, this also creates a rather hyper-aggressive people who are constantly trying to get into fights with foreigners in the hopes of causing an international incident and thus a war they can show off their skills and new military weapons
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>>77136413
My idea for why Belkan hasn't gotten into a war with Hoogivs is that the Hoogivs, being in a warmer yet wet enough environment can actually grow and harvest Cocoa beans, necessary for Chocolate, which is seen as a delicacy almost everywhere on the main continent
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We should add another landmass
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The people of Ercaenmedi have a more-or-less modern Japanese aesthetic to their society. This includes the interesting tradition of 'idol singers', which are regarded as a curiosity in other Nantic kingdoms.
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>>77136632
there's still land to fill do

also, can someone update the map?
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To elaborate on Temple Isle.
The ruling Priest-King is known as Ataam the Ever Blessed and said to have been given eternal life by the chief deity of their vast pantheon. This was supposedly done to ensure that the worship of the gods and the practices of their people would continue unbroken for all time.

This is (probably) a lie made up by the Mage-Preist council centuries ago. A particular member of the council being elevated to this position after the predecessor passes away. The Priest-King wears ceremonial clothing often including a face mask or veil and only appears before the people on the holiest of days. This person does have supreme authority (in accordance with the council) but is rarely seen by the commoners. The way they never reveal Ataam's face means that holy worship has, from the average citizen's perspective, always been directed by the same figure. A man worshipping today was lead through the ceremony by the "same" king as his great great grandfather.

The people of this island are highly devout, and rarely leave themselves. The only members that have consistent contact with the outside world would be the warriors of the island when sent abroad by the Mage-Preists and the sailors that participate in the maritime trade. This trade is also only possible when sanctioned by the priesthood and their primary export is fruit and exotic dye.

Three times a year, for a period of about a week each, the entire island opens and is made accessible to the outside world. People are invited from every civilization that will listen and they are permitted to participate in the grand and elaborate festivals that envelope the island in its entirety. These are very joyous and exciting affairs, but the outsiders are expected to observe the religious practices of the occasion.
This is vaguely sinister, however. If a visitor finds themselves lingering a little too long, and staying past the ending of the holiday week, they may not be permitted to leave.
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>>77132338
San'Barg:

San'Barg is all that remains of an attempt by the southeast islands peoples to colonize the southern jungles of the main landmass. Once much larger than what it is now, San'Barg was constantly raided by neighboring states, particularly the Taur Tribes. Eventually most of the population left and settled Rig'Nood and Gib'Dunes instead. All that remains of San'Barg are scattered fishing villages along the coastal swamps and sandbars. A cautious, and primitive people, the inhabitants of San'Barg fight bravely enough when needed, but usually hide or flee by boat from superior opponents, particularly those with hooves.
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>>77138997
The warrior class of the island are fierce, zealous, merciless, and without virtue to all that have encountered them. Stern and endlessly committed to their tasks.

They are sent abroad sporadically, rarely participating in the wars of other nations of the world unless it is deemed needed by the faith. Their primary function is protecting the island and venturing abroad for slaves/converts, magical or technological artifacts deemed by the priest class to be of value, and any and all items of material wealth and splendor. Artifacts of power or significance are distributed amongst the vast number of temples that dot the island and dominate every city. These raids are often swift and vast, hitting numerous coastal cities and peoples with little warning.

They worship a minor diety known as Kartun-Karkos, the bravest and most selfless of gods. Kartun was said to have cut off his own arm to save the world from an all devouring monstrosity from the unknowable beyond. The warriors live to emulate this sacrifice, believing that in selfless death they merge with Kartun-Karkos.

Once every ten years, an expedition sets out from the island to travel the entirety of the world. Two dozen of the most skilled or experienced warriors are sent abroad in groups of two or three to proselytize their faith, seek out mysteries of the land, and bring back prizes for designated gods. They wander foreign lands for years, serving as mercenaries or street preachers, bodyguards and bandits. Few of these specially chosen warriors ever really return, either dying on their journeys or finding preference for outside world.
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>>77138190
added Alana and San'Barg. Not sure where the giant circles are supposed to go, or whether that anon is still around
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>>77138997
>>77139595
The chief dirty of the Temple Isle is known as Ean-Deag-Bor, the god of twilight. He is believed by these people to be the originator of the world and the supreme god of balance and temperance. Through him all things may be understood.
Religous ceremonies are held in his honor every single day in the hours of twilight, both morning and dusk.
The most common sacrifice for this god is that of the fertilized but unmatched egg. A creature formed inside yet unborn. In dire times it is said that the priests will instead pull and unborn child from a pregnant mothers belly. A human formed inside yet unborn.
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>>77136130
I was thinking more like Japanese (Napan), Native American (Rig'Nood/Gib'Dunes/San'Barg/Four Sisters), Mongolian/Central Asian (Shahdom), with also Southeast Asian (Iron Crown), Chinese/Korean (southern Union), and Pacific Islander (Bridge Tribes).

But the Shahdom poster is putting a lot of effort into his stuff, so I think he should make the call on what the Shahdom people look like.
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>>77140319
The god of the day is Ean-Deag. He is warm and caring and represents the work and strength of waking hours. His hour of worship is high noon. When the sun is fully in the sky he is said to see all things and observes all tasks undertaken.
The sacrifices made to him at this time are the products of labor, often produce or material goods burned atop temple alters.
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>>77140319
>>77140399
The goddess of the night is known as Deag-Bor. She represents the rest that occurs at night, the warmth of the mother, and the comfort of home.
She is capricious and mysterious. Her religious observances coincide with moon cycles, with great reverence given at the full moon and resting observance given at the new moon.
The primary sacrifice made to her is the blood of womanhood, burned deep inside the temple structures are the weeds washed ashore by the tides.
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>>77140319
>>77140399
>>77140464
These three gods together head the pantheon of nearly countless gods. They alone are worshipped every single day. Ean-Deag-Bor is said to be the one and truest of gods, while the other two are extensions of his existence and purpose. The day and night being cast out in radiance and shadow from the twilight.
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>>77140353
Shahdom lore

they look more like Sogdians, but that is more central Asian with Persian style and Sogdian style of clothing. There are some Asiatic looking people but most of them are immigrants from the south. Camels are one of the first things a Gravlindist Learns to do along with slinger and Bows. crossbow is a thing but most people see it as a weaklings weapon. They also commonly wear hats and headscarves with a more detailed kind being a show of status.
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The Temple Isle is vaguely sumerian/babylonian. Should there be some relationship between them and the people of the Shahdom? Even if it is a very old and distant relationship?
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>>77140910
probably should be part of the sister system before the Iron Crown-Nag'Nood war cause it to collapse but was probably a miner member
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>>77123700
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>>77141063
Let's say Temple Isle was at one time a colony of the people of the Shahdom in their distant past. The island was separated for some time and eventually a new religious movement overtook the culture and structure of the island. They have been independent and distinct for a considerable amount of time.
The nature of their theocratic society and their desire to have an unbroken continuous culture of religious observance would be why they have a vaguely older cultural form.
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>>77141568
personally, I don't see the Shahdom as a colonial-style state and if so, It was done independent of the Shahdom, maybe by one of its vessels
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>>77141313
once the land of Sneed was invaded by the realm of Aesanaeria. during one battle the could end the war, the Mercenary Satio Hajim was walking around the battlefield seeing how the fighting doing with his Guards when a lone soldier named Jeanne cut down one of his guards, and she then challenges him to a duel. he accepts and dies in the dual leading the army panicking then fleeing. and Jeanne after this became a war saint of Sneed.
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>>77142232
Sounds good, just to establish maybe a very old cultural/ethnic relationship between the two. Related peoples but not really related politically.
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The Ogre Clans maintain an oral tradition that in the early years, before humanities ascent, that it was they who controlled the vast lands. They are relegated now to nothing more than a dreary mucky peninsula where they subsist off of scavenging and raising donkeys.

Some clans still maintain that they can retake their former glory, and make forays into the lands of.others to do just that. This never truly amounts to much more than a handful of Ogres raiding and pillaging isolated communities and making off with their food supplies and donkeys.
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>>77143924
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>>77139595
Temple Isle raiding party
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>>77144038
>>77144038
Will there be a document that will sum up all the brainstorming ?
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>>77144079
I meant OP
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>>77144103
I am not sure if anyone is leading this right now. But if people are having a hard time keeping track of everything, then yeah, we should probably set up a 1d4chan page, or maybe even a wiki.
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The hords of swabonze
The hords of swabonze are a religious group of plunderes and mercenaries who follow the code of swabonze. Swabonze ones was a prophet who promised his followers liberation from the problemes of sedentary society like class struggle or a wealth gap by returning to lifestyle of a hunter and gatherer. To be able to survive that life he advocaded for strengthening ones body and getting rid of thing that weakend one, like alcohol or overreliance on tools. After his death his ideals quickly became warped in a dark way. Because most land was already claimed by sedentary societies, which was always expanding which meant claming more land, the original message of getting rid of weaknesses became about getting rid of the weak and not the weaknesses you as a person have. Sedentary society was seen as inherently weak which made them their main target. To liberated the people who live in a Sedentary society they began raiding villiages. As they only wanted the strong to survive they forced everyone in the villiage which they were raiding to bring them 2 heads. The people of the villiage thus became stained in blood if they wanted to survive which broke main of them. As the murderes they where forced to become they didn't have a role in normal society which forced them to join swabonze. The group leaders also added drugs to everybodys food which made them even more aggressive and less . This continued for a long time, but as they began to run out of villiages to plunder they faced food shortages. They tried to raid cities but because of their lack of siege tools they failed. Instead they began to work for the cities for food. Nowdays the are split into 2 factions. Those who wish to became mercenaries and those who want to continue their crusaed against Sedentary society.
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>>77144079
>>77144403
Is there a name for this setting?
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>>77144982
nope not even for the world or content made someone can make a geographic map and give names to the regions
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>>77144877
where would they be on the map
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>>77144877
They don't have a Territory, as they are constantly on the move, always looking for villiages to plunder or work. Currently they are operating near the free city states of harlborg. They have a rang of influence around them in which they can strike. If it's only to plunder a small villiage a small group will split form the main group and do just that. Those who don't return after 4 days are to be killed on sight. There group is organized into 4 subgroups. The freshborn are those which only have recently joined. They are only armed with rocks and sticks. There food is poised with the most drugs to quickly turn them into people without morales besides survivale of the fittest. If they have gathered 10 heads they become reborn. The reborn are allowed to possess swords as they have proven that they are capable of survivale even without tools to relay on. There food has less druges as they have already mostly lost their sense of right and wrong completly. They are allowed to command freshborn which are forced to follow their orders or risk getting killed. To become a member of the blooedborn a reborn has to either present 50 heads or kill a bloodborn in a fiar fight. The bloodbron are allowed to carry any weapon and armor. They aren't allowed to command reborn or freshborn as the they serve the scourge of swabonze directly. They are more of an elite group of guards than actual soldiers. The ensure their loyalty their food is posied with a lot of drugs making them nearly breainded and which leads to a quick death most of the times if they stop taking the drugs.To become part of the scourge of swabonze they have to stop taking drugs and overcome their addiction which most often ends in death. The scourge of swabonze are the rulers of the horde. They know how to produce the drugs, command everyone else and decided where to move next. Around 50% are Freshborn, 40% are reborn, 7% are bloodborn and 3% are part of the scourge.
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>>77145539
>>77145610
>Currently they are operating near the free city states of harlbor.
If you have better names for the groups or in general want to add something to them like a more indept history feal free to do so. If you want to imagine how they would look think of the people who committed the rwandan genocied. Just randome people armed for the most part with sticks, rocks and iron bars. They are however not only black but have members of all different kind of races or species.
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>>77133729
Free Men are probably mostly black + south european because it was founded by men from Afrozil + Sparticia >>77131987
I made Wizard Coast + Sneed, I think that they are probably (mostly) humans but not closely related to those from the north so they can be whatever people here think is appropriate.
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>>77145610
The scourge of swabonze also are in control of the religous teachings which doesn't matter much cause they can change them how they want and most people don't really care about the teaching scause they are on to much drugs to even understand them properly. Nearly no one in any group can read. In the scourge about 10% can read which is an insane number compared to all the other groups.
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A type of merfolk can interbreed with humans and they are quite slutty so some traits like slightly blue skin, webbed feets or even gills are semi-common in most coastal human populations.
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>>77145894
by the Cannibal village, there is a Tavern in the Woods which draw in many travelers as it's the only place where it's legal to trade Serpent products, like their famous venom wine, it isn't poison just strong. everyone hates them but doesn't bother destroying them because they're too insignificant to care about but after they assaulted a high lords fort everyone embargoed them. They have a small realm near the tavern but it's somewhat a secret and most that come to the realm itself just want cheaper liquor.
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>>77146454
could you elaborate more and give users an idea of where they and a name, just so other people can use them as well. doesn't need to belong just get the concept onto the map.
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>>77146543
Land-dwellers don't know their name but often nickname them the "Sea Sluts".
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>>77145852
I think the Amazons are supposed to be women only, so perhaps not even fully human, and just sleeping with men from other races to produce female children. In which case, it sounds like some Amazons from both local tribes are living among the Free Men as equals, along with assorted men and women who were captured/willingly joined the Amazons, then escaped/left. Probably a very diverse group really.

I was kind of assuming the Sneed were white, in which case they could be a distant offshoot of the Nantic People, or an unrelated group which is visually similar. Though they could be tied to one of the other groups in the area instead, in which case they may not end up being white.
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>>77134527
It is said that a long time ago a Kornheiserian merchant fell into a Pumkin ambush by seven Pumkin, and was going to be cooked and served to a village. However, in accordance to local Pumkin village traditions, he was allowed to have one final wish that didn't interfere with the locals' desire to eat him. He made his final wish a couple of questions.
>"You're Pumkin, right?"
>"Indeed we are, we're Pumkin!"
>"Why?"
The question silenced the whole village for seconds, and they all began arguing about WHY they are Pumkin and not something else. As the local elder was meeting with the Pumking at the time and thus unable to explain to them in a satisfactory way WHY they are Pumkin, they had nobody to reliably answer that question and began arguing with each other about why they are Pumkin. This lasted for hours and decayed to the point that they stopped arguing and would instead start killing everyone who disagreed with their answer about why they are Pumkin. The village started killing each other.
In the midst of the bloodshed and havoc, the Kornheiserian merchant managed to free himself and snuck away during the confusion and chaos.
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>>77146865
If we get other humans in that part of the continent, they could be some sort of native southern mainland human race maybe?
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>>77147135
it's already been established that they are mostly western European looking with African looking people scatter about

as>>77133729
this contains an update to all known racial categories
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>>77131927
The hat-centric culture is so strong in those nations that that many choose to join mercenary companies, called the Ti'Eftu, and fight in the service of kingdoms across the continent for the promise of rare and exotic hats.
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>>77147135
Native looking people primarily live in the east, primarily in San'Narg, Gib'Dunes, and Rig'Nood
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>>77147321
Was talking about the Wizard Coast/Sneed dudes.
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>>77147321
There is still plenty of blank spots on the map to add new racial homelands, in the south around Sneed in particular. Also the Aesanaeria, Kornheiseria, Unkor, and Alana are still big question marks and could end up being anything really, while several others still have a lot of wiggle room if we want to tie them to a larger cultural/ethnic group.
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>>77147524
there European looking but we don't know if they're connected to the other European looking places, but your open to making lore for it if you want.
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>>77147469
>>77147595
Any ideas for them then? we have already a lot of nantics so some other options would be interresting.
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The Nantic Pantheon:

The Nantic cultures are polytheistic, with each Nantic successor state worshipping a wide range of Gods that feature in their myths. Most of these are minor gods, either imported from other cultures, or are ancient heroes that have become deified, but a certain set of primary gods appear in each Nantic culture which share similar traits and roles in the local mythologies. For the most part, Nantic peoples simply accept that no one knows for sure which interpretation is right, and amicable "god X is really god Y" conversations are common when people of different cultures meet. The Core Gods are as follows:

Sky Magic God: Almost all Nantic peoples consider this figure to be the father creator of the Nantic race, though surprisingly only the Belkans consider him their Chief God. In the western nations he is known as Ace, but only the Belkans worship him heavily. In Westphallica, Falconhead, and Gabaet, he is seen as a fickle trickster god primarily associated with the weather. The Ercaenmedi barely acknowledge him at all, since they come from a separate racial stock than other Nantic peoples. Instead they consider Okamiokami to be their father figure. In the eastern Nantic cultures he is Alcar, God of Nantic racial primacy and magic. His worship has largely died off as these areas became more multicultural.
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>>77147952

Fertility Goddess: Seen as the mother goddess of (almost) all races. Generally depicted as terminally a unfaithful lustful goddess who created the various races by sleeping with various other gods and goddesses (though Belkans insist that Ace cheated on her first). Amongst other creations, she made the Nantic peoples with Ace/Alcar, the dwarves and gnomes with Gayin, the Amazon races by herself, and the elves, fey, and sentient animals with Neir/Weir/Wyrn. Originally associated with fertility and magic, since the invention of contraceptives she is increasingly associated with love and lust as well. Belkans call her Lune, the Ercaenmedi and Napanese call her Go-Hana, Alkor call her Gelune, and pretty much everyone else calls her Gaelhalla.

Forest God: Associated with forestry, woodwork, hunting, agriculture, and fey creatures. Worshipped in the west as Neir, and the east as Weir, he is generally seen as a helpful father figure, though some worship his "True Form" of Wyrn, a callous nature god associated with Grumm. It is commonly believed he created the elves, fey, and sentient animals with Lune/Go-Hana/Gelune/Gaelhalla.

Smith Goddess: Associated with mining and metalwork, she is called Gayin in all Nantic cultures and her role and appearance is surprisingly consistent. It is said she created the gnomes and dwarves along with Lune/Go-Hana/Gelune/Gaelhalla, and is considered to be the mother goddess by these peoples. Previously considered a bit of a niche goddess, she is becoming increasingly powerful in the industrial powerhouses of Alkor and Belkan. Also associated with knowledge in some areas where some minor god hasn't taken that role instead.
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>>77147979

Ocean God: Associated with all things ocean. The people of Belkan also associated him with managing "the Brine", where evil spirits are sent to suffer, though the people of Alkor just see this as a sign of how afraid of water the Belkans are. Belkans call him Shull, but everyone else calls him Shomdar. The Alkor see him as their principle god, but most other nations only consider him moderately important, unless you are a sailor or fisherman, obviously. It is said Shull/Shomdar helped Lune/Go-Hana/Gelune/Gaelhalla create all the aquatic races.

The Psychopomp: Tasked with managing the souls of the recently deceased, she is always known as Liik, though her role and appearance vary greatly in each region. In Belkan she is the fresh water spirit, who guides souls to either the Brine or the Other Sky to await reincarnation. In parts of Bagaet and Unkor, she is the Raven Goddess, who watches over souls who linger in the Shadowlands. In most other places (including several non-human cultures) she is the chief valkyrie, who coordinates the efforts of the other valkyries in collecting souls.
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>>77147786
maybe a sister realm to sneed call seed I don't I should the one to make that, Native looking people have already lost most of their land to foreign powers like the Iron Crown while being politically dominated by the Shahdom. original the largest realm Rig'Nood lost 70% of land to the Iron Crown and the second Largest realm Bull'Limb was complied Anxeus by the Alkors. they are freer now that the sister system has been dissolved, but Rig'Nood is now basically a puppet to the Shahdom with others being mostly free of the influence mostly by distances.
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>>77148015

The Predator: A highly controversial god, said to be a demon who allied himself with the gods during an ancient war between the gods and demons. Associated with strength, self-reliance, and necessary evils. Fills the role of war god in some areas where Ace/Alcar, Vanille, or some ancient hero isn't given the role instead. In Alkor, Nantes, Yr, and the Wolf-Kin Bands, he is Grumm, a giant wolf made of iron and fire. In Ercaenmedi, he is Okamiokami, a seductive shadow wolf-man. Several other nations have banned his worship entirely, seeing him as an evil demon whose followers have re-written history to justify his worship. It is believed that those who serve Grumm/Okamiokami well will be reincarnated as powerful being to serve at his side for all eternity. The souls of those consumed by a follower of Grumm/Okamiokami are said to be bound to their consumer as a slave spirit in the afterlife, which is likely the reason for ritual cannibalism among some Ercaenmedi and Wolf-Kin.

The Protector: Probably the least popular of the eight Core Gods, the Protector is associated with charity, protecting those who can't defend themselves, and other selfless behavior. Never particularly popular among the Nantic elite, who are firm believers in encouraging self-reliance and nationalistic military aggression among the common folk, sometimes she still comes in useful in weaker nations that fight primarily defense wars. In modern times she is most popular in Harlbourg and Westphallica, where knightly orders of bored nobles, usually women, raise money for charitable causes, and sometimes engage in vigilante behavior. Although often mocked as foppish idiots, the fact these nobles are armed to the teeth with the best possible magi-tech items means they rarely lose a fight no matter how unskilled they are. Usually known as Vanille, but sometimes just referred to as "The Protector".
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>>77148075
Isn't the Iron Crown a physical feature instead of a state? it's two walls surrounding mountains of iron.
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>>77140206
all realm before map update with the new ones
Desolate isle
Goblin island
Belkan
Ercaenmedi
Republic of Free Men
Westphallica
Valley of Kumba'it
Myr'klyt
Falconhead
Gabaet
Afrozil
Sparticia Mountian Clans
Hiisikunta
Voluntas
Kingdom of Eritroans
Aesanaeria
Empire of Alkor
Sliver Loo on Prim-Comune
Taur Tribes
Free City-states of Harlbourg
Hoogivs
Sneed
Shore Mages of the Wizard Coast
Unkor
Eldr
Persquaria
Wolf-kin Band
Theocracy of Alana
Ogre Clans
the Unravelers
Temple Isle
Pumpkin Kingdom
tower of the fleshmolder
Vike Villige
High Magitek
Republic of Nantes
Fluffwood
Kingdom of Yr
Northern Wastes
Rust Desert
The Majorate of Kornheiseria
San'Barg
The Iron Crown
Four Sister Confederacy
Freedom Coalition
the Union
Union Puppet
Napan
Rig'Nood
Gib'Dunes
Aloprotie
Bridge Tribes
An
Shahdom of Gravlind

there are more nation to put in but that what's on the map at the moment
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>>77148120
no, it's a state they just have insane magic that creates mega walls for protection
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>>77148120
The Iron Crown is mostly empty, but it is home to a scattering of monks, who also happen to be very good fighters. However, the Iron Crown - Rig'Nood War sounds like more of a regional war, with various regional powers sending soldiers and ships to back one side or the other in what was probably a minor skirmish which escalated quickly as other nations rushed in to protect their vassals and allies, or to try to get some leverage in future negotiations by backing one side or the other.
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>>77148591
yes, the conflict it's self was escalated after Rig'Nood lost a few battles and called I their allies with then trigger the same from the crown and lead to a massive war. after the island Bull'Limb was occupied and Napan fell into disarray there was no doubt that the Crown and allies would win the war. it was a very harsh treat but the sister system collapse near the end of the war so it wasn't in the treaty. Rig'Nood lost more land than was actually claimed about 70% to be exact, and Shahdom now had foreign powers occupying part of their island. from this Alkor confirm their Navel dominance, Kornheiseria gains favorable trade rights. this does leave the region in chaos and rebellions in the Iron Crowns new lands are common. it isn't over but there will not be any war their for awhile.
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>>77132338
Do the Belkans have a strong dragon based air force?
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>>77149478
no one made anything up to about it so it gives you the space to create new lore for Belkan because it does have some lore but nothing on the military
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>>77148501
I am not sure if there is anything missing from the map at the moment; giant circle guy is AWOL so not sure where he wants the circles, Seed is just a proposed name with no lore, Swabonze are a nationless religious movement, Tavern in the Woods has a small unnamed micronation nearby, but not sure if either the tavern or the micronation are worth showing on the map. Also not even sure where the Tavern in the Woods is supposed to be. There is a reference to a Cannibal Village, but the main cannibals in the setting are the Ercaenmedi, which is an entire nation.
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>>77149478
It was said in earlier posts that they have access to magitech in the form of an airforce, so maybe they have aircraft based on Dragons?

Has someone got the image of the Blue Eyes White Dragon Jet, because we can use that for a reference
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>>77149478
>>77149514
I think it is heavily implied that the Belkans use some sort of magi-tech flying vehicles, particularly as they are based on the Belka, which is a "not-Germany" nation from a fighter plane video game.

Dragons are a good idea, but probably better to use them on another nation.
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>>77147750
Unkor Shamenmes are well known for their talents and their storytelling abilities and magic. They are usually elders from major villages and perform great acts of storytelling call Mulans which explains their gods and past. they also perform rituals base on age as a sign of a person's growth. there are more rituals, but most important is the giving of dowries, weddings, and feast anouncmets. they do not take part in violence but after a battle, they walk around the battlefield giving pray to the fall so they can find the Minbim (Final enlightment) and save those that are dying with magic.
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Don't fuck with Sneed.
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>>77149534
oh, I wasn't sure who the Cannbalies were so what about we put the tavern between Herlbourg the Wolf-kin and the small serpent realm is above the Wolf-kin.
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>>77149758
>>77142999

Sneed only produces the best
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>>77148501
to the east of the fleshmolder is the Pirates Haven of Gullet. they are defacto vessels of the fleshmolders and work for them in the collection of the bodies for their experiments. they have raided as fair as the San'brag and are universally hated but are too dangerous to attack because of the Fleshmolders armies that will work with the pirates in defense of the region. they commonly get mutation and body ungrades from the Fleshmolder in exchange for bodies with living ones being worth a lot more, but they also take money. they do not raid their close neighbors simply to not draw their ire but they hate Alkor for multiple attempts invasions that all failed and so they raid them with glee.
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>>77148529
Iron crown was originally written as a geographical feature built by the union to keep out the magic wielding peoples to their west. The Rig'noods live where they do because they are migrants that willingly became vassals of the Union because they fear magic and hoof beings, so they settled between two arms of the mountain range. All of this was in the first thread from a few days ago.
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>>77151262
Post that established the Iron Crown
>>77085602
> The Iron Crown is two walls of Magic Iron with Mountains covered in iron between them. Made by the leaders of the Union, to prevent real countries who can use magic properly from breaking their strange hold over their people. Of course the story from the Union, is that the people built it without magic and iron can stop magic

Post establishing the Rig'nood
>>77103166
> The fork at the southern edge of the Iron Crown is inhabited by the tribal Rig'noods. A people that used to live near the Taur Tribes and suffered greatly at hands of the hooved beasties. They eventually abandoned their home and moved east, choosing to live in the open land between the arms of Iron Crown out of their own innate fear of magic, believing it gave rise to the man-beasts of their ancient home.
> They style themselves as hoof having creatures in an attempt to scare their opponents and children. The Union has begun to take tribute from these people, which Rig'noods give graciously as they believe the Unions Iron Crown is all that protects them from the magic and monsters of the wider world.


Just as an fyi. It may be fair to say this is all up for adjustment or elaboration but hopefully the original posters will comment to consent to changes if any need be made. For reference, I started the Rig'nood and Gib'Dunes. I don't mind changes as long as the central concepts of the people stay the same (tribal people fearful of hoof monsters that dress like hoof monsters and lay tribute to the union for protection).
Rig'noods
> tribal
> native esque
> dress like horses
Gib'Dunes
> tribal
> islander breakaways from Rig'noods
> dress like seabirds
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>>77140739
Shahdom lore

The shahdom military is considered the most complex on the continent which doesn't mean it's good. they relied on camels in all forms but the most common form is mount archers. footmen are ok and are primarily levied of the local poulation and equip at armorers. They do have elite infantry in the form of Immortals but they are usually dismounted from their usual role as mounted camelry, and furthermore, they are part of the elite army which is entirely made out of cavalry. Skirmisher is primarily Bowmen and slingers, with bowman usually being more elite and armor, while slinger primarily use darts as ammo and have medium size shields. they also use some firearms like flintlocks, and they also use crossbows, but neither is like in comparison to the formers. Camelry makes up the backbone of the army with heavy camelry lancers and light camelry Archers to harass, but the Elites of the Shahdom ride War Boviens Call Touraxes which they cover in armor and train to be controllable heavy charges which nothing smaller then an elegant can handle. Armour in the Shahdom armor scales with rank with Lamalar and Chainmail being really common even in the higher ranks. I will talk about magic and Alcamy in the army later.
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>>77151469
Oh sorry completely mess up the lore on the Iron Crown but was trying to explain how they have a hold-in the Shahdom land.

I did mess up Rig'Nood by saying they had more land they Actually did and made them part of the sister System which wouldn't work with the Union part. So how do you think we can fix this lore issue I made, also the war has some stuff too but it still can be changed because of how little there is.
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>>77151469
agreed, though don't forget that it was also established about halfway through the first thread that monks live in the Iron Crown
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>>77151561
Shahdom/wildlife lore

Camels are very common animals in the eastern half. there are many species but in the Shahdom Camels are double hump like Bactrian camels but less harry and ability to produce a lot of milk. they are used for everything with many different local breeds, with large aggressive males used for war, actually harry one used for fur primarily by shaving it off, but the upper class does were camel pelts. they are also used for food primarily for their meat and milk and bones to make soup. Camels are so revered that the only thing people gather together to watch even do without even being close up with them, is Camel races.
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>>77151649
The Rig'nood don't have to be tributary state of the Union, I added that before the southern seas were expanded and it was only to justify putting them in the gap of the Iron Crown. It's totally cool with me if their relationship is with the Sister system. Let's just keep in mind that the Gib'Dunes split from them and settled on their island because of ideological differences with their mainland relatives as to how they would be most safe from the hoof creatures and all is gravy with me.

I don't know who created the Union and their Iron Crown or if that anon is still posting but maybe they can contribute if still around.
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>>77151684
Ya they haven't been mentioned in a while.
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>>77152247
yay that works it's just In my head Rig'Nood is a very Important Allie to the Shahdom because it's there only way to get a foothold in the continent without conquering mainland nation with they can't really defend.
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>>77152315
I like that. Just so long as they have a more powerful nation to cozy up to. I imagined them as being a tribal people that didn't have a strong central government, more of a confederation of tribes banded together to form a rudimentary state. The shahdom can have a trade city/outpost on their coast even, being the main metropolitan site in the area if that sounds good to you.
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>>77148501
Firearm Lore (warning: you can add and remove stuff matter on the state and add stuff to firearms lore, in general, I just want to create a base)

Firearms in the world are similar to does in the mid 16th to mid 17th century are useful against armour but like in real life very heavy or strong armours can stop firearms. There are no Beyonets yet in this world and many states have adopted them to different degrees with even some states ignoring them internally. firearms are very common in central states like Sneed how used them great effect against Aesaneria in their war, while Alkor has made them the main range tool of their armies. Magic and Firearms can work together usually in the form of special powder and enchanted rounds, there more, but each nation uses different magic on their firearms while others don't.
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>>77152437
yes, also would the city be share or completely own by the shahdom?
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>>77152565
It could be owned by the shahdom but also a prominent center of trade and diplomacy in the area. The Rig'noods having a notable presence there, not being an uncommon sight. Maybe a few tribal leaders have taken up residence there and taken to the Shahdom culture well.
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>>77152627
personally, I see the city Population mostly made of local with some Immigrants from the Shahdom with one of the noble family being in charge of and haveing common interaction with Rig'Nood nobility.
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>>77152680
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>>77144877
>>77144982
>>77145392
I will try to put together a 1d4chan page outlining the basics of each nation with simple real world examples. Let me know if everyone agrees with the below stuff. It is mostly based on existing content, but also some stuff I made up. Also, what should the setting be called? My vote is for Autia, which was the name of the first blank map posted by the first thread OP. For now that can be the name of the continent, but if more continents are added, we can come up with a different name for the world.
>>
Tell me about the famed Belkan Knights.Is it true they're descended from the order of warriors that served the demigod founders of the nation?
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>>77153569
that would be a good name for now
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>>77153569

The Nantics (Steampunk Europeans/Koreans, but with magic powered stuff instead of steam powered stuff). Were once one Empire, but now separate nations, still pretty powerful though thanks to magic-powered industry:

Belkan - Nantic nation, home mostly to Nantic humans (north Europeans). Prone to aggression. Has strong magi-tech air force and doomsday weapons. Ostentatious steampunk Germans led by a meritocratic military aristocracy.

Ercaenmedi - Considered a Nantic nation, but actually most are Ercaenmedians (Koreans with blue hair). Steampunk Korea with a heavy dose of k-pop, also some of them are religious cannibals, so think twice before accepting that tea invitation at the starlet's manor.

Westphallica - Nantic nation, mostly Nantic humans, but also dwarves, gnomes, drow, half-drow, Ercaenmedians, and other assorted minorities. Wealthy nation obsessed with the new and exotic. Very powerful, but prefer to buy stuff rather than conquer it. The drow resort town of Myr'klyt is located beneath its surface.

Falconhead - Nantic nation, mostly Nantic humans. Small, backwater nation that mostly exists to give the Amazons someone to bully. Along with Westphallica and Gabaet, they are attracted to hats, but have lower standards than their neighbors.

Gabaet - Nantic nation, Nantic humans plus dwarves. Basically steampunk Switzerland, but with tea, and lots of ravens and crows.

Empire of Alkor - Nantic nation, uber-strong naval power with colonies throughout the continent. Ultra-Imperialistic steampunk British.

Free City-States of Harlbourg - Nantic coalition of city states, mostly Nantic humans, but lots of minorities including goblins, harpies, snake people, and giants. Basically your typical D&D clusterfuck, but upgraded to Victorian/steampunk era.
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>>77153596
The Nantics (continued):

Republic of Nantes - Nantic nation, once core of the Empire, now faded and corrupt. Mostly Nantic humans, but with some fey in the south, and some fleshmolded creations in the north. Basically steampunk France, but insanely corrupt and decadent, also under invasion from all four fronts.

Kingdom of Yr - Nantic nation, mostly Nantic humans and some demons. Basically steam/dieselpunk Germany ruled by demons and demonic tanks.
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>>77153569

Miscellaneous Western Nations - a strange collection of minor states living in the shadow of the western Nantic nations:

Desolate Isle - Mountains, pine forests, wandering bands of orcs, trolls, other monsters, and humans descended from Nantic humans. Known for strange pyramids.

Goblin Island - Magi-tech experts who sell unreliable weaponry to the Belkans and freelancers. Mostly goblins.

Republic of Free Men - Highly diverse nation made up of exiles, malcontents, and fugitives from other nations, particularly Afrozil and Sparticia. Was once a backwater province of Falconhead (itself a backwater) but eventually rebelled. Most of the leadership of this nation trace their roots back to the Amazon clans in some manner or another and seek to prove they are equal to Afrozil and Sparticia.

Afrozil - Black Amazon slavers. Female only race that rely on bribery, slavery, and other means to find mates. Major hub for slavery, banditry, and piracy, but also has several popular port towns for ships going up and down the west coast.

Sparticia Mountain Clans - Greek Amazon mountain dwelling raiders. Female only race that raid neighboring nations for mates. Rivals with Afrozil.

Kingdom of Eritroans - Humanoid grasshoppers, raise various large insects for trade.

Voluntas Pact - Ancient Greeks, except they all wear metal masks. Fight with Amazons and Hiisikunta. Isolated branch of the Sorgos People (Mediterranean).

Hiisikunta - Look halfway between orcs and trolls, basically behave like orcs
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>>77153569

Miscellaneous North-Central Nations - assorted minor nations living along the crumbling edges of the eastern Nantic nations:

Silvermoon Prim-Commune - Technology rejecting religious cult goblins who fled The Union to have somewhere to focus their mental energies and turn into angelic creatures known as Ceraphim.

Hoogivs - Minor nation of Nantic and Ercaenmedian humans as well as dwarves. Protected by various ancient treaties. Basically the Shire with tea and a large LGBTQ community.

Unkor - Former backwater Nantic province now home to the refugees and outlaws from all over the continent. Widely regarded as cursed. Basically a very multicultural Transylvannia / mishmash of horror film tropes from around the world.

Persquaria - Bunch of nutjobs obsessed with squares, to the point of fighting wars to try to make their borders perfectly square, and molding their skulls to be square-ish. Mostly Nantic humans, but others of their kind have essentially disowned them.

Wolf-Kin Band - Hardcore worshippers of the wolf god Grumm. They wander the Northern Wastes and Tavern Woods stirring up trouble. Nantic humans, but consider themselves to be part wolf (incorrectly).

The Tavern Woods - No-man's land home to isolated taverns and communities catering to travelers. Home to a small nation of magic snakes who sell their venom at a certain tavern. Mostly Nantic humans.

Fluffwood - Home to evil fey creatures, though some of them are kind of cute. Basically weird fairy tale stuff plus giant corgis.

Fleshmolders and Gullet Pirates - Sadistic fucks terrorizing the lawless northern provinces of Nantes. Specialize in molding living beings into horrible creations.

High Magitek - Weird ruin. Former alien colony, though no one realizes this.
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>>77153569

The Union and Its Breakaway States - weird fusion of grimderp Medieval Europe and North Korea. Strangely, people keep trying to leave it.

The Union - Has a rigid racial caste system with Nantic peoples as mage hunters and priests, Cored peoples (Chinese/Korean) as scholars and bureaucrats, and goblins as slaves. Nobles and peasants can be either Nantic or Cored, but are restricted to their respective provinces. Officially rejects use of magic, and aggressively hunts unsanctioned magic users, but secretly the elites are very adept at it. For the most part looks like an impoverished medieval dump, but the ruling class lives in sinister, but well decorated palaces.

Freedom Coalition - Unstable alliance of rebel groups that have embraced the use of magic. The livelihoods of common folk are still pretty shit here, but at least the magic users are having fun, when they aren't accidently blowing themselves up.

Union Puppet - Basically the same as the Freedom Coalition, but secretly still ruled by The Union to justify continued oppression.

The Iron Crown - Iron clad mountains with a massive iron wall on either side. Some Buddhist-style monks live here, who are naturally very good at martial arts. Basically uber-Tibet.

The Unravelers - An extreme version of the Freedom Coalition that left the region entirely and moved to the south of the continent. Practice any and all forms of magic with no sense of ethics. Basically all your mad scientist tropes wrapped into one nation.

An - Vassal state set up by The Union to handle trade with outside nations. Ruled by elites from The Union, but most of the locals are still natives to the island.
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>>77153569

The Southeast Islands - Home to the Gravlind Peoples (mix of Central Asian, East Asian, and Native American), a collection of wildly different cultures bond by blood ties. Basically Edo Japan (with sentient animals) + Plains American Natives + Central Asians (specifically Sogdians)

Napan - Described as "populated by powerful beasts and their weak men" (though they do have human ninjas). Basically all your Japanese fantasy tropes wrapped into one nation with particular focus on anything that would appeal to furries and other such folk. Allied to the Shahdom and once supplied most of the navy for the alliance.

Shahdom of Gravlind - Based on the Sogdians, a Persian influenced Central Asian culture. Once ruled over much of the Southeast, but now limited to the main island, though has many alliances with the other nations and cultures.

Rig'Nood - Native Americans with horse motif, though actually terrified of hooved animals (and magic). Originally a vassal state of The Union, but got retconned to an ally of the Shahdom.

Gib'Dunes - Native Americans with a seabird motif. Broke away from Rig'Nood to ally with Alkor.

San'Barg - Native Americans who live in a swamp. All that remains of an attempt of some southeast islanders to migrate to the mainland. Ancestor of Rig'Nood, and thus Gib'Dunes as well.

Bridge Tribes / Alprobes - Pacific Islanders who hang out with Grey-type aliens and do piracy and voodoo and stuff occasionally.
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>>77153569

The Southwest and Interior:

On hold until more nations added / existing nations fleshed out
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>>77153783
Temple Isle - babylonian/sumerian theocracy ruled by mage-priests and a priest-king. Build fancy ziggurats and the whole society is geared towards their faith. Occasionally send raiders over seas for artifacts and captives. Large festivals periodically draw outsiders to the island with the intent that some will be converted or be forced to stay if they don't leave in time. Some warriors are periodically selected to pilgrim about the world for information, relics, and proselytizing. Likely distant relatives of the shahdom and other islanders.
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I updated the map with "The Tavern Woods" and the Pirate Haven of Gullet.

The idea behind "The Tavern Woods" is that posting a single tavern didn't really make a lot of sense on a map that probably has thousands, nor did the posting the location of a small secret nation. So instead I made the "Tavern Woods" as a lawless area where both these locations can be found, along with the "Cannibal Village" (probably Wolf-Kin, who are also sometimes cannibals) plus assorted other shady locations.
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>>77153880
thanks, that saves me a bit of writing for whenever I try to tackle the rest of the map

I had though of trying to tie them to the Voluntas/Sorgos people because they have some similar themes, though these days the Temple Islanders are probably pretty mixed from all the recruiting they do.
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>>77153741
Forgot the Four Sisters, but not sure if they are supposed to be similar to the Shahdom racially/culturally or not.
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>>77153999
they aren't there closer to the bridge tribes but it much large then and one island has a small city
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>>77152539
Sounds good, though I figure some nations also have various sorts of magic guns that shoot energy (though these would generally be reserved for the elites even in advanced nations) as well as a wide range of more conventional ranged weapons like blunderbusses, repeating crossbows, or good old fashion bows.

Also some wealthy individuals would have advanced armors made of rare metals, alchemic alloys, and/or enchanted for extra resistance.
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>>77153588
>Is it true they're descended from the order of warriors that served the demigod founders of the nation?
Most definitely.

Also their armor is almost impervious, their swords impossibly sharp, and their skill legendary.

They may not have the ranged firepower of a siege engine or an air unit or a band of riflemen, but for bodyguard work, storming buildings, or leading charges, they are invaluable.
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>>77153569
This reminds me of Gloria-Etalia, so I suggest a name reminiscent of that, such as Autia-Etalia.
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>>77153896
Are you gone add the the hords of swabonze or do I have to add more details to them?
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>>77154707
Where are they at on the map?
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The Kingdom of Luver is a small nation mostly located on the westernmost peninsula of the southern part of the continent.
An old relative of the humans of the Wizard and Sneed, it has little technology and magitech and prefers instead to focus on pure magic.
The govermnent state is mostly local, rural and feudal with the King being little more than a figurehead for the land-owning nobles.
A notable trait of the Luverian nobility is that they descend from magicians instead of warriors and even today are supposed to have nominal magical skills although they mostly delegate their magical duties to specialized wizards who are either commoners or landless minor nobles.
Because of this, scholars from Nantic cultures such as those working for the Alkorian Foreign History Department often theorize that there must be a connection between the Kingdom of Luver and the Wizard Coast (and their wizard-mayors) but their knowledge of the southern mainland is sparse (although it doesn't prevent some from claiming that Luver is an archaic remnant of a greater ancient Luver-Wizard Coast-Sneed culture)
Another particularity is that their magic rely very little on enchantment besides a developed form of alchemy (often a substitute to many things that would use enchanted or technological items elsewhere) and an impressive oath magic that is essential to their feudal system.
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>>77155056
Between free city states of harlbourg and the Tavern Woods.
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>>77155345
Why?
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>>77156057
The person who founded the religion of swabonze was from a free city state. He moved to the east cuase there was still land in which no big sedentary society which meant the could build his ideal societ without interference. Recently the horde has raided the free city states in search of food. After a couple of failed sieges they began to work for the city states which pay them with food.
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Oh sweet merciful god, the Pumkin are performing their traditional dance! Now we're truly doomed.
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>>77156435
Oh, sorry, didn't notice that the cannibal villlage was a different place.
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>>77134899
The Topan Orbs are strange stones that are found throughout the lands of the Taur, always perfectly spherical, always with a lustrous shine. While considered little more than geological curiosities by their neighbors, many Tauran tribes consider the orbs to be conduits of immense power - it is said that the man who can make the orbs laugh will be showered with divine favor.
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>>77157245
>always perfectly spherical
>distant angry Persquarian noises
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>>77154562
turns out planet is one of Gloria-Etalian moons
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So what tech level is the setting at? If I can suggest something I'd say that having it at a Napoleonic Wars level, with some magitech outliers, might be interesting to do.

It's well suited both for naval battles and massive land campaigns as nation states mobilize their entire populations.
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>>77158995
can't be Napoleanic because of lack of bayonets and rifling is not a thing in the majority of the nation except for the Union who range unit are firearms but most nation only have matchlocks and early flintlocks. the tech level is all over the place but the base is early early modern warfare. you free do to expand on it do since the majority of states don't have lore about there armies.
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>>77159187
Early flintlock warfare with some pike and shot remnants might be cool. I could see the Belkans maybe having some early experiments with conscription as they seem to be a Prussia equivalent. Maybe with a strong heavy cav focus as they still have Knights.
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>>77160472
the horse is seen as evil because of the undead unicorn god, so no horse but yes to camels and cattle. also, they are an ace combat reference and have a powerful aerial force, but yes that can be their ground forces and you can replace the horse with a different animal.
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Can we get underwater ruins near temple island ?
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>>77160673
just make some lore for it and it will be added
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>>77155107
on the north coast (between Fluffwood and Harlbourg) lie a people who everyone calls gepids who State is called Halem. They aren't humans but have the same back structure, they are very reclusive and don't usually interact with visitors, some wear bodysuits that cover up all their fitters to seem less hostile to humans, but there true from is one of squid-like, with hair and legs replaced by tentacles with sometimes the occurrences of eyes on their head. they don't really fight wars but when someone invades there usually completely destroyed but not by killing them but by causing such fear with scar tactics and illusion magic that only after a few casualties whole armies run. usually, no one is killed and the injured are return. they are peaceful people and they want it to stay that way.
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>>77160548
Why not have Knights riding giant eagles or Warhawks? Have different Knight Orders that act sort of like Squadrons with Knightly fortresses acting like airbases.

Terrestrial mounts can suck a dick. Use the Oxen and cattle to pull artillery for the infantry. Hell I can imagine the majority of the ground army being musketmen, pikemen, halberdiers and maybe some greatswords to break pike melees.
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>>77161251
that works just expand on it and on it and it will be added, but you should make the air force highly adavnce and the primary forces of there army, just write what you want and it can or will be added.
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>>77155107
Shahdom Lore

religion in the Shahdom is dominated by one major religion, Carastion. if's different from most religions because it is monotheistic and has religious laws. the god Alltimer is a divine being who is seen as the only god and that all magic comes from him. he is seen as a grandfather of the people with all other gods being lies. He sent a prophet along time ago who teach make up the base of the religion and his name is Nissan. the nation was fully converted by the Shahdom but there are still pagan pockets in the realm. Anything that deviates from the state version of the religion is seen as a heretic and burn for it along with other religions seen as hostile. Only does with magical powers can become a priest with it being one of the only political jobs woman can take part in, but only nobles can enter since there the only ones that can use magic so peasant can not lead religious ceremonies.
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>>77160548
Not everyone avoids horses, but probably a lot of them do

>>77159187
>except for the Union who range unit are firearms
Wait, so the Union is more technologically advanced than the others? They always seemed so backwards. I figured they win battles just by sheer weight of numbers.
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>>77165179
they have to rely on tech because the open form of magic is banned also these are more extreme shitty, expensive early rifles that aren't even heavily used outside of anti-monster work.
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>>77160673
Four Sister Confederacy lore

the state is made up of four aline states Huma, Toga, Sola, and Grim. even do they broke away from the sister system but are still under the influence of the Shahdom. they are well known for their seamanship and boats which have navigating a whole continent. they do have special crafts of the islands but they more prefer to work as shipment believers.
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>>77161024
>>77160673
>>77159187
>>77158995
>>77156098
>>77155107

current map and I think I put the giant rings in the right place. also, add the underwater ruins and the Halem.
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>>77167822
>>77134071
here's also a climate map but someone can make a trade, along with any other type of map can be made as well.
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>>77167822
Have we figured out the magic system of the setting?
Like is it like Gloria-Etalia's "All magic is based on how people interact with this one particle that goes by different names"?
Or like "Gods're real and they decide where the magic goes"?
Or possibly "Magic is a weird genetic factor that allows people to interact with the very nature of the universe, like bending in Avatar"?
Or maybe "When the alien's set up their 'High Magitek' or when they accidentaly made Eldr they unleashed a bunch of nanomachines that have locked onto certain people and allow them to interfere with reality using said nanomachines"?
Or it could also be "Magic is drawn from the very planet itself and is (By how much is used) either a finite resource or a resource that needs time to recharge leading to 'Magic Droughts wherein most magitek stops functioning correctly without a magic charge"?
Or is it something else entirely I haven't thought of?
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>>77168520
We know that people are randomly born with it. Also, I'm officially declaring that Ercaenmedi have necromancers.
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>>77168632
So it's a genetic factor that allows for magic, but is it just a "I have a genetic horn on my head that acts like an antenna to the source of all magic allowing me to summon tornados" or is the genetic factor more "I have a mark that allows me to interact with the ambient mana/nanomachines/particles/gods that let's me summon a fully made tea set"?
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Since magic is being discussed
>>77094928
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>>77168520
I would say something to do that it has something to do with Eldr but is much more mystical. I would say magic works on stamina but it doesn't recover quickly and it's more like when you work all day and you can't fake having energy, but since magic scales with physical fitness so does your stamina and strong mages are also some of the best fighters. also, the type of mage needs to be expanded but it's just the base rules

>>77168632
>>77168709
no, the genetic part is just a chance increase and people who are born to parent without magic have a chance of getting as well. we can expand this to other than the shahdom if you want, or each nation or region can have its own way of getting magic users.
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>>77168776
>>77168709
>>77168632
>>77168784
So, to recap what we have so far:
>It's a genetic factor that may be an evolutionary step caused by Eldr's random explosions of radiation
>It confers physical traits to appear, namely through what appear to be growths of muscle and bone depending on region, say most Nantian's develop bony outgrowths, most commonly horns, whereas in the Eastern states it takes the form of increased chest size
>Magic is directly tied to one's stamina and as such prospective mages are trained in stamina raising exercises to give them greater access to spells
This sound good so far?
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>>77168872
so we know how Sogo (shahdom) get magic user but what about the other?
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>>77168910
It's in reference to all nations, they all appear to have different traits based on whether they are in the North, South, East, and Western regions of the mainland, other then that from what >>77168872 said it's a random genetic evolution that has something to do with Eldr

Maybe the reason that Persquaria's citizens have Cubic heads is their version of the genetic evolution towards magic?
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>>77168972
ok, also I thought it was because Persquaria's culture was autistic
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>>77169038
No, no, the cubic evolution has rendered them the strongest mages on the land, the problem is they're too autistic about squares to properly use their spells, they actually had a schism among themselves bacause when the first magic circle was used by their people they argued that because of it's un-square-like nature it was simply too heretical to be used in accordance with their doctrines, they've since developed 'Spell-Squares but it only has limited effects and magical uses due to it's constrictive state, the Persquarians are perfectly fine with it though
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>>77161488
I will try to expand on it tomorrow but what I'm thinking is having the Griffin be the Belkan national icon, the most dangerous mount in their airforce and the pride of the nation, with the highest value Knights always riding them into battle. Mighty Eagles equipping the majority of the nobility and Warhawks for any flier not of the landed elite. Aerial Knights where a mixture of plate armor and WW1 Era pilot gear with specialized helms allowing the wearing on flight goggles and for some experimental designs hoses are attached to pressurized oxygen tanks carried by the mounts which allow for high altitude flight. Some Knights may also have early flintlock gatling guns and bombs attached to their flying mounts with all manner of different equipment being cooked up by the State Laboratories and Engineering Schools. On the ground Cavalry should be based around the riding of the Cockatrice, the only animal vicious and quick enough to match the temper of a warhorse. At least that's what I've come up with so far.
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>>77171167
there was once a skirmish between the forces of the Union and Napan that had a famous action by Subaru Masamuna. he charges the Union patrol on a rare beast armed with a Rig'nood crossbow. the patrol was armed with firearms and one even had a rifle but he surprised managed to kill a few and cause a rout of the remaining tropes. his beast on took some minor injuries, and so he gain the title shockmen because he defeated a petrol o 25 alone and outmatched.
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>>77168972
What would be the mutation of the South?
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>>77172229
Well, the Shadom appears to have more muscular growths, in the form of enlarged chests like what >>77168872 said, we also know that from the same quote it was said that people of Nantic descent exhibited Bony Outgrowths, and I said the thing about Persquarians getting their cuboid features from the same evolution

So going by all this it would appear that most Southern nations take on the Enlarged mass trait if they are magically active, maybe random parts of their bodies become swollen as a 'Magically Reactive Muscle' like a second brain that speciffically controls magical calculations so the real brain doesn't get fried holding all this magical information alongside everything else.
Maybe the Bony Outgrowths work in a similar way but are more of a mass psychic antenna that allows people to tap into eachother's magical knowledge?

Either way, the 'Magical Evolutionary Growths' or MEG's as we'll call them would probably mean that the destruction or excision of them would mean a loss of magical power, thus many people would seek to protect those areas, like steel bra's for the chest MEGs and metallic coverings and perhaps even bracings for the Bony MEGS?
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>>77172658
The Union and Freedom Coalition probably have something like that with blood, with the leaders of the former stealing the "magical veins" of their people to gain power and the latter pooling them together to pool their magic.
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>>77172997
They pull an Illithid, they keep circumcising MEGs that appear in their country and lump them all together in a massive magitek vat that keeps them functioning and allow the heads of the Union to wield crazy levels of magic if they so choose
>>
Like in other regions, magical ability appears somewhat randomly among the Nantic people, with few having it, and innate ability varying wildly. Nantic magic using tradition is focused on utility and codified academic principles rather than the mysticism found in some other regions. Usage is tightly controlled by the government in most states. The main schools of magic are as follows:

Aether Manipulation: Technically all Nantic magic starts with aether perception and manipulation (sensing and altering the raw magic energy that binds all things) though in its purest form it is useful for sensing magic and disrupting the spells of others. More powerful users can move objects, or even create invisible permeant barriers of pure magic.

Material Alteration: The most common school, it relies on academic knowledge and control rather than raw power. Users can alter and combine different materials in order to change their properties. Used to strengthen metals, sharpen blades, and create the raw energy crystals that power most magi-tech. Usually used on inert objects, but can work on living things as well, though it takes lots of unethical experimentation to get any good at shaping flesh. Generally too slow for combat use, though there are some exceptions.

Energy Creation: The main combat school, uses a variant of aether manipulation to create raw energy by "tearing" the aether, then directing the energy at a target. Somewhat unpredictable and dangerous even with lots of practice, though the results can be impressive with training, fine control, and raw potential.
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>>77173125
Dimensional Magic: A rarer form, it involves tearing holes in reality to move between dimensions, jump between locations, or more commonly, to siphon the magical essence from other dimensions in order to infuse an object or living thing. Requires large amounts of raw power and control, not to mention a strong academic grasp on the nature of the various alternate dimensions. Very few mages achieve a high level of mastery of it, particularly as sooner or latter many users will teleport themselves into solid rock, open a portal to a dimension incompatible with life, or try to summon a succubus from one of the hells.

Enchantment: A cute way of saying mind control. Used to alter moods and emotions, plant suggestions, create illusions, and in extreme cases reprogram minds entirely. It is not based on Nantic magical principles, but rather uses brute force combined with intuition to create the desired result by means not fully understood by academic study. Technically illegal in most Nantic nations, users are in high demand by government spy agencies, while others use it to aid them in non-magical crimes, or to attempt demon binding, necromancy, or other dangerous rituals.

Necromancy: Rare and generally illegal form of magic that involves using dimension magic to recall spirits from other dimensions, then enchantment magic to bind them. Some religious groups use necromantic principles to fight necromancy or calm the restless dead, while others like followers of Okamiokami openly embrace it.
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>>77168972
What about the taur tribes, do they have magic?
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>>77173330
I imagine that the MEGs are like a way that Eldr interacts with the rest of the Land, and thus it effects all forms of life that can handle it, unfortunately it's Eldr-ian genetic alterations so naturally they take on different forms, I imagine that the Taur Tribes, as they are to the South, probably take the more Muscular growth type, maybe their magically active members have Camel-like Humps that conceal their MEGs?
>>
Armed Forces of Alkor:

- Large professional army and navy
- Soldiers wear well-tailored trousers and jackets with elaborate frogging. Trousers are white, jackets are red (infantry and marines), blue (navy), or black (intelligence, political enforcement)
- Some shock troops still wear half plate, but only certain elite formations wear full plate, most regular soldiers don't wear armor
- Regular infantry use flintlock guns backed by thin swords, though navy crewmen make do with boarding hooks, axes, and cutlasses, and some shock troops use blunderbusses, maces, and war hammers. Magically enhanced gear is mostly reserved for officers
- Navy is main source of power and includes a large merchant navy, fast patrol ships and privateers, and increasing numbers of "dreadnaughts" large iron clad ships powered by magic paddlewheels and with large magically enhanced cannons mounted on rotating turrets
- Small air force of griffon riders is mostly used to fend of Belkans, has also been experimenting with dirigibles
- Elite ground forces are large knights mounted on large lions wielding large glaives (occasionally men in Alkor grow 7-9 feet tall, with unusually well developed musculature, the reason for this is unknown, though appears to be genetic)
- Use oxen, giant goats, and donkeys for logistics, sometimes use (shudder) horses and even unicorns for scouts, lancers, and cuirassiers.
- Experimentation with "Iron Beasts" (proto-tanks) is ongoing, but slowly, as granting them sentience with infused essences has been banned after what happened in Yr. For now they are usually sticking to self-propelled iron clad magic wagons with flame launchers or multiple small cannons and firing slots for flintlocks
- Mages are too valuable to waste on the front lines, though many are quite adept at battle magic
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>>77167822
Why didn't you add the horde of swabonze?
>>
>be persquarian peasant
>walk within one mile of Eldr
>end up with a single triangle toe
Life is now suffering.
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The border between Belkan and Ercaenmedi is littered with gigantic watchtowers. These are built and used by the Ercaenmedi military to spot any Belkan fighter bird/griffon/jet/flying carpet attempting to invade Ercaenmedi airspace.

These 1000 feet tall spires were built by Ercaenmedi during the 213th Belkan - Ercaenmedi war. It was built after the government had discovered that out of all nations, Ercaenmedi was almost always the first to get punched due to being the closest and weakest nation.
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Belkan Military
>Shock Cavalry have Cockatrice mounts and wear full plate. Still have the Knightly tradition of massive fuck off lances as well
>Large air force using a variety of magical mounts and magitech inventions. The upper echelons are dominated by the landed elite but there are still many commoners in the ranks that ride lesser mounts. Aerial Service soldiers are equipped with a brace of pistols, bombs and occasionally long lances for diving attacks. The wearing of half plate with padded gambesons has been adopted solely for this force to keep "pilots " warm and reasonably protected.
>Professional and disciplined conscript army makes up the bulk of the military. Each force is divided into Corps which are further divided into Divisions. Tactics rely on long range cannon to support close range Infantry pushes. The wearing of a cuirias, steel helmet, and sword are still required by Belkan law for all Infantrymen. With the majority of the infantry being made up of Musket, Halberd and Spearmen formations with some elite Pike and Swordsmen units for support.
>Because if this military tradition the Belkans are able to have an overly large military compared to their neighbors with around the same population.
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>>77173979
there mercenary how are state as not have any land
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>>77177415
who*
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>>77176846
>In Belkan lands the Griffin is viewed as the most noble and ferocious creature of them all, for they are a symbol of the great God Ace and of the country itself. Taming a Griffin is seen as a thing of great prestige in the Belkan nation but riding one into battle is another thing entirely. Griffin riders are some of the most legendary figures in Belkan history, as to take one to war requires great intellect,will and strength, and often they will be reserved for the hardiest Grand Masters and Generals in all the nation with many of Belka's past kings coming from the ranks of the riders. It is said too that Ace will ride one in his final battle against darkness smiting all who come before him and Belka's warriors follow in this great tradition. The charge of one Griffin Knight can break a Regiment, the charge of a whole Squadron can break an army.
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In Hiisikunta Hiisis are worshiping different spirits of nature. They also have sauna ritual in which they go to smoke sauna to clean their spiritual selves and to gain divine guidance. This ritual will be performed always before going to raiding and war. Even though Hiisis are technology wise behind their neighbours they have individuals who can perform powerful magic, mostly related to nature and woods. And there are stories that Hiisis hold powerful weapon called Sampo that they would use if needed.
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>>77176662
If an hostile aircraft is discovered, the guard will point spotlights & shoot fireworks at the target, this helps the ground crew below with were they have to aim their Starcannon.

Shooting down one of their eagles is considered both as a great achievement and a great feast for Ercaenmedian soldiers.
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>>77178922
*one of Belkan's eagles
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>>77177415
I am currently rerwriting their entire lore so taht hole mercenary thing may change. Sorry.
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Has that side been set up yet? And if not how long will it take?
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>>77179698
where are you talking about on the map?
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>>77153569
>>77179947
No I was revering to this post where he said he would creat a 1d4chan page.
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>>77179978
don't know probably still making it
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>>77180214
Thanks!
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>>77168520
More Shahdom lore

Magic is very controlled in the Shahdom, only noble born with it are allowed to exist while peasants are not and will be killed if they are found to have the ability. Magic prowess equals strength and in the Shahdom it's no different but most Nantics prefer to look like great warriors, while in the Shahdom they prefer to look more nimble and beautiful like a Dancer or a professional runner. there a school of magic but there all link to the state religion and so must of them are mix together so spell caster usually knows spell from all of them. the schools are:

blessing of fire: this is one that plays with the body and the fire of life force. it's usually used in a medical setting with most magic done to heal a person, usually removing disseise and stoping wounds from becoming fatal, do even heal they still need to recover from there exertion. It can also be used to buff the abilites of allies but they run out of stamina quicker and that why commanders prefer this type of magic to be only used for healing the injured. it can be used for Neccromancery but when doing the person will usually die of exhaustion.

Blessing of Earth: it's the only aggressive magic the sogo have and work more like artillery. some of it involves forging a shape out of a fleck of dirt and throwing to best effect. these battle forge fleck can either be sold shot, scatter or high impact and some others. spells are not just used for combat but also for building structures and recycling destroyed ones.

Blessing of Water: it's mostly used for building. these work through taking water from the sea and only the sea and using it as a tool to do a task. it can be used offensively but it works more like an extension of the self but the heavier it is the more stamina you consume.
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>>77178922
>>77178986
The Starcannons are little more than big artillery guns that shoot Belkans straight out of the sky. While primary used for defense, some models are modified to be used offensively.
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>>77181190
More Shahdom lore

the Shahdom magic is less warlike but still important. most magic-user is equipped with high ranking officers in armor and weapons, but they also use a staff of special polearm when they're planning to use powerful magic. most magic-user do are referred to as Magi and dress similar to most noble. there is do a notorious bandit group call Cyaca, how are peasant who us magic illegally against the Shahdom, and mostly operate in the interior.
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>>77181246
>>77178922
Actually, I'm gonna retcon their name to "Skycannon", Starcannon sounds more like a name for a SpaceX project than for an artillery gun.
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>>77123700
>Free
>City-states
>of Harlbourg
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>>77181754
want to write something on it there isn't that much lore on it
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>>77182623
Anon that's kind of the point, we post images, decide a random theme, then go from there
The starting info for the Free City States of Harlbourg was that:
>They are a neighbour to the empire of Alkor
>The Free City-States of Harlbourg put up a fierce resistance against reassimilation into the Empire of Alkor
>Along with their technology and numbers in soldiers, they have teamed up with the tribes that live in the plains, deserts and forests for their magical potential and powerful beasts.

So from this we can extrapolate that they were an ex-nantic nation that split off from Alkor after Alkor itself seperated from the Nantic Empire to form it's own kingdom
We also know that they use whatever they can grab to keep their independence, this includes Mercenaries, Magical Beasts, Magitek, and even seek foreign aid to stop the Alkorian Reconquista...
My god they're basically revolutionary America if they were still fighting the war against Britain
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>>77184116
The Reconquista/Resistance war has involved many countries and is effectively the Land's first World War due to the amount of combatants
It is a nown fact that while Belkan officially supports the Alkorian's reconquest, due to their highly militaristic and often battlelust-y nature, they have sent a chunk of their army to serve as mercenaries for the Harlbourgs to gain great honour
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>>77181265
Shahdom Lore

the Shahdom and for this manner, most of the eastern states don't have airforces because of the lack of large flying beast. This became probably during the Rig'Nood - Iron Crown war when Alkor brought an airforce. it was small but very effective with it catching even their allies by surprise. after the war most nations even the ones not involved began coming up with ideas to counter it. for example, the Shahdom adopted crossbow mostly of the Heavey variant to accurately shot them out of the sky which is usually mounted on Camels. Napan is instead trying to find their own large flying beast but is still in the works.
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What civilizations have faded from the world in this setting? What are some old and fallen empires?
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>>77184441
Well, there's the Nantics.
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>>77181754
>>77184116
Halbourg could be the region name. For example we have the Italian city states here who existed on the Italian landmass but not to an Italian state.
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>>77181754
>"Free"
>"City-states"
>"of Harlbourg"
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>>77184441
there are the underwater ruins which you can make some for because their's basically none which is just less then Alprobe
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>>77184441
The original three Empires were
>The Nantic Empire:
Basically had the northwestern third of the continent, covering from the kingdom of yr, through Halem, crossing through Harlbourg, Alkor, the very tip of Aesanaeria, then going up through Gabaet the top of Sparticia and Afrozil, and all the way up to Belkan, potentially aso had the Goblin Island and the Desolate isle but had little interest in them.
Basically 1800's French and Austrian nobility, was brought together by a king Arthur/Alexander the Great expy called Darius "the Land-Hungry" Iceus, who is often regarded as the ideal example of a warrior king, unfortunately died just as he was beginning a war with the Union which was taken over by his son Andarius who was able to push the Union to create the Iron Crown wall, and due to peace deals created through Andarius' marriage to the Eldrian princess Hachisena there was really no-one big enough to conquer, causing the Empire to sit on it's laurels, which unfortunately for a warrior culture lead to a lot of in-fighting, which was quickly enough dealt with by the creation of the Alkorian games, a series of faux-millitary contests that kept the army strong but stopped the nation from killing eachother outright.
Fast-forward 15 generations, everyone's inbred to fuck, magics going wild and the Alkorians, Belkans, Aesanaeria and Afrozil have claimed independence, the Empire of Nantes then faces a mass peasant revolt (Imagine a gun-less French Revolution and you'd be there) and was rapidly reformed into a republic, unfortunately loosing even more land, with the remaining nobles making the Kingdom of Yr and Alkor retaking some of the main-land only to start showing it's own signs of friction which would lead to them seperating into the Empire of Alkor and the Free City-States of Harlbourg, meanwhile, Belkan has been helping out all sides in the war which stops them from realising they're fracturing between the original Belkan and a new nation called Ercanmedi
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>>77184834
probably should remove the Eldr part because it's more an area that is a Cosmic Horror
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Can this be a standard footsoldier of Ercaenmedi? Just swap out the gun for something a couple centuries older, but with the same uniform aesthetic.
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>>77184918
it works and it could explain on them, but from My under they're more Korean and own human grouping, also short description is at the midpoint of the thread but not for all of them
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>>77185020
You can do whatever you want with it. I just entered this thread and did a quick rundown on the lore. No big deal whatever way you go.
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>>77185055
I know I just want to make sure that element stayed the same because it's one of the major things about Eldr but the rest works perfectly for the setting.
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>>77184918
I'm thinking something like this for the Belkan foot infantry. Mass produced helmets, breastplates, halberds and swords for the common conscript while the Knights get all of the magic enhanced goodies.
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>>77184834
cont.
>The Eldrian Empire:
Basically the entire southern part of the continent that hasn't been claimed by Nantes or the Union, their main capital was in Eldr but the original Eldrians may have come from the ocean if the ruins out there are any indication.
They're your lost empire archetype, think Atlantis or Lemuria, beautiful and long-lived people with access to the original forms of magic, had very little ethics when it came to magic, leading to a series of poorly thought out creations including most magical creatures witnessed on the Continent, had a lot of political schisms that would lead to an eventual civil war after an attempted ban on 'World Magic' after the sinking of Berumas, an island to the South of the continent, this lead to the deployment of a World-Magic classed WMD being deployed on the main cities of Eldr, Rais (Now the Rust Desert), and Goswood (The Northern Wastes) the weapon lead to the destruction of the land through mystical radiation that warped all the land and those caught in it into new and often horrific forms, Eldr itself was eventually forced to be trapped inside the 'Widow's Veil' a magical shield that unfortunately killed off most who cast it and leaving the few survivors too mad to be classified even as sentient anymore, in order to stop the ambient magical radiation from leaking out and rendering it's evil upon the rest of the continent.
The destruction of Eldr lead to the release of many magical experiments who went on to create their own lands, the Pumkin Kingdom just below Eldr, the Taur Tribes to the South-west and even the Peace-emitting people's of Hoogivs are the main examples, it is theorised that the Theocracy of Alana, Persquaria, the Wizard Coast and the Unravellers were all descended from Eldrian mages, but little evidence has come forward to support this.

>cont.
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So how does this world end? What brings about the End Times?

Do the Belkans succeed in using magical V2 to finally destroy borders?
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While their neighbors may be the sort of city slickers that rely on fancy sonic magitech, the people of sneed rely on quite literally home-grown defenses. While King Chuck was certainly a tyrant, he also knew that to stay in power he would need the soil of his kingdom to be plentiful, so he hired a legion of coastal wizards to magically perma-fertilize the land, bringing it to the ideal soil PH of 7 to 8 max.
However, the fertile soil of Sneed, now magically imbued with fertility, didn't just bring forth a better crop of corn - the oppressed serfs realized that by planting an object alongside a seed, the plants that grew would bear the objects as fruit. Corn husks filled with yellow spearheads, tomatoes that smoke like tobacco, even great and loyal guard beasts grown by planting some fur or a claw along with a seed. While this proved an incredible boon to the people, for Chuck, his precious soil PH would prove to be his undoing as each and every peasant became armed to the teeth, ready to pry him and his gucci loafers off the throne and into the guillotine of grain.
After the revolution, the people of sneed abandoned their forges, as they had become redundant - the land provided their defense. The land did not just provide weapons and guardians, however - indeed, agriculture came to replace effectively all previous industries, as anything the people of Sneed hungered for, the soil and seed feeded. Clothing, pottery, tools, machine parts, what the people needed, the land could provide. Within a decade, the cities of what was formerly Chuck's were wholly abandoned, the people now living an almost idyllic agrarian lifestyle that they still live by to this day.
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>>77123700
>Some sailors say there are other landmasses out there.
>Others say the lands to the far west seem to be moving.
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>>77185240
>The Jinsan Empire
The Jinsan Empire was once the entire Eastern coast of the continet, even reaching down through Napan, the Shahdom and into the Bridge isles, once the seat of the Heavenly dynasty of Haise, they were known for their mastery of air magic which allowed for the creation of incredible fighting styles.
Originally conquered by the first Empress Jinsan Haise, a native Dragon woman from Napan who's army size was only matched by her Harem's size, she had many children and unfortunately forgot to decide a successor leading to the unification wars, a series of wars that would take nearly five generations to complete, ending only when the three remaining factions (The Seijin, Miejin, and Ohjin) joined forces to create the Iron Crown wall to keep the invading Nantic's out, leading to the creation of the Haise Triumverate, with each leader: Sosun Haise (Seijin), Gin Haise (Meijin) and Haruhi Haise (Ohjin) joining forces to keep the land safe and unified.
This however did not sit well with the deposed leader, then retainer of the Ohjin Kagayun Haise, who decided to leave to the Shahdom and begin plans for the Shadow war, the shadow war itself was a series of assassination attempts, subterfuge and discreditation that lead to the deaths of Sosun and Gin alongside their families, leading to Haruhi assuming the throne, only to be called out for killing her fellow rulers, leading to the people of those nations to raid the Ohjin palace while Kagayun safely seceded from the Jinsan Empire to form the Shahdom, the ensuing Revolution lead to the loss of Napan and the Bridge Isles as well until finally ending with the death of the last of the Haise's dynasty line, leading to another unification war that was only stopped by the creation of the 'The Unified Pact'.

>cont.
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>>77185811
'The Unified Pact' was a coalition of powerful warlords who simply wished to stop the loss of life, and to do this, they took a Seven step plan:
.The first step was to destroy the opposition through military or subterfuge
.The second step would be to then create a unified government, involving members from all conquered lands in a minority while the conquering lands would be in a majority
.The third step would be the disavowing of magic and warfare (At least openly) as a whole so as to avoid further conflict
.The fourth step would be to enact a eugenics plan among the surviving warlords to create the perfect mage
. The Sixth would be the inevitable destruction of the Iron Crown and the creation of puppet states on the Western Continent
.The Seventh step would be simply conquering the continent through various means
The plan was agreed upon by all remaning warlords and was codified as 'The way forward' a secret tome that is only to be read by Union state leaders after showing their loyalty to the union, and with that, the Haise empire fell, and in it's place, the Union had emerged
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>>77186171
>The average Alkorian noble after literal centuries of inbreeding
>His magic is strong, thus his external body is
>His internal boy however is only kept alive due to magic
>Seriously his heart is the size of a peppercorn and stopped beating two days ago, we might have a lich problem again
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>>77186264
BLACK AS COAL.
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>>77186171
>>77186264
>the Emperor looked upon the Alkorian noble.
>he nodded in approval and went back to work on his ominous shadow project
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>>77186171
>Moonman: Dark Age
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>>77184834
>>77185240
>>77185811
>>77185851
Personally, I like it.
>>
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TFP - a place everyone knows about but nobody knows anything about

Geography - Great Plains (Prairie-Steppes)
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The people of Temple Isle are limited in firearms, producing none of their own but repurposing those taken in raids or acquired from converts. Their means of warfare is less advanced than many of the great empires but they have a unique fanatical ferocity due to the religious fervor of the warriors. The mage-priest class is made up of any all magically adept members of their society, usually adopted into and raised by the priesthood.

Their magic wielders, much like their people, can come in a variety of shapes and ethnicities owing to the tendency for infrequent raids and the large festivals that welcome (and lure) outsiders to the island.

They owe their continued existence and independence to their zealotry. Their habit of occasionally sailing to the coast of a neighboring people and making off with goods and captives drew the ire of many powerful enemies.

One such instance has seemed to secure their safety for generations. The Mage-priests interpreted an omen to suggest that a supply of human sacrifices would be needed in the coming years, so a fleet of warriors set out to plunder the islands to their east. Mostly they would target the weaker tribal peoples that inhabit this archipelago, but a daring commander chose to assault a community belonging to the Alkor Empire.

This was bold, but maybe foolish for such a small and less advanced society. The raid was a success, but it was quickly followed by the forces of Alkor sending a fleet to subjugate the Temple Isle and its people.

The fleet sent a force ashore on the southern coast, and made quick headway through a dense but small city on the island. The resistance was fierce, with members of citizenry seemingly carelessly throwing their own lives away to slow the steady march through the city, supplementing the warriors fighting to their deaths.
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>>77187051
The alkor soldiers had nearly secured just over a third of the city, and their initial landing was going well even if it was a bloody and slow meat grinder of a fight.

It was about this time that a portion of the attacking force turned their attention the high stepped temple in the center of the city. The defenders become rabid with every step the soldiers of Alkor took towards the structure, but they were slowly pushed back closer and closer to the steps at the foot of the ziggurat.

Just as the first invader out one foot on the bottom most step, the priests appeared at the summit. Standing calm and defiant, they raised their hands to the sky and in moments a massive indigo conflagration erupted from the top of the temple. Every building, defender, attacker, and citizen alike were burned alive in mere moments.
The priests chose to destroy the entire city rather than let the invaders desecrate their holy temple.

The Alkor fleet saw the great fire from the shore. While they new they could send another force, and reinforcements could always be supplied if needed, they realized every single city and corner of the island would be destroyed rather than conquered. With this they decided the man power and lives that would lost weren't worth the one island that would surely be reduced to magical cinders.

In this way, any invasion or subjugation of the Temple Isle has been deterred. Who would throw away masses of men and resources for nothing but ash?
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>>77185811
Shahdom lore

After they Free themselves of the arrogant Jinsan they set forth to build their state. They were in control of thre island and saw to make a allance netwerk to capitalize on trade. They allied with all neigboring island states throught political marriges and treats forming the base of the sister system. the state need to sceure the l nobles rights and make them loyal, one of the way they did it was by banning magic uses in the peasentry to make sure rebels have a harding time chelleging it's athourity. there wear minor civil conflict but since everyone had their own issue they didn't get involed. most of these conflicts were mostly aganist does who don't sumit to the laws of the shah. before the Shahdom under the Gravlind family which also under the rule of Mazik the fourth is prospered as the strongest State in the east unit the Rig'nood - Iron Crown war.
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>>77186648
so Manitoba?
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>>77187051
>>77187385
The Temple Isle warriors are only supported with magic if a member of the priesthood accompanies them on a voyage. They make sparse use of more advanced weapons of other lands but generally fight in hand to hand combat with more traditional arms and armor.
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>>77188231
Ah a Temple Isle Canid Priest.
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>>77181246
>>77178922
>In preparation for the yet undeclared 300th Belkan-Ercaenmedian War the Mage-Engineers of the Iron Nation have completed work on a massive rocket named "Von-Valzheim" in order of the ruling Lord Chancellor. It is embedded into the side of a mountain face, targeted at the defense lines defending the Ercaenmedian capital of Bolz. Bearing a warhead of magic enhanced Wyrdstone and Blackpowder not even the Mage-Engineers have an idea of just how destructive it will be, with it being theorized as capable of erasing all of Ercaenmedia's border walls.
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>>77188721
>Ercaenmedia: We made the world's first Artillery and use it to kill passing pigeons
>Belkan: Hold my doomsday weapons
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>>77188769
Belkans don't fuck around.

The North is always drowning in Ercaenmedian blood. Maybe one day they'll conquer their hated rivals.
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>>77189536
maybe, though given who the Belkans are based on, chances are some plucky hero will trash their super weapon before they get a chance to use it (again)
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>>77185496
>>77149758
power is too great
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>>77189708
A brief List of the most impactful Belkan superweapons and what happened to them:
>The James:
Named for the then High King James Horyg it was a 'Cybernetically Augmented' Gryphon based on Goblin Magitek designs which rendered the Gryphon in question practically immune to aging effects, it was capable of utilising twin magitek canons in the under chest (Reffered to as the 'Breast Fire' by the Belkans an the 'Hot Tits' by their enemies) and also possessed a 'Lightning-Cannon' mouthpiece (reffered to as the 'Jame's Roar'), was actually utilised during three wars the third Belkan-Alkor war, the fiftieth Belkan-Ercaenmedian war and the fifty-first Belkan-Ercaenmedian war, was eventually trapped and supposedly killed above atmosphere with an equally augmented Ercaenmedian Silver-Wyvern 'Hard Grip' and it's unknown pilot.
>The Greenschmit
Named for an old Belkan noble family, it was the first 'Purely Mechanical' aircraft utilised by the Belkans, a massive aircraft carrier that appeared as a large sky-ship forged of metal with large, unmoving, bird-like wings, it was able to carry up to sixteen other pilots and their subsequent steeds, while still maintaining room for the ten men and women needed to keep the Greenschmit fully operational, had up to eight hard artillery canons, two magitek canons and a pilot's 'magical amplifier' in desperate situations, was only utilised during the seventy-eighth Belkan Ercaenmedian war where it was destroyed after multiple sorties via an impromptu kamikaze technique performed by Guy Hawkes of the Third Ercaenmedian Wyvern division, and then subsequent full destruction by the remaining two members of the Third Ercaenmedian Wyverns.

>cont.
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>>77190340
>The True Jameson
Named for the original James, it was a technical marvel based on the original 'cyberisation' of Gryphons that had taken place since the use of the original James superweapon, It was the cyberisation of a captured Grypho-Drake, the much rarer Gryphon subspecies found in the mountains that seperate Ercaenmedia and Belkan, the creatures are notoriously territorial and have no love of any creature that is not a Grypho-Drake, the Cyberisation process that was performed made the beast obedient while updating the original Jame's model to suit the latest form of warfare, enabling for hard-artillery, multiple magitek canons, a 'Tail-slayer' Close combat armament placed in the tail of the beast. Saw usage throughout the one-hundred-and-twentieth through to the one-hundred-and-thirty-first, used specifically as an ace unit, and even more focused as an 'Ace-Killer', it did not matter how many wars were lost during it's use for it always ensured that Belkan could kneecap the enemies in specific places allowing for continuous land gains even with the losses, was eventually destroyed in a 'Joint-Hell-Dive' with the Ercaenmedian Grypho-Drake Pilot Louis le Blanc.
>The Yates
The Yates were a series of Magically created Golem-drones that were utilised alongside the 'Queen Yates' battleship, named after the then Lady chancellor Delilah Von-Yates and used to devastating effect amid the eighteenth Belkan-Alkor war, the first Belkan-Harlbourg war, and two-hundred-and-fourty-ninth Belan-Ercaenmedian war, was eventually destroyed in the first joint operation between Alkor and Ercaenmedi through utilisation of the first 'Skycanon' Artillery base set up in the Ercaenmedian mountains.

>cont
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>>77190357
>The Harlan
Named for Lord Chancellor Harlan Von-Yates the second, it was a high powered magitek tower that fired out focused Sky-magic beams of lightning, was utilised to great effect during the two-hundred-and-fiftieth Belkan-Ercaenmedian war, still stands to this day but hasn't seen use as Belkan has never been pushed back far enough to reutilise it as anything but a defence system, has suffered heavy damage throught the resulting years of war but has been rebuilt each time with a bit more fire-power.
>The Von-Valzheim
Designed for the upcoming three-hundredth Belkan-Ercaenmedian war, it was based on a cross between the Harlan model Sky-tower and the basic Ercaenmedian Sky-canon model, it's theorised that this weapon, if it could be mounted upon some manner of aircraft, would be otherwise unstoppable, only time will tell what becomes of it
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>>77187486
more Shahdom lore

Alchemy is one of the main industries in the Shahdom with many merchants coming to buy the expensive elixir only to sell them at a profit in another state even with travel costs. there are many kinds of position made but most Alchemy products are broken down into what's their aplication, which are Private, medical, military, and illegal. Private means something that is used in daily life, like improving fertilizers, or for extra private means. Medical are ones you to treat people with different conditions but it applies to all living things as long as it heals them. Military position and bomb are allowed to those wit ha permit or are military personal of the Shahdom or an allied nation with it being illegal for people without permanent no things like fire clappers and dice bombs for you. Illegals and general positions sold without being registered as an alchemist and if you buy illegal goods you get charged and making get's you jail time and repeated offensives will get you excuted. Just to say alchemy is done by mixing things together because peanets aren't allowed to use any form of magic.
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>>77190391
>Create a massive cannon fired black powder rocket with a warhead capable of untold damage.
>Immediately try to make an airborne copy to mount onto a zeppelin/ Griffin
Never change Belka.
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>>77187586
Yes, but with bogeyman who stalk you in the distance until they chase you into the forever night where the "morning due" is just blood on every blade of grass and roots are vains.
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The only light is moonlight, but crests continuously (as if blinking) and eventually "sleeps" (leaving you in total darkness until waking time).
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>>77190936
still sounds like Manitoba
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>>77186648
Could you leave a small place between the hoogives and the forgotten place. Wanted to put something there but it will take me till tomorrow to write all the lore. Sorry
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Alright, the 1d4chan page is up.

https://1d4chan.org/wiki/Autia

I left out most of the southern content since I am not sure yet how I want to structure it.

Also a lot of stuff got left out since it was written in the form of a short response to a question, proposed idea, jokes, commentary, speculation, or a was too short to make sense without context. Only stuff written in as authoritative statements was copied over. Some retconned material was ignored. A couple of nations got their own pages linked to the main article to keep things manageable.

Feel free to add what you want, though try to stick to things that were at least discussed on the thread. I will only update it periodically rather than add every new item.
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>>77191823
You have my full authority to edit it out completely, or to any degree, it doesn't particularly matter to me.
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>>77192130
Thanks
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>>77191859
>Autia: Thusly named due to the amount of Autism that's been thrown into the project
Truer words have yet been spoken, I second this name
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>>77184918
Give him blue hair and a winter coat and he'll be perfect.
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>>77194206
Done.
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>>77194325
Excellent
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>>77194171
Yet another bizarre entity straight out of Eldr.
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>>77194401
>>77194325
Also, just to clarify, just because some parts, such as "to escape poverty", weren't edited, doesn't necessarily mean that I'm adding that to the canon.
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>>77194432
"to eat some Belkans" Would've made more sense.
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>>77194536
Ah, yeah, I see.
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>>77194650
Whoops, forgot the fur coat.
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Rolled 82 (1d100)

Rolling to see how effective Belkas magitek nuke attack is against the Ercaenmedians.

For the keks of course
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>>77191859
Lol I love how Belkan gets its own article and list of superweapons. Classic Belkan.
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>>77190391
>>77188721
>>77181246
During the 267th Belkan - Ercaenmedi war, the EA decided to put Belkan in it's place by creating the first Ercaenmedian superweapon.

Nicknamed "David the Dangerous", this Moving Skycannon was sent in to obliterate the Harlan Tower. Surviving Belkan troops would often mistake David as one of the Mechanical Monsters that roam the Kingdom of Yr, and feared that the Kingdom had allied itself with Ercaenmedi.

The Ercaenmedi ended up partially damaging the Harlan before getting immobilized by a Flying Carpet Bomber.
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>>77195770
The Banana Commune is a small tribe of Monkeymen present between the borders of Afrozil and the SMC. They love to continuously loot and annoy their Amazonian neighbors, with much success. An Amazonian caught sleeping with a Monkeymen and vice versa is seen as desperate.
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>>77191823
You can get rid of the square place do, it has the most lore and development, but you Can get rid of Unkor, which has barely anything on it
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>>77196181
You should read your post twice before posting cause your english barley makes any sense. I never intended to get rid of Persquaria. I was writing lore for my faction which was suppsoed to be located in the place where The Forgotten Place is know.
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>>77196701
*now not know.
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If the Belkans and Ercaenmedians ever unite the rest of the continent is fucked. Everyone will be just overwhelmed by a horde of screaming and well armored Northmen. Backed up by the dumbest weapons magic can buy.
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Anon here humbly suggesting renaming Belka to Belga so it isn't too much of a direct copy. And it would sound the exact same.
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Made a new thread since this one is on the verge of being removed.

>>77198244



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