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/tg/ - Traditional Games

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>Thread Question: Who are some important characters living by current year (3.161 ABE)?

>Thread task: Discuss the possible gameplay rules of the tabletop.


Map of the World Wiki

>be nice
>don't fuck up other people's lore
>don't add new landmasses
>no fetishes/coomershit
>don't sperg out if people don't accept or like your lore/additions

Project Ideas:
>Hand drawn map
>Diplomacy Map
>TL;DR for all the nations
>Extended Compass

How can I help expand the wiki?
>Upload missing images to the wiki
>Create Hyperlinks
>Add pictures
>Create missing articles
>Search the archives and expand existing articles
>Correct grammar and writing mistakes
>Create lists and sub-categories for similiar articles
>Make lists of articles that need fixing
>Make the wiki look more appealing by fixing ugly layouting
>Freshen up the front page and make it look nice
>Write up lore for articles that feel lacking (everything goes trough the thread first)

Other Things that can be done right away
>Write up lore (politics, culture, economy, characters, creatures, … )
>Figure out essential trade goods for each nation
>Figure out the popular weapons used by each nation
>Make maps
>Expand and update the Bestiary and Herbarium
>Figure out trade routes
>Create a Star map and Zodiacs
>Expand the underground lore
>Help expand the worlds history
>Write about world villains, wars or other threats
>Work on giantstep’s mythology and religions
>Think about the world’s cosmology, day/night cycle, seasons, sea currents and so on

Previous thread
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - https://suptg.thisisnotatrueending.com/archive/2023/89127240/
53 - https://suptg.thisisnotatrueending.com/archive/2023/89215539/
54 - https://suptg.thisisnotatrueending.com/archive/2023/89309033/
55 - https://suptg.thisisnotatrueending.com/archive/2023/89389607/
56#1 - https://suptg.thisisnotatrueending.com/archive/2023/89472549/
56#2 - https://suptg.thisisnotatrueending.com/archive/2023/89552939/
58 - https://suptg.thisisnotatrueending.com/archive/2023/89637453/
59 - https://suptg.thisisnotatrueending.com/archive/2023/89718352/
60 - https://suptg.thisisnotatrueending.com/archive/2023/89797226/
61 - https://suptg.thisisnotatrueending.com/archive/2023/89868753/
62 - https://suptg.thisisnotatrueending.com/archive/2023/89944865/
63 - https://suptg.thisisnotatrueending.com/archive/2023/90013461/
64 - https://suptg.thisisnotatrueending.com/archive/2023/90087220/
65 - https://suptg.thisisnotatrueending.com/archive/2023/90166276/
66 - https://suptg.thisisnotatrueending.com/archive/2023/90241246/
67 - https://suptg.thisisnotatrueending.com/archive/2023/90313872/
68 - https://suptg.thisisnotatrueending.com/archive/2023/90389784/
69 - https://suptg.thisisnotatrueending.com/archive/2023/90469380/
70 - https://suptg.thisisnotatrueending.com/archive/2023/90556756/
71 - https://suptg.thisisnotatrueending.com/archive/2023/90644647/
72 - https://suptg.thisisnotatrueending.com/archive/2023/90721419/
Google Doc Link for the timeline. As updated as it can be.

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We're going pretty well by now. The underground is done, the monster descriptions are on their way, and we're even getting decent images of different things from the setting. The only bits I think they need extensive work is the nature of the divine (how gods work and such), the tech evolution of the setting (the more I think of it, only the printing press and gunpowder are relevant enough to need descriptions, doing things such as rotational crops or cement would be pedantic) and special items.

We could also get more people living in CY, but I'm not sure how could we organize that.
How many current current year characters do we need?
Would working on the cultural heroes of the setting be productive?
>cultural heroes
In what sense? Ancient heroes? Or just people in current year known for heroic deeds?
I was thinking more along the lines of something you would find in https://en.wikipedia.org/wiki/List_of_folk_heroes
I posted a family tree for Kleo II Pater last week and I was wondering if I could get any more feedback on it.
which thread?
>72 - https://suptg.thisisnotatrueending.com/archive/2023/90721419/
This one, at the very bottom.
If I had to do it, I would limit myself to adding the kings and queens. Mostly to avoid confusion later down the line.
We need to make a list of named characters alive in CY. We have so much history for the lore I feel we're leaving the actual current year a bit aside.
We have a couple of those around. Of the top of my mind, the woodcutter cities had a Robin Hood expy of sorts. But I can see adding more of those being neat. With that said, they'd need a story to accompany them.
I had an idea, but I'm not sure where to add this, so I'll just post the lore dump.

>The Gilgemashi Itbārūtu
At first glance, it would be normal to assume Gilgemash does not a big weight in the world’s economy. After all, the Kingdom of Gilgemash has been described by many as an “anachronism”, a nation born during ancient times and somehow managed to survive with little apparent change all the way to the present day. Isolated on a small corner of southern Giantstep and seemingly set in their mystical ways, most people would ignore them, setting their sight on more alluring markets. However, a closer look at their economy would show that, behind their veneer of antiquity, one could see cities with markets filled with the latest innovations, valuable items and rich luxury goods difficult to find anywhere else. The reasons for this are considerable. First, Gilgemash controls the biggest organized navy in the region. While the pirates of the Blind Bastard technically outnumber the gilgemashi fleet, the ragtag nature of many of their ships, combined with the quarreling nature of the pirates, means that the ships of the Blind Bastard will avoid a clash with the gilgemashi navy unless they outnumber them by a good margin. Plus, it does not hurt that Gilgemash’s access to many wizards and mystical entities make trying to board a gilgemashi ship dangerous, which applies to even civilian vessel. And even then, Renne and the gilgemashi king have been opening diplomatic ties to stop the fighting between the two powers, allowing gilgemashi fleets to cross the U’ritass Inner Sea and the Strait of the Dead Emperor unopposed, in exchange for luxury goods. This makes Gilgemash a key player in the world’s southern trade route, as any merchant who wants to go northeast will need to cross gilgemashi waters and pay a toll for their protection.
However, that does not mean that the isolation of the nation has not caused reasons for concern throughout the year. This has resulted in the gilgemashi kings having been more focused on protecting their economy from the interference of the bigger empires around it rather than expanding their own. This is something that comes from the days of the arrival of azanese forces dividing the gilgemashi territory in two back in the day, causing a serious concern for the continued survival of the kingdom. This led to the kings ordering the founding of the “Itbārūtu”, an organization that would protect the trading interests of Gilgemash against foreign intervention. The Itbārūtu is not focused on trade in the same way modern trading companies are. Instead, the Itbārūtu grants the many individual traders and merchants crossing southern Giantstep a trade warrant known as the “Seal of the Itbārūtu”. This allows the owner to buy and sell certain products within Gilgemash (such as weapons, luxury goods and magical items to name a few), as well as imbuing gilgemashi traders outside of their borders with a degree of protection. Those traders who dealt with protected goods and were discovered to not have the Seal of the Itbārūtu could be unceremoniously thrown out of the country with their wares seized. The Itbārūtu does not have the goal of gaining profit for the kingdom directly, but instead it creates a protectionist bubble around their economy, forcing all outsiders to pay a considerable fee to trade within the kingdom, but granting it for relatively little to the local population. While its original purpose of protecting the gilgemashi economy from azanese intervention is long gone, the power and influence the Itbārūtu granted meant that the different court cliques have fought time and time again to control the organization.
The Seal of the Itbārūtu is a well known mark in magical circles, as one of the biggest strengths of the gilgemashi economy is their surplus of magical items and mystical crafts. From enchanted items to alchemic potions, Gilgemash is considerably open minded in regards to magic, and as such, products that are regulated heavily in other nations are easy to find in the ancient nation. The constant pressure from the different mystical factions means that many unsavory contrabandists have tried to gain the favor of said groups to gain access to the Seal of the Itbārūtu, allowing them to buy said magical products in bulk, which results in considerable hidden profits to whatever magical factions controlling the Itbārūtu at the time.
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Seal of the Itbārūtu
I created 5 mages in the last thread.
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I was thinking more in the lines of "characters that the players would have to meet/interact with on a campaign".

Also, if you are talking about >>90780259, I would add more lore to the group in general. Something like them being the bodyguards of their respective khan. Also, I would change the names of the group to maybe something more mongolian-central asian sounding.
Do we have any real life examples of what human zemylander architecture should look like?
Shidtengüüd is the Mongolian word for wizards. And I can work on that later on today.
it seems to be a mix of slavic, nordic, and high fantasy

there are some examples on threads 16 and 55
>Blessed Elanxan Sisterhood
The Blessed Elanxan Sisterhood is an organization that plays the role of the trading company in the Empire of Elanxa. The origins of the sisterhood comes after the War between Avangar and Poker and the War of Sitrai Martöflu. While the elyrians had been stopped in the conquest of the entire archipelago, this war was seen as a disaster and a humiliation for the empire, as the elyrians represented a major threat to their borders now. Worse still, the elyrian fleet had proven to be weaker than the elanxan one, since they had managed to conquer the islands of Devon and Zeresh, something they had tried to do as well and failed. The elyrians had been stopped by the ruffians from Ils Muslík, true, but it is not like the elyrians had had better luck dislodging the pirates of the island either. This made the old magpie emperor Altan Skroka III begin reconsidering serious reforms for his aging fleet, but the growing corruption of the nation left very little money for investments such as vessels. The only organizations that could afford paying for the navy is the Church of Elanxa, since the priesthood was immensely rich and influential within the Empire of Elanxa. The magpie emperor, seeing himself grow weak and old, was not so gone to not notice the fight between his heirs for the throne. Killing two birds with one stone, in 3.129 ABE, he decreed that all of his sons but his heir, the eventual Altan IV, to join the church and abandon their claims to the throne. However, the emperor gave his eldest daughter, Miavina Skroka, the task of finding a way to helping his brother in pushing the church from within to invest in a navy. Miavina, a woman of considerable political ambition, saw this as an opportunity to try to build a base of power to eventually usurp her brother once her father was out of the way.
However, this was a more difficult task that initially anticipated. While the Church of Elanxa loyally worships the magpie-emperors as gods, the sheer amount of bureaucracy and corruption within the church meant that they could not effectively pool their resources together. Not to mention the navy was loyal to her brother as the emperor. Instead, Miavina decided to begin from obtaining a source of capital fully of her own. Seeing the trading companies of the drunig and the people of platinum, she decided to imitate their organization, creating a body whose pretended purpose was the earning of the needed fortune to modernize and strengthen the elanxan navy. And since she was now an important member of the church, she decided to structure it as a religious body, syphoning part of the riches of the Church of Elanxa for her pet project. Thus, the Blessed Sisterhood of Elanxa was born. While Miavina died of a disease before she could gain enough power to dethrone her brother, the Blessed Sisterhood of Elanxa continues to function to this day.
The nature of this organization differs from the drunig companies in two major ways. The first one is that the owner and ruler of the Blessed Elanxan Sisterhood is as much a religious body as it is a trading company. Indeed, nowadays it is one of the bigger bodies within the Church of Elanxa, dedicated to offer praises to the magpie emperors though spreading their blessing throughout the seas, with their offices throughout the country doubling as temples. Due to their effective power, they have become one of the most powerful and influential branches of the church, commanding a considerable amount of wealth within the nation, as they rule over a percentage of the lands of the church, taken over through diplomacy and lobbying the lands of other ecclesiastics, too comfortable and lazy to counter the growing sisterhood. The second major difference is that, due to the foundational edict of the Blessed Sisterhood, only women with magical power can join the organization. It is believed that Miavina, fearing that men would prioritize their loyalties to her brother instead of her, surrounded herself with women so as to guarantee their support, though after her untimely death, this aspect has survived as tradition.
However, the dangers of the eastern seas meant that these women would need to be of remarkable talent to face the dangers, as well as educated enough to be capable to compete in the increasingly crowded market. Thus, Miavina only allowed women with magical talent to join the Blessed Sisterhood. However, Miavina allowed women of common origins to join in as well, as magically talented people were rare enough as it is. Once a woman of magical talent is discovered, she is taken to the Temple of the Amethyst Raven, built on top of the old magical Tower of Amethyst, near the rivermouth of the River of Harmony. There, they are trained for years in all relevant matters: magic, alchemy, politics, economics, dialectics, warfare, sailing, ship building… all while indoctrinated to be completely loyal to the magpie emperors. The severity and harshness of the lessons are well known in all of the empire, and many of the members still bear the scars of their training days. A novice will only graduate to a full sister when all of her teachers consider her ready, and it is only after years of experiences and successes when she ascends to the title of Sister Superior, and is given command of her own vessel, and sent to gain wealth in the name of the magpie emperors. These sisters follow a rigid life of praying, studying and training, though they are allowed to marry and have families, since they are hoped to give the next generation to the sisterhood.
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Due to the rigid restrictions in personnel, the Blessed Elanxan Sisterhood is a relatively small organization in regards to manpower. Indeed, there are barely about 500 members of the cult in all of the empire, and out of those, there are less than 50 Sister Superiors. However, the high standards they follow means they are a very powerful and effective force. Indeed, the Blessed Elanxan Sisterhood has its own elite private war fleet, which doubles as a trading fleet, something important when trading beyond the Platinum Strait, where the dangers of Avangar or the Künt pirates are considerable. Since the Sisterhood does not use men, the crew of their vessels are composed of women too, often failed students from the Temple of the Amethyst Raven, but also women within the empire with experience in the sea, even if they are not members of the cult. The current Grand Sister Superior of the Blessed Elanxan Sisterhood is Wioleta Sypej, a young woman of noble origin, she has only recently ascended to the rank of Grand Sister Superior. Many believe she is not ready to inherit the position, and the gossips and rumors talk about her reaching the lofty position through her father’s political contacts.
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I've been trying to get a changrilese turtle ship design for a while now, but nothing seemed right. Fiddling about with photoshop, I made a mockup of what I think they could look like. Any suggestions?
What are you writing right now, anons?
I was going to expand on the Shidtengüüd today but I went on a date and it went longer than expected, it was really good.
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Remember that we have to add descriptions to the newer plants written.
>Zemylander Winter Explorers
Zemylander Winter Explorers is the name of the organizations, often sponsored by the zemylander nations, dedicated to the charting and surveying the lands of the continent. Their original role can be tracked to the days of the first settlements of Greater Elanxa. As one of the major sources of manpower for their war against the local powers was promising lands to settle in, the Council of Greater Elanxa organized many efforts to map the newly conquered lands. They classified it depending on their value and location and bringing the information back to them, where they would divided and shared according to rank and performance on the battlefield. These exploration efforts were led by “winter explorers”, groups of either soldiers or mercenaries sent before the armies to map out the land and write an overview of the lands the zemylanders were going to fight for. The winter explorers, in returned, were promised lands near the coast, more valuable than those in the northern areas, as well as a considerable pay. The custom of winter explorers continued all throughout the history of the zemylander nations, even after the fall of Greater Elanxa, the Zemylander and the Arkadiya empires.
By the end of the Great Hyperborean War, most lands within the zemylander nations had been explored, especially in the south. Thus, the winter explorers began reinventing themselves as traders. Their skills of moving across the often dangerous lands of Zemyland served the winter explorers well as traders, moving across the cities with wares and other products. This allowed some of the winter explorer groups to grow into legitimately big enterprises, owning important portions of land and the right to exploit certain areas of the inland for natural resources. However, it would only be after the drunig trading companies started arriving to the zemylander nations that these zemylander enterprises began thinking of expanding overseas. In particular, the Princedom of Platinum’s winter explorers were better posed to take the jump into proper trading companies, as their position at both sides of the Platinum Strait and a stronger naval tradition than the other zemylander nations gave them a leg up. However, the lack of ships designed for long travels such as the drunig galleons means that the zemylander companies mostly focus on Zemyland and the nearby lands of Littlestep, having to deal with foreign trading companies if they ever want to do business beyond that area.
>Red Furs Enterprises
The Red Furs Enterprises is a trading company originated from the Princedom of Platinum, and currently the biggest fully private company of this sort in Zemyland. It has roots all the way back during the days of the initial colonization by Greater Elanxa. One of the resources most appreciated in the growing zemylander cities and in the mainland were the exotic furs of the zemylander fauna. This led many to search and hunt many of said animals, causing many of those species to move northwards as the pressure from hunters escalated. While the Council of Elanxa began putting limits to the hunts, as they feared to exhaust this lucrative resource too quickly, the zemylander furs and the artisanal work with said material became popular between the population. In particular, the hunting and artisan guilds and winter explorers slowly joined together to create lucrative enterprises in the cities to the south. Red Furs Enterprises was founded during those days, and has been the only one who has managed to not only last until present day, but thrive despite the many crisis that have affected the continent. Red Furs Enterprises has grown quite powerful and influential, partnering with entities such as hyperborean mammoth herders to the north, despite the existing friction between the zemylanders and the hyperboreans. They have also accumulated a great deal of lands in seemingly worthless areas, turning them into private hunting grounds, only usable by the company. The game on these lands can only be used in case of scarcity outside, turning them into natural havens, and sometimes the local nobility will pay considerable amounts to be allowed to hunt. After the initial arrival of the drunig trading companies, the Red Furs Enterprises was poised to imitate the drunig model, as they were a well established institution in many zemylander nations by that point.
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The current head of Red Furs Enterprises is Jedanof Vidaw, an old merchant known well in the Platinum’s trading circles as a man with great ambitions. Jedanof is investing greatly in the company’s fleet, as well as expanding in many other markets that could give them more influence in the local cities, such as fishing fleets. He is also trying to establish the company in a more active way within areas such as the Woodcutter Cities and the Orange Marquisates, though the heavy competition in the area is making that goal very difficult to attain.
What's with the downvotes for this shit on /tg/?
Every single thread has exactly -22.
I assume it's some kind of butthurt turbo-autist trying to destroy fun, that exact kind of douchebag has been completely unchecked for years now.
Pretty much. A troll comes now and again to downvote the threads in suptg and disturb as much as possible. Just ignore it.
The specific douchebag doesn't bother me too much, it's just some pathetic faggot.
What bothers me is that it's a microcosm of why I always feel like my fun is being ruined on this board now. You're not allowed to do anything outside of some autists doctrine or have any fun or else screeching freaks will appear and obsess over you. Scream for the mods, get your threads deleted, try to literally bully you, etc. Consistently. They all clearly use VPNs as well, which is probably why one dedicated piece of shit can shitsmear sup/tg/ with no issues, so you can't even get rid of them. Even if you could, that kind of person is the NORM now. That's literally the average guy I end up talking to these days. It's getting so damn demoralizing.
The vibe is just completely fucked up when no matter what you do there's always going to be some 40-year-old fat prick with Aspergers showing up to ruin it and yell about it. If not this specific guy, one of the others of their ilk who float around fucking everything up and making sure that the only threads that can "thrive" without constant threat of a tidal wave of bullshit are corporate shill generals.
Her friends like me so I am set.
You can downvote things on 4chan?
I meant to say sup/tg/ but fucked it up.
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Kentgorodian Monster Hunter Ship
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I was trying to get a byzantine style ship for Azan, but I got this instead. Pretty cool, though I'm not sure if it fits Azan.
Also, about trading companies and other similar enterprises. I was thinking of doing some for Azan, Changrila, the Drow City States, and maybe the Orange Marquisates. Any ideas of what angle I could use?
Azan/Terusia/Gvilderstaaten has a lot of old money merchant clans/families who could be involved in one or more trading companies

The known drow city states are all pretty unique, if you should read up on the descriptions of the coastal cities
Ok, I'll see what I can do.
Tooth choy is already done.
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Reminder we need to complete the kist of cities.
>Trade Companies in the West
The lands between Scimitarian and Western Giantstep handle most of the volume of the total trade in the world. As the west is considerably more populated and rich than the east, and with shorter distances between the ports, these results in a more competitive market, often divided into two sections due to the Scabbard Range Mountains. While the long history of the region has seen the local trade disrupted over and over, the trade routes are some of the most stable in the world. The access of the local nations to both the northern and southern world trade routes means that their influence is felt even outside the west, especially in areas of the Hedge and northern human nations, as well as within the Zulutaur Steppes and the lands of the badgassi. However, the sheer amount of competition means that the size of the trading enterprises is often smaller, but much more cutthroat, reducing the margins of benefit available for many products. This has not stopped noble families to amass a considerable fortune on the sea, but in the form of dozens and dozens of different medium-sized familiar enterprises, often with each coastal city having one or two major trading companies, rarely reaching the size and influence of some of the eastern trading companies. This size is a double-edge sword, as on one hand, it means there is little influence from the central governments outside of taxation and banning certain products, but on the other hand, these companies cannot rely on the help from local navies nearly as frequently.
The technological barrier is also a problem, as the shipbuilding technology on the west is not as advanced as that on the east. While this may seem strange, the simple fact of the matter is that the western seas are more peaceful than those of the east, while also having access to more numerous and more developed ports. This means that the western vessels rarely need to make long trips between ports, whereas the eastern ones do so frequently. This has caused certain stagnation in the design of the ships, with galleys still being a common sight in the region. Thus, land routes are still of pivotal importance for the regional trade, especially through the Scabbard Range Mountains and through the southern world trade route. The presence of bigger nations also means that there is less piracy than in the east, as there is simply less places for them to hide, and thus the trading vessels can afford to invest in loading capacity rather than in defense or speed. However, corsair activity can be quite frequent, especially between drow cities, as well as the ever present threat of the Red Lotus Congregation.
>Azanese and Azan-Associated Trading Families
>>Kaftipa Tata Family
The Kaftipa Tata Family is the lead trading family within the city of Vatatzes, already a considerable center of trade and production. The Kaftipa Tata’s roots are believed to come from the days of the great reform of the azanese faith, as one of the first families to adopt the New Azanese Faith in the region. As one of the families that helped the spread of the reformed faith, the Kaftipa Tata gained a great deal of influence within the church, which would serve them well later down the line. Their eventual takeover of the city’s shipyards allowed them to control many of the city’s markets, such as fishing or ship maintenance, while also strangling their competition by not allowing them to obtain enough vessels to compete with the Kaftipa Tata Family. Nowadays, the Kaftipa Tata have invested greatly in the construction of temples within Vatatzes, as well as in other cities and towns where they operate. The Kaftipa Tata has gained a public image of piety and faithfulness, though the underwold knows how utterly ruthless they are, with many rumors of the Kaftipa Tata family orchestrating the murders of competitors or even members of their own organization who have become a public nuisance.
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The current head of the Kaftipa Tata family is Falakroa Tomos, an old experienced trader well versed in the local politics. Rumors said that he tried to gain a position within the imperial court, but he was outgambitted by the people of the capital, and had to return to the family in shame. After a considerable struggle, he rose up back to a position of prominence, eventually gaining the status of head of the family. Many believe his intentions are still to make the Kaftipa Tata powerful enough to begin influencing capital politics, investing their considerable fortune as well as the family’s name within the church to do so.
>>Brizla Trakkos Family
The Brizla Trakkos Family is the leading trading family within the city of Lucapena, controlling a great deal of the banking in the region. The Brizla Trakkos have been known for being some of the oldest known families within the entirety of the empire, with many rumors dating them to the days before the arrival of the hero Azan. The fortune of the Brizla Trakkos is believed to be one of the biggest in the empire, though they suffered a great deal of bad fortune during the crisis that befell the war against the witchelven empire, as the later decades saw many of their possessions throughout the empire burnt to cinders. The Brizla Trakkos have worked slowly to regain their massive power within the empire, focusing on controlling the nation’s nobility through the weapon of debt. However, the Brizla Trakkos are not known for their subtlety, and because of that, most merchants and noble families know to avoid dealing with them unless it is absolutely necessary. Indeed, they have a dark reputation even within the imperial court, though the Brizla Trakkos have never been distrusted enough to gain genuine ire from the capital.
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The current head of the Brizla Trakkos Family is Cenno Brizla Trakkos. Very little is actually known about that figure, as pretty much no one knew that he even existed before he rose to the top through unknown means. Those who did know him rarely talk about him, and thus rumors are plenty about him. Making the situation worse is that he has never been seen in public without his mask, with the few glimpses of the man within showing nothing but bandages. While this would cause a lot of mistrust around him, Cenno has proven to be an excellent administrator, capable of predicting with uncanny precision the way the market is going to develop. He is also a surprisingly good orator, capable of convincing even his most hardened detractors to follow his command.
>Chymostokali Family
The Chymostokali Family is one of the biggest trading families from the city of Ionnina. And old lineage of rural nobles, they have accumulated a great deal of lands of the Ianuarius Coast. Once the azanese fleet established part of their supplying and repair ports in the Ianuarius Coast, the Chymostokali saw a great opportunity to gain power and influence. Through a series of deals, they became the main suppliers of food to the navy in the region, gaining quite a great deal of prestige, as well as not a small amount of fortune. Their growing relation with the navy and the sea eventually saw them jumping into trade, becoming considerable successful at it. However, they never managed to gain a strong foothold in some of the most lucrative products in the Sea of Dragons, such as luxury items or rare minerals. Instead, the Chymostokali focus on more mundane products, often buying and selling them in bulk. The profits from those purchases allow them to buy land in the regions they do business in, establishing their presence as commonplace. The Chymostokali have also invested a great deal of time and effort to gain influence in the Scabbard Range, with many local chiefs and nobles in the Terusian Isthmus having considerable financial ties with the Chymostokali family.
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The current head of the Chymostokali Family is Effimia Chymostokali. A scholar who studied in some of the more prestigious academies of the empire, Effimia was selected to be the turning point of the company, seeking to finally gain uncontested control over the Ianuarius Coast and expand from there as a major trading power. However, many are beginning to question their choice, as while Effimia is extraordinarily adept at trade, most of the time she seems more focused on her academic studies than in actually running the company.
More like /tg/ makes a seething
Did someone else make an item list? I hope so because i deleted mine, didn't feel like making it anymore.
If you posted the list, it has to be in one of the archived threads.
> Gvilderstaaten Merchants' Guild
The Gvilderstaaten Merchants' Guild is the biggest trading company within the Azan Empire. Its power and influence throughout the Inselsenn Archipelago is such that some consider it the de facto ruler of the islands. The origins of the Gvilderstaaten Merchants' Guild are somewhat nebulous, and many discuss the actual drives for the many families and independent enterprises to join into a singular operation. Some argue that it was a naturally occurring process of accumulation of wealth between many gvildrerstaaten families, others argue it was a protectionist move resulting from the arrival of trading companies from the eastern side of the world, and some see it as a part of a political move to eventually secede the archipelago from Azan. Whatever the case, the concentration wealth and powerful merchant families in the Inselsenn Province led to the emperors to see it as a possible economic drive for the empire, and thus granted the region a wide range of special rights compared to other provinces. In 3.059 ABE, the heads of the biggest trading families and local guilds joined together and, after months of deliberation, published the “Proclamation of Gvilderstaaten”, a proposal for the emperor to make a massive reform of the region. The merchants would centralize all powers on a singular entity known as “Gvilderstaaten Merchants' Guild”, which would gain a considerable degree of self-governance. While the Proclamation of Gvilderstaaten was a considerable challenge to imperial authority within the Inselsenn islands, one of the clauses was keeping itself as a part of the empire. Plus, as one of the clauses the Merchant’s Guild promised to pay a bigger tax percentage in exchange for a major degree of self-rule, which would cost the empire little to nothing in terms of resources. Thus, the emperor gave the approval to the proclamation, creating the Province of Gvilderstaaten.
Nowadays, the Gvilderstaaten Merchants' Guild rules pretty much all major aspects of the islands, having a say in all of their cities and towns. The Council of Shareholders, which include representatives of about 50 of the richest families in the region, plus many trade guilds and joint merchant companies, is the true power behind Gvilderstaaten. In comparison to the majority of most of the middle-sized trading companies within the empire, they are massive, and many compare it to the size and influence of Drunigzar's Royal Merchant House. They organize their own defenses, foreign policy, and choose their own imperial governor, who has little power in comparison to the Council of Shareholders. While the tax percentage they have to pay to the empire is considerable, they can choose in what way they are going to pay it. This, combined to the talent for accounting and administration of the Merchants' Guild, this means that the region is considerably well run, and profits are still higher than under common azanese law. Over the years, Gvilderstaaten has become one of the most influential parts of the empire through trade alone, becoming a nation within a nation. The gvilderstaaten traders have developed a massive navy comprised of both civilian and military-grade vessels, to the point some consider them a major power within the Widening Sea. In particular, the Gvilderstaaten Merchants' Guild has focused on becoming essential for all trade between Azan, the Lands Behind the Hedge and the Island of Wizards, with the bulk of the trading routes between these areas going through the Inselsenn islands.
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The current premier of the Gvilderstaaten Merchants' Guild is Gustave Green. Head of the Neelindïf Family, his continues successes have managed to convince the Council of Shareholders to choose him for the next ten years as the head of Gvilderstaaten. While this position grants Gustave incredible power and influence around the western seas, the Council of Shareholders is an ever watching organization, and a single misstep could see him overrule and replaced immediately.
>Changrilese Trading Families
>> Ursi Yian Family
The Ursi Yian Family is the lead trading family within the city of Opios. The Ursi Yian were known to be a criminal ring back during the days of Changrila belonging to the Azan Empire, controlling a great deal of the underworld from their hidden fortress in Opios. However, during the Azanese Civil War, the Ursi Yian saw an opportunity to clean their name, and joined in with the rebels against Azan. While the war was long and bloody, the Ursi Yian managed to scurry away from most of their obligations while suffering little manpower loss in turn, letting other rival groups take the fall. With their name cleared, they began serving as a trading family, buying plenty of the lands and properties of the other fallen gangs and groups along the way. However, while they were on the way to become the biggest trading family in all Changrila, the rise of the Red Lotus was a disaster for them. Many of their lower ranks and even some of the higher echelons of the family joined the cult, causing a massive fight between the family, as the Ursi Yian could not afford to be linked to the cultists. This saw most of their properties and vessels burnt to cinders, erasing decades of work. Nowadays, the Ursi Yian not only works as traders, still cultivating many of their underground connections, but also double as bounty hunters for the imperial throne, persecuting the remaining Red Lotus cells within Changrila with considerable vengeance.
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The current head of the Ursi Yian Family is Shao Ursi Yian. A young woman who has survived multiple assassination attempts (and believed to have slain her assailants by herself), she is increasing the family’s efforts to find the hidden cells of the Red Lotus within Changrila, as the rewards promised by the God-Emperor grow year over year. While she relies heavily on her assistants for the more technical side of her business, she leads the hunts for the traitors herself, as she has proven to be deadly with a sword and a bow. Shao Ursi Yian is also investing on a bigger fleet, wanting to expand the family’s business into the nations of the Great Peninsula of Cemak I.
>>Ziau Dienn Family
The Ziau Dienn Family is the lead trading family within the city of Ursh Batonn. The Ziau Dienn are well known in the region for their sailing skills, as the family’s ancestry comes from a proud lineage of fishermen. During a particularly bad year for fishing in the Huan Ho-Sei Sea, the Ziau Dienn had to take their chances sailing into deeper waters, something dangerous during the stormy season. It was then when the Ziau Dienn encountered a lady seemingly drowning in the middle of the sea during a terrible tempest. The Ziau Dienn, fighting against the elements, managed to take the woman and sail back into a deserted beach. What happened next is up to speculation, but rumors say that the woman was actually a spirit, and for the family’s bravery and kindness, she reward them with unnatural fortune and a bag of fortune, from which one can take a single golden coin each day. While the bag was never been proven to exist, the fact of the matter is that the fortunes of the Ziau Dienn became much brighter from that point on. Slowly over the years, they managed to attain a small fleet of fishing ships, and with some skill and good luck, they diversified those gains into a merchant fleet, selling their fish and other wares in the area. After the Changrilese Civil War, the Ziau Dienn were one of the few merchant families who had come out of the war unscather, cementing their position within the region. Nowadays, the Ziau Dienn are investing in land, as many areas of the countryside were left abandoned by the war, and some remain unclaimed even to this day.
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The current head of the Ziau Dienn Family is Shu-Hee Ziau Dienn. A man who had served in the changrilese navy, he was born with a dragon mark on the right side of his face, causing many to believe that he was elected by higher powers for an unknown purpose. Like his forebearers, Shu-Hee is a skilled sailor, often captaining the “Lucky Lady”, the flagship of the family. Many in the family recommend him to settle on the city’s headquarters, as his constant travelling through the sea is interfering with the family’s decision taking, but so far they have not been able to convince him in the slightest.
>>Ieh Mao Clan
The Ieh Mao Clan is a powerful family of joos who set up their operations in the city of Spada Dra Po. The Ieh Mao Clan used to be one of the many nomadic groups of joos moving around western Giantstep back when it was mostly a unified empire under Azan. It is said that they were mercenaries, as the tiger-like bulk of the Ieh Mao served them well in battle, fighting against bandits and criminals, with the authorities allowing them to keep part of their unclaimed treasure as part of their reward. Unlike other jooish clans, however, they pushed their luck and decided to settle in the, at the time, backwater city of Spada Dra Po. Over time, the growth of the city allowed the fortunes of the Ieh Mao clan to improve alongside it. It also helped that the Ieh Mao Clan used their ties to other jooish clans to gain an advantage in the local economy, becoming the most powerful family in Spada Dra Po. Their growing fortune attracted a great deal of joos to the city, becoming one of the biggest sedentary populations of joos in the world. The Ieh Mao are a very pious family, and have promoted the construction of many temples to the jooish god. They are also big promoters of arts and craft, with the city of Spada Dra Po celebrating multiple public ceremonies each year, all financed by the Ieh Mao.
The Ieh Mao trade in all sorts of luxury goods, often brought from many of the jooish caravans that arrive to the city to work for the Ieh Mao. The Ieh Mao send their ships to Scimitaria to bring drow and dwarven crafts, bring them back to Spada Dra Po and sell it to the jooish caravans, which then travel around the continent selling their wares. They then bring whatever treasures they have purchased back to Spada Dra Po for the Ieh Mao to sell them at Scimitarian and across the sea, starting the process all over again. This means that the Ieh Mao have a great deal of range when it comes to land trade routes, something that other changrilese trading families do not have, more focused on either local economies or sea trade. The Ieh Mao have also invested heavily in banking and money lending, but the general bias against the joos as greedy and avaritious causes them problems when dealing with people outside of the Ziolifann area and the shores of the Dsrvyth Sea.
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The current heads of the Ieh Mao Clan is Lai Ieh Mao and Lin Ieh Mao. While Lai Ieh Mao is the natural heiress of the previous clan leader, Baien Ieh Mao, Lin Ieh Mao was adopted into the family. The story tells that, during the very same night Lai Ieh Mao was born, someone abandoned a human baby at the steps of the Ieh Mao Palace. Seeing it as a sign from God, Baien Ieh Mao decided to adopt the orphan, caring for her as if she was of his own blood. Fortunately for the clan, Lai and Lin both proved to be capable and skilled administrators, and working together they rule the Ieh Mao Clan with a great deal of zeal. The fact that a human is the leader, even as a heiress of Baien Ieh Mao himself, has caused a great deal of distrust within jooish society, and thus she shows an even higher degree of piety than most joos. Meanwhile, Lai Ieh Mao sees the skepticism of her own people against her sister as a personal offence, and she has been known to challenge people to honor duels if they speak their grievances against her sister openly.

Pic: Lai Ieh Mao
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Pic: Lin Ieh Mao
This is all I can write for now. I'll see what other trading groups I can add tomorrow.
Reminder we still need to add the tieflings' descriptions and the compatibility chart.
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I tried to redo the Seer's Tortoise, image.
Zapalovach could use some as well.
Don't post outside your containment thread faggot.
was there any space settings /tg/ ever build?
All the ones I can think of lasted 1-3 threads and/or were 40k related

I think /qst/ did a big one once
Check 1d4chan, they have a list of /tg/ settings.
A shame the other "/tg/ makes a setting" threads did not last. I love worldbuilding, it was refreshing to see that many new settings popping up.
>Drow Aristocratic Rings
The riches of the continent of Scimitarian are well known throughout the world. From mineral wealth to fertile lands, Scimitarian has offered plentiful abundance to those living in it, albeit one that needs to deal with the harshness of the volcanic plains. Even during the days of the old Western Elven Empire, the wealth of the continent was well known. However, the underground has been dug out and exploited for millennia now, and the once plentiful mineral wealth now has to be looked for deeper and deeper underground. In here, the many cities under the rule of the drow play an important part in accessing these natural treasures, and has become one of their biggest sources of wealth. The minerals from the drow are highly important to the economy of the west, as both Azan and Changrila purchase high quality gold and copper from the drow to coin their own currency. Combining that with the high degree of skill from the drow and the few dwarven settlements under their grasp, and the drow are an essential piece of the economy of the world.
And yet, while the drow are overall a big player in the world, the truth of the matter is that they punch way below their weight. This is due to the quarrelsome nature of the drow: the constant rivalries and enmities between the cities causes a great deal of conflict. And while nowadays open warfare is rare, the different factions within the drow cities keep them bogged down in never-ending unrests. This also applies to the trading families, known outside of drow society as the “Aristocratic Rings”. The aristocratic rings are formed by some of the oldest and most powerful families of drow, mostly those coming into power during the Drow Uprising or the fall of the Second Elven Empire. These families managed to establish a position of dominance for themselves, while avoiding most of the politicking and backstabbing at the time, allowing them to focus on growing their power base. The results are powerful aristocratic clans, living in opulence and surrounded by backstabs and treachery wherever they go. They have a considerable grasp upon their cities, seeking to control them entirely, though the many other noble factions within each population often keep them at bay from controlling local politics fully. The fact they have to deal with so much infighting and scheming even within their own has worked to their advantage, as it has bred some of the most ruthless and deadly individuals around. In fact, some of them have been known to start their own conspiracies against themselves to test the loyalties of their underlings, as well as their skills.
Drow aristocratic rings are well known for financing corsairs to attack their drow competition. The drow see violent raids against their competitors as a valid strategy, though there is a long set of unwritten rules. First and foremost, no corsair raid can, under any circumstances, attack a vessel of one of the major human powers. The risk of a drow city entering a war on their own against Azan or Changrila is simply too dangerous for any individual city to take, and if it ever happened, the rest of the drow cities would leave them to their fate. As such, if rumors spread that an aristocratic ring has attacked an azanese or changrilese vessel, the populations of the city would not stop until all of the aristocrats’ heads are put on a pike as an apology to avoid war. Smaller nations are much more of a grey area, though, though often drow corsairs only display true violence against rival drow vessels. Another thing that has drow corsairs have to account for is to protect the privacy of their client if they so choose, as revealing who ordered the hit is seen as a great betrayal and a breach of trust, and that corsair captain can expect to not be welcome in any drow port if they break their bows. However, hiding their mercenary nature can be quite dangerous, as if they are spotted by a third party warship, the corsairs will take the risk of being hunted down as mere pirates.
I feel like I could add a more unique twist to the drow aristocratic rings, though I cannot come up with anything specific now.
How many unique ships do we have?
At the top of my head I can think of:
>Kentgorodian "Monster Hunter" Ships
> Azanese “Dragon Dromons”
>Changrilese “Great Turtle Ships”
>Drow “Flute Vessels”
>Drunig Galleons
If that is for the game, I guess we could use something like the Skyrim's full item list, change the items that do not fit for some that do, and expand from there.
>Zeish’errean Ring
The Zeish’errean Circle is one of the most powerful aristocratic rings in the city of Ben’zo’varr. The Zeish’errean are an old family, with established records from before the Drow Uprising. However, their power did not truly rise until the fall of the Drow Confederation, as the more susceptible city-states were more vulnerable to manipulation by the local aristocratic rings than the short lived confederation was. The rise of the City States launched a big war between the rings within Ben’zo’varr, which had grown to house dozens of them. Nowadays, the Zeish’errean are one of the few left in the city, and through a series of marriages, alliances and carefully plotted assassinations, have managed to become a pivotal power within Ben’zo’varr. The Zeish’errean have established their roots well within the city, as well as across the Cornfloor Peninsula, where they play a big role in controlling the flow of wealth back to Ben’zo’varr. The Zeish’errean Ring has bough a decent amount of farmland in the Kihn Hee Palm Grove, since the tropical produce of that regions sells well in many other drow cities. However, the growing interest in the region by other city states, as well as the presence of changrilese authorities, is slowing down some of the more questionable operations of the Zeish’errean, such as protection rackets or human trafficking. Another problem for the Zeish’errean in recent years is their lack of a trading fleet of their own, as their resources have always been focused on the control of the caravans throughout the Cornfloor Peninsula. As such, the few vessels they have are not enough to scare trouble away, and often need to hire corsairs to protect their vessels from their competitors.
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The mistress of the Zeish’errean Ring is Lady Daunedriss. An old woman even by elven standards, she has pushed for the Zeish’erran to invest further in the production of illegal alchemical substances. Indeed, rumors talk that is one of the means she has used to extended her lifespan. After surviving multiple coups against her, the following purges have guaranteed a considerable degree of control over her ring, making infighting within Zeish’errean considerably rarer than in other rings.
>Es’tee’ish Ring
The Es’tee’ish Ring is the biggest aristocratic ring in Bori’bir-sii. The history of the Es’tee’ish began with the quick growth of Bori’bir-sii after the discovery of its natural resources. The quick growth of the slums allowed many underground bands to exploit the misery of the slums, creating a criminal nobility within the region. After the shrinkage of the economy of the city, the following wars for the scraps saw the Es’tee’ish Ring come up on top, controlling most of the local underground, as well as having a considerable weight in the legal economy, puppeteering many officials from the shadows. To continue their grasp over the population, the Es’tee’ish have invested greatly in the building of temples and statues to the Cog God or the Ash Goddess, seeing as their cults are growing in popularity. The long lasting crisis of Es’tee’ish has allowed the Es’tee’ish a great deal of control, but since the local economy has shrunk considerably, so has the ring’s influence outside of Bori’bir-sii. To combat this, the Es’tee’ish have been seeking for alliances with other rings, promising access to their hidden caches of mineral wealth in exchange for ways to monetize and transform that wealth into tangible power.
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The current mistress of the Es’tee’ish Ring is Nellish’iya “the arrogant”. A seemingly vain and superficial woman, she enjoys demonstrating her wealth over all, financing great works of art, architecture and fashion as a way to enhance her image and reputation within Bori’bir-sii and within general drow society. While this creates a self-centered picture of Nellish’iya, the truth of the matter is that this is just a mask she wears to hide her ruthlessness and calculating demeanor. Indeed, it is rare to hear any dissent against Nellish’iya and the Es’tee’is Ring in general, as many would remind the unwise that the city of Bori’bir-sii has enough lava rivers to conveniently dispose of unwanted bodies…
>Tro’hassit Ring
The Tro’hassit Ring is the biggest aristocratic ring in the city of Kuri'tas-Sii. The Tro’hassit have grown in power and influence over Kuri'tas-Sii over the last couple of decades. The growing interest of the population for magic has been used by the Tro’hassit as a way to ingrain themselves with the population. The recently built Tower of Kuri'tas-Sii is forming many new wizards and leading in the summoning of fire demons and elementals to this realm, all while financed by the Tro’hassit. This gives the Tro’hassit Ring access to more wizards than other aristocratic rings, and with that advantage comes profit, particularly in the trading of unregulated magical items. The Tro’hassit are also very adept at selling magically enhanced weapons, as they have plenty of access to wizards and forges. Their star product, the “cinder knives”, are particularly effective at causing slash wounds against fellow drow, known for having a skin particularly resistant to cutting. Easy to produce and relatively cheap, they are a very popular product in the underground, as one backstab that kills on the first hit is infinitely better than one that needs multiple wounds to do the trick. However, the Tro’hassit Ring has a considerable problem in that it employs a considerably smaller number of people for their business. This is due to the problems of trust within the upper echelons of the Tro’hassit, since the last couple of years have seen multiple assassinations to the top leadership.
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The current mistress of the Tro’hassit Ring is Balan’ie “the blind”. Recently elevated to her position, she was allowed to rise as much as she did due to her blindness, as many of the factions within the ring saw her youth and her blindness as crippling weaknesses, only keeping her as the harmless administrator of the Tower of Kuri’tas-sii, and thus never attracted much attention. That was until her faction, which had grown considerably within the Tower of Kuri’tas-sii, gained enough power to launch a coup of her own. Due to her incredible magical talent, she was capable of taking down most of the previous administration, supplanting them with her wizard followers. Nowadays, she is focused on growing her ring outside of the city, which is worrying many other aristocratic rings.
Do we need seals/icons for all of the trading groups we're mentioning?
>Shi’re-lee Ring
The Shi’re-lee Ring is the biggest aristocratic ring in the city of Yauntin. The Shi’re-lee were founded by renowned ship captains back during the war between Azan and the Second Elven Empire. At the time, the drow had little naval experience and even less war capable vessels, so any captain that showed any hint of success against the azanese navy was showered in praises and rewards. However, the truth of the matter was that the azanese fleet was both superior and more numerous, so by the end of the war, very few drow vessels and even less captains had survived. The Shi’re-lee were one of the few who managed to do so, and they established themselves in the city of Yauntin, where they began serving the different drow lords that lived there at the time. The Shi’re-lee became corsairs, fighting other drow fleets and raiding the growing number of aristocratic rings and their holdings. It did not take long for the Shi’re-lee to realize they could make a much more profitable cut if they took all business for themselves. The Shi’re-lee quickly most of the others lords, quickly establishing themselves as the de facto ruling power of the city. This allowed them to create their own private fleet, which serves them as both raiders and transport vessels, with other aristocratic rings from inland hiring their services to sell their products overseas. However, a series of complacent matriarchs combined with the growing competition from other rings and corsair captains have eroded Shi’re-lee’s influence considerably. Still, they remain one of the biggest private fleets between the drow, and still have plenty of sway within many to serve as their personal mercenaries.
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The current matriarch of the Shi’re-lee Ring is Fardii’ale Tarss. As the captain of the “Heart Piercer”, she has participated in dozens of raids and sea battles, displaying a daring attitude that gave other drow captains pause. She is well known to be an extraordinarily skilled swashbuckler, only being wounded once in all of her life. While details of the duel are not well known, what we do know is that she was hit by a cursed rapier, meaning that the wound she took on her cheek never truly healed, often opening for no apparent reason. Many believe she is still partaking in raids to find the mysterious person who defeated her and challenge them to restore her honor.
I'll continue with the drow rings tomorrow.
Reminder that we need to add the newer critter mentions to the bestiary.
>Fri’ese-esh Ring
The Fri’ese-esh Ring is the biggest aristocratic ring in the city of Sinbreena. The warring nature of this drow city, both against the humans in the north and against its neighbor Tintarn leaves Sinbreena as a wonderful market for weapons of all kinds. This also makes it a difficult place for aristocratic rings to take over, as the stronger than average defenses and more bellicose mindset makes trying to infiltrate the upper echelons of the administration tricky, especially if one does not want to be dragged into war. However, the Fri’ese-esh have managed to do just that by specializing on one of the city’s biggest markets: slavery. The condition of servitude under slavery is an open and approved condition within Sinbreena, often falling into it due to debt, crimes or by birth. The frequent infighting between the sinbreenans means that the different factions that fight over the control of the city often make slaves out of each other, swiftly selling them to foreign markets so as to keep them far away from their centers of power and support. The Fri’ese-esh have managed to carve out a massive market for themselves by taking care of sending those drow slaves to distant places, charging for extra if they wish to send them particularly far. The Fri’ese-esh also keep themselves neutral from the local fights and disputes, gaining a reputation of neutrality and professionalism that allows them to avoid participating in the wars against the humans of Arangea or Calcabra. The Fri’ese-esh also buy and sell human slaves, and are well known for kidnapping individuals from the northern human nations and send them to other slaving drow cities before they could be reported as missing. This has resulted in the Fri’ese-esh being declared as “people to kill on sight” within said human nations, only capturing them alive if there are important hostages to rescue.
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The current mistress of the Fri’ese-esh Ring is Nedrii’sha Draweniw. A woman coming from a long lineage of aristocratic nobility, she has established a wide network of buyers and sellers throughout Scimitarian and beyond. Her acute business sense and demeanor is only matched by her love for a peaceful life, dedicating most of her time to thermal baths, gardening and tea brewing. Nedrii’sha has also survived many assassination attempts, with the instigators perishing in horrifically gruesome ways, with Nedrii’sha claiming to be utterly oblivious to the incidents every time. Many have also rumored that she is not what she seems, with some of the wildest stories talking about her going to the domains of the Bog Witch for business during her youth and returning somewhat changed…
What is the aesthetic for Zapalovach? North-eastern europe? They could use a couple of trade companies bits like the others.

And the zulutaur steppes too, now that I think about it, the way they are much less regulated than the other companies could me fun, plus the zulutaur steppes could use some lore expansion.
What kind of seals should they have?
>Zulutaur Peninsula’s Factorial Companies.
The Zulutaur Steppes is a wild land, far to the south of the step from the great powers to have ever been fully colonized by them. However, the strategic value of the region cannot be overstated, as it is the first step towards the southern world trade route, connecting the west to the east. As such, while the lands of the Zulutaurs have never developed anything near to a state (with the exception of the azanese settlers in Asvaran), the shores hold dozens of ports of different sizes. These cities, present at both sides to the peninsula, serve as warehouses, shipyards and trade markets, gaining all they need from trade. The rule of these towns fell under the rule of foreign leaders, mostly nobility that either saw a chance to grow in power or was exiled to the brink of society. However, the authority of these aristocrats is often symbolic, as the real power within the Zulutaur coastal cities are the “Factorial Companies”.
Factorial Companies’s origins follow a similar pattern. Once a trader or a noble of enough wealth and power becomes interest in setting up shop within one of the zulutaur cities, they will invest in land around the city, building up a “factory”, which serves as both a fortress against thieves and rivals, a warehouse for their products, and a city within a city for their employees. After that, they will start gaining the trust of the local nobility and aristocracy, gaining as much in terms of power and privilege they can get away with, and try to expel any other competition within the city. After they have gained a strong enough foothold within a city, the only thing that they need is a contract with one of the western powers, gaining a stable link between the steppes and the company’s payroll. Due to the lack of any effective state oversight and regulation, this makes these cities havens for violence and organized crime, often pay-rolled by the very same factorial companies. Because of this, factorial companies hire a great deal of mercenaries, helping their caravans from the dangers of both their competition, local populations and the monstrous fauna of the region.
The power and influence of these factories vary significantly, as very few are actually stable enough to last but a couple of decades. The shifting nature of these entities, coupled by the enormous degrees of corruption and competition creates a cutthroat environment that scares all but the most ambitious or careless trader around. Local tongues indeed say that it is safer to drive a caravan through the steppes that it is signing the paperwork of a trading company. Those who have survived, however, have become true aristocracies, and the real power behind the zulutaur cities. Often they maintain strong ties to the powers from the western seas, like Azan, Changrila and the Drow, even if these factorial companies stopped being formed by people from those lands long ago. Most of these trading companies hire local populations to work for them, using them as muscle and guides to lead their caravans throughout the steppes. Generally speaking, there is little interaction between the locals and the factorial companies, since the latter want to avoid giving the former enough influence for a takeover, keeping the locals away from any position of importance. Spread around the land are dozens of different outposts where caravanners and their beasts of burden can rest. Many of these outposts are built and maintained by the factorial companies, but some of them are also independent, turning into fiefdoms that have to dance a thin line for the favor of the factorial companies and the local populations to survive.
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Sketch of a typical zulutaur coastal city, with foreign architecture and dominated/defended by a castle.

I realized that there is no map of the Zulutaur Steppes. I'll see if I can make one. Do we know any names for zulutaur populations thus far? I can't seem to find any on the wiki page.
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Ok, got the map done. Now what we have to do is add the cities. Any suggestions?
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>Zyla Gora (additional geography)

Zyla Gora is small and sparsely populated. The largest communities are the seventeen villages who are acknowledged vassals of the Dominion. There are also several dozen other communities, mostly small hamlets and isolated homesteads who usually acknowledge the authority of the nearest village.

Ashville – This village is known for having frequent destructive fires, and as a result it usually contains more burnt out ruins than functional buildings. But even the inhabited buildings are mostly fire damaged. Most of its inhabitants are resigned, melancholy, or depressed, sometimes even borderline catatonic. But others are manic or outright lunatic. Unlike in other villages, this isn’t just because of the Sabbaths and the deep evil taint of the region, but also due to frequent use of mushrooms and other hallucinogens. The original settlers were mostly radicals from Faarowt, and aside from drug use, some other cultural traditions still remain like the popularity of dreads and knee length shirts among some of the more lively inhabitants. Ashville is a farming village, as are several hamlets and isolated homesteads to the south. Like most such villages, bog spelt, mushrooms, carrots, gourds, pumpkins, pigs, and goats are the main crops and livestock. The area has a large number of wisplings who share the demeanor of their human neighbors. Usually only a few younger inhabitants attend Sabbath at a main site, and when they do it is in the nude with animal masks and carrying torches.

Athura Menhirs and The Old Road – The Athura Menhirs are a cluster of large rune-marked standing stones that straddle an ancient road of uneven stones that seems to go from Ashville to Chanterelle, though many parts of it are missing so it was likely once longer. Both are likely linked to the Choinnigh culture, but both their purposes are long forgotten.
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Attilmhic – This village is a fairly standard Zylani agricultural village other than the fact that it is the first stopping point for Platani merchant caravans doing the Attilmhic-Kilfort-Lonburn-Yoski route.

Auntie Lush’s Hut – Auntie Lush is a powerful witch from Mutaa’s coven who shares her master’s love of taking down the rich, powerful, and/or attractive according to some sadistic karma code. She frequently travels to the Orange Marquisates to hunt for “spouses” who she makes increasingly dependent on her for magical, financial, pharmaceutical, romantic, and/or psychological support, pushes them to commit increasingly dark deeds, then convinces them to join her in exile in Zyla Gora (or perhaps a more appealing location, but takes them to Zyla Gora anyways). Once trapped in Lush’s remote hut, they are subject to a range of psychological manipulation, torture, and physical alterations until Lush gets bored with them.

Ayamonn – This hamlet is one of the largest not to have village status. It is located in a small damp valley which is good for growing bog spelt and certain vegetables. Many goat herders who work the surrounding hills also either live here or frequently visit. It is a vassal of Ebonmourne along with several other hamlets and homesteads, and provides much needed crops in an area which is otherwise too hilly to be good for much other than goat herding.

Baolm Pass – The remains of a large wall of crude cut stone spans this kilometer wide pass between two steep outcrops. The Choinnigh eventually decided it was too wide to defend against larger foes and instead relied on foul magic to destroy armies laying siege to Baolmhuir. It has been a long time though since the last time anyone has marched an army into Zyla Gora though. History has proven time and time again that such forces either meet a bad end or are corrupted from within.
I will post on the other thread from the very beginning instead

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