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File: World Map.png (1.74 MB, 4277x2942)
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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!
Previous thread : >>77262004
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LIVE!
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Bump.
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>>77299284
>Sartyrian
In the Waters of the Southwest lies the continent known as Ignis and the Kingdom of Sartyrian. A nation of elves, the kingdom has existed for millennia, enduring on the strength of it's people and the worship of the World Flame. Once the Sartyrians had a mighty Empire stretching from Ignis all the way to the great continent of Autia but in their pride they thought they could live without the World Flame, the immortal fire which fuels the souls of all Elves, and it was left untended to. But from the colonies the people were struck with a strange disease, what would later be known as Smelter's disease, with much of the population being wiped out by the strange affliction. On Ignis the Fire bust into new life, burning the lands to ash and soon to Sartyrians would find themselves blackening as well as if they themselves are burning, with all compassion from them burned away as well. But the Great Fire gave them one boon, a cure for the Smelters Disease, the afflicted must walk through the World Flame and they will be cleansed and they will be immortal as long as the fire burns, but they will feel an agonizing pain as long as they exist. For now these Dark Elves see fit to practice their pyromancies and guard the flame from all who would assault it but who knows how long it will be before the world feels their fell might again...

They are famous for their destruction of the ancient Ogrillion Empire and scattering of that race.
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>>77299284
With new civs.
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>>77299284
>>77303201
I guess the problem with splitting up maps is now you have to keep both updated. It shouldn't be too bad though since the one in the southeast and the small one in the northwest are now filled.

Also, I am assuming there is a southwest continent that is currently missing.
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>>77299284
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Bump
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>>77305084
>>77299284
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The thread lives!
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In response to the question asked last thread, as the guy who made Belkor and Belkan, I am totally okay with a reconquista war being played out
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>>77307872
So let's roll to see who wins then?
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>>77308165
What dice, 1d10, 1d20, 1d100, 1d1000, any others?
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>>77308226
I'm thinking roll 2d100's and Belkor gets a +5 modifier to it's roll because it's the one defending. The highest roller wins.
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IDEAS:
-Kingdom ruled by Russian Sans (with an AKM)
-Kingdom ruled by Baneposters
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Exports of the Sultanate:
Being a nation with a large amount of land and a warm climate, made tropical thanks to terraforming efforts by celestial mages, the Sultanate has been a major part of the so called "spice trade". Several culinary spices and fragrances with names such as Frankincense and Myrrh. Alongside this spices such as Coriander and Turmeric serve as excellent additions to a meal. The growing hunger for these spices have served as a mainstay in the Miqdaadite economy and will continue to remain so, as they jealously guard their spices from outside merchants.
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Rolled 43, 31 + 5 = 79 (2d100 + 5)

>>77308290
Okay, I'll roll for Belkor
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dice+2d100

Rolled for Belkan
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>>77308733
Wait fuck it didn't work, someone help I don't know how to roll dice here this is pain.
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>>77308753
You type dice+2d100 in the options field,
it's the little bar that's above where you normally type
Just below the Name bar
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Rolled 3, 72 = 75 (2d100)

>>77308799
Many thanks, I usually just lurk so I don't have a clue about how the normal chat function works.
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>>77308854
Holy shit that modifier Belkor had actually was the difference between it wining or losing. Because of that I imagine that it'll be a scenario where Belkor won the battle but not the war. Well since we now know who won and what'll happen after this I guess write a bit of fluff about what happened in this war leading to a Belkor victory?
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>>77308854
Belkan lost...
It is the way of things, besides, Belkor is aready run by devotees of Ace and still speak Basic Nantic as the common tongue, so nothing was really lost
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>>77308905
I know, just thought that Belkor winning just due to a modifier they had could serve as an interesting means of continuing this plotline.
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>>77308963
Their plus 5 came from all the mercenary bands that use Belkor as a free nation to escape their past war-crimes, it was just a bunch of psychopaths in a series of industrialised hotels who decided that fucking Belkan over was better then losing their safe-house
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>>77309042
Understandable, in that case we can leave this here at the moment. Belkor remains a free Nantic state.
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Fuck mages.
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Any ideas for making a region themed off Tsarist Russia?
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>>77310336
Probably a part of the "Dead Man's Hand" northernmost continent that comes out of the northern Ice-cap, maybe has a lot of issues with the Ogrillion empire, could have been another offshoot of the Belkan's expansion northward, maybe left Belkan beacuse they weren't "Belkan Enough" whatever that is, but then again, could just be a bunch of homeless Ice-Peoples who have been duking it out with the Ogrillions forever and have suddenly realised that "Hey, there's land down there that isn't frozen to shit and might give us enough money to not be poor anymore!"
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>>77305257
Such a mysterious purple circle.
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>>77310336
We already have a lot of steampunk/dieselpunk type nations, so put something on one of the northern continents, that is aesthetically similar to your favorite period of tsarist russia and you should be fine. Possible gimmicks:
- anthro bears as allies
- hypnotism
- defective magi-tech that is "radioactive" in the sense it is harmful to be near it for long periods of time
- group of occultists conspiring against the royal family
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updated the zoomed out map, let me know if I missed anything
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>>77310619
Okay, seriously, am I the only one seeing this as green? Or are there two circles, one of which I'm not seeing? I've made a bigger circle just to show that there is something green there, assuming that it is indeed green.
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>>77311352
Yeah, no we see the little Green circle in the Ercaenmedian Colony, maybe write something about it?
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>>77311143
needs Gary
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>>77311143
Can we fit in an arctic Belkan colony?
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>>77312348
Yeah, but you'd have to make one up, also due to Belkan's history, they would have lost the colony to Alkor or one of the other bigger nations, that or said colony just broke off on it's own
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>>77312582
It could be a newer conquest, something that happened post Belkans revival in the past century.
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The Orgrillons consider all of the north western land to be their home, and consider themselves the natural and rightful inhabitants of it.
In far ancient days, a time nearly primordial to the race of men, they found themselves to be nearly the most powerful civilization in existence. From a fractured and tribal state, they had unified and militarized, becoming mighty, strict, and structured. The pride from their power led them to ambition, and over many generations they set forth subjugating vast swaths of lands to the south. Early humans were one of many races that served under their heavy fists and massive boots. Disciplined and powerful legions of the hulking Orgrillons crushed all opposition, and they ruled for an era without challenge.

That was until they met a foe that came north from a land they had little knowledge of. The Sartyrians of Ignis were the first enemy that the Orgrillon could not simply crush with sheer force. Ageless and endlessly skilled, the elves were powerful. More powerful than the any opponent the Orgrillon Empire had faced.

Many Krolgar were ecstatic at this new found threat. Glory, bloodshed, and conquest could be theirs. Others were less convinced. The first landings and fights with the elves had gone poorly, and they only won a decisive victory after a string of sudden and surprising defeats.

The Orgrillon had managed to secure the southern coast of Autia and were busy with fortifying it in their usual manner of massive and unbreakable fortresses in order to repel anymore attacks from the south, but it wasn't finished in time.

The true might if the Sartyrians was unleashed. Their forces struck the southern coast with a fury. A wave of destruction the Orgrillonnhad never been on the receiving end of.
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>>77299284
what's that long pink country surrounding the coast Chile style
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As the OP of the first thread I got to say I'm surprised the concept is still going
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>>77313029
The Sartyrians were a force of nature. They swept across the southern coast like a series of hurricanes, leveling entire strongholds and executing the sitting Gorkargin.
The Sartyrians pushed north, taking nearly the southern third of Autia before the war ground to a standstill. For nearly 500 hundred years the battle lines moved little, both empires gaining and losing ground at sporadic intervals. But what was several generations of war for the Orgrillon was but a single short conflict for the Elves.

The chaos and turmoil of the war had a detrimental effect on the Orgrillon hierarchy. Numerous Gorkargins were found to be lacking, and nearly as many were killed in battle. The Krolgar were struggling to unify, always blaming each other for failures and claiming each others victories.
The tides seemed to turn when a new Gorkargin, Grozt Or, had a serious of stunning victories and some felt they could finally retake lands that had been long lost to the Sartyrians. This would not be, as a bitter Krolgar challenged him for the position of Overlord, and killed him in single combat. A ritual that was meant to strengthen their people backfired, for while the upstart was a ferocious fighter, he was not anywhere near the strategist that Grozt Or was, and all of the now dead Gorkargin's victories and advancements were quickly undone.

This set in motion the true collapse of their empire. Defeat after defeat caused their domain to crumble. A war of attrition ground them down, pushing them farther and farther northward. In only another two hundred years they would be pushed all the way back to their frigid home.
From here they dwindled. No longer do they elect Gorkargin, and they don't even have the numbers to hold the entirety of their native land.

"We were powerful. We were very powerful. A long time ago..."
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>>77313051
There used to be a line of white along all the coasts to represent beaches or something and make the map slightly less ugly, but some anon decided that all white areas were unclaimed regions even when they were obviously deliberately being left alone so added the Autian Port Federation, which is a non-profit group that oversees certain maritime issues. Their influence varies by nation, and there are a couple areas where they are shown where they likely have no actual presence like the pirate colonies, the ogre clans, the orc-troll clans, the edgelord fairy lands, etc.
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>>77313382
Gloria-Etalia lasted 25 threads so you never know, it will end when it ends
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>>77313051
An anon wrote it as a trade federation of merchant union thing. Not a nation in it's own write, but a kind of international port authority. We discussed needing to alter the borders because not every nation would welcome or need them.
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>>77313440
True, but usually when I make a thread it barely gets over a dozen anons and it usually dies the same day
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FYI, I updated the biome map as best I could with the available info.

Because the original biome map was built with the understanding that the scale on the OP map was accurate and we were dealing with an earth sized world, I continued with those assumptions even though the expanded map is too small to be an earth sized planet.

Therefore the equator is off-center, and the southern continent is too close to the equator to justify its arctic conditions without magic.
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>>77314853
This is how big the world is if it is a roughly earth sized world and the original scale is accurate. The extra space may come in handy if we run out of space on the current map.
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>>77314877
oh goodie. The Maritime Khurultai can swim EAST then. :D
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>>77314853
>Second Empire is mostly tropical or subtropical even in the mainland
Interresting.
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>>77315158
Couldn't Eldrians/Southerners be kind of south americans then?
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>>77315174
Maybe, though south americans are pretty diverse so I am not sure what specifically you have in mind.

If you mean native american, that ties them well with the southeast autian peoples, but I am not sure if the Sneed and Kornheiseria jokes work as well since those are based on white american sterotypes.

Maybe make it a multi-racial empire based on shared culture rather than shared appearance?
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>>77315302
Maybe it's like Roshar from the Stormlight Chronicles, where the further West the lighter the skin and the further East the darker the skin?
Which, if we go by the world's empty space in >>77314877's image, means we've only got a couple of beiges and Porcelains with severe sunburn.
Hunh, evolutionary dimorphism is a weird animal like that
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Added Skyr-nada (basically Skyrim mixed with Canada, or just northern Canada, same thing)

Also added Land of Frost Giants, which is pretty self-explanatory.

Continent names also added because that one post where two of them are switched keeps messing me up.

Also added a bunch of jungle islands since I wanted to do a jungle culture but there was no space left.
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>>77299284
OP you should include this
>>77314278
>>77314278
>>77314278
on a seperate continent
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>>77314853
Anon who made Malsolia here, I just realized I put what is essentially fantasy Somalia on the the fucking coldest continent. What do I do know?
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>>77315522
*now
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>>77315522
>>77315529
I guess either we say some sort of magic makes it the way it is, or we find somewhere to move it
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>>77315522
Make the darkesning skin a side effect of ingesting Malosite along with the crystal growths thing I guess?
Maybe link it to Smelter's disease as perhaps the original point of it, or maybe a way that you can cure it without the Great Fire?
Maybe it's like Mongol snow people?
It's just magic?
I don't know my dude
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>>77315574
I'd rather not move it since I choose the location because it was close to the Union

>>77315576
I like the idea of Malorite having more beneficial symptoms of the Smelter Disease.

>Your body heats up, but only warm enough so that you can easily walk around the in cold shirtless.
>Crystals grow out of your back, but they're painless and grant you magic powers.

Perhaps a severe overdose of Malorite is what causes the Smelter Disease, and long ago an evil mage discovered this after accidentally creating a chunk of Malorite and weaponized it by making it contagious.
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In the east of Autia, there exists a relative of the Ogre clans, though some may not realize that is what they are. Known by the people of Napan as Oni, they are vile and solitary creatures. The product of isolated and desperate remnants of the ogre-kind, they prey on livestock and humans alike. They are of a foul cunning, but what kind of intelligence they truly posses is not certain. Any being that has managed to communicate with one has never lived to tell the tale.

They are believed to be rare, or perhaps they avoid larger human habitations. They are said to have been nearly exterminated within the Union, with any survivors having fled into the Iron Crown mountains, though it is hard to say for certain that none still exist there. Some tribes of the Rig'nood claim to have killed some of monsters when they have wandered down into their lands, but this has yet to be thoroughly verified.
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>>77311143
Not sure if anyone has missed this but I wanted to say that there's room for two more nations on Autia as there are two blank spaces. One near Orkistan and one south of The Tavern Woods.
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>>77316385
I assume this region will be put in the space south of the Tavern woods? In that case a friend of mine tried to make a nation after I told him about this thread so I'll see if it's worth adding. If it is I'll put it in the other open region.
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In the central regions of Autia, where there now lies the nation known as Srechund there once was a thriving population of dragons long ago. The beating of their wings filled the skies as they battled and found nearby villages to raze. This lifestyle abruptly came to an end following a long and chilling series of winters leading to these dragons needing to hide in their great caverns as they slowly starved to death. And when dragons gather, a host of fervent Kobolds stalk and worship them, as is in their nature. The loss of their masters devastated the creatures and the shambling masses of grieving kobolds proved a perfect target for the nearby population of direbears, cruel creatures that would've been the apex predator in this environment should there not have been dragons. Rather than pouncing and consuming all the pitiful creatures, the direbears chose to put some to work and enslaved the entire race. Years after years of neverending labor lead to constant deaths, either of starvation or the conditions they worked in however one fateful night some kobolds stalked into the caves of their dragon forefathers for advice. They found pools of almost dried up blood which they used as face paint and to their shock found the blood empowering them. Specifically it enhanced the power of metal magic, where they could control all kinds of metal. Knowing this they snuck droves of curious followers into the caves and they used these powers to drag out great veins of ore and revolt against the direbears. It was a hard fought fight but with enough hit and run tactics they brought their captors low as they fled. They created a great iron wall along the mountain border next to prevent the return of these beasts and have set to try and build a new civilization with this knowledge of metal magic founding Srechund.

I would like to make it extremely clear this is not the original version my friend sent me, rather a rewrite I had to do as quite frankly his version sucked.
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>>77313383
The conflict drove the Elves only to become more arrogant, where they once would simply ignore the human tribes of Autia they now would enslave them as there was no power left in the world to oppose them. Soon after the destruction of Ogrillion Empire some Elves would begin painting their armor black and replacing the noble silver that it once was, in shame of what they had since become.
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For this Belkan-Belkor shenanigans since the rolls are so close why don't you fluff it out as a stalemate? With the Belkans and their allies controlling a decent chunk of the island but unable to take it all till reinforcements arrive? Have this be phase 1 of a wider war. I think shit would be cool.
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>>77318855
That actually sounds like a great idea. Anyways I'd go with that idea, anyways time to make a nation of ents.
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Beneath The Tavern Woods, spread a vast and convoluted series of great trees and a gentle sunlight shining through the canopy. Would be travelers typically find themselves right where they started to their immense confusion and irritation, however this is more than just bad tracking skills as the forest has a primitive intelligence to it and seeks to repel intruders. When a particularly skilled tracker or force of warriors enter they may be able to bypass this primary boundary, however this is merely the first of many defenses as the forest twists and weaves itself to impede these beings and should they still have the resolve to pass through the path they started on they will encounter the forest's children, the ents. Being a slow-witted and tranquil race the ents merely seek to wander about as they discover new trees to grant sentience in the manner they have been uplifted. A delicate ritual is undertaken to coax out the spirit in the tree and imbue the spirit with a magical core allowing it to move around like a mortal being would. These rituals are undertaken by the ents mages, elderly trees with great wooden harps that they play. These harps form the primary source of ent spells alongside a crude form of healing magic and this auditory magic serves as a means to entrance and command the many creatures of the forest alongside controlling the very earth itself. These spiritsingers, as they are called by the other ents can perform tasks like making a seed become a tree in a day with their talents leading to them becoming respected elders among the treekin. Occasionally an ent seeks to explore and find another forest to give life to in the manner that the soulwood is, embarking on a generation long voyage to find a suitable home and another generation to begin the process of granting sentience. This immense slowness means the ents are a reclusive people, knowing that direct confrontation will end in doom. This had led to a general separation from the outside world.
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>>77306995
>The East Unionary Company
>While technically part of The Union, the EUC finds itself with a relatively high level of autonomy. Acting primarily as a trade hub for Timber and Furs to bring to the mainland.
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>>77320800
Sorry, here's the map for where the soulwood is. Just look beneath The Tavern Woods and you'll see it.

Military:
The ents lack any kind of military, rather relying on diplomacy and gifts such as the many wooden crafts they can create to convince outsiders to stay away. However each ent possess great strength, being a living tree and when put in a situation between life and death they will crash around bringing devastation to the troops around them. The primary of these instances is where their high prophet organized a group of warriors who assaulted some wolf-kin attempting to use the trees in their land for fuel. Alongside this they commonly dispute with the people of the tavern woods over their usage of trees, however these instances are sporadic and they are typically placid beings.

https://static.wikia.nocookie.net/endless-space-2/images/b/ba/Guardian-mood.jpg/revision/latest?cb=20210124183717
A group of ents speaking to an elder who has chosen to once again root to the ground and become a part of the forest.

https://i.pinimg.com/originals/82/95/31/829531ec434a9ba01ead22800dedef6a.jpg
A massive wooden harp, the tools the spiritsingers use to perform their magic.

https://cdna.artstation.com/p/assets/images/images/011/253/160/large/hareum-lim-.jpg?1528623243
Among the more militaristic of the ents, this violent caste is not welcome among polite ent society and are typically given land among the outskirts of the forest to live in.

https://cdnb.artstation.com/p/assets/images/images/005/182/391/large/przemek-swiszcz-ent-s.jpg?1489096419
The current treeman elder, the name ents use for their leader known as Acornflesh.
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>>77316047
maybe the malorite naturally generates heat and causes the area to be warmer than its neighbors.
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>>77317863
Oh no they don't have a terrioty or land of their own. Just monsters that are about in the east.
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>>77323802
Understandable, anyways I guess Autia’s filled up now. Will more continents be added soon? As I don’t think the northeastern continent will be empty for long.
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Bump
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>>77324159
Idk if anything else will be added. Someone added a bunch of islands in the south which could filled in if they haven't been yet. I suppose some types of crunch beyond lore could be started in earnest. Some anons were doing rolls for war between nations at one point but idk what exactly came of it.
Classes or playstyles could be devised for RPG adventures.
This setting has the potential to be used in various ways I think.
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>>77312263
>needs Gary
What's it been? Four days? Five?
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Daily reminder to support the Union.
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>>77324159
>>77327020
Adding more space isn't that hard, I was already intending to merge the two new nations into the map that I updated recently with the new islands and continent names. I could easily add one or two more continents to the existing map, or even expand the size of the map so that there is more space to add stuff if that is what people want.

Also, like >>77327020 says, there is a lot of potential on these threads beyond just constantly adding new nations. Depending on people's individual interests we could:
- add monsters, stateless races, subnational organizations, and other details that may be of interest to adventurers
- come up with archetypes/prestige classes/whatever for player characters
- flesh out existing nations by asking people to come up with rulers, important people, interesting but unimportant people, societal quirks, major landmarks, etc
- flesh out major historic events
- etc.
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>>77327807
I don't get the joke on this
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>>77327942
Have we ever settled on what the Union looks like? Or are we just going on some european stuff, some asian stuff, and some mixed.
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>>77329332
Personally, I would like something akin to late HRE
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>>77329332
My money’s on China during the 1800s with a good bit of Russian elements also thrown in.
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>>77328050
The good news is some stateless monster have already been included, culture has been well expanded for several nations, and some historical context and important characters have been included.
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>>77329332
The first post for them in the very first thread included a picture of mao I think.
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>>77329502
>>77329518
Could y'all just fucking roll off I'm tired of not knowing what they look like.
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>>77330790
Good idea.
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>>77330348
yeah I was thinking of compiling a list of stateless monsters
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>>77330360
first pic of them was the Inquisition pic from the Monty Python skit, second pic was Mao
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Bump. Stay alive. I'll add some Sartyrian and Belkan lore tomorrow if thread is still up.
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>>77328050
Agreed, what makes these treads especially fun is that people would add random pictures to the tread and talk about how they would fit into Autia.
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>>77324159
>>77328050

Updated the map with a new continent and a bunch of islands

The new continent would likely be temperate on the upper half, and either desert or jungle on the lower half

The emerald isles are meant to be jungle for the most part, but subtropical or temperate for the southern islands

Plenty of space left on lapus, dead man's hand, and krraurah if people want to do cold temperature nations. Krraurah is big enough that it probably has a thick line of taiga along the coast, followed by a thick line of tundra.

The Fantal Islands are a cluster of demon inhabited jungle islands that Alkor is trying to colonize since they have lots of gold, but it is not going too great for them. Will add more detail on them later if I find the time.
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>>77334877
Forgot to add that the map is now roughly earth sized running north-south, but there is more space to the east and west if needed, though try to keep new nations fairly small

Also, I added the two new nations that were added to one of the older maps yesterday
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>>77299284
Esteemed Ladies, Gentlemen.

As you well know, the origins of the Maritime Khurultai beyond the 400 years we have known of their existence, have not been committed to publication, nor are there written records of any kind on the subject. However, there is, within the extensive and robustly worded oral tradition of the people, an origin myth.

To repeat the myth in its entirely would require several hours of your precious time, as well as an understanding of the local language that I am not qualified to relay with sufficient enough skill. In summary translation, we can say they believe they came from a convoy of refugees of a ruined homeland far to the south, one which persecuted them for their beliefs that slavery was unjust and should be abolished. That any who could work the land should be free, regardless of other factors. They feared for their lives and fled across the ocean in thirteen ships.

Most sank, and while some of their crews and passengers were saved, in the end, only four made it to their new land. When they arrived, they found the land plentiful in rich fruits, grain, vegetables, spices and materials for making homes, textiles, medicine and even tools for mining and metallurgy. Which, even I admit, seems implausible, but then how else are we to explain their alternatives to modern firearms?

But it seems that while they found an abundant paradise, the animals of the land were rare, and often dangerous. Even the fish along the coastal waters were quite deadly, almost as if they had adapted to be as deadly as possible in order to ward off some threat or another with their every waking moment. Mammals, insects, birds, reptiles, amphibians, they all seemed hostile to human presence, and hunting these creatures was an exercise in folly, for it killed more of their people with each attempt than their bodies could feed.

That is, until they discovered their Tiger God.
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>>77334933

Pardon my interruption. A little wine always clears the coughing.

We don't know if they are referring to some predecessor species to the actual Dire Tigers they use today or if they met someone who merely impersonated a deity, regardless, this indivdiual didn't consider them a threat. If anything, it was amused by their attempts to change the nature of the land, and let them go about their business, occasionally following them as a curious neighbor might observe the habits of your pets.

The Tiger God watched their struggles, but didn't offer aid directly, merely leaving hints on occasion so they might discover the truths for themselves. As thanks, they would offer gifts of tribute, which, while quite elegant by our standards, simply served to make the god bored.

However, when the humans finally began breeding fish in their aquacultural gardens and preparing them for meals, the Tiger God took notice and began asking for offerings. The humans relented, and the Tiger God was pleased, offering the services of their children in exchange for regular meals. This bargain appears to lay the foundation for their domestication today.

Now, when most settlers or refugees arrive at a distant landmass, unless they have sufficient materials for housing secured, it isn't uncommon for people to cannibalize their ships for raw materials. This didn't happen in this tale, as the refugees had feared they would be followed, and thus kept their ships in order to evacuate should the land prove too formidable for them to live on.

However, as the people were beginning to discuss what to do with the vessels, the Tiger God was intrigued by these ships and their sturdiness, and they asked that their children be able to use them to play on as part of their arrangement. The people agreed, knowing they would also be useful for trade should they come into contact with others, as well as to find more marine life to hunt and eventually tame for domesticated food sources.
>>
>>77335046

Again, my apologies. This damned cough.

But that is the tale, as told to me by my contacts from the Maritime Khurultai, have laid out. As you well know, the structure of the narrative is typical of a myth whose basis in reality has been lost to time. Not uncommon in particularly ancient civilizations without a readily available source of writing materials.

However, we have plenty of evidence that they do indeed have a writing system. The Litany of Poets even has three examples of their writing system within its text, though the translation is what most people care to read. So why then do they only chronicle their history in oral tradition?

I believe the key to this inclination stems from an axiom they use, away from open ears and in darkened corners. "Still words lie, moving words reflect the soul." In order to trust the words of a person, they must see the person say it, to follow their eyes, the movement of their hands and gauge the emotions of their voice, to carry a greater context with the words- a mass produced writing would be meaningless to such an attitude.

...I must say I am somewhat astonished that there hasn't been a single question about any of this thus far. Does anyone have a...Carl, have you even been looking for raised hands or...

My word. My assistant is dead. How...when...Someone, please call for a coroner.

Why is...no one is moving? What...what is going on...here...

Oh.

Oh, I'm so sorry.

If it's not to much to ask, may I have a final sip of wine first?
>>
>>77323525
That'll work, it could also explain why Dright has lizard people living on it.
>>
> IBRU (Isekai'd Brazil Russia Union)
> Somewhere on not-Antartica, put a massive territory spanning from the left to the center, not close to the Pengu Empire, this is where the entire population of Brazil and Russia as well as some buildings where mysteriously isekai'd too. Some say it has something to do with Eldr
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>>77311143
Maybe someone has made lore summary for each nation?
>>
Any suggestions or idea for pic related? Was thinking of barbarian tribes riding on dinosaurs in the wastelands or jungle.
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>>77338555
I'm thinking a race of barbarians living in a large temperate rainforest in the center of Lapus (yes this type of rainforest does exist). Possibly some ents live there to as I'm planning to spread the race across major forests. Perhaps they could rival the Maritime Khuluritai as part of a dick measuring contest on whose giant mounts are deadlier. Dire tigers or the dinosaurs that live in the forest.
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>>77315374
The Soulwood and Srechund are missing. Can you please add those? Srechund is near Orkistan and The Soulwood is south of The Tavern Woods.
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>>77338782
Oh wait, never mind all nations are shown now. In that case I'll think about who to make next.
>>
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>Belkan Arktikos
Belkan Arktikos is a region of Belka on Northern Continent bordering Ogrillion Lands. Following the ascension of the Von Erich family to power in Belkan a series of military expeditions were undertaken by the state to expand the realm and look for artifacts of ancient empires that may aid Belkan's war effort. Belkan Arktikos is one of these colonies being located in the lands on the ancient Ogrillion Empire, with the Belkan military subduing the local Ogre population and putting them to work looking for any relics the mythical Sartyrians and their enemies. The colony is sparsely populated compared to the burgeoning colonies of the Alkorian Empire, with only a handful of cities and native Orge and human tribes, but is heavily defended for its Wyrdstone mines. With the Wyrdstone of this area being crucial for Belkan superweapon development.
>>
>>77338711
I think lapus is supposed to be fairly cold except for malsolia which is warmed by magic radiation
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>>77299284
I can tell this map was made by a finnfag. Fucking finnfags, hate them all
T. Finnfag
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>>77338711
>>77343576
Is it a temperate rainforest like as in the B.C coast? That could maybe work
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>>77303201
Squished Australia
>>77305257
Squished Taiwan
>>77305084
>>77306995
Squished version of the eastern continent of GoT
>>77312263
I got nothing
>>
>>77344692
But should we fuck finnfags?
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>>77346378
>But should we fuck finnfags?
To death preferably
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>>77345311
Yeah, I intended for the rainforest to be temperate as stated in the idea I wrote.
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>>77346958
there are many different types of temperate rainforest
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>>77347105
Sorry, to specify I meant the rainforests on the North American Pacific coast.
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>>77347154
rainy pine forests and dinosaur riding barbarians are a pretty interesting combo

depending on what side of the island they end up on, they could also border the swamp dwelling elves and mutant somali pirates
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>>77347356
Is anyone planning on fluffing out the swamp elf nations?

I will try to do something for the Union tonight, and maybe even add a new nation for the area.
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bump
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>>77334877
A vast mountain range of sheer cliffs and jagged peaks, the tallest disappearing into the clouds.
Known as the Shattered Edge mountians, this range is a maze of dense narrow valleys and clusters of peaks that stretch north to south for miles.
This is a dangerous and precarious place, with hardly any room for cities or villages. Dangerous and wild, a variety of beasts and monsters call this place home.

Perhaps worst of all are the horrific creatures known as the Xiklik species.
>>
>>77353746
The Xiklik are of an unknown origin, though it is theorized that these mountains have always been their home.
They are endlessly numerous and vicious horrors. The Xiklik live in deep caverns and caves of the Shattered Edge mountains, and it is believed that they infest nearly the entirety of the range. Below the surface, far from the light of the sun, they reside. Gnawing and multiplying without pause. To get lost in this range of mountains is very dangerous, for every moment spent here is another moment that you risk wandering into one of their lairs or being found by some number that have come to the surface world for unknowable reasons.
The minds of the Xiklik are alien to humans. No signs of compassion or intelligence show in their eyes. They build nothing and do not appear to speak any language intelligible to any other beings.

In truth, they need none of the trappings of civilization that other races cling to. They live in a vast and dark system of caves and tunnels that wind and web their way through the mountains in a dizzying fashion. While seemingly mindless to outsiders, they truly posses a terrifying intelligence that is hard to discern.
For most people simply avoiding the mountains all together is more than enough to avoid a gruesome fate. However, once every 50 or so years they burst forth, the mountains no longer being able to contain their swelling numbers. They spread across the neighboring lands in a horrifying swarm of death and savagery, attacking everything that moves or breathes with a seemingly mindless recklessness. But mindless they are not. While the minds and ways of humanity are as alien to them as they are to us, they are more than mere beasts. Everytime they rampage they seem to have more specific targets and seemingly begin to account for the tactics or defenses of their prey. Avodining firing lines and circumventing defenses.
They are an ever present threat to all who call the eastern half of the continent home.
>>
The Union:

People:

The Union is home to Nantic humans in the northern states, and Cored humans in the southern states. Assorted monster races can be found dwelling in the more remote areas, particularly goblins, who are also sometimes used as slaves by The Union.

Religion:

In ancient times The Union worshipped a mix of Nantic faiths, Carastion, Southern gods, and a wide range of animal spirits. In modern times, faith in the gods is highly discouraged, and instead people are expected to idolize living and historic heroes of The Union.

Magic:

The elimination of magic-users is one of the founding principles of The Union, therefore they are quite rare here. However, in secret, many members of the ruling class are powerful magic users. Several competing organizations of witch hunters hunt mages (as well as political dissidents) ruthlessly.

Military:

The Union is rather notorious for its wasteful methods of warfare. Due to its relative stability and the protection afforded to it by the Iron Crown, The Union does not maintain a large standing army, but when needed, it will conscript large sections of its population to create an expendable hordes. The best equipped soldiers are members of the elite Dragon Guard, who use cutting edge equipment like zepplins, primitive gatling guns, and large caliber rifles. They are generally seen as too valuable for front line duty, and instead do important tasks like escorting nobles or gunning down conscript hordes that try to flee the battlefield. Below them are the standing army, whose appearance varies by province, but whose equipment consistently includes flintlocks, swords, clubs, and cannons. Below them are the conscripts and peasant levies, who fight with spears, bows, fire lances, hwacha, and sometimes crude, unreliable muskets. Unlike many nations, the Union still makes frequent use of heavy armor.
>>
>>77355410

History:
Formerly the core of the Jinsan Empire, The Union was formed following the collapse of the Jinsan, by a coalition of warlords who wanted to end the pointless fighting (and secretly to one day rule the world). Since its formation, it likes to present itself as a peaceful nation, but it has gotten in frequent minor wars with neighboring states, local rebellions, and separatist colonies. It is usually considered one of the strongest nations on the planet, but has yet to prove it can fight frequent major wars the same way that Belkan, Ercaenmedi, or Alkor can.

Economy:

The Union has a large population thanks to its vast swathes of fertile land, however, the nation is generally considered to be a poor one due to overcrowding and an underdeveloped industrial base hobbled by nepotism and conservative thinking.
>>
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map updated with new nations
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>>77355410
I love these write-ups, is it always the same guy?
Who will be next?
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>>77355732
I do most of them, but some other people have used similar styles.

I am working on Skyr-nada right now, but don't have anything planned after that if people want to make requests
>>
Skyr-nada:

People:

The Nadians are descendants of an ancient Nantic Empire colony, though harsh conditions, subtle magic, and a high protein diet mean they are larger and stronger than typical Nantians.

Religion:

Nadians worship a primitive version of the Nantic pantheon; Gala (fertility, magic, nature, feminity), Akar (storms, thunder, might makes right), Shogor (oceans, fish, mysteries, forbidden knowledge), and Grumm (werewolves, animals, hunters).

Magic:

Few Nadians use magic, those that do are usually druids of Gala (almost always female) or much more rarely druids of Shogor. The magical traditions used have much more in common with the wild magic of the fey than the scholarly magic of the Nantians.

Military:

Most Nadians are local to their clan or village, but occasionally small, or even large alliances are formed between groups. All adults are expected to know how to fight, and get plenty of practice on the many threats of the region including goblins, hostile fey, werewolves, ogres, giants, restless dead, large predatory animals, and sometimes trespassing foreigners. Nadians prefer brute force weapons like clubs and axes, and don't wear armor, but aren't mindless barbarians and make frequent use of traps and ambushes to even the odds. Many Nadian tribes use crossbows and flintlocks purchased from foreign arms dealers. Nadians tame large fauna like goosaurus, bears, wolves, moose, and giant beaver to serve as hunting companions, guard animals, and mounts. They sometimes ally with outsiders and non-humans when needed.

History:

Nadians descend from a largely forgotten Nantic Empire colony. They sometimes clash with foreign mining, fishing, and archaeological groups, but are mostly ignored by civilized nations.
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>>77356046

Economy:

Nadian are a self sufficient people that get by fishing, hunting, and practicing limited agriculture. Nadians build fortified villages from wood and stone but are always prepared to live off the land, even in winter, should their village be overrun by a superior foe. Although capable of mining and smelting in order to produce their own tools, weapons, and currency, they trade furs, gold coins, and potent alcohols for more advanced gear like fire arms and bear traps.
>>
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As Dright grew increasingly inhospitabled from the poisoning, most wildlife that was once a mainstay in Dright retreated to other lands of Lapus in an effort to escape from the blight. However, for the few that stayed, there were two possible outcomes; either they died out, or they adapted to develop a resistance to the poison. Notably, a particular scorpion species evolved to overcome it, growing large and aggressive. This animal subspecies, dubbed Blight Scorpions, quickly became a favorite of the Dreeght and frequently used as a beast of war and as the Imperium's national animal.
>>
Bump
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So In a war between Belkan and Alkor who would side with who?
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>>77360074
Naturally, Ercaenmedi and Harlbourg would side with Alkor and Belgan respectively, as they hate their neighbors to the core.

Goblin Island would be working overtime building superweapons for Belgan.

Aetherites and the Desolate Isles will be uninvolved with the conflict, and may not even notice there is a war.

Westphallica would remain neutral, but if naval blockades occur it might be forced to pick a side.
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>>77360668
>Westphallica would remain neutral, but if naval blockades occur it might be forced to pick a side.
Though their contribution would mostly consist of throwing lots of money at whatever side makes them less angry.
>>
The following text is derived from an advertisement from a popular Ercaenmedian newspaper named: The Bluejay.


Ladies and gentlemen, citizens of Ercaenmedi! We here at Kotwica Industries are proud to announce to you our nations newest innovation and fastest form of transportation!

Introducing the Ekranoplan:

Built from the retired Alkorian steam ship known as "Andrew" and several parts scrapped from some of those Belkan "airplanes," this ground-effect vehicle flies low above the water on a soft cushion of air, allowing comfort to all passengers onboard.* With the assistance of two contra-rotating propellers and four flettner rotors this beauty will bring you from Autia to Rinolsol in two days! Only having to refuel once at the Dach Coal Mining floating platform.

Our mainland dock is located at Kotwica Bay, hurry up as tickets are running out!

*Kotwica Industries is not responsible for any discomfort caused by Belkan soldiers attempting to steal the Ekranoplan and turning it into a superweapon.
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>>77364057
I like it
>>
Ideas:
-School of magic based around saying nigger
-Tumblr kingdom which is relentlessly dedicated to making the entire multiverse politically correct
-Furries*
-Wasteland that's basically the 1850s with steampunk shit
*No longer exist, as they have been exterminated for heresy
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>>77365838
Cringe and nonbased anon.
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>>77365838
Too cliche and uncreative, might as well add a dream sequence to it.
>>
The 1d4chan has still not been updated.
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Photograph of a skilled and well-respected member of the Unravelers preforming a complex brewing ritual.
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>>77369478
Picture taken by the Alkor Global Press newspaper company.
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Attempt #3 to have a nation of only demonic horses and demonic horse people.
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>>77355446
The union also is famous for their mercenaries. Specifically hired to hunt down rogue wizards and necromancer
>>
Utopia:

People:

The people of Utopia come from all over the globe, but most of them are Nantic followers of Vanille, Gaelhalla, and their variants. In addition, the Silver Goddesses clan of Amazons, the original inhabitants of the islands, still form a slight majority.

Religion:

The people of Utopia welcome all religions (except war gods, demons, male gods, and any god that pushes for the supremacy of a particular race (Ayalla's well known favoritism for the Amazon races doesn't count, for reasons)). The Amazons mostly worship Ayalla, while the Nantics mostly worship Vanille and Gaelhalla. Utopia itself is essentially a cult. Although its home base is in the island chain ruled by the Silver Goddesses, its followers can be found around the world, seeking ways to influence governments to embrace its multicultural-feminist-environmentalist creed, or overthrow those it cannot influence.

Magic:

Utopia has a fair number of magic users from all over the world, but particularly the Nantic States. In addition, unlike most other Amazon tribes, the Silver Goddesses have many skilled magic users, specializing in enchantments.

Military:

Members of Utopia stir up trouble all around the world, but prefer subterfuge and political riots to actual warfare. Enchanters are particularly useful to them. However, the Utopians are perfectly capable of defending themselves. In particular, the Silver Goddesses are almost all skilled at martial combat, and have many magic-users as well, causing them to be the main fighters of Utopia. Several attempts by Alkor, the Union, the Shahdom, and Dright to dislodge them from their islands have failed, and in retaliation, Utopia has teamed up with Malsolia, Aquatica, and the Freedom Coalition to engage in piracy and industrial sabotage. They also have a mysterious interest in Khurultai.
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>>77372895

History:

The Utopian Movement was founded by Hanna Gannel, a minor noble from Westphallica and a fanatical worshipper of Vanille who believed in a world where everyone will live in harmony with each other and nature. The movement was very popular with activist nobles and intellectuals for a time, but gained a reputation for using violent and underhand methods to achieve their goals and therefore were driven out of one nation after another. They eventually ended up seeking sanctuary in the Silver Islands (now known as Utopia), since the Amazon tribes there largely agree with their politics.

Economy:

Utopia is an island chain off the coast of Lapus covered in temperate conifer rainforest. The indigenous Amazons live simple lives as hunter-gatherers, but foreign followers of Utopia have built several impressive fortresses and port towns with resources provided by wealthy sympathizers and enemies of enemies. Piracy and raids also sometimes yield useful resources and equipment.
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may i suggest?
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>>77373213
To what end might I ask? Just curious
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>>77373217
mystery, everybody loves a big wall.
>>
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Unravellers:

People:

The Unravellers are a mix of native Eldrians and exiles from other realms, but the Union in particular. The Eldrians have also maintained their ancient traditions of "creating" new races, and all sorts of strange entities are bred, forged, raised, and conjured. In particular, followers of Deadicorn have been infusing slaves with demonic energy to create abominations known as "horsemen".

Religion:

The Unravellers aren't particularly religious, but some old school Eldrians still worship Primolt. Others worship any entity that helps expand their knowledge of magic, including demons. Deadicorn is particularly popular.

Magic:

The Unravellers have dedicated themselves to pushing the boundaries of what is possible with magic, and therefore will explore any and all magical traditions, regardless of ethics or morality. They sometimes visit users of dark magic in other nations like the demon binders of Yr and Aesaneria, the occultists of Hagarta, the Fleshmolders of northern Nantes, and the hags of Fluffwood to compare notes.

Military:

The Unravellers don't bother with a standing army, but history has shown on many occasions that the Unravellers are more than capable of defending themselves against any dumb enough to interfere with their studies. Those captured or killed during these attacks will often be used as raw material to create even more horrific creations to defend against future attacks.
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>>77373367

History:

The swamps of Zandra Peninsula have long been used as a refuge by the most reckless and unethical of the Eldrian Empire's magic users, and when the Eldrian Empire collapsed, these mages simply continued their hobbies. The area didn't get its current name until recently, when a large influx of mages fled The Union and sought sanctuary in Zandra. Recognizing the value of the incorporating foreign magical traditions into their own on such a large scale, the mages of Zandra began promoting themselves as the Unravellers, a society where anyone skilled with magic could come to safely carry out experiments, free from the fear and jealously of non-magic users and the petty restrictions of religion, law, and morality.

Economy:

Although some of the senior Unravellers have set up farms, plantations, mines, and factories to aid their experiments, most live in isolation or in small groups, accompanied by their servants, slaves, and creations. Their wealth comes from selling information, creations, and their services to wealthy buyers, with Westphallica, Yr, and (secretly) Alkor being their main customers.
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173 ANC Emerald Isles Expeditions:

[TOP SECRET]

Belkan, Ercaenmedi, and Alkor, among others, have long been intrigued by the possibility of exploiting ancient Sartyrian artefacts for military use. In 173 ANC, the intelligence agencies of all three nations caught wind of a large complex of Sartyrian structures being discovered in the Emerald Isles by an expedition of explorers from Falconhead.

Belkan Intelligence was the first to act on the news, and dispatched a "scientific expedition" of 87 soldiers, 23 air crew, 4 griffon riders, 13 scholars, and 9 support personnel to the island on board the armored zeppelin "Indomina".

Much slower to catch wind of what was happening, unaware of the Belkan expedition, and not taking the discovery particularly seriously, Alkor and Ercaenmedi (allies at the time) assembled four small cargo zeppelins, and three messenger griffon riders, as well as 34 Alkorian marines, 12 airmen, 6 freelance adventurers, 8 Alkorian colonial bureaucrats with some scholarly knowledge, and an Ercaenmedi intelligence specialist. The force was assembled hastily from nearby Alkorian colonies, though the Ercaenmedian specialist was luckily just in the area.

The Belkan expedition reached the island first, but an unexpected tropical storm caused the Indomina to crash just off the coast of the island, leading to the loss of half the expedition members, most of the gear and equipment, and all but one of their griffons. Even worse, the island contained many dangers, including quicksand, strangler vines, dinosaurs, massive insects, zombies, and sadistic demon worshipping natives. After losing half of their remaining members trying to carve their way through the jungle, the remaining members of the Belkan expedition fortified their beach camp, then relied on their remaining griffon to ferry key members of the expedition directly to the ruins.
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>>77374092

However, only 8 members of the Belkan expedition were ferried to the temple before the Alkorian expedition arrived. Outnumbered almost two to one, and possessing only a few functional muskets in addition to their melee weapons, the Belkans were swiftly defeated, with many of the kills attributed to the Ercaenmedian woman Naifi, who was skilled at both magic and melee combat.

After interrogating the surviving Belkans at the beach camp, the Alkorians sent a single messenger, Jessie Young, on a griffon back to the nearest Alkorian colony to report on progress so far, and notify senior officials that the Belkans were taking the ruins unusually seriously. They then mounted back up in their zeppelins with the intent to fly over the jungle and land at the temple complex directly.

Jessie Young's account of the two expeditions up to that point is our only reliable record of their fates. When a second much larger Alkorian expedition arrived on the island, the ruins had mysteriously disappeared, along with almost all traces of either expedition. The bodies of two Alkorian soldiers and a Spartician adventurer who died during the initial clash between the Belkans and the Alkorians were encountered in zombie form two days later deep in the jungle. However, the battle site itself and the Indomina had disappeared without a trace, not to mention the temple and the Alkorian force that reached it.

It was only three years later that Belkan historian Emilia Gunther was rescued during a retaliation raid by Alkorian marines against hostile tribesmen on an island almost three hundred kilometers away. Initially believed to be a captured Alkorian colonist gone native, her accent gave her away as a former citizen of Belkan. By that time the 173 Expeditions were something of a legend among Alkorians stationed in the Emerald Isles, and her rescuers almost instantly jumped to the conclusion that she was in some way associated with the Belkan expedition.
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>>77374120

According to her rather farfetched and contradictory account, the 8 Belkans who reached the temple had split up into three groups, and she and a soldier named Hans never saw the other two groups again. She and Hans became lost in the tunnels and began to suffer from what is likely a series of hallucinations brought on by panic, during which Hans shot himself. Emilia later claims to have encountered an Ercaenmedian woman killing several Alkorians before fleeing the area. Emilia apparently wandered the tunnels for several more days before emerging back into the jungle and being captured by tribals. She was apparently unaware until being told so by her Alkorian rescuers that she ended up on an island several hundred kilometers away from where the temple complex disappeared from.

Emilia disappeared without a trace two days after being rescued.

Four subsequent expeditions to the island have turned up nothing, but each expedition was plagued by unexplained disappearances, unexpected bad weather, murders, and outbreaks of insanity. One of these expeditions disappeared completely.
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>>77369118
Fuck it, I'll do it myself. This will take a while.
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>>77374525
Added some lore to Ercaenmedi, Harlbourg and Alkor and cleaned up a lot of Shadom's grammar issues.
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>>77373213
Do people accept the wall? I want to add a nation to the worldmap but I don't know if I must take this version.
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>>77375906
Just noticed that the quality of that version is shit compared to the previous one so he should just add back his wall if he want to.
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>>77374525
Thks anon!
>>
Rolled 92, 59 = 151 (2d100)

>>
Oh cool, another thread where we throw aesthetically incongruent ideas together
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>>77375906
>>77375921
Ya, map quality went down the shitter, I'd have to redo it.
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>>77374136
>>77374120
>>77374092
Thank you anon.
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>>77377840
No problem, I am actually surprised there hasn't been more "in-universe" writing so far.
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>>77377391
The descriptions of different nations and cultures are vague enough that the many of the differences can be smoothed over or rationalized. Also, everyone on this thread will have different interpretations of how things work based on what makes sense to them, as well as certain things they will ignore because they just don't like.

Basically we ended up with a steampunk thread, with most of the major nations home to european or asian humans with steampunk/dieselpunk aesthetic with some high/low fantasy thrown in. While the remainder of the nations are magic using versions of various medieval earth cultures, badlands monster tribes, or former magical experiments.
>>
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>>77379453
It is basically a fantasy setting in which some of humanity advanced technologically beyond medieval stasis. I don't see a problem here.
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Free City-States of Harlbourg

People:

Harlbourg is primarily home to Nantic humans, but also includes many "monster races" such as goblins, harpies, snake people, and giants. The monster races mostly live in the southern barrens and in a number of large, untamed forests scattered throughout the nation.

Religion:

Harlbourg follows a fairly standard interpretation of the Nantic pantheon. Gaelhalla (magic, femininity, fertility, the moon, love), Weir (forests, agriculture - sometimes worshipped instead as Wyrn for hunters and some fey creatures), Gayin (industry, commerce, labor), Shomdar (oceans, fishing), Liik (collector of the dead), and Vanille (justice for common folk). Alcar and Grumm are occasionally worshipped, but have fallen out of favor as war gods with focus instead on Vanille and a group of demi-god revolutionary figures known as the Founding Fathers.

Magic:

Harlbourg follows standard Nantic magical traditions for the most part, but also sometimes relies on the strange magic of the forest fey and the southern monster tribes to give themselves the edge.
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>>77383703

Military:

The primary enemy of Harlbourg and more recently Alkor's allies among the Aesanaerian tribes. Due to the massive land borders they must defend, plus the decentralized nature of the state, they rely heavily on volunteer militia bolstered by mercenaries from less civilized nations, and magi-tech equipped private armies from the wealthier towns, cities, and noble families. No standard uniform exists, but blue is seen as the national color, while purple is popular with those worshipping Vanille. Knightly orders dedicated to Vanille are particularly common in Harlbourg, but they prefer to keep out of politics and focus on vigilante actions against those that harm the common folk instead. The militias are surprisingly well equipped, almost every family has at least one privately owned firearm, usually several. Crossbows and magi-tech guns are sometimes used by militia members who are particularly rich and poor respectively. Swords are seen as archaic by militia members, but hatchets, clubs, and long knives are brought along in case fighting becomes up close and personal.
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>>77383723

History:

Once a part of the Nantic Empire, and later the Alkor Empire, "East Alkor", as it was known at the time, was a prosperous, but politically overlooked region. Angry at constantly paying taxes for wars they didn't benefit from, and egged on by intellectuals making impossible promises, a widespread revolt swept through "East Alkor". Unable to decide on a new form of government, the leaders of the various rebel factions met in the small town of Harlbourg and signed a series of defense and trade treaties, leading to the formation of the Free City-States of Harlbourg. Despite its massive economy, Harlbourg has yet to emerge as a leading power in the region. It has alternated between fighting and allying itself with several nations in the region, particularly Belkan, Alkor, and Aesanaeria, though alliances with Alkor are rare. Harlbourg also frequently has to deal with internal fighting between different city states, as well as political factions like Utopia and Swabonze. Although internal power struggles are frequent, they rarely lead to open warfare, though assassinations and riots are common.

Economy:

Harlbourg is a wealthy nation, with rich farmlands, a large industrial base, and many merchant fleets. The lack of one central authority to direct the economy is sometimes a positive, sometimes a negative.
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>>77369494
Cameras are a recent and incredibly rare invention. Only four have so far been built, and two of these are owned by the Alkor Global Press newspaper company. The AGP uses these to document images of lesser known incidents and cultures around the world.

Raw photographs are colourless and fuzzy, so the AGP usually hires artists and mages to edit the photographs unless it's very urgent.
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>The Invasion of Belkor
On the 27th of Alcus Year 1589 the State of Belkan declared war on the Alkorian Empire with the support of the Free City-States and Soukos Republic with the Shahdom as a co-belligerent. Citing the levying of several new trade restrictions by the Alkorian State and their growing influence with the Ercaenmedian Kingdom. On the same day First Division of the Belkan airfleet with the support of several Carrier Zeppelin landed the elite 10th and 15th Corp on the island. The Belkan forces were able to make easy gains initially with Shock-Halberdiers and Griffin Knights able to take numerous strong points with the aid of local Belkan sympathizers. In a few weeks time the Belkans had managed to take Erengrad, Elvani and Sotovai, splitting the nation in hal, but being stopped at the Alkorian Naval base of Knudsgar as the Imperial Marines rallied the local populace and turned the port into a fortress badly mauling the 76th and 55th Divisions in several frontal attack. But the intervention of the Ercaenmedian forces suddenly stalled the Belkan advance, blocking the advance of reinforcements from Soukos in a particularly deadly naval battle at Cawl's Reef. Now the Island is in stalemate with each side waiting for reinforcements and supplies from their mother countries, with the Belkans having to scavenge from the local population to make up for their extremely long supply lines as they were not prepared for an extended campaign.
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Principality of Gabaet:

People:

Gabaet is home to a mix of Nantic humans, dwarves, plus a scattering of other races living in the wilds like goblins, orcs, and kobolds.

Religion:

Gabaet follows a similar interpretation of the Nantic pantheon to its neighbor Falconhead. Gaelhalla (arts, fashion, social status, hats, courtship), Neir (farming, forests, nature), Gayin (dwarfs, craftsmen, books), Liik (ravens, crows, vigilance, protection, death), Shomdor (manages the punishment of evil souls in the underworld), and Ace (minor god of storms). Gayin is generally the dominant god due to the large percentage of dwarves, miners, and industrial workers. In the southern region of Hagarta, some people worship Deadicorn, Grumm, and other dark gods.

Magic:

Gabaet follows standard Nantic magical traditions for the most part, but in the lawless southern parts of the nation informally known as Hagerta, some people practice darker forms of magic.

Military:

A frequently overlooked neutral state, Gabaet consists primarily of several dwarven holds mixed in with towns supporting the rail lines, and isolated farmsteads in the lower valleys. Although a small but well equipped royal army exists, most of the actual fighting against marauders is done by the rail guard and the dwarven armies. All fighting forces in Gabaet wear heavy clothes, use gunpowder or magi-tech fire arms, and often wear heavy armor. Many of them of veterans of several skirmishes with orcs, hiisi, trolls, ogres, giants, and dark magic users.
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>>77386148

History:

A former Nantic state, much like Falconhead, Gabaet was formed from parts of the southwestern Nantic Empire that Westphallica wasn't interested in. Since then, it has largely abandoned its claim to the monster filled regions south of it, and focused its efforts on the more profitable gold mines and rail lines in the north. Although technically neutral, Belkan sometimes tries to sabotage the rail lines since they are one of the main routes in-between Alkor and Ercaenmedi.

Economy:

Gabaet's economy revolves mostly around mining, particularly gold, and maintaining the rail routes as they pass through some of the roughest mountains on the continent. Small scale agriculture does exist in the few mountain valleys that fall within Gabaet's borders, but it is not a significant part of Gabaet's economy, aside from some popular teas like White Dragon and Gobbler.
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Bump
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What should we add more lore to?
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>>77389764
It would be kinda nice to have some lore explaining how all of the nations are so different from each other. Like if they were somehow separated for a shitload of time and thus had to develop individually and really distinctly into what they are now
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>>77390336
I'm pretty sure it has been written that the more technological nations of humans on the first continent are descendants from one or two empires that had advanced technologically. I may be mistaken but some of the technology might be magitech in nature or origins.

The other civilizations are seemingly either humans of a different cultural/historical group/origin or are downright magic using fantasy factions.

> inb4 not feasible
Irl we have nations that send manned shuttles into space, and people that live in stone age hunter gatherer societies that are contemporary to each other. With magic available, why couldn't this be the case?
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>>77389764
Maybe some southern nations?
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>>77390336
I am working on something for this...
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>>77395458
Alright, so I figure things work as follows:

- Portals everywhere - There are many alternate dimensions, and occasionally large groups are able to migrate from one dimension to another

- Outsiders: Refers to groups that migrated in from other worlds and dimensions far away. Most came by portal, but a few came by spaceship (Alprobe, High Magitek). Basically a catch-all group for those that don't fit in elsewhere. Some have been partially absorbed into other cultures, but most are isolationist, leading to small isolated nations that don't resemble their neighbors in any way, or marauding bands of monsters lacking a homeland. Includes; orcs, eritroans, hiisi, dragons, kobolds, dwarves, mindflayers, kangoos, snake people of deep desert, dreeght, akasa-prabuharu, mousterians, xiklik, pengu, the amazon tribes, and humans (though humans are so dominate they generally don't have the same isolationist traits as the other outsiders). Outsiders rarely remember that they came from another dimension, and instead assume the gods simply created them the way they are.

- Spirit Worlders: Refers to groups from dimensions that are "close" to this one, allowing for fairly frequent trips between dimensions. Generally categorized as fey, dead souls, and demons, though some cultures don't make any distinctions at all, simply treating them all as spirits.
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>>77397813

- Fey: Generally known for their wild magic and strange ways of thinking. Some groups like several of the elven races, goblins, and ogres have spent so much time in this dimension that they have lost their ties with the fey dimensions and spend all their time in this dimension. The elves, goblins, and ogres once ruled large empires, but these eventually collapsed, creating an opening for the rise of human cultures. Races include elves (sartyrian elves, drow, fairie elves, valkyrie elves, drow, and lapus elves), goblins, ogres, several types of giant, harpies, hags, ents, gepids, oni, spirit animals, and most of the aquatic races.

- Dead Souls: Restless souls either trapped, or who deliberately linger on the edges of this dimension. They have no nations of their own, though they are more active in some areas than others. Certain magic users can either bind them to their will, or banish them from the area, such magic is particularly common in ercaenmedi, yr, and unkor.

- Demons: Wildly considered evil, and fortunately unable to exist long in this dimension without being bound to something. Certain cultures like yr, aesanaeria, hagarta, the unravellers, the bridge tribes, hags, and certain Emerald Isles tribes have learned how to bind demons into inanimate objects or living beings to anchor them to this dimension.
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>>77397827

- Humanity: Humanity arrived in several waves from different places, at different times, but together have been the dominant culture of this world for many centuries now.

- Nantic humans: Belkor, Belkan, Ercaenmedi (culturally), Westphallica, Gabaet, Hagarta, Falconhead, Republic of Free Men, Skyr-nada, the Puppet-Clans, Alkor, Harlbourg, Hoogivs, Unkor (partially), Tavern Woods, Nantes, and Yr. European-type humans that specialize in mundane technology and mixing technology and magic, leading to a steampunk-ish culture. Many similarities between nations, but also many differences in terms of accent, language, fashion, religion, etc. as a result of centuries of cultural drift. Have also partially absorbed certain other races like the Ercaenmedi, gnomes, and the northern dwarves. Some isolated Nantic colonies have regressed technologically like Skyr-nada, Desolate Isle, and the Puppet Clans.

- Jinsanic humans: The Union, Freedom Coalition, Union Puppet, The Iron Crown, Rig'Nood, An, Napan, Shahdom, Four Sisters, Temple Isle, Bridge Tribes, Gib'Dunes, San'Barg, Ercaenmedi (racially). Asian-type humans with little in common besides shared ancestry and history. The southern nations are technologically backwards due to their small populations, isolationism, and skill at magic, while The Union is fairly advanced technologically, but militantly anti-magic. The Shahdom and Napan are somewhat between these two extremes. The appearance of Jinsanic humans varies by region due to intermixing with other races, exposure to magic, and environmental conditions. Some other races have been absorbed into Jinsanic cultures, like the goblins and Nantic humans found in the northern parts of The Union. Likewise, the Ercaenmedians are believed to be in some way related to the inhabitants of Napan, but their culture is heavily influenced by Nantic culture.
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>>77397847

- Eldrian Remnants: Shore Mages, Taur Tribes, Sneed, Brazilistan, Luver, Ander City, The Unravellers, Second Empire, Pumkin Kingdom, Kornheiseria, Persquaria, Unkor (partially), Alana, Duckers, Eldr, Northern Wastes, Rust Desert, Underwater Ruins. Extremely diverse set of nations with little in common aside from having to live in the fallout zone of what was once the Eldrian Empire. No one really remembers what the Eldrians looked like, or if they were even human, though many powerful magic users in the area are believed to have some Eldrian blood. Humans in the area seem to have been taken from all the other human races present on this world at the time of the Eldrian Empire, though racial mixing is surprisingly rare. Also present are the many strange races created by the Eldrians for their amusement, including the pumkin, duckers, taur tribes, and horsemen. The Eldrian cultures that haven't regressed into barbarism shun technology and magi-tech, and instead favor their own magic traditions.

- Sorgos humans: Soukos, Voluntas Pact, Aesanaeria, Brazilistan. Mediterranian type humans. Once had colonies along the coast of southern Rinolsol, and southwestern Autia, but their Autian colonies were taken over by the Nantic and Eldrian Empires. Shun technology and prefer magic. Although the dwarves of Brazilistan are widely believed to descend from ancient Sorgos colonies, no one remembers the reason for the physical differences between them and other Sorgos peoples.

- Shaobon humans: Miqdaad, Second Empire (Flickfowl component), Fantal Islands. Dark skinned humans who have inhabited Flickfowl and the Emerald Isles for ages. Some nations are fairly advanced in terms of technology and magic, others have become primitive and isolationist.

- Malsolia humans: Group of dark skinned humans isekai'd to the cold continent of Lapus. Scholars believe their appearance is due to magical radiation
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>>77397873

- IBRU humans: Group of humans from Russia and Brazil recently teleported to the cold continent of Krraurah. Other cultures are only vaguely aware they even exist.
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bump
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>>77397847
>>77397873

The Maritime Khurultai would have all these types of humans among their ranks. The clothes they wear cover them from head to toe in order to judge someone on their words and deeds, rather than any external factors.

Any other sentient species who would be a part of their nation would be allowed to dress according to their own cultural norms, as it seems their forms of discrimination come more from mostly ideological issues.
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>>77400500

Martime Khurultai

People: Mostly human, a few permanent residents of other species but less than a single percent.

Religion: In a word- complicated. Studies into folklore suggest a hundred goddesses and gods in a singular pantheon, but none have names. Titles exist, but they may or may not be distinct aspects of collective spirit clusters. There appear to be no defining set of scripture or doctrine, simply individual interpretation of the relationship between the divine and the mortal. While not concise by any means, it allows the society some comfort in accepting attitudes that are not their own.

Magic: The use of magic is highly limited to lifestyle magic rather than the typical uses of war or healing- to use them for anything more than small instances is considered an insult to the spirits which allow magic to occur. For instance, Magic might be used to create another pair of hands to work a loom while the caster dyes the thread the loom creates. There are workarounds: rather than creating massive fireballs to lob on ones enemies, a small flame might be produced to light a pitch-covered boulder prior to it being lobbed via catapult, and the ingredients of several dozen healing droughts might be magically combined while the droughts themselves are expected to heal the sick and wounded.

History: Unrecorded, save for third hand accounts. Oral tradition is considered unreliable in these matters. Few who have made contact with them have noted them with more than a historical footnote, though we know that they are attributed to the disappearences of a few coastal cities over the last century.

Economy: Unimpressive in terms of scale. All indication of an agrarian society- focuses on textiles and aquaculture. However, this might be a front for external actors in order to give an illusion of poverty- for instance, we know their crossbows are among some of the most sophisticated non-firearm ranged weapons on the island, and are far, far quieter.
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I just realized that if isekai'd humans of IBRU are from the modern day, they would have the most advanced non-magical technology. Which would make them a big target for the Union.
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>>77402482
It depends whether their technology came with them, or whether they were just kind of dropped in the forest with only the clothes on their backs.

Personally I feel bringing in modern tech kind of ruins the aesthetics of the setting. So far everything has been either high fantasy or steampunk/dieselpunk mixed with fantasy, but you start bringing in stuff that is explicitly modern, it kind undermines the themes we have been developing so far.

Also the Union is far from the only nation interested in technology.
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>>77393709
which ones need lore the most?
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>>77402821

Part of the Martitime Khurultai's history is the same. They WOULD be incredibly overpowered with their technology, but they rarely use it in terms of military prowess.
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Bump
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>>77402946
Probably Kornheiseria, or Theocracy of Alana
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>>77402821
I'd imagine it's a Brazilian coastal town with a fleet of nearby nuclear-powered Russian cargo ships. They'd been teleported without their power plant or any large gas reserve and thus need to rely on good ol' coal to power their houses and cars, with oil only being reserved for sports cars and large construction vehicles.
Cars also also have makeshift snowplows attached to the front of them to help with clearing out the snow. One of the cargo ships was carrying a shipment of luxury mink coats so a lot of the residents wear fancy fur clothing. That way they'd fit into the steampunk/dieselpunk aesthetic while still clearly belonging to a different world.
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>>77408776
*the town has no power plant, the ships do.
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>>77407629
Kornheiseria has a bit of lore, its economy runs entirely on sports and sports reporting, it has some interesting interactions with Shadom and the Pumpkin. And one of its sports bears a striking resemblance to Blood Bowl. Perhaps they could host something similar to the Olympic games?

The Theocracy of Alana rejects normalcy and idolizes anything weird, it's possible for them to have tamed some of the beasts that came out of Eldr. And that they have a decent understanding of the landscape.

Some more lore on Persquaria would be nice, we know they have sleds on their carriages because wheels are heresy and that they have an enclave within Eldr, but not much else.
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A former member of the Burning Crosses, a veteran of the wars against the Freedom Coalition and a hero to his country. Shi Liang Inocenty is a Union Witchhunter who roams the peaks of the Iron Crown in search of any mages trying to enter or escape the Union. Often having to fight of against the Iron Beasts of Yr, the meaty abominations of the Fleshmolder and the pirates of Gullet with his trusty Gunspear.

And yet, he still avoids walking near the temples of the monks. His allies think it's because he doesn't want to interrupt the peoples lives, but in reality it's because he made the mistake of trying to start a fight with one of the guardians.
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>>77369478
Photograph of professor Karl Vartsmer, using the fabled "Bong of Lords" to complete the second stage of the brewing ritual.

Picture taken by the Alkor Global Press newspaper company. Colorized by Stefan Steelwhil.
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>>77409225
There is actually quite a bit on Persquaria early in the first thread
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>>77412350
I see
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>>77408776
Nah I don't like it anon.
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>>77414453
OK, but what do you imagine IBRU to look like then?
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>>77365838

>School of magic based around saying nigger
I'd imagine a subdivision of the Unravelers doing exactly this.

>Tumblr kingdom which is relentlessly dedicated to making the entire multiverse politically correct
Kinda fits Utopia, minus the kingdom part.

>Furries
Kangoo Tribes

>Wasteland that's basically the 1850s with steampunk shit
The entire continent of Autia can be described as this.
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Where is Utopia located?
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Some Belkans have a minor genetic anomaly that causes their pupils to be smaller than usual, thes allows them to be protected against atmospheric radiation and snow blindness, but also causes them to have trouble seeing in the dark.
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A painting made by famous Ercaenmedian artist Iwon Jazwinski, the painting features his wife preparing a traditional dish of grilled skull using the remains of a Belkan soldier.
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>>77414745
That being said I still find the concepts pretty shit.
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>>77418470
*Your concepts
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While mostly focused on war, Belkan has been known to use airships for more recreational purposes.

Take for instance the Traveling Tavern, a floating restaurant capable of housing 50 staff and 200 guest.
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>>77418963
Forgot pic
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Photograph of the Malsolian combat zeppelin "Avery"

Picture taken by the Alkor Global Press newspaper company.
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>>77419072
Goddammit, forgot again
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Crocida is a loose federation of crocodile men living in a peninsula full of warm marshes.
They are generally solitary and mostly want to be left alone so they are ruled by a minarchy of bureaucrats who are the only ones interrested in running even a minimal state.
Their technological level is roughly at a Middle Ages level and they don't care much about magic outside of some basic magitech simplifying the maintenance of their infrastructure but the marshes are inhospitable for most other races and they have very strong natural form of regeneration making them almost unkillable through violence.
Their main export are wresting matches for Kornheiseria and stories about the crazy shit some of them do.

Crocuba is almost the same but the higher population density forced them to have a bigger government so they settled on a socialist state doing everything for them, the relative simplicity of their society and how little politicians and bureaucrats can gain means that is it mostly working fine.
They are a little more advanced than Crocidians and are mostly known for being less crazy than them and having the only decent doctors in the region.
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>>77419208
Ercaenmedi also has some territory up in the Artic portion of the map, which they call Ercaenadhorn
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>>77414525
I imagine them not existing.
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>>77419433
What should the oceans be called?
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What's the name of the new big eastern continent?
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>>77421291
>Blue, north of Autia
Dead Man's Sea. Cold water, the northern portions being frozen part of the year. The north west has the Orgrill Bay.
> Green
The Emerald Ocean. Slightly green tinted water, calmer waters with strong currents
> Western ocean
The Ignis Ocean. Rough seas with may storms. The waters around Ignis itself are said to almost boil and churn violently at various times of the year.

All I got. The Eastern waters can be divided and expanded upon more.
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>>77421929
Sorry my lines are a little sloppy. Phones posted from work. This can be changed if someone finds it objectionable for any reason
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>>77416246
On some of the islands between Lapus and Autia, I will get around to adding them eventually.

>>77414745
>>77418470
>>77418495
/tg/ has a long history of taking troll posts and making them somewhat interesting, though I wouldn't describe northern Autia as a wasteland given that most of the Nantic nations are described as fairly prosperous. The steampunk wasteland probably works better for Imperium of Dwight.
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Crescent Islands:
The first archipelago located immediately west of mainland Flickfowl, the Crescent Islands known of course for their crescent shape are famed for ancient stone statue dotting the many islands with menacing faces of ancient warrior-kings leering down upon passerby. These lands were once unified by a vast seafaring empire, known for building magnificent stone temples with statues of their mortal god and his serpentine companion alongside a vast canal system dotting their ancient cities. Archaeological examinations of murals from this time alongside clear signs of battle in the cities show a great civil war fought with unknowable hidden weapons capable of raining hellfire from above and tracing a path of pure destruction across anything in front of it. The many burnt and cracked portions of the islands only prove to certify this fact but any remaining weapons of this nature are well hidden and for now attempts to find them have ended in failure. The islands have vastly devolved in the passing centuries with the few cities remaining on the isles being lawless places where might is the one driving factor to success. This is not exclusively due to the current state of the island, rather the fact that a great deal of the lands populations are mercenaries. Due to the uninhabited state of the now ruined cities the once carefully cultivated gardens and formerly sprawling if the murals are to be believed farms and gardens have grown unchecked only adding to the already convoluted forests covering the landscape as many powerful and exotic creatures who were once kept as curiosities in the capital's zoo have escaped and bred. These nightmarish conditions are enticing to many a headstrong mercenary captain as these lands would serve as prime training for a mercenary company, should they survive of course.
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>>77424870
These cities are also frequented by many an archaeologists seeking to sift through the debris of the ruined cities and canals searching for the fabled superweapons that all information about these lands point towards. Weapons of course aren't the primary feature as the bits and bobs of random items will fetch quite a price for them at home. Many an "authentic" piece of Crescent jewelry or ointments pop up on the market, and while most are quickly ousted as being fakes the truly valuable ones can sell for ludicrous sums in auctions. The price is jacked up further due to resistance from a mysterious local tribe of women who seem to share many traits with the Amazonian races scattered across the world who occasionally assault would-be explorers during their hunts. Sailing across the islands with their slender ships these warrior-women seem to have the singular goal of hunting the invasive beasts now populating the jungles in the name of their moon god, whose symbol is coincidentally enough a crescent. This god too can be traced back to the ancient empire that inhabited the isles (fuck I just realized I called my Khmer empire knockoff an empire when I wrote kings earlier) as the lover of the as of yet unnamed patron god of the lands who's statues are a common sight in the many temples found here.
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>>77425078
Apologies for all the grammatical errors and repetition in my writing today, I wanted to finish it today so I wouldn’t forget what I wanted to write in the first place and I had a pretty shitty day so I was and still am extremely tired while writing this.
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>>77421929
Improved and tried to make it more clear. This is off the assumption this is the whole world and it is a globe.

> Red - Ignis Ocean
Wide and expansive, frequent storms, the water rangers in various temperatures from north to south. The water around Ignis is violent and seems to churn and almost simmer

> Dark Blue - Dead Man's Sea
Cold water, the northern portions freeze in the winter. Icebergs not uncommon. Much if the bay of Orgrill freezes in coldest months.

> Green - The Emerald Ocean
Slightly green water, seasonal tropical storms, strong currents but often smooth waters. A more tropical ocean type feel to the waters here, particularly farther away from Krraurah.

> Blue - The Pengu Ocean
Rough waters, dark, and murky with violent waves in the middle with large hurricanes/typhoons occurring near flickfowl and the islands. The area between with the tripoint in the north is very rough waters, inexperienced sailors struggle to cross this portion of ocean.
> Purple - The Barren Sea
Very dark water and quite cold. The water is calm and storms are infrequent. Known for large sea creatures of whale like varieties. Lots of large icebergs float freely here. Navigation is easier in the summer months.

**This map shouldn't be used for adding nations, it is probably low quality is only for the oceans. It is slightly out of date. It is missing the IBRU, Crocida/Crocuba, Shattered Edge Mountains and possibly more.**
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Good work with the new content lads, I really need to finish up some of the things I have been working on but I haven't found the time lately.
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>>77425726
Sounds good.
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>>77421779
I propose to call it: "Tismo"
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>>77429819
Why no?
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>>77431125
What do you mean?



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