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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.

What are the commonly celebrated holidays in this world? What are the tasty treats of your culture?
> 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/
>Thread 5
http://suptg.thisisnotatrueending.com/archive/7424721
>>
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List of nations without fluff
>Sisilia Citystates
>Vashian Republic
>Terravia
>Chiefdom of Voroi
>Farisian Republic
>Uroxian Federation
>Chiefdom of Uraka
>Sarcian Mountain Tribes
>Hte'Orde
>Nanji Citystate Alliance
>Gold Coast Tribes
>Punaji Chiefdom
>Ranji
>Mun
>>
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>>74321201
> 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.
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>>74321265
Previous Thread: >>74284894
Prompt: I know we've deemed it to be quite a mess, but now that we're nearing the end of nation-lore, how does magic work in our setting?
We've decided there is a lot of ancient tech revered as magic, but we've also decided there is magic too. Is there a place where magic and tech blend? Did magic come back into prominence as a result of our apocalypse?
Conversely, How do adventures navigate such a politically complex landscape?
>>
>>74320827
god dammit how did I miss that. Shit. I wrote it all written out now and everything. I'm just not on my game today, I guess.
>>
>>74321763
See if you two can combine stuff.

Or maybe recycle the fluff for another nation.
>>
The 6th archive is up!

http://suptg.thisisnotatrueending.com/archive/74284894/

Go vote for it or something IDK

>>74321821
Nah, I'm just going to recycle it into Terravia. I should have caught that it was written about anyways.
>>
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>>74321167
>>74321896
>>74318682
>>74315171

Country name: Free City of Terravia

Population: 95% Westrasi Human, 5% Other

Capital: The City of Deru

Government: Anarcho-Communism


Culture
Terravians pride themselves on their sophistication as a people. However, instead of priding themselves on their wealth and social power, they instead focus on philosophy and spiritual enlightenment. The Terravians believe themselves to be the most enlightened and knowledgeable people in the world, and have declared all other humans to be uncultured barbarians. Their occult practice of Emotism and its teachings is practiced by every citizen. Everybody is very eager to meet new people, to the point that almost everyone in the region knows everyone else on a passing level. One of the most popular pastimes of Terravia is to meet new people, and adventures from Terravia can be found all over Westrasi and beyond. Because of the communist doctrine of their leader and their religious practices of deepening ties with their community, they share everything they can with everyone else, and because of this everyone is happy, which is shared around as well.


Religion
Emotism is an occult religion which focuses on the emotion of the human body. They believe that everyone is connected, and that emotions travel from person to person. They believe these ties to be the most important part of a mortal body, and practitioners spend their time deepening their ties to those around them through magic and deep connections with other people. The happier the community is, the happier the person is, and so people strive to make sure their neighbors are the happiest they can be.

Organization
The nation follows the social doctrine of their leader, Owens Hue, and his political advisors. Under his leadership, everybody in the nation shares what they own with everyone else.

>(1/2)
>>
>>74322348

>(2/2)

Origin
Terravia was founded 37 years ago in 4963, when Owens and his followers fled the Saramese mainland after a failed revolution. Recognizing the deep rooted practices of Emotism already in place in what used to be the Kingdom of Terra, he won over the nation by preaching his policies of communal interconnection and the abolishment of the structures of society to achieve this. The people were all for this new doctrine of sharing and caring, and declared themselves a new, united nation. The royals and noble classes were assimilated into this new state or exiled. Owens lets his advisors lead the nation, and instead focus on philosophy and refinement of his political system for other nations to adapt.

Diplomacy
While their political and social practices are strange, most other nations are neutral to them. They are an agricultural powerhouse and happily bater food at generous prices to forgien powers in exchange for goods.

Geography
Terravia is a fertile and developed land, with most of it being used for agriculture.

Economy
There is no money in Bertanox. Internally people share with each other, and everyone gives everyone else what they need. Externally they use a barter system with other nations to export food and raw materials.
>>
>>74321365
>magic and tech blend?
Not really a fan of this. Magic-tech just seems like too much. Tech as advanced as to appear magic is one thing but the combination is difficult to execute without coming off as power fantasy or just weeb. I do enjoy anime but I like my trope flavors cleanly separated.
>Did magic come back into prominence as a result of our apocalypse?
Definitely, the collapse of civilization and the rise of tribalism and superstition should bring about a rise in mysticism and magic.
>how does magic work in our setting?
A number of ways it seems. If the setting is to work in most rpgs it needs to be left pretty open for it to fit different systems. D&D style magic is present but ritual style magic has been suggested as being significantly more powerful. Beyond that I think trolls do some kind of voodoo curse style magic and use runes? Maybe?
>>
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Gargoyles supposedly came to be by mere accident. While a power craving, mad wizard was in the process of attempting to create life it is said he was come upon by a hero of great renown. In every nation where this tale is told, the locals insist it was one of their own. The wizard stood chanting outside a magic circle, within which was a dozen or more statues of various demonic and grotestque designs. As the evil wizard reached a crescendo in his chanting the hero launched himself at the villain, only to be struck in the back by a goblin's spear. The hero landed hard on the edge of the circle, his life blood issuing from him rapidly. The circle erupted with light and the villains shielded their eyes from what seemed like a sun blooming into existence. When the light faded the wicked arcanist cackled with delight. Each of his beautiful, beastial or hideous works of art now lived and breathed. With heinous delight he issued his creations first command, to finish off the would be hero. To his frustration and dismay the gargoyles leapt upon their creator and his minions instead. They say the component spells of protection weaved into their very being compelled them to protect others not destroy them. The wizard had ordered these creatures to go against their purpose and in their fury they denied him.
>>
>>74321201
Ok so I wanna fluff the Hte'Orde but I have written WAY to much stuff on the Khans and Ordes and I wanna branch out.

So I'll do a verse for a verse, someone fluff them and I'll fluff something you wanna see fluffed but dont wanna do yourself.
>>
>>74323071
The wizard was left bloodied and beaten, his minions driven off and his lair in shambles. The newborn creatures flew the unconscious hero to his people and left him where he would be found before they hid from the eyes of men. They knew instinctively that their features were monsterous. When the hero regained consciousness he told all of his people of the living statues that saved him. Hearing this the gargoyles crept out of hiding. Upon seeing the hero's rescuers the people reacted with fright, despite the assurances of the barely living hero. He was powerless to stop his people from driving these creatures away. They flew into the mountains, never to return the people thought. As we now know that is not the case. A gargoyle is a guardian. That is its purpose, its destiny and fate. A gargoyles drive to defend is as strong as a lion's urge to kill.
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>>74322850
I mean, if you have bows and arrows you already are magi-tech. The distinction is arbitrary anyway in a fictional setting.
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>>74323096
Today small clans of these creatures can be bargained with for a defensive pact, if one is charismatic enough to convince them that one is trustworthy. A history of being regarded as demonic monsters has left them wary of trusting others with their safety. When the sun rises these creatures return to stone until the sun sinks beneath the horizon again. Gargoyles will burst out of a stone shell that forms about them during the day like a snake shedding its skin in an explosive fashion. Many grievous wounds will heal in time given enough cycles spent in daylight. A gargoyle is even said to be able to survive off of only daylight for some time before dying of thirst or starvation, such is the nurishment and power that the sun provides them. Still, they are utterly at the mercy of any who come upon them during the day. Whatever damage is done to them in this statuesque state of being is permanent. No amount of sunlight will heal such injuries. Likewise their eggs are rumored to turn to stone forever if exposed to direct sunlight and they must be placed under the light of a full moon if the eggs are to hatch. The eggs are said to be quite large in size and as heavy as stone, making them difficult to relocate. In return for the sanctuary of their clan, gargoyles are said to offer consumate protection at night. They are supposedly able to see through any darkness and fly as gracefully as birds of prey. Some gargoyles are as strong as trolls or possessed of a sense of smell as strong as any bloodhound. Would be assassins and creatures of the night are easily dispatched by these stoney guardians. Gargoyles also make for excellent scounts, provided they do not range far from safe roosting locations.
>>
>>74323121
In the wild gargoyles will roost in locations that most would find difficult to reach, such as cliff facing caves. Bold treasure seekers are said to hunt these creatures for their pearlescent eyes that are said to contain the light of the moon. These gemstone eyes can only be carved out of the skulls of petrified gargoyles. These gems fetch a hefty sum on the market and can be found only in the jewlery of the fabulously rich. As a result of this, some gargoyles clans have become extremely xenophobic.
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>>74323102
>bows and arrows=magitech
Wut?
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>>74323186
Bows and arrows are technology. Most settings with magic are already "magi-tech" what do you think an enchanted sword is?
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>>74321365
>Is there a place where magic and tech blend?
Ugh, please no.
>>
>>74323207
There's a clear difference between scifi tech being melded with magic and ye olde fantasy level technology combined with magic. You're either being autistic right now or disingenuous either way I'm against magitech.
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>>74323248
The setting already has mecha and spaceships alongside magic users; if that was an issue you are several threads too late.
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>>74323267
The mecha and spaceships don't shoot magic though. Its one thing to have them exist as separate entities within the same setting. Its another to force them together to make the setting even more kitchen-sink.
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>>74323299
The only factions with significant access to ancient technology also know magic, so the point is still moot.
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>>74323343
They use the two means of power separately, which is the whole point.
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>>74323343
Everyone has acces to magic thought. I don't see point you try to prove. No tech until now used magic as fuel so there was no magitech.
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>>74323343
Most of the tech factions slap ineffectual ritualistic superstition on their tech. Its specifically been written that way to emphasize their ignorance and superstitious theme of barbarism and fallen civilization.
>>
>>74321365
I'd rather see whichever is more complex (magic/tech) cancels out the other. Really complex technology can't be enchanted and really powerful magic interferes with tech. It doesn't have to be catastrophic just incompatible. Otherwise you just see a lot of power wank and its pretty fucking cringe at that point.
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>>74323299
Researching the Goldlanders made me note that the Godmachines running out of ammo was a plot point.

Seeing as the last major conflict between them and a massive invading force was a thousand years ago; I like the idea that they are coasting off the legends of their prowess from when they had more potent weaponry than they did now.

Like a major part of there defense is basically just paranoia on what the machines COULD do.
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>>74323511
Good idea. Maybe magic kind of became response of the world to all the tech that leaded to destruction of so much life?
>>
>>74323538
Yeah that seems to be the general theme. The big ass robots are just swinging bits of scrap weapons now. They're very few in number and require constant maintenance.
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>>74323511
Frankly its gonna be pretty hard to wank given the general power equilibrium has been mostly stabilized.

The way I see it, the nations with the most advanced magical cultures (Treants, Khanate, elven tribes) don't have access to ancient tech and the nations that do have access to ancient tech (Goldlanders, Technobarbians) never built up a solid magic making culture because they relief on their tech.

Certain scholars and well off magic users probably want to gain access to ancient tech to experiment and deal with, but by its nature its hard to access any of it.

They're basically long last ancient treasures that you COULD do something with if you went out of your way for it, but like, no one is casting mass reanimation spells on buried jet planes or anything. Especially since the largest cache of ancient tech on the planet is behind a massive radioactive desert and surrounded by millions of people who are going to try to kill you.
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>>74323575
Last thread there was a suggestion that some really baller raiders even try to poach those "God machines" to scrap them for the precious metals inside them.
>>
>>74321365
>I know we've deemed it to be quite a mess, but now that we're nearing the end of nation-lore, how does magic work in our setting?
I prefer it to be sword & sorcery, like Conan:

>Magic in this campaign is more rare, subtle, risky, ritualistic and evil than the magic of the "Forgotten Realms" and "Greyhawk" settings. Spellcasters, while wielding almost universally unknown weird powers, lack the flashy, combat-oriented firepower common in standard D&D campaigns.
https://hyboria.xoth.net/sorcery/low_magic_system.htm

>We've decided there is a lot of ancient tech revered as magic, but we've also decided there is magic too. Is there a place where magic and tech blend?
See >>74323511

>Did magic come back into prominence as a result of our apocalypse?
I like to think it was always there, just eclipsed by advanced technology. As the latter regressed, magic came back into use.

>Conversely, How do adventures navigate such a politically complex landscape?
I don't follow what is the problem.
>>
>>74323606
Even leaving the door open for spellcasters to be able to make magic guns and shit like that is too much. Its a steep slope and the power wank creeps up on you real fast. We're better off without it.
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>>74323663
Only "magic gun" that should be allowed should be magical rod that shoots spels, like in generic fantasy.
>>
How is this still alive?
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>>74323716
1 Sheer fucking autism
2 Me, namefag anons, and other anons that come and go
3 To spite faggots that doubt it will be fully finished
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>>74323640
>I prefer it to be sword & sorcery, like Conan
Thankfully there seems to be few epic spellcasters so far. I do enjoy the sword & sorcery approach. Spellcasters, like functional high tech shouldn't be too common. Most tech is dilapidated or antagonistic towards sapient races so it seems to be going well so far. Not too much power in the hands of the people.
>>
>>74323716
We're 7 threads in anon. Most threads hit the limit inside of 24hrs and the wiki is massive.
>>
Magic and tech could be like in nu She-Ra?
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>>74323789
Its like you want to be hated anon...
>>
>>74323616
>>74197313
>The Tear of Kara Khan
When 12 soulriders returned from Kara Khan's ill-fate exposition from Goldland, they returned with a scrap of Mithril, the largest such source of the metal found west of the Cursed Wastelands.

It has exchanged hands across the centuries from Khan to Khan and the occasional foreign raider. It was originally used as a symbol of power to connect to the fallen great Khan, until Uruz mages learned how to magically smelt off shards of The Tear that couldn't otherwise be torn. Mithril arrowheads have become a prize product of the Tear, notable for being more durable than steel and being able to conduct magical energy better than gold. Due to the small size of the Tear, most mihtril weaponry is used for vanity weapons by various Khans.

Owing to his wariness of anything having to do with the Cursed Wasetlands or ancient power, the Great Khan doesn't use an Mithril weaponry, though he was wise enough to keep the Tear safe in the Kanakar Steppes away from ambitious wizards like Kana Khan.
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>>74323789
How it works in this nu something?
Also why do they have to work together? Someone in this thread described it basicaly as less rigid arcanum version of pollar opposites that are magic and tech, and its great. Why do anons have to make everything dicifult
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>>74323663
The setting already hit the firearm stage though. No one has the ability to recreate ancient tech because no one has developed to prerequisite knowledge to do so. The closest people have gotten is jurry rigged maintenance . The setting is a few thousand years away from recreating any of it wholesale.
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>>74323071
>>74323096
>>74323121
>>74323143
Nice
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>>74323716
A core of dedicated writers supported by occasional drop ins.
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>>74323880
I do like the idea that there are some good creatures in the world. Ambiguity is enjoyable and all but a little bright in all the grim is good.
>>
Finally doing fluff for the Oni no one has gotten around to.

Oni are a winged and multicolored race with a natural affinity for magic that are native to the Hellspont located in The Wall of the World.

Large amount of tectonic and magical energy in The Wall of the World opened up The Helspont in ancient times. From this Helspont, the Anicent Demons emerged. When ancient Souxi Humans first climbed the Stepped in The First Souxi Expansion, the humans interbred with the demons and shared with them the secrets of agriculture and city building in exchange for knowledge fo demonic magic. This original community would interbreed until forming the Hybrid race known as the Oni. Still stepped with Demonic powers, but also versed in Souxi culture.

Oni remained a minority in Souxi states for generations, often used for duties considered "too low" for purebred Souxi. This led to Oni subcultures becoming prominent in magic and finance.

When the Kif tribes first left the Celestial Subcontinent, a small group of Oni left with them. A conflict between these Oni and the Naga found at the Kanna knot led the Kif tribes to split into two. One would go with the Oni and eventually colonize Eastralia to found Qifu. The other took the river south to the Nanji Penisula and formed a culture with the Nagas that would become the Ivory Kingdom.

Oni are long-lived and breed very slowly, but when they do reproduce, twins are common. Two sets of such Twins have set up Banking cities near and in both Qi-Fu and the Celestial Empire. These cities are centers of commerce and mysticism. The cities near the Celestial Empire tend to be treated with cool distance by the Empire proper, while the Oni Twins in Qi-Fu have economically dominated the entire nation.
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>>74323750
>>74323777
>>74323896
If the setting were at all interesting, I would love to join you. You all seem like a fun bunch.
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>>74323843
Added the Oni ,Gargoyles and Tear of Kana Khan fluff.,

Give me some suggestion for Naga, I dislike monopolized lore. Just little ideas and suggestions, I can do the rest.
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>>74323843
The No-Rex and So-Xen Oni Bankers are lobbying to join the Westralian Trade Bureau . (Akin to Turkey tryign to join the EU)
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>>74324185
Yeah understandable. Not everyone likes kichen sink settings, and its ok. Trying best to create something good out of sometimes contradictory ideas is interisting part of experience.
If you ever change your opinion and wish to join in, and write some things down, we are not getting anywhere else.
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>>74324231
Rule of the twin cities of Dou Qian is always held by a pair of Oni Twins.

When re productively compatible tradition is they are to be wedded, with thier first born set of twins to inherit the cities upon the death of one of their parents. The elder twin is given Duo to rule while the younger is given Qian.

In cases where the twins are not reproductively contemptible (as is the case now) the first twin to have children will have their twins inherit the two cities upon the death of either of the current rulers.

The two current rulers twin children of twin parents are in fierce competition to see who can spawn heirs first. As Oni spawn very little young, this competition has gone on for some time.
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>>74324332
Second Sword is the bastard child of the Oni Ruler of Duo.

The child of a Half-Elf, Half-Human slave, their race isn't why they are illegitimate (many Oni Rulers have been spawned from slaves). They are considered unworthy of inheritance and a true name because they were born with no twin, a degenerate weakness in Oni culture.

Second Sword's true parentage has been kept secret by forces in Duo, who wouldn't want an excuse for a conflict with Qian. They were mixed in amongst other slaves and given a slave name, eventually rising through the ranks of the Oni slave armies to become Second Sword.

Second Sword is the soldier assigned to oversee the cities slave, and they have become famous for over compensatory brutality on Oni chattel.
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>>74324215
They sell their own shed scales.

A naga acquires one new head for every 100 years it has lived. Their queen is a five-headed nagaraja, called Mucalinda, which is also worshiped as a goddess.

They tame hydras.

There are both constricting and venomous nagas.

They build step wells to have water during the dry season. Said wells are also the entrance for their underwater subterranean realms. They are amphibious.

Some nagas can become human-like.

Nagas are sensitive to moisture and rain.
>>
Oni are naturally blue or red or similar shades, twins tend to have the opposite color of their sibling. Oni have wings they can extend or retract as well as fangs and claws.

The tend to wear ornamental face masks as markers of status, the gaudier the mask, the richer you are.

Oni often have forced relationships with slaves, though the low Oni birth rates make hybrids rare. When hybrids with slaves are born, they are treated as full Oni and often are given their non-Oni parents as gifts .

Oni slaves are not awarded names, property, identity or even genders. They are titled after their function (Sword for soldiers, Washer for domestic slaves etc.) slaves of the Oni Clans are given numeric titles to denote rank among their structure.

Oni that are born without twins are seen as degenerate abominations , they are often sold as slaves or simply killed.

Slavery is formally outlawed in Qifu, so the Oni there tend to economically dominate others less so than legally. They still share the prejudice against non-Twins though Qifu Oni fancy themselves "enlightened" for usually not killing them.
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>>74324536
Question, how did a Technobarbarian get all the way from Izil to Ram's Head to become the Maag Pharoh?
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>>74325009
Through the power of jetpacks
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>>74325301
After Kara Khan's assault through the wastes Goldland used up much of their godly arsenal. Sensing a weakness , the Izil tribes invaded and causes the God Wars, a conflict whose history is unknown to most outsiders.

The gods wars massively depressed the useable technology available to the peoples there and caused the technobarbarian exodus.

Several technobarbarians left there homelands and ventures west through the Mountains in order to escape both the cursed wastes and the violence in their homeland.

In the mountains they encountered the Oni Tribes the shortlived conflict was the origin of Oni Armor smelting practices that to this day are one of few materials that can match Mithril (Naga and Gren Scales being the others)

Access to wider Sou-Xi culture led the Technobarbians to learn of the wild east, where several other explorers had gone. Knowing the land was ripe and barren they trekked along the sea until reaching rams head, where small pockets generations later would displace locals and establish the Maag Kingdom
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>>74321365
>Conversely, How do adventures navigate such a politically complex landscape?
With a smile, a handshake, and a knife in their back pocket.

>We've decided there is a lot of ancient tech revered as magic, but we've also decided there is magic too. Is there a place where magic and tech blend?
No, not really


>Did magic come back into prominence as a result of our apocalypse?
Maybe? It could have been always there, but it was easier to use the tech so no one bothered.


>>74323606
Yeah.

>>74324215
Naga cannot speak like humans or other humanoids can. Their vocal coards simply do not support it. Instead they communicate with a system of complex sign language among themselves, and writing when communicating with humanoids.

They love to eat birds, and set up complex traps to catch, eat, and maybe even breed them.


>>74323640
>how does magic work in our setting?
>I prefer it to be sword & sorcery, like Conan

Personally, I dont think there should be a system for magic one way or the other unless it's very vauge and arbitrary, like the ritual system where it is there for lore and not for the PC's to use unless they REALLY want to. As I have learned from running the one shot, having less things you need to implement to fit the system is better. Requiring the system to use low fantasy magic for the PC's would cause a lot of extra headache, even when using something simple like this https://hyboria.xoth.net/sorcery/low_magic_system.htm. I'm not saying that it the sword & sorcery style doesn't sound cool and fun to play, I just think that it should be left up to the DM to implement the rule. Hell, we could add a little note in the magic section saying "Hey! Do you want to play this in a low fantasy setting? Try these rules." But I don't want it to be required.
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>>74325612
I second the rules of magic kept purposefully un systematized and ill defined
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>>74325612
OP, and Mukwesk-fluffer back
I agree about the general consensus of no magitech that I've seen from most other anons in this thread. In my own headcanon, ,magic is ritualistic, risky, and low-magic, but I agree with making the choice ultimately up to the DM, and we can offer suggestions like the one posted.
I'd like to think we're making an expansive setting, not a game. And this setting can be applied to any game, whether it be DnD, a War Game, a PbtA, etc.

Working on Jorivakia right now.
Thanks >>74319847 for suggesting Jomsvikings
They're going to be a Jomsviking/Spartan/Blackwater Military Junta, with some boar-related stuff.
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>>74325612
>>74325791
>>74326475
Agreeing that magic is purposely vague. Magitech would either be virtually unique or something very conceptual a few scholars are trying (and so far failing) to do.
Maybe 'high' magic is the realm of select few NPCs, divinities, or MacGuffins.
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>>74324332
Family Tree of the Duo Qian Oni Bankers
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>>74327147
I can writefag a log of a sorcerer trying and failing to do magical experiments on some tech sacrilegiously stolen from the World Scar
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>>74327246
Sure, if you want to.

Also, I would like to point out that there is a misspelling on the map. I would fix it myself, as it is my fualt that ther error is on there, but I cant get the font on MS paint.

Duchy is spelled Duchy, not Dutchy.

If a map anon could fix that, it would be wonderful!
>>
>>74327412
I actually like stuff having multiple spellings, very true to the setting.

Also I would prefer it be a named magic user. Are there any of note folks would dig me using?
>>
>>74324231
>Letting Oni join
>Legitimizing the Oni
This can only lead to tragedy and despair.
>>
>>74327147
I agree with
>>74323663
>>74323511
>>74323209
>>74322850
Not really interested in having magitek in the setting. Its not just contradictory with the rest of the setting, it feels out of place. Kind of against the theme. If it exists at all it should be myth and legend not accessible.
>>
New to the project, reading up on a few things so I don't step on many toes. I'll take the Farisian Republic and see if I can do something with it. If the Uroxian Federation is still free by the time I'm done, I'll move on to that.
>>
>>74323071
Hell yeah. In this one long running game I played we had gargoyles roosting/protecting our castle (More of a fort really) and it was pretty tits. They were CE in that game though and had to be bound by magic. I kind of like that they seem more like good guys in this.
>>
>>74328543
Welcome to the great effort anon. Have fun with it. I think Urox was covered at some point but I could be wrong.
>>
Is there a nation/faction within the setting with a LOT of gold? Since the T'lc-Kha are so obsessed with obtaining it to spawn magic-users it would make a certain amount of sense if they had scouts to go out and find which nations had to most, where its held and how to steal it. I just find the idea of bank robbing bugs with a "my precious" attitude toward gold to be entertaining.
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>>74328609
The Euraxians and the Araxians have, but not the Uroxians, I've checked every thread. I can understand the confusion though.
>>
>>74328670
Now that I think about it the metal bugs could be the magpies of the setting. It would drastically increase their interaction with the world if they want all-the-shinies.
>>
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>This picture is a fine and fearsome Jorivakian, but if anyone has a humanwarrior/soldier with boar themes, or atleast images emblazoned on their armor/clothing/shield etc. I think that would fit better

Jorivakia

Population: 66% Westrasi Human, 6% Imuuga Human, 17 % Suoxi Human, 3% Treant Vassal Tribesman, 8% Other Capital : Jormsburg

Government
Military Junta, consisting of: an Infantry General, a Naval General, and a High Commander.

Origin
Jorivakia is a rather young nation, if a nation you could call it. It came into being when some of the greatest soldiers of Belara and Morloux came together, and decided that for all that was built on their backs, they didn't get the share of wealth or power they felt they deserved. They resolved to establish their own nation-state, where they would all be equal, and all at arms. They took the greatest men loyal to them, and went south to a stretch of land that not even the Vesterlanders or the Lazari desired to inhabit, because of it's proximity to the Jormsboars, and the anomaly of Tautoburg. There they first began selling their swords in battle, and in doing so recruited many great warriors they met in battle around the world. Word of the equality among warriors, and comfortable lifestyle stretched across Westrasi, and now ambitions sellswords from all over the continent travel to Jormsburg, for a chance to become a soldier-citizen of Jorivakia.
>>
>>74329203
Culture
Jorivakia is a nation of Mercenaries. These elite soldiers operate out of the fortress city of Jormsburg in the middle of their territory. Here the High Council of Commanders, dictates the orders and assignments that will send their warriors around the world. People have seen Jorivaki fighting in many conflicts, waging proxy wars on behest of their clients. Some say they will even be fighting for different sides in the same war, but never cross each others paths, as if they were aware of each others positions. This is convenient, because the Jorivakian code prevents them from ever raising arms againts their countrymen, no matter what battles they be involved in. Their code states many other things. Among them that a Jorivakian may never have a family or rear children within the territory of Jorivakia. This ensures that only individuals who meet their requirements become Jorivaki. A potential recruit must complete a series of feats, the final of which is to be stripped naked, and sent into the strange forest to the eastern half of the country, with no weapon. This place is the home to the JormsBoar, a uniquely wild, large, and dangerous breed of wild boar, that hunt in intelligent packs, and have a taste for human flesh. The recruit must successfully survive for a year in this forest, only eating and clothing himself with this most dangerous game, only then will they be a true Jorivaki. The Jorivaki hold a great admiration for their native fauna, emblazoning the boar on their banners, armors, hilts, and shields. While the wild forests lie to the east, to the west are more docile forests. This land is home to the handsome estates of the Jorivaki, where they reside during their allotted downtime.
>>
>>74329219
Culture Cont.
Although the Jorivaki sell their services to anyone in the Mukwesk or Nurwesk regions, they will not act to significantly upset the balance of their homelands. For instance; They would not use their entire force to invade and conquer a Westrasi nation for another. Most people also believe, that if a foreign force ever invaded the Mukwesk or Nurwesk, that the Jorivaki would stand and fight, for free

Religion
Jorivakia is composed of many different cultures, and has no over-arching religion, but it does have a universal code, this code states that:
1. A Jorivaki must never raise arms against a comrade.
2. A Jorivaki must never show fear.
3. A Jorivaki must never flee from a battle in which they are matched equally in power and number.
4. A Jorivaki must never disobey direct orders from a superior, unless an inquiry, or blatant obviousness, finds their superior to be of unsound mind.
5. A Jorivaki must not horde the spoils of war, with exceptions for trinkets of sentimental significance, and in some cases, through approval, an exceptional trophy of unique achievement.
6. A Jorivaki must never plunder, pillage, torture, or otherwise brutalize, and most show their enemies as much respect as is possible.
7. A Jorivaki may not procreate, or rear children in the borders of Jorivakia.
>>
>>74329244
Diplomacy
The Jorivaki sell their services to any and all nations of the Mukwesk and Nurwesk regions, and have good relations with all of them.

Geography
The west of Jorivakia is rolling hills of deciduous forest, and the east of Jorivakia is a strange mixed forest.

Economy
The Jorivaki are elite mercenaries. Used not just for war, but also elite guards for important people, and security forces for trade shipments. They are paid handsomely for their services, whether it be in money, weapons, armor, common goods, or foods. This bounty is distributed evenly among all Jorivaki, whom live more than comfortably, when they are not on duty.
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>>74329262
Tautoburg is up next, and it's going to be different.
Also I didn't write Sarkatia, but I found this picture of a dragon knight, so i filtered it and here it is, if Sarkation Anon approves of it.
>>
>>74329286
>dragons
Aren't the supposed to be rare with a capital R? Or are these lesser dragons?
>>
>>74329344
Wyverns are fairly common lesser dragons. Some people have somewhat domesticated them to be used as mounts.
>>
Do hobgoblins have an origin yet? If not I'll take a swing at it after work.
>>
>>74329203
>>74329219
>>74329244
>>74329262

Literally DND Outer Heaven. I fucking love it.
>>
>>74329495
>>74329344
It's like how humans are technically speaking a type of Great Ape.

>>74329523
Not only don't they have an origin but the modern descendants haven't been clarified besides living in at least the khanate.
>>
>>74329344
Also Dragons are going extinct the exact total number hasn't been defined so its up to anons to write. So far there have been two in the lore. One hasn't been seen for a few decades an the other is pals with The Great Khan.
>>
>>74329615
Thanks M8

Now with Tautoburg, a preface; Tautoburg is the smallest country in the entire region of Westrasi that I've been working on, and I really didn't know what to do with it. I knew they occupied most of a random patch of mixed forest, in a deciduous area, and I had their name
Tauto - Is an old Greek word meaning sameness
Burg - Means a fort-town, fortress-town, walled castle town etc.
So, here it is:
>>
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>>74329956
Tautoburg

Population: 100% Westrasi Human (???) Capital: Tautoburg

Goverment
Seemingly: A Monarchical City-State

What We Know about Tautoburg:
A traveler who finds themselves in the strange patch on dense, thick, and abnormal mixed forest in the central Mukwesk region, may happen upon Tautoburg; A sudden and unexpected castle-town, among the thick wilds. The visitor will quickly notice something very unnerving: All the people of Tautoburg appear to be identical copies of the same small handful of people, repeating without end, but in different clothes, doing different things. These people are all friendly and welcoming. They have good food, and good alcohol. If one should inquire into the strangeness of their home, they will be blankly ignored. The Wardens of the Wyrd Watch, who have traveled here for research, have attested that this phenomenon is not a temporal anomaly, like that of the Wyrdlands, as they can see no evidence of aging in either direction on any version of the Tautoburgers. Further puzzling is that the inhabitants don't look the same to every traveler or group of travelers who venture to Tautoburg. Accounts of their appearance may differ from one encounter to the next, but in every encounter, the entire populace is made up of repetitive copies of no more than one hand's full of people. Most puzzling, and perhaps most disturbing of all is to seek an audience with the Lord of Tautoburg. This King or Queen will appear in the exact visage of the visitor seeking their audience. Some have reported that two or more separate individuals have seen this lord as themselves, while their companions saw the lord as their own self, simultaneously. A resemblance, never acknowledged.
>>
>>74330008
Origin
Noone knows when Tautoburg came to be. There are references to it in the oldest known Westrasi folklore.

Diplomacy
No nations have a regular relationship with Tautoburg, and none desire to make aggression against it. Tautoburg itself is friendly to all visitors, and noone could say with certainty they'd ever seen a Tautoburger outside it's walls.

Geography
Tautoburg is a walled castle-town, in the center of a dense and abnormal patch of mixed forest in the central part of the Mukwesk region.

Economy
Tautoburg trades with noone, it is not even known if they use currency. Noone knows how they aquire resources, but they are always abundant with food and common goods.
>>
>>74330027
So yeah, I thought that'd be a fun thing to do with this tiny territory

The only unfluffed nation in the western side of Westrasi is the Sisillia City-States, and honestly I have no idea what to do for them. anyhow, I'm done fluffing for tonight.
>>
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>>74321167
>>74290462

Areas I'm working with.
>Nanji
>The gold coast:
>Punaji
>Ranji courts with the idea of recieving aid from the Treants across the sea in exchange for closer ties.
>Mun
>I might offer some additions to boro if people like the shit spew out.

This pic related region and the states are what I'm claiming for loreing up on. I'm to much of a casual to search for what the existing name of this area was before now but i'm going to assume that after/if/when my writeups of the important shit gets canonized that my own invented title for the area will simply assert itself as the law.

The circles region had existed under the umbrella of being called Punaji jungle, an unassociated collection of savage primitives. Mostly Lizardfolk

Since the first explorers from the towns that would eventually become the merchant empire and curious hermits from the Canton began venturing and recording their exploits into the Punaji jungles they had been finding and fending themselves from the isolated tribes of that have had no contact with the world at large while a slim majority of the tribes are monoracial lizardfolk clans oher races races familiar to any educated outsider are also present, Treant folds mostly plus an emergent community of warrior humans who united in the west (The Maaga amazonians) These tribes have mythologies that hint at the events surrounding Gloria & Etalia (whatever the lore for those two ends up becoming), likely based on whatever little scraps of history their ancestors were able to pass down that was then subjected to a generational game of telephone.
>>
>>74330070
House of the accordances:

Last stop on the Nanji herbal road and the gateway to the rest of Punagi, The House of accordance was first established after the collapse of wider Punaji caused by the encroachments of the Treant and merchant empires, the influx of refugee that would soon create the free state of Mun with the coinciding & consequential breaking of the deadlock struggle of humans and Lizardfolk in the east which triggered Maaga's acendance. The location started it's illustrious existence as a camp centered around some long-dead shrine taken through force by a pack of outsidersism practicers who were attempting to emulate the practice of setting up trader towns used by the enterprising merchants to their southwest, the premise of doing such a thing was not the least bit original at the time of as lizardfolk across the Nanji trail had been scrambling for the means to get them themselves in on the flow of cheap Merchant empire rubbish for decades at that point.


Got to go to bed and i have work tommorow so i'll crack out a few writeup for other cities and states tommorow evening. I was trying to think of how Gloria & etalia would fit into the area but since The setting's namesake gods are a bit in limbo with pople still arguing on their lore(but apparently they ended up around here at some point?) i elected to just ignore them for now. I thought implementing a busted monorail turned bridge between the Obelisk city, & bean counter hills would be good or having the obelisks extend out into the ocean for a while like pic related.
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>>74329632
>Not only don't they have an origin but the modern descendants haven't been clarified besides living in at least the khanate.
Thanks, I'll do my best. Goblins are descended from hobs in this setting, correct?
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>>74328670
Radmir was described as so rich in gold that they can allow themselves to build temple cities out of pure gold blocks. It could be hard to steal shit from those cites tho considering they all have eternal sentient undead guardians
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>>74329244
I fucking love this bit
>A Jorivaki may not procreate, or rear children in the borders of Jorivakia
It just creates kind of rape economy in my eyes and i just cant not laught at the idea
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>>74330070
If you work on Nanji could you not write much details about the Naga? Gonna do a race profile on them tommorow.

Thanks anon.
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>>74331638
I do like the idea that the entire nation is a military so bringing any civilians into it is forbidden.

They're all probably fucking eachother though.
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>>74330602
Yes. And also capable of breeding with humans.
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>>74331608
I was really just looking for "hooks" or possible interactions between nations/factions. Regardless of how difficult it might be for the factions involved. Its all about adding a more dynamic sense to the setting.
>>
>>74332642
I know. I was thinking more in terms of maybe goldlanders preparing for another normal heist, only to realize that there is nothing normal this time.
>>
I connected the goblins to be a stunted cross of troll and hobgoblin. The hobgoblin is an intentionally created hybrid of Oni and human. The origins are still a work in progress but some of it is up on the wiki.
>>
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Country Name: Farisian Republic.
Population: 76% Westerasi Human (Farisian), 11% Westerasi Human (Yoroi), 6% Westerasi Human (Other), 4% Halfling, 3% Other.
Capital: Faris, the Striving City.
Government: Maritime Republic.

>Culture
The Farisian people are defined by their ambition. Every citizen of the city-state, from the highest patrician to the lowliest peon, always hungers for more. Society in the city of Faris revolves around the acquisition of wealth and prestige, with little interest in matters of faith or philosophy. Yet at the same time, there is a certain respect for law and order in the city. Everyone must play the game according to the rules, and if anyone is foolish enough to get caught breaking them, they are subjected to draconian punishment. The brave and the stupid don't last very long in the city of Faris.

However, there is more to the Farisian Republic than the city that it is named after. The metropolis is surrounded by a great deal of satellite settlements that exist for the sole purpose supplying Faris with the resources that it requires to function. These days, that mostly involves food. In these sleepy rural communities, life isn't anywhere near as cut-throat and the citizenry are happy to get on with their lives without worrying about matters of wealth of prestige. The only cause of any discontent is the growing influx of Yoroi veterans, who have been granted citizenship for their long service as mercenaries.

>Religion
Faith isn't an important part of Farisian life. In fact, over the course of the past three centuries, it hasn't established a chapel of its own. The primary religion of the city-state is the Araxian Chapel of Gloria-Etalia, but there is no discrimination between religious sects in Faris. Every chapel of the Church of Divine Duality is welcome in the Striving City, though there's little respect for anyone who devotes too much of their time and energy to religion.
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>Organization
The class of patrician is an important aspect of life in the Farisian Republic. It is a title that is awarded by the Minor Assembly to citizens who have 'served the city of Faris with grace and dignity.' More often than not, this involves contributing a great deal of wealth to the republic's coffers. The title is hereditary, and is granted to the eldest male descendant of the patrician upon his demise. Patricians enjoy significant tax relief, though this typically doesn't outweigh the original cost of acquiring the title.

In addition to that privilege, patricians enjoy membership of the Great Assembly, the legislative body of the republic which handles day-to-day legislation. It is also responsible for the electing thirteen patricians from their own ranks who form the Minor Assembly, which oversees the Great Assembly and possesses the power of veto. In turn, they are led by the Chancellor of Faris, who is elected for life from the ranks of the Minor Assembly by the Great Assembly. Both the Minor Assembly and the Chancellor are elected for life.

The position of Chancellor comes with a number of powers. To list a couple, he has the authority to revoke the title of patrician, provided that the subject of revocation is not a member of the Minor Assembly. He also has the authority to declare war or sue for peace. However, the Minor Assembly's power of veto applies not only to the Great Assembly, but to the Chancellor as well. Every power that he seeks to enact must go through the council of thirteen become it can become a reality.

The current Chancellor of Faris is Vitale Orvaro, and his reign has been somewhat troubled. Though he was successfully able to sue for a white peace with the Euraxian Republic, defeat was only narrowly avoided through the mass employment of Yoroi mercenaries, many of whom were paid with the promise of Farisian citizenship.
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>Origin
The fall of the Verani Empire was a time of great opportunity. On the Northern coast of the Westrasi Sea, the Saramese built a great kingdom on top of the ruins left behind by the old regime. On the Western coast, the legendary adventurer Euron Pean razed a helpless Verani colony and founded the nation of Euraxia on its ashes. The Araxian Kingdom took advantage of the power vacuum as well, and seized a great swathe of woodland that had once belonged to the fallen empire. On the coast of their new territory, the Araxians built the city of Faris.

Taking advantage of their position and the great forests of the province, the people of Faris set about constructing a fleet of boats for the purpose of trade, plying the Westrasi Sea. With every century, the wealth, fleet and population of the merchant city continued to grow. By the end of the Era of Expansion, the Farisians were an unstoppable force. They had a hand in the majority of trade in the Westrasi Sea and they had brought great prosperity to the Araxian Kingdom, yet the people of Faris were hungry for far more.

In the midst of its golden age, the Araxians had grown complacent. They didn't expect the Farisians to demand independence, backed up by a horde of mercenaries from a dozen different nations. At that time, the armies of Arax were stationed on its South and Western borders, in an effort to ward off Yoroi and Sarcian savages. This meant that the mercenary legions of Faris were able to lay waste to the Araxian countryside without consequence. By the time that Arax would be able to muster its forces, there would be nothing left to fight for except for scorched earth.

So with a heavy heart, the Araxian king granted Faris its independence. The city-state has existed as a sovereign state for over three hundred years since that fateful day, free to decide its own fate. But one must always remember, in the Farisian tongue, there is no word for the concept of “enough.”
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>Diplomacy
There isn't a single nation that thinks of Faris as an ally or even a friend, yet every ruler accepts that you can't do business in the Westrasi Sea without working with the Farisians.

After a recent war, tensions between the Farisian Republic and the Euraxian Kingdom are gradually fading, and trade between the two nations has resumed Hopefully, the promise of mutual prosperity will be enough to prevent the conflict from reigniting.
Even though the Farisians claimed independence over three centuries ago, there is still some bitterness towards them in the Araxian Kingdom. Recently, tensions have begun to rise over the employment of Yoroi mercenaries in the armies of Faris.
Though many of the Yoroi Tribes eagerly join the armies of Faris and provide the Striving City with much-needed lumber, others are wary about this exploitation. They fear that they are witnessing a return to vassalage, just under the Farisians rather than the Vashians.
Speaking of the Vashians, they have grown increasingly frustrated with the Farisians contesting their dominion over the Yoroi Tribelands. As a result, the two republics are locked in a trade war that only seems to be growing more vicious by the year.

>Geography
Long ago, most of the land surrounding the city of Faris was covered in dense, impenetrable forest. Centuries of heavy deforestation to provide lumber to Farisian shipyards has changed that. These days, Farisian territory is best described as warm, humid farmland, even in the less arable regions. As for the coastline, it's mostly steep and rocky cliffs, inhospitable to all but the emerald wyverns that consider them their natural habitat. The only exception to this rule is the site where Faris was founded, a sandy cove has been converted into a hectic port. A few small rivers flow down this inlet into the sea, though they are known to swell and flood the city during periods of heavy rain.
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>Economy
If the Farisian Republic is known for anything, it's its ships. Expertly crafted galleys are churned out by its shipyards at an alarming pace, which has led to a rumour that there are almost as many ships in Faris as there are men. In the past, the construction of seaworthy vessels was accomplished with Farisian lumber, harvested from the impenetrable forests that used to cover the countryside. These days however, most of the lumber used for shipbuilding has to be imported, typically from the Yoroi Tribelands.

The patriciate of Faris uses these vessels for the purpose of trade, faccilitating the exchange of goods all across the Westrasi sea with cut-throat efficiency. There's no one that's as eager to strike a bargain as a Farisian, nor is there anyone who drives a harder bargain. Driven by the unending desire for more, these patricians are responsible for the inconceivable growth of the Farisian. Every coin that these traders earn is funnelled straight back into their business, leaving them teetering on the brink between even greater prosperity and bankruptcy. They quite literally cannot afford to fail.

However, no economy can run entirely off of trafficking. Anyone with a boat who can't afford the big business of trading resorts to fishing instead, trawling for mullets and hake and mussels and clams. The truly enterprising Farisians even dive into the warm waters of the Westrasi Sea in search of pearls or valuable salvage, scraping the seabed in search of anything of value. There are even rumours of Farisian “privateers,” who make a fortune for themselves by intercepting foreign traders and robbing them for all they're worth.

It is often claimed that the economic practises of Faris aren't sustainable, that a crash is inevitable and their foolhardy lust for ever greater wealth will end in their downfall. Whenever a Farisian hears these remarks, their only response is a wry grin.
>>
>>74331638
Nah m80
>A Jorivaki must never plunder, pillage, torture, or otherwise brutalize
Anyway I never explicitly stated that Jorivaki can't fuck, or that there aren't female Jorivaki, just that they can't be having babies and shit, it's a place for hardened warriors.
I think we've done a good job so far of portraying sensitive issues like slavery and colonial exploitation in a pretty objective way. Rape is just something I feel can't really be portrayed tastefully, no matter how realistic it is. Ultimately I think something like that is left up to the DM to address, if their table is ok with it. Just like "Can woman be warriors? Or can they be a part of this miliy state?" I dunno, up to you and the DM. Who knows though, I'd imagine that when it comes to Germanic-Sparta; >>74331812 is right and there's some super manly man-fucking.
>>
Whats the status of slavery in this world? Few places were stated to outlaw it, like Qi-Fu, and few other have it partialy allowed like Mai-Xi, but what about rest of the planet?
>>
>>74335229
I assume most allow it.
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>>74335229
Well, it's established that Westrasi has a history deeply intwined with slavery, but it's mostly not a thing there anymore, at least west of the Westrasi sea It's outlawed outright in at least Morloux, Uoros, Lazari(grandfathered in from Uorosian culture), and Jorivakia (because All Are Equal, All At Arms), I didn't explicitly make it clear in alot of places, but I sort've intend for it to be no longer prevelent there, because that's the current atmosphere of the continent. Also Weatrasi have a history of enslaving other races moreso than each other, and the Giant-Halfling Alliance and their Giant Wall would make that to difficult to be practical anyway.
>>
>>74328543
Welcome to the party!

>>74329262
Very interesting! I have to ask though, this seems like the elite class of a nation, and not a nation itself. After all, who builds the houses and roads? Who cooks the food? Who drives the carriage? Who cleans? Runs the inn? You could tweak it to have these taskes be done by captured slaves or something, as much as I dislike that idea. Even then an uprising is going to happen pretty soon

And I just noticed you have a naval commander running the country. You have no sailors to man the ships! And only a river to travel on, so they would have to be river boats and not proper war ships.

Not to mention that there would have to be tens of thousands of these elite mercenaries to create a nation of this size. Each one would have to survive in the forest for a year. And when those tens of thousands of merchs grow old and they cannot fight anymore? Were are you going to get another group to fill their shoes?

Also, you are forgetting the bast male instinct: to want to fuck. It sounds like they would just leave and move out when they actually want to have a family. You also don't start to have kids when your sixty and retired.

And to even gather all of those people in one place would be a problem. In westrasi, word would spread fast, but it would only be rumors by the time it reaches the rams head. Unless they go on active advertising campaigns, but they would need non-soldiers for that.

I like the idea, I just feels like it needs a bit of tweaking to have it be an entire nation after all. To give a sense of scale, the westrasi sea is about the size of italy.

>>74329523
>>74330602
Hob gobs are currently slaves in the khanate. The thoughtcrafters commute it
theirs as well. Just so you know to help build the lore

>>74335229
The Khanate has hobgobolin slaves. That is the only explicity stated one though.
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>>74334422
I added Farisian to the wiki. Holy shit, it has a lot of lore. Great Job!
>>
I just want to thank that this thread exists, its one of few good ones on board.
>>
>>74334357
>>74334373
>>74334388
>>74334409
>>74334422
Really dig this
>>
>Mongolian Goblins

I love it!

Also who is doing the ethic migration maps? They or someone who knows how to edit that map has updates to make.
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>>74336632
no problem

> Non-Human Languages
Giant

Giant is a language which bases itself of the natural low sounds giants produce. The language itself is a simple syllabic language, but this constraint of low Giant vocal cords gave birth to the idea that "Giants are mentally impaired". After all, a non-Giant only hears every 3rd sound a giant even makes when speaking!

Halfling

While minor tribes still speak the true "halfling tongue", most speak a bastardized version of "Sukwestu". Halflings from many tribes were enslaved by Sukwestu speakers as such upon their escape or freeing and return to their tribes it developed as a language of inter-tribal communication.

Troll

The tongue of the trolls has a layer based structure. Akin to how trolls seem to grow more intelligent with age so does their language. Unlike the languages of other races Troll is not learned and is a language Trolls are born with and thus as universal among them as barks are for dogs. A troll's age can often be told easily by simply how they talk and how many layers of complexity of "Twerlrlow" they use.

Nanauit
Also known as "snowtongue" is the hunter's tongue of the Snow Elves of Sankinuq. Nanauit unlike other elven tongues does not derive from Proto-Elvish. Instead if derives from the special tongues early snow elf hunters used. Using their sophisticated vocal cords hunters would imitate the wind, or sound of stepping on snow. That's how the language was born. Partly because of it's usefulness it became the trade language of the elves and slowly replaced their native tongues. Currently both hunter's Nanauit and common Nanauit are spoken, Common is simplified sound-wise and gentler on the ear.
>>
>>74337053
Mongoblins
>>
So if Oni are good at illusion magic and Goblins have Oni ancestry and the Lhanate currently specializes in offensive illusion magic I think its safe to say Illusioj Magic was brought to the Khanate by their goblin immigrants and slaves.
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>>74337105
I love this.

Also, the wiki just got hit by a grief. I fixed it, but everyone just be wary. Thankfully 1d4 is a 4chan wiki and there is an undo button for every action.
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>>74337237
What kind of grief? Also maybe we should use an updated doc as a safety precaution against this?
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>>74337492
Some idiot was going today and destroying pages on wiki (not only about Gloria Etalia) with random meme bulshit.
I don't see reason to keep additional doc, because unles wiki as a whole is down, we can always bring back previous version
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>>74337806
I'll download the wiki page as a backup
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>>74337806
About memes. Should we start making Gloria-Etalia memes?
Along with a CYOA it might be a good way to get new people in.
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>>74336553
>>74336780
Thanks, I feel like I might have doubled down a bit too hard on the "merchant republic of venice with a little bit of late-stage capitalism and a lot of assholes" but in the end, it's a /tg/ project, not a work of art.

I'll claim the Uroxian Federation next and get to work on that, although I doubt it'll be finished too soon.
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Could someone add the Onibtidbits posted here on the main wiki. I would do it but apparently staying up till 6 an chugging Whisky and maybe expired banana ice cream smoothies totally fucked my internal organs.
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>>74338023
I would be neat to make a 'Mercenary Captain' CYAO using Westrasi as base. You spend points to buy personal perks, perks for your mercenary company, and troops for it. Euraxian Knights, Auraxian shock infantry, etc for troops, personal perks could range from things such as 'Elven wife' (you know some anons will want some waifu content), which gives you perks getting contracts with elven nations, etc.
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>>74338023
Maybe an Ordianjak wavinf a lion call flag going THIRD URD!

It is kind of funny how a whole faction on this serving is basically/pol/ shitposters.
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>>74338360
That'd be pretty neat.
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>>74338360
Yeah cyoa would be good idea to rope new anons in
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>>74338255
sure. I'll do that right now
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> be me
> gonnafluff out dem Hummies

Tnz'qran Human

The Tnz'qran humans are short and stout. Growing between 1,6 - 1,7 for men and 1,5 - 1,6 for women. In spite of their short stature they have unusually long Arms likely due to Hobgoblin admixture. Depending on region the skin colour ranges from light yellow (Suoxi Admixture), Green (Treant Admixture) or Orange (Treat Vassal Admixture). All of them have almond eyes which are even more slit-like than those of the Suoxi people.

Grendarrym Human
The Grendarrym people have usually black hair and green or blue eyes. They are slender and tall and some are born with pointy ears suggesting large Elven admixture.

Yugr Human
The people of Yugr are ancient and heavily altered by magic. Frost magic having flowed trough their bodies for millennia their skin has turned light blue and their body temperature is usually around 0 C. Their eyes are the color of bronze, the metal they still use for tool production.

Ruskata Human

The people of Ruskata are a rare breed, similar to Amazons in the fact that the women are taller and often stronger. Though in the Ruskata women that strength is magical not physical. The people of Ruskata are descendant from Grendarrym Humans, but possess less Elven admixture and are characterized with an unusually high Troll admixture. The Matriarchal lineages of many noble families are also descended of "Crones" which are a type of Fey.

Modern Uzataar Human

In spite of no real ethnic ties the Uzataar look similar to the Tnz'qran people. Their eyes are less almond shaped and they are taller on average, but likely due to goblin admixture tend to have a crooked posture.
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>>74338853
Just pointing out the Uruzataar and Tnz are ethnically related, both being Qoktengal peoples
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>>74339046
True, but both diverged from the OG group seperately to look similar
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>>74339376
And then there was another wave of admixture later on. They are distant but still Qoktengal in the same way Sanskrit and English are both indo European
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Updated list of nations without fluff. Keep up the great work anons!

>Sisilia Citystates
>Vashian Republic
>Chiefdom of Voroi
>Uroxian Federation
>Chiefdom of Uraka
>Sarcian Mountain Tribes
>Jorivakia
>Tautoburg
>Hte'Orde
>Nanji Citystate Alliance
>Gold Coast Tribes
>Punaji Chiefdom
>Ranji
>New Belwed
>Mun
>Ta-Li Hold
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>>74336353
Hmm, perhaps some of the soldiers were also tradesmen? I'm picturing this running like the military. The cooks are military, the engineers are military, the medics are military, etc. Alot of communal living situations work together or take turns to feed everyone. Also they would receive alot of goods and food from tradeships along that river as direct payment from clients. Perhaps clients send laborers to build houses etc. as payment. I may be off with the size of scale, but basically I intended every member to have a sizable estate of their own in the land that wasn't boar forest outside of the headquarters capital city.
Basically ambitious young warriors, and soldiers disenfranchised with fighting for their own kingdoms would constantly be in flux to the nation. They would also actively be recruiting skilled warriors in their travels, as they also get hired as guards and security forces for trade routes and traveling dignitaries, etc. The naval commander is part of a council, and his roll is mostly for commanding those soldiers who travel on merchant trade ships as hired guards. But his existence may be unnecessary, since you don't need to be a sailor to be hired swords protecting sailors. As far as fucking goes, I'm not keen on the idea that only men are warriors etc. As I've stated >>74334761 . I don't envision this setting as high-fantasy, but we also have aztech mechs and magic trolls, so I don't see a need to start being realistic about gender-roles. Who's to say there isn't primitive contraception? There's also no reason they can't get the fuck on while on trade ship protecting missions, or hire whores to come to Jorivakia, they just can't be having kids there.
I can clarify some things though.
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>>74340895
Jorivakia and Tautoburge have received fluff
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>>74340895
Last thread i removed belarian colonial nations from list because i already work on them, at the same time. Will post it later.
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>>74340904
Oh and the year in the forest thing is a logistic mess with all those people. Maybe there's some hunger games shit going on? Could be cool. But a month in the forest may be more practical.
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>>74340926
And to be clear about my Tautoburg fluff, because size of scale was brought up, most of Tautoburg on the map is borders defined by the abnormal mixed forestthat edges into Jarivokia, the actual Burg is somewhere in there.
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>>74330070
>>74330215
First state to go over. Is a fulcrum of the region and thankfully probably the most simple to write up with the least stuff going on. They're tribals 'ruled' by a self proclaimed monarch.
Country Name: Punaji chiefdom

Population: 60% Lizardfolk, 15% Treant, 12% Human (Tnz'qran), 13% Other.

The camps, villages, settlements and even freely wandering foregers parties who call the Punaji jungles home have little in the way shared identity. To your your own. Bluecrests keep away from green frills, lizards keep away from humans, and life goes on. Punaji is only held together as an identity by the shared primitivity of the region and the strictly feudal culture— enforced by stone carvings and and blood rites. Places where the scerery forms a magestic view natually develop into official sites for clans to meet, dual, celebrate ritually sacrifice and the rest. The more incredible the landmrk the more important the events that are held there. Pretty waterwalls and big trees are all fine and well but without question the one place in Punaji with the gratest natual wonder is the Thin mountain, greatest of the obelisks and rightful throne for any would be lord of Punaji. All that one can survey from the thin mountain's peak is the dominion of whomsoever sits atop it.

In Punaji anyone with the proper strength and guile to put their foot on the juggular of a would be rival can do anything they like and they are not afraid to enforce it. Loyalty is not a fluid thing here, Its just business.

Ths land was only named Punaji in accordance with the orders of the late great Master Punaji a lizardfolk warlord who's corpse stil lies at the top of the world survaying a corpse empire. Punaji is a shattered husk 'ruled' by middling grandsons who hatched into their rulership of clans that are not theirs by bloodline.
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>>74341177
The most sucessful of these descendants who managed to wrangle real rulership of their assigned tribes now either bicker and fight in civil war over control of the Land of the obelisks. The north and south broke away from Punaji for their own reasons while the southern coast was cut off now beyond their influence. The east has migrnts streaming in and an assertive human war cult that rose from the collapse. The western coast is a war zone with the Merchant empire.

Day-to-day life is not recorded on a calender system within Punaji. time is recorded by the coming and goings of the seasons of hot and rain. Life's struggle of tribal violence aggainst fellow people and the land are interspersed with the disparate gatherings, such things as coronations of a new clan heir, the announcment of a peace or war between tribes and religious ceremonies. Beyond their loosely
feudal machinations imposed by the great tribes in the Obelisk valley the Punaji tribes are connected by the cross pollination a badly degenerated mythology relating to the lives of the gods Gloria & Etalia and of a universal prevalence for nature worship sponsored by the Treants across the sea and is quietly practice practiced by tribes of the Treants.


Life in the jungles of Punaji is never easy. The flora and fauna are actively hostile; the vines here grow huge and attack any who are unwelcome, and other hazards are abound like live volcanoes and flash flooding. Even with their familiarity with the dangers, each day a tribesman could fall prey to wild beasts while they tend to jungle orchards or
harvest rare plants to trade goods with convoys coming out from the house of concordance.

Despite these hardships, civilization endures and rejects the influence of outside powers whole heartedly. Punaji's united corpse of an empire lives on even after his death.
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>>74341221
Remember to standardize what you write.
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>>74335229
Slavery is an important part of the economy of Ecinev, and those enslaved are often bound for the plantations and mines owned by its various great houses. They also form the basis of many of the serving staff of estates, and even private educators and bookkeepers may be slaves. Lawyers are not; the legal code of Ecinev prohibits any slave from representing someone before any court.

The houses are not the harshest of task masters, and often consider slavery to be a temporary condition that accompanies working off a debt... provided that the enslaved person is a citizen (who have the privilege of having all children born while enslaved be free). Non-citizen slaves are purely chattel (but if freed can become citizens; it happens rarely but is not unheard of and is a topic often used in the great comic theater of Ecinev).

Within the slave population, status typically follows by the nationality of the slaves, the status of their owner and the nature of the tasks being done. Foreigners rank below natives, laborers rank below craftsmen, chattel of a great house ranks above that of a lesser family, sometimes even above a free citizen. The personal staff of the First Citizen are usually slaves, and are considered to outrank everyone except Assembly members; if any of them were to be freed, their loss of status would be meteoric.

[I'm trying to describe something based on the sort of system used in Rome rather than using the sort of system used later in the Caribbean.]
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>>74340904
Ok. I would imagine there would be female warriors there to and they would be plenty of them around, but you cannot start a family there. Thats kind of a big deal. And I doubt that cooks or others would survive even a month in the woods. I think it just needs some clarification and a bit more rounding out and it will be good.

>>74340926
So they have. I messed that up because they were listed twice in the wiki, and one of them had no lore.

Also, I realised that no one posted lore about The Great Pyramid. Here we go.

Not much is known about this structure. The tech barbarian tribes that found it debate over its purpose. Some say that it is a tomb for an ancient evil. Others say that it was created from a contest between the gods. However, nobody knows for sure because entry into the structure has been found impossible. Any doors that have been found have been sealed with metal that has been proven to be impossible to cut. Also, the long and dangerous trip through the desert means that only the most determined of adventures can make it to the structure. There has been a recent breakthrough in its purpose though. Famed priestess and divine iconographer Qux Yozik recently made the journey to the pyramid, and spent several days excavating and studying the outside of the pyramid. Her work was difficult and took many days, but soon uncovered a massive metal door in the side of the pyramid. Her team was unsuccessful in opening it, but two images were uncovered during the process that have neven been found before.

No one knows for sure what they mean, but the talk of a great evil and death under the pyramid has increased amongst the tribes. Qux herself has now dedicated her life to figuring out these symbols, and has even sent for outsiders of many kinds to try to find anyone who would understand what they mean.
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>>74342010
the other image, found to be carved into the door.
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>>74342008
I like it.
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>>74340904
We have the Amazon's where only women are warriors and Ruskata is matrisrchical too.

I think it's fine to have one male centric Civ too.
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>>74337090
>Trolls are born with and thus as universal among them as barks are for dogs.
Skrug wants you out of his head. Seriously though I was thinking that part of the troll language should actually sound like a large dog barking to non-trolls.
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>>74342911
>Anons are starting to read each other minds
We must have been infiltrated by thoughcrafter commune
Great Khan can't destroy them soon enought
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>>74342010
Yeah I feel you, it's easy to lose sight of logistics that seemed obvious to you as a writer but wouldn't be obvious to the audience, I'll go back and clarify things later tonight or tomorrow. Maybe all soldiers are taught basic cooking skills and take turns. Not cooks becoming soldiers. I guess I take it for granted that not everyone would have basic cooking knowledge like modern people. I also assume hardass mercenaries would be uninterested in starting families, but that might be another personal bias taken for granted.
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>>74343471
Well, if you were to go with more of spartan look, everyone is trained to be sell suficient, because everyone should be able to fill any roll in army.
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>>74341412
Oops. Well I already fucked up that formatting game up hard. I've already touched on everything from geography to culture and diplomacy.
>>74341221

>Capital the land of the obelisks.


the obelisks are the heart of the Punaji power and culture. It is at once one of the largest cities, due to its expansive layout, underground tunnels and skycrapers, and one of the smallest, due to its small inhabitant population of warring tribes. The locals don't even really treat it as a city so much as just another region of land which just happens to facilitate the holding a higher density of tribal squaters.

Would-be warlords who carry to honor of bearing decent from the great chief Punaji are constantly rallying meager armies of a few thousand ambitious souls in attempts at siezures of the land only to fall preyto the deadlock of never ending skirmish.
The land of obelisks is and has remained in a deadlock in part from the layout of the city favoring defenders castling up in the tower ruins and also by the machinations of all outsiders who don't wish for the unification of tribes to take place and trigger a reconquest phase. In lieu of a successor to the great lord Punaji the tribes will continue to degrade and power in the region will swing elsewhere leaving the rubble behind.

I'll move onto Ranji up at the Punaji's north later.

That's all for now. rip me apart.
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Imperial Bureau of Colonization

Belara is one of most important colonizers in the world, but as time went, and colonial empire expanded, there came need to organize, and streamline all different colonial offices, and companies. Because of this need IBoC was created, and started to act as main arbiter in terms of colonies well being. Now after more than century since its creation it became quite independent from Belarian Monarchy, but even takin this into consideration, right now its still loyal.
Bureau is organized into one three separate Boards of Colonial Administration, each is made up off 7 administrators, each representing one of three groups: Military, Merchants and Colonists with special case being 7th spot, reserved for king representative, whos vote is tie breaker in case of stealmate. Each Colony has different makeup of boards. The boards are
1.Board of Colonial Administration - Norvia
2.Board of Colonial Administration - Ta-Li
3.Board of Colonial Administration - New Belwed
Each board is quite independent, but needs to fulfil its quotas, and work in best interest of Belarian nation, people and Monarch.
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>>74344085
Country name: Colony of Norvia
Population (Novia): Belarian 10%, Native Human 40%, Native Elven 50%
Capital : Norvia Stronghold
Goverment: Colonial Administration
>Culture
Norvian colonists, are mostly families of garnisson military, and so come and go, so represent traditional Belarian culture. Different situation is represented by fishers, and miners. They work in proximity with natives, and while Belarians see themselves superior from them, cultural osmosis still takes place in little things like superstitions.
>Religion
Same as Belaria
>Organization
Board of Colonial Administration – Norvia, or just BCAN, right now has military majority between administrators. 3 of them are militarists, 2 are merchants and 1 is colonists representative. Right now biggest problem from administration perspective is continuation of slave trade, and its profits, considering more and more nations in westrasi are starting to be abolitionist. While Merchants and Colonist are seeing profits to be made here, Militarists would rather stop having to divert their forces from slave raiding, to already understaffed forts. Kings representantive right now supports status quo.
>Origin
Norvia was first colony created by Belarians, who defeated local tribes and fended of Ruskatians. Since then local skirmishes between natives and colonists are normality, but no huge war was fought yet.
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>>74344247
>Diplomacy
BCAN diplomacy is based on one thing: technological superiority. In simple words, even though its army is understaffed, they carry big stick of advanced weapons, strategy and armors. Because of this no one thinks there is need to be subtle. Native tribes are strongarmed into pacts, and sometimes whole villages are enslaved, and send to metropolis, or to iron mines.
Only ecception being khanate, that is seen as great danger by Novian administration, because of how they know in case of attack they will be conquered before support arrives, if it arrives. And such, no hostile actions are taken against them.
>Geography
Its arctic and mountainous land. There is almost no fertile land, and its littered with mountain passes and chokepoints turned into fortresses.
>Economy
It's the main hub for the arctic fish trade, its also hub of forestry and mining industries. Its here where lies biggest mine of Iron in the entire north. Additonaly Norvia has great investment in slave trade, to a point of having biggest slave marked in whole Belara.
I'l finish rest of collonies tommorow. If i missed something i will try to fix it, just tell. Also i would be gratefull if someone could post those to wiki. Bureau in general belara section, and colony in its own section. I included all lore that was alreadt there, so don't worry about replacing it.
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>>74344045
It's all good. Because you are combining all of these nations togeather I think that the standard format would be laking, as it talks about a singular nation. As long as everything that stardisation needs is there by the end of the day, and you set it up on the wiki yourself, it's not too much of an issue. Or you could standardise by adding all of the nations togeather in the wiki under one branch. That would most likly work the best.

Still, you are doing great! Keep up the good work!
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Second part of the one shot, here we go. Last part is found here >>74271487. This one is going to be a little shorter because there wasn’t a lot to go through till the end.

Looking back, I realise that I accidentally forgot that there was another woman cultist with them. Oh well.

And to be clear, the mountain is very odd. It is not that tall, but is almost a vertical climb up on both sides.

>Party has no idea what to do
>Talks among themselves for 10irl minutes, debating options
>Decide to head back to the mountain, and chain gang the captured cultists to bring them along with
>Start to head back to the mountains and their exit
>Halfway back they hear a noise and stop
>Turning around, they see an old man crouching behind a tree watching them
>They also see him motion his hand in a stop motion behind him
>Roll initiative
>Three old people dressed in robes and one shaggy beastman with bull horns step out of the woods
>Mechanically, this is three acolytes and a reskinned lizardfolk attacking them
>The captured cultists yell to him that they humans are dangerous
>Old Farmer Warlock steps forward to attack, and gets half of his hp taken out by the beastman
>Switches out with the Main Barbarian, who proceeds to fuck the cultists up
>The cultists fall in short succession, and one even gets captured running away

>(1/some nuber)
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>>74344344

>(2/null)
>pic is barbarian sword

>The captures cultist is an old woman, who seems strangely fit and healthy for someone her age
>She is unconscious, and is slung over the Maid Barbarians back
>They continue to the mountains, and are unmolested along the way
>They call up to the soldiers that they are back, who hear them and drop down two ropes
>They call up that they have company with them
>No response, as the soldiers don't hear them
>During this, there have been small interactions between the cultists and the party
>A lot of name calling on the cultists part, and one of them states that they would rather die than be brought to the party’s unholy masters
>This is taken lightly by the party
>They decide this will do and go to tie the captured cultists to the rope so they can climb up
>They turn to find the ropes binding them fall away, and a knife in the woman's hand
>They never searched the cultists
>The cultists turn to run, and get stomped by the party
>Old Farmer Warlock rolls a three to tie up the kid, does a terrible job and knows it
>Turn to talk to the man and woman some more, and tell them that they were foolish to try to escape
>See a smirk on the man’s face and relief on the woman’s, and turn to see that the child is gone
>”Oh well, we still have you three”
>Go to search the man and woman to see what they find
>Cultist man rolls a 13 to hide his knife, Maid Barbarian rolls a twelve
>Being satisfied, they tie them to the mountain rope, and they all start to head up
>Man, then woman, then Maid Barbarian with the old woman cultist on one rope
>Old Farmer Warlock is on the other rope
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>>74344369

>(3/4)
>Pic is maid barbarian

>Halfway up, they see a glint in the man’s hand, who starts to cut the rope to head back up the mountain
>Maid Barbarian cannot get to him, and asked Old Farmer Warlock to do something
>Old Farmer Warlock decides to simply blast him
>The cultist are using the commoner stat block, instant death
>His knife falls out of his hand, and the wife catches it
>Maid Barbarian sees this and armlocks the hand behind her back
>She drops the knife, and it is sent down the mountain to the earth
>Maid Barbarian makes a comment on how the man must have been suicidal to the woman, to try to send them to their doom like that
>”Better death than oblivion”
>Maid Barbarian does some acrobatics to untie the man
>Debates whether to just cut him and half and have the blood and guts fall on his wife on the way down
>Decides against this, and just tosses him off of the mountain
>They continue up, and reach the top
>Are met by the guards, who bring them up and gets them situated
>The woman tries and fails to run off of the mountain top, is stopped by Maid Barbarian’s firm grip
>They rapellel down the other side, back to the Grand Duchy and away from that unfamiliar land
>Halfway down, the cultist woman goes into a freefall
>Her rope gets caught by the Maid Barbarian, but falls enough to warrant a d4 of damage
>With her shit luck, would most likely get a 1 and would only be lightly bruised
>Gets a 4 and the woman falls unconscious
>Maid Barbarian decided to rappel down with her
>Gets a shit roll, and they both go into a freefall,
>Maid Barbarian catches herself and the woman’s rope, but the woman falls enough to warrant another d4 of damage
>Most likely going to just get a 1 or 2 and be fine, if still unconscious on a cliff
>Gets a 4, and her head cracks against the rocks
>Shit.png
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>>74344378

>(4/4)

>Maid Barbarian retrieves the body and gets to the bottom safely
>Goes back to the outpost to meet back up with the vampire lieutenant
>After taking a bath to get all of the blood off of them, they head up
>Finds the lieutenant waiting for them, and is out of uniform
>Congratulates them on not only spreading fear among the cultists, but going above and beyond bringing one back alive
>Says that the live one would make a good gift to the Duke and Duchess themselves
>Askes to.. “experience” the dead woman, and her blood should still be warm
>They agree, and leave the room for a few minutes
>Come back, and the lieutenant looks a lot healthier, with a red flush fresh in his cheeks
>Smiles, pays Old Farmer Warlock 100 gp for his work and the “excellent meal”
>For the Maid Barbarian, writes a letter recommending 1 week off as her reward
>Maid Barbarian is surprised at the generosity, and accepts this along with the praise from the admiral
>Sessions ends with them heading back by carriage, looking out at their homeland, and thinking about what they just did
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>>74343548
Thanks, I like that idea, and I don't necessarily have to change their asthetic or jomsviking influence to roll in the Spartan stuff. We makin fantasy my Anon
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>>74344452
Just make sure to mention that they are trained by the nation instead of expecting them to be like that right out of the gate. Or something similar. Or don't, its your nation
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>>74340904
Yeah the settings is open to many gender roles. Matriacies, Patriarchies, "separate but equals" and areas that have more or less gender equality (but are super stratified elsewhere)
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>>74344642
No I agree with it being part of training, because even if they had basic cooking skills, working as part of a team to cook for large groups is a different animal. I also imagine members rotate between active duty (being in the capital, being deployed) and leave where they're chilling at their estate or wherever else isn't too far away. (maybe people get extended leaves once a year?) At which times they'd be eating their own food (still provided, just not prepared). In retrospect there's alot I imagined but neglected to put into writing. I think I've been writing alot of small nations the past few days and the writing itself is starting to suffer a bit. After I clean up Jorivakia I may write other types of lore for a few days.
How does everyone feel about Techno-Liches? Not magitech, we established that's a no go, just fucking old creeps kept alive from ancient before apocalypse times via technology, and pulling sinister strings somehow. They'd be extremely rare and hidden.
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>>74340895
I thought someone did Gold Coast a few threads ago?
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>>74345827
I'll double check. I got this from looking at the wiki.
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>>74345827
Nope. Some extremly basic ideas were tossed around but nothing other than that.

Also, I edited the map to not include (missile silo) under the great pyramid, as I feel like that would give the game away to players. Instead I added in the great pyramid lore indications of a missile silo. Well, blantant pictures.

If a map anon could help out to fix the spelling error (in the Duchy, it has a T in it) and fix the technobarbarian tribes so that its clear that they are the Itzil tribes and that their capital is somewhere in the mountians, it would be wonderful.

I would do it myself by I cant get photoshop through DLL's and torrents are not an option for me atm. Paint.net doesn't have the text options to emulate the text currently on the map
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>>74344393
So did your players enjoy the setting?
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>>74346488
use GIMP, m8. I'm a graphic design anon, but I've gotta upgrade my hardware wtc. machine's been getting sluggish, life keeps me busy, etc., eventually i'll be able to work on maps and setting PDFs though
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>>74347664
Ah, thanks! A tip on computer maintenance, clean out the gunk in the eternal fan, desktop or laptop. It does wonders to the speed, especially for macs because they can get really hot really fast. It's like changing the oil on your car, but no one does it.

>>74347459
They said they had fun. I couldn't really give them a chance to read up on the lore of the world or anything as it was still in it's doc stages and this one shot was hastily put together bc it was a placeholder for an actual game the DM couldn't make, but I gave them a crash course on the Duchy and they build off that. Farmer Warlock commented that it seemed there was a lot in the game for just a one shot and it felt like the begining of a campaign, and that made me quite happy.

They second session was a bit more muted bc the Maid Barbarian was being evil, and the Farmer Warlock was good. So Farmer Warlock didn't really talk at all and Maid Barbarian was getting frustrated over the 6-12ish suicide and escape attempts by the cultists. Those were my bad, I didn't know when to quit with those.

The way I see it, Gloria-Etalia is a bunch of setting wrapped up into one.

Do you want to adventure in a developed and complex web of nations, seeing how they differ and interact with each other? Go to Southern Westrasi.

Do you want to see the remnants of an ancient civilization as humans worship and fight over the scraps of their own hubrus? Go to Upper Westrasi.

Do you want to fight epic battles where victory is not decided by nations or politics but by the greatness of one person or gorup? Go to the Raiders or the Khanate.

Do you want a orential political setting? Go to the celestial Empire.

Do you want to be the evil horde? Go to the Treants

Do you want to sail the seas, where the captian is king of his own ship, and make a forture along the way? Go to the maritine states like the council or the empire.

>cont.
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>>74347996
Do you want to adventure in places of darkness and decay, where there is no shining light but only lesser evils and horrors that care not for the divinity of god? Where you might have been the monster all along? Then go to the midlands.

Except for Radmir, and Mai- Xi, they belong to the south-eastern tip that I haven't figured out yet.

I was only able to give them the experence of being in the midlands, but the midlands are not Gloria-Etalia as a whole. I discribed how alien the lush marshes were to them, how the animals and the people were odd looking and strange. How their eagerness turned to confusion to guilt as they fully realised the job they were sent to do. They were the drow as the drow see themselves: good and normal, with the rest of the world being wierd and backwards. They were the most civilised, as Gloria-Etalia guides.
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>>74348251

Side note about the warlock trying to be good. He never does this and I'm quite proud of him for playing like this. His just started roleplaying when quarentine hit, and his first charather was and still is a 5ft Kobold that likes to steal things and murder people. It's a monster campaign, but the little shit of his charather gets on our nerves.

His second charather was a pally that we had to kill bc he tried to to kill my charather, after swearing on his god 15 seconds earlier that he was not going to kill me. I was playing the Sealed Horror Sorcerer 5e homebrew, and he found about the monster inside my head. His charather after that was a dwarven cleric that we almost killed last tuesday, because he ratted us out to his friend the mayor that we just signed a deal with his political opponent to help him win the election by double crossing the governor.

After mind you going to meet with said political opponent, saying that he would love to work with him to take down the current governor and fix his corruption. Instead of, y'know, talking to us about how he doesn't want to work for this guy and would rather keep working for the governor. It actually decended into PvP on his action, and the only reason he didn't die is because the lawful evil tiefling (played by Maid Barbarian) wanted him to strike the first blow. We took out a good chunk of his hp with some well placed cantrips and a phantasmal force by our cat wizard (a cat-cat, not a furry cat) too, but we didn't take him out.

So yeah, it was nice to see him play someone that cares about human life on a moral level and whatnot. He is learning.

But I don't think he learned why we tried to kill him the last two times, because now he's going to play a morally gray sorcerer in a party with two spellcasters already. We didn't try to kill him because we are evil, but because he betrayed us by going behind our back.

Oh well, now I get to be the backup tank with 25hp and 14 AC at 4th lvl. Woo.
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>>74347996
Good tip, thanks, yeah this mac burns my lap sometimes, I'm sure I would've noticed the gunk while I'm in there, got it new maxed out RAM and an SSD, it's all the file transferring putting me off.

>>74347996
>>74348251
Just went back and read it, sounds fun. Interesting to think that many nations are full of people who've never seen differing fauna and geography. Personally I'd love to play a long Uorosian Ranger campaign, traveling the globe, researching anomalies, whatever they think tech is, etc.
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If I were odapt this for an Avatar homebrew do I need to remove the Void Stat? Assuming we use Uncle Irohs philosophy of each element instead of L5Rs
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>>74349280
What?
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>>74349280
Wrong thread anon.
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Oni poster here. I removed wings from the oni, added a few pictures and worked in the hobgoblins. The original intent of the race was to have actual demons (Oni) lording over a single location, so I tweaked their origin a bit but since I took forever getting to it I'm more than willing to concede the majority of whats already been written.
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> Pink Salt (Cannibal Cults Lore)
Within the Grand Crater in which the cannibal cults reside in a rare mineral can be found. The Canibals call it Eiph's Salt, other's call it simply "Pink Salt" this odd substance if put on your tongue make it feel as if crawling with ants same with the stomach. As long as this effect lasts one is able to absorb the soul trough eating. As you eat you gain visions of the life of the one you eat and take on their characteristics. You eat the young? You stay eternally young. You eat the wise? You gain wisdom.
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Time to do some writefagging

> The Glutton
The Cannibal Cults while seen as odd, primitive or even barbaric are rarely seen as outright monsters. Among them there is one which can be seen as a true monster. His name long forgotten, but his story starts as a young boy who has eaten his newborn sister as she was being born. His mother powerless after realizing what just happened chased out the boy not able to slay him herself. Living as a half feral creature the boy would always eat. Swallowing rats whole, later even whole cats. Flavoring his dishes with Pink salt he slowly developed a small rat's tail and a cat's eyes. Normally one would only flavor human flesh not animal one in fear of such mutations, but the boy relished them. Wandering tribe to tribe he'd become an acolyte of death as if he knew when someone was about to die consuming their flesh before the family could arrive. It is a great crime to steal the last memories of a loved one from their family. As such the boy was locked in a cage and sold to slavers. For no one wanted to kill him, for what you kill you must eat and they feared the essence of this boy. The slavers were happy they got many slaves cheap and even a boatload of the rare pink salt.

The fate of the boy would change on that boat. It stranding on an odd island. That island being one of the rare Minor Mollusks. Being brought on land for months he would be kept in cage as the slavers were rebuilding the ship. Them eating true food, the slaves being thrown corpses of those who died among them. The boy didn't like that, he knew that one who eats slaves will remain a slave. He stuck his hand trough the bars of his cage, deep into the sand. As if being pulled in he felt something warm and soft. It was flesh. The flesh of the island, he bit into it and he started hearing voices. Thousands of them, and he spoke with them.It was the voices of the mollusks. Voices incomprehensible to man as man is to the mollusk. 1/X
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>>74351277
For a few brief seconds the boy experienced contact with beings so alien that if fundamentally changed how his brain worked. For the next month he did not eat. Left as a dried up husk or of a corpse it was his time to be fed to the remaining slaves, but that is when he awoke. His jaw opening wide enough to swallow a man's head whole. Who consumes masters will become a master. So he consumed. As if having transcended humanity he ate grown men one after another, consuming them. The other slavers trying to attack the boy suddenly felt held in pace. Tentacles from the island itself holding them in place. Said same tentacles grabbed those wishing to flee. In a 100 days the boy consumed a 100 men and became as large as a 100 men. And the slaves were fed to the island. Finally ready the spilled all the pink salt in a cave which slowly turned to mollusk flesh and he ate and ate and ate until he had become one with the Island. Now the Glutton is known as the most dangerous pirate in the sea. His ship a mollusk larger than a city, his stature as large as a giant, and 10 times the weight. In the south sea he eternally raids for slaves and food with a massive crew of fat men who wish to be like him. They say that a raid of the gluttonous fleet feels more like a war than Pirate raid as that big how his army is. A quote which sums up the "Gluttonous Fleet": "Before a Kraken, an armada of ships shivers. Before the Glutton a herd of Krakens Shivers."
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More wildlife of the Central Plains

> Tkgerian Galoping Bat
Tkgerian Galoping Bats are a common species of vampiric bat which used to prey on megafauna. The Bat is about the size of a rabbit and can move by flight or by "galopping". It feeds on the blood of other species. These bats are considered very dangerous not just due to them sucking blood, but also due to the dangerous desiese they spread. The Bats are eusocial and raise children communally creating large underground cave-hives. Where they store blood in iron-rich waxes.

> Bloodox
A Type of Taurox which seems to overproduce blood. The creature is very tame and seems to have been "domesticated" by the Tkgerian Galoping Bat. It is the largest known bovine currently in existence at 3 meters in height. Humans also keep these animals, but have to keep in mind they attract bats and need to be subject to constant bloodletting or they will grow sick.

> The Stickygrass
Stickygrass is a type of meat-eating plant. Some parts of the plain a severely lacking in ammonia and that's where the sticky grass grows. If faced with a lack of ammonia the grass becomes extremely sticky and viscous. The "viscous liquid" instantly solidified when touching "salt" (sweat). Easily capturing small critters or even ones as big as a coarse. Once prey is caught the grass starts slowly producing acid which will dissolve the corpse and fertilise the ground.

It is suspected that stickygrass is very common, but just rarely faces conditions of low ammonia content.
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> The Glowing Mushroom Valleys
One of the most traitorous places within the Dutchy of Komjatina and Marsches of Drache are the Mushroom Valleys. Few know why, but in said valleys only Mushrooms grow and any creature which sets foot there slowly dies. Even if you enter and then leave you still will die. It is said that the mushrooms lure in animals with colorful displays of light or by mimicking plants or fruit.

In truth said places are remnants of nuclear impact sites where mushrooms feeding on high levels of radiation now grow. By now the radiation levels in most of these valleys while still lethal are to low to support these grand giant myconic growths as such the mushrooms evolved to lure in animals which then die of radiation to supplement their diet.
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> Account of Glutton's Fleet raiding the Giant-Halfling Alliance

The Gluttonous Fleet Usually operates near the Ram's head with frequent raids on the Cannibals (for Punk Salt). They raid as far North as Seem and as far West as the Celestial Empire. Striking at Random.

It was only once so far where the Fleet Traveled west into Westerasi waters launching a Raid on Midnat. Not only encroaching on waters of the Black Sand Pirate Council, but also attacking one of the most Dangerous raiding targets one can imagine. The homeland of the giants.

From the Giant's Perspective the raid was a truly apocalyptic event. On a hot summer day on the Horizon an island appeared. It looked like a Grand mountains covered in a ram shack cityscape. With a port surrounding it on every side and a fleet following it.

Slowly the fleet filled the whole horizon and not much after the ships seemingly made out of shells started making landfall.Hordes of fat humans started flooding the Homeland of the giants raiding Halfling villages villages and even ambushing some giants.

The response on the side of the Ginats was swift. Armies of Giants soon arose from the great walled cities of the alliance. They are trained to deal with human invaders, who they easily send flying with one swing of a club. these humans were different though. While small in stature, they were great in weight flying only a meter or two before jumping up to charge again protected by a layer of blubber. The Rare giant with a sword, spear or halberds has proven himself more useful here. The Giant counteroffensive managed to spearhead the Gluttonous invaders splitting their force in two, arriving at the shore of their homeland only to see the Monthership herself make a landing. As the Mollusk came close to shore out of Mollusk shell a gateway grew and onto it the Gluttnous one himself descended. Neither covered in armor nor, wielding a weapon. All he had was a bag of salt in his left hand.
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>>74353269
As he marched arrows were flung his way, but none seemed to hit. Likely because the Giants could not bear to look at him for even a split seconds. Their eyes averting themselves if they tried to look. Same for the archers. With bravery in their hearts they rushed the Glutton a human dwarfing giants in size. Only for the first one of them to be caught by the neck and lifted up unusual inhuman fer would paralyze the giants as the mass of blubber moved it's bag to cover their champion in pink dust only to then in one gulp bit off his head and as the Glutton enjoyed his meal his men broke out in a song a sea shanty so loud the entirety the Alliance could hear. No ordinary song, a bardic spell sand by thousands in unison. Suddenly the once weak humans could hold their own in combat against the giants in fact overwhelming them with numbers as the Glutton himself marched along picking off and eating Giants one by one.


Before the end of the raid tens of thousands of giants and halflings were abducted or eaten, before the Gluttons forces retreated to avoid facing the proper army of the Alliance. Those unfortunate enough were either eaten by the crew or sacrificed to the Mollusk itself.

Metanote: The Glutton himself is powerful psion with a mental connection to the Mollusk he uses as a ship. His fleet is mostly comprised of minor psyons and normal pirates. Though all are trained in basic bardic arts.
Raids are also usually not this successful, this one is significant because it went so unusually well and because it was basically a declaration of war on the Black Sand Council.
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Only I posted today. Is thread of ded?
:<
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>>74354146
Most anons post in different timezones
>>74351368
How i imagine this monstrous thing looks
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>>74353269
>>74353390
>eating tens of thousand giants
>A spell that makes humans fight toe to toe with giants
>never defeated just ran away after

Bit mary sue villain. Improve
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>>74354178
No puss. I imagine his skin is like the soft inside of a mollusk
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>>74354284
> Just fighting on paar with an enemy is Mary Sue
> I add that this raid went unusually well
> It's not one guy eating them all
> Retreating when you are loosing is Mary Sue

Mate stop being retarded. The H-L-Alliance was never a powerful military nation either.
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>>74354434
Humans fighting toe to toe with giants is preposterous
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>>74354413
Its best i can do
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>>74354146
I'm in a bit of a dry spell when it comes for making up fluff. Rest assured I will lurk in the meantime.

>>74352693
I liked the stickygrass.
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How did Belara got an island north of the Urazataar Khanate?
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>>74355005
Boat
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>>74355005
Il explain it in tali hold post, but basicaly it was island they took to trade with pre khanate nations in north, but now they all are conquered its almost useless
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>>74354146
Thread not ded. Couple of us are just in a dry spell for fluff/ideas

I'll try getting back into it. Adding in more beasts

>Pyrosaur
One of the more unique behemoths of Goldland, pyrosaurs have an odd defense mechanism. Their long, hollow crests are used to store a flammable substance which, when the beast is threatened, is sprayed out as it combusts. The Pyrosaur gives out a booming howl and a gush of flames from its mouth, scaring off most of daring predators.

>Berg Mimic/Akkalukk/Bergotun
Humongous creatures on the Northedge seas that take the appearance of icebergs. Incredibly rare, but well known in tales of the Jorden and Nanauit tribes. The Jorden of Grendarrym, being very sea-faring people, have had more direct encounters with them. Tales have told of them being able to capsize entire ships with their enormous maws, let alone their huge bulk.
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Question:
Imagine I like a lot of Gloria-Etalia and want to use the setting to run a game, but some parts of the Lore I'm not a big fan.

What's the ethics of a community constructed setting in terms of changes? If I create my own wiki and ignore some contributions I don't like am I doing a dick move towards the anons that created those?
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>>74356237
I mean, nothing stops you from making and running a GA variant or AU. Just give credit to the source material.
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>>74349280
IDK, whatever you think?

>>74351080
>>74351368
>>74351277
An interesting legend. A little note to go along with that, the cultists are fine with killing people and not eating them if they did a terrible thing, like the child did. Maybe he was simply captured by slavers in the marshes? Also, the story feels a bit off to be a legend among sailors. Eastern sailors wouldn't know about the cannibal cults, and the cannibal cults wouldn't know what happened to the child. The story would end for the cultists when he left and start for the sailors when they got shipwrecked on the minor mollusks. Not to mention that sailors dont even know that there are people living on the mollusks as stated in their lore, otherwise everyone would just advoid them. Overall it's good, I just think it needs a little bit of work to fit better.

I'm also not a huge fan of the pink salt. I tried to make it so that the cult feels like an IRL cult where the people are doing this because they feel like there is a spirtural effect, which might or might not be true. There could be a limited supply of salt maybe? It has real effects, but only the very top gets to experence it. The rest of the cultists emulate their leaders with a precived success. I'm also not a huge fan of the trait snatch ability that the salt grants, as it feels arbitrary and a little OP. Being 80 and looking like a 30 because you a 1 person once after eating a bit of salt? This could be fixed by simply saying that it enhances their connection to the soul that they eat and say that there is a limited supply? Ooh, it could just enhance magical powers in general, and the necromancers want it because they think it helps them connect with the dead or something and they dont realise it's true potential.

>>74352794
Ooo, nice. Those could be all over the midlands in sparse areas.
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>>74356372
Well I know I can run it. It's more a matter of ethics literally. I am always concern with what's the reasoning behind dos and don'ts
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>>74353269
How do they get to the cannibals? They are hundreds of miles inland through a deadly swamp and even then the "salt" is only in one rock, which cannot be that big.

...This has turned into less of a sailor legend and more of a dangerous threat that is huanting the seas and the coasts. I feel like there would be steps taken the get rid of they guy, and fast.

>>74354284
Agreed. Maybe instead of all... that, he could just be a bulbous mass on the ocean seafloor like a whale with no flippers.

>>74354434
IDK man, it seems like you are ignoring a lot of geographical and logistical problems to make this guy work. Why are all of these people following this one guy? A mollusk shell would only be able to support a few hundred at the very most, and even then what are they going to eat? How do they even move? How is he everywhere at once and moving so fast? How would they even store *thousands* of giant and halfling bodies. There shouldn't even be thousands of gaints and halflings at that one spot. Maybe across the entire shoreline, but that would require months riding on an *alive* mollusk, as they move at a literal snails pace.

A fleet of ships requires thousands of people, which all need to be fed and taken care of. I'm not seeing how Glutton the hut can take care of all of these problems. Plus the giants probibally have some sea defences as well, like that eel fire or cannons.

>>74356237
What >>74356372 said. You can also just edit the final pdf and cross out stuff you don't like. I know I'm going to have to unfortunately scrub any mention of 4chan to the book I give to my players, as they think the entire site is what /pol/ is because of this one ass we all know. My copy shall hold the truth though, and I'll just tell them it was made by "the internet". But legitamitly, I would get punched in the face by some friends I have if they knew I posted on here.

>>74356396
It's not like we're going to charge money for it, just give credit where credit is due.
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bump
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>>74354696
Based Chunky boy

>>74356387
Yeah that's why I kept his origin as a legend. Maybe this happened long ago and that's why they now kill people without eating them?

Yeah I like the your interpretation of the salt, I mean I was sure the "cannibalism" worked, because cannibal lore says the tribe elders can live centuries.

I imagine the legend got pieced together from various ones. Maybe by a wandering scribe/mistrel? Some talk about an enslaved boy landing on an island of sirens, others of a weird child swallowing cats whole. Or... or... this is the interpretation of the legend by the Gluttonous Pirates! Maybe that's what they sing in their sea shanty, the perceived story of their leader.

>>74356715
There is a small cannibal cult at the shore. That is a bit of a plothole, but considering they need the pink salt to function they need a way to get it so likely said raids are more like proper military engagements. Or they raid merchants which buy pink salt.

I mean I intended it as a proper threat. I imagine dealing with them would be hard though because they can strike at random basically anywhere in the east. Searching for a moving island in the ocean is like looking for a needle in a haystack.
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>>74356237
>some parts of the Lore I'm not a big fan
Remember this: maybe your ideas for what the lore should be are better anyway. We're all just making this up as we go along.

For example, in early versions of the lore for the Khanate, they were going to end up basically wiping out the nations of the central north and down into the Celestial empire and the Ivory Kingdom. Total overreach and marysueism! Instead, we strengthened Ruskata a bit (but not enough to make them expansionistic; they stick mainly to their forest), added fluff to make it clearer why they don't go into the technobarbarian's wasteland, and made the Ordes less pushovers. The result is that the Khanate has still got the expansionistic feel, but now it feels like it's close to its maximum reach; when the Great Khan dies, it will collapse with an epic internecine civil war and will probably become separate countries again.
The point is, we definitely disagree about lore! If something is wrong, please say so. Some of the best bits come about from resolving these sorts of disagreements.
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>>74356237
Nah, it's fine, but credit the OG.
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>>74358150
This, truly great ideas in this thread come throught synthesis.
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I am personally really proud that folks take stuff I wrote and dug it enough to go off of it. Making the goblin come from Oni was inspired.
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>>74356715
How'd they store them? I mean in cages on the island-sized mulusk.

But yeah. I think we should use the writefaggotry as an opportunity to bring together far away lore. In this case canibals with mollusks.
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>>74340895
I will take a stab at the Sisilia Citystates, but I am still working my way through all the background material for the setting
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>>74359341
Skim over it. It's fine I read all of it only because I was on a 7h flight it's 410 000 words. Longer than most novels.
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>>74356715
I imagined said specific mollusk to have been overfed to a point of being able to house tens of thousands of people with a fleet of ships following.

The mollusk itself rarely participates in raids considering it's slow pace. With it being more like a base of operation for the glutinous fleets. They feed their armies from fishing, hunting and raids from the smaller fleets.

The Great Glutton himself participates only in raids where new food has been found as he wishes to taste it.

I should have described how an average raid goes first before describing most interesting one. I see that as a mistake now. As for giant defenses: the raw size of the mollusk renders classic naval defenses useless. Likely odd stuff like hurried chains. Underwater spikes etc. Would need preparing for it specifically.
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>>74358150
Khanate lore is a mess now though. In some parts the Great Khan beats up Aettl Han himself and collapses the Magna Orda... But the Magna Orda collapsed centuries ago. It also says that the Great Khan is a mythical figure... And there were 10 Khan's following him, but also all great conquests started 20 years ago.

That lore needs most cleaning up.
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>>74359500
Holy shit, and it keeps growing from thread to thread
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>>74359341
I've got a little advice in that regard. When it comes to regions, only focus on the ones in the immediate area around your nation, in order to minimize workload. In your case, you should probably focus on:
>Kingdom of Belara
>Marloux Republic
>Kingdom of Vesterlanders
>Lahalia Merchant Republic
>Jorivakia
>Tautoburg
>Lazari Confederation
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>>74359941
>>74359341
Also, be sure to CTRL+F the name of the place you're working on, just to make sure it hasn't already been mentioned and been given some partial lore already. If you want to be extra careful, CTRL+F it in every previous thread as well as the wiki.
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Bumptyi
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>>74358064
DESU the fact that it is salt coming from the metorite is messing with me a bit. Like the idea of a rock from space falling down to the earth, and the important part is that they find salt in it? Honestly, I don't see how salt contributes to the lore of the cults or the midlands in any way. It's just a crutch to hold up the glutton. The cannibals could already do magic through their worship, and the salt takes a lot of the mistique away. Instead of being cultish through their belifs and strange rituals, they just eat some salt. OP salt at that, which can make you young forever.

I agreee with this >>74359284, but rn it just seems a bit out there. What I would suggest is that we get rid of the salt, and we get rid of the mullosk thing becuase the whole point of the minor mollusk reef is that no one escapes. We have the kid leave/exiled from the cults for one reason or another, he travils around, he learns to sail, people are disguested by his cannibalistic belifs after he tries to eat a dead loved one or something like that, and mutenies the ship with a bunch of his friends to become captian. Unbound by the rules of council and their agreements with the mainland nations, he is free to spread his pirate terror everywhere he pleases. Instead of cutting your tounge out where you refuse to tell him where the good are however, he eats you.
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>>74361071
(god the spelling errors, I should have proof read that a little better. A lot better actually.)

As least look at it from a encounter standpoint. How are the PC's going to encounter a giant monster with a fleet at his disposal and not be at god-tier? If he's more human and weaker, PC's have a shot of taking this guy out. He would still be a leveled NPC caster, and would not get taken out easily.

I'm sorry if I'm ranting a bit too much but I just want to explain why I think this is unrealistic. The best way I know how to do that is to write a paper on the subject. Try not to take the wall of text that I aimed at your work personally. I just think that the glutton in his current form is unrealistic for the setting.
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One more place for Ecinev:

Ecinevian Floating Market

Open land is scarce in Ecinev. Almost everything has been built over, and expansion is only possible by filling up the waterways. Which is against the law. Even the open plazas of old have been covered by six-store tall buildings. But this hasn't stopped the commerce. As the public spaces were occupied, the traders gradually started to have their shops on the very ships which brought the merchandise. Eventually, the city's authorities noticed this and decreed that the Caixas canal, easily a kilometer long, as well as both wide and deep enough for three caravels abreast, would become the new market.

From dawn to nightfall, it contains a mess of boats, canoes, dhows, barges, floating shops, gondolas and much more, many of which are connected by planks of wood. Money flows faster than water here. One can find countless merchants, clients, artists, adventurers, mercenaries, pickpockets, priests, homeless and a few city officers trying to oversee everything. They always fail. One can find glass coins, tons of amaranth grain, domesticated clay monkeys, soap made from wyvern fat, the fur of a giant lion, obsidian daggers, scribes for hire, Treant wood, giant pearls, quartz jewels, a breastplate made out of a turtle's shell, second-hand slaves, golden stools, even the ruined core of a Godmachine. And much more.

Come the night, come the vices. Most of the previous ships go away while new ones enter the canal. Floating brothels full of red lamps and bards aboard gondolas dispute space and customers with barge-cassinos and leaky canoes full of barrels of cheap rum. People sing, dance, eat, drink and get warm in the arms of whores of several races and preferences. Fortunes in gambles and bribes are quickly spent and not all bodies found floating at the next morning drowned against their own will.
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>>74361235
Not the anon you reply to, but i personaly think whole idea should be that this great glutton, could be this great caniball monster terrorizing south sea, or he is just commicaly fat and big probably after years of eating giants and other big humanoids pirate capitan, that contrary to his look is still dangerous. Like something mid leveled PC could face, and defeat it afte really hard battle.
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>>74340895
>>74359941
>>74359970

Country name: Sisilia Citystates

Population: 96% Westrasi Human, 4% Other

Capital: Sisilia

Government: Five Counties, each ruling over a small city.

Culture:

The Sisilia Citystates, also known as the Sisilian Counties, or simply Sisilia, is a region of contrasts. Within it's five moderate sized cities, wealth is tied to social status and therefore flaunted. Nobles dress in expensive but practical clothing that is inspired by fashions all around the world, with constantly changing trends. Deep in the forests however, the simple hunters and subsistence farmers stick to their superstitions and barbaric practices. Between the two extremes, the farmers who make up much of the population tend to have more in common with the city folk, but retain some wildness to them.

Social classes are seemingly straight forward in this nation. Nobility enjoy wealth and deeply entrenched legal privileges, while the common folk theoretically don't. However, unofficially, wealth, proximity in blood to clan leadership, clan membership, race, and bloodline are also very important. Despite the power of the nobility, the common folk are well organized into clans, allowing them to exercise far more rights than found in Belara, and in some cases become quite wealthy.

One of the most noteworthy social traits of the region is that everything is organized by clan rather than family. Both noble and common clans exist, and within both these groups there is an unofficial pecking order. The clan leader has final say on who is an isn't a member of their clan, and both men and women frequently marry into other clans.

Although slavery is outlawed in the Sisilian Counties, impoverished foreigners are often badly exploited and have none of the unofficial protections that natives have from their clans. Foreign merchants and mercenaries are generally treated with respect however.
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>>74359941
I wrote all of these nation's except for Belara and Morloux. I have no ideas for Sisillia, and I would love it if you filled them out, so I can stop thinking about it.
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>>74362143
Sisilia part 2

Religion:

The Wild Lord is hugely popular in the more remote stretches of forest, while a watered down version of his worship is fairly common in the farmlands and cities.

Gloria-Etalia only enjoys moderate support in the region, mostly from newcomers.

Sailors and fishermen sometimes worship nautical gods of other religions on the basis that they are servants of The Wild One.

Several other minor religions exist, but they are poorly understood by outsiders. Many believe they are just subcults of The Wild One's worship.

Organization:

The Five Counts, representing the most powerful noble clan of each city are the theoretical leaders of the region, but many of the clans, both noble and common, pay only lip service to their supposed leaders. Violence between clans is surprisingly rare however, thanks to a mutual paranoia that one of the stronger neighboring nations will try to take advantage of any excessive infighting.

Origin: Much like other nations in the region, what is now Sisilia was once part of the Belarian Empire prior to the Civil War. It was part of the Morloux Republic prior to the second commoner revolution, but democracy never appealed much to the clannish Sisilians, thus allowing the local Duke and his Counts to keep their positions. It was only a century later that the Counts forced the existing Duke at that time to abolish his position, leading to the current decentralized governments that exist today.

The peculiar worship of the Wild Lord and the oddities of the clan structure have been around as long as anyone can remember, despite many attempts to suppress it prior to Sisilia becoming its own nation.
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>>74362198

Sisilia part 3

Diplomacy:

Despite some similarities with Belara and Morloux, the Sisilians value their independence too much to enter full alliance with either group.

They are somewhat sour on the Sarkation Empire due to past attempts by the Church of Gloria-Etalia to suppress their culture.

The relationship with The Vesterlands, Lahaila, and Lazari is largely friendly, though rivalries between trading companies sometimes lead to localized violence.

Sisilians find the Jorivaki way of life strange, but that doesn't stop Sisilian nobles from sometimes hiring Jorivaki mercenaries.

Sisilians regard Tautoburg as a vassal kingdom of The Wild Lord, and generally avoid it, believing the strangeness of that nation to be a sign that the local vassal of The Wild Lord does not wish to be disturbed.

Geography:

The Sisilia Citystates region is generally flat and temperate, though foothills can be found in the northeastern portion of the nation. Thick forests cover most of the region, but pockets of farmland can be found near the coast, and along river valleys.

Economy:

The Sisilia Citystates are largely self-sufficient, but alchemist concoctions and enchanted goods produced in the cities fetch a high price in neighboring nations. Wealthy nobles sometimes enter trade partnerships with merchants and nobles from neighboring nations.

(That's it for now, let me know if I misinterpreted anything, I am open to making changes)
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>>74361071
I'm ok with leaving out the salt and it just being magic, but the mollusk thing makes sense. The minor mollusks are looking for ways to gain mass and the Glutton is a good way to do that.
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>>74361235
Why'd you take one of the very few high level enemies we could have, and have it nerfed into another low/ mid-level one.
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>>74361372
That could work
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>>74362183
Here
>>74362143
>>74362198
>>74362281
I love the lore you wrote, thanks for filling out the nation I couldn't figure out in a great way, and fitting it in with the rest of the region. Now if I can muster the energy to clarify some of logical vagueness in Jorivakia tonight, I can get a good night's sleep.
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>>74362459
I mean, I can't stop you. I just thought a threat that could take on big nations head on was a bit too powerful. but it if is intended to be an endgame villian, then go for it.
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>>74351080
No to the salt thing. Its too much. Something like this would result in isekai level bullshit real fast.
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>>74351277
>>74351368
>>74353269
>>74353390

This just sounds too OP and like you haven't bothered to read the lore at all before posting.

>>74354284
Agreed

The glutton should be a stationary figure if he's meant to be something for PCs to face. The mollusk thing clashes with their lore. The whole pink salt thing is too much isekai cheat BS. Put the glutton on an island with worshippers that feed him kidnapped sacrifices. That provides a hook to seek him out among the many islands.
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>>74362973
I agree with everything in this post.
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Added Gunnvagr Eventyr the explorer and his trusty mount Tǫnn.
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Human clans within Skrug's kingdom.
Bjørnung
Njaling
Bodilung
Arning
Åsung
Haralding
Runnung
Walling
Geirrung
Siffing
Pórderrung
Yngling
Vetlung
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>>74359765
>In some parts the Great Khan beats up Aettl Han himself and collapses the Magna Orda... But the Magna Orda collapsed centuries ago. It also says that the Great Khan is a mythical figure... And there were 10 Khan's following him, but also all great conquests started 20 years ago.
See? Causality and time itself fall before the Might of the Great Khan! :-D :-D
>not serious
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>>74359765
Kara Khan was the Khan who collapsed the Magna Orde.

Uruz Khan is the current Great Khan.

There are also several under Khans to the Great Khan, each in charge of a territory ala the various Mongol sub-Khans.
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Country Name: Uroxian Federation.
Population: 97% Westrasi Human (Uroxian), 3% Westrasi Human (Other).
Capital: Caedox.
Government: Federal Elective Monarchy.

>Culture
Uroxians are famous for their severe and brusque behaviour, and for their almost fanatical adherence to the science of Euhaematics. It is the study of the human condition and how it can be improved, through a combination of selective breeding and rigorous training. What little free time they have is spent on self-improvement, on the excision of weakness through physical hardship. When it comes to marriage, Uroxians select their spouses for their physical health and their lineage above all else, and go on to produce a great deal of offspring.

Every child is inspected by a Euhaematician of the University of Caedox at the age of four. During the examination, the inspector must decide whether the child is an invalid or a postulant, based off of their physical health. Invalids are discarded, as they are of no interest to the University of Caedox. Postulants are taken in and raised in crèches, where they receive intensive training and education. At the age of sixteen, they are inspected for a second time, to determine whether they are an exemplar or a defect.

Exemplars are seen as the future of the Uroxian Federation. If an exemplar is the child of invalids or defects, they are swiftly married into one of the exemplary families, which serves as the aristocracy of Urox. If they were born into one of these families, then they may return to it.

Defects are assigned vocations based off of their examination results. They may learn the ways of the Euhaematician at the University of Caedox, serve as metalworkers in the foundries or join the ranks of the Steel Legions of Urox.

Invalids are damned to a lifetime of serfdom, toiling in the farms and mines of Urox. If the child of exemplary parents is declared invalid, they are quickly disposed of before their family's reputation is tarnished.
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>Religion
Euhaematics ultimately has religious roots, as it was founded on the belief that humanity were created as a perfect race by Gloria-Etalia. A combination of indolence and cross-breeding led to the degeneration of humanity and the departure of the Two-Faced God. Gloria-Etalia will only return if humanity is able to reclaim perfection, or so the scripture claims. For this reason, the Uroxian Chapel is closely tied to the University of Caedox, with Euhaematicians doubling as clergymen in the eyes of many.

>Organization
The nation of Urox is divided into twelve duchies. Each of these provinces is led by a duke, who possesses a great deal of control over the internal affairs of his state. Each duchy is divided into estates, each of which is controlled by a count, the only truly hereditary title in the Uroxian Federation. The count's titles are inherited by his eldest male descendant, provided that he is legitimate.

As for the inheritance of a duke's titles, the counts that once served him must elect a male successor from his dynasty upon his demise. This even applies to the Duchy of Aegost, which belongs to the Archduke of Urox and is home to the city of Caedox. The fact that the provincial dukes have no say in the election of the Archduke is a common source of resentment and was the cause of a bloody civil war almost a century ago.

The current Archduke of Urox is Matthias Gotha, who has overseen two decades of relative prosperity and stability for the Uroxian Federation. However, he is past his prime and with tensions rising all around the Westrasi Sea, it is believed by many that the coming years will be fraught with chaos. The Archduke himself has succumbed to these fears and is singularly focused on preparing the Urox Federation for the coming storm.
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>Origin
As is the case with many countries that border the Westrasi Sea, Urox was once controlled by the Verani Empire. During its imperial occupation, it was known as the Uro Tribelands. Even back then, the natives sought to cultivate their strength through a combination of diligence and selective breeding, a lifestyle that they called the Way of Heaven. In the eyes of their Verani overlords, this made them ideal slaves. So they subjugated the Uro Tribes and put them to work in plantations and mines. Though the tribesmen suffered greatly under the dominion of the Verani Empire, they bade their time.

At the end of the Era of Discovery, the decline of the Verani began. It didn't take long for the empire to collapse in on itself, leaving its provinces vulnerable. As one, the Uro Tribes rebelled against their masters. However, driving their overlords out of their country wasn't enough. Instead, they declared a campaign of extermination and set about killing every last one of the Verani. Once the purge was complete, the Uro Tribes gave the land a name and set about partitioning it. This was the birth of the Chiefdoms of Urox.

Though there was occasional infighting, the Chiefdoms of Urox managed to coexist with each other and whenever they were faced with invasion, they banded together and fought as one. As the centuries passed, the Uroxians gradually adopted the feudal structure of their neighbours and the chiefs became dukes. It was during the Era of Expansion that the Way of Heaven transformed into the science of Euhaematics, with the establishment of the University of Caedox.

The Euhaematicians declared that the holy mission of the Uroxian people couldn't possibly be accomplished while Urox remained divided. Over the course of a decade, the disparate duchies were convinced to band together beneath a single Archduke. In 4542, the twelve dukes of Urox met at the University of Caedox and signed the Affirmation of Heaven's Will, forming the Uroxian Federation.
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>Diplomacy
Urox is viewed in a strange light by the other Westrasi nations. The Uroxian people are commonly viewed as culturally bankrupt boors, and every country seems to have its own joke about their humourless ways. However, Uroxian steel is highly sought after and the University of Caedox is renowned as the pre-eminent medical institution of the subcontinent. For these reasons, merchants and traders tolerate the dismal manners of the Uroxians, at least until their backs are turned.

The last time that Urox went to war with one of its neighbours was over fifty years ago. For this reason, the Uroxians currently enjoy a cordial relationship with the Saramese Kingdom, the Euraxian Kingdom and the Leixi-Airoxian Commonwealth. That is not to say that the Steel Legions do not see conflict, as the Uroxian Federation frequently sells their services to the highest bidder.

However, the Uroxian Federation is on poor terms with the Church of the Divine Duality. Two centuries ago, Archbishop Naran II declared the Uroxian Chapel to be a heretical sect. This was due to its strong ties to the science of Euhaematics, which he described as an “inhuman and immoral conceit.” Despite frequent petitioning from the Archduke of Urox, the Church of the Divine Duality is yet to rescind its declaration of heresy.

>Geography
Urox possesses little in the way of flatland. It is a land full of rocky hills and verdant valleys, with plenty of steep slopes and sheer cliffs that make it difficult to traverse. The weather can best be described as subtropical, which leads to hot, humid summers and cool, mild winters. Unperturbed by the verticality of their country, the natives commonly build their settlements into hillsides and live in squat houses made of rusty red stone. One can rarely travel for more than a mile without seeing some sign of Uroxian industry, typically in the form of great quarries and iron mines that scar the land.
>>
>Economy
It is no secret that the majority of Urox's wealth comes from its foundries. These great halls of industry are found in almost every Uroxian town and serve as the destination of the ore that is gouged out the countryside. Through a rigorous and standardised process, the unrefined iron is transformed into good, strong steel. Though the majority of this goes towards arming the Steel Legions, the surplus is sold to the other nations of the Westrasi Sea at a premium. While some merchants recoil when they hear the price that the Uroxians ask for, many others are happy to pay out for steel of that quality.

Despite the condemnation of the Church of the Divine Duality, the services of the Euhaematicians are sought after throughout the Westrasi subcontinent. Centuries of dedication to improving the human condition has made them an authority when it comes to matters of medicine and anatomy. Many of the world's greatest surgeons and phyicians hail from the University of Caedox and whenever a lord or lady seek to stave off death or save the life of a loved one, they will often pay an arm and a leg for a Euhaematician's expertise.

Over half a century of peace has meant that the Uroxian Federation has had no need to retain its professional military, the Steel Legions. Rather than disband them however, the Archduke sells them to the highest bidder. One third pikemen, one third swordsmen and one third arbalestiers, the Steel Legions are famous for their unshakeable discipline and lockstep marching style. Having participated in a number of wars and skirmishes, they have made quite a name for themselves as a mercenary army. They never stray far from Urox however, in case their homeland requires their services once more.
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The predominant culture within the troll kingdom is in fact, a human one. The Vargr are a complicated people who have suffered greatly at the hands of other nations, beasts and monsters. Their traditions are based upon both their Grendarrym and Ruskata ancestors but have taken on a more violent, practical and oddly passionate change. Raiding far and wide is a common practice and the primary use of military force. Music, singing, martial prowess, sexual prowess, cleverness and strength, all are extolled virtues. Personal glory is constantly sought after and the Vargr people seem to be well known for their boastful telling of tales. After the return of raiders, traders or explorers stories always abound of their adventures as they will tell any who will listen. Some manner of trollish customs have seeped into the ways of the Vargr as well. Cleverness and wit are highly prized attributes among the Vargr, even a frail man might find a place for himself provided he is clever enough. Pranks and jests are said to be common during times of revelery. On the summer and winter solstice games of chance and mental fortitude are played among the usual celebrations. "Trolling" an enemy by painting their face across a goats ass and presenting it too them as a gift is a grievous insult, an ultimatum and an opportunity to surrender. If the goat is left outside the targets home it is considered a sign of surrender for all to see. For those willing to fight it is considered traditional to respond with a malicious prank before hostilities truly begin.
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Skrug is cleaning up his mess.
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The tech priests of Goldland need more lore. I've organized the section a bit but its got some gaps.
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>>74365005
Are they an organized religion or separate cults dedicated to their machine god specifically?
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>>74362641
No problem, let me know if you want anything fleshed out
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>>74365492
Male Northern Wyvern (Wyvern Buck)
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>>74365511
Female Northern Wyvern (Wyvern Doe)
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A Nananuit hunter
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>>74365544
A tamed Akhlut donned with a saddle
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>>74365511
>>74365525

>Northern Wyvern (Dracocryos borealis)
A distant relative to the wyverns of Westrasi's inner seas. Instead of vivid colorations and elaborate crests, northern wyverns have shale-colored thick scales, snow white fuzz, and antler-like horns. They have also adapted more to scavenging on the beached carcasses of whales and preying on terrestrial animals on the beaches and mountains of Northedge.
Because of their armored integument and predatory nature, Grendarrym warriors praise these wyverns as the ultimate game. One would be seen as a paragon of strength if they were able to slay a northern wyvern.
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>>74365957
Added
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Ruskata troll slayers
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A female troll's true form
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>>74366492
The illusory form they show the world.
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>>74366514
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>>74323077
I will take a shot at the Hte'Orde.

If people don't like it, it can be removed later.
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Uggmuss (Ugly Fire) as he is known by mortal races, is the smallest of the great dragons but also the most brutal, sadistic and prolific. He willingly mates with lesser draconids, siring horrific spawn that torment the people of the Northedge region. His greatest desire is to slay Skrug, to claim his treasures and kingdom and then to one day bring about the death of Geoffrey, Galuu Ataar. Rather than challenge an enemy directly Uggmuss drives his spawn into a frenzy before directing them towards his enemy. After the battle Uggmuss is said to swoop in and kill his enemy while he is weakened. A large bounty has been placed on his ugly head by the rulers of many northern nations. Strangely, Geoffrey offers none, confident as he is that Uggmuss will be slain for his atrocities sooner or later.
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>>74366855
and another
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>>74362973
The Pink salt is literally an explanation why canibals don't assimilate all the souls they eat, but only some. Wtf do you mean. If anything it's a nerf?

Also I don't think you read the minor mollusk lore. They look for ways to gain mass, but don't know how to communicate with humans. In this case a mollusk managed to firm a link with a human which can get it lots of food.

I honestly don't understand the salt all of you are spewing. Also I wrote like 1/10th of the lore so fuck off with me not reading it.
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>>74362742
Big nations head? He doesn't take on a big nations head? Did you now just make up a thing to be annoyed with?
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>>74367390
>>74367424
I'll take a short break from the project. Maybe I'm just burnt out the day after tomorrow I'll rewrite the Glutton and will try to clear some misunderstandings.

I'll rewrite the World Scar too, as it turned out bit meh.
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>>74366539
Go for it Anon. Just member they are a vassal to the K'elle'orde
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>>74367424
He said take on a big nation head-on. Not the leader of a nation.
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>>74367917
Ah, that was stupid. He didn't take it head on. He launched a surprise raid and fled before they could mobilise. Slow mobilisation times are the main weakness of Feudalism and why the Vikings could raid shit as easily as they did.

They'd go in facings some local militia and be out before any real mobilisation could happen.
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>>74367862
>>74366539
>>74340895
Country name: Hte'Orde

Population: 35% Suoxi Human, 30% Unclear/Other, 20% Tnz'qran Human, 5% Westerasi Human, 5% Vishga Human, 5% Imuuga Human (approximate percentages, much of the population is mixed race)

Capital: Engret

Government: Clan House Hte (Vassal to the Han of the K'elle'orde)

Culture:

Often referred to as the "Sewage Gutter of the Central Plains" as well as many even less flattering titles, this often overlooked region consists mostly of poor rice farms supporting a handful of river towns, and three sprawling slum cities. Those of relatively pure Tnz'qran origin rule over the others, though their proud martial traditions have withered a bit, and they are sometimes considered the dregs of their race. The merchant class dominates the cities and towns, only partially held in check by the ruling Tnz'qran. All sorts of goods (more than a few illegal at their destinations) travel up and down the River. The common folk possess little of value, and are generally ignored by the other classes as long as they don't try to steal anything.

The Tnz'qran people in this region tend to treat the other races with disdain, since both the merchants and the commoners are seen as lazy, decadent, corrupt, jaded, cynical, and overly fond of narcotics imported from the Ivory Kingdom.
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>>74368341

Hte'Orde part 2

Organization:

The Han rules from a crumbling, yet massive fortress in the middle of the city of Engret, just north of Kanna's Knot. His kin and other vassals (all Tnz'qran) rule over the other two cities, and other communities of sufficient size. Small Tnz'qran armies are stationed at the cities of Engret, Vallum, and Tristabool to watch the borders with Swe'yus, Qwwl'Orde, and Qssl'Orde respectively.

Origin:

Despite strong beginnings, the Hte'Orde has long been regarded as cursed. A series of failed attempts to conquer the Kanna Knot caused many Tnz'qran warriors to lose faith in their leadership and join other nations. The remains of the Hte'Orde eventually became sedentary, ruling over the thin inhabited stretch of the Sewalut River they conquered on the way to the Kanna Knot. Aside from the Tnz'qran, the people here mostly come from a largely forgotten minor branch of the southeast Suoxi migration, with a scattering of refugees and fugitives from all over Celestia, the Central Plains, and the Ram's Head.
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>>74368369

Hte'Orde part 3

Diplomacy:

Hte'Orde is a vassal of the Han of the K'elle'Orde. Not that the K'elle'Orde benefits much from ruling this stretch of river. Hte'Orde pays tithes and occasionally supplies soldiers, but it has little to offer in terms of men or wealth.

Qssl'Orde is a cause for concern for the Han of the Hte'Orde. At the time, few though the Treants would bother conquering such a dry, treeless area, but the motives of the Treants are poorly understood by others.

Qwwl'Orde is largely ignored by Hte'Orde, and vis versa, since neither nation is in position to try to bully the other.

Official relations with the Kingdom of Ivory, Swe'yus, and Nulamore are poor since the Hte'Orde views all three of these nations as rivals in their half-forgotten quest to conquer the Kanna Knot. However, the Hte'Orde will not act without permission from the K'elle'Orde. Despite this tension, merchants and smugglers from Hte'Orde do lively business with these regions.

The Celestial Empire views the Hte'Orde as impoverished mongrels beneath their notice, though indirect relations are maintained via the K'elle'Orde and the Dandio'Orde.

Geography:

The desert region that makes up much of this nation is regarded as one of the most inhospitable places on the continent. Almost no one lives here except for a few fortified wells along the road from Nian Do to Qwwl'Orde.

Most of the population lives along the western bank of the Sewalut River, which forms the eastern edge of the province. The salty marshes of this region can support some rice farms, but otherwise this region offers little of value

Economy:

The Hte'Orde is generally considered the poorest region of the Tnz'qran Lands. It is barely self sufficient in terms of food production, and most legitimate wealth comes from taxing and supporting the trade route between Swe'yus and the northern Tnz'qran Lands. Of course, less than legal goods also change hands often here, particularly in Engret.
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>>74367390
>Also I wrote like 1/10th of the lore so fuck off with me not reading it.
Doubt
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>>74351080
>As long as this effect lasts one is able to absorb the soul trough eating. As you eat you gain visions of the life of the one you eat and take on their characteristics. You eat the young? You stay eternally young. You eat the wise? You gain wisdom.
This is bullshit. Immortality and the ability to improve your wisdom Ad nauseam? Sounds like ripping off Re:Monster.

>>74351368
Is he intended to be some kind of demigod figure?
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>>74367390
>The Pink salt is literally an explanation why canibals don't assimilate all the souls they eat, but only some
Then clearly something was missed because soul eating bullshit needs to go.
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>>74369951
>>74370008
This enemy sounds very close to some cahos entity in warhammer fantasy and i dislike that. Unbeatable, inconceivably strong threats that command almost a nation are a bit boring at best and tryhard edge at worst
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>>74367390
As someone who actually wrote 1/10th of the lore I'd be curious which part are yours. Surely you won't claim to have written something i did, right?
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>>74367390
>>74367476
>>74370008
Soul eating was never a thing. It was just somethin they belived in. There is no need to have salt as a "nerf", because it only makes them stronger, and stops this belief form being just that, and makes it into reality
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>>74351277
>>74351368
>>74353269
>>74353390

>From the High-Lord General Nion San, stationed at the Fort of the Majestic Southern Watchtower by her divine grace Empress Dan Ning, Long May the Skyfather Watch over her.

I, Nion San, of sound mind, dictate this missive following Her Most Divine Wishes to be updated in the situation regarding the defense of our coastal settlements against the threat of the Thrice cursed Great-Fat-One. For Imperial Records ends, it's the Seventh Day of the Third Month of the year 2 of Dan Ning's Blessed Reign.

I was sent to the coastal lands after the devastation of the village of Susu. The guard there, numbering five score strong dettachment of Xia's Regional People's Militia, was slaughtered to the last, and of the three thousand people living in the village, two thousand remain unaccounted for and presumed dead, with the rest being found either in hiding in the caves by the foothills near the coast or dead on sight and near it. Evidence piling, my conclusions were innevitable. This was an act of most vile piracy or worst, by terrible Koi-Shi* and in my mission to secure Her Imperial Majesty's Peace in her Most Blessed Reign, I took to myself to convey with Koi-Shi from the Yusixi Island. This glass-man had stood witness, in the past, to similar massacres. He assured me, swearing by his facial hair, that this raid was the doing of a being whose foulness defies belief, known as the 'Big Eater' in the Merchant's tongue. After conveying with Imperial Sages, it was told that the 'Big Eater' was indeed the Great-Fat-One of our fishermen legends. It was known of his terrible deeds, but long believe he left our coasts alone for fear of our Celestian Might. It's clear that if this truce ever existed, it was now violated.

I explain this in hope that her Divine Grace Empress Dan Ning and the Most Blessed Imperial Office of Requisition will judge my next actions with the proper understanding that they meant not to be wasteful, but necessary.
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>>74371260
My investigation led me to believe this raid as a prodding raid feeling the defenses of our Imperial Shores, and trusting my senses, I sent scouts to the villages near Susu to collect information from their fishermen about weird sighting at sea. It was confirmed that there had been more than usual, particulary near the rather large coastal village of Tsu-Xia. Time was wasting and I used my authority to approve a black-seal edit, taking command of the provinces workforce from the Agrarian Imperial Administration and Imperial Office of Roads and Bridges, and another to seize control of the Imperial Office of Munitions of the Xia Province. The scribes and officials were displeased, as I am sure Her Divine Grace will have heard. Much work needed to be done.
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>>74371270
Three villages were raid after Susu, and Tsu-Xia was left alone. This villages are as listed: Din-Su, Nang-Su and Ling-Su. Casualties numbered now near the eight thousand civlians and eight hundred soldiers. Her Majesty will have heard I refused to evacuate or reinforce villages, and that is true. I take responsability for the loss of life, but defend my actions as strictly necessary. These prodding attack brought the gaping maw of the enemy towards Tsu-Xia, like a charging boar.

The size of the enemy would have shook lesser men to their core, but being Celestial Bred Suoxi viril males, my men stood their ground as the Second Day of the Third month of the Year 2 of Dan Ning's Blessed Reign, we saw the enemy fleet. Ships numbered over two thousand, and a small island seemed to move closer ashore in the middle of them. This hasn't been the case in other attacks, according to reports, only a couple dozen ships had attacked each village. With me I had the Sixth Crane Legion, the Fourth Crane Legion and the Third Lion Legion, number fifteen thousand strong among them all. I also had the Xia Provincial Auxiliary Militia, numbered a thousand strong, so we knew, before seeing the enemy, we'd be deeply outnumbered. Tsu-Xia's walls opened fire with their trebuchets, and two ships were sunk by our flaming boulders, yet nothing could stop the tide descending upon it. When the longboats were deployed, perhaps a hundred thousand enemies rowed towards our shores, and from the island, the most vile form of the Great Fate One shambled towards us. I had the city garrison fire their rapid fire crossbow and while thousand of bolts fled the air and many struck home to our enemies black hearts, the Koi-Shi were simply too many. From the moving island, even more longboats came, the whole island covered in a dark pathetic Koi-Shi dwelling. We had not even dented their numbers when they made ashore.
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>>74371280
Now if her Divine Grace is unfamiliar with Tsu-Xia, that is understandable. So vast is her domain, knowing it all would be beyond even the Great Divine Empress. Tsu-Xia is the heart of the Xia province and stands in the center of a very large bay. Rocks rise from either side of the bay, and Tsu-Xia sits in the only beach one can land or launch ships from. The valley is surrounded by tall, steep cliffs, and few routes lead down into the walled town from the heart of the mainland. I knew this target would be tempting to our enemy, for there would be no where for the fifty thousand men and woman of Tsu-Xia to flee once the raid started. At least not effectively, as they would clog the narrow trails and be slaugthered to a man. Tsu-Xia sea is also peculiar in it's shallowness, almost a flet bad no deeper than a hundred feet streches across the whole bay, and the sea won't become deeper until much further. The ground shook when the island cease to move, for it had become embanked into the shallows, being over a hundred feet deep. So massive was this enemy vessel, it blocked a lot of the routes off the bay, and until it managed to free itself, it almost entirely corked their fleet inside the bay.
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>>74371286
Our rapid crossbows were without ammunition as the first of the Vile Koi-Shi made landing and the enemy island-vessel run aground in the shallows. That's when I had the flag raised. Small skiffs around the bay cut the ropes of the large net I had constructed using the whole province's supply of hemp rope and even needed more commissioned in a hurry. These ropes attached to weighted hooks held our most glorious Turtle-Bombs***.
I used the entire supply of the province, and explosions that issues were so vast and so close together, that the steam rose and blocked my view of the bay. Over a thousand Turtle Bombs went out in the space of half a minute, and the bay was covered in hot steam. Later reports said that fish emerged dead over five miles in either direction of the bay. As the enemy fleet disappeared under steam, the great fat creates let out a bellowing roar, and the men on the skiffs kept coming and began singing an unhallowed shanty. That's when I raised my second flag.
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>>74371296
Three Hundred and Seventy Five Dragon-Doves were loosened into the enemy. I had them outfitted with whistling ammunition and as expected, the loud whistling of eighteen thousand fire-spears whistling down into the skiffs still between the fleet and the shore drowned out the shanty and some of the enemy numbers covered their ears as they began to bleed. Without their unhallowed magic, when the fire-spears touched the frail rowboats, they were upturned and sunk by impact, tossing the man into the now near boiling water resulting from the turtle bombs. The enemy numbers greatly diminished yet thousands had made ashore already and were marching across the white sands between the sea and the walls of Tsu-Xia, walking between the warehouses of the harbours and cutting down the thousand militia men I sent from the gates to fight them at the beach. The militia broke, retreating and I had the gates closed. The enemy rushed to finished the fleeing militia men, piling themselves by the crowded docks. And that's when i raised the third flag. Archers with flaming arrows peppered the warehouses whose roofs were filled with tar, and the interior filled with dry straw. The great conflagration consumed the landforces of the enemy, and the few survivors fled back towards their boats at the beach. I sent the Crane Legion's cavalry cohorts to cut them off and caught between horse and flame, of the hundred thousand enemies, less than a thousand made it back to their boats. By them the steam cloud had cleared and i could see the enemy fleet of ten thousand boats was now reduced to a mere three hundred, and those were heavily damaged and likely not well crewed. The Great Fat One did great effort to release his island back and retreat. So I raised the fourth flag.
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>>74371311
A Hundred Thousand Imperial Gold I requested to pay the Glass-Men proved their worth. The Glass Koi-Shi**** brought us fifty fireships, and I hid them in inlets around the bay. They now swarmed from the sides and spilled their fire upon the island-vessel of the fat one. The shantytown was wet and took many bursts of flames to set it ablaze. But eventually, it did. By them, the Island Vessel stirs violently, shaking the foundations of the shantytown above it and tossing most of its flaming debris into the ocean. The great fat one burned and even from a mile off in my watching post I could smell its fat burning. It was the vilest thing I ever smelled. The Fireships kept spilling flames and the Great Fat One Island-Vessel moves, trampling and destroying perhaps ten of the fireships in it's the path to flee. The surviving three hundred ships tried their best to follow the smoking wreckage as their leader bellows filled the bay, but the fireships did still manage to set perhaps twenty of them ablaze. All prisoners were executed and their limbs and heads cut and set on spikes, spaced a hundred paces in between, there were enough spikes to cover the whole shore of the Xia province with warnings for the next pirate who deems to attack Her Divine Grace's Subjects.
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>>74371322
With this I hope to justfiy the use of resources and loss of life by explaining to her Divine Grace that the actions were necessary to properly discourage further inclusions from the Great Fat One in our territory. The Imperial Council seeks to have me executed for the loss of life of civilians and soldiers deliberately sacrificed. if Her Divine Grace deem my actions unjust, I'll gladly take my own life upon her Blessed Command.

With no more to declare I sign
>Your Forever Loyal, Nion Sang, High-Lord General of Xia Imperial Province of Her Divine Grace Dan Ning of the Celestial Empire.
>Dictated and Read.


>*(translator note: Celestial world for foreigner and savage is the same; Koi-Shi.)
>** (Translator note: Celestial often refer to foreign merchants from the Ecinev league as 'glass-man' even when they trade in other products.)
>*** (Turtle-Bombs are a celestian war device, a small clay pot filled with air, explosives and with triggering iron spikes. Submerged, the air causes them to float. When clay breaks frm contact with a ship, water touches the alchemy Sinfan, causing the water to boil instantly from the heat released, and the expansion of steam forms a fireless, yet extremely strong explosion. Survivors of the kinetic blast are often boiled alive by the rising steam.)
>**** (Glass Koi-Shi likely means Ecinevan League foreigners)
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>>74371260
>>74371270
>>74371280
>>74371286
>>74371296
>>74371311
>>74371322
>>74371333
I made a paste bin to make it easier to read since it's quite big.

https://pastebin.com/DmsVaDJe
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Just trying to make sense of the timeline. I've got a good idea of how the Westrasi people survived the Genesis era and first emerged during the Dawn, but has anyone established what happened to them or what they were during the interference of Gloria and Etalia?
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>>74372024
Nothing stablish. Lore is bery vague and messy until GE leave
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>>74371411
Based Empire
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>>74369913
IDK, the lore was posted on the wiki as Viorp, and he has been around since the begining of the wiki. But who can tell for sure?

>>74368402
Interesting. I can imagine there are a lot if insults thrown at that area, and they are regareded at "not ture Tnz'qran" by most of the others. Everybody loves a punching bag, after all.


I'm reading the paste later.
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>>74372024
Its purposefully vague, so no matter what you write it fits
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>>74372848
While this is true, it has led to some weird holes in the history of certain nations. Some Westrasi nations have origins describing how they emerged after the apocalypse and then how they developed into states, but they completely miss out on the arrival and departure of Gloria-Etalia, and the massive impact that should have had.
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>>74373655
Those are objectively wrong. No modern westraso nation should be older than 1k years old top at GE 5k. And gloria and etalia fucked off at GE 2k iirc. So whichever anon wrote that, they are objectively wrong
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>>74373655
Im almost 100% sure that no nation emerged in its current form after apocalipse. Earliest nations, like undescribed empires in westrasi, yugr in north, treants and celestials in south, are all from age of colapse.
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>>74373686
I didn't know we even had an actual timeline yet. I thought the intent was to keep things vague in the descriptions not absolute.
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>>74374369
It was
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>>74372024
>>74372848
>>74373655
>>74373686

I wrote the lore for alot of the Mukwesk region, and the Storm Islands.

The humans on the Storm Islands survived (In the secret Meta-Lore) nuclear winter/fallout through HAARP fuckery, and over time devolved into inbred Albino Native Storm Islanders, before some other Westrasi went up there much later on.

The migration map shows Westrasi Humans originating around Uouros, I wrote that into their lore. Since the Lazari Confederation is right next to Uoros, I wrote (In the secret Meta-Lore) that a bunch of elites and their extended families survived in bunkers in those mountains during the nuclear fallout/winter, at some point they emerged, and traveled down to the more hospitable temperate forests around Uoros. Here they developed into Westrasi Hunter-Gatherers. Over a long amount of time, and through expansion and development they become a disjointed empire, sort've like a quasi-Roman Empire, but Celtic/Germanic flavored, and eventually focused most of their power in the modern regions of Belara/Morloux. Over time this empire dissolved into several kingdoms/nations, which is described in detail in the lore I wrote.
I didn't go in depth about Gloria-Etalia's direct influence on them, besides religion, because I felt it was left a little vague as to what exactly that would be, or if Gloria-Etalia even physically existed in that part of the world, since I feel it's been insinuated, atleast in threads, that their ship crashed into the area that became the World-Scar.
I don't see any of this as conflicting with the per-existing timeline, and I think it's pretty hard to be objectively wrong about a collaborative setting that's not fully fleshed out, and is riddled with intentional vagueness. Personally, I find it weird that Gloria-Etalia was here only 1K year ago. That doesn't give alot of time for the development of these maps, if it's implied that these nation's didn't develop until they left.
Cont.>
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>>74375386
Personally, I imagine that if Gloria-Etalia existed near the World-Scar, and if the Sarkation Empire is home to the Gloria-Etalia holy cities, that the Sarkation Empire brought Gloria-Etalia into the west, at some point when they were still a part of the ancient Westrasi Empire, like how Rome brought Abrahamic Religions into the West
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>>74368402
>The salty marshes of this region
That far inland, it'd much more likely be freshwater given that the river isn't fully seasonal. It'd be like the Egypt and the Nile, able to support quite reasonable agriculture on the river bank, but otherwise brutally dry. The amount of annual flooding would determine how much food could be grown.
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>>74370608
It was not just a belief because in their lore those who ate most souls live longer, like the tribe elders. Did you even read the lore of the canibals?
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>>74371411
I think this is superb.
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>>74369913
I am the Viorp guy from the wiki edits. I did the OG Tnz'qran raiders lore. Seem. World Scar, the rewrite of: Goldland, Technobarbarians and Cursed Wastes.

I also did the Wyrd Tribelands, the City of glass as well as some species. Mainly the recent bats, sticky grass, and radioactive shrooms.

Obviously now the also controversial Glutinous Pirates.

Also recently added some info on missing human subraces.
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>>74375937
The actual mechanism could be something else entirely, with the pink salt being something that the cannibals are just wrong about. People are good at that sort of error.
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>>74368341
Ok trade time what do you want to see fluffed? Since you did Hte for me.
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>>74371411
It's like reading an "Abbadon fails another crusade" except better. I love it
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>>74368402
Interesting it's, very different from the other Orde.
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>>74376050
Yeah it could.
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We need to set up new thread soon
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>>74377086
Yep. Someone please mention the planned CYOA in it
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>>74377146
will do!
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>>74376036
>Goldland
Bug and aztech anon here. I wrote almost all of goldlands content and updated it to fit the format.
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Someone please make us a new thread! I would but I'm on phone so that's a pain.
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>>74377616
I wrote the "Secret Origin" stuff
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>>74376503
Thanks, I wanted to make it different than the other Orde, as well as blend a bit into the jungle nations to the south, so I came up with the idea that it would be treated as a frontier/backwater by all the neighboring nations.

>>74376223
I think certain nations in the Westrasi Sea are the only ones left that no one called dibs on. So I guess either that or try fleshing out the other Ordes a bit more.

If you are tired of writing nations, another idea I had recently is that we should to flesh out what types of hostile encounters a group of PCs would encounter in each nation/region. Including lists of generic DND mooks, political/criminal factions, setting specific hostile races/monsters, unusual encounters unique to the region, etc.

>>74375886
Salt marshes can be found far inland in areas with high evaporation rates and dissolving minerals.
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>>74351368
After reading some of the writefaggery for this guy I think he needs a Captain Ahab equivalent chasing him. Perhaps a halfling Ahab and his giant Ishmael out for revenge for their lost village.
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>>74377892
>Secret Origin
So the worst part that took such a sharp tonal turn that it didn't really fit and had to be heavily changed?
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>>74378033
Did you read the other writefaggotry posted after?
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So maybe this is a bit busy and too anime inspired but I felt it would fit our kitchen sink approach. I tried to make the ideals medieval but a hint of modernity, and found some art that I thought matched that. My proposal is that we use this logo for the new threads always. What do you guys think?
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Nations with zero fluff:
>Chiefdom of Voroi.
>Chiefdom of Uraka.
Nations partially fluffed by other nations:
>Vashian Republic, by the Yoroi Tribelands.
>Sarcian Mountain Tribes, by the Araxian Kingdom.
>Ta-Li Hold, by the Kingdom of Belara.
>New Belwed, by the Kingdom of Belara.
Claimed nations that are still a work in progress:
>Nanji Citystate Alliance
>Gold Coast Tribes
>Punaji Chiefdom
>Ranji
>Mun
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>>74378033
Could work. A body cop duo of Halfling and Giant hunting him down.
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>>74378101
Whoops you're right I should probably get some sleep
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>>74378026
New thread
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New bread
>>74378026
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>>74321201
This setting would be better if it did not have generic fantasy names.
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>>74377966
>Salt marshes can be found far inland in areas with high evaporation rates and dissolving minerals.
Don't tend to be right next to a river though. At least not when that river flows year round.
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>>74382082
What about it's a magic salt plane? Like how all the over farming in the 20s made a dustbowl


We already have the Treant Empire showing magic mass agriculture can fuck with what the environment should be and the Qoktengal basically astrotrufed the great plains with livestock steroids.



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