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What is Gloria-Etalia? It is a setting which sprung up into existence when OP gave /tg/ an Empty map and people doodled things onto it. The world of Gloria-Etalia is one in the phase of the post-post-apocalypse where remnants of the once great civilizations remain like wandering cities of mymics or missile silos considered to be pyramids, but most of the ancient technology has decayed beyond recognition and barbarians control the world. Still the world is far from a dead ruin.

How many moons and suns do we have? What star constellations? What is the lore of this small obscure City?
> 1d4chan Link
https://1d4chan.org/wiki/Gloria-Etalia#Races_of_the_World
> Thread 1:
http://suptg.thisisnotatrueending.com/archive/73993406/
> Thread 2:
http://suptg.thisisnotatrueending.com/archive/74079412/
> Thread 3:
http://suptg.thisisnotatrueending.com/archive/74150461/
> Thread 4
http://suptg.thisisnotatrueending.com/archive/74211056/
>>
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> Standardisation
Country name:
Population: (in percents)
Capita :
Goverment:
1. Always use third person, present tense (Treants -are- a race of Shibbly dibblies)
2. Always write from a removed narrator perspective but not a omniscient one, meaning you are not writing about the treants as a treant, but also not as someone who hates them. And that you don't have perfect information. ("It's said that X can happen" for example, rather than "X happens.")
>Culture
What makes them tick, are they peaceful or warrior like
>Religion
What they believe in, are there different fates? are they dominant? how they relate to the government.
>Organization
This is government but it also includes nations united not by a single ruler but by a way of life (tribes and clans that behave the same but have no overlapping authority)
>Origin
When and how this nation formed. (refer to timeline post >>74164170 ) and discussions on it.
>Diplomacy
Make a note about how they see or are seen by their neighbours
>Geography
Describe the land they inhabit
>Economy
Describe how they attain resources and trade
> Picture Standardisation
Pick whatever image you want for your nation, use your image editing software of your preference to make it 500x500 (it's much easier to work with squares, trust me)
Then go to lunapic.com, upload the 500x500 image, go to the tab 'art', select the effect 'fairy' and post the result on the thread.
>>
List of nations without fluff
>Sarkation Empire
>Kingdom of Vesterlanders
>Sisilia Citystates
>Lahaila Merchant Republic
>Kingdom of Uoro
>Lazari Confederation
>Vashian Republic
>Veranese City States
>Terravia
>Chiefdom of Voroi
>Principality of Suezi
>Farisian Republic
>Uroxian Federation
>Free City of Bertranox
>Chiefdom of Uraka
>Sarcian mountain Tribes
>Jorivakia
>Tautoburg
>Saramese Kingdom
>Nanji Citystate Alliance
>Gold Coast Tribes
>Punaji Chiefdom
>Ranji
>Mun
>>
Prompts:
>who is the founder of your nation?
>Who is its greates National hero?
>And who is the absolute worst, most shameful of it's citizens?

>What dumb prejudices are widespread there?
>And what stereotypes others have of them?

For those tackling new nations...Pay special attention to who are your neighbors and decide how they interact
>>
>>74284894
Thread 5 archived

http://suptg.thisisnotatrueending.com/archive/74247212/
>>
>>74285379
Thank you.
>>
Khans of the Uruzataar Khanate


As Uruz Khan conquered various local tribes and smaller Khans, he imported the Uruz Khanate system to the underholdings. Each major section of the empire is under a Khan who has risen to the title with a mix of skill cunning and loyalty.

>Kana Khan
Born as Jimu-Da, Kana Khan are the younger fraternal twin sisters of the Great Khan. Under Uruz culture, twins are legally seen as a single person and Jimu and Da were chosen by Uruz to take advantage of this. Pre-conquest, Uruzataar and the Kanakar Steppes were invoked in a tangled web of tribal politics and clan conflicts. Uruz eased this tension with massive violence but the remaining system is still rife for sedition. Kana Khan's mastery of intrigue, politics and fierce loyalty to their brother made them the ideal candidates to run the holdings closest to the homeland and well time assassinations and sold off marriages have glued the formerly wild Steppes into a hotbed of diplomatic culture.

>Teme Khan
The Temengal people were the most respected of the Great Khans conquests. They held the ways of the ancient ancestors, hunting Oozestadon on horseback and worshipping ancient Dragon spirits. The mighty Qok RIver served as a natural barrier and Temegal horsemanship was matched nowhere else. They fell only by Treachery. On Dragonfall Day, peak of the ancient Qoktengal FEstival where bloodshed was forbidden, a bribed Temegal chieftain massacred all the priests and chiefs of the Temegal tribes while they were inebriated from the Qoiag ritual. The traitors name was stricken from record in shame and they are no known as Teme Khan. Seen as a savage even amongst the Khanate, Teme is the Great Khans axe-man for when the unspeakable needs to be done.
>>
>>74286078
>Kaza Khan
The Kazai tribes were the longest of the Great Khan's conquests. The countless polities were hard to take down and the influx of Treant magic made the usual illusion magic tactics of Uruz ineffective.

The tribes were finally delivered by an alliance with the spellcaster Mah-Leek. A master Druid, they trained a sorcery Corps within the Khanate soul riders that specialized in offensive magic. The Khanate burned down trees and fields alike, and as a reward Mah-Leek became Kaza Khan, ruler of the ashes.

They now are the Khanate's chief sorcerer, to the irritation of Uruz illusion mages and their Kazai subjects both. Kaza Khan cares not, and is assembling spells and spellcasters from across the Khanate to collect the greatest compendium of arcane knowledge in the world.
>>
>>74286100
>Daizha Khan
Mesha Rhuk was seen by many as the fiercest warrior in Uruz forces. Serving on the frontlines since the Kanakar wars, she time and time again was frustrated by political issues rewarding allies over true warriors. She demanded a territory from Uruz and the Great Khan offered her the mighty Daizhun Kingdom, whose fortress had held off the Khan’s horseback armies for decades. … if she could take it in a month. Should she fail, her head would be forfeit. For 20 days Daizha and her soulriders laid siege to the Daizhun walls , the fields outside the barriers becoming a marsh of blood. On the 21st, she made a request to sue for peace, unheard of from the Khanate. The Daizhun KIng celebrated in generational victory and during the negotiation, demanded many concession from the Khanate...until messagers told him the entire west coast of the Kingdom had fallen.

The 20 day siege had been a mere distraction. Mesha used the time to build enough ships to take an army of 6000 soldiers from the inner Khanate straight across the Daizhun sea and into the kingdom’s heartland. Half the souriders died on the journey, but the survivors took total control of the innards of a Kingdom that amassed all its forces to the frontlines. Mesha offered a trade, the Kingdom’s head and throne, and she would only massacre HALF of his citizens.

Mesha arrived on the last day of the month with the king’s rotting head, waiting until the last minute on purpose in mockery of the challenge. She was named Daizha Khan and became admiral of the first true Uruzatarr Navy.
>>
Suoxi humans are the largest ethnicity of humans on GE. They have dark, caramel to ochre skin, white hair, almond-shaped eyes and are very tall. Their hair is almost always a shade of white, light grey or silver blond, however, that pale hair is a recessive gene and disappears whenever a Suoxi has children with someone from a different ethnicity. Since Celestia culture is the dominant Suoxi culture, and Celestia is very xenophobic, white has acquired a connotation of purity and white hair is seen as a mark of Suoxi racial superiority to foreigners. The Celestia royal family hair is always pure white, as most of the nobility does too. Suoxi often have yellow, hazel, golden or light green eyes.

White, along with gold, are the colors associate with the faith in Celestia culture.
>>
>>74286122
>Nizha Khan

The Ni-Jeong Dynasty was utterly destroyed by the combined forces of the Khanate’s various holdings. The ethnic Qi-Fu were almost exterminated and the land of the Dynasty was called "Spring's Graveyard."

Nizha Khan is a 15 year old youth, a scholar assigned a near barten territory as an appeasement to politics out west. Nizha Khan has a gentle heart and has tried to give some measure of dignity to the survivors of the genocide but is still hated by the Qifu populace as an invader .
>Ahkta Khan

Despite traces of elven heritage, the Uruz Khan cared little about the differences among various cultures and so all Elvish claims in the Khanate were bundled into one.

Ahkta Khan, born Nanu-Nanalenin, was a Mokuit Elf enslaved by Uruz Khan's brother. As the elf of highest standing in the Khanate they were given rule of Inengu, Aizhaw, and Oktaw elves by default. Ahkta was raised a scholar of shamanic magic but their skills make it hard to control a territory of so many different peoples. Most of the time they are dealing with age old tribal disputes and trying to keep Kaza Khan from taking elves for experiments.

>Vargen Khan
Marza , Warlord of the Grendarryn state of Vargen ,saw the writing on the wall as the Great Khan decimated three regions. Realizing serving under the Khan could be a benefit, she willingly submitted to Uruz and was named Vargen Khan for her efforts. Vargen is now a unique blend of Westrasi and Uruz culture as the natives have been allowed to keep there culture and traditions under the Tarrow Yoke. Vargen Khan seeks to use the resources of the wider empire to take down the other Grendarryn Warlords and become Khan of all of Northedge.
>>
>>74286142

>Ukzi Khan

As the Khanate grew larger and more stable and Uruz Khan grew older, younger and more viscous upstarts often tried to take power , either through military might or political gains. Red Zhan was a beloved military hero who was amassing enough prestige to challenge the Great Khan himself. After and inspiring checkers match the Great Khan “rewarded” Red Zhan with the Ukzi Khanate, a mostly worthless strip of desert with no chance for fame or glory. Ukzi took this maneuver in stride and used the regions closeness to the Tnz’qran Lands to secure an alliance with the breakaway Ete’Orde. Trading his daughter to the new Eta Han, Ukzi Khan now plans to become lord of the entire Central Plains
>>
>>74286136
(from last thread)

The Souxi are the human ethnic group with the largest current population and the ultimate origin of most writing systems.

Beginning in the pastoral valleys of the Celestial subcontinent they would take advantage of the climate to commit massive feats of agriculture . The large population booms caused fierce competition which would lead to several Souxi migrations. These would carry the Celestial religion and pictograms with them, the later becoming the basis of the Uruz Script and Vishga-Imuugan Star Runes.

The Kif tribe migrated into Qoktengal lands where they intermixed with several groups of the Great Plains. They would settle in Eastralia and supplant the native Qoktengal culture of the "Spring Penisula"

A secondary mass migration would split in two at the Kanna knot.

One branch sailed south along the river and colonized the Nanj peninsula.

The larger group would migrate through the Planar Gulf until settling in the Eci Peninsula, where they would take immigrants from ancient Dryad cultures and form The First Pharaonacy.

The tribes remaining in the Celestial Valley would eventually stabilize into several petty kingdoms that would form the seeds of the modern Celestial Empire.
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>>74284178
I second the idea that Punaji was a second foundation of the faith. My immediate reaction to the religion map was "why does ram's head have the same religion as westrasi? What the fuck?"
And i think its good to put the two religious capitals in seemingly minor nations, it explains why they can exist.
>>
>>74286136
Westrasi are the dominant ethnic group on the western board of the continent. Stocky, tall, though less tall the Suoxi, they are often built stronger than their lanky tall counterparts in the east. Westrasi are hairy, often have rosy and fair complexion, and their hair colors varies regionally a lot. Blond and redhead in the north, deep shades of brown and black across the Westrasi sea. Green, blue and hazel eyes are the most common colours.

Westrasi culture is as fragmented as their nations, though most Westrasi countries seem to be somewhat contentios and turbulent in history. Westrasi tend to worship Gloria-Etalia, though the specific religion changes a lot from country to country. Many countries have their own local religion, called 'Chapels'. These are not connected to any higher authority or between each other. Auraxian GE chapel is completely a different beast than the Euraxian GE chapel, for example. But a few countries worship GE through the centralize, multinational Church of the Divine Duality.
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>>74286243
So reading over the threads I do want to note that the Tnz were explicitly designed as a Qoktengal descended ethnicity and language, not a Souxi -descended one. (though with plenty souxi influence)
>>
>>74286243
I'd love to see Westrasi aesthetics be like, the 1600s without gunpowder. Like Pike and Shot but instead of muskets it's overdeveloped crossbows and maybe bows. Full plate still around, puffy sleeves and colored landsknetch, but no blackpowder clouds or cannon fire. Trebuchet and landsknetchs sounds like a badass combo.
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>>74286464
Heavy crossbows firing by rank does sound like a cool aesthetic
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>>74286464
That sounds dope. The Westrasi could have developed the Pike Square, which would mean that while cavalry dominates warfare in much of the world, infantry is much more important in the West. However, from what I understand, without the development of muskets, archers and crossbowmen wouldn't come into play with the pike square. Instead, it would be like a few dense pike formations fighting one another and any cavalry while crossbowmen rain hell down from above at a distance from the main battle.
>>
boompla
>>
>>74284975
Storm Island Anon here.
I'm going to start working on the remaining nations of Westrasi at least from Vestland to Ouros. I'm going to scan through the old threads, and trade, terrain, and climate maps for hints on their culture and their interrelations since they're all so close together.

Also I'm adding some RAM and a new SSD to my computer, after I do I'm going to graphic design up a sample PDF based on some of my fluff. I'll wait til everything is more established to keep working on it, but I figure a preview of what a semi professional product could look like is good for morale and motivation.
>>74285379
What's the word on the one shot?
>>
>>74287931
A question I have.
From the lore and trade maps, it looks to me like most of continental Westrasi does not fuck with Belara anymore. I wonder why Vesland has a portion of itself occupied by Belara? Especially since they trade with Morloux. I also wonder hy it looks like Morloux trades with Belara? If i was Vestland I would take back my peninsula tip, and feel confident that Morloux would protect me from Belaran reprecussions? I would just be taking back colonized land? I'm picturing they would be pretty adept sailors since their whole country is a peninsula, maybe adventurey types since their own land is small? Sarkation Empire is mountain dwelling wyvern riders? Riding wyverns and being an empire makes me assume they're war-like? Lazari is a Switzerland flavored mountain confederacy? Ouros is the gateway to the Wyrdlands, and therefore the rest of the world outside of the western forests. Alot of people pass through? Lahailia Merchant Republic is some sort of Libertarian Republic, with enough infastructure to insert their interests into the voyages of their more adventurous allies, perhaps?
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>>74288643
>I wonder why Vesland has a portion of itself occupied by Belara?
It's probably just conquered land. They might try to take it back, but wanting land back is one thnig and having the strength to take it from one of the strongest Westrasi nations is another thing entirely. Or maybe it's ancestral land like English controlled Gascony and Aquitaine in France.
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>>74286714
Given the mega fauna the world has pikes and spears should be pretty prominent in most military forces.
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>>74286610
Very nice
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>>74286243
>>74286136
The goldland tribes feature characteristics of both Suoxi and Westrasi. Darker skin tones, almost almond-shaped eyes, much shorter than the Suoxi, stocky builds, long dark brown, dark red or black hair and brown, hazel or dark green eyes.

>White, along with gold, are the colors associate with the faith in Celestia culture.
I like the idea of raids being performed against goldland for precious metals. A god machine getting "trapped" by teams of trappers with heavy chains, pitfalls and work horses. That and/or God machine ruin sites/shrines getting looted. All this just to strip it of its gold and silver components. For the faith of course. Has a conquistador sort of feel to it.
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>>74288728
Could be an interesting point of contention.
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>>74284894

This general map area is something I'm planning to make my own by turning it into a lizardfolk zone. This region and the states I'm claiming are heavily populated by the lizardfolk and are being put under pressure by outsiders. The Treant empire looms to the north hungry to cross the sea and incorporate the jungles into itself while always extending a root for the offer to make the tribes a part of their vassalage system. Meanwhile from the east and west, the ongoing marches of civilization's rising further exceeds the lizardfolk's jungle backwardness by the day. A reckoning has now come where tribes are internally divided on how to proceed. this rough divide has formed the most modern iteration of the ever-fluctuating tribal divides. Nanji clans are vassals in all but name to the Merchant empire who patrol the rivers, network the villages by way of ambassadors and openly make efforts to colonize eastwards.

The gold coast tribes to the south now rapidly make haste in trying to emulate the society of the merchant empire in their own primitive capacity with hastily thrown together governments and customs like stoneworked attempts at farming tools and nut based fiat economies. The Punaji and Ranji: factions by contrast hold themselves up as the last serious bastion of native lizardfolk power. Formed out of the exploits of warlord ripper ksalvik The Chiefdom of Punaji wars with the outside world genocidally while Ranji courts with the idea of recieving aid from the Treants across the sea in exchange for closer ties.

Mun: Mun was initially founded by a trickling stream of migrants fleeing from the Treant empire. A mixed bag population of escapees who quickly found themselves in need of sanctuary and aid from aggressions of local lizardfolk tribes. They found it by way of aid backing from the neighboring Amazonians who were eager to empower an ally in their eternal tribal warfare.

Is doing this kosher?
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>>74290462
The Punaji Chiefdom is a religious state it is the eastern landing spot of Gloria and Etalia. It can be Lizardfolk tho.
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>>74284894
Question, how do I add images to the 1d4chan? The biome map has not been added there.
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>>74290481
There is a picture icon in the edit screen. You just click it and upload the picture
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>>74289270
The Goldland priests seem like AdMech techpriest. It likely is a great celebration if an Ancient Godmachine is exchavated.

That's likely a 1 in a generation thing at most.
>>
Spider anon here, I took a look at the wiki edit and I find myself overwhelmed. I'm really not familiar with how this works. If someone would add the Arakneas for me I'd be really happy, that is if it's not too much trouble.

If there's some areas you want fluffed, just give a name, a day and guidelines!

Also if I can give my opinion on it, perhaps we should make our thread more enticing if we want to add new blood to the writing staffs... I myself am less enticed to join a thread if its the latest of a long series. Maybe we should focus on one specific zone for the next thread and invite anons to write about it? It could also devolve into bigger subjects after some time.
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>>74290605
All fine. Could you repost their lore please? I don't want to go through the old thread.
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>>74290517
Thanks, added it to the fauna section.

I was thinking perhaps we could expand it into a Flora and Fauna section. The plant life of GE should be quite interesting as well.
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>>74290617
Unless you are on mobile I'm pretty sure if you do ctrl f with the word Araknea you'll find most if not all my posts. I know I also posted links to the lore I've already written... if you don't mind I could search for it in about 8-10 hours, I'm hitting the hay right now
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>>74290624
Morphing it to fauna and flora would be neat.
I thought the Arachne were sentient though, shouldn't they be in races?
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>>74290716
Flora should be its own section, with atleast few paragraphs on xexe beans
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>>74290462
Look at the ethnic migration map to see how populated by humans the area is, but sounds good
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>>74290533
Fuck I hadn't even considered if the FOUND an operating one. The last thread said they were all barely operating but functional as essentially giant sized golems. I was simply thinking other nations might take one down for the value of its material components. You're right though their priesthood seem like aztech admech.
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>>74291982
Yeah I imagine one is found from time to time. Also do we have an official reason why Goldland has so many Mech's?

My idea is that basically during the Teriad-War (Wasteland Lore) that was one of the main strongholds for defense so most of the Mech Forces were concentrated there.

I imagine there is God Machines burred in other parts of the world as well, but with much less quantity and even if someone finds one they have no clue what to do with it. So it's either kept as a trophy or melted down.

Likely the 2nd best place to scavenge for Godmachines would be the Irradiated Wasteland itself.
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>>74284894
The Sarkatian empire
Population: 92% Westrasi human, 5% T'lc-Kha, 3% other
Capitol: Etaliana
Government: Theocratic Constitutional Monarchy

Home to the Church of the Divine Duality and the two holy cities of Gloriana and Etaliana, the Sarkation empire is central to the religious landscape of the west and anyone in the world who worships Gloria-Etalia. The country is powerful in of itself. Being the link between the Westrasi sea and the west sea, it has gained much wealth through trade and pilgrimages, and it possesses a strong army bolstered by the infamous Wyvern Knights.

>Culture
Being influenced by the noble roots of Belara, the revolutionary ideals of Morloux, the devout nature of the church and the mercantilist mindset of the inland sea, the Sarkatians have developed an interesting, seemingly contradictory world-view. On one hand, they believe that unity is the greatest virtue and that true order and civilization can only be achieved through a strong, moral authority. On the other hand, they believe the individual is the ultimate master of destiny and that no one should pursue a cause that is not their own.
There's a common saying, "The best blessing is a Sarkatian friend, the worst curse is a Sarkatian enemy". Those they consider to be friends they'll do anything for, even sacrificing their own property and well-being to help someone in need and those who're enemies are treated with utmost scorn and hatred and rivalries can last for generations, even going out of their way to hurt their foes. Relationships between nobles and the common folk are generally good, as these attitudes incentivise the rich to donate much of their wealth to either the church or directly to the people. Visitors tell of the excellent service and courtesy they receive in Sarkatia by there are also many tales of strangers being harassed and even killed for perceived disrespect.

>(1/4)
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>>74292285
>Religion
Being home to the Church of the Divine Duality, an organisation with branches in all of westrasi and even the rest of the continent, spirituality and worship is deeply ingrained in Sarkatia, easily being the most religious country on the western continent. Many people make pilgrimages to the cities of Gloriana and Etaliana, the former of which holds the headquarters of the church . The church itself is largely independent and is the official authority on all religious matters for most worshipers of Gloria-Etalia.

>Organisation
While Gloriana is the home of the church, Etaliana is the home of the emperor and the parliament. Inspired by the Morloux model, the parliament members are elected in the various regions of Sarkatia, however unlike Morloux, the emperor and church still hold much power. The emperor must approve the laws parliament writes before they go into effect and has the right to veto many of their decisions, as well as being the sole authority in all matters of warfare and being absolute ruler of the Imperial province. While members of the church can't officially be members of parliament, many priests will resign their position while they run for election and sit in parliament to then resume as priests once their term is over. This is accepted since the Gloria-Etalia faith considers politics to be a worthy endeavor as it’s integral to all civilisation.
They possess an impressive military but their most iconic units are the Wyvern Knights. During the persecutions by the Belaran empire, monks fled into the mountains where they learned to tame Belaran wyverns and used them to fight against the Belarans. The revolution was the first time they were using wyverns as mounts and Emperor Sarkan used them to great effectiveness, gaining them their fearsome reputation. They’re still a religious order but have sworn total loyalty to the emperor and only act according to his command.

>(2/4)
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>>74292293
>Origin
The Church of the Divine Duality has existed since the 4th era for over 2000 years, with the two holy cities being even older, possibly dating back to the 3rd era. The land surrounding the cities has been conquered many times and through the many kingdoms that’ve risen and fallen around them they’ve experienced both golden eras and hard oppression. Their worst oppression however began a thousand years ago in the 5th era when they were conquered by the Belaran empire. The empire sought to control Westrasi through the faith and therefore turned the church into a puppet and any priests and bishops who dissented were imprisoned or executed. During the Belaran revolution, lord Sarkan the 5th of Gloriana, who was skeptical of the Belaran royal family, was inspired by Prince Layron’s strategy of gaining power by promising the halflings freedom and Sarkan did the same by promising the church full independence if they recognised him as the sole ruler of the surrounding lands. Devout worshipers across the continent flocked to join his army to escape persecution. Once the revolution was over, the peace treaty recognised the Sarkatian empire as an independent nation. During the Morloux revolution only a few centuries later, the Sarkation empire was still an absolute monarchy and a similar revolt was brewing. It was however much less bloody as emperor Tianan had seen what happened to the nobles in Morloux and decided to concede much power by founding the parliament.

>(3/4)
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>>74284894
>>74284909
Post political map with names, if someone new comes to this thread they will have no starting point
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>>74292305
>Diplomacy
While they have good relations with most Westrasi nations because of their religious importance, their relationship with both Belara and Morloux has been sour. Sarkatia is the second most hated country by Belara, right after Morloux, seeing them both as treacherous. The Morloux kingdom saw them as a threat, believing their church would try to influence Morloux in service of Sarkatia. In addition Sarkatia has a pass through the mountains, meaning they’re the only nation with a link between the Westrasi sea and the west sea and for this reason, both kingdoms have tried to invade multiple times. After the Morloux revolution, relations between the nations have somewhat mellowed although old grudges remain.

>Geography
Sarkatia is a very mountainous land with much rocky terrain all the way down to the coast. Much of the lush forest has been converted into farmland. The mountain range is almost impassable except for certain passages. Gloriana is located down by the bay while Etaliana is located up in the mountains, which is why Emperor Sarkan made it his capital for its defensible position.

>Economy
Sarkatia has quite a strong economy, both because of the many pilgrims who travel to and from the land as well as the many Westrasi merchants who have to travel through the mountain pass to trade with the rest of the continent. Both Belara and Morloux have attempted to set up tolls for any ships trying to leave the Sarkation bay but neither have been successful due to the others' presence, so getting out to the west sea is quite safe.

>(4/4)
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>>74292285
>>74292293
>>74292305
>>74292317
I love it, great addition to Westrasi. I feel like Sakarian Empire really fits what was written about church and continent, while being reflection, and maybe even antythesis of Theocracy from other side of the world.
Both Radmir and Sekara are rich montanious nations, both have strong armies and elite unit that is pinacle of their strength, and strong position of church. But while one is oligarchy ruled by high priests with little to no influemce from general population, other is parlamentary monarchy, with elections and separation of power. Both keep good relation with their continents, but one isls looking inwards with its prestigious pilgrimage sites, other is prostelizing as far as they can.
Cool shit anon, real good work.
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>>74292143
Goldland could have been the main manufacturing center for them prior to the cataclysm. The wastes were presumably the capital so it makes sense to find lots there. I like the idea that wizards base golems off of the robots. I can definitely see them being melted down or turned into trophy-statues.

What caused the cataclysm? The fall of the space age nation? I'll have to re read the old threads. I'm pretty sure its in there.
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>>74292487
Is on wiki, read genesis and age of dawn chapters.
Cataclism was caused by giant fucking meteorite hitting bigest nuclear plant on planet.
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>>74292487
I don't think we everdecided.
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>>74292519
Thanks
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>>74284894
i like worldbuilding.
what races are there?
just humans?
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>>74292447
Honestly, I haven’t actually read all the lore about Radmir so any similarities are purely coincidental. Now that you’ve pointed it out tho, I quite like it aswell.
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>>74292143
>>74291982
Also the southern Morloux mountainrange has loads of Stone Giants (bigger mechs) embedded in them. Imagine an Az-Tek priest traveling around the world and seeing them in person, they'd cry tears of joy, then sadness as they are informed of the immobility.
>>
>>74292285
>>74292293
>>74292305
>>74292317
Nice lore. I like the Wyvern Knights.
>>
>>74292544
You can check on 1d4chan, but there isp lenty. Elves, Dwarvers, Giants, Halflings, Vampires, a hivemind, Ents, Dryads, Dragons, Hobgoblins, Goblins.
>>
>>74292572
Imagine if said techpriests then figure out that said stone giants actually are Godmachines and the Morlouxians just never figured that out.
>>
>>74292572
Not just immobilized but gutted. The idea that they're irrecoverable when they see them. That non believers have melted down their insides. The fallout of the Az-Teks finding that out would be interesting. Possible holy wars.
>>
>>74292588
can i make a merfolk nation?
>>
>>74292624
Yes! There is one already so go for it.
>>
>>74292588
>>74292544
But wait THERES MORE
Trolls, ogres, giant insects, humanoid spiders, mutants, lizardmen, multiple kinds of half treants, and probably some more i forgot about
>>
>>74292544
If I recall correctly...
>Humans
>Trolls
>Goblins
>Hobgoblins
>Tlk-Cha insectoids (localized)
>Araknea man-spiders
>Elves (uncommon)
>Dwarves (uncommon?)
>Merfolk (localized)
>Lizardmen
Anything else I missed?
>>
>>74292677
>>74292667
Oh yeah, Treants and mutants too.
>>
>>74292677
Molemen, Giants, Vampires. Etc. etc. etc.
>>
Can we take a moment to appreciate the fact that we are on thread 6 without any trolling or "worldbuildng bad" posts?
>>
>>74292742
Those posts were in first thread (kinda) and in threads that pop up from time to time seething on idea of /tg/ getting shit done, like the one with land and not land image.
>>
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>>74292636
ive had a desert merfolk city idea for a while now and i might be able to insert it into one of the desert regions if there is room. the idea is that refugees from an underwater war traveled through underground rivers, got lost and eventually emerged in a desert oasis canyon. they built a city there with buildings lining the sides of the canyon and a network of aqueducts to access them. sound fun?

ive made culture food government and a few adventure hooks for it. and want to fluff it out more.
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>>74292802
Sounds great, but what desert? Irradiated one?
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>>74292802
You cod use the tip of the irradiated desert make it not to big tho.
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>>74292814
ill have to read more about this world. to see where to put it.
>>74292820
its a tiny city state, should fit anywhere
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>>74292802
>>74292853
Here’s an idea, maybe you could put them in the world scar perhaps? That place has very little lore, merfolk could spice it up a bit.
>>
>>74292742
>>74292782
There were some brief arguments, usually caused by anons hijacking others idea's and ignoring their general theme. A few of the "nations" names were clearly low-effort, not sure I'd call that trolling though. That said, I haven't seen any posts complaining about worldbuilding or concerted efforts to mess with anons, if thats what you mean. I'm glad for that, thats for sure.
>>
>>74293222
How would they survive in a place which is now where near water? The World scar is just a giant hole.

I don't think it needs more lore desu. but if we wanna fluff it out maybe it could be something like "Made in Abyss"?
>>
There are mer people in the setting already... Why not make them "fresh water" mer folk. Kind of like naiads but fishy.
>>
>>74284894
Continuing to detail Ecinev:

Ilion, the Palace of Dancing Lights

Built over an artificial island in the middle of the harbor, lies the tower of the senate. Here, two hundred and two representatives discuss, argue, bicker, plot and sometimes fight each other. Their housing quarters also are inside the tower, together with their families. This is the epicenter of the League's political game.

The Tower is a hundred and twenty meters tall and tiered, resembling a wedding cake made out of ten layers. Its base circunference is of a thousand meters. It is called the Palace of Dacing Lights due to the hundreds of Muirano-made sculpture holding prisms which decorate the exterior walls. Besides being aesthetic pleasing, they channel sunlight inside the building. An intricate clockwork system, powered by watermills, moves the prisms in such a fashion that they reflect the sun towards the towers' thousand rooms at all hours. The rest of the tower's exterior is no less glamorous, being covered in mosaics of quartz, ceramics, brass and marble which depict maritime animals, ships and great moments of the League's history, such as the Treant Wars.

Besides housing the senate, Ilion's top tier also serves as the harbor's lighthouse. It has an assemblance of mirrors and lenses that can be readjusted in several ways: it can reflect sunlight, both to spare firewood during sunny days and to ignite sails; it can also serve as a powerful telescope which can gaze upon astronomical bodies as well as observing distant ships. The whole machinery is complex enough to allow for the astrologer-watchers to perform two or three of these taks at the same time, although better results can be achieved if the whole system is employed towards one single task.
>>
>>74293222
ok, redpill me on the worldscar.
>>74293282
their city is an oasis in a canyon. there is a underground river that emerges there.
>>
>>74293320
>their city is an oasis in a canyon. there is a underground river that emerges there.
I'm no expert on water... would there be enough oxygen in such a thing? For them to breathe I mean. Or are they amphibious or whatever you might call air & water breathers?
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>>74293282
I've had some thoughts in regards to the world scar as I've wanted to flesh it out for some time.

Essentially what we have is a deep depression, probably below sea level, in the middle of a desert and in real life that leads to salt lakes and salt flats. Think the dead sea or death valley, California. It would retain it's desert status as the extreme salinity would make most plant life unable to live there so there could definitely be water.
Merfolk could perhaps, using some magic, lower the salinity on of the lakes enough that they could live there.
>>
>>74293351
Merefolk were created by some eldrich horror from deeps of ocean irc. It shouldnt be huge deal for few refugees to escape cult throught underground river and try to cope with their new existence in oasis
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>>74293351
they have lungs and gills. like an Arapaima. at least mine do
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>>74293372
Its not only below sealevel, its soo deep whole scar has its own climate. Its probably kilometers deep
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>>74293412
>>74293372
>>74293282
I imagine the World Scar as something more like the Night Land than anything else.
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>>74293453
I have no idea what night land is
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>>74293412
If it's so deep, that brings it close to the mantle, meaning there'd probably a lot of volcanic activity.

Think about, a desolate land of nothing but salt and salt lakes, with hot springs, geysers, earthquakes, perhaps even a volcano or two. The Merfolk could probably use the geothermal energy for something. I think that sounds interesting.
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>>74293476
The very first Dying Earth novel. Quite post-apocalyptic.

Among other things, Earth has no breathable atmosphere anymore. The air condenses at the bottom of a huge chasm scarring the crust, where the Great Redoubt (a giant arcology) lies.

https://en.wikipedia.org/wiki/The_Night_Land
>>
>>74293412
>>74293453
This the world scar likely goes many kilometres underground. A magical anomality and odd unexplored place.
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>>74293553
We could make it a "high level area" for the RPG portion of the game. Both rich in technology and magic.

It's main inhabitants could be straight up Demons from Hell. The descendants of the first researchers sent there still live on retaining a lot of the ancient technology embroiled in endless war with them.
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>>74293621
So level progresion would go like this?
>Westrasi, Ecilev, Celestials
>Nomads, rest of Rams head, northedge
>Necroswampers and rest of swamp
>World Scar
>>
Daily reminder that:
>You should update the wiki. If it's not on the wiki, it's not canon
>You can and should if you have the time, put other people's lore on the wiki if it's not there, however, you should not just dump lore and expect others to update it for you
>The more connected you make new lore to old lore, the better. It's fun to create entirely new races and countries, but adding factions and cultures to existing countries is also good. If your created thing interacts with existing lore in a respectful manner (by it I means, don't take something another anon created and subvert it. Don't make other nation gods a ruse from your new nation (looking at you Warhammer fantasy)) that's gold.
>Create new map, art and visual resources if you have the gift
>Organizing your nation to the standard, please. Creating new lore is good but the wiki is currently very hard to read
>Most our geography is unnamed as it stands.
>The timeline is fairly barebones
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>>74293808
I feel like, World Spine, Goldland, Irradiated desert would be very high level.

Followed by Midland. That place is cultists cannibals and other nasty stuff.
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>>74293892
Why is goldland high level?
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>>74294111
Mecha, they are few in number, but armykillers if present. A party of 3-4 adventurers facing one is a major feat.
>>
Added standardization to Heretics of Viy on wiki

Culture: Radmirians are patient, peacefull but vidicative people. They put huge emphasis on moderation, while trying to live in the moment, finding pleasuers in beauty of life, art and nature. Contrasting with this is their culture of alcohol drining and production, even the poorest Radmirains can aford to drink beer few times a week.

Religion: Major religion on island is heresy of Cult of Saints. It advocates greater emphasis on creating lasting, positive legacy, and justice, than religion it comes from.

Orgin: Twenty years ago peace in Radmir was ended by split in the church. Viy and Svayat started to teach their own gospel of Miracle, and in proces antagonized church. After they had no other choice they ralied their forces and declared that they in fact represent true Radmir. For five years they fought until they were forced to escape with rest of their forces to the island of Prossa Magna.

Diplomacy: Heretics are cut off from larger world throught Radmir blocade of island. If they were to break throught naval blocade, supporters of Viy have plans to forge pact with one of colonial powers, but such action would be seen as dealing with the devil by most of continents population, and could bring consequences unforseen by island population.

Geography: Heretic nation is located on Island of Prossa Magna. Its rocky, hot and unpleasant place, but it offers great deffensive value, that current owners of island try to use in their advantage creating multiple fortresses on steep slopes, as gates to galleys, and on sea cliffs.

Economy: Prossa economy was always supported by fishing industry, but now that whole island is surrounded by naval blocade its almost dead. To fight food shortrages all farmable land on island is being turned into farms, but it could have great long lasting effect on its ecology.
>>
>>74284975
>>74294238
Im calling dibs and geting to work on Sarcian mountain Tribes
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>>74294302
Someone already did last thread.
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>>74294378
Shit, someone should really pay attention when creating list of countries that do not have lore + people really need to start copy their shit to wiki
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>>74294378
Ok, so did anyone made lore for principality of Suezi and Veranese citystates?
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>>74294528
Not that i know of but I’d ctrl+f through the previous threads just to be on the safe side. There’s still some lore that hasn’t been added to the wiki.
>>
>>74294592
Ok, i chcecked and there is nothing on them, so in few hours il post lore on them here
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>>74294158
Are we all on board with "in this lands mechas are an uncommon but reliably present threat"?
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>>74294431
The list of countries is based on the Wiki, as you can't expect a single anon to have read and remembered the totality of all tribes create. Author of Sarcians should've updated the wiki
or
>>74294378 this anon should
because as >>74293888 said, if it's not on the wiki, it's no canon. I interpret that not as trying to be harsh but as making sure we have at least 1 centralized document we can work from. This threads are for the creation and discussion of things but ultimately, we need to collect this knowledge in a centralized thing, such as the wiki.
>>
>>74294629
Based
>>
>>74290605
>>74290679
I'll add it. The biggest problem with them at the moment is that I have to clue where they are native too. I'll just add them into the species section. I still think that they would fit well into the marshes, but then they cannot be explotied by the empires.

>specific zone for the next thread and invite anons to write about it?

Sounds like a good idea.

>>74292285
Thanks for adding it to the doc! This is some nice lore, and I'm glad that it was added!

>>74292624
There is already one (The Devout Followers) but if you want to make a different one and find a place for them go for it!

>>74292677
Ogres and beastfolk in the marshes according to the ethnic map.

>>74292705
Vamps arn't a race. But if you want to write about them, go for it!

>>74293319
Nice.

>>74293320
To quote from the wiki:

"The World Scar is an unfathomably large depression; deep enough to have weather patterns form inside it, and wide enough that you can see the other side in only a few places. Such a grand geological feature has significance in many cultures and religions, and as such, pilgrimages into the Scar are not uncommon. Over time, a certain route into the Scar became quite popular due to its generally easy to traverse terrain. This route, known in the modern age as the Pilgrims' Path, has 4 small outposts along its length so that the pilgrims may restock on supplies, and enterprising merchants may separate them from their money. The World Scar was formed by the eruption of a supervolcano in the distant past."

>>74294238
Thanks!

>>74294302
>>74294378
If it's not on the wiki it's free to work on
>>
>>74295084
>If it's not on the wiki it's free to work on
I know, but is see no reason in spliting people. If someone wrote for it already, il just keep to other countries.
I doubt be can allow oursevels to just ignore someones work, considering its same 20+ anons working on it thread by thread since begining, and alienating some of them could as well kill thread.
>>
>>74295243
If you write "contrary lore" by accident we'll just combine it with the OG lore.

It's how I wrote the Orde lore, then someone added some weird stuff I disliked and we combined it into something both of us enjoyed.
>>
Lore for the Grendarrym has been added.

Now all I want to do is play a Greandarrym 5e barbarian woman who left to travil the world because in spite of trying to teaching the complex history of the north like a proper lady all she wanted to do was hunt and fish.

Nation

The Grendarrym tribes are hunters and gatherers of the far north. They are not a aggressive people, and instead stick to the asterial waters to hunt, fish, and recall the history of ages long past.

Government

The nation is ruled by a council made up of any female who can claim to be related by blood or family ties to the last chief. This chief is decided by the ruling of the previous chief, or who is the eldest daughter of the chief's family. This council in turn rules over the nation, each having a section of land to administrate. The amount of power one has on the council is decided by how much land they administrate, and this is decided by the current chief. There is also a wise woman, who is usually the oldest woman alive, who acts as a sage and historian to the council.
>>
>>74296111

Origin

The Jorden people of Grendarrym were hunter gatherers who migrated to the north and developed an early culture of reaving and pillaging. The nation was originally made up of several small tribes who were fighting for dominance. It was very unstable, as whenever a chief died there would be fights over who would rule in turn. This escalated into several small scale civil wars between the tribes. However, as time went on the Jorden people realised that they would all die to the harsh northern climate if they kept fighting amongst each other. Thus the remaining tribes decided to join together into one tribe to survive. They named this tribe Grendarrym, from the words Grendar which means "Grand Whole or "Grand One", and Jarrym, which means "People". Thus the Grendarrym tribe, meaning One United Jorden, was born.
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>>74296130

Culture

The Jorden people have been heavily influenced by their eleven neighbors. Despite having little in the ways of writing, they have a strong oral tradition that retells the history of their people hundreds of years back. They are one of the most knowledgeable human nations regarding the past and history. However, they only know what has happened in the north and they know little of the outside world. Women are taught from a young age this history through ballads and sagas. Some of these women are also taught to have a nearly flawless memory, and study the current events of their lives so they can retell them to the next generation. Men do not learn these histories, as the superior intellect required to do such acts is found to be lacking in then. Instead the men are taught to fish, hunt, and gather.

>(1/2 for culture)
>>
>>74296174

>(2/2)

There is a ritual that every boy must go through to become a man, called the Grendar Hunt. Each boy of 15 is sent as a group into wilderness alone in the height of winter. To the Grendarrym, great warriors are forged in battle against the elements themselves, as the wilds they live in have proven more to be deadly than any one man could be. They are to survive working together as a group, and to bring back a worthy trophy by the beginning of the spring. Those who return with a suitable trophy are marked with tattoos to represent their adulthood, and are given a new name in relation to the trophy they caught and the acts they had to perform to achieve it. The greatest of these feats are retold among the men during hunting trips, and usually contain more fiction than fact. The Great Mollusks are considered the greatest trophy that can be achieved. To build a sea faring vessel and sail it through the ice to kill a mollusk is a dangerous and deadly feat, requiring teamwork and skill. Those that manage to bring one back as a trophy are viewed as blessed by the gods, and are given to the bravest fishermen and hunters to work with. Those that fail to bring back a suitable trophy are looked down upon and are given menial tasks for the rest of their life.

Because of their historical knowledge, they have realised that messing with the outside world will only bring trouble. Instead they tread their tribal homelands, and leave foreigners alone.


>What do yall think?
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>>74296130
I dig but note that Grendarrym is still full of internal strife. Recent civil wars were brought up on earlier threads and one subsection broke off to become a part of the Khanate.
>>
Looking through the third thread now trying to find lore.

Also, bump
>>
Going thru and adding Grendareyn stuff.

Now gonna add the bit about fishscalr armor.
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>>74295084
Someone suggested that female Arakniis were extracted from the Marshes so they could start their own nest in other nations. While the species would be native from there, nest could be found across the kingdoms. Well if it is the case, we would be at a stage where they would still be manageable, but no one should drop the ball with them. Like you could use Araks and male Arakniis on raids or military campaigns, but if you let a female Araknii go with them they might just start their own nest if they find sufficient food... which would be considerably more than what they would naturally find in the swamps.

Do you know which nation would be willing to grab a few Arakneas for spider silk (plus cheap and strong military might)? Also which would be most vindicative to secure the trade?
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>>74297945
Swamps are extremly colose to Ecinev Lauge. I guess one of six great houses could be interested in risking importing them and creating even more gold throught spoder silk
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>>74295243
I agree. but people need to update the wiki more. while the threads are archived, there's like, 6 of them to read in a discussion format. The wiki is a concentrated page with all the necessary lore in one place. Putting stuff from the thread there makes way easier for others to check the 'state' of the world. This isn't just lore. Maps, images etc, should all go there.
>>
Previous Khans of note

>Pelar Khan

Pelar was the wife of the great Kara Khan. When Kara was lost in the Doomed West, Pelar assembled the remaining Soulriders under her banner to continue the assaults on the Orde. Pelar, like Kara was somehwat unique in that she claimed herself Khan by her own name, rather than claiming to be a leader of a tribe or land, but this was deliberate in order to push her dream of a Multi Ethnic Empire that wrapped across the Great Plains

Pelar was brilliant, but Kara was divine. Pelar successfully pillaged the breakaway states of the Great Orde and ushered in a new multicultural world centered in the Great Plains , but she could not consolidate these countless peoples into a great empire as she had dreamed. Pelar died without children or another partner and her body was cast into the West Sea in hopes it would float to her dead spouse.

>Bezel Khan

Bezel is the first member of a non-Qoktmengal ethnicity to take the title Khan in the history of the plains. A Hobgoblin brought over as a slave during the reign of Pelar, Bezel's social connections within the Bezel Hobgoblin clan led them to become a member of some standing in the new pan-ethic Uru'q speaking society of the plains.

By the time Pelar died, the goblin known as Speak was seen as a cultural hero amongst goblins and was dubbed and regarded by the Uruz and Tn'z as "The Khan of the Bezels"

Bezel Khan's reign was far more cultural than military based. Magic wand gained prominence after Treant text written in Uruz script became popular. What few raid Bezel held were small affairs that dealt with the countless "Great Hans" who claimed the title in the Tn'z Lands.

Pela
>>
>>74297995
Bezel Khan died fat and happy, and by the time they passed, the Great Plains had experience a relatively peaceful age of new magics technology and culture. The lack of wild-scale social pressure and strife meant the conditions for the forming of massive Khanates of conquest wouldn't arise until generations later.
>>
>>74297945
The Merchant Empire for sure
>>
updated Celestia religion from thread 3 to the wiki
>>
>>74292605
>>74292601
Excerpts from a traveling Coatlanhan Mek-Shaman's travel journal:
>It has been a couple months since I have entered the domain of the Morluc (sic.), as part of a trading caravan. I have heard rumors that the Morlucans have their own God-Machines, far bigger than any in Coatlanhan - and this is why they are more advanced than our civilization, or so they claim. We shall see.
>We approach the mountains separating the Morluc and the Latzari, and from a distance it could be seen: dozens upon dozens of gigantic god-machines, scattered upon the range like dolls. The locals call them Stone Giants, because they look like they're part of the mountains. My heart fills with awe as we pass one such god-machine's head half buried near a road, some offerings of flowers and alcohol left near its mouth.
>The sense of awe dissipates as questions begin to be assembled in my mind. Why do they not decorate and take good care of their god-machines? It is true that the Morluc revere and emulate them, as evidenced by the local guards' armor. Do they treat their gods like this? And why do none of the Stone Giants I've seen do not move at all?
>>
>>74298310
hrm...Proposing the creation of a subchapter on the wiki called 'prose', where we write in-world excerpts like this
>>
What program was the ethnic map drawn in? I want to edit it.
>>
>>74298310
With them being involved in world affair I wonder how they react to legends and myths about them.

Especially given the only major contact most outsiders know then from what a disastrous expidition.
>>
>>74298577
Just call it writefaggotry, we then can also put Vampire-bros campaign report there.

Tomorrow I'll write up some writefaggotry about the interactions of the Nhi'Orde with the Technobarbarians.
>>
Country name: Veranese City-States
Population: 65% Westrasi Humans, 20% Elves, 15% Half-elves
Capital: Dominating cities in the region are Ravena, Tiria, Iluria and Sforza
Goverment: Varies by city, but all the cities are part of a League with a leader elected by each city casting a vote.

>Culture
Veranese are merchants, lovers and bon vivants at heart. While the city-states are not a big military threat to any neighbor, they are the home of many fable duelists, poets, fabled seductors and legendary gormands. Each city has their own habits and peculiarities but in general they are brave yet undiscipline, hot blooded people as quick to yell and curse as they are to fawn and flatter. Often in the span of minutes
>Religion
The majority of cities follow the Church of Divine Duality. However Sforza is the founder and most burning adept of the Sforzian Chapel of Gloria and Etalia.
>Organization
The cities of the Veranese coast formed a league to protect themselves and most important, their trade routes from raiders, Westrasi Sea pirates and foreign invaders. Most cities are 'republics', though they are de factor ruled by a plutocracy of the richest patrician families.
>Origin
In the ancient age, the Verani Empire conquered the whole Westrasi Sea and held grasp of it for over seven hundred years. The Empire called it 'Our Pound', as they held all lands around the sea. The Verani empire fell mostly due to internal economic strife and sternal pressure from less civilized neighbours, but the core of the empire remained tightly knitted together by paved roads and a love for gold. While the cities fought each other frequently, recent conflict with the Saramese lead them to join forces to present a united from in naval warfare, and the benefits of the alliance caused the temporary pact to become a temporary arrangement with rotational leadership.
>>
>>74300049
>Diplomacy
The Veranese cities have tense relations with the Saramese, but close ties to the Euraxian kingdom. They trade with most of the Westrasi sea, but their main rival is the Free city of Betranox. Depsite both fearing the Saramese fleet, Betranox is constantly disrupting Veranese trade with by being a corsair haven.
>Geography
The land is mostly arid, rocky hillsides not good for growing much besides grapes and olives.
>Economy
Trade is the backbone of Veranese economy. Trade and craftsmanship and refining. They by raw materials, from timber, stone, olives, grapes, wheat, wool from all over the Westrasi sea and beyond through land routes, and the high urban population provides sufficient journeyman guildsmen, tools and facilities to process these goods into their most expensive form: Sculptures, furniture, wine, olive oil, clothes, etc. These high quality goods are they sold either back to where the raw materials were bough, or elsewhere. As their main trade is 'knowledge and skill', Veranese city states have developed craft universities and a overarching guild system to both preserve the secrets of the trade but also expand the knowledge base. Veranese crossbows are legendary quality. The most expensive of them are fitting gifts for kings.
>>
>>74300049
Shit, looks like someone beat me to it, but it seems we had similiar idea on how to describe them. I personaly think we shouldn't use real life city names like Ravena and Sforza thought
>>
>>74298154
Thanks! That saved me a lot of trouble.

>>74298310
>>74298577
Prose section added. This lore along with it.

>>74299421
Part 2 is coming soon. The game was played last night and I just need to write it up.

>>74300049
Nice! Make sure to add it to the wiki
>>
Kingdom of Uoro

Population: 87% Westrasi Human, 8% Suoxi Human, 3% Other, 1% or less Halfling, 1% or less Giant Capital : Vestrasia
Goverment

The Uorosian government is a Constitutional Monarchy, whereas most power is held by the Parliament, which is chosen on a basis of Meritocracy and Geniocracy. The Position of royalty is mostly ceremonial, although highly respected, because it is considered the oldest known Westrasi Throne.
Culture
The original home of the Westrasi is now home to a paticular breed, whom celebrated their rich history, but is always looking forward. The Uorosians hold great value in knowledge and accomplishment, second only to the inquisitiveness and adventurousness that precedes them. Their capital Vestrasia, is a regional center for knowledge, and an important port city for any trade ships taking goods along the river system from Vesterland's Bay to The Westrasi sea and eastward. Being the oldest known Westrasi civilization comes with great pride, but also regret. The Uorosians harbor great shame about their ancestor's history as slavers. This shame likely reinforces the hospitality Uorosians show outsiders, the continued predilection of intellectual and exploratory pursuits, and their aversion to senseless violence. Most Halflings and Giants still have no trust, and no love for Uorosians, but some of their prominent intellectuals have taken up residence there, in appreciation of their pursuit of and archiving of knowledge. Although they are not militaristic, they do indeed value the ability to defend themselves. They are intelligent enough to realize that passage along their river is crucial to all their neighbors, and are cunning enough to defend their nation solely through securing their river.

>pic related: seems that filter looks shit on landscapes, will look into recreating the effect in a more controlled way myself in GIMP.
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>>74300426

Wardens of the Wyrd Watch
In the pursuit of exploration, the Uorosians became the first Westrasi to make continued expeditions into the Wyrdlands. These early explorers made peace with the natives, and participated in their ritual use of Phreissian Wyrd, allowing them to traverse the Wyrdlands with greater ease. These early expeditions resulted in many unexplainable events, the disappearances of countless Uorosians, and brief political instability about the risks involved. Eventually it was concluded that keeping close to the river would be general protocol for the explorer's. They were still permitted to explore on land, away from the river, but for no more than 72 hours at a time. Eventually these adventurous Uorosians encountered the Time Wraiths. These beings are aberrations in existence, often indescribable in appearance, and unfathomably destructive. little is known about them, but soon after the first encounters with them the Kingdom of Uoros decided it needed to take precautions against them. The Wyrd Watch was set up all along the border of the forest, populating treeline fortresses built to house them, and was made up of the most elite rangers leftover from those early explorers of Wyrd. The modern Wardens of the Wyrd Watch act as sentinels against the Time Wraiths for Uoros, and also all of Western Westrasi. They are said to be invaluable guides through the Wyrds, and a merchant ship passing between the Vestern Bay and the Westrasi Sea hasn't passed without a Warden or two since anyone can remember. They still act as rangers, exploring for new knowledge, and investigating any anomalies that occur. The Wardens use Pherissian Wyrd ritually, not only burning it, but also ingesting it in various ways. They hold many strange beliefs, some would say more similar to the Wyrd Tribesmen than their fellow Uorosians. It is rumored that some Wardens have met themselves out of time in the Wyrdlands and went mad, or never returned.

>tattoo/emblem
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>>74300462
Origin
The Westrasi came into prominence under the shelter of their Northwestern Forest, in the southernmost tip, when the lands to the North where still frozen in their ever-winter. Vestrasia, the first and current capital, was built in the center-most point of their river, which provided all they needed in the early days. Growing stronger and more ambitious in the cradle of their green garden, they began to venture south, to avoid the "cursed" lands to their east. They found a way around the Wyrdlands, but they also found new people. Small, but useful people. Caught in the fervor of their ambition, they began enslaving the smaller, and relativley defenseless people. With a new and exceptionally crafty labor force, the Westrasi were able to grow in power and expand into previously unconquerable lands. Around this time the ever-winter of the North began to wain, and a second capital was built; called Vestlaria. Vestlaria became the port of exploration for the Westrasi world. There was a major divide between the global explorers. The Academics, and the Enterprising. The academics thought that the goal of mankind should be to explore, aquire all the knowledge that they could, and enlighten society as whole, to create a paradise on earth. The enterprising believed that exploring the world, and aquiring knowledge was useless, unless you had great power, and ever-expanding your own civilization was the end-goal of these former ventures. Unsurprisingly, the enterprising types had a majority control in both ruling class and military. A revolutionary academic named Voros led an uprising in Vestlaria, but the academic forces were much less militaristic. They were ultimately defeated, and fled back to the all but forsaken Vestrasia. Those in Vestlaria deemed their homeland no longer useful, and ceased pursuit before wasting the resources of crossing the southern mountains.
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>>74300481
Origin cont.
Vestlaria became Belara over time, and continued a tradition of power-hungry expansionism for many years. Vestrasia made Voros a Sage-King, and the Kingdom of Voros became the Kingdom of Uoros. Although most former slaves were now in Vestlaria, they outlawed slavery upon the founding of the new kingdom, to prevent it's toxic grasp from taking hold in their culture again. With a natural inclination for intellectualism, they developed systems of Meritocracy and Geniocracy, which grew into a governmental parliament naturally, as the succession of sage-kings realized their own position of absolute power was antithetical to their beliefs. Their society continued the tradition of exploration, but for the love of knowledge and adventure. Becoming a center for knowledge, and passage from Western Westrasi to Eastern Westrasi, and the rest of the world.
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>>74300496
Religion
Valuing intellectualism, and adventurousness, most Uorosians have a pretty secular view on Gloria Etalia. They do however, amplify the importance of Gloria Etalia's message of striving for civilization, and believe that their intellectual pursuits are the best reflection of that. Most Wardens of the Wyrd Watch have their own spiritual beliefs, consisting of a mixture of Gloria Etalia, the beliefs of the Wyrd Tribesmen, and their own collections of superstitions and skewed views on the nature of reality, aquired through experience.

Diplomacy

The Uorosians are extremely diplomatic. They are ambassadors to all, and a lynchpin in a crucial trade route for much of Westrasi. They are still mistrusted by many Halflings and Giants. One of the only nations to actively maintain a friendship with Wyrd Tribesmen.

Geography

The Uorosians inhabit the southeastern most tip of the Northwestern Westrasi Forest, it is also the native homeland to all Westrasi people. They are the gateway to the rest of the world, a dense broadleaf forest, with a central river valley and patches of meadows leading into the Wyrdlands to the east, and more Mediterranean lands to the South. The initial expansion of the ancient Westrasi saw significant forest clearing, but there was been a concerted effort since the early days of the kingdom to replant native trees, leading to even their capital city having relatively abundant forest coverage.
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>>74300515
Economy
The Uoros control the crucial river taking trade ships from western Westrasi safely through the Wyrdlands to the Westrasi. Merchants pay sizable taxes for the use of this river, as well as handsome fees for Wardens of the Wyrd Watch to be used as river guides. They get most of their money this way, and it is enough for most Uorosians to live comfortably. There is a general egalitarianism among it's people, leaving them free to pursue great accomplishments. There is also a decently lucrative hospitality industry servicing travelers who come seeking knowledge from Uorosian archives.

It's all in the wiki already

Lazari Confederation is up next, I'll explain their role in connecting the river from Vesterland Bay to the Uorosian River and more, also maybe a little additional fluff for the Wyrd Tribes.
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>>74300496
Creator of Belara here, I really like this as a back story. I was planning to expand on both Belara and Morloux tomorrow to fit standardisation, I’m gonna have to include this.
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I added the Araknea to the wiki

>>74300426
Looks great! Thank you for fluffing up an untouched nation. I'm looking forward to seeing what you do for the Lazari.

Also I added the warder image to the wiki for you.
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>>74294629
Delivering
Country name: Principality of Suezi
Population: Population: 87% Westrasi Humans, 3% giants, 10% Halflings (both nonhuman races are assimilated remnants of old empire slaves)
Capital : Suezi
Goverment: Absolute Monarchy, with fundaments on bureaucracy not nobility.

“Wear your words like long shining coat to blind your enemies, and be always ready to put long knife from underneath” – Astrator, self proclaimed tetratch-heir of old westrasian empire.

>Culture
While similar in culture to their southern neighbors, because of shared historical heritage, Suezians recently experienced remergence of their culture before collapse of old empire. Dignified, pious, and disciplined are words that can describe this both new and old kind of westrasi man.
>Religion
Principality has no official religion, to reflect empire it tries to recreate, even though most of population follows the Church of Divine Duality. It’s one of few nations on continent that permit not only different religions, but also atheism.
>Organization
Since old duke founded principality 100 years ago, it was always monarchy, based on military administration. As person joins legion, they become part of administration. As person grows in rank, they are assigned cities, provinces and more, along with divisions in legions, and legions itself. Capital city itself is where biggest army is always ready to curb any political opponents that could try to destabilize regime of Astrator.
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>>74300811

>Origin
While city of Suezi exists since beginning of old empire, only in last century it grown in prominence. Old duke Commustus, then just doge of city, founded his own nation throught war. First civil war against his opposition that ended in 4900, and after that just war. He fought surrounding cities first, then confederations of cities, and destroyed tribe after tribe. When he died in 4958 at age of 90, he united only half of what is principality now, but he did so truly. He was father of new nation, and he left it to his sons. 4 Devils they were called because they plunged new state into civil war that lasted 32 years. In 4990 Astrator, son of one of devils united broken nation once again, but his ambition was ever growing. He declared himself tetrarch-heir (tetratch was emperor title during times of old empire), and thus declared his ambition to once again unite westrasi sea. Most think him a madman, but in just 10 years he destroyed all his enemies, and now looks south on city-states and their lucrative trade routes that need change in management.

>Diplomacy
Militaristic by design, people of Suezi have little time for diplomacy, and no friends, because as they see it, everyone around them is enemy, usurper, or both. Thats why, when they have to end up creating pacts, they are always willing to end them in blink of the eye. Their greatest enemies are city-states to the south.
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>>74300732
Thanks, I was a little worried about stomping on your toes, since it was one of the first countries created as far as I know, but the migration map said Uoros first, and I imagine that Belara basicially ruled alll of Westrasi North and West of Uoros before the civil war destabalized their power.
>>74300753
Thank you
Basically the jist is Belara (pre-split) didn't really inhabit where the Lazari confederation is because they found the climate inhospitable, and was going to expand on how it was basically formed as a Uorosian outpost, then during Morloux's revolutionary war, all those smaller western Westrasi countries solidified their independence, and Lahalia Merchants came and invested in Lazari's infastructure to be able to open up this trade route, and then some post-apoc twists. You'll see.

Anyway I just had the thought.
Is the wiki archived? like what if some rogue shit-poster came and fucked up our whole shit, or just deleted everything. Would we have it backed up in some way?
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>>74301099
>Geography
The land is in south mostly arid, rocky hillsides not good for growing much besides grapes and olives. In north thought, fertile farms and deep forests are very frequent, and create picturesque landscape.

>Economy
Mayority of country economy is geared towards war, and so large manufactures of weapon and armorsmiths are much more common than in neighboring countries, but that could be said also about industry in general. From agricultural standpoint, large amounts of wine, olives and grain are produced every year, and (even thought army confiscates its share of every harvest) brings large profits for landowners.
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>>74300426
I love how you justified the trade river that goes through literal timehell
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>>74301099
English is your second language it seems but I LOOOOOOVE your dialect. Lit as fuck friend.
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>>74301378
Hah, its that apparent? Well as long as its not making things i write harder to read i think its not that bad.
Also im glad you like it.
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>>74301319
Yeah I mean the water is safe because it's running water, and everyone seems to think running water is sacred, and that water conducts spiritual energy, so I guess, since it's flowing water, they way it moves in the same direction over ages and ages makes it MOSTLY immune to time-fuckery. You still want a guide because you never know what kind shit is going to be going on on the river banks, obstructions in the water, strange shifts in the current, (i suppose over time the same river could have been flowing slightly differently as it erroded the land), or god-forbid if something happened to your ship and you had to pull ashore to make a quick repair (if you could).
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>>74301216
There is an undo button for any action taken. This is a wiki for 4chan, after all.
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>>74300098
Oh, I legit didn't knew those were IRL city names. Sforza is a Italian surname i like and Ravenna was just from Raven. I'll open to suggestions to change those names
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>>74300302
I added the Veranese at the same time I posted them here.
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>>74301274
>>74301099
I just wanted to say i love fact you didnt try to use roman legionary armour as something people use in battle, because it wouldnt fly in xvi warfare. Using them as ceremonial armour is great idea.
>>74302002
Maybe to keep it italianish use something like Alighieriia and Ciceronna. But i feel like names you used could stay, its not like its first irl city name someone used.
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Updated list of Orphan nations
>Kingdom of Vestlanders
>Sisilia City States
>Lahaila Merchant Republic
>Lazari Confederation
Anyone knows the difference between a confederation and federation?
>Vashian Republic
>Terravia
>Chiefdom of Voroi
>Farisian Republic
So many republics, what a progressive continent
>Uroxian Federation
>Free City of Bertranox
Has been established to be founded by Saramese exiles
>Sarcian Mountain tribes
This one might be claimed but no info on wiki
>Jorivakia
>Tautoburg
>Saramese kingdom
While unclaimed, Saramese feature in a bunch of other nations fluff.
>Belara Novia Stronghold
Belara has fluff but this enclave has none
>Grendarym
Might have been fluffed but not on the wiki yet
>Zephyr Mountains
>Necroswampers
>Nanji Citystate Alliance
>Gold Coast Tribes
>Punaji Chiefdom
>Ranji
>Mun
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>>74302185
Ethnicities without fluff
Tnz'qran Human
Grendarrym Human
Yugr Human
Ruskata Human
Modern Uruzataar Human
Qoktengal Human
Highlander Human
Agrarian Radmir Human
Modern Radmir Human
Qi-Fu Human
Basal Vishga Imuuga Human
Storm Island Native
Modern Storm Islander
Black Sand Islander Native

Elder Tribe Ravers
First Elves
Nananuit Elf
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>>74302185
>Anyone knows the difference between a confederation and federation?
In a federation, all members are equal in standing. In a confederation, the status of the members might not be the same, like having greater and minor tribes.
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>>74302042
I see. Thanks!

>>74302185
Thanks a bunch! We might need to simplify it to just a list of what needs lore, because
>So many republics, what a progressive continent
would just confuse a newbie
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>>74302185
Confederation is like european union, federation is like united states or germany in terms of goverment
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>>74302185
Necroswampers have no lore? It cant bee that way. Lichlords need some undead love. If anyone wants to do them go for it, but if it will be still left unwriten tomorow i'l write my ideas down.
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>>74302338
This is only based on the wiki, maybe I made a mistake but Wiki seems empty on their section:

>>74302282
True. Will keep that in mind.

>>74302263
>>74302292
I see...Thanks!
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>>74302185
Currently tackling Lazari.
was going to tackle Lahalia and Vestlanders afterwards. If someone else gets to it, then i'll just add whatever of mine fits.
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>>74302666
Oh great I'm the devil now.
So Quick question.
I was going to have the Lazari have some Wyverns, not as mounts or anything like the Sarkations, but as sort of "Guard Dogs", but Wyverns seem to be more coastal rather than mountainous, so I'm going to need someting else. Would Dire Wolves be too on the nose? What's something else that can be a fantasy guard dog? ( I know it's kinda funny that I thought of small dragons as dogs but I do so oh well.)
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>>74300064
Thank you for specifying that the Veranese are doing value-added work on their trade goods. The build up of 'trading nations' should be obvious to everyone - those goods have to be harvested/made by SOMEBODY before half of ram's head and 20 nations in westrasi pass it around in a circle.

Its a minor gripe, there have been nods to production before - love the stuff about Ecinevian glass
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I was reading the timeline on the wiki and I must say that while I like the 'spirit' of it, I find it to be a bit redundant.

As it stands now, humans land on a planet and use technology to terraform it. Humans spread around the planet until meteor hits a nuclear plant and this causes the collapse of a global modern society. Survivors live through a dragon / troll plagued post apoc until two aliens arrive and give many gifts such as herbal lore and metallurgy, and then fuck off.

Now my problems with this:
>Meteor+Nuclear plant erases global modern society
I feel this makes more sense if human civilization was focused on a small area, perhaps, but anything that destroyed a society capable of terraforming and great feats in a global scale would likely also kill all/most life.

>Gloria and Etalia
There are unspecified aliens who come to a planet that was once modern and elevate it to a unspecified tech level then fuck off. But they teach things pre modern societies would likely already know (herbal lore). Plus do we need two separate 'more advanced race comes and goes' events?

>Three ships, one lands near the world scar
I thought world scar was to be caused by a massive ship crash that precipated a Yellowstone like supervulcano eruption? But then that's the second global catastrophe? When did World Scar formed? Why three alien space ships instead of 2? Why 2 ships? Are gloria and etalia ships or entities? Two aliens rather than a fleet/crew of them? Or are them the leaders?

So I think we can keep the spirit and main ideas of this story and refine it into something else. Gloria and Etalia will remain visitors from outer space, humans can be from another planet and inserted in the planet by aliens, but perhaps we can make Gloria and Etalia and human inception, the same event, and maybe the cataclysm that ended modern society was the same/related to Gloria and Etalia leaving?
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>>74302893
How anout goose or othet giant birds? Romans used goose as guard animals, legends say goose even saved rome from surprise atack by gauls.
If not birds how about giant lizards like salamanders?
If not them or birds, maybe go full weird fantasy and add snails living in hollowed out mechs
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>>74302954
My first suggestion is that Gloria and Etalia are the names or part of the names of either the vast colony ships humans arrived in, or the commanders of the human colonizing mission.

I propose that these humans set many biotechnological machines to the task of terraforming planet (Molluscs etc), and created races to disperse the seeds of plants they wanted, virus to modified DNA of existing species and all sort of meddling, harmful interference. But perhaps magic was something present in this planet space-humans were not aware of. Magic would've been key to human destruction. Their technological meddling into the biosphere might have caused the planet to cast meteor on itself, as it was.

In this revised story, I proposed that the colony ships were also 'city ships'. Designed to land and function as a city, and never able to take off after that. So 90% of all modern humans where concentrated around these 2 cities and the rest was far flung scientific observation posts. Meteor crashes into 1 ship, it's nuclear reaction goes megaboom, and the EMP wave fries human shuttles and second city entirely. Second city become technobarbarians, first city has 0 survivors, they become less than dust. Outposts most die but survivors establish the different human ethnicities. Without contact with cities, and without shuttles to travel, they learn to survive the land. Without repairs computers die and with that most of their written lore. Knowledge becomes myth.
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>>74303051
Elves, Dwarves were natives to Etalia who maybe where how humanity was around the time Jericho and Mari were founded: first settlements but no metallurgy yet. A pre-bronze age of sorts. Most modern human survivors don't have a lot of knowledge of blacksmithing without neutron forges so they kinda have to rely on stone and stick tools as well when their space age tools break. Eventually humans have to figure metallurgy from the start as well, putting all races except techno barbarians in the somewhat same footing.

Antiquity covers the whole time between the first races figuring (or relearning) basic bronze metallurgy, until they the 'era of expansion', which is when antiquity empires fall and in their remains the 'medieval' kingdoms begin to form. We should renamed it from 'age of expansion to something else' because the next era is the true age of expansion: When the now mature kingdoms begin sailing and fully contacting and mapping the planet.
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So what race is Aztec or Mayan inspired race in Gloria-Etalia?
Any treefolk?
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>>74302995
What about hippogriffs?
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>>74302954
There was no terraforming, just some experiments like moluscs, ents and curbing evolution of native races like trolls. After meteor hits whole planet is to irradiated, fireball was like multiple kilometers wide, few humans fuck off, rest start fighting each other and are on brink on nuclear war until god comes down and destroys remnants of goverment that tried to do so. After that people survive in bunkers so long they remerge to wildernes and revert to prehistoric stage. Gloria Etalia come down to literal cavemen, and they are not non specified, if third ship contains elves then gloria etalia are probably also elves.
Gloria Etalia are ships, atleast thats what was written.
I think no changes to this lore needst to change, its all good
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>>74303147
Treants be tree folk with bunch of treehugger vassals, mostly human.

There's a race literally called Az Tec, and they are aztecs with mechs (can't make this shit up, except we just did)
Also goldnigger (people from goldland) are aztecs sorta. But also there's bugs (?)
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>>74303142
>>74303051
Those are too big of a changes. Those changes would demand more lore to be changed to fit with them than its worth.
>>74303159
Yeah, that sounds good. Standard fantasy flying race. No need to reinvent wheel here
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>>74303195
Neat I'll read up on the 1d4chan link
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>>74303163
>>74303223
I defer to other anons if they don't think it needs changing. I still think two 'loss of civilization' events is a bit clunky and not very elegant, but this being a community project, it's fine to keep it if there's not agreement to change it
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>>74302242
The Grendarrym are interesting since they are an ethnic group that is mostly one country so it may be hard to not repeat


Also Qoktengal fluff was in the last thread.
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>>74303147
There are treants, and a treant empire in the eastern part.
I'm not sure if it's fully fleshed out yet, I've been mostly working in the west.
There is a fair bit of lore about Belara formerly having Treeant slaves, and I was thinking about making Tautoburg a sort of Treant surrogate homeland, given to the former Treeant slaves of Westrasi by Uoros and Morloux after that area was no longer controlled by Belara. I just thought to do this because it's so small and it's name makes me think of Teutoburg forest, and I don't know what else it would or should be. The other countries I've worked on have a fair bit of geographical, clues, but If you like tree people and the other tree people are already fleshed out, maybe just take over my Tautoburg idea, because I'm not really a tree-folk expert.
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>>74303330
someone needs to put tem Qoks on the wiki then.
Suck my qok
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>>74302923
The world is so large you can get a lot of profit just by charging a shit ton for delivery. The Eciv Leauge and Westrasi Trade Union are basically Amazon.
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>>74303323
I dont really think there is second lost of civilization event, because elves crashland on gloria etalia before aliens restart civilization in first place
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>>74303353
No. Tautoburg has to be !not-germans elf luddites wearing wolfskin and going "stay out of my forest, reeeeeee" to other westrasi nations
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I am trying to update the ethnic map but I dont know the program used to make it. Doing it in paint is coming off shitty as fuck
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>>74303370
someone needs to rewrite the history section of the wiki, it's super unclear and confusing.
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>>74303393
I wrote its first standardized version before someone added bunch of other things, so il clear that all up. But il do it later since its 2 in the morning where i live.
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>>74303439
>living in a place where there is time
I live in a Quarantine timezone. It's whatever time of the day I want it to because it's 2020 and nothing matters.
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>>74303371
Ok. I just made it Treants because there's no western elves, so I thought it would be cohesive with the populations and geopolitics that are already going on, if you want to write it up, go for it.
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Things to add

Oni, Modern Goblin Races, Naga, Dragons, Techno Barbs, Tcl'Kha, Molemen, Goldlanders, Teriads


Migration routes for those I know

>Oni

Ancient demons in the Izil Mountains mixed with the Souxi who came to the mountains then had immigrants along the Souxi migration that landed in Qifu

>Naga

Native to the peninsula of the Ivory Kingdom

>Modern Goblin Races
Unknown how many there are, but descend from ancient hobgoblins and have members in at least the Uruzatarr Khanate

>Dragons
Native to one of the mountain ranges that ring Estralia, Northedge and the northern Plains, migrated to inhabit all of them, near extinct.

>Goldlanders
Mix of Souxi and Westrasi

>Tcl'Kha

Descent from Teriads of the cursed wasteland

>Teriads
From the cursed wasteland, settled in Mimic city, Tcl'Kha are descended from them

>Molemen

Native to the mountains of World Spine
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>>74297983
>Swamps are extremly colose to Ecinev Lauge.
They're not that close, given that communication routes are mainly by sea. Belara has an entrepot closer than that, but even it isn't particularly close or suited for swamp expeditions. The great sweep of the Bight of Drache really doesn't look inviting to naval expeditions.
Radmir is closer (about 100km away), and that would give a GM an excuse to have something that works like a tomb spider. If the conditions in the mountains of the Ram's Neck are right, the Radmir might have relatively unimpeded access to Drache. Mostly nobody cares: nobody sane goes to Drache after all...
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>>74302185
>>Belara Novia Stronghold
>Belara has fluff but this enclave has none
It's the main hub for the arctic fish trade, but it's also mountainous and a point of contact between the Khanate and Belara. Expect fortifications and plenty of garrisons. Probably forestry and mining as well, which probably means it is a major source of iron and charcoal for steelmaking (by blacksmiths).

That points to it being economically critical to the Belaran state. Will be defended at all costs.
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>>74302185
I'm hesitant but interested to write about the Kingdom of Vestlanders.

Is there a nation of human living there I should work with >>74302242 ?

Do I pick one? Which language also?

Finally what kind of restrictions would I be working with? It might help me a bit. Like since the place seems to be Not!England, talking about knights wouldn't be out of place, but perhaps too generic... on the contrary having samurais could be fresh but out of place... a story I had in mind that would have shaped the country is about a 3000 arms demon wielding a thousand maces to strike the earth and those under it, a thousand spears to pierce the heavens and the seas and kill its inhabitants, and finally a thousand blades to vanquish man or gods standing in its way... is working with such myth all right?
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>>74304708
That sounds pretty cool.


could bring up the issue with Belara as well.

I do like more cultural blending. I dislike when fantasy nations mirror real ones too closely
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>>74304708
vestalnders speak Mukwesk
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>>74293319

The Chinampa Fields

Tens of thousands live in Ecinev, a city built in islets of a lagoon surrounded by swamps. Tons of foodstuffs are needed daily. To feed so many, engineers hired by the senate arrived at an ingenious solution. They built artificial islands fully dedicated to farming. Barley, lentils and other plants are harvested multiple times a year. The canals between the chinampas are fenced and used to raise giant salamanders, crayfishes, capybaras and fire eels. A network of dikes, sluice gates and aqueducts prevents that the farming areas aren't filled with salt water. Alchemical fertilizers, the swamp's mud and the city's night soil keep the fields very fertile. The chinampas are worked by multitudes of slaves and peasants. A whole tribe of canoe nomads and their tamed crocodiles was hired and brought from overseas to police the workers, keep the jaguars away and prevent bandit raids. Here and there, watermills grind maize. And every day, thousands of boats navigate towards the Ecinevian Floating Market to sell their produce.
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>>74304708
The Vesterlanders are Mukwesk speaking Westrasi.
Although I didn't fluff out the Kingdom of Vesterlanders specifically, I've implied in my other nations fluff that the entire region of Westrasi west of Uoros and Lazari were once the Vesterland Colonies under the Dominion of Belara, and than for a short time Morloux. I did this because I interpreted that Belara once controlled most of the western Westrasi continent. If you go back and read the lore for Belara, Morloux, and Uoros, as well as the lore I'm about to post for the Lazari Confederation, and the Lahaila Merchant Republic, it will make sense. The onl thing I specifically stated about the current Kingdom of Vesterland, is that they have positive trade relations with Morloux, and Lahaila, as evidenced by the earlier made Morloux trade maps.
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>>74306444
Lazari Confederation

Population: 94% Westrasi Human, 6% Other, Capital : Port of Lazar
Goverment
A confederation of sovereign peoples, who contribute to the common infrastructure and economical well-being of Lazaria. They are bound by basic laws of non-violence towards their fellow countryman, as well as non-disclosure agreements about the proprietary methods of the confederation, and confidentiality agreements to their clients.
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>>74306686
Culture

The Confederation of Lazar is made up of sovereign people, with an individualist attitude towards trade and personal freedoms. The population of this nation may not be many, but their Canal is the lifeline of trade between West and East Westrasi. Their mountain fortresses offer an opportunity for high-profile clients to hoard treasures and artifacts away from the inquisitive eyes of taxing governments, and self-important conservationists alike. Most inhabitants come from a Lahailan or Uorosian background, although there are some others. There are bustling port cities on either end on the mountain range, and many Research Rangers within the mountains themselves. Many Lazarians that aren't port city merchants, or research rangers, make a living working on the constantly needed repair of the canals infrastructure.
Rangers of the Strongholds

In the ancient steel caves, turned research centers and wealth strongholds, reside the Rangers of the Strongholds. With their hippogriffs acting as guard dogs, and occasional mounts, but mostly as companion animals, These rangers uphold the secrecy and integrity of their research, as well as the utmost discretion and confidentiality about their clients' hoards. It is said that unauthorized visitors may be rode down upon for coming within a mile of their great steel caves.
Religion

Comprising mostly of Lahailan and Uorosian descendants, most Lazarians tend to be quite secular about Gloria-Etalia, although they do believe that having some spiritual belief is important to personal growth and achievement, and more importantly that someone's spiritual beliefs be their own.
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>>74306697
Origin
After the Uorosians separated from the Belarans, the explorers of Uoro began expedetion east into the Wyrdlands, and Northwest into the inhospitable Mountain range between them and the most concentrated part of the Belaran Kingdom. An initial outpost settlement was constructed on the northernmost point of the Uorosian River, where it's headwaters disappeared into the foothills of the mountains. The Uorosian Research Rangers encountered a native population of Hippogriffs, of which they domesticated a small portion. Although large enough to mount, the Hippogriffs could not carry excessive supplies in flight with a rider, and could only fly with a rider short distances. They still proved effective for exploration as they displayed agile footing in the mountains, and could at least fly the riders over patches of otherwise impassable terrain. On the western end of the mountain range, the explorer's found the headwaters of another river, the one they knew flowed into it's estuary in Vesterland Bay in the Vesterland colonies of Belara. They found something else just north of the headwaters as well. In the mountains nearby the rangers found a series of magnificent caverns, the likes of which they'd never seen. They were lined with thick metal, and inside were ancient relics. This was a mother load of ancient knowledge, if they could put together the pieces of such degraded material. They went to work building another major outpost here, both to accommodate their extensive research, and to keep a watch that Belara did not try to invade them through their Vesterland colonies.
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>>74306710
Origin cont.
After the Split of Belara, and then later, the Revolution of Morloux, The westernmost parts of the Vesterland colonies became the Kingdom of Vesterland, and the Lahaila Merchant Republic. One day a ship from the Lahaila Merchant Republic docked at the western research outpost. The leader of this expedition was a scout named Lazar, who was searching for a trade route to Eastern Westrasi. The rangers informed him that there was another headwaters, and settlement on the eastern side of the range, but they were seperated by unfavorable terrain. Lazar had an idea. He proposed that they let Lahaila build a canal joining the rivers, to use as a trade route, They would invest in the infrastructure of the research settlements, and that this trade route would greatly benefit their home kingdom of Uoros, which high in honorable deed, and academic pursuit, was admittedly not economically flourishing. This was agreed upon between the two nations. After a brief time, Lazar learned of the ancienct metal caves, and coveted them as merchandise, which led to a brief conflict between The Uorosian Rangers and Lazar. Ultimately it was agreed upon that Lazar could make more money using parts of the less relic-filled caves as strongholds, which Lazar could charge high-profile clients to hoard secret treasures from their governments and enemies.
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>>74306727
Origin cont. cont.

Then, although he was one of the richest men in all Westrasi, Lazar grew discontent with paying taxes to his homeland of Lahaila. He knew that the Research Rangers of the mountains were sometimes criticized by their homeland for their inability to decipher meanings from the ancient caves and their relics. Lazar and the Researchers from Uoros agreed to declare themselves an independent confederation. They had wealth, and they had a stronghold on the main Westrasi continental trade route, as well as the accumulated hoards on undeclared treasures belonging to many of the most powerful people of Westrasi. Noone dared to stop them. It was decided that the expereinced Uorosian Rangers would actually wield most authority over this new nation, while Lazar was afforded the dominion over national profit, as well as the vanity of naming the nation and it's capital city after himself.

Diplomacy

The Lazarians are the up keepers of the infratructure of one of the most vital trade routes to all of Westrasi, and their strongholds house many powerful Westrasians' secrets. Nobody in Westrasi would every start a conflict with Lazari, and Lazari would never pick a side in any inter-Westrasi conflict.
Geography

Lazari's landscape is an inhospitable, mountainous, boreal forest, with most of it's civilization residing in it's two port cities, and along the canal in it's foothills.
Economy
The people of the Lazari Confederation makes their money by heavily taxing non-citizen's using their canal connecting the Vesterland River and Uorosian River, as well as many of it's citizens being involved in continental trade themselves. They also make substantial money acting as a private confidential treasure horde to wealthy clients.
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>>74306745
Meta-Lore: The great metal lined caves of ancient relics, were actually a system of bunkers where elite members of the ancient bygone society and their extended families hid during the nuclear extinction event at the dawn of our current world. When they ran out of resources, they were forced to exist the bunkers. They found the mountain range inhospitable, and most of that area and northward and westward were still on the tail-end of a nuclear winter. They migrated southeastward to the site of modern Uoros, where they found a more temperate forest and settled. This is the true secret origin of Westrasi Hunter-Gatherers.
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>>74306758
Lahaila Merchant Republic

Population: 70% Westrasi Human, 9% Other, 13% Halfling, 8% Giant Capital : Freeport
Goverment

A Liberal Republic, with leaders elected by a voting class consisting solely of entrepreneurs.
Culture

Lahaila was founded on the principals of individualism and free-enterprise. Being your own business owner, and making money for yourself is the ideal in Lahailan life. This can mean the owner of a merchant fleet, a mercenary guardsman, a shop owner, a subsistence farmer, or even a career criminal. Most Lahailans work as independent contractors for larger business owners, hoping to invest their earnings in a business of their own. Many Lahailans are merchant sailors, working for shipping fleets.
Religion

Many Lahailans believe Gloria Etalia was just a myth perpetuated by the old-empires to keep the populace complacent. This does not mean they do not find their own ways to be spiritual.
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>>74306772
Origin

After the Split of Belara, Morloux controlled the former Vesterland colonies. These colonies were largely regarded as outlands, and were all but neglected by the rulers of Morloux, although they continued to be taxed mercilessly. During Morloux's Revolutionary war, Lahailain, an adventurer, and entrepreneur, took 10,000 men to the southwestwarn shores of the Vesterlands, and declared it a nation of men free from Morloux. Morloux busy with it's Revolution, and subsequent aftermath, was powerless to expend the resources far southwest to stop this secession. They named this new country Lahaila, in honor of their founder, and hero Lahailain. They valued individual liberty and enterprising innovation, and developed a republic where leaders were elected by those members of society who had established businesses for themselves. Being some of the more industrious and entrepreneurial Westrasi, they began to establish themselves as vital pieces in major world trade routes, even being responsible for establishing previously non-existent trade routes. Their affinity for business earned them the modern name: The Lahaila Merchant Republic.
Diplomacy
The Lahailans are business people before all else. Although once they had to take their independence from Morloux, in modern times they are deeply involved in global trade with Morloux, a decision which grants them access to a greater market than they could reach on their own. They also have positive relations with The Kingdom of Vesterland, whose bay they use in conjunction with Morloux, in exchange for fair taxation. They retain good reltions with the Kingdom of Uoros, who they view as the other parent, in the birthing of the Lazari Confederation. Even though Lazari declared it's independance from both Lahaila and Uoros, both countries maintain positive relations out of trade necessity, but also admiration.
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>>74306782
Geography

Lahaila is the southwestern most part of the former Vesterlands. It is a mostly comprised of flatlands and rolling hills, with temperate deciduous forests, tapering off into grasslands closer to the shore, with a river valley in it's northeast corner.
Economy

The Lahalia Merchant Republic is mostly liberal capitalist economy, which encourages entrepreneurship. Although there are many small-businesses, there are several large shipping corporations, whose vessels transport most of Morloux's international trade. To eastern Westrasi, to the Giant-Halfling Alliance, and to Morloux's colonies in the east.
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>>74306793
It's all in the wiki already. I know alot of the nations I wrote today had this trade route thing in common, but when I looked at the migration maps, the trade maps, their neighbors, and their geography, and took into account the pre-existing Westrasi lore, it just sort of made sense and they all fit together.
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>>74303330
>>74302242
I fluffed up the Grendarrym today

>>74302954
It's been a little bit of a mess, I have to say. Still, I think we making the cannon fit with each other by modifing it would work better.

This >>74303439 is exactly what we need to do, and if stuff still doesn't work then bigger changes might need to be made.

>>74304525
Copied pasted to wiki

>>74306697
>>74306772
Nice! Thanks for adding it to the wiki also.
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>>74306444
You know, I think I'll just not touch fluff about kingdoms altogether, too much of a mess and if I have to go back and read about it on threads I haven't participated at the time, I feel it will be more of a chore than a passion project.

If no one minds, I think I'll just write bits and pieces of lore or content that someone could glue together (and remodel if necessary, like I went to far off the setting) to a part of the world later.
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>>74307112
It's all in the wiki if you change your mind, just fastfoward to the section that says
Geopolitics
Westrasi.

But otherwise, yeah contribute whatever you can.
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>>74307112
Sorry that you feel this way. Writing small but meaningful lore is a great job to do. Just remember, treading over another anon's work is natural for a project like this, and everyone has been clear that they don't mind a bit of mixup.

How about to start you answer the prompt about how many suns and moons there are? Is there something else in the sky? A metal moon?
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On another note, I went back and added the borose god lore. I didn't spend to much time on it because I just want it to make sense as I have other stuff to do. Here it is.

== The Borose Pantheon ===
There are four gods in the Borose pantheon.

Ghelut the Lightbringer, who was born from a secret spring on the highest peak of the Ram's Head. He has clairvoyance, but never uses it to alter the path of the world. He is the god of summer, fire, smiths, knowledge, and dogs. He is said to ride a chariot pulled by flaming dogs and patrols the horizon, when night comes when he descends into the abyss under the world to do battle.

Suht Duriannia, the Earth God. He is the child of a giant frog and the earth, and was born three times from a rocky egg. He has three heads and is the god of wealth, metal, stones, forts, and trickery. He guards the way to the dead lands. His priests oversee funerals.

Muvir Sahulahin, The Storm Witch. She is the goddess of the seas, rain, anger, and storms. She is a wrathful goddess that is equally feared as she is worshipped. Those that die at sea are sent to her domain instead of the dead lands, where they serve as her servants for eternity.

Conchobor Boro. Instead of starting out as a god, he earned it through his many exploits. He was the first king of Boro. He married a powerful wolf fey. Once did battle against the armies of the Amazons, The Kingdom of Maag, and The Gold tribes at once to defend his kingdom and his people. He fought alone for three days during a solar eclipse. Conchobor fought by himself with two swords and an axe against the might of his enemies until he fell due to his wounds. He spilled his intestines forth into the armies, and with his last act drowned the armies in his blood.
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>>74307356
Added and cleaned up some more boro lore from old threads. I suspect it clashes with the current boro history but I don't care it's not my problem right now. This is it, mostly. There is more on the wiki, but I'm not posting two threads.

==== Nation ====
Located in the southern region of Ram's head, Boro, which is called Buero in their own tongue, and the people of boro refer to themselves as 'Beurs' and 'Beurese'. It is a hilly nation with stony cliffs and rocky coasts along the Ram's sea. It borders parts of the Gold Coast clans, The Amazon Tribes, and The Maag Kingdom. Boro is famed for their great, dark forests and metalworking skills. Many foreign princes and traders travel to the foggy coasts of Boro to purchase fine weapons of steel, with the most sought after treasure being the Damasced Swords of Boro. These weapons are a smithworking miracle closely guarded by the most prestigious smith families. The nation of Boro was once much larger, a region known as Greater Boro, but much land has been lost in numerous wars against the Canton Bean Farmer Confederacy and The Kingdom of Maag.

==== Government ====
It is a mostly untamed nation ruled by local lords that answer to a high king, which historically is the man with the largest army. However the high king must always be able to claim heritage back to Conchobor. These claims are always dubious at best, and the main method of questioning the king is by questioning his lineage to Conchobor. The current king of Boro is called Dallik Boro. He rules by cleverness and not by blade. He is not a popular king, and many dispute his claim to Conchobor's blood. Though his rule started bloody, Dallik brokered peace between Boro and the Amazon tribes after a few arranged marriages and blood oaths. He has expanded the wealth of the nation and seems to walk the path of civilization, abandoning the warlike roots of his nation of smiths.
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>>74307356
Nice, Conchobor and the Boro in general seem pretty badass. Their lore, and the images that got posted with it back in those threads were very Not!European. What's the deal with Ram's Head Humans?
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>>74307143
Thanks

>>74307344
Don't be, while I do love writefagging, my lazy nature is what's getting in the way. Though I have to admit I asked if there was a tl:dr a few threads ago because I am barely aware of the content of Gloria-Etalia... like all I know for sure is ithat it's a mix of sci-fi fantasy, possibly low-tech and low-magic in a post post apocalypse... elves come from space I think? There a giant rift akin to The Abyss. Also it is focused more on trade and politics than warfare like in Warhammer.

For the suns and moons, I do not know about real life logistic with that, but if it is out of the ordinary would it be because/related to magic?

If there are ships with teleporters on board orbiting the planet, I'm imagining a tradition that people could held once every year to "communicate" with the heavens and send their chosen, which is just a ship's system recognizing a distress signal and teleporting the person holding the ritual... how surprised would a chosen be not to find the afterlife or their brethren, but the remains of those who had preceed him in an empty metallic shell!
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>>74307565
Conchobor is a bantant rip off of an irish folk hero, who was badass. I actually remember seeing him brought up and ripped off again by a different anon in this same series of threads. He's that badass. Here's a good video about him.

https://www.youtube.com/watch?v=MnVHLAH7MYI

Also, if you want to go in and clean up the boro history, please do. I didn't even look at it and it seems to be about a page of mess. It shouldn't be do difficult, just grammer corrections and maybe some contradictiary lore that needs to be fixed.
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>>74307640
Fucking brutal on that last bit.
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>>74303142
>Dwarves were natives to Etalia
There's some mention of an unknown underground threat that chased them out of the planets depths and to the surface but it seems to be intentionally left vague as to just how they came to be. Pretty sure the dwarves origins is explained via oral tradition to reflect this.
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>>74307651
Yeah I recognized the Cuchulainn thing about his guts, and Cuchulainn's king was Conchobor, I just didn't want to insinuate the connection if it wasn't intended. So Ram's Head is a second group of Not!Europeans? Or Boros is different than the rest of Ram's Head? Or you're not sure yourself? I might go back and clean it up tomorrow. I don't think I can bare to write anymore G-E today. I wrote 3 countries today, and I can tell I was getting burnt out by the time I wrote Lahaila. I just so desperately want to piece everything together in a logical way, and fill out the rest of Not! Western Europe. Goddamn there's alot of small countries. This is my favorite thread/series of threads in awhile though for sure.
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>>74307640
Hmm, maybe. Maybe it's just there in the sky and only the tech barbarians or someone else can access it?

And for that tl;dr...
Gloria-Etalia is a world with a bunch of nations in it, and they interact with each other. There are remants of powerful technologies, but most have been lost to time. There is also magic, and a bunch of races that also interact with each other.
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>>74307640
>If there are ships with teleporters on board orbiting the planet, I'm imagining a tradition that people could held once every year to "communicate" with the heavens and send their chosen, which is just a ship's system recognizing a distress signal and teleporting the person holding the ritual... how surprised would a chosen be not to find the afterlife or their brethren, but the remains of those who had preceed him in an empty metallic shell!
>>74307666
>Fucking brutal
Agreed

According to the wiki, the techy !notAztecs in goldland they capture and sacrifice people. Maybe there's some teleporter pads on top of some of their ancient structures. They position the mech facing it, shove someone onto the pad and activate it. No one comes back, they're gone to join their ancestors. They end up stuck in a mountain of skeletons inside the ship's teleporter room.
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>>74307666
>those trips
When Satan thinks you are fucking brutal, that means I have to write the complete ritual about it!

>>74307773
That could work! Yeah, writing small bits like this is definitely better!

Also is there a tldr but, just with more context? I don't remember what's the term in english...
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>>74303195
>There's a race literally called Az Tec
Was that their name? The wiki says its Coatlanhan.
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>>74307773
>Maybe it's just there in the sky and only the tech barbarians or someone else can access it?
A floating platform above the irradiated wastes. They trigger the distress calls, someone gets sent up and an automated system sends a few emergency supplies down. A gift from the gods!
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>>74307821
Fuck, that's actually the second time I got satan trips in this thread >>74302666
I also got double dubs just before. Truly, Gloria Etalia is blessed.
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I added Nulamore to the wiki and it's one o clock and I'm going to bed now

>>74307755
I have no clue. I just edited it a bit to add some stuff that was missing from the third thread.

You wrote those three countries? Hot damn, nice job! I would have taken me a lot longer to write all of those nations in that amount of quality.

>>74307803
>>74307906
Maybe, but I like where this though process is heading, that is for sure.

>>74307821
I honestly don't know a better way to discribe it, sorry.
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>>74307914
>Maybe, but I like where this though process is heading, that is for sure.
I think the tech barbarians are in need of more lore than the "Coatlanhan" from goldland are. I enjoy the idea that some satellite base or ancient floating citadel ends up being a tomb for hopeful barbarians.
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>>74307914
Ah, I guess I just thought so because Boro Anon posted this picture when he posted it.

Thanks. I wrote Storm Islands too.
After today I think Uoros is my favorite out of the ones I've written though.
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>>74301274
>Legionary wearing plate
How rich are these people?
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Today marks my fifteenth summer, among the braves of my tribe, only I was Chosen for this task. Truth be told, it was not because of a feat of strength nor was it my lineage as son of the chief. I was Chosen since this year, only I among the children of my age manage to survive to this day. The rest are too young or too old. Sometimes I ponder… can I really succeed? What if it was I that would have died many seasons ago and one of my late friends who could have taken up the task?

>”The tribe is ready child.”

This was the shaman; this man may as well have raised me like I was his own son. I used to sit every night at the front to listen about the glory of our people, how we came to be and what is our mission. Now, it all seems like a blur, I can barely remember any parts of his tales. If I am forgetting his teachings the night the grand ceremony is supposed to be held, am I really going to make it?

>”You have no need to speak; I know that responsibility weights on your shoulders. Yet despite all this, you chose not to abandon the tribe. Cowardice has never been one of your failings.”

I want to scream. I want to tell him that he is wrong. I want to run. I know that all the Chosens before me has never come back since way before the grandfather of my grandfather was even born. Yet I stay still, whenever others are in need I stood my ground. Perhaps the gods will look on me favorably this day.

>”Only a few ever deserved the privilege to speak to our gods. Among the blessed few, those who brought back gifts of the heavens were declared heroes of the tribes!” He then stripped me of all but my loincloth, and then painted on my skin the symbols dear to our people. Also were the names of the previous Chosens who has brought the gods’ blessings, for calling their names may remind them to be generous again. “When you will stand before them, remember to ask for those rocks and materials for the Effigy”.

(Part 1/?)
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>>74309009

On the leather of an animal I do not know the name of, were crude drawings representing what the Effigy asked of us so many generations ago.
The shaman grabbed me by the shoulder and we exit the ritual tent where I was resting and we went for a circle of stones, one of the many we build around the mountains. The bards were already singing and playing drums. I could hardly hear what was told, but I wager it was praises to the gods, prayers to the previous Chosens, and lastly encouragements to me and my enormous task.
>”Tonight! When tribes will celebrate the longest day in all four seasons, we will rejoice at the return of the long nights! Our creators reside among the stars, and it is with glee that we will be able to contemplate our glorious guides once more! Yes, it is only during this time of summer do they fly the heavens above our heads!”
“GLORY TO THE HEAVENS, MAY THE GODS RAIN UPON US THEIR GIFT, MAY THEY BLESS THE WINDS THAT PUSH OUR BACKS TO NEW HEIGHTS!” The bards chanted.
“MAY THEY GIVE STRENGHT TO THE CHILDREN OF ITZIT!” The tribe followed.
The shaman circled around me, outside of the circle of stone. He sang, but his voices could barely be understood under the noises that the ritualistic drums made. He was wielding his staff. It was made from a metal that never rust and is as pale as the immortal snow upon the mountains. Lights of colors belonging to a rainbow ignited and disappeared, like fireflies in the night.

One last look. That’s all I had before leaving our lands for the heavens. I saw my tribesmen with joyous expression, I saw the shaman exulting to his prayer that has been answered… what I never saw was my own father, the chieftain. Did he never show up because he knew inside him I would fail? It is hard to say, as my last thoughts on this earth were swallowed by a celestial light. I went up so fast the land seemed like blur, my lungs were emptied of air.

(Part 2/?)
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>>74309023

And then I arrived. It was dark… so unlike the light from before.

There was silence. No cheering from my ancestors. No gods welcoming me. No Chosens here too. Then there were creaks, some like a giant animal, and others like sticks being stepped on.

It smelled of death… why?

I cannot move. I panicked. I struggled. More creaks. Something then came loose. I pushed. I climbed. I have trouble breathing. I am blind. I reach. My hand grasp handles. A shield perhaps? Could it protect me from this horror without name? I pull. It is stuck. I feel myself choking on the smell, and the lack of air. I try to push. It moves slightly. I twist. It opens.

I fell on the floor. On top of me were piles of what I cannot describe. What I do not describe. What if I thought it for a second would destroy my very being.

I left up my chin. At the ceiling there was a light. Not lighten up by flames, but like our shaman’s staff. Only this time brighter, and also colder as if snow could shine like the sun. Around me was a shell of metal.

I have never been curious by nature, but I did look behind me. Not because I wanted to know, but a compulsion I had. Something has grabbed my hand. Something that is rotting. Something that is foul.

(Part 3/?)
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>>74308338
Well i guess they mass manufacture plate, i guess its not to out of place considering even on earth reneissance mercenaries used plate armor, so standing army like legionaries would probably do the same.
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>>74309054

I yelled. It was an exploit by itself since I could barely breathe, but I screamed none the less. On top of myself were the remains of dozens of children. Behind them was a transparent tube with a door open, most of its previous contain dropped on the floor. When I looked at the corpses, I hazarded they were all around my age by estimating the less decomposed ones. I didn’t bring myself to look at their faces. I couldn’t fathom to try and recognize if those were the previous Chosens.

It is then that I heard it clearly. The high pitch yell of the metallic shell I was in. I barely had the time to try and breathe, I heard it again. There was also another voice; I couldn’t understand what it was saying.

It is dark now. Like if I was in a tunnel of a grotto. The noises, is becoming quieter. I cannot remember when was the last took I took air in.

I want to scream. I want to tell my people that they were wrong. I want to run. Yet, I know that I will never come back. I have no strength left. I am laying low on the floor. The last thing that comes to my mind before it ends were thoughts of my tribe.

(Part 4/4)

Hope it was a good read for everyone!
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>>74309065
Nice read, but what in the end happens? He gets thrown into metal sheel with bodies, but what killed all those children and why?
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>>74309309
The ship is barely operable. At first they would starve, but after more and more teleportations the ship gradually loses energy. It has come to a point where activating the teleporting device disabled the life support system.

The kids who brought gifts back from the ship were those who found a way to use the teleportation machine to bring back some loot. Unfortunately it didn't had enough juice to bring them back.
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>>74309543
Quite tragic story, maybe one day second rod will also stop working, and this madness will be out to end.
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> The World Scar
Seen as a holy place by many, the divinity is only reinforced by what is inside the Scar. All religions in the world claim the Scar as their holy place and all people of great faith or love for knowlage long to go there. They set of on the Pilgrimage Path with 12 Dolas prepared. Or even more if they wish for deeper enlightenment. What is a Dola? It's a small green, piece of cloth with magical symbols in slightly lighter green engraved in it. If the symbols are even slightly wrong one will be chased off and bared entry by the Keepers of the Scar.

One is only permitted to enter the scar half a year. It is unknown why. The Keepers of the Scar have skin made out of metal and dress in odd ways. Mainly depending on the "Park" they chaperone.
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>>74309891
... Shitty pc deleted half the lore as I was posting it... I'll need to rewrite a lot. I'll dump what didn't break.

> The Parks
There is 7 Parks which are remnants of ancient amusement parks.

Park of the Mouse
This park teaches us ancient tales, of valour nobility and femininity. In plays and dogs. It is a great honour to meet
one of the Princesses of this Park. All such meetings are commemorated with paintings. (not! Disney Princesses)

The Park of the Cow
It is a land reminiscent of the desert. Where the art of "pistols" dueling is paramount. These Izitzil relics are common here. The Keepers of the Cow are the warriors and soldiers of the Parks. Teaching us of honour, Valor and justice. The values of the Wild Vest, if one embodies such values they get to wear such a Vest themselves. (not!Westworld
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>>74309931
Park of the Bear
It is a fake Forrest with the flora and fauna of the ancients and divines. Here one can learn how to maintain forrests and manage fires. It is a holy place for druids and Treant worshippers. (Like nature Park Rides)

Park of the Kraken
A holy place for the people of the Black and Storm island as well as many sailors. Here one can learn of the deeds of heroic pirates. Ancient beasts of the sea and various tips on ship building and sailing. (Pirates of the Caribbean)

Path of the Divine Beasts
A park where one admires ancient divine beasts. Dragons, Dinosaurs, Giant Lions and more. One learns how they live, their anatomy and much more. It's a divine place for the people of the Khanate and Orde's.

Park of the Eagle
Seen as a holy place by the Techpriest of Goldland. This place teaches the history of Godmachines. The battles they fought in space against one another in ancient mythical times. This Place even includes a few Godmachines! One can learn basics of Godmachine repair here as well. (not!Gundam)

Park of the Star
A land which the Priests of Gloria and Etalia take as their own. Rokets displayed here reflect the ancient horses the two Gods visited the world on. In this place one learns astronomy and of the many races which live on other worlds. As well as of the land of the Gods. (not!Star Wars)
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> The Keepers
The Keepers in spite of gaining sentience still follow the same goals they were programmed to follow:
1. Maintain the Park
2. Entertain the guests
3. Act as if it's all real.
On top of those directives new goals emerged. Combat Androids were created to keep the Fire elementals at bay. Mining outposts were created to provide materials to keep everything running. The Keepers themselves only ever leave the Scar to hunt down someone who stole something from the Park.

> Outside the Parks
The World Scar is a large place, mostly full of plains and rivers. Being on an old Supervolcano it is full of geysers and all the water is building and full of sulphur. The Parks are climatised, but the outside temperature is usually 40-60C. In the 6 months the Scar is closed it goes above 100C. And that is when the heftiest wars with the elementals happen.

The cliffside of the Scar is riddled with Moleman outposts and villages. They often stage raids to steal technology as sacrifices to the Effigy. Thus are hunted down. The only other sentient inhabitant of the Scar are Dwarves. They can simply handle the heat. Various minor Dwarven tribes live there. Some allied to the Parks, others isolationist, some work together with the Molemen and the last ones have signed a pact with the Fire Elementals and are openly hostile with a small nation of their own existing in the scar.
>>
>>74309891
I wouldnt say all, because most likely until last few ages most of the world wouldnt know about it.
I must add i love idea of robot park rangers that still demand dolars from people to enter, but maybe it should tie somehow to it being also gateway to hell that was also mentioned in this thread
>>
>>74309951
> Origin
The world Scar used to be a mix of no man's land (like Antarctica,) and national Park (Yellowstone).

4 companies once managed to obtain the right to build theme parks there. The 7 theme parks, were a fad which passed soon, but being located in no man's land the companies kept them arround to do illegal robotics research there.

After the collapse of civilisation only the automatons survived in the Scar. Running the empty parks untill magic returned to the world. The scar is the most magically active area of the world. Thus on one hand the Keepers gained sentience on the other the will of the ancient Supervolcano became manifest in fire elementals which wish to spread death and destruction.

When entrances to the scar were rediscovered it was by primitive people. Who saw everything they saw as holy and divine. And skills taught to kids by play, were actually very useful to those primitives. As such the scar became a place of worship and knowlage.

Someone please past it to 1d4chan as I can't now.
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>>74309988
I tied it in with the fire elementals and the evil dwarf nation. You can expand on those if you want.
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>>74310015
I wrote that before page refreshed and i saw rest of what you wrote. Now i know it all i feel like there is no need to add in that matter, elementals and the rest could easly be seen as creatures out of hellpits.
I'l copy your work to wiki in a moment, so don't worry about that
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>>74310044
>>74303439
>>74303466
>>74306925
Ok so i pruned and cleaned up two first sections in Timeline section, i think its more comprehensive and less mind bugging now. If its still needs cleaning up just tell me what to add/delete, and i'l think something up.

And to be precise what i added:
>mention of human technological advancements like park in world scar from this thread
>mention that treants were in fact created by humans, not leaving it ambigous anymore (before that it just said they bound nature to their will)
>added some stuf in description of impact with meteorite, and post impact strife between human factions
>made it clear elves leaved crystal spire and changed few bits on gloria estalia
>>
>>74310421
Neat. What about the next 3 ages?
>>
So when are you going to vanish into a Discord server, which is the fate of all projects like this?
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>>74311100
Probably when the threads start dying before boop limit
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>>74311011
I didn't wanted to put definite stuff on them just yet. Mainly because i would have to check older threads to include milestones that might give idea of proggresion throught the ages.
If i were to give my ideas on how i see two of them right now it would be something like this:

The collapse:
Gloria Etalia take few followers and leave planet.
Their devout folowers in westrasi splinter into two groups, one overtime will become empire of westrasi sea, another becomes empire of western westrasi, controling bleara etc.
At the same time southern celestials form first nations, possibly have their own period of three kingdoms.In North Yugr conquers northedge, and subjigates all the plain goblins, trolls, hobgoblins, elves and humans. Those that escape slaver empire adopt nomadic lifestyle to extreme. Treants start to expand, and i would rename the colapse to age (or era) of empires, to refflect how all those ancient empires rise.

Antiquity
I would go with slow decline of empires in westrasi, forced by barbarians migrating to fertile civilized lands. In the North Yugr cease to be in matter of years, on their own wish, while they hide in magic walleys, north forgoes complex civilization, becoming house for many nations and tribes that rise and fall in mater of decades. I would go with evergrowing skrug domain as only constant since late antiquity. First unified civilization of Rams Head (Radmir) forms under guidance of prophet, and possibly unites all continental tribes and supprian ones to push back treant advance. This last bit wasn't written anywhere yet, but i feel like it could be good idea, to give this region some "last stand of men" wibe, and some glorious past to look back to like westrasi do. Also celestials unite, and probably reach their largest historical borders.

Those are just few ideas, and i could have missed something, but as i said, to write full standarization i would have to put more work into it.
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>>74311100
Well i for one have little intention of doing so, probably most anons too, because it would kill idea of every anon being able to join in and write something up.
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>>74311201
Gloria and Etalia taking people with them is too much. I'd skip that bit.
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>>74311256
I mean it was written in church lore by someone, so i don't know. Maybe its just something people started to belive after church started to have its dogmas etc. after centuries since they left? Would that be good idea?
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>>74311291
Yeah. That's a better idea.
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>>74311100
Of all these flavours, why do you choose to be salty?
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>>74311208
Just saying, it's the fate of every project. Twenty to thirty anonymous users contribute ideas, then three to five of those anonymous users get together on a Discord server and actually make something out of the ideas. Either that, or the project just dies.
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>>74311881
Well, its good thing this fate is far away from this thread. Also its not about effect, but creating something with community. It in the end its left unfinished it speaks only about it + right now we almost completed goal of fleshing every nation up. So i dont see reason to be anything but optimistic.
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>>74311991
Yep. Most of the "annoying" parts of setting creation are done. We can do a lot of writefagging now.
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>>74311100
>>74311881
Well, the way I see it is that while we do have less anons contributing, the time for a thread to each bumb limit has decreased by days. So I think that if the thread starts to slow down, more and more anons will find this thread and start to contribute. All we need is the right hook to pull in the fresh meat.

On that note, I do have a non 4chan friend who is really really into worldbuilding, and has shown intrest in fleshing out hell. A topic on which he knows a LOT about (I was talking to him about how the necroswampers most likely created the vampire curse, and he then reminded me that some succubuss could actually make a vampire in 3.5e.) So if yall think it's time to figure out the devil, then I could give him a ring and see what he has to say. He wont step foot onto this site unfortunately bc he has another friend who likes to hang out on /pol/, and this same friend talks about it to him.

If anyone is interested, here is my to do list for today:

standardise cannibal cult section
look at 3rd thread for lore
check up on the spaceship and teleporter pad lore/implement it
kingdom of ivory formatting
write up second part of one shot
>>
>>74302338
Delivering
Country name: Necroswampers
Population: 90% Undead 10% Alive
Capital : Lacking
Goverment: Anarchy of Lich Warlords

>Culture
It does not take too much thinking to realize that lands Occupied by Necroswampers have no culture of their own. Non-cultists were killed off and enslaved by magic, or forced to escape. Only centers of “culture” are Lich Lords castles and mockeries of towns. There Lich Lords experiment with their magic, create philosophical treaties, and sometimes even invite not undead scholars or artists.

>Religion
Lich Lords are worshipped by cultists like gods, but they themselves over time, as they lose connection with reality start beliving this charade. On case by case basis they sometimes keep their religion from time being alive, or just loose all religious convictions all together. There is one unifying, almost religious like idea connecting all Lich Lords -they all follow three rules:
1 Rule of Hospitality, if another sentient being is given access to your lands by you, you are responsible for their safety.
2 Rule of Immortality, if another Lich Lords existence is endangered, you can’t sit back and allow it.
3 Rule of Greatness, if one of Lich Lords manages to convince another about their superiority, they have to follow them until their fall.
Those rules in fact are failsafe against betrayal created by ancient necromancers, and written into ritual of lich transformation. Lich is physically unable to break them, if he used this original ritual to transform, but no one know about this fact, so no one tried to create new ritual.
>>
>>74314218
Shit, forgot to add description. It should be Sandro dela Etalia, newest of Lichlords
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>>74313309
The main reason we haven't attracted attention from the board at large so far is because we lack something eye catchy and visual, art and such. The maps surely helped, but we need more OC to go with it. If a drawfriend took interest in the project I'm sure it would generate more buzz, or if an anon created more random tables for each country. But those things can't and should be forced, we should continue to fluff and have fun with this without concern for how it will end, or how to attract people. Either the project will exist for long enough that this will happen, or it wont. But either way we had fun.

That said, a Gloria-Etalia CYOA could be fun. Lots of catchy pictures and choices that introduce the concept of the setting to new people.
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>>74314218
>Origin
Necroswampers were created in third era, by men influenced by rock lying in the valley of what are now cannibal cults. They were just small tribe, but as they heard rock speak, they gained power over the dead. Rending bone from flesh, souls from bones, creating monsters from it all. They quickly mastered power over death, but lost control over their lives. Tribe feel into war, and only 16 men stood at the end. Some of them left in peace, one to the west, two to the north, one into treant empire, and two into rams head. 10 remaining Necromancers were witness to vanishing of meteorite they worshipped, and realized that they have so much more to learn, because meteorite hid many secrets now it wont be able to tell. They all created ritual. It was horrific, most monstrous thing they created, but it worked. They stopped to age, stopped to breath and crave. All that remained was steel will, and crystal clear intellect. They ruled together, and to make sure crimes of the past won’t repeat, they made lich transformation ritual in a way that made it impossible for them to endanger each other. But as spell grew weaker with centuries, they started to forget, became separated, and one after another died in demented state, only to be replaced by cultists, necromancers from far away, and many more kinds of people. Each joined cycle of first great activity, of growing in power and subjugating each other, and then failures, to end in land of mental prison.

>Diplomacy
War with anyone who is not lich lord since atleast 3000 years
>Geography
Land of Necroswampers is most dangerous and wild region of Drache Marshes. Air rich in posionus gases makes it impossible for normal flora or fauna to exist. Because of this only foul necromanced creatures roam the land.
>>
>>74314521
>Economy
Necroswampers don’t trade, they don’t plow the land and they don’t mine the earth. Cultists gain what they wan’t from raids, Lich Lords know alchemical ways of creating gold, and use it each in their own ways.
Only one lich remains from the old tribe, called the Eldest, and while respected by his peers, he can’t be called Lord even by his cultists, who worship him nonetheless, beliving it will save them from death of old age. It wont.
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>>74314572
Ok as i said note i live undead in fantasy, but considering how powerfull they could be if we were to apply some logic, i tried to nerf them, and make them more of cyclical evil horde, that heroes and close nations come and destroy from time to time, but still could pose great threat.
>>74313309
I wish i added something about vampiric curse, but it being demonic in nature could be also quite interisting. I would abstrain from using D&D lore thought. I think we should try to be independent atleast when it comes to big thing like reason for existence of whole race
>>
Formatting of the Kingdom of Ivory is done, it was simple.

>>74314218
Nice! To not make them extremly overpowered, maybe you could add a note saying that *most* of their vast power is spend maintaining their armies of undead?
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>>74314679
I tried to reply to overpowered thing in last post, but sure, i think it wont hurt to add such note on the wiki
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>>74314572
shit, i forgot to add organization
>Organization
Lands of Necroswampers are considered dangerous not just because undead roam the swamps and ruins. Its land destroyed by warfare between Lich Lords – warlords occupying Necroswampers lands like their personal fiefdoms, even though they have no king to offer their loyalties to. Each of them is prideful, vengeful, and full of betrayal. Each Lich is content keeping to his land, with exception of raids into lands of the living, for more experiment fodder. Periodically Necroswampers are unified by Lich (King ™) Necrolord who tries to use unified power of Necroswampers to do his bidding. Lack of Necrolord for long times leads to decreasing of power of Necroswampers, and country right now is middle of such period of renewed anarchy.
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>>74314658
Yeah, seperating dnd lore from what would be here would be the most difficult hurdle but if I can get the ball rolling and he's interested he could produce something nice.

Also, we're about to hit ze bump thread again. And in record time to! We can use this >>74302185 and try to get more anons in. I'm going to update this list of orphan nations, as some have been claimed and written about after this was made.
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>>74314809
Current list of unfluffed nations.

Kingdom of Vesterlanders
Sisilia Citystates
Vashian Republic
Terravia
Chiefdom of Voroi
Farisian Republic
Uroxian Federation
Free City of Betranox
Chiefdom of Uraka
Sarcian Mountain Tribes
Jorivakia
Tautoburg
Saramese Kingdom
Hte'Orde
Nulamore
Nanji Citystate Alliance
Gold Coast Tribes
Punaji Chiefdom
Ranji
Mun
Ta-Li Hold
New Belwed
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>>74314809
>I'm going to update this list of orphan nations
That would be great, but i think we could still wait in case someone will add lore for another nation.
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>>74315171
Isn't new blewed just colony of Belara?
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>>74315235
Yeah, and so is the Ta-Li hold and Nulamore, but they dont have any lore.
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>>74315248
Maybe they all should be just one colonial administration? I think i have few ideas. I'l write up lore for them soon.
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>>74315179
>>74314809
...Ok, so I don't know how I am this stupid. Looked at the replies and I SWEAR it said 290 replies. But then I see this post, >>74315179 and now it says 262. God dammit.

False alarm, I'm just an idiot. Nothing to see here.
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>>74315307
Do remember to read the lore for the colony owners, particularly Belara has a little stuff about the individual colonies.
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>>74315171
claiming bertranox and saramese, will post later
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>>74315171
One of these days I'm gonna look back at the archives and put any missed lore into the 1d4chan page. Also perhaps splitting the page into multiple ones, it's way too crowded atm.
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>>74316754
Maybe keep one we have now as "intro" page with most important stuff, and keep laungages + races, nations + regions, and rest separated?
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>>74315171
Ok so since that other person decided not to do Vesterlands, I'm gonna go ahead and do them and tie them back into the original origin of Lahaila I was going to do. I also had that Idea for Tautoburg, so after I read about the Treants, I'll do that too. I'm not really sure about the Sisillia City states or Jorkavia, because they don't have as much geography etc. to riff of of, so maybe I'll go over and try to clean up the Boros if I can get a jist of what's going on in that part of the world and figure out what Immud Humans are supposed to be like.
>>
>>74318318
Update: Jorivakia is similar to Jorvik which is olde norse for Wild Boar Creek. I can work with that. If I figure out Sisillia city states I can wrap up the Mukwesk region today. Obviously if anyone has been harboring any ideas for this region, i don't want to hog it up, so let me know.
>>
Country name: Saramese Kingdom
Population: 98% Westrasi Human, 2% Others (mostly elves)
Capital: Bapsburg
Goverment: Highly centralized Feudal Monarchy

>Culture
Saramese are proud and sophisticated people, with a taste for the finer crafts. With a higher degree of literacy and a larger part of their population living in cities as craftsman and free workers, Saramese are among the greatest sources of literature and culture, philosophers, astronomers and other intelectual pursuits. They great value knowledge and domain of a craft, and often define themselves by their work and achievements. Also, Saramese have a leaning towards mysticism and esoteric doctrines, making for great arcane practicioners and theurges.
>Religion
While most of the population follows the Church of Divine Duality, due to their proximity to the Sarkation Empire, the Saramese Kingdom is a cradle to many religions who count no more than a few hundred followers between themselves. Which ones are cults and which ones are legit faiths is a matter entirely subjective. Gurus and wisemen abound in this highly mystical land. Bapshire is known as the city of a thousand prophets; and the tone in which one calls it that often tells you how they feel about these smaller faiths.
>Organization
Saramese follow a very common feudal structure present all across the Westrasi continent. Knights, Barons, Counts and Dukes. However, the kingdom has very fertile lands and this allowed for a large urban population. The Verani empire city of Baptium was the second most populous city in the Empire before it's fall. This is now the city of Bapsburg and the Saramese capital. With this large urban population, this means the mayors and guildsman have a much greater impact in Saramese politics, and while the feudal lords do serve as knights, a big part of Saramese forces is composed by freeman's militias armed by the cities' guilds.
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>>74318666
>Origin
Saramese were the tribe originally settled in this lands. The kingdom formed a few centuries after the fall of the Verani empire, with Saramese natives stepping up to fill the role of local governor when the Empire collapse, and eventually crowning themselves kings and lords.
>Diplomacy
Saramese have a ongoing dispute with the free city of Bertranox. Once part of the Kingdom, a group of exiles from a civil war fled there and declared it independent. The saramese don't recognize it as such, but with Bertranox allied with some naval powers, the Saramese lack the maritime might to press their claim.
>Geography
Semi arid and temperate areas abound both in the kingdom, who mainly exists as big cities along two rivers, the Sarans and the Yonax rivers.
>Economy
Saramese mostly grow wheat, olives for oil production and lettuce. Oil is their main export, and the kingdom actually excels in the production of codexes, or books, but in no way this amount to more than a blip in it's trade. Saramese export the occasional luxury articles, and are famous for producing a blue dye out of a flower known as King's Crown. This leads to the expression 'Saramese blue' to describe deep, vivid blue color.
>>
ountry name: Free City of Bertranox
Population: 99% Westrasi Human, 1% Others
Capital: Bertranox
Goverment: Plutocratic Republic

>Culture
Betranoxians share the same values and cultures of the Saramese kingdom, being sophiscated lovers of knowledge, free thinking and esotericism. However they are also fierce believers in republicanism and the rule of those who work and produce the wealth, rather than those born to power.
>Religion
Those with religious ideas too radical to be tolerated even in the Saramese kingdom often find exile in Bertranox. The city is a haven of heretics, apostates, prophets and doomsday cults. While most of the people in the city/island believe in Gloria and Etalia, the Church of Divine Duality has a hard time enforcing it's dogmas on the islanders, and as such, most GE temples are run by the Bertranox Chapel of Gloria and Etalia.
>Organization
The City is ruled by a council of composed by one member of each of it's thirty two guilds, who elect a First Chairman for life. Upon death, they elect among themselves a new chairman. This council appoints a High Marshal of the Guard to command the small contigent of soldiers who keep the peace in the island. Aside from that, the council seeks to only deal with affairs that affect the island as a whole or foreign relations, and the guilds each address the issues inside their areas. Due to this 'hands off' approach, the island of Bertranox is almost a 'legal' haven for pirates, who the City will not attempt to arrest or prosecute unless they break the law while landed on the island. So many pirates choose to make a home there while reaving the whole Westrasi sea.
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>>74318953
>Origin
After a failed revolt that sought to install either a liberal republic or a constintinal monarchy (depending who you ask), many Saramese rich citizens and nobles fled to the City of Bertranox, the last bastion of the Rebellion after their continental forces were crushed. The Saramese attempted a naval siege but were soundly defeated by a fleet of ships hired by the rebels from the Veranese. Subsequent attempts to retake the island failed twice more before the government simply decide to let the rebels be. The rebels named themselves an independent 'free city', and this has been the status quo for the last sixty years.
>Diplomacy
Veranese quickly regreted their support for the island, as Bertranox became a haven for pirates who plague their Westrasi Sea trade routes. The Saramese Kingdom still claims the island is part of it's domain and will often refuse trade with countries that openly deal with Bertranox as a free city. In the Saramese Kingdom there has been a 'count of Bertranox' and the last 60 years the titled was passed down from father to son twice and neither has set foot in the island. They instead reside at the king's court waiting for the faithful day their family holds will be restored.
>Geography
A rocky island filled with cliffs and surrounded in one side by a barrier of reefs that limit a lot the naval approaches to a potential invasion, a reason for their independance to last this long.
>Economy
The city trades mostly in goat and sheep byproducts, and survives merely serving as a warehouse for foreign merchants and haven for pirates, as they have little to now arable land, and rely on outside trade to even feed themselves occasionally.
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>>74318616
Good inspiration for Jorvik could be Jomsvikings, so i suggest you to check them out
>>
Guys, i know thread does not have best ammount of new anons, but i don't think shilling in other threads is the way we should go. It will only antogonize people .
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>>74318666
>>74318682
>>74318953
>>74318967
added to wiki
>>
>>74318318
Kingdom of Vesterlanders

Population: 96% Westrasi Human, 4% Treant Vassal Tribesmen Capital : Vesterland bay
Goverment

Constitutional Monarchy. A high king, chosen from an extended family claiming lineage back to Lahailain. A constitution protects the people's rights to personal autonomy and private property, as well as other basic rights, with some restrictions on how much new laws made by the kingship can actually contradict the constitution.
Culture
The modern Vesterlanders value, freedom and autonomy like the Lahailans, but value tradition much more than their Southern Cousins. Although their culture also embraces the rugged individualism that comes with being an outlander, there is no emphasis placed on business and entrepreneurship. In fact, The Vesterlanders feel that having a constitutional monarchy makes them freer than their southern kin. They do not feel the pressure to engage so actively in global trade, and don't feel a threat of being exploited by large business ventures, Most Vesterlanders are happy to have a small simple home in the countryside or wilderness, and farm, hunt, or fish for what they need. They come together with their neighbors to share food in times of strife, or brew alcohol together, or build boats and fish together for those living by the sea. However, those Vesterlanders that do live in the only large city, and the ceremonial capital: Vesternland Bay, often work loading and unloading freight for Morlouxian and Lahailan trade ships. Some even take a trip or two as merchant sailors. Mostly for the experience. There is a small population of Treant Vassal Tribesmen, who emigrated to Vesterland for it's undeveloped wilds after being freed from Morloux. They were decidedly welcomed for their proficiency with crop growth.
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>>74320605
>This is the original joint origin I had in mind for Vesterland and Lahaila, before I thought that other anon was going to do the Vesterlands. since he did it I changed it back, I also went back and changed Lahaila's origin to match
>Pictured: Lahailain
Origin
The origins of the Kingdom of Vesterland and the Lahaila Merchant Republic, are intrinsically tied. During the expansion of Ancient Westrasi culture, there was a prominent zeitgeist of moving northward. Lahailain, a warlord of one of the more powerful Westrasi warbands, disgruntled that many of the new fiefs and lordships of the north were becoming so quickly occupied, and that the dishonesty and politics of courtliness were beginning to permeate Westrasi culture; decided to instead move westward, into largely unoccupied lands. Him, and his people, settled along the westernmost shores of the continent, the site of the modern day nations of The Kingdom of Vesterland, and The Lahaila Merchant Republic. They named it simply Vesterland or the Western Lands, in their toungue. Lahailain declared himself the king of these lands, and declared them sovereign from the greater Vestrassian Kingdom. After the Vestrassian Kingdom split into Voros, and Vestlaria; Vestlaria, invaded the Vesterlands. Having become significantly larger and more advanced, compared to the outlanders of Vesterland, Vestlaria easily defeated the Vesterlanders, despite their prowess and valor in battle. Vesterland became the Vesterland colonies of Vestlaria, which overtime became Belara. After the Split of Belara, Morloux controlled the former Vesterland colonies. These colonies were largely regarded as outlands, and were all but neglected by the rulers of Morloux. The inhabitants of these colonies saw an oppurtunity to restore the Vesterlands to glory and sovereignty. Morloux busy with it's Revolution, and subsequent aftermath, was powerless to expend the resources far southwest to stop this secession.
>>
>>74320648
Origin cont.
The organizers of this secession were split amongst themselves. One half wished not to be under the thumb of any monarchy, but create a new and freer government based on the old Vesterland values; the other half wished to return completely to their old kingdom. The former took the southern shores, and named this new country Lahaila, in honor of their original founder, and hero Lahailain. The latter took the northern peninsula, and named their country The Kingdom of Vesterland, as it was in the glorious times of old.
Organization
There is a High King who rules from the only major city, and ceremonial capital: Vesterland Bay. All citizens are protected with basic rights by their constitution. Other than some renter-tenant relationships in the capital, most Vesterlanders are communities and extended families occupying farms and woodlands. The operate as immediate family units for many matters, but also come together as extended family or community for many others.
Diplomacy

Although they split from their southern kin, they view The Lahaila Merchant Republic as their greatest allies, and have a fair arrangement with them over the use of their bay for trade purposes. They also have a cautious relationship with Morloux, on the good word of their Lahailan allies. There is a small Belaran occupation in the rocky coastal wastleands of Vesterlands northernmost tip. They Belarans use this occupation as point for sailing to the other side of the world, and have promised no further encroachment for the use of this otherwise uninhabited area. Because this area is otherwise uninhabited, and because the small and mostly unorganized nation of Vesterland can not afford to take military action over a small and to them useless part of their land.
>>
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>>74320668
Geography

The Vesterlands is a peninsula, with dense deciduous forest in it's center. There are steep ocean cliffs to the west, and some rocky shores to the east, tapering into a calm and pleasant beach in and around their Vesterland Bay. To the north, rocky hills roll into jagged and rocky, coastal scrub wastelands.
Economy
The Vesterlands do not have much of a centralized economy, however they do receive some national wealth through the use of their bay by Lahaila and Morloux. In the Vesterlands bay many Vesterlanders also take some part in working for these international trade businesses.

>Fuck I forgot the picture of Lahailain
>Here he is
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>>74320685
>Pictured: a young Vesterlander couple by the Sea
>>
Calling the free city of Betranox, working on it as we speak.
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>>74320791
>>74318953
I think someone was quicker than you
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>>74319847
>Jomsvikings,
This could be really good
A Military dictatorship of mercenaries (of sorts)
would be a good contrast to all the Constitutional Monarchies and Republics I've been making

Should I make a new thread guys? it's getting to be that time.
>>
>>74320947
Yeah its better to make it before we reach bum limit, just make sure you use most recent list of countries that have not been written on

Sisilia Citystates
Vashian Republic
Terravia
Chiefdom of Voroi
Farisian Republic
Uroxian Federation
Chiefdom of Uraka
Sarcian Mountain Tribes
Jorivakia
Tautoburg
Hte'Orde
Nanji Citystate Alliance
Gold Coast Tribes
Punaji Chiefdom
Ranji
Mun

I alowed myself to remove colonial nations i already work on and will post lore shortly
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>>74320947
Oh, and for the love of god use political map with names in one of oppening posts
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>>74321167
>>74321167
>>74321167
>>74321167
>>74321167

Fresh Bread!
I'm gonna fuck off a bit and then come back and post Jorivakia and Tuotoburgh
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>>74315248
>Nulamore
They're a possession of Morloux, not Belara. that's critical to why it is Morloux that is brewing up for a major war with Ecinev (but that might be 50 years away or more). Geopolitically, the real question is whether Morloux will manage to do a deal with the Treants; if so, Ecinev will be in a lot of trouble. While no such alliance exists, Ecinev will likely have the upper hand.

Belara, with the exception of the xuxu bean business, is mostly busy elsewhere; their key flashpoint will be with the Khanate up in the north (or at Ta-Li hold if the Khanate expand on the peninsula). I'd imagine that they'll have patched up their relations with Ruskata after whatever happened when Norvia was taken. In any case, they're not in a good position to bust in on Ecinev's main trade routes, and yet they're the only people to have mastered the transoceanic route. So far.

Morloux, for their part, are having all sorts of problems. The piracy of the Black Sand islands was a particularly difficult problem for them for many years, and it was only by sheer luck and trickery that they managed to gain control of Nulamore. But that's proved to be a hugely profitable gain, producing many spices that Morloux trading houses therefore have a monopoly of back in Westrasia. They've pushed from there beyond (into Ecinev's area) with only limited success, but the trade with the Treants has been an interesting development, and one that they hope will become another moneyspinner. But their failures to break into the Celestial market have stung, and the ports in Lemba and Midnat have always indicated that they were not very welcome.

For now, these great empires stand at peace with each other.
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>>74316792
That's the plan, at least.



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