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Whether it are 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, then let the magic do the rest!
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picture = basic summary of each area (out of date)

1d4chan page:
https://1d4chan.org/wiki/Autia (severely out of date and unorganized, also probably still broken, but you never know)

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- http://suptg.thisisnotatrueending.com/archive/77299284/
6- http://suptg.thisisnotatrueending.com/archive/77438293/
7- http://suptg.thisisnotatrueending.com/archive/77597774/
8 - http://suptg.thisisnotatrueending.com/archive/77633881/
9 - http://suptg.thisisnotatrueending.com/archive/77733759/
10 - http://suptg.thisisnotatrueending.com/archive/77863557/
11 - http://suptg.thisisnotatrueending.com/archive/77967285/
12 - http://suptg.thisisnotatrueending.com/archive/78116186/
13 - http://suptg.thisisnotatrueending.com/archive/78248159/
14 - >>78394248
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biome map
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underground/under ocean map
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Krevech Islands

People:

Much like the humans of the Illician Isles, the humans of the Krevech belong to a now largely forgotten northern branch of the Nantic peoples. Some say they descend from a colony of one of the predecessors of the Nantic Empire, while others believe they arrived on this world separately, but were partially absorbed into the Nantic culture in ancient times.

The Krevech Islands are also home to some elves and half-elves (close cousins to those found on the Lapus continent), a few gnomes, as well as an odd assortment of cold tolerant fey.

Religion:

The Krevech faith has similarities with versions of the Nantic Pantheon found in Belkan, Skyr-nada, and Illician Isles. It includes Gala (fertility, magic, nature, femininity), Ace (storms, thunder, warfare), Shogor (oceans, fish, mysteries, forbidden knowledge), Neir (forests, agriculture, homesteads), Liik (ravens, respect for the dead), and Gayin (smiths, artistry, mining, gift giving). A powerful fey spirit known as "Old Winter" is popular with some fey and power obsessed humans.

Magic:

Magic users are fairly rare in the Krevech Islands, but those that do exist generally learn magic they feel is relevant to a particular god, rather than structuring their magic around a scholarly understanding of metaphysical principles. Therefore followers of Ace use magic associated with the wind, lightning, and thunder, followers of Gala and Neir can calm animals and boast the fertility of the soil, followers of Shogor can breath underwater and calm waves, followers of Gayin can changes the properties of a material, followers of Old Winter can cast ice magic, etc.
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>>78605177

Military:

The Krevech Islands don't have the population to be a military power, but have a decent enough track record for defending themselves that few bother them aside from the occasional slave raid from Dright, or harassment by inhabitants of the Darhun Coast. Professional soldiers use firearms purchased from various Nantic nations, but the militias that do most of the fighting against surprise raids mostly rely on swords, axes, hunting bows and crossbows. Magic users who follow Ace or Old Winter are popular with militias and soldiers due to their potent offensive magic.

History:

The Krevech Islands have been inhabited for ages, but they are frequently overlooked in history books. Ruins of several different ancient cultures can be found on the island, and some histories speak of fearsome sea raiders inhabiting the islands, but the dominant Krevechian culture has remained relatively the same since the time of the early Nantic Empire.

Historically each town and large village has been fairly independent, but in recent times, the eccentric half-elf witch Krisgwyn Froosdottir has united all the communities under her rule. Although many question her worship of Old Winter, and are alarmed by rumors of her private sadistic tendencies, in public she is charming and charismatic, and has much support from nationalists and those who want to modernize the islands. Her seat of power, the breathtaking Crystal Palace (the former stronghold of an ancient fey warlord) has become a hub for diplomats and merchants interested in being on good terms with this potential new regional player.
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>>78605189

Economy:

The Krevech Islands are a desolate region of hardy pine forests and cold plains. However, the living standards aren't that much below average for Nantic cultures. High quality furs, woodwork, rare meats and cheeses, and carved bones are exported in return for guns, textiles, and other manufactured goods. Major trading partners include Belkan, Harlbourg, Mousterians, the Lapus Elves, Alkor, Utopia, and sometimes Dright and the Union, but only grudgingly.

Common folk live in close-knit communities that usually specialize in one industry like reindeer or cattle ranching, fishing, whaling, mining, or forestry. The gnomes tend to live in separate villages that specialize in crafting and manufacturing.
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>>78604535
A group of Ercaenmedian refugees who were smart enough to see the inevitable 300th Belkan - Ercaenmedi war coming and evacuated via ekranoplan to a resort in Afrozil. Unknowingly among them is Claus Stratengaffer, a disguised Belkan spy.
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>>78604560
>Meanwhile, in Eldr...
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>>78604488
The famous Nantean mercenary known only as "The Masked Mutilator". She is typically seen travelling around in the clothes of a bard or a merchant with many wares to sell. These clothes are a front for her true motives of covert assassination missions in which she utilizes her main weapons of poisoned throwing knives.

>>78604552
A satyr maddened by the thrill of the hunt overjoyed with being awarded a banana for her duties by her hoplite overseers.

>>78604560
The horrific and deadly Gydra, a mix of goose and hydra. They reside deep within the forests of Skyr-Nada and are the subject of many myths there, equally feared to other mythical creatures the Skyr-Nadans know of such as the Wendigo and Hidebehind due to its great speed and fiery temper. While not as dangerous as a proper hydra in direct combat, that is not where its main strength lies. Rather, its strength lies in its surprising intelligence and the sheer malevolence of the Skyr-Nada goose heads that make it up.
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>>78607167
Legions of expendable Sartyrian fire constructs followed by a great salamander currently unleashing hellfire upon a combined Sorgos force of both Soukan hoplites and Brazilistan dwarves who are doing battle with them.
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Region within the fairy realm. The fairy elves feel a powerful calling to this land and freely travel in between the fabric of our world and this one while some elves of Vespins and Karelia embark on a journey to Fluffwood to enter the realm. Sometimes portals to the fairy realm open outside of Fluffwood and is used by the fairy elves to mount a raid outside their borders. Recently more portals of this nature have been opening up and fantastical races and creatures unknown to this world have also been travelling through these portals.
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The shattered edge mountains seem be coming alive. The horrors within begin to stir.
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>>78608624
Outrider scout of K'eyi Meda riding atop a strange scaly steed. These creatures are quite fast and quiet too befitting their role as mounts for the outriders whose main purpose is to map out terrain, set up traps and pick off enemies from a distance be it with javelin, magic, bow or gun. They seem to share a good deal of traits with the ostriches also living the massive savannah K'eyi Meda is located in and can perform a strange maneuver where they jump high in the air right over their enemy and kick them over.

Additionally here's a Medan rhino rider, one of their heaviest cavalry types being able to knock down just about any other kind of mount and gore them with its horn. I'll actually get to writing about the Medans at some point but there aren't any clear times I could in mind yet.
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>>78610028
A victim of the Fleshmolder.
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*exerpt from the encyclopaedia Zooalogica*

On the subject of the Caridians.

The Caridians are reputed to live in the dense jungles to the south of The Empire of the Jade Pyramids. Primarily inhabiting the many, large
flat topped mountains. Where they supposedly build their settlements.
They are in appearance like little else alive, described as looking like a mix of a shrimp and a flatfish. With a flat body that tapers toward the rear and a mouth set in a small head with two large eyes set on protuberances not unlike a snail, though they are incapable of retracting them. On the bottom of the head next to the mouth are two limbs that are said to aid in eating and manipulation of tools.
They also said to posses a most uncanny ability to fly despite no discernible means of flight, as multiple Gnomish eyewitnesses attest.
The Greenscales, due west of the area they are said to inhabit have numerous myths about them. Claiming that they(the Caridians) are a thinking race much on par with any race and that they possess a great affinity for magic, and have the ability to turn invisible. Additionally the Greenscales provide accounts of them attacking in a most astounding way, apparently they fly in close formation steeply upwards before descending at great speed whist casting spells at the target now directly below them.

In my opinion they are little but myth and fable misidentified dragons and other flying beasts, and the notion that such a strange beast is cognitively on par with the races is ludicrous.
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>>78604370
Right I've created a page on the new wiki and ported over the old article but I don't have the slightest fucking clue how to edit wiki pages to make them not look liked baked ass. If anyone wants to help me with this shit id be grateful
https://www.1d4chan.net/index.php?title=Autia
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Didn't the Ercaenmedians and Alkorians reclaim Ercaenmopolis last thread?
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>>78615267
They did but we'll get there when we get there, there is a very large backlog of events going on in the greater narrative and the retaking is one of the less important ones to be honest. We just don't have enough people writing about these events to have everything recorded immediately.
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When Omartha fell the Niscenorean host began it's invasion of Ignis in full force, grim faced Merchant captains began unloading supplies at the captured port as regiment upon regiment of elves began to assemble in formations at the nearby Tamrian plains.

The invasion of Ignis would follow a simple strategy, take control of the Southern ports, land the majority of the army and then taken Hakan by land and sea. Omartha was just the southernmost city along the Emerald Coast, an ancient city and one of the finest ones ever constructed by the race of elves, the nearest city was Terantha on the southwestern edge of the continent and past that was Eddo and the Eye, the Fortress of the King's Champion. Niscenorean forces would have to march quickly to take the two cities before they could be reinforced by troops from the Eye if not they would be trapped in Omartha and the fleet would have to make a suicidal mad dash to Hakan without the support of land forces. The majority of the Niscenorean host under direct command of the King marched to Terantha leaving behind only a token force to hold their newly taken port. He arrived there before the rest of his army, taken his Dragons ahead of the main body and began negotiating with the City Lord a Sartyrian known as No Need for Sight to See.

Terantha had always been a rebellious city, even after the Fire Curse, and long had the Lords of the city chafed under authority for the opportunity to interact with the world a new and leave their exile. So when King Stone Heart offered the city Lord an alliance to overthrow the current keeper of the First Throne he was only too happy to oblige him. Terantha opened it gates and ports to the Niscenoreans, just in time as well as the King's Champion had brought her host marching double hard from the Eye and intended to bring the Southerners to battle.

At the Gates of Terantha the King met the host of the Slayer of Elves and Kings in a hard pressed victory only won by the quick intervention
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Alkorian dirigible encountering a levitating palace once belonging to the Sartyrians but has since been occupied by the Burned, thus its burnt looking state and the reason it's flying. The magical weaponry all over the palace has been disabled for some unknown reason, perhaps the Burned saw visions of this airship's arrival and want to send it back in fear telling tales of fearsome fire demons?
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>>78615576
Sailors and Marines drawn from the Magister of the Seas, who had rightfully kept his fleet in harbor in preparation of an enemy march. It would be known as the Battle of Shadow, as it was fought under the shadow of the Zahra Mountains, would see the Sartyrians routed back to Eddo but King Terucca Heru slain in battle with the Royal Champion. The Niscenoreans would mourn their King greatly but would press forward to Eddo soon after with Prince Nova Novaratsu taking control of the King's Royal Guards.

Eddo had always been a jewel in the Sartyrian Crown and the shining Sword in it's Scabbard and it would not give in as easily as Terantha. It's military academies and Warrior orders had produced legends known all to all of the Elven race, and since the Curse and the shuttering of Ignis it's people had been training for centuries in the pursuit of warmaking.

Eddo's walls were well guarded by regiments of Warrior Born with emplacement of fire throwers and ballistas well entrenched along the outskirts of the city. The first Niscenorean assault on the walls would be repulsed fairly easily, even with Dragons they could not storm the defenses and get enough soldiers up on the walls to hold them, and the Elves would have to fall back to lay siege to it.

The Niscenoreans did have a trumpcard that reached Eddo a week after the city was put to siege, two regiments of Colonel Stazis' Besiegers , equipped with some of the largest cannons in the Belkan arsenal the mercenary soldiers were well practiced in the shattering of fortifications and had been paid handsomely to come to the cursed continent of Ignis.

Even with the city's defenders rapidly plugging the holes caused by the bombardment, often stealing bricks and stone from other structures in Eddo, the outer defenses would be taken in heavy fighting. For the first time in millennia Niscenorean warriors would be able to pay homage to the great city that many of their ancestors had been patrons of, with their
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What are some historical events that have shaped the continent of Autia?
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We need a name for this world. Any ideas?
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>>78618622
my vote goes to Tzjiltaekuo
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>>78618765
A fine name, but it just feels like random letters slapped together in a strange and hard to pronounce manner. Also it feels vaguely Polynesian which is odd as the Bridge Tribes probably haven’t named the world.
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>>78618550
Here is a rough timeline that was posted back on thread 8, updated with anything else I could remember:

History:
- Khimere Empire and Tortle Realms formed
- Khirmere Empire destroys itself in civil war
- Ogrillons dominate much of the world, but are then destroyed by the Sartyrians, who then collapse thanks to Smelter's disease
- Jinsan Empire founded, date unclear
- 700 years ago, Jinsan Empire collapses
- 600 years ago, the Nantic Empire forms rapidly, but goes into decline.
- 400 years ago, Eldrian Empire reaches its peak, Soukos Republic falls into a major civil war and loses touch with its colonies, Eldrian Empire collapses due to magical mishaps
- 300 years ago, collapse of the Nantic Empire, Persquaria begins its war with the raw magical forces of Eldr, the Second Empire is founded
- 200 years ago, Soukos Republic reestablishes trade with its former colonies, the Belkan War/The War in the North/Northern War
- 129 years ago, Belkor becomes a separate nation
- 127 years ago, an island disappears in the Emerald Isles under mysterious circumstances
- 100 years ago, Harlbourg separates from Alkor
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>>78619142
and how do we know they aren't the remnant of a global super power 6,000 years ago or the first inhabitants of the world?
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>>78619142
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>>78618622
We already have it
Autia
Combined with Tismo it's Autiatismo
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Bump
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>>78607672
Archaeologists observing a strange phenomenon occurring near the Rust Desert. What caused it is unknown.
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>>78624711
A rare suit of armor from the IBRU which hasn't been stolen by the monsters living nearby or frozen past functionality. It is said to be as strong as Issbjarn plate armor and the strange firearm this armor is holding is quite powerful.
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>>78621907
One of the native demons that originally roamed the world of Autia-Tismo. Currently most can be found on the Fantel Islands.
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>>78551804
>>78571193
>>78589335
The great steppes known as Songhills are a territory between the Khanate and two of the Jade Empire's enclaves. Technically it is part of the two enclaves,as several Jade towns and vital trade routes are present all across the steppes. Recently however this changed as several hordes of the Khanate had secretly marched into lands.

Originally these where prepared to launch a surprise attack on the Jadeians, but that changed when a soldier named Ozbeg decided to practice his throat singing while on break. Unbeknownst to him a gnome named Bimber was sitting close to Ozbeg wanting to practice his own musical skills, and upon hearing the music Bimber did not ran away to warn the others. Instead, he was so insulted that he had to listen to what apparently qualifies as "music" by the Khanate that he pulled out his trusty violin and played a song of his own.

This understandably offended Ozbeg and he decided to call upon his friends helping him playing a tune to humiliate this manlett, but Bimber's fellow bandmates arrived to retaliate with another song. After a while the leaders of both nations became aware of this musical duel and decided to send some of their finest musicians in the hopes to achieve a spiritual victory before sending their armies to defend/invade the steppes. Fortunately, the war would have to come later as the duel is currently still a tie due to the surprisingly high musical talent from both parties. Nowadays Balorian bagpipe players and Sostenfielian flamenco have also come here to duel (mostly just for the fun of it).

If the Songhills would ever go for more than two weeks without music both the Khanate and the Jadeians would be screwed, as there's a Xiklik colony underneath the steppes that is unintentionally being kept calm by the music.
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>>78626170
This is what the setting is all about
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A depiction of a town in the land owned by the Group of Ghaunbo, a portion of the great series of interconnected trade routes spread all throughout the continent of Tismo known as the "Jeweled Road". The art shows many Ghaunboans walking throughout the town center where many events are occurring simultaneously such as some merchants from the Shahdom selling some fine carpets and a Monk of the Iron Crown who through some strange fate ended up here performing his daily prayers in the town. The Jeweled Road as stated above, is the term used to describe the many linked trade routes going through wealthy trade towns all throughout Tismo. It was originally named such by some Nantic merchants from the old Nantic Empire travelling west from the Tartes Imperium (still just the Tartes Kingdom at the time) where they had arrived some time ago who had just entered the red savannah of K'eyi Meda and approached a tribe looking to trade. Their expectations were quite low, a byproduct of the savage appearance of the locals meaning they most likely didn't have very many products so you could imagine their surprise when diamonds were offered as one of the products the Medans were willing to trade. These raw diamonds were said to have been taken from the cave of a Groostlang, a terrifying creature said to have driven the dragons of Tismo east into Tartes and is known for hoarding such gems in the caves they dwell in. Since that time, the abundance of such resources considered highly rare in most other regions of the world in the trade routes of Tismo have led to this moniker. Nearly all nations in the continent participate in the Jeweled Road in some way with the exception of some more monstrous nations such as the Troll Holds, Skvoenbard, Ar-Haugthra some more isolationist lizardfolk tribes and Caridia due to its isolation, quite unfortunate for the sociable creatures living in it.
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>>78628563
Even the Khanate with its bloody nature has a presence on these roads as the Great Khan grudgingly acknowledges the uses of fairly purchasing goods sometimes with an explanation of their uses instead of looting everything and having no idea how to use what you've stolen. Because of this, caravans from some of the more civilized nomad tribes travel out to sell their wares of mighty steeds and porcelain crafts. Similar situations to this are echoed in all other civilizations participating in the Jeweled Road with each being visited by outsiders for unique goods produced by them such as the Sheeple for example selling some of their fine wool which soothes the nerves of those who wear it. Under the promise of attaining such rare materials for far cheaper costs than they would from other lands, merchants flock to the Jeweled Road in all sorts of transport from a camel-drawn carriage to a small airship. The main nations which are safe for traders to start their journey inland and trade in individually are the Dun Costa, the Kingdom of Sostenfiel and the Tartes Imperium with the Maritime Khurultai being slightly trickier to make landfall in due to their isolation. The roads are not always safe however, as traders are at the risk of encountering some more unfriendly parties from a nation they're heading through such as some Dalavchtai looking to raid instead of trade, some lizardfolk believing a group of merchants to be would-be invaders and in some especially unfortunate cases stumbling upon a few Xiklik who have somehow ended up aboveground when not performing an incursion. The last threat has become increasingly more concerning as of late to traders and the nations participating in the Jeweled Road as Xiklik have begun creeping out of the Shattered Edge Mountains, a trickle which will soon become a flood when an inevitable incursion occurs.
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>>78621907
F
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>>78627461
Unraveler riding a chariot enchanted to hover which is crewed by a beast taken straight from the Eldr.

>>78622042
>>78624880

We really went and named this planet "Autismo" didn't we.
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>>78633717
A mimic ape, a type of primate that can convincingly mimic other primates to predate on them, moments before it attacks.
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>>78633717
>>78634263
It primarily resides deep within the Fantel Islands and is seen as a dark omen by the locals. Many Alkorians trying to expand their territory in the islands have fallen victim to these apes thinking them lost children.
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>>78637058
The vast and efficient levied militia of the Shahdom.

Alright fellas, I have an idea about the setting so try to hear me out alright? Tismo is getting filled up pretty quickly and if it’s filled there’ll probably be one last map update with more islands being added to fill out empty spaces as we already have more continents than Earth. The underground never really caught on in terms of adding new nations and the north and south poles (Dead Man’s Hand and Krraurah) climates wouldn’t fit most ideas except for say Christmas Elves or something so I think progress will stagnate after the additional parts of the map are added and filled out. I don’t really want to have the whole thing stop aside from more stories being written and the occasional war so I say to spice things up a bit after the main map is mostly seen as complete, a secondary map opens up in a different time period with a focus on nations which are destroyed in the present day or new polities in the future which I think might be fun.

Some ideas for time periods include but are not limited to:

Autia-Tismo in a century or two where nations have reached WW2 tech

A while back when the Nantic and Eldrian empires were still kicking and Soukos and the Shahdom still directly ruled their colonies

A long while back during the Orgrillon-Sartyrian war (personally the idea I’m most interested in expanding the lore on)
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>>78638055
hi, checking back on this setting and just want to mention I'm the original Shahdom creator and their infantry is overtly terribly and primarily really on everything else like their camelry
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>>78638055

Good ideas.

I like the idea of historic maps, having a rich history is great for worldbuilding. I feel we could do the basic maps for those fairly quickly, a lot of the key historical facts are already known, and many of the factions that were around back then will be pretty similar to what they are now and/or the basic details for them have already been written.

The WW2 one would be pretty cool as well since that level of technology plus magic is my favorite aesthetic. Also a lot of the images that get posted here, and even some of the lore fits the early 1900s better than the late 1600s or whatever tech level we agreed on a while back. We should probably be careful with this one though since it could turn into a real skubstorm if everyone just uses it as an excuse to give their favorite factions more territory.
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>>78639522
The setting is a world that has mostly moved past the medieval stasis and is quickly progressing forward (though some more than others). The tech level is a strange mixture between renaissance (most guns are flintlock), Victorian (trains and magic steam engines) and WW1 (airships and very basic tanks).
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>>78639522
a time skip? glorious.
post-industrial revolution era technology? fantastic.

so glad I included volcanoes in my territory.
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>>78604458
If I understand correctly, dark blue are mountains right?
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>>78641669
Dark blue is temperate mountain forests, grey is alpine tundra.
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Updated the biome map a bit
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>>78640757
Alprobe temple.
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>>78641858
Sauri-la is a tropical rainforest
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>>78642149
I only changed Rinolsol
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>>78641858
It's missing the Krevech Islands.
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>>78642149
>>78642224
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>>78642356
If you have some spare time, I wanted to mention that Sostenfiel has a Mediterranean climate and the Khanate has a semiarid steppe so you could add those.
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>>78639522
>>78638055
I vote WWII era timeskip.

I'd like to see how nationalism would effect all of the miniature states in Autia like where new nations would form out of and how the Elves and other primarily magical races would react to the massive boost in technology.

Hell I'd like to see if Belkan can hold on to their conquered Ercaenmedian territory and how the two peoples could be integrated into a single nation.

I think shit should be cool.
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>>78643818
>and how the Elves and other primarily magical races would react to the massive boost in technology.
Well having made a few of the elves and other more magically inclined races I could give my opinion on this whole situation. Firstly I'll talk about some non-elven magical races like the Eldrian remnants, they're probably going to declare a jihad against the ones who have embraced modernity or something like that believing the rampant modernization and industrialization of the world outside of cities are an affront to magic and their gods. This'll lead to any immigrants from a magical race/nation staying in primarily technological territory will be treated extremely poorly and seen as spies leading them being put in concentration camps and vice versa to say a Nantic immigrant in an Eldrian remnant nation. Because of these events a more palpable separation between technological and magical peoples will appear and both sides will despise each other leading to a sort of cold war where the technological nations will establish a sort of Maginot Line across their borders filled with fortifications and weaponry while magical nations will put layers upon layers of warding on their borders so anyone who tries to fire at or god forbid enter their territory will wake up right outside the border with a massive headache. There will be outliers to this of course like say the Sultanate who have a good bit of both magic and technology being a neutral party and others like the Golems of the Copper Plain and the Jadeites being too busy with other endeavors to care and both already have technology that's WW2 level I assume with the gnomes having all sorts of high level machinery their tinkers made and the golems already having magitech left behind by their mage overlords which is of such a high level it's considered futuristic to technological nations, issue is they need to be powered by the life essence of mortal beings.
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>>78643818
>Be stuck in the trench.
>Check date.
>The Eldr opens this year.
>One of the ends of the frontline touches the Eldr.
What should I do anons?
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>>78644146
This is just my interpretation of how relations between these two kinds of nations would be mind you, essentially one of those cheesy "Magic vs Technology" or "Industrialization vs Nature" films but cranked up to 11 with several events occurring which echo events that happened during WW2. Just remember that if you have a better idea in mind or just don't like my interpretation of events feel free to use your own ideas. Anyways now we'll get to elves. Most of them are quite isolationist already and the great changing of the world that is clearly visible will expand this part of their nature. I'm predicting a good deal of the who are still tied to the Fairy Realm (i.e anyone who weren't formerly Sartyrians as they became their own thing over time or are one of the tribal elves scattered across the world like the Arctic elves and Jhazai) will flee back into it believing this world has changed too much for them to continue inhabiting meaning there's a far smaller elf population in the world. Those who remain will have already foreseen these events through their diviners such as the Wanderers (I believe that's the term for the now unified Sartyrians and Nicsenoreans) who will deem this world to be far too divided and close to erupting into chaos. Because of this they will attempt to be a race of peacekeepers, honing their skills with a far greater fervor than before appearing around the world to teach a nation which is getting particularly uppity humility before leaving again. And before you say they wouldn't be able to do much, need I remind you that they apparently have a few mountain sized dragons, can dodge bullets and have all kinds of powerful magics? Lastly, I'm predicting most of the Sartyrian offshoot races like the desert and light elves will become part of the Wanderers whilst other elven races like the Drow and sea elves will mostly keep up their old habits but adapt to the new state of the world and use modern weaponry.
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>>78644322
Carry explosives with you at all times so that you can take down at least one of the monsters down with you.
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>>78644322
You're fucked anon, but you can go out a hero if you shoot the ones who transform and burn their corpses so they can't reform just in case.
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>>78643818
I propose to focus on Southern Autia first before starting a time skip.
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>>78645237
I wasn't planning for the timeskip to be an immediate thing, it should happen after Tismo is finished and a possible map expansion happens with more islands which also get filled.
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>>78645237
What do you want to see done for southern Autia? I recently restarted my project to flesh out the Second Empire a bit more, but don't have plans for the other parts.

>>78644146
I don't think the Eldrian states are meant to be militantly anti-technology/pro-magic (except Alana, and maybe the Taur and Pumkins). Both the Second Empire and Kornheiseria use firearms purchased from other nations, they just haven't seen rapid industrialization as worthwhile yet since relearning old Eldrian style magic seems like a better use of the elite's time as of the present time period. Likewise, the none of the Nantic States are anti-magic, though it will be interesting to see whether the Union keeps its anti-magic stance in the future.
>>78644391
Agree that fey races will lose some ground, but still want to keep them around for the sake of diversity. Also some of them have some pretty potent magic, but most of them don't use it to its full potential since they are not imperialist minded (with the exception of some of the elves).

Another angle to consider is the impact on various oppressed peoples. Now that nationalism is more of a thing, and cheap submachine guns can make even unskilled civilians pretty dangerous in certain situations, so it will be harder for highly unequal cultures or nations with occupied territory to remain stable.

Also, as a side note, I think we should pump up the power level of magic a bit so that technology isn't too dominant. Maybe a combination of magical metaphysical events has boosted the strength of magic.
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>>78646620
>I don't think the Eldrian states are meant to be militantly anti-technology/pro-magic (except Alana, and maybe the Taur and Pumkins). Both the Second Empire and Kornheiseria use firearms purchased from other nations, they just haven't seen rapid industrialization as worthwhile yet since relearning old Eldrian style magic seems like a better use of the elite's time as of the present time period. Likewise, the none of the Nantic States are anti-magic, though it will be interesting to see whether the Union keeps its anti-magic stance in the future.

While I do agree with this, I'm thinking a series of unfortunate events could lead to the attitudes of northern and southern Autian nations changing towards each other. Both could still use magic and technology, just one group of nations becomes more widely associated with one of the two while the other group is associated with the opposite one. Essentially I'm thinking that the fairly neutral stance the north and south have on each other is going to change into more of a negative stance as while both won't war it out yet, they will treat each other poorly and weapons will be concealed in meetings. Also I just wanted to clarify that I'm advocating for this plot point this much because I want to add an overarching narrative taking place in Autia specifically.

>Also, as a side note, I think we should pump up the power level of magic a bit so that technology isn't too dominant. Maybe a combination of magical metaphysical events has boosted the strength of magic.

Now my idea for what could lead to a large buff in magic for the whole world would be the World Flame fully activating as a reaction to the War of Ice and Wrath. I'm thinking of making the event be a far more important occasion as across the world just about everyone who's looking outside can see a massive glowing light in the distance as a strange wave of heat passes through them before vanishing.
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>>78647013
This energy wave could be a form of magical radiation the World Flame had been containing within itself back when it was half-awake and was the god of the Sartyrians but following its complete awakening the energy could have been released throughout the world aimlessly. During this time it passed through just about everyone other than mages and those with magic potential but who are untrained. It seemed to be attracted to these people and was absorbed inside them empowering their magical capabilities. I'm also thinking that when this magic heat wave was released several other magically sensitive objects across the world were aroused such as maybe some buried Khimerian artifacts being turned on and other such things which also contribute to making magic more potent. What do you think the new skill ceiling for magic should be for most people and how high would it be for the elves? From what I can tell when the World Flame became fully operational its champions who were still loyal to it became demigods of flame in power level so I think a similar power level should be seen in the champions of the southern elves who fled Ignis.
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>>78647013
>While I do agree with this, I'm thinking a series of unfortunate events could lead to the attitudes of northern and southern Autian nations changing towards each other. Both could still use magic and technology, just one group of nations becomes more widely associated with one of the two while the other group is associated with the opposite one. Essentially I'm thinking that the fairly neutral stance the north and south have on each other is going to change into more of a negative stance as while both won't war it out yet, they will treat each other poorly and weapons will be concealed in meetings. Also I just wanted to clarify that I'm advocating for this plot point this much because I want to add an overarching narrative taking place in Autia specifically.
Seems okay to me. In that case I would have the Second Empire absorb most of the former Eldrian nations to make an autocratic magic-focused bloc, while the Nantic States largely set aside their differences and forge a democratic leaning technology focused bloc, with the Union, Yr, Aesanaeria, Shahdom, and many of the smaller states still around as neutral parties or disrupter states.

>>78647180
>What do you think the new skill ceiling for magic should be for most people and how high would it be for the elves?
Probably keep it vague since even now power levels are all over the map.
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>>78649791
the drawing of a deranged lunatic
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>>78649900
How dare you say that about crystal guy.
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>>78650329
A larger variant of the Iron Beasts known as the Steel Brutes, only seven have been animated so far. Since they are incapable of being transported to Dright by a Great Kite due to their large size, the Steel Brutes mostly just drive across Yr or help raise some Tankletts to become cold, uncaring killing machines.
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>>78650876
The horrifying result of an attempt by the Second Empire to fuse a human being with a golem kidnapped from the Copper Plains. The result was successful as both their bodies and minds fused together. However they are also in constant indescribable pain due to their rusted skin that resulted in a byproduct from the fusion. Currently, they're hunting down whoever is responsible for their suffering.
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So I remember there being a small crossover a while ago where a ship from the steampunk setting thread (what happened to it by the way? I haven't seen a thread about it in a while) somehow showed up in Autia-Tismo implying these /tg/ based settings are related in a way. Now I'm not saying we should put characters from other settings like Gloria-Etalia in other ones willy-nilly, that's stupid. I'm just saying it would be cool if a sort of cosmology was made.
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>>78651258
So we have what amounts to a Necron Pariah walking around now. Uh oh.
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>>78626170
As of recent, envoys from many other nations have arrived to participate in this musical competition having heard of it through the information spread about Tismo from the Jeweled Road. Shown here is an Aesanaerian Brass Knight Musician who has made the journey to Sonhills after hearing about an eternal musical battle against the finest musicians from many different nations. Some other visitors sent by their home nation to participate in this contest include Alkorian fifers, Miqdaadi sitarists and Belkan lutenists.
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>>78653471
Captured Lindgrubians having escaped their captivity who are fighting an early version of the Tartean legionnaire.
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>>78625789
Arlo Bennett, a captured soldier of the Second Empire who is being interrogated by an Akasa-prabaun (birdmen), he was captured after the SE had recently launched another failed attempt to conquer the Peaks of the Heavens.
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>>78657453
Defender of the Great Library of Mir-Engel Cheb over in Nicsenor.
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>>78639076
Oh, sorry. I didn't know they weren't too good at battle, perhaps they are called good by the Shahdom as a form of psychological warfare to intimidate outsiders when they're really not?

>>78659253
Goblin alchemist out hunting for potion ingredients with her trusty crossbow and a machete on her back.

>>78659335
Harpy queen who is a powerful fleshmolder, thus explaining her unnatural height and strange servants.
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Bump
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>>78664459
The famous Ercaenmedian Idol Singer "Mitsune Haku" performing a concert promoting the systematic killing of all Belkans.
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>>78665683
Orkistani greatsword mercenary riding one of the tough Aesanaerian warthogs.

>>78666550
Nieri'hake-Telai, demon of octopi, perversion and ineptitude. Currently hiding in the Seafoam Crater where she is worshipped as a demigod by the Aquaticans who know not of her origins.

>>78666631
One of the massive dinosaurs of Sauri-La in a currently unarmored state experiencing serious hallucinations from a fever caused by an Orgillon accidentally sneezing on him. His serious reaction to such a minor inconvenience is a result of the great isolation of Sauri-La from the outside world.
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>>78661267
they are primarily skirmisher and camlry, they do have alchemist which they do use, also of lore is inbetween thread 4-6 and they are really behind compared to other states, so I'm not sure if their interaction with the northeastern realm have stayed relevant, since they do play power polities their, also they hate most of the western realm on Austia for a war that happens right before the setting start
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>>78666668
Sneedian insurgent in Brazillistan fending off against the Sneedian authorities.
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>>78663248
A fearsome seal dwelling in the Pengu Ocean dragging an unfortunate dwarf of Brazilistan off to be eaten.
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Is the Eldr going to open in the year the current story takes place in? Might be an important event for many nations and affect the ongoing wars.
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>>78673233
It certainly could. We have several catastrophic events that could occur. A Xiklik swarm could be ready to erupt in Tismo, and Dead Man's hand was facing periodic incisions from gigantic monsters (idk if these were expanded upon or not) that the Frost Giants and Orgrillons were contending with. Any of these things could become major events for their respective continents or the world at large. I don't think the Xiklik bugs would threaten anything other than the eastern half of Tismo though.
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Second Empire and the Unravelers - Supplementary Information:

Government:

The Second Empire is ruled by a coalition of provinces, each led by nobility descended from Eldrian Empire Era noble families. The overall ruler is the Emperor, elected for life by the leaders of the provinces. Due to life magic, and other more darker forms of magic, some Emperors rule for many decades, while others are assassinated after just a short while in ways even the strongest magic can't return them from. The current Emperor is Emperor Syn Vymber II. Despite being a man of vile and sadistic hobbies, he is firm but fair to those he sees a valuable to the Second Empire's cause, and his zeal is tempered with foresight and pragmatism which has allowed him to consolidate and expand the Empire at a rate not seen in modern times.

Although each provincial leader is strongly committed to the goals of the Second Empire, many display a certain amount of megalomania due to their unnaturally long lives and access to powerful magic. As a result, laws and customs can vary greatly from one province to the next. However, the Golden Legion (Army) and the Black Fleet (Navy) are always well positioned to invade any province showing signs of separation, or shirking on taxes, though this hasn't occurred for over a century, and the current batch of provincial leaders are all committed racists, xenophobes, and/or imperialists who are always keen to prove their commitment to the Empire.
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>>78675502

Both the Golden Legion and the Black Fleet are somewhat under equipped and undertrained, however, this also allows the Second Empire to maintain a large army at relatively low cost. The real heavy hitters both forces though are the nobles, the mages, and their assorted creations. Thanks to the biology altering abilities of life magic and alchemy, the elite of Second Empire are typically heavily enhanced, whether it be relatively subtle chances to appearance, strength, and stamina, to the strange and terrifying forms associated with some of the Unravelers and their creations, and a few nobles as well. Many shock troops and members of knightly orders settle for increased size, muscle mass, and durability.
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>>78675546

Geography:

The Autian component of the Second Empire is mostly subtropical forest, farmed land, and swamps, while the Flickfowl component is a mix of jungle and subtropical forest that rises sharply along the southern edge where it reaches the Peaks of the Heavens mountain range. The Second Empire is split up into a series of provinces, all of which are named for their largest city. Their are also several special territories, which don't have cities, and are ruled by the military (or by no one in the case of the Zandra Peninsula).

- Zandra Peninsula: This swampy, low-lying peninsula has long been the domain of the more experimental, reckless, and unethical of the Eldrian magic users, it now serves the same purpose in the Second Empire. Home to the so-called Unravellers, their servants, and their creations, it is generally seen as an area to be avoided by the sane. There isn't any large communities, instead each magic user, or group of magic users, operates out of a compound of their own design. These compounds are often surrounded by testing ranges, alchemy gardens, and "zoos" showing off their favorite creations, however, the bulk of the peninsula is swamps, marshes, and dense forest, where the occasional escaped slave or creation struggles to survive in a vicious ecosystem made up of the most dangerous of past escapees.

- Kyleana: One of the Second Empire's largest port cities, Kyleana joined the Second Empire under duress, but any seperatist sentiment is long dead. It now has a reputation for being a thriving merchant harbour with a strong military presence.
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>>78675584

- Jikenzen: The westernmost city on the old trade road, Jikenzen mostly serves as the command center for military operations meant to tame the western edge of the Empire, and possibly one day launch an invasion into Brazilistan. Tens of thousands of soldiers, laborers and slaves have the thankless task of clearing jungle filled ruins and arable land of vegetation, monsters, and magical hazards.

- Morelosso: This large coastal city is one of the few Eldrian cities to survive the fall relatively intact. Consisting of tens of thousands of gleaming buildings of white marble with brass and gold trim, hung with flags and banners featuring the gold and black of the Second Empire, it is highly visible reminder to the Second Empire's wealth and ambition. Like most previous Emperors, Emperor Syn Vymber II makes his home in the sprawling Ascendant Palace in the middle of the city. The black and gold (or at least black and brass) colors of the Second Empire are almost everywhere, particularly the clothes of nobles, wealthy citizens, members of the Gold Legion and Black Fleet (both of which have a large presence in the city), bureaucrats, and senior domestic servants.

The area surrounding the city has been largely cleared of hazards to make space for plantations, estates, and palaces, though trouble still crops up occasionally in unusable land like rocky hills, or undrainable swamps.

- Vulpturen: The small city of Vulpturen is a rather dull place where b-list nobility manage the plantations and other holdings of their senior family members in Morelosso. The land in the province is mostly covered in plantations, with some estates, but almost no palaces.
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>>78675609

- Cressoe: Much of the land in this province is untamed swamp and damp forest. Never well inhabited, even at the peak of the Eldrian Empire, the swamps are home to swamp dwelling fey like hags, bullywugs, and giant frogs. Also common are the so-called swamp elves, a mongrel race of elves, humans, and sometimes goblins that live in the deepest sections of swamp in southern Autia. Although less dangerous than the neighboring Taur Region and Ashkev Province, Cressoe is largely uninhabited by civilized folk except for the towns and villages along the trade road. The only city is Cressoe, a partially ruined, partially flooded regional hub ruled by an eccentric mage obsessed with the magic of swamp fey.

- Traghazo: Traghazo is a smallish province located on a low plateau overlooking the swamps to the north and the ocean to the south. Home to plantations, ranches, estates, and several large palaces along the ocean, it is generally free from the wandering monsters and magic hazards found in other mainland provinces, though the local elite have a reputation for being even more callous than in other parts of the Empire.

The main city, Traghazo, is the main slave trading hub of the Empire, where slaves taken during uprisings in Flickfowl, or supplied by the Afzen are purchased, and malcontents, convicts, and surplus slaves are sold. Once a major center of culture and the arts in the Eldrian Empire, it is filled with theatres and statue filled plazas, some of which have been repurposed as slave markets. Although most of the shipping is done by Afzen Amazons (who make up a large portion of the city's residents), the local nobles are still able to reap huge profits from the slave markets. The governor in particular is famous for his decadent palace and massive harem.
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>>78675649

- San'barg: This desolate region of coastal swamps and sandbars is the last remnants of a colonization attempt by men of the Bridge Tribes back before the formation of the Second Empire. Home to several Eldrian ruins, hostile Taur tribes, and assorted other monsters left over from the Eldrian era, the Second Empire doesn't see it as worth their time trying to colonize this era beyond some large coastal forts. Instead, the remaining Bridge Tribers are allowed to scrape by on hunter-gatherer lifestyles unmolested despite nominally being inhabitants of the Second Empire.
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>>78675673

- Ashkev: Considered one of the most dangerous of the mainland provinces, Ashkev is a mess of rocky outcroppings, swamps, marshes, shallow lakes, magically irradiated sludge pits, forests teeming with the monstrous creations of the Eldrian Empire, and tribes of hostile Taur. Half-spiders known as driders, as well as harpies are also a particular nuisance, though it is unclear whether they natural, or Eldrian created facsimiles. Natural hazards like quicksand, and an extremely painful local cactus, are nearly as hated as the monsters and magic.

At the center of this mess is the City of Ashkev itself. Once one of the largest cities in the Eldrian Empire, the degradation of local drainage networks mean much of the city is now covered in several feet of water, however, that is the least of its problems. Magical weaponry used against it has resulted in reality breaking a bit, resulting in temporal anomalies, rifts in reality, outbreaks of reanimating undead, and rampant mutations to local wildlife. Bloated, muck covered zombies known as bog monsters, some seemingly sentient, are a particular problem. Despite this, the Second Empire has invested significant time in reclaiming the city. Mages work to stabilize magic rifts, while soldiers, slaves, and laborers, some of them captured Taur from local tribes, work endlessly to clear out monsters, drain flooded areas, and rebuild buildings.

The short-lived nation of San'Barg once included much of this territory, and made its capital in one of Ashkev's smaller cities before being driven out by an alliance of Taur.

- Taur Region - Simply known as the Taur Region, this lawless area is home to Taur tribes that have more or less sworn loyalty to the Second Empire. In return, the Second Empire has provided them firearms to help pressure other Taur tribes into joining, as well as helped exterminate some of the more dangerous of the massive reptiles that live in the semi-arid forests of this region.
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>>78675764

- Hekraeno: Once a holy city of the Eldrian Empire, Hekraeno is home to a number of temples, many of which have been repurposed as palaces and marketplaces instead. Large parts of the city were destroyed during the fall of the Eldrian Empire, and even today, slums of rotting wood and haphazardly stacked rubble coexist alongside wealthier districts of intact buildings. Like other more settled provinces, much of the province is covered in plantations, ranches, and estates.

- Pillapiillo: The City of Pillapiillo is home to an unusually high percentage of pumkins, and the ruler himself is a pumkin puppet king who the Second Empire is trying to use a figurehead to draw more pumkin tribes under their control. Often known as the Pumkin King (or Pumking for short), he lives in a lavish palace surrounded by slaves, piled coins, and other displays of wealth.

- Dominado: One of the largest inland cities in the Empire, Dominado is a massive fortress carved out of a massive rocky outcropping in one of the Second Empire's few hilly regions. A major source of mineral wealth, getting assigned to the mines of Dominado is one of the worst fates of slaves and indentured servants in the Empire. The ruler himself is a massive man, much enhanced by life magic like many likeminded nobles. He is infamous for impaling his rivals, then leaving the magically preserved corpses on stakes in the hills surrounding his city. Aside from mining, the hills are also popular with ranchers and sheepherders.

- Baensnee: The lesser of the two provinces located in the northern grasslands, most communities are well fortified due to Taur raids from the west, and pumpkin raids from the east. Ranching, sheepherding, and mining are the main economic activities. The province's only real highlight is the Valley of the Dead, a massive network of tombs and massive statues that leave little doubt as to the true appearance of the now likely extinct Eldrian race.
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>>78675849

- Calypsen: The City of Calypsen was once a major trade center between the core cities of the Eldrian Empire to the north, and the coastal cities to the south, but is now largely abandoned since caravans heading north are now almost unheard of. During the fall of the Eldrian Empire, the city was hit with some sort of unknown magical doomsday device which transformed all inhabitants into highly durable and heavy statues. Although these statues have been painstakingly removed from wealthier districts, poor folk and squatters simply learn to tolerate their spooky housemates. The local governess seems to be skilled at maintaining peaceful relations with the local pumpkin and Taur tribes, many of which use her city as a trading center, however, her main interest is the Theocracy of Alana, whose secrets she is keen to uncover.

The rest of the province is covered in grasslands, and home to a scattering of well fortified villages, towns, and mines, much like Baensnee to the south.
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>>78604370
Every time I come back. The map looks a little bit more stupid.
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>>78677684
Yes it does, and it is glorious.
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Shown here is one of the mythical Garudas, the noble and deadly steeds of the djinns themselves. From what little is known of the creature outside of myth, a Garuda is a highly rare species of harpy (albeit with a more animalistic appearance) dispersed throughout northern and western Flickfowl possessing great power in its talons and beak and a mysterious wisdom. They are deified in all nations they are found in with the Sky-Lord of the Peaks of the Heavens seeing them as demigod servants of their pantheon and the people of the Sultanate seeing them as steeds or charioteers of the djinns and Miqdaad himself. When one is discovered in the wild, it is bribed with offerings of fresh prey and incense in exchange for its services for a time, tasks it will have little trouble fulfilling given its great speed and danger even when compared to other harpies with its intellect allowing it to outmaneuver and slay beasts taller than it by a large margin.
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>>78651402
Well Autia seems to be at the center of the multiverse, with all of the portals to other worlds it seems like the perfect place to get isekai'd to, so I think that a crossover with other /tg/ related settings would be pretty in character for the place.


We already have actual Brazil.
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>>78680224
>Be Belaran
>Grumbling about Morloux as usual
>Fall of a cliff
>ohfuckme.jpg
>Wake up
>Where am I and why is everyone pointing exploding sticks at each other
>OH SHIT THAT'S A BIG DRAGON
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>>78681801
Tool used by the Fleshmolder to discipline his slaves and make them work harder.
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Nicsenorean warlord standing in front of his forces whilst a feral Great Wyvern provided by the Scale Guard watches on quietly in the background.

I have arrived back here once again to ask how the War of Ice and Wrath is going.
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>>78685987
Mysterious rune left behind by the Unraveler Mr. McHonk after he performs one of his grand tricks and flees the scene.
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>>78687482
Autia long ago, where trained magic was scarce , knights wore mail and crossbows were king.
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>>78684110
Skeleton mounted on the back of a dead Saurian soldier reanimated after the 3rd invasion south.
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>>78655097
A seedwing hunting flock. The seedwings are beasts from the Eldr who seem to have a biology made up of plant life and who fly out of the mysterious region when the Eldr opens to fly over villages and snatch up the unfortunate locals.
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>>78695164
Arlo Bennett holding a birdmen hostage.
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>>78677356
Slave revolt on a Afrozillian ship.
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"Fucking faggot"
-Sky-Lord who sniped him later that day from a tree in the distance to free his comrade

It is assumed he used a firearm as shown in this image drawn by the people from the Second Empire investigating the assassination, as you can't deal that kind of damage with a pitiful bow as stated by them. Though with the terrifying skill with bows possessed by the Sky-Lords who really knows? It was probably just a really good bow that was used.
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>>78685127
SOON

Expect shit today.
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THE 1D4CHAN IS BACK
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>>78699192
Really? Well that's nice, now it'll be easier to navigate again.

Deep in the southeast of the Sultanate, hidden within the crevasses of the sandstone mountain range bordering the Kangoo tribes a fearsome cult obsessed with death make their home. These are the Hashashins, an ancient order of assassins said to be as ancient as the ninja clans of Nippon and a stain upon the purity of Miqdaad's chosen though a necessary evil. Long before the Sultanate was properly established and a great desert covered the lands the original Hashashins had set up holdings within the mountains after fleeing an especially bad sandstorm. They would not be able to leave these mountains for a very long time as it seemed because a veritable mountain of sand had blocked up the entrance they travelled through meaning they were stuck within the mountains. This new home was deceptively safe as it turned out to be a more dangerous realm than the outside they had fled, for the great cave dwelling lizard who called it home had a ravenous hunger that season and these newcomers would satiate them quite well. Rather than direct confrontations, these beasts who had been rendered nearly blind from life within the caves chose to strike at times when the guard of the nomads was lowest dragging off their kin into the depths never to be seen again. Time and time again their numbers were thinned from these man-eaters and the nomads had to either adapt or die, and adapt they did for they took to meditating and taking in every sound travelling through the caves for hours on end. Their ears became keen enough to hear even the slightest intrusion and kill whoever was stalking them while their martial talents grew much, with one of their ranks being able to throw a dagger right into the skull of a lizard in the blink of an eye.
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>>78699783

Years passed as this battle between hunters slowly shifted in their favor as the sand that had sealed them inside the caves in the first place abruptly opened up exposing them to the outside world. Their forays outside and the stories of their forefathers had them expecting primitive nomads, needless to say they were quite surprised when the first human contact they came across were a group of camel riders garbed in colorful robes who wielded gleaming swords and spears. After initial conversation, they found these riders were nomads like them, though their tribe had sworn fealty to a great power just to their north said to be able to bring rain upon these desolate lands with a mere flick of the wrist who had gifted them these weapons. Fascinated by the tales of these magic men, they travelled further north still until they came across a newly built city amongst a lush rainforest that had been magically terraformed into existence. This city was Isbillyah, the soon-to-be capital of the burgeoning Sultanate and knowing the stories told earlier to be true they entered the city and swore allegiance themselves to the Celestial Mages and nobles running this land hoping to receive a portion of their bounty for themselves. Knowing not about their nature as silent killers, the freshly crowned Sultan believed them to be yet another nomad tribe seeking their gifts and in exchange for conversion to the faith of Miqdaad they were welcomed into the Sultanate. A caravan full of food and gifts set back home in exchange for their fealty, though this meeting quickly got much more interesting when the merchant steering the caravan was nearly killed by the guards settled in front of the entrance to the caves the Hashashins called home who thought him to be an intruder.
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>>78700057

While rattled from the endeavor, the Miqdaadite merchant was fascinated by the way these men had seemingly appeared out of thin air next to his caravan and jumped aboard it holding his throat at knifepoint until the others quickly explained that he was a friend. He reported this incident back to his employers once he reached Isbillyah again who were now quite hesitant to allow them to be fully integrated into the Sultanate seeing them as bloodthirsty rogues. An idea was posited by one of the nobles however, rather than shun them directly, they could put these men to use by sending them to take out someone deemed a threat to the Sultanate. With their skills of stealth, this would be easy for the Hashashin as the Miqdaadites had come to calling this tribe after discovering their capacity as assassins. A theological issue was the only thing preventing the Hashashin from being allowed to realize this new role as the code of Miqdaad said to move away from unnecessary violence and only fight in self-defense. This was resolved in the end with a compromise, the Hashashins would still have to practice the faith of Miqdaad but they would practice a slightly modified versions of it where sanctioned killing would be tolerated. With these formalities properly answered, the Hashashin soon became the stuff of legend amongst the people of the Sultanate with many legends and myths springing up about them. Looking back to the Hashashin during this time, they had taken to their new responsibilities quite well with the greatest amongst their ranks commonly heading out on clandestine operations. These tasks would be aided by a myriad of new tools provided to them by the Miqdaadites as their part of the deal with items such as poisons and new weapons being provided, many of them enchanted with each helping them get their way. Currently they retain their traditional role, being sent out to gather information or kill important targets either during a battle or in enemy land.
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>>78699192
How do I make a new page?
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>>78700497
nevermind
https://1d4chan.org/wiki/Soukos
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>>78700775
>Naftio:
>This port city-state serves as one of the biggest trading hubs of Soukos. Originally funded by Naftis, patron demigod of sailing and home to the Gorgons, it is now managed entirely by merchant guilds, adhering to money more than Soukan law. Here, seeing ships and peoples from all around the world of all factions(pirates included), from Nantics and Eritroans to even kangoos and Mousterians is commonplace. This city has something for everyone, as long as you can pay. Want to leave Rhinolsol for some reason? All you gotta do is give money to the right people. Perhaps you may want to buy special foreign weapons, or even a tank maybe. In spite of how corrupt this city appears to be, you can find opportunities at any corner. Even though it is now mostly known as a trading city, it still has a strong naval tradition rivaling Cornithus. Its quality ships and hardened sailors are the true strength of this city.

Oh, you made a new city-state? Many thanks, it looks quite interesting. Did you base it off anything as I can't notice any clear references in the name.
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>>78700870
Yeah I based it on the Greek town of Nafplio
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>>78700931
Very nice work, I might try and mark the location of city-states on the map sometime soon. By the way, if you have any more ideas for city-states go ahead and add them. I'm all out of interesting ideas for city-states if I'm being honest so you can do what you want.
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>>78701285
> I might try and mark the location of city-states on the map sometime soon

Nice idea, here is where I think some city-states are located.
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>>78702569
Well seeing as you have a good start to everything I'll give a few more suggestions where you could place a few more city-states. Now first of all, Macedinios is going to be the northernmost out of any major city-state so it could be placed just about anywhere so long as it's in the north. I'm thinking Thibesse could be on that outcrop jutting out in the west which is right below that little island, Craetus is on that long piece of land that looks almost dethatched from the mainland to the southwest in the middle, this is because it's less densely populated than the other city-states with its population dispersed throughout the greater region and Cornithus will be on the southeast region of Soukos that looks like a cape as it'll be one of the city-states nearest to Autia.
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A group of elephants with colorful howdahs on top who were meant as a form of public transit aimlessly wandering through some ruins of the once-almighty Khimere Empire shortly after its destruction centuries ago.
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>>78703456
>Macedinios is going to be the northernmost out of any major city-state
Isn't a large chunk of what is current Soukos territory previously Belkor and Ercaenmedi territory, so it wouldn't make sense to have a Soukon city state outside of the southern regions since the rest is occupied territory presumably filled with former Belkorian and Ercaenmedian communities?
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>>78604475
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Do we have a central area for all the loredumps? Jumping between 15 threads to try to get a coherent picture of what is going on is getting ludicrous.
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>>78707029
Most of the key information from the first seven threads is on 1d4chan, which now works again:
https://1d4chan.org/wiki/Autia

The rest is unsorted, I may update the 1d4chan page again at some point, I always assume this thread is on the verge of dying, but it always seems to survive another week.
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>>78707936
Uploaded a bunch of stuff from threads 8 and 9.

Almost done 10.

Doubt I will get through threads 11-14 tonight, but you never know
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>>78711689
Alright, got through threads 8-14.

As always, I mostly stuck to the important stuff. A lot of the speculation, conversations, descriptions for pictures, etc. got left off since it is too time consuming to reword so that it makes sense without proper context.
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Kingdom of Aquatica:

People:

The races who live beneath the waves are extremely diverse. It is said that most of them have fey origins, though some are believed to be the result of experimentation by the Eldrian Empire, while others are believed to be demonic of nature. Some of the more common forms are listed below:

Fishfolk: Said to be the creation of a demon lord known as The Ancient One, these sadistic monsters are rarely encountered, but deeply feared. Some are able to disguise themselves as humans, and procreate and proselytize their dark religion among surface dwellers. Although found in many places, some have recently been focusing their efforts in the Seafoam Crater.

"Sea Sluts": A type of shapeshifting merfolk found along the southeast coast of Autia, they have more in common with the spirit animals of Napan than other merfolk races. Notoriously promiscuous and seductive, they are the bane of marriages in all the regions they inhabit.

River Merfolk: Pallid, and sometimes slimy merfolk, river merfolk are found along the southern coastlines of Autia, and the northern coastlines of Flickfowl. Gregarious, but generally harmless, they are usually treated as a minor nuisance in the regions they inhabit. Few of them seem inclined to work with other aquatic races, though some still insist many are spies for the Aquatica Nation of The Warm Sea.

Northern Merfolk: Pale, almost ghostlike merfolk, they can be found both along the northern coast of Autia (where they tend to have lighter hair colors and green scales due to mixing with Western Merfolk), as well as in the off the coast of the Lapus and the Dead Man's Hand, where they tend to have darker hair, paler skin, and blue or grey scales. Northern Merfolk are shy around surface dwellers, especially men, but get along better with some all female races like the Amazon and harpies.
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>>78714334

Western Merfolk: Also known as sirens, they are infamously sultry and mischievous, though occasionally also a bit sadistic. They are fond of using their good looks, sometimes backed by illusions and enchantments, to torment sailors and coastal land dwellers. They are the dominant merfolk race along the western coast of Autia, but are also found along the southern coast, in the equatorial strongholds of the coral merfolk, and in certain parts of the Emerald Isles.

Coral Merfolk: Brightly colored merfolk, they can be found in the ocean between Autia, Flickfowl and the former location of Ignis. Probably the most numerous and civilized of the merfolk races, they are said to possess large communities on the ocean floor and in large coral reefs, though they are notoriously secretive.

Sea Sprites: A blanket term for several smaller races of merfolk, usually 1 to 2 feet long. Some have sea horse like-tails instead of fish-like tails. They can be found in most regions, but are fairly rare. The most hated variety are the candirufolk of the Emerald Isles, who are infamous for tormenting unsuspecting swimmers in rivers and lakes.

Deep Merfolk: Often said to be a legend, even by other merfolk, no one can agree on what they look like, and some believe it is just a catch all term for merfolk tainted by association with the Ancient One.

Nautilusfolk: A rare, long lived race, they are treated as sources of wisdom by merfolk in the Warm Sea.

Whalefolk: Whalefolk can be found in many shapes, but are generally rare. Their sheer size makes them dangerous to small and medium sized boats, and some are capable of magic as well. Often serve as alongside the warriors of merfolk tribes. They tend to hate most surface dwellers due to a few poachers hunting them for their body parts, which have strong magical properties.
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>>78714380

Geoduckfolk: A strange form of aquatic life, mostly found around Napan. They are technically spirit animals but rarely change shape. Very few outside of Napan believe something this strange could actually exist.

Phinmin: Disliked by other aquatic races, and believed by some to be a failed attempt by Eldrians to recreate mermaids, the Phinmin keep to themselves in small tribes south of Autia, and are rarely associated with Aquatica except for their recent acceptance into the Seafoam Crater version of Aquatica, where their violence tendencies aren't seen as a major drawback.

Lobsterfolk: Ill-tempered scavengers mostly found along the northern Autian coast, they have very few interactions with surface dwellers other than harassing fishermen they feel are a threat to them.

Gepids: Half-octopi folk mostly found along the northern coast of Autia, particularly the Halem Coast. They are known to possess powerful magic and are generally avoided by surface dwellers.

Shrimpfolk: Aggressive, fast-breeding but short lived creatures living in many regions. They are barely sentient, but are sometimes used as fodder by fishfolk.

Sea Elves: Primitive aquatic raiders, they rarely form alliances with other ocean dwelling races, and thus are rarely associated with "Aquatica", but sometimes are converted to worship of the Ancient One by fishfolk.

Sea Drow: Sea Drow are a slave race created when the followers of Nieri'hake-Telai conquered the City of Gel'dyrryth. Although now capable of breathing underwater, they are usually used to build surface temples to the Ancient One on behalf of Nieri'hake-Telai and her fishfolk servants.
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>>78714392

Religion:

A number of gods are worshipped beneath the waves, most of whom are poorly understood by surface dwellers:

The Ancient One: This much feared demon lord is often seen as the bane of fishermen and is blamed for all sorts of misfortune in remote fishing communities. His main worshippers are fishfolk, but sometimes other aquatic or surface dwelling races are drawn into the fold.

Nieri'hake-Telai: Rumored to have once been an Ercaenmedian diva, she acquired a copy of one of The Ancient One's most powerful texts, and gradually became more insane before disappearing, then re-emerging at the head of a powerful cult of aquatic races centered around the Seaform Crater.

Mother Ocean: Most merfolk consider her to be their creator, though she is rarely actively worshipped. Often considered to be the merfolk equivalent to Go-Hana, Gelune, Gaelhalla, or the Ocean Mother.

Itch-Monger: This minor trickster god/demon is mostly worshipped by sea sprites that like to torment others, though merfolk and whalefolk blame him for a wide range of misfortunes.

Magic:

Like most fey races, aquatic races tend to have certain abilities associated with their race, though not all members of a particular races have the same abilities or level of power. Various enchantments and illusions tend to be the most common abilities, but some also have limited control over the weather or the currents. Followers of the Ancient One sometimes also have powerful fleshshaping abilities, which is believed to be a gift from their god rather than an innate ability.
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>>78714406

Military:

Too few in number and too disorganized to fight large scale battles, the nations of Aquatica prefer sabotage and raids to achieve their goals.

The followers of the Ancient One are by far the most aggressive, but also the most mysterious. They have been known to overrun entire coastal communities, occasionally even towns and small cities with stealth, sheer numbers, and powerful magics. Although generally limited to clubs, spears and javelins, they are often accompanied by hulking abominations created with flesh shaping magic. It also helps that they generally only attack when it is least expected, and are often aided by converts and mind control victims within the target communities.

Other aquatic tribes (other than phinmin and sea elves) usually mind their own business, but when they feel local fishing and whaling activities are either affecting their food supplies, or directly harming them, they sometimes retaliate with sabotage (generally by damaging or capsizing boats).

History:

No one remembers whether Aquatica ever actually existed as a single nation, some believe it started as an empty threat during a conflict between the Nantic Empire and local tribes. However, the idea caught on with some of the more organized ocean dwelling races, and now several different regions identify as being part of the Kingdom of Aquatica, even though none of them respect each other's authority. The term Aquatica is often used by land-dwellers to refer to the most organized tribes of ocean dwellers in their region, though it is now well known on the surface that no single government exists.
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>>78714464

Economy:

Most Aquatica nations are self-sufficient hunter-gatherers, but merfolk, and occasionally lobsterfolk, will trade goods and information with friendly or neutral surface dwelling nations. Despite theoretically claiming large swathes of ocean as their territory, both collectively and individually the nations of Aquatica are few in number. This is partially because their hunter-gatherer lifestyle does not support large population densities, and partially because much of the ocean is devoid of intelligent life at any given time, with many aquatic races frequently moving to avoid straining food resources in one area.

Government:

Despite being called the "Kingdom of Aquatica" there is no central government, often no central regional government, and rarely does even the head of a regional government take the title of king. Most "nations" of Aquatica are divided into many tribes that only come together in rare circumstances, but rarely fight with each other. However, some groups are essentially religious cults (generally fishfolk cults to the Ancient One), which in some cases are quite large and well organized.

Merfolk and their allies are the ones who are most likely to acknowledge the existence of Aquatica as a nation, divided between five regions each named for their most prominent feature. Merfolk along the northern coast of Autia, and coral merfolk along the southern coast of Autia are the most likely to invoke the name of Aquatica while threatening surface dwellers with a unified response to some provocation. Most other merfolk consider the notion more theoretical than actual.
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>>78714482

Geography:

- The Drowning Reef is a large region of dead coral reefs and extinct volcanoes northwest of Utopia. Its name comes from the frequent shipwrecks that occur when storms cause ships to become lost and disoriented. It has the largest density of northern merfolk and whalefolk in the Dead Man's Sea, and the large colonies of merfolk that gather on some rocky outcrops here is the closest thing to a coherent government for the aquatic races in this region. Sometimes thousands of merfolk, and the occasional whalefolk, will gather to listen to envoys from Utopia or the Afzen Amazons.

The merfolk in this region are shy and prefer to mind their own business, but can sometimes be persuaded to help their long time allies among the Utopians and Afzen Amazons. They will also sometimes trade with Alkor, Harlbourg, and ships from the Krevech Islands, though they hate the Union, Malsolia, Yr, and Dright since their whalers sometimes attack whalefolk for their body parts, which are useful in alchemy. Although they accept the Aquatica label in solidarity with other merfolk, they rarely interact with individuals of other Aquatica nations.
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>>78714589

- The Wyrd Sea is the name given to the stretch of ocean north of Harlbourg and the Halem Coast. The northern merfolk and lobsterfolk who live in this region are prickly and easily offended. The merfolk are prone to referring to themselves as one of the nations of the Kingdom of Aquatica during negotiations with Harlbourg, even though it is well known they have few ties to merfolk living in other regions. The lobsterfolk are even more blunt, and often make outrageous demands on those who want to fish and catch crabs in the patches of rocky coastal area they consider to be their territory. However, the most feared threat are the fishfolk (for whom the Wyrd Sea is named, even the merfolk acknowledge it is a strange and haunted place). Although rarely encountered, they are blamed on all sorts of misfortunes and supernatural events, and popular conspiracies state they have significant cults inland as well. In contrast, the gepids concentrated along the Halem Coast prefer to mind their own business, and thanks to their powerful magics, their territories are generally avoided.

- The Sea of the Shape Shifters is essentially just the aquatic version of Napan, though their boundaries extend far past what the Napanese government officially claims. Home to aquatic spirit animals like sea sluts, carpkin, and geoduckfolk, as well as true fey like nymphs, aquatic dragons, sea sprites, and coral merfolk, they are theoretically a force to be reckoned with on the open ocean, though in reality they rarely help the Napanese Navy except under dire circumstances. They accept the Aquatica label mostly to appease their allies in The Warm Sea region.
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>>78714612

- The Warm Sea is a large region of volcanic islands, coral reefs, and sand bars that stretches along the equatorial region south of Autia. The tribes here, mostly river, western, and coral merfolk, are numerous and poorly organized, though on the rare occasions they join forces they are probably the most powerful of the aquatic nations, and on a few occasions a particularly powerful warlord in this region has named him of herself the King (or Queen) of Aquatica. The inhabitants of this region prefer to mind their own business, but frequently find themselves fighting against the many tribes of phinmin, sea elves, and fishfolk that inhabit this region. Conflict with careless fishing and whaling vessels is also common. They are friendly with Afzen Amazons and coastal harpies, but are generally neutral or hostile to everyone else.

- The Sea of the Lost Fleets is an unsually large patch of shipwrecks off the coast of western Autia. There has long been rumors that a hidden nation of Aquatica operates down there, but little evidence of organization can be found among the western merfolk who inhabit this region. Probably the least organized of the merfolk races, it is rare to encounter more than half a dozen in one location, and they are highly nomadic and long-lived, it is not uncommon to encounter a western mermaid who has lived in regions as far north as Skyr-Nada, and as far south as The Tortle Realms. They get along well with Afzen Amazons and coastal harpies, but see all other races as targets for various "games" of varying degrees of seriousness.
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>>78714635

- The budding nation being built in the Seafoam Crater is the latest claimant of leadership of the Kingdom of Aquatica, though the other regions ignore this claim. Made up mostly of fishfolk, demons, and their slaves (mostly shrimpfolk, sea drow, merfolk, and assorted surface dwellers), they have also begun to recruit phinmin, sea elves, and evil minded merfolk, gepids, whalefolk, and sea sprites, as well as some surface dwellers like renegade Amazons, humans, harpies, and Tortles. The glue holding this unlikely alliance together is worship of the powerful living goddess Nieri'hake-Telai, as well as a sense among some aquatic races that they have been mistreated by surface dwellers for too long.

No one knows the long terms goals of this new nation, other than to serve the insane whims of their goddess, which mostly revolve around building temples, shrines, and fortresses on both the surface and underwater, as well as capturing more slaves to perform increasingly elaborate perversions on.
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>>78712995
Updated the wiki to include Krraurah https://1d4chan.org/wiki/Autia#Krraurah
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>>78709338
Residents of the Theocracy of Atlanta.
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>>78718807
One of the border checkpoints between the human and hobgoblin controlled portions of the Khanate.
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>>78617004
assault focusing on the Academy of the Four Sages lying in the center of the city. After two weeks of fighting the city fell, with the Academy tragically being lit aflame in the chaos spelling the end of six thousand years of Elven wisdom. A garrison was left behind to hold the city and to mobilize If any activity was detected from the Eye as the main body of the army marched north to Hakan.

In the Southeastern part of the continent Mage Priest Holacca as well as Lords Forthencos and Tomadoya would lead the other half of the Niscenorean host in the capture of the eastern ports. The main targets of the campaign would be the ports of Sheldrana, Tacchi and Empiogas with the cities being known as the Three Pillars, as each one of them focused on a different aspect of the flame magic Ignis is known for.

The Three Pillars of Elven fire magic deal with fire creation, fire animation and the manifestation of plasma: an extremely deadly and powerful form of concentrated flame that is known to be extremely deadly to the user.

The Mage Priest however was skilled in the Art of the Golden Moon and had practiced for decades on the Art's primary draw:the extinguishment of flame, and his order would put their skills to use immediately in the campaign putting out Sheldranad flame before the master of it's School could lay waste to the Elven army. Sheldrana was taken by storm fairly easily as the Order of the Golden Moon was able to neutralize most of it's magical assaults but the Lords of the Life Flame in the city of Tacchi would prove to be a far greater threat.
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>>78702569
REEEE BUT ERCAENMEDIA AND AKKOR RETOOK THAT TERRITORY
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>>78720878
It is not an issue of whether the territory got retaken, it is an issue of whether it makes sense to put fully developed city states in an area that was until recently held by other nations.
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Do Sneedian people have yellow skin?
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>>78722384
Some have Yellowish skin, others look like slightly inbred white dudes from flyover states.
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>>78722226
Tartean trading city.
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>>78724908

a land nation where only flaming giant machine men are left
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>>78727636
Ercaratan, capital of the Ercaenmedian Union. Heavily defended with Sky-Cannons it is one of the most urbanized areas in the entire country rivaling even the Queen's Crown, capital of Alkor, in size and glory.
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Flag of the Peak of Heavens.
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>>78732601
The stars represent the Akasa-prabaun's ambitions to one day fly between the stars, while the green represented the green landscape they used to live in. But now that their homes have been invaded some consider to recolor the flag grey and white to represent their current stronghold deep within the mountains.
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>>78724908
Representation of Ignis after the awakening of the World Flame and the birth of the Burned.

>>78720996
Oh, I almost forgot about that. When I said to put Macedinios to the north I meant north within the territory owned by Soukos at the time. Sorry for not being clearer.

>>78729648
The flightless yet swift mounts of the Akasa-Prahubaru and the Kangoos.
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The Malsolian "tank," originally was a anti-air bunker used by the Union that has since been outfitted with a bunch of small wheels underneath it. The underside of the "tank" is hollow as the bunker was never designed to be dug out of the ground, this occasionally used to by the crew to "Flintstone" the thing forward by having the strongest crewmen poke their feet out and push it. Most of the time however the hole is covered up by a strong sheet of metal and is towed along by a strong hippo.
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>>78736848
An IBRU firefighter equipped to fight off rouge Sartyrians that threaten to harm them.
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Demonic imps diverse in form known as Kalikantzaroi, common in Rinolsol and west Autia.
Compared to other demonic beings they are relatively harmless, mostly committing petty crimes such as stealing food but it is still important not to let them run free unchecked
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>>78727696
Unsurprisingly, this land used to belong to colonist from the original Kingdom of Yr before it got overthrown during the Iron Beast Rebellion. The Marchmen as they were called live on the volcanic island of Bergbucht, a former Sartyrian colony that currently belongs to Yr. Currently the Marchmen live a lifestyle similar to the giants within the Walls of Paradise southeast of Napan.

Three Iron Beasts, two demons and a Steel Brute have recently sailed to Bergbucht and asked the Marchmen if they could aid Yr in the war against Dright. The Marchmen disagreed to aid them in direct combat but where more than willing to aid them in digging a tunnel under the sea towards Dright's capital. A railtrack would be built in this tunnel for the ambitious Yrrian Superheavy Train that was designed by the finest engineers of Gabaet as part of the secret trade deals between it and Yr.
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>>78738831
Two Marchmen having a fine duel while plunging the Republic of Nates into chaos.
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Thought id add some lore for Caridia,

Biology: Aside from essentially being flying anomalocarids they have a few other abilities, they possess a cuttlefish like ability to change their colour at will and besides using this for obvious camouflage they also use this as a form of auxiliary communication. with different colours signalling different moods and emotions. They also posses an innate and instinctual ability to use magic with their own novel "Schools" they are evolutionarily adapted to using. Their main mode of communication is though a magic 'language', mainly consisting of magical pulses, toroidal vortices of magic and subtitle uses of matter manipulation such as heating or cooling air, raising or lowering local pressure and moisture and charging the air with electricity/magnetism. This makes communicating with them difficult for all but experienced magicians

Society: Caridian society is loosely centralized but organized with broad 'Clans' united by blood relations with clans being united into larger political entities via a network of intermarriages and distant relations. Their settlements are typically built on top of large table top mountains inaccessible from the ground where they fashion magic hewn dwellings out of the rocks, around the many springs that flow out of the mountains.

Technology: Caridian technology is almost entirely magitech in nature due to their biology limiting their ability to craft tools, using magic hewn tools from obsidian and base metals like copper tin bronze and iron and greatly value the gemstones occasionally found in there rainforest homeland for there ability to store complex spells and magical scripting which they utilize in small automata they use to mine ore deeper in the earth where there biology becomes a handicap.
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>>78741703
Culture: Caridian culture is surprisingly simple but strange, and probably best described as pragmatic. With a simple extended family model where rank is derived from blood relations to other powerful families where age is respected but the young have as much say as the elderly with deference usually given to elders. They generally adorn their bodies with complex ornaments that look like armour but in most cases are purely ornamental with the more ornate decorations signalling wealth status and rank where the younger where the most precious and ostentatious outfits generally of silver and gold along with brightly coloured bird feathers, usually as a way of signalling suitability as a partner, with the larger and more wealthy ones family the more outlandish and extravagant the decoration, once a pair has been married its considered vulgar and bigamous to wear such Adornments. the 'pragmatic' aspect of their culture is their ability to abandon their social norms if a situation calls for it, in times of war the most martial will take precedence, in times of famine and drought those with the magical knowhow and ability are the ones who manage the distribution of limited supplies. Rulers of their the villages and towns will willingly give up power or delegate it if the situation demands leading to a very decentralised power structure where each aspect of soceity from farmers to rulers work nigh autonomous of each other. This Tendency toward an almost utopian societal structure with no strife derives from their status as fairly close relatives of insects, giving them a stage soft eusociality, where each individual of society is an independent being with free will but with a tendency for tight social cohesion.
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>>78742589
Religion:Caridean religion is a decentralized ancestor worship, where the spirits of the ancestors re-join an all encompassing life force that permeates everything in existence. It is believed that whilst the dead re-join life they retain conscious and can be invoked to bring good fortune from beyond the grave

Warfare:Caridians have a completely unique way of warfare due to their biology and lifestyle . They participate in a form of aerial combat where they perform various acrobatic feats whilst firing spells at one another, this combat has ritualistic significance and is used to settle quarrels between family groups with a single male from each family picked to fight. outside this context this form of combat is comparably rare as few, if any challenge the skies of their homelands. Caridians have no form of ground combat preferring to strafe over ground based enemies peppering them with offensive magic or dive bomb from great Hight in more coordinated formations. Caridian warriors wear fairly light metal armor made of thin metal plates attached to cloth worn on top of the carapace. Occasionally they will attach metal and obsidian blades to their lateral fins and dive in low and attempt to slash enemies. In rare occasions they will dive at enemies flip onto their backs and use the great hardness of their carapaces in addition to their armour to barge into foes at high speed often causing great damage. Caridians are particularly hard to fight because their combination of natural armour, swift flight and magic make them generally resistant to most ranged attacks arrows will mostly bounce off, bullets often lack the power to inflict substantial damage when they eventually hit and spells have to be fired with exacting precision to hit one mid flight. add the fact the jungle they live in is dense and the ground is uneven landscape for now at least there is little worth besides the abundant mineral welth and in the lands they control for most other races
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>>78745999
Residents of the Grassblade Commune.
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>>78720006
It is know as Glamor Falls and is home to some particularity strange wildlife.
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>>78741251
Uh anon you kinda lowered the image a bit
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>>78748812
The Wanitala tribe has taken to riding these creatures and form a strange subculture of the Khanate in that they typically don't interact with outsiders and have adopted some Hobgoblin traditions whilst still being counter as a nomad tribe.
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Nantean reformation when?

I know there was a plot point about a Belkan Knight and his order trying to resurrect the Monarchy. And I think having Nantes fighting for its life would be pretty fun.
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Bump
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Which human nation does this belong to?
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>>78756628
Probably Belkan following the timeskip
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>>78743081
>challenge the skies of their homelands

Come on there had to be at least ONE Belkan Invasion to assert aerial dominance
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>>78720655
Tacchi was at first attacked by storm, with ladders and towers being brought up to it's mighty walls with Monks of the Golden Moon supporting the mass of Elven citizen-soldiers. But the assault on the walls was beaten back by a joint attack of City Guards and fire golems, the Monks targeted by Sartyrian warriors before they could quell the Living Flames and the Niscenorean foot-soldiers overwhelmed by the sheer numbers of constructs summoned to face them.

The attackers soon settled down for a siege as they determined their options, messengers were dispatched to Prince Novaratsu to dispatch Dragons to aid in their conquering of the city as ballistas, trebuchets and cannons were entrenched to begin a bombardment of the city walls.

Slowly but surely the walls began to be chipped away by the Niscenorean bombardment even as strong forces of dark-aether were detected gathering inside the city and on the third day the walls fell...and a nightmare emerged from them.

A Demon is what they called it, but it was far greater than a simple Imp or Devil, no this was a being of pure Wrath, the embodiment of the World Flame given physical form and it began to reap a toll in the thousands on the Elven army. As much as the Order of Dark Moon could channel aether to disrupt flame the bindings of the Demon had been ritually enhanced, even as they tried to strip it of fire the flames would continue to surge back into life.

Luck was for the Niscenoreans because like all creations made of flames the Demon was not just fire, it had a physical body as well that was rapidly being chipped away by Elven artillery, forcing the beast back into the city.

With the Demon forced back into the city to regenerate it's power the host of Niscenorean Warriors surged through gaps in the walls to disrupt the ritual circles that were keeping aether bound to its body.

With the loss of fresh aether the Demon rapidly "starved", with no magic to sustain it's presence in the world
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Put this song into the setting
https://www.youtube.com/watch?v=_Gwth0jfdfc
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>>78760708
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>>78760727
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>>78756869
Well its fairly new addition to the lore, it was just a base to give anons a basic idea of their fluff. If you want to write an attempt by belkans to gain aerial superiority over useless jungle go ahead.



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