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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!
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>>77597774

Actual map to left

1d4chan page:
https://1d4chan.org/wiki/Autia
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>>77597790
Previous Thread:
>>77438293

Other Threads:
1- http://archive.4plebs.org/tg/thread/77082863
2- http://archive.4plebs.org/tg/thread/77123700
3- http://suptg.thisisnotatrueending.com/archive/77198244/
4- http://suptg.thisisnotatrueending.com/archive/77262004/
5- >>77299284
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>>77597862
A Hagartan witch infiltrating a castle in Gabaet.
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>>77597916
General Valts Grauffuer, leader of the Free Men's militia.
In contrast to most countries, tensions in the Republic of Free Men are lowering down and relationships with its neighbors are improving. That being said, Valts is currently hiring troops and ships of the Ti'Eftu & Co. mercenary company to intercept a fleet of ships carrying hundreds of slaves to the ports of Afrozil.
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Close to the bridge that connects the Majorate of Kornheiseria to the Four Sisters Confederacy lays an amphitheater with a retractable roof known as the Homage Bowl. Here athletes and performers from all across Autia come to amuse and bewilder the crowd with their talents.
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>>77599532
>>77599532
Skin Fighters, without question some of the most toughest fighters that are part of the Puppet Clans. Consisting exclusively of unmutated mages they are trained from the age of five to fight with their weapon of choice. At adulthood they are brought the Skin Forge where their blade is tossed in the flame and pressed against their tattooed backs. There, through a magic no-one can understand does the flesh absorb the blade, allowing the Skin Fighters to be one with their weapon.
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>>77599778
An experiment carried out by Malsolian and Utopian troops.
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>>77597935
Unraveler about to do something very, VERY unpleasant to that poor dog that was wandering around the alleyway looking for food.
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>>77599427
But that is not what the amphitheater is most famous for. It is known as one of the few places where a dogfight would occur within an enclosed space. This skirmish occurred after a Sneedian thief rode atop a Snarling Diver and stole valuable medical supplies belonging to a trade ship from the Four Sisters Confederacy. Harmon Hougland, a member of the Autian Port Federation took action and followed after the fugitive on his giant eagle. The chase went on for a few minutes before the thief rapidly lowered altitude and dove into the Homage Bowl as its retractable roof started to close. Wasting no time, Harmon went after the thief and entered the amphitheater just before the roof closed.
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Bump
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>The Empire of the Jade Pyramid
The Empire of the Jade Pyramid was a nation of Gnomes, Goblins, Dwarves and Men stretching from the far eastern coast of Tismo to deep within the continent. The Pyramid Empire was a vast and ancient land, the Gnomish tribes in Tismo found in the earliest men able servants and warriors while the power of Gnomish magic would empower their fields, weapons and bodies, with the first Gnomish Emperor, or Supreme Hill Magister as it is called in the Jade lands, being crowned soon after, with all subsequent Emperors still wearing the solid jade pyramid chosen as the symbol of the office. Driven by the impressive natural magical abilities of the Gnomes and the formidable martial abilities of early Man would soon spread their Empire far and wide across Tismo with even some parts of Autia being colonized. In it's long and varied history the Pyramidal Empire has been directly responsible for the creation of Dwarves, an early and failed attempt to create a Gnomish-Human supersoldier, and for directly competing with the Sartyrian and Ogrillion Empires for control of the early world. The Empire couldn't endure forever however and in the modern era a rare alliance of Nantic nations lead Belkan, Alkor and Ercaenmedia took advantage of it's weakness, brought about by an insectoid invasion from the west, and conquered most of it carving colonies out all along the eastern coast. Now the Pyramidal Empire waits for a new Lord of the Wee Men to reclaim it's glory and bring it once more into the sun.
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>>77599532
you got sauce on that? its amazing
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>>77603021
here https://mangotino.artstation.com/projects/2xN38x
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>>77597790
>1d4chan page:
dang, can't find the /tg/ projects I goofed around with on there, still have some of the pics and could find the archived threads, maybe I ought to add them.
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>Concerning Harpies:

One of the most widespread and diverse races, harpies can be found on almost every continent, generally near coast lines or mountainous areas. Although believed to have ties to the fey, much like the elves, ogres, and goblins, most have been living in this world for so many generations they have lost much of their innate magic and ability to travel at will between worlds.

Harpy cultures vary greatly, as do their relations with other races. For example, harpies in Ercaenmedi, Hoogivs, Harlbourg, and Napan have become fully integrated into the local cultures, while harpies in Falconhead, Hagarta, Soukos, Sparticia, and Gabaet are treated with caution by locals due to their wild and semi-feral nature, but are also sometimes greatly respected by rural folk, particularly harpies with a strong grasp of magic. Unfortunately in other areas, harpy populations remain feral, or in some cases worship evil gods. Harpies in the coastal regions of of a number of regions like Aesanaeria, Orkistan, Hiisikunta, Yr, and the Emerald Isles are notorious kidnappers, rapists, and in some cases cannibals.

Much like Amazons, almost all harpy subraces are female only, and must mate with males of other species. Depending on the region, courtship may be romantic, transactional, or under magical duress.

Despite the fact that most harpy subraces lack hands, they are surprisingly agile with their leg claws and some become skilled artisans. There are limitations to their range of motion though and many harpies find clothing to be a nuisance. Feral tribes rarely bother with anything more complicated than a necklace, while those who live alongside humans are generally expected to wear clothes, though they often rely on kin and partners to help dress.

Most harpies have lost their innate fey magic, but some still retain a great deal of potential, and practice a shamanistic form of magic that varies by region. Some even learn the local human schools of magic.
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>>77604273

Harpies aren't particularly religious, though they generally credit Gaelhalla (or a local variant) as their creators. Harpies in Napan, Hoogivs, and Ercaenmedi find it assuming to also worship obscure gods like Grumpypoo and Itch-Monger. Some feral harpy clans worship demon lords like Deadicorn, Grumm, the Brass Lord, Gogotha, Althazar, Wyrna, and Shaleheart in return for dark magic.
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>>77597774
>>77597790
I'm still waiting for that dude to insert his nation in The Forgotten Place before I start giving it a write up...
>>77196701
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In response to the Dreeghtian mining department of Underallo discovering subterranean mines rich in coal and iron beneath Dright, Kaiser Veloraur IV has royally decreed that extra smokestacks will be constructed and that these weird mole people that live in the aforementioned subterranean mines will be generously taught how to become able and capable indentured servants in a relationship that will benefit every important party involved.
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>>77604866
He is probably long gone by now

I think it was the Swabonze guy who said that, and he did write some lore for The Forgotten Place in a series of 4 screenshots of text found on thread 3, but he never finished his work
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>>77605201
Checked it out, seem limited in relationship to other factions.
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Encaenmedian soldier in the 34th Division's summer/tropic gear (female variant) inspired by the costume worn by popular Enchantress-Singer Nolae Supasuta during her End All War - End Belkan concert tour.
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Siberian dragon-dogon bred by IBRU
The most loyal and fierce friend a man can ever have
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>>77609099
Is it possible to pet it?
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Submitting a random picture and I'll work it in somehow
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>>77609511
Okay this one isn't so bad. There's a paramilitary of pissed off construction workers who like Caesar's Legion a little too much and they roam the countryside, Mad-Max style nailing degenerates to crosses.
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Ar-Haugthra:

Much like its distant cousin Skvoenbard, Ar-Haugthra's very existence is a blight on the continent of Tismo.

History:
Long ago, this region was a fairly peaceful one of humans (Balorians) and dwarves who enjoyed good relations with the nearby Sheeple Folk. Unfortunately, a small cult to Deadicorn became increasingly powerful and began breeding and summoning more and more horsemen and other servants of Deadicorn. Eventually the local human governments were overthrown and most inhabitants fled. The dwarves unwisely holed up in their mountain fortresses, but eventually even the strongest holds were breached and the inhabitants enslaved.

People:

The dominant race in this region are the horsemen, but other servants of Deadicorn can be found too like satyrs, kelpies, centaurs, unicorns, tri'coof, and sch'long-hoof. Slaves are very common; typically humans, dwarves, or sheeple folk.

Culture:

The inhabitants of Ar-Haugthra have few long term goals other than to spread death and misery in the name of Deadicorn. Horsemen and other part-mortal servants Deadicorn will sometimes bully their slaves to raise livestock, build crude forts, mine, or forge crude weapons and armor on their behalf, but this seems to be done more for the sake of cruelty than necessity. Even unarmed, servants of Deadicorn are frightfully strong and tough, and are often innately capable of powerful magic (typically Deadicorn classics like rainbow death rays, fireballs, lightning, inspiring terror, necromancy, and the ability to turn others into servants of Deadicorn, sometimes almost instantaneously).

Relations:

Ar-Haugthra is extremely hostile to all other nations, particularly its neighbours like Dun Costa, Maritime Khurultai, and the Sheeple Folk Confederacy. It has taken territory from all neighboring nations and either killed or enslaved the inhabitants.
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Afrolia and Afrozil:

People:

The dominant race in these two nations are the Afzen Amazons, a dark skinned Amazon race believed to originated in the Emerald Isles before expanding to Autia and other continents. They make heavy use of other races as slaves, servants, and/or mates, including pretty much any race of human (but mostly Shaobon humans who make up a large portion of the population in Afrolia), orcs, goblins, ogres, hiisi, monkeymen, and even members of other Amazon races.

Afzen Amazons are organized in close knit clans, with the core of each clan living like nobility, while lesser members are sometimes quite poor but still very loyal to their clan. A notoriously decadent people, ports in Afrolia and Afrozil are extremely popular with foreign sailors, despite the risk of enslavement.

Religion:

Like most Amazon, the Afzen Amazons worship Gaelhalla in the form of Ayala, though they are much less religious than other Amazon cultures. Other races worship their own gods as long as it doesn't interfere with the interests of the Afzen Amazons. Some try to worship Ayala as a way of gaining favour among the Afzen, but quickly find that Afzen Amazons have little interest in spreading their religion to other cultures.

Magic:

The Afzen Amazons aren't particularly adept at magic, but pay handsome wages outsiders who are. They aren't picky about what types of mages they use, and are just as happy working with a gentle scholar from Falconbridge as they are working with the most cruel flesh molders and demon worshippers.
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>>77611394

Military:

Afzen Amazons are more interested in banditry, slavery, and piracy than outright military action. Like other Amazon races, their feminine form conceals the fact they are stronger, faster, and tougher than the typical human. Afzen are particularly physically adept and are often described by seasoned veterans as having the strength and toughness of an orc, with the speed and stealth of an elf. Afzen Amazons use clubs, nets, and bolas while on slave raids, but also have no shortage of more advanced weapons purchased from other nations like firearms, magi-tech, wands, and staffs.

Despite their self-centered reputation, Afrolia and Afrozil have both fended off several large scale invasions from other nations, particularly Belkan, Soukos, and the Voluntas Pact. They also have to deal with raids from the Sparticians, Republic of Free Men, Fantal Island Tribes, the Puppet Clans, and the many monster races found in the vicinity of both Afrolia and Afrozil. Likewise, they sometimes assemble large armies for those who can afford them, typically Alkor. For such large scale operations, they rely on a patchwork force of seasoned militias and mercenaries, many of whom are hardened slavers or pirates. When faced with superior numbers, they will typically switch to guerilla warfare that relies heavily on the use of snipers and brutal night time close combat raids.

At sea, the Afzen are also quite dangerous, and are typically considered the foremost pirate race, rivaled only by the Puppet Clans, and to a lesser extent by the Gullet Pirates, Orkistan, the Bridge Tribes, Malsolia, and Utopia. They rarely build their own ships, but quickly learn to adapt a wide range of ocean vessels and air craft to piracy. They prefer to avoid confrontation when possible, one of their favorite strategies is to disguise themselves as civilian vessels. They are aided in this by the fact that many merchant fleets do in fact operate out of both Afrolia and Afrozil.
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>>77611431

History:

The Afzen Amazons have lived in the Emerald Isles as far back as anyone can remember. In ancient times, they went to war with the crumbling Sorgos Empire which resulted in them forming the nation of Afrozil in western Autia. Afrozil was later made a vassal of the Nantic Empire, but freed itself following the collapse of the Nantic Empire and have been independent ever since, though large parts of it have been occupied by foreign powers at various points in history. The Afzen Amazons have a long standing friendship with Alkor that has existed as long as Alkor has, though the reasons for this alliance are shrouded in mystery. The alliance has benefitted both nations greatly, and has helped give Alkor an edge against rival naval powers like Soukos and the Sultanate. They are also close with the aquatic races like Aquatica and the Phinmin, which aids them in their piratical activities.
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>>77611465

Economy:

The backbone of the economy of both Afrolia and Afrozil is slavery. Although some assume the Afzen Amazons only engage in slavery to find mates, they actually sell more than they use themselves. Both Afrolia and Afrozil have large numbers of hereditary slaves, and surplus slaves are typically sold anywhere where there is a profit to be made. The more populous nation of Afrolia sells lots of slaves to Afrozil, where frequent wars and raids provide lots of opportunities for slaves to escape, but slave routes are also set up going to or from parts of southern Autia and the Imperium when market conditions are right. Slaves captured on raids actually account for a relatively small percentage of the slave population. The Voluntas Pact, the Republic of Free Men, Sparticia, and the Fantal and Crescent Isles are the most popular targets, supplemented by slaves taken on occasional raids on Falconhead, the Eritroans, Ercaenmedi, southeast Autia, prisoners of war and slaves captured via piracy.

Aside from slavery, the rather dry and hilly nation of Afrozil relies on piracy, banditry, and mercenary work to supplement a struggling economy based on agriculture and mining. In contrast, Afrolia is very wealthy, though this wealth is mostly concentrated at the top. Ownership of slave routes and merchant firms, combined with the export of exotic spices, dyes, and gemstones, helps bring in plenty of gold coin for the elite.
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Map updated for Afrolia, Ar-Haugthra, and The Empire of the Jade Pyramid.

For the gnomes I gave them several scattered territories to reflect they were once a great Empire, but not to hog too much of the map.
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>The Belkan Imperial Navy still believes in the supremacy of the broadside in naval warfare. They have constructed multiple ironclad battleships in this style, being extremely dismissive of the "turrets" found on Alkorian vessels.
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> I actually had an idea for something about the Belkan-Miqaadites connection if you'd be willing anon. Where one of the semi-mythical demigod servants of Ace, the demigods having founded Belkan, being from the southern continent and the Belkans would go on a pilgrimage/crusade down to Flickfowl finding a monument there dedicated to one of the ancient founders of their country. If that is acceptable with you.

Are you still there anon? Just remembered this being mentioned.
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>>77612255
Yes anon still here. Just trying to read through the threads for info on the Second Empire.
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>>77612695
Understood. Anyways I might just continue writing random lore pieces for my nations.
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>>77612695
I made it, anything you would like to know?
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The Balorian Pipers are fabled for the cry of their music and seemingly magical nature of its sound. Through haunting and echoing wails of the pipes men are strengthened to valor, given fortitude beyond their natural means, granted the might of two men, and even gain a swiftness on foot that is seemingly unnatural. A piper accompanying an army or even a simple group of fighting men can be a force multiplier all their own. The proper song can even break the moral of opposing men or disorient their forces in the chaos of combat.

The origins of this magic is unknown to all outsiders, and it is a tightly kept secret. Even a Balorian vagabond in distant lands would keep tight lipped about the nature of this power. While not connected to their faith or the druids, the songs of the pipes are ancient and mystical in their own right. Tradition maintains that Balor Manannan himself devised the instrument, and taught his people the tones, sounds, and songs of power that they now send howling out of them.

Being a piper is a lifelong pursuit. Often these men forgoe titles and other life paths to dedicate themselves to perfecting the myriad of songs that are passed down through the generations. These individuals are not barred from other avenues or ambitions, but the pipes are nigh sacred, and a professional piper is worth far more than their weight or stature could ever convey. Even a small clan can be stronger than they would otherwise be capable if they have the loyalty of several accomplished pipers.
Bagpipe bards.
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>>77612847
Give me a summary of their military and what someone would face if they were to send a crusading force down south to their colony on Flickfowl (sites,dangers cities). Anything like that would be much appreciated.
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Republic of Free Men:

People:

A slight majority of inhabitants of the Republic are Nantic humans with deep roots in the area, but others are more recent arrivals, mostly escaped slaves and political malcontents from Afrozil, but also some from Sparticia, Westphallica, and Falconhead. Most escaped slaves who stay in the Republic are Shaobon humans from the Emerald Isles, since most other escaped slaves are from Autia and would rather migrate back to their homelands, but some stay for personal or political reasons. The political malcontents are more diverse, and include idealist Amazons and Westphallicans, disgruntled citizens from Falconhead, and ideological fringe players from around the globe.

One of the few true democracies, its government is infamously boisterous and argumentative. The current leading political faction is led by middle class Nantic humans (generally male) from Falconhead who left or rebelled due to Falconhead's long history of being overly friendly with Afrozil and Sparticia, though most of its voter base are former slaves looking for payback against Afrozil. There is also a large nativist faction of Nantic humans tired of competing for land and jobs with the endless stream of escaped slaves, and a progressive faction made up of political idealists from the Amazon tribes, Westphallica, and elsewhere, some of whom have ties to the Utopia movement, and/or the Church of Vanille, leading locals and former slaves who have been swayed by their politics. The leading faction is relying increasingly on the progressive faction to counterbalance the nativist faction.

Religion:

Nantic humans typically follow similar faiths to Falconhead and Westphallica depending on where they are from. Some former slaves keep their old faiths, while others convert to Neir, Vanille, or Grumm. Those who were born into slavery in Afrozil or Afrolia typically retain the agnostic worldview they grew up with.
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>>77614916

Magic:
Very few mages are enslaved by Amazons, they are typically either killed off or bribed into a fairly loyal state of mind. However, local Nantic humans follow the magic traditions of Falconhead, or sometimes Westphallica.

Military:

Unable to fund a permanent military, the Republic relies heavily on the Free Men's Militia, who do a respectable job defending against slaver attacks, and who sometimes even launch anti-slavery raids against Afrozil, but whose small size and heavy reliance on infantry and small boats mean they will not last long against anyone other than Falconhead in a full scale invasion. Sometimes mercenaries and foreign volunteers are used to beef up raiding parties.
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>>77615047

History:

Once known as Upper Falconhead, this hilly region was long ignored by the Nantic Empire, and later even by the small, insignificant Kingdom of Falconhead. It became a popular refuge for escaped slaves with nowhere else to go, as back then the lands were so sparsely inhabited, pretty much anyone could claim an unoccupied creek valley, and scrape by growing vegetables and sheep. It also became popular with the more assertive citizens of southern Falconhead who got tired of being constantly bullied by Afrozil and Sparticia.

During a particularly long period of occupation of Falconburg by the Sparticians, a coalition of disgruntled citizens, former slaves, and foreign activists set aside their differences and cobbled together a rebellion, and later a full fledged government. As a mountain dwelling tribal people, the Sparticians didn't really have the numbers to hold all of Falconhead anyways, and instead simply shrugged and focused their efforts on the more profitable region in the south surrounding Falconburg. However, a decade later, the assassination of a beloved Spartician clan leader by a rabid abolitionist led to generations of retaliatory raids by Sparticia. This rivalry is nothing compared to the deep hatred between Afrozil and the Republic however, as the majority of escaped slaves living in the Republic come from Afrozil rather than Sparticia.
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>>77615081

History Continued:

However, in recent times, the Republic has been somewhat more reconciliatory with its neighbors. The determined efforts of the increasingly powerful progressive political faction has managed to improve relations with Falconhead and the Sparticia clans, though even the progressives dislike Afrozil and no attempts have been made to reconcile with them. Officially both Westphallica and Ercaenmedi ignore the Republic, but funding from followers of Vanille and/or Utopia have been increasing as they gain strength in Westphallica. Ercaenmedi also has some abolitionists, but the Ercaenmedian Government watches them closely due to fears that they will upset the fragile Alkor-brokered ban on Afrozilian pirates targeting Ercaenmedian ships.

Economy:

The Republic contains fairly marginal land, with much of it suited for little other than sustenance farming, though enough medium sized farms and mines exist to support the economy. However, despite the Republic being relatively sparsely populated, it is still has a large population in relation to available farmland and jobs, and constant immigration is a source of tension for lower class natives. Some people earn extra money doing seasonal work in the much more prosperous neighboring country of Westphallica, but former slaves generally refuse to do this as the poor work conditions for foreign laborers reminds them of slavery. The coastal region is almost empty, as the coastal mountain range is the Republic's main defense against piracy and slave raids. Most settlements on or near the coast are militia outposts used for defense and launching raids.
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>>77609623
All right then, what's all this?

Yeah, they got all of them there. Kelpies in the water, centaurs and unicorns on the flanks. Can see a lot of mixed regiments in the center, plus some kind of heavy unit in the rear. Can't quite make it out, they look like they're supposed to be camo'ed against the treeline. Looks like its two divisions, maybe three. We knew they bred fast but this is ridiculous.

And on the other side about a kilometer away...two regiments from our friends at the Martime Khurultai. Heavy Infantry, looks like. They've got those long capes obscuring their weapons but by the way they're dug in, I'd say they've got an ambush unit or two somewhere. But they're outnumbered, no chance. Looks like all that's left is to get a casualty report.

Ar-Haugthra is charging. No discipline after all. Just a mad rush. Wow. Half a kilometer in just under a minute, cripes they're fast. Outliers are only two hundred meters.

Wait, what...nearly a third of the Maritime forces have counter-charged!

How can humans jump that far? Isn't that plate armor they're wearing? What are those shields? They just carving through the front ranks- wait are those axeheads built into the sides?

Wait, what about their close ranged support, they've- WOAH they're firing into the melee! I'm seeing penetrating rounds that can match or exceed our latest rifle rounds. OH! Did you see that!! Sniped their officer's head clean off while it was holding off two opponents.

Ok, that warcry was definitely the Ar-Haugthra herd-chieftan. Sounded close to the front- ah there! In the center of the dust cloud. He's knocked the Maritime commander's helmet off she looks pissed.

Well, he's now very dead. I can't say I expected the...wait, there, in the water. The Kelpies are being pulled under. But what could pull them against their will...wow that's a big tiger.

Wow, that's four very big tigers.

OHHHHHHHHHH KAY THAT'S A LOT OF BIG TIGERS.

For once, I agree with Ar-Haugthra. Time to withdraw.
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>>77599778
>>77601208
The experiment came to be after an engineer mildly mutated by Malorite accidentally drank a very flammable substance. Surprisingly unharmed by the deadly liquid, the engineer's stamina started to strengthen, and became able to run across the entire harbour and back in just seven minutes.
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>>77617411
The typical Orc name convention in this world. Even orcs raised by non-orcs end up with such names.
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>>77609488
Just like dogos, it depends on what it was trained for, it's personality and if it knows you or not
In any case is better to have it's ridder with you to prevent any incidents
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>>77622309
A sketchy invention hailing from Goblin Island, purpose unknown.
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>>77624177
Rumor has it that it is in fact a young Iron Beast that hasn't grown into a tank yet.
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>>77624232
Yr has been desperately trying to commission Goblin Island to develop more of these without catching the attention of Belkan for this very purpose.
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bump
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>>77624256
A few tankletts have successfully hatched but they show too much empathy to be sent into service for the Yr - Dright War. Most tend to avoid combat rather than fight, refuse to wear their turrets whenever possible and "worst" of all some would even avoid running innocent bystanders over. The Kingdom of Yr does whatever it can to stop these merciful traits from growing stronger and re-educates the tankletts to be perfect killing machines.
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>>77618069
They do so, so as to "Keep them in touch with their heritage".
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An Alkorian Mk1. Battering Ram type Light Tank.
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An experimental Belkan "Lindwurm" Type Heavy Tank.
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>>77626730
Noooo now I feel bad for metal warmachines.
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>>77626917
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>>77626917
>>77627528
Fluffwood gets its name from the various fuzzy fungi that grow within the deeper parts of the forest.

Most of these fungi are harmless, but the hags, elves, and other dark spirits of forests can sometimes use magic to cause fungi spores to take root and grow rapidly on living beings (who are typically bound). This process is even more painful then it looks since the fungi have poisonous roots that bore deep into the flesh and bone.
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