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What is Gloria-Etalia? It is a setting which sprung up into existence when OP gave us 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.

The map is mostly done, but some things need extra detailing. The Khanate and Orde do not need cities, but Celestial Empire, Treant Empire, and many other nations need detailing. The setting is still in it's early stages so feel free to contribute.

(still we all know that the Troll Kingdom of King Skrugg is the best and most interesting faction, let's not kid ourselves)

> Thread 1
>>73993406

> Thread 1: Archive
http://suptg.thisisnotatrueending.com/archive.html

> Lore Doc
https://docs.google.com/document/d/1AXv67jZbuqg0eSn-ySSGAWAKI5Vcs-MXa0mnQbKqUgI/edit#heading=h.c64z9nrmc1o4

> 1d4chan Page
Still needs setting up

> Pic Related
Most recent "full map"
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>>74079412
Most recent cleaned up political map
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>>74079412
Raw terrain map.
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>>74079412
Map of migration of Ethno-Liguistic Groups
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>>74079412
>Troll Kingdom of King Skrugg is the best and most interesting faction
Troll Kingdom, Yugr and Khanate form trinity of interisting factions. All of them are in involved in most changes in coming years.
Khanate continued expansion and death of Khan of Khans, Yugr northern avakening and its northern war, and Skugg domain finaly having worthy oponent
Just how old is Skugg, and how old can trolls get? Could it be he is one of Trolls enslaved by first Yugr empire, and now would love to get his second tase of revenge against them?
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>>74079495
Interesting so the North of the Celestial Empire is mostly Ethnically Tnz'qran?
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>>74079603
I don't think that's a final map, it was a quick mock up and speculation about the ethnicites, not a definitive map.

Although it's an interesting idea. Good lore.
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>>74079599
With the Death of the Khan more interplay between the Khanate and Ordes will likely happen. Both civilizations after all even if Ethnically far apart are culturally very close. The Ordes are afterall nomadic horserides which have begun to settle down.

The most dominant of the Ordes has for a long time been the K'elle Orde thanks to it's marital ties to the Celectial Empire. It has dominated most other Ordes with the Nhi'orde and Hte'orde being direct vassals to it. The Qssl'orde on the other hand is used as a buffer state by the Treant Empire and might soon become just another vassal. That's how low the once mighty Tz'qran have fallen. Only Qwwl'orde remains as an old Independant Horse as Swe'yus has gone back under Suoxi Controll.

There is a new player among the Tnz'qran though. The Eta'Orde a new Orde. The Minor horselord Hun Eta has married his daughter to off to one of the Great Khans son's allowing them to rebell against the K'elle Orde and carving out their own land. They seek to unite The Orde's once more and trough marital ties to create a joint grand Empire of Horseriders as well as retake Tzn'qran Land in the Northern half of Suoxi-Dan Dio.
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>>74079603
If i were to guess northern celstial empire is like manchuria to todays china - different in etnicity, but still loyal to the death.
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>>74079603
Good eye. It could be a place ripe with separatism.
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>>74079801
Yeah that's make sense, but it also makes sense >>74079774 for the Tnz'qran to still see that land as theirs.

I imagine they treat the main empire of Suoxi-Dan Dio as a seperate entity to the "Dan Dio Orde" which comprises the northern portion of the Empire. I imagine Tnz'qran maps portray the Celestial Empire as two nations.
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>>74079774
>as Swe'yus has gone back under Suoxi Control
Just a quick note, the Swe'Yus are not under the Celestial empire, they're definitely independant. They've just adopted a more sedentary lifestyle.
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>>74080006
By Suoxi control I meant the ethnic group. Swe'yus was a minor ethnically Suoxi state the Orde once took over as it gained it's independance it became a mix of both cultures, but the citydwelling Suoxi became the biurocratic Caste while the Tnz'qran became somewhat of a Warrior caste.
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>>74079412
I don't have anything to add, but these threads are great. They really remind of old /tg/. I can't remember that last time /tg/ got shit done.
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>>74080108
I feel the same. You are by all means welcome to join after all people slowly drop out of those threads so if no new people come in they'll die quicker.
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>>74079741
Small thing about the Ethnic map. The Zephys Thoughtcrafter Commune is obviously supposed to be Dwarves isn't it?
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Based on last thread and this thread's lore i try to make map of world in next 10 years, but i was unsure about war of mechant empire with other influential players in region, should it be included, or maybe left outside? Also who should they fight?
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>>74080108
>I can't remember that last time /tg/ got shit done.
There was another pretty cool setting building thread not long ago, check it out if you haven't

http://suptg.thisisnotatrueending.com/archive/70688808
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>>74080165
They are hobgoblins, famed for their ablity to tame rocks (and those are i guess giant fucking eagles)
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>>74079412
The googledoc is kinda messy and hard to follow. I want to pitch in but I don't want to mess with anything people did.

The Kingdom of Ivory would be a not!African nation? I can do that.
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>>74080094
Oh okay, yeah that makes sense.

You know I feel like this wording might lead to more confusion in the future. Maybe we should all agree that "Souxi" refers to the ethnic group while only using "Celestial Empire" to refer to the nation.
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>>74080293
I can also provide information on African lore, Chinese stuff and even Maoris.
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>>74080293
Yeah the google doc is in the early stages. It's best to read the later portion of the last thread instead.

Most people just plopped down some land and left forever. I know that Goldland has basically no lore beyond "there is gold there"

I thought the Kingdom of Ivory was more "Vietnam" because everything ends with Nang. Don't fear trampling over people's feet nobody is gonna kill you. You could flesh out the Vassals of the Treant Empire they have 0 lore for example.
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>>74080293
I'm pretty sure the Kingdom of Ivory is supposed to be not!Vietnam.
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>>74080313
Yeah, let's reffer to the Celectial empire as either "Celestials" or "Dan Dio's"

>>74080371
The Suoxi-Dan Dio are the not!China of this setting. The southern half is ethnically SUoxi (Chinese) the Northern half is ethnically Tnz'qran (not!Tatar)
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>>74080214
It is more tonally consistent, and the map is much prettier, but the Warhammer-like geography irks me.
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>>74080189
Ok, so i just decided to left that out, main difference is death of khan of khans and nation being splited in four between his sons
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>>74080493
*I also made two versions of this map, main difference is death of khan of khans
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>>74080391
>>74080403
I'm quite ignorant of Vietnam, so I'll leave that to someone else.

I could do Goldland as a sort of Mali Empire thingy.

Regarding the Treant's vassals, I could mix amazonian and african folklore to make jungle tribes and such. Is that the right theme?

>>74080425
Duly noted.
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>>74080493
>>74080518
Hmm, I prefer the Khan to not die or his Empire to not splinter. It is kinda gay to have the biggest nation splinter to be the same average size as all the other nations.
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>>74080591
Nothing was said about the Treant Vassals so go for it. I think the Treants were Dryads/Ents so I guess that can be a cultural influence.
>>
you know what I think a lot of settings are missing? Doozer/Mass Effect Keepers-style races that just do their thing and simply don't acknowledge the existence of other creatures beyond their physical presence. Like, not even treating them like pests or food, just ignoring them totally.
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>>74080674
I guess if there are still some pre-dawn humans somwhere on the planet they could be something like this. Even refusing to belive that planet is no longer colony of starfaring human race.
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>>74080674
Those could be present in the "Wandering Mimic City of Mutants" which as far as we know is the last remnant of the once technologically advanced predecessors. Might explain why a millennia old walking city still functions.

Or they could be the Molluscs
>>
The Celestian Empire grew along the Heaven's Tongue (Dan-Fo) River. the flood plains surrounding most of the river were home to many small settlements of shepherds, while nomad pasture roaming tribes existed around them. For thousands of years this cultures coexisted, raiding and fighting for territory. As tool craftsmanship evolved, the sedentary communities near the river diversified into agriculture and grew in numbers, forming several city-states and micro kingdoms, while the nomad's technological advancements came mostly from trading with these cities. Centuries of stability in the region led to the parallel development of these communities, until one of the nomad tribes introduced as the new breed of horse bred for war, and the long bamboo lance. Those two inventions together allowed them to defeat most other tribes in battle, and eventually built into a sufficiently strong army to threaten the River Kingdoms, as they were called. The conquest of the River Kingdoms by the nomad warlord Dan Su-Do led to the first unification of the Suoxi humans in the region. These kingdom would grow and splinter into two smaller kingdoms at Dan Su-Do's death. In the centuries following, the civilization in the area flourished in several large kingdoms. It would be six hundred years after Dan Su-Do's death that a second great King would united the region, this time his edge being not technological warfare, but the riches from Emerald trade allowing him to hire tribal mercenaries from the neighbouring regions to subdue his neighbours, and settle said mercenaries into the newly conquered lands, allowing them and their families to move in. These man's magnitude of conquest was unrivaled, and for many years, stories about him were deemed fable in far away kingdoms. But Tinq Kisari was very real. By the time of his death, after forty years of mostly successful campaigns, his domain occupied half of the current extent of the Celestial Empire. (cont)
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>>74080640
Alright
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>>74080732
>>74080715
Wandering city of mutant is called that because no one ever found there another human, or even an non human. Just hungry and mad mutated masses of tissue, some humanoidal, some just blobish.
The truth is hoever that in deepest corners of city there are still normal humans keept in a stasis, with only their minds powering whole city, still conected to their version of internet.
Those monsters that haunt the streets are those of pre-dawn humans that were exposed to radiation of meteorite and reactor, and were left behind.
Those below were deemed to costly to evacuate. And now they sleep.
Ever dreaming.
Ever vandering both cyberspace and desert.
Ever unknowing of colapse.
Ever dead while alive.
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>>74079412
I made the first clean map, just letting people know I'm currently working on finishing the political map with names, cities, features and everything. Apologies I couldn't finish it sooner, I'll keep working on it tomorrow.

I'm still a massive noob at map making so feedback is appreciated.
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>>74080777
In Tinq Kisari's death, his generals elected among themselves a 'High General' to continue to command the growing army into further conquests, and this became a tradition. This era is known as the Commander's Tent (Xin-On) Era, as the 'Emperors' of that time (they did not use that title yet), were generals ruling from their campaign tents. Eventually the conquests were so fast, the generals had to splinter their armies to double back and crush rebellions as the main body of the army marched on. Years of this led to the division of the Empire in macro regions where each Lord-General would rule as governor, establishing forts and managing the local army. Once the Empire reach the natural limits of the mountains and plains, the Xin-On era ended, and the High General moved back to Tinq Kisari's home city by the Dan-Fo delta, naming it the City of the Celestial Heavens and Many Great Things, or Celestia as foreigners would translate it. The High General named himself Emperor and established the basis of the modern empire. A standing army fed and paid for by the work of the urban population. An agrarian system where the population lived in towns and cities, rather than the fields they worked in. They worked the fields who belonged to the local Lord General, effectively the governor, and were assigned different plots everyday, and even infrastructure projects in others. Fields hands were expected to know the basics of earth work and construction and were used as a massive labor force by the estate. City dwellers who knew a craft belonged to a higher caste, free from field work, but still would need to use their skills for the benefit of the empire if asked. To keep track of obligations, a extensive public service of bureaucrats slowly developed, and they became their own social class in time, almost as prestigious as the lower ranking officers of the standing army.
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>>74080936
I recommend doing 1 map with just nation names, and another with settlements, then you have more space to write and visibility is better.
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>>74079412
Reposting from last thread

There're three major human language families:

>Westrasi languages (The western kingdoms, the Grendarrym and the Merchant Empire)
The western kingdoms have had a lot time to diversify being roughly divided into the northern (Belara, Goldland, Storm Island), western (Morloux, Sarkatian, Lazari, Uoro, etc.) and eastern (Wyrd, Voroi, Araxian, etc.) language groups. Halfling and giant loan words have entered into mostly the eastern languages.
The Grendarrym languages, despite being farther away is closer to what the original proto-Westrasi would've sounded like. Obviously with a lot of vocabulary loaned from the Nananuit.
The Merchant language is at it's base Westrasi but has had alot of influence from the Souxi languages, specifically Vishga. Even has some Treant vocabulary.

>Qoktengel languages (Uruzataar, Tnz'qran, Ruskata)
Uruzataar used to be a lot more diverse but the rise of the khanate wiped out a lot of tribes and therefor languages.
Tnz'qran is roughly split into the northern, central, southern and Swe'yus language groups, with the latter now sounding closer to the local Souxi group they conqoured.
Ruskata is at it's base Qoktengel but has been influenced by both Grendarrym, Nananuit, and troll so that these languages have become extremely bastardised. Yugr is a ruskata language.

>(1/2)
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>>74080973
>Souxi (Souxi-Dan, Ivory, Vishga-Imuuga, Highlanders, Qi-Fu)
The Celestial Empire claims to speak only one language, the original language of the Souxi. In reality it has evolved quiet alot and dialects vary drasticly across the land.
The Ivory language is the closest to the Souxi-Dan but their language has changed a lot due to isolation.
While the Vishga and Imuuga are clearly distinct groups, out of the Souxi language family, they're definitely the closest to eachother, mixed in with some treant influence and a little Merchant vocabulary.
The Highlanders language is odd. It's definitly an ancestor of Proto-Souxi but it's almost unrecognisable to do all the Treant and even westrasi Influence, thereby not sounding like anything else in the world.
Qi-Fu maintains more of it's Souxi roots than both Vishga-Imuuga and Highlanders speach, despite it's distance. However, due to repeat invasions from the Uruzataar and despite the Qi-Fu's proud traditionalist society, they've gained a lot of vocabulary from the Uruzataar.

>Treant
The Treant languages are truly ancient and have stayed relatively unchanged due to the Treants long lifespans and strong memory. It has seen a few changes recently due to the mixing with the many human peoples, to the dismay of the older generations, although these changes are comparatively small to the influence the Treants have had on the human languages.

>Other Non-humans
The languages of the other natives are so varied, isolated and ancient that, even if they had a common ancestor, it’s long since been lost to history
>(2/2)
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>>74080973
Swe'yus could be a Creole-derived language.

The Souxi natives of the region communicating with the Tnz'qran invaders. Because the higher classes (which would be an ethnic minority) spoke Central Tnz'qran the commoners would adopt the vocabulary, while still mostly using Suoxi derived grammar. That could be the language of the commoner so "Low Swe'yusi" while "High Swe'yusi" is the proper Southern variant of Tnz'qran which due to it's ties with official business is closest to the original Tnz'qran.
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>>74080782
The Vassals of the Treant Empire are all the non-Treants which were slowly pushed out of the most fertile lands. Most of them are tribal humans. Those with noticeable Ent or Dryad descendance are commonly elected as chieftains and shamans. The hundreds of tribes have their own customs, languages and religions, although Treant worship is present in most of them.

The trade language is nhagatupira, a sign language which uses movements of the whole body. For those which don’t know it, a fast speaker may seem like a very bad dancer. Besides commerce, nhagatupira is used to perform ceremonies, tell stories and make speeches.

The Treant Vassal tribes act as buffers among the Treants and neighbors. During peaceful times, they trade lumber, healing crystals made out of Treant amber, silver, messenger-parrots, capybara jerky and ceramics for metal tools and weapons, educated slaves and wine.

Next, we shall detail some of the more distinct tribes:
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>>74081097
I like that, kinda similar to the Norman vs. Anglo-Saxon situation for English.

Mixed with this post from the previous thread >>74079348 "Low Swe'yusi" would be a proper messed up language.
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>>74081201
If it's a mix of so many languages I imagine it could slowly catch on as some sort of local trade-Creole even outside of Swe'yus.
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>>74081113
The Iacaré tribe is formed by dozens of nomad clans which travel all over the Empire’s rivers and coasts on their vessels. The common boat is the Bumbaré, a big canoe which can house one family, a fire at the center, a sail and can be covered by a leather canvas. Bumbaré flotillas group together for safety, fishing, trading, whale hunting and gathering pearls. Each clan has a totem, usually an aquatic animal like a frog, shark, crocodile and such.

Among the Iacarés, being a pirate is an honorable profession. The Treants forbid them from attacking other Vassal tribes, but allow them to prey upon any foreign vessels which come too close to the Empire and don’t have a permit to do so. A pirate crew is usually made of several families which build or buy a bigger ship. They elect their captain and follow him during combat. But in every other matter, like deciding who to attack, follow the will of the majority.

Each clan buries their dead on a specific Sambaqui. These are earthen mounds filled with layers upon layers of bones. Some Sambaquis can be mistaken for hills. Many precious offerings to the ancestors are also buried on them, some taken as booty from far lands. Every ten years, the Iacarés gather around the Sambaquis and perform competitions to select guardians.
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>>74079774
>>74079897
Qwwl'orde is the last of the first Hordes to keep their independence. At a great cost though. It's lands have been slowly chipped away at by it's neighbors and technological stagnation has plagued this Orde. The Qwwl'orde has developed pride in standing alone. It's a culture of individualists and an oddly isolationist nation for a nomadic tribe. Maybe this non-aggressive approach and emphasis of individual greatness is what left the nation undefeated in the last 40 years?

>>74081113
The Gods of the Tnz'qran were always malleable and many. Mostly off spirits of land. This has left them able to easily adapt to new religions, but lead to them splintering quickly. So it is happening among the Qssl'orde. As it is slowly becoming vasalised by the Treant Empire the worship of the ancient Dryads is being adopted by the Orde and marriages between Horselord families and tribal leaders are becoming more and more common as the Orde's ties to the Dryads grow. The Hun of the Orde has even been granted the privilege of being granted a right to marry a Dryad of the empire itself to strengthen the ties of the nations. A controversial move which many tribal Elders saw as special treatment of the newcomers.
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>>74079412
>The Theocracy of Radmir makes big profits as they give the Treant Empire access to the Eastern Sea, even though the route (including mountain passage) is difficult.

>In the southern sea, the Merchant Empire bullies any Treant commerce hard, so the eastern outlet is appreciated despite its difficulty.
>>
Just a heads up there is a lot of lore that has already been written in the google doc, it just needs to be edited to be usable.

It's in the sorted section. Just scroll down till you hit the bullet points and the mess. I'm working on cleaning it up rn. I just cut off 20 pages from the doc.
>>
I was working on map of Radmir and its history, but its midnight here, so i'l just leave bit about capital city and small sneakpeak of map and go to sleep. I hope atleast someone likes this little bit of lore.
Radmir is capital city of Most Holy Theocracy of Radmir. Its also its biggest port, center of religion and biggest city in country. Its here where body of First Prophet Radmir is buried. City itself is separated in three quarters.
First is port, here lives majority of population, and its open for everyone, no matter the religion or race, but every ship that enters harbor has to prove that it does not have anyone that is sick, or caries illegal materials on board.
Second quarter is called “tombstone” by locals, because its where lies black cathedral (that in reality is closer to fortress than to temple), seat of Radmirian Government. Cathedral itself is made from single block of obsidian stone (the first miracle of First Prophet) that heretics belive is star that fell of the sky and begun age of dawn. Looking from sky its in shape of crescent moon, and is true labyrynt of shrines, manors of hight priests, dungeons, barracks and libraries. In hearth of Cathedral lies Marble Throne, seat of power of Grand Resurector, head of church.
And behind throne there lies Sealed Gate leading to third quarter - the graveyard. Its city inside of city, whole made of gold. Temples to Prophet, his relicts and miracles, and in centre of it all lies Grave of Prophet. Its giant step pyramid. Its steps are covered in dust made from bones of saints, and grand resurectors.
To be left on steps of pyramid after death is greates honor Radmirian can achieve. And on top there lies body of Radmir, still unharmed by time and nature. No one who saw the body can leave last quarter, so only graveguard - holy wariors that thanks to blessings need not eat, drink or sleep can their eyes upon Him.
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>>74082115
Oh and to clear it up, i used Radmiran both to describe someone folowing teachings of prophet, and nationality. Hope that its not too confusing for anyone reading.
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Alright, I'm done with the western continent, although if the clearity isn't good enough I can adjust it if you'd like.

I'll do the rest tomorrow, I need to sleep now. Shouldn't be nearly as time consuming as all those damn small nation states.
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>>74079412
Seem is an interesting place. A carved out riverbed out of the Drache Marches which are backed in eternal Darkness. Laying at their very edge Seem experiences a "sunny season" it lasts about 3-4 weeks. The existence of that sunny season is what marks the border of seem. Beyond that line the sun never shines and Vampires roam.

Thus is would seem that Seem should be a relatively peaceful human settlement or even trade power...

This is in fact where the name of foreigners for this place comes. Things here only ever Seem normal. The entirety of Seem is covered in huts and villages. It is not a super-city. Rather is is a super-village. Small homes with gardens big enough to just feed the family inside everywhere. There is no king or lord. There is no walls. There is no merchants, manufactorums, blacksmiths or cooks. Instead empty work stations are littered throughout it with tools no one seems to ever steel. All who need something go there and make it. Children are treated no different than adults from as young as 2 working in jobs better suited to those of small stature.

And of all things that seam, it always seams like they all are one. It feels like they hide it, but it is not rare for a Mai-Xi trader to visit the place and while talking to someone else a merchant starts a sentence, but a random passerby finishes it. And any rumor spreads instantly. Talk to one Seemian and all know you.

Seem also seams weak. No army no defenses no weapons. The Kingdom of Belara and it's colonial ambitions in Seem were quickly quashed because they trusted for things to be how they seam.
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>>74082115
Very nice anon, I can't wait to see it completed.

>>74082308
Looks clear to me, albeit some of the names are heard to read. The Merchant Republic and the nation below it for instance.

>>74082356
FWI The black dutcy area is also plunged into eternal darkness. Could be normal for the regon though.
>>
Hey Anons, the lore thread has been trimmed and has prewritten lore that needs to be edited in. Also, if you are posting lore here, put it in the lore doc as well, and vice versa.
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>>74082308
Doing the Emperor's work anon!
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>>74082308
Westrasi Sea campaign sounds hella comfy
>tfw you will never be a Farisian Sealord marrying a Euraxian princess to reinforce you alliance against the encroaching Commonwealthers
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A region claimed as the territory of the largest and oldest known troll. Dwarves, humans, trolls and a small number of elves live under the protection and in service of Skrugg. Skrug’s method of rulership is to mostly leave the day to day running of his kingdom to leaders chosen from among his subjects. The human clans raid neighbors and coastal cities within range of their ships for glory and to gather enough food to sustain the growing troll population. The dwarven clan of Jolgrith provides the troll population with massive two handed swords, simple plate armor and the human raiders with fine dwarven arms and armor. The elves within Skrug’s territory largely avoid attention but offer mead and music when trolls corner them for Skrug’s tribute. Skrug himself spends his time eating, drinking, sleeping and planning his next “turn” in the great game against the great dragon to the south.
>>
For the author of each 'country' I'll ask that you either enter it on the doc or make a post here that includes the following information:
Nation Name:
Racial make up (including % is helpful but not mandatory. 'Mostly elves and humans' is good. '65% elves, 20% westrasi humans, 15% sentient raccons' is ideal)
Capital (if appliable)
Government/Rulership

This will go a long way to create the google doc entries
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>>74082979
Veles is the deity primarily worshiped by the Trolls of Skrug. A god of the underworld, the earth, waters, trickery, cattle, snakes, bears, wolves, music, and magic. Trolls believe that Veles grew them from the soil of the underworld like mushrooms on the bodies of the dead and watered them with blood and mead. Trolls with a gift for magic is rare and crude but is always attributed to being favored by Veles. Music is considered sacred and any who can play beautiful music for a faithful troll must be allowed safe passage so long as they offer no violence in return. Cunning is considered a chief virtue and clever mischief is as much an offering to veles as it is an enjoyable pass time.
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>>74082979
>>74083398
Röde, old man winter, is yet another deity commonly worshiped within the north. The people there attribute the terrible cold of deep winter, the hunt, ice & snow, justice, vengeance, owls, ravens, crows, sleep and dreams to Röde. Owl feathers are worn by judge-priests. Raven feathers are worn by raiders engaging in blood-feud. Crow feathers are worn by wise women when dealing with petitioners with troubled dreams and visions. Killing or eating any of Röde's birds is considered blasphemy that will result in a curse to be lost in the wilds and die by exposure. Ice witches are known to invoke his name when they intend to lay a terrible curse.
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>>74082979
How old exackly is skrug? 1000 years? Less? More? And how long trolls live?
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>>74083639
No one knows just how old Skrug is, except maybe the dragon. Trolls only die from violence, diseas, poison or starvation.
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What's the current lore on the Marshes of Drache? I'm thinking about maybe adding a newly formed city-state somewhere in there.
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>>74083671
Its mostly anarchy, with all posible races living there. At present biggest power there are necroswampers, who terror reaches far beyond their borders (they are reason for existence of cannibal cults, if you eat body they cant rise it against you). During next ten years from present soutern swaps will be field of battle of Radmir and vampires versus necroswampers, and resoult of this war can be seen here >>74080493
Hope that helps
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>>74082979
>>74083398
>>74083617
Creed, lord of the skies, is the chief deity of the north in Skrug. Rulership, honor, victory, duty, storms, sunlight, the moon, lions, eagles, freedom, dancing and paternity are attributed to Creed. Veles priests will play music while Creed priests dance, each tries to out-compete the other, to offer more beautiful performances. Warriors scream oaths to Creed into the wind and sky before battle. New fathers dance when their first child is born. Vassals swear oaths of fealty upon Creed. Impromptu rituals are held when storms arise. Great dances are had in the rain in thanks and in the hope of a great harvest to follow. Duels are held under full moons. Freed slaves that come to worship Creed brand themselves with the sun over top of their old slave brands. These people often become warrior-priests, devoting themselves to the dance of battle.
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>>74083198
Can't access the doc atm so I'll just post here
>Country name
Mimax or the southern alliance
>Races
About 90% halfling 10% giant though they've recently been allowing some of the seagoing races to immigrate into coastal trade cites.
>Capital
Jotundale, a city founded between their ancestral homelands
>Government
The halflings are largely democratic with each settlement electing town council who in turn elect a senator. The giants simply have an age based hierarchy where the oldest rule and the 27 oldest form the 'wise council' who are the counterpart to the halfling senate.
In practice the halflings tend to manage much of the day to day running of the country while the giants mostly serve as advisors (their long lived letting them be living history repositories) though the giants are the bulk of the military and direct in times of war.

Also because it missed the lord doc I'll just link this >>74045326 here.
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>>74083671
>>74083766
While the war is raging between the vampires and necroswampers, entire villages are destroyed by the battling forces. From the rubble, a charismatic lizardfolk named Ssaal rises up, gathering refugees from destroyed villages and leading them North. They eventually stop at the lake in the Northern Drache Swamps, Lake Srrezi, and they form a settlement named Ruk. It is composed primarily of humans, with humans being about 60% of the population, but lizardfolk make up another 30% and act as the main element of the militia and so are a dominant minority. The remaining 10% come from a hodgepodge of races. The city is currently held together mainly by the charisma of Ssaal, though there is tension between lizardfolk and humans. The humans believe that they should hold more power because they make up a majority, and the lizardfolk believe that they deserve more power because they keep the city safe. The city is mostly a dictatorship, but a benevolent one. Ruk isn't known by most of the world due to it being so deep in the swamp and so young, but it has begun trying to send diplomatic envoys to Seem.
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>>74083198
Ruskata
Capital Kzatch
Racial make up: 80% humans, 10% snow elves, 8% dwarves, 1% trolls, 1% others.
Government: Matriarchal Feudal-Chiefdom Monarchy.
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>>74083198
>>74084515
Name:
>Ruk

Racial Make Up:
>60% human
>30%lizardfolk
>10% other

Capital:
>Ruk

Government:
>Dictatorship
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Added a bunch of lore to the document
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>>74083617
>>
>>74083198
Name: Grand Duchy of Komjátina

Racial Makup: 80% "Night" humans, 10% Drow, 5% Hobgoblin, 5% Other (Underdark Drawfs, Gnomes, or other races if they exist in the setting)

Capital: Koborbirku

Government: Dictortial Republic.
The nation is run by a council of vampires who are counts and countesses over the land. The council is joint run by Duke Flaviu Komjátina and Dutchess Anișoara Komjátina. In reality they are the queen and king and have been for hundreds of years but have yet to abdicate their titles to not piss off the other members. They have full power over the council, and use it to keep a tight leash over the other members. They keep them busy scheming amonst themselves and showing off to up their fellow Counts. Due to their influence these conflicts never result in bloodshed or civil wars, and the Counts only moderatly tax their subjects to show off, instead of bleeding them dry. Their main goal is to maintain status quo, which they do wonderfully, and to keep busy for eternity. Due to their long lived life, they find mortals to be more a source of entertainment and less of food. Due to this and the rational fear of a bloody revolt, they see more value in keeping the human population alive then dead, and inpose this will on the council.

I have more to write on this and the Mermaid Kingdon, but I have to get up early tomorrow so I'll leave it at this and put everything in the lore doc when I'm free next.


>>74084204
It is in the lore doc, just in the unsorted section.
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>>74086090
Thank you, o wise Skrug.

Also, going to be fleshing out the lore of the gods Gloria-Etalia, I have a small piece in the doc already, but a lot more will be coming. I'm imagining the story will boil down to aliens come, they bring wonderous gifts, lots of people come to enjoy these gifts, they get worshipped, an AI goes rouge and convinces the now elder reavers to blow their beautful eden that they created (with their wonderful gifts), and they either fuck off after everything goes tits up or die in the nuclear blast.

If this sounds dumb please tell me.
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>>74086689
So if I get this right
>aliens come to the world
>gift natives with alien swag
>Alien ship pulls a "HAL 9000"
>Civil war ensues
>Ship gets targeted
>Ship defends itself
>Natives defend themselves
>Natives get blasted by ship (creating the "Big fuck-off irradiated desert")
>Alien ship crashes into planet
>The world scar forms from resulting tectonic cataclysm
>Futuristic tech litters the wasteland
>Native survivors embrace Techno Barbarianism
>Crystal spire is the remains of the now derelict alien vessel?
Or did you have something else in mind?
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>>74086689
It sounds a bit weird, but if that's what you want, go for it. My question is if there would be actual gods in the setting, or if the aliens are the closest thing to gods.
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>>74086917
Why not both?
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>>74086917
>>74086921
To clarify it could be that the aliens are powerful enough to be confused for gods or demigods. The ship's AI(s) could also become objects of worship if their AI core(s) somehow survive. Then you could have whatever native religions have occurred dynamically.

That said, I'm not against all gods in the setting being based off of the crew of the alien vessel and or its AI.
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>>74085281
>>Dictatorship
Is there a system of succession? Who will rise to power once Ssaal dies, and since he is the force holding it together, will the city just die once he does?
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>>74087017
I'm imagining that Ssaal will name his successor, but no matter who he names, there is likely going to be a civil war to determine the social order. the humans and lizardfolk will fight it out without Ssaal to hold them together, and whichever side wins will dominate the city and choose the next ruler. Everyone knows that this is almost a definite fact, though Ssaal is trying his hardest to prevent it from happening when he dies.
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>>74079412
What is Goldland?
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>>74086902
Well it was already known that the aliens were humans (but therw can be more), they terraformed parts of world, created new creatures but one time an metheor hit main nuclear reactor on planet. Who could - escaped, rest mutated, reverted to lower status of existence, or got themselves imprisioned in stasis pods in city of mutants.
>>
Added Dou Qian's lore
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I like the idea of the molluscs being essentially planetary stewards who pay no heed to the tides of surface civilization, simply going about their business in maintaining the order of the world
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>>74082356
>>74083198
Nation Name: Seem (they don't have a name for themselves)
Racial Make-up: 100% "human"
Capital: Seem seams to be one large village
Government/Rulership: IC = Unknown, OOC = Hivemind
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>>74087876

Gold land is what happens when you successfully perform a transmutation without defining your parameters beforehand.
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>>74087876
Guy who made it wrote zero lore and then fucked off never to be seen again.

Write some lore for it you want, though I think we all agree what their primary export is.
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>>74087876
Gonna take a stab at some lore:
Goldland is inhabited by a race of giant sapient insects. As larva their parents feed them metal that on pupation will be incorporated into the exoskeleton of their adult form.
The name stems from the fact that the type and amount of metal of an individuals exoskeleton determines their status in society. Those with golden shells are considered the highest of the high and thus the entire society is obsessed with the acquisition and consumption of gold.
The shells of wealthy deceased are locked away in guarded vaultombs to thwart the ever present risk of shelleaters looking to steal from the dead in order to give their young a status jump
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Radmir Anon here, with map of country. Enjoy.
The darker the orange, the highter the mountains, the greener the land the more fertile it is, hoever land is poisoned near udar river, so no edible plants grow there. Grey lines on rivers are bridges.
There are more cities, especialy in proximity of Radu river, but those on map are most important ones.
More than half of country population lives in riverlands of Radu.
>>74083198
>Nation Name:
Holiest Theocracy of Radmir
>Racial make up:
Humans 90%, other (non human converts that emigrated to Radmir; they come from all the sentient races) 10% is official racial makeup that shows in censuses.
>Capital:
Radmir
>Government
Thecratic, but strongly decentralized.
Each region has one of council of Ressurectionists (there are 20 of them, but if administrative division were to change noubers of them also would change) leading it. They govern provinces in name of Great Ressurectionist (i'l use GR for short), who in times of peace is only concerned with church ceremonies and foreing policy. In times of war they meet on great conclave, give civil power back to GR who then appoints wartime govenors that are secular leaders chosen from population of province in question. After war all returns to normal.
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>>74091009
I almost forgot, Death Mountain is inactive Vulcano, Radmirians belive that its tenth and last miracle of First Prophet - during its last erruption whole penisula could have ben destroyed by lava and ash, so he entered the vulcano, and killed its spirit hearth. Since then all that is left of it is vulcano itself, and canions where once flowed lawa rivers
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>>74091009
Map anon here, once I'm done with the big map I could start working on region specific maps (Westrasi map, Celestial map, South Eastern map, etc.). If others could make more detailed maps of their lands like this one, that'd be grand.
>>
Westrasi seems like the most interesting region but without scale I can't tell of they are normal sized nations in a world of Giants or really micro nations.

But from names you can see how some or those nations are related closely between themselves and apart from others, and it's interesting to see how that small sea has so manh people over it. I think the region deserves some love.

Storm islands have an interesting things with island natives and modern humans that arrived so long ago they formes their own group. Given how far north they are, I'm thinking something like Iceland but with innuits. Modern human storm islanders are fishermen and whalers in palisade surrounded log construction villages, and natives libe in the foothills and glaciers in turf homes and mountain dwellings, sailing in cruder boats and sometimes warring the "invaders", which they call like that despite having been living there for thousands of years. Natives don't have different words for "foreigners" and "invader" cause it's conceptually the same for them
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>>74091068
Celestia fag here. Imma work on a more detailed mal of the empire.
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>>74091582
>but without scale I can't tell of they are normal sized nations in a world of Giants or really micro nations.
>>74029586
The continent is about 4200 km north to south and 6300 km west to east. The Westrasi Sea is about the size of Italy.
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>>74091748
>>74091582
Westrasi honestly just seems like the setting's equivalent of Europe. I know one guy made 90% of the countries there very early on in thread one so unlikely that he's still arround to write lore.

Would be neat to make part of the area be an HRE-type of thing.
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>>74079412
Alright, pretty much done with the cleaned up political map. I'll add the map features (Molluscs, Lions, etc.) a bit later, I don't have time to add them now.
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>>74093004
You're a blessing from Etalia Anon.
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>>74093004
>>74091591
>>74091068
There we go, as promised
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>>74088859
Perhaps they were some kind of climate/ecosystem maintenance thing of the aliens, which got big due to the big duty they did in scrubbing the oceans from radioactive fallout? Maybe there is a distributed, abstract Shell-Mind that only the most powerful wizards have glimpsed. And its priority is to find out a way to get out of the ocean and fix the land fallout.

>>74090455
Hmm, perhaps due to their inability to speak humanoid languages, they used nhagatupira >>74081113 to communicate to human tribes, some of which stayed to help and become integrated to Goldlandian society as valued helpers and translators.

Also Skrugg vs Dragon 'great game' made me think of espionage as well. Perhaps what their subjects think is espionage between the two countries, are just ways for Skrugg and the Dragon to play long distances.

>be Khanate spymaster
>intercept a cipher, tattooed on the back of a Troll mercenary that attempted to sneak into the Khan's summer palace
>bring it to the Khan's attention
>see consternation in his eyes, before the Khan snatches the cipher to consult the Dragon with
>see the Dragon arrive and speak animatedly with the Khan
>Dragon whispers something to the Khan
>Khan orders me to send a spy to plant a fake scroll in Skrugg's sanctum
>Have no idea why it says 'move White Scars bikes 6 inches, 60 degrees to attack Gargant'
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>>74094661
Them speaking Nhagatupira makes no sense. The Goldlands and Treantians are as far from each other as India from Scandinavia is irl. They probably know of each other only from myths.

If anything I imagine they and humans communicate either with some sort of Morse-Code or their own Click-tongue local creole. Or maybe they just write in the human languages.
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>>74094832
Ah shit, didn't realize they were far apart. Yeah, maybe some sort of click language would work. Name it Tiktiktik and it's golden. Insectoid Tiktiktik is a bit more complex and nuanced compared to humanoid Tiktiktik, it's like babyspeak or Unga Bunga to the Insectoids.
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>>74094999
Isn't that where the word "Barbarian" comes from?

Greeks thought other languages sounded like "bar bar bar"
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>>74095515
Barbaroi was the Greek word for foreigner, which meant anyone not from whatever city state they resided in. For instance, Athenians regarded anyone not from Athens as barbaroi, and barbaroi were not allowed to vote, had to pay special taxes, and didn't get any of the priveledges of citizenship.
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>>74081428
The Íbaros are a tribe marked by a curse, although they don’t know who cursed them or why. Due to this, they are suspicious and even aggressive towards all foreigners. They suffer intense pain when under the moonlight. As they live in deep jungles whose canopy blocks much of it, the curse isn’t as bad as it seems. When they need to go elsewhere, they dress in mud, leaves, feathers and great hats.

Despite the curse, the Íbaros remain lovers of freedom, indomitable and even arrogant. They organize expeditions to plunder other lands, specially targeting the Merchant Empire which they suspect to be the ones which cursed them. They don’t even value the precious metals taken from the merchants, storing them in certain places of the jungle.

An ìbaro can be recognized by the zig-zag tattoos all over the body, a sign that he or she passed through the rite of adulthood, which consists of spending at least a day under the moonlight.

Each village consists of ten to twenty families. Polygamy is common. When they go hunting or to war, they elect a commander. He must lead by example, and if the hunt or fighting ends badly, must be exiled. They’re seminomad, changing places every three years. Their region is full of rivers, making them skilled in the building of wooden bridges.

The Íbaros divide themselves into three groups:
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>>74095978
Arushus

The shamans of this group know how to make potions through internal alchemy. They swallow, smell and chew certain plants, then uses his body as a laboratory. Their sweat then produces the desired substance. They know how to create healing unguents, love perfumes, poisons and many others.

Aguushus

They practice an art of body domain, through fasting, meditation and a drink made out of a vine which makes them enter the spiritual realm. As a result, they can sleep less, survive with little food and have greater resistance to pain. Some aguushus can even live under the moonlight, but this leads the other groups to believe that aguushus don’t suffer the curse, and might be the ones that created it in the first place.

Avushus

The shamans of this group know how to produce tsentak, a substance used in darts, arrow tips and javelins. It poisons their enemies, but heals their allies. But to achieve this effect, they divide all people in allies and enemies, and to establish the intents of newcomers is paramount.
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>>74079412
Random passerby anon here, I think it's a little late for me to add anything, but keep it up fellas (even if/when the initial creative rush ends), this shit tight. Have an image of a fat bear for your efforts.
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>>74096906
Nah anon, feel free to join. In projects like this people slowly drop 1by1 so if no new ones come in shit will die.
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>>74096906
Add something. It could be a single city, but everything adds to the depth of the setting.
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>>74083198
Treant Vassal Nations

75% humans, 20% humans with treant ancestry, 5% treants

No capital (at least yet)

Tribal Condeferacy

>>74096906
The Treant Vassal Nations are made of numerous tribes. Make one up, add a quirk and we're good to go.
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>>74091748
>The Westrasi Sea is about the size of Italy.
That's also similar to the size of the Caspian Sea. That's a little larger than Italy, but the scale is much alike. It also means we can use that as a guess for salinity; there's probably fishing in the Westrasi Sea. (I'm guessing that it's a former ocean that's been mostly swallowed up by converging tectonic plates.)
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>>74096008
Icamiabas

Not all amazon tribes migrated after the Treants took over the region. A few remained. The better known local tribe are the Icamiabas. They are led by a dryad queen called Conhõri and have dozens of fortified settlements spread out through the borders with the Necroswampers, acting as frontier guards. Each settlement is actually a stone keep directly linked to the smaller houses (like pic related). They communicate between each other through “manhuarés”, drums made out of two hollowed tree trunks which can be heard 10 miles away. Their temples, called Caranaís, are silver-plated pyramids dedicated to the moon or the Treants.

Contrary to other amazons, the Icamiabas allow men to live among them and even wage war, but they must also accept a lower social status: men herd common capybaras and fight as skirmishers, while the women are full-time warriors, priests and officers. Men which wish to mate with an amazon must beat them at a “jungle marathon”, a three-day race among the jungle which includes puzzle-solving, traps and hunting.

Icamiabas have a wide range of skin colors and body shapes, due to freely accepting warrior women from all over the continent into their ranks. Both men and women wear little more than clay thongs. To better deal with the heat and insects, they use intricate body paint which also denotes their social status, fighting club membership and other details. Deciphering one’s paint is the basis of Icamiaba etiquette. All adult women must dedicate themselves to training and warfare. Their rite of passage has them hunting Necroswampers, either coming back with one’s head or not at all. Those that succeed sharpen their teeth, the signal of a true warrior. Their common weapons are bows, two-handed clubs, bolas and a type of single-stone bolas which can both be thrown and used in melee.
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>>74094661
I like that for the molluscs, yeah. They're essentially giant bio-roombas with a hivemind who don't really register other beings because they're not supposed to, given their task. Over time they've gotten big as fuck and developed a sort of task-based hierarchy for which mollusc goes where, and the few times they show themselves to land-dwellers are viewed as a portent of strange omens.
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>>74097423
Sure anon, I'll try one. Forgive the mash-up of broken Portuguese.

(1/2)

Among the various tribes that form the vassal nations, it is common practice to regard the Treants with religious idolization, often treating the massive treefolk as living manifestations of some natural divinity. Over time and due to the tribes' unification, a semi-organized form of this worship has even emerged, with a focal point being the ever-constant cycle of life, death, and rebirth that nature endures.

Enter the Chamanza, known as "Ash-Walkers" in the native tongue.

Physically, they're similar to the rest of the vassal tribes. A tad small compared to the average man, dark-skinned, and ferociously quick. Where they differ is in their eyes, which contain a wild, blazing intensity that threatens to consume all in sight. This is because their magic often does.

The Chamanza focus intensely on the "rebirth" aspect on the cycle of life, and accordingly, have turned to a near-fetishistic worship of the concept of fire and ash. Their magicians wield the most taboo of magics in the Treant Empire, burning the landscape and their enemies to a charred crisp, their warriors covering themselves in the ashes of the fallen.

To them, they are the spark that sets flame to the dead undergrowth of the forest, so as to make room for new life to grow and spread. To most others, they are a band of pyromaniacs.
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>>74098163

(2/2)

Why, then, are they allowed to stay in the empire, albeit under a short leash? For a few main reasons:
1. While taken to an extreme degree, they're not entirely wrong in their sentiment. At times, a cleansing is needed, lest rot and decay choke the life from a once-pure grove.
2. They serve as excellent, if sparingly and carefully used, auxiliaries for the Treant army. Few would expect the treefolk to bring such firepower (pun semi-intended) to the fields of battle, and it makes the Chamanza all the more effective as a result.
3. They serve as brutal enforcers for any politicking that takes place. The destruction that can be wrought with only a handful of pyromancers in the lands of the eternal forest is a capable threat, enough to keep any rebellious Treant or Tribefolk in line.
4. Lastly, they make effective fire fighters. As it turns out, having someone skilled in manipulating fire is helpful in redirecting any errant flame from destroying anything too precious. Equally as useful during warfare too, with fire being a common tactic against the Treants and all.
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>>74098163
>>74098179
Nice one anon, I like their concept. It fits in very well.
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>>74098245
Aw, thanks anon. Appreciate it.
What nations need more fluff? I can contribute a few ideas here and there throughout the day.
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I was thinking how to include all the contradicting ideas of pre-pre history of planet (aliens, humans and rest) so i came up with those two descriptions of Genesis and Age of Dawn

Genesis
No one know how Gloria-Etalia was created, atleast no one who is still alive. Truth to be told, first sentient creatures that evovled on planet were not concerned by this fact, and unfortunately they had no time to ponder about it, because from space came new race, that brought technology, and throught technology changed the world. Nature itself was given semblence of sentience so it could please their new masters. Great projects were created, like Molluscs, hivemind "janitors" that were tasked with enforcing new climates and more. Whole planet was united by one race, that achieved there its utopia, and this race was called Humans. But no utopia lasts forever, and there can be no utopia withouth suffering. Evolved races that considered Gloria its home were bioenginered to be stunted in their evolution. Many of them were made to be inpossible for them to enter complex societes, were deformed or worse. But this cruelity was ended by what could be considered divine punishment. Giant meteorite hit largest nuclear plant on planet, and radiation combined with ash cutting planet from the sky made most of planet inhabitable. Age of man was over and now its lost forgotten. Thus began Age of Dawn.
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>>74098551
Age of DawnAge of dawn is called so because beings that contined to live on Gloria-Etalia saw methorite hitting the groud combined with nuclear explosion that engulfed planet in flames as rising of second sun. Human goverment quickly evacuated, but most humans were left behind. Some of them survived in far of corners of the world, some were mutated beyond human limits, and some just wanished from cards of history. It took long time before planet was stabilized again, but some beigns used this instability to its advantage. Trolls, and Dragons, both resilient creatures were first to have impact on Age of Dawn, but it wasn't positive impact. They begun hunting each other in plains and mountains of north, and those hunts lasted centuries or even milleanias. Only the youngest survived in the end, and were alive to see cration of first hunter gatherer tribes that menaged to cultivate agricultire and animal husbandry, but they were also witness to last contact with cosmos this planet had. Three ships flew from the sky, one hit the ground in plains near word scar, and was forgotten by most. Two other were more curious. They were called Gloria and Etalia. Alien creatures that were on board brought seeds of civilization back to this world. Writing and reading, simple metalurgy, knowlege of poisonous and healing herbs, and more. They also brought suples, and everywhere they went they brought happines. Future generations rembered Gloria and Etalia as gods, or goddeses that depending on mythology created the world, humans, or jsut were protectors of planet, so they named it after them.And just like that, they came, and they went away, talking away most of radioactive material that was still laying on the world.
And so Second Sun reached its dusk. estinguished by gods, and Gloria-Etalia was ready for civilization.
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>>74098778
I hope its not too invasive on view of this worlds prehistory that other contributors had, but i felt like it needs some standardization before we grow too big.
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>>74098800
It's all good to me.

I personally never care much for writing a setting's history.

>>74098402
See that western region full of smaller nations? It's quite fluffless.
>>
What is the technology like in this world? Is it Medieval, Classical, early modern? Are there firearms, or early uses of gunpowder? Or has it not been discovered yet?
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>>74099352
Most of the world is meadival, but some places like southern aliance or yugr are lagging behind. On the other hand there are futuristic artefacts to be found and repurposed on iradiated desert, but only techno barbarians know how. I dont think gunpowder was ever brought up, but id keep it as undiscovered. So even less technologicaly advanced nations can stand a chance in long run
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>>74099352
I get the impression that it's pretty mixed but generally at early Renaissance at the highest (except for the teck barbarians) with a bunch of places being less advanced pockets.
So for guns I would think early black powder stuff for some of the more advanced civs but most don't have em.
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>>74083198
Creator of Belara and Morloux here, as well as some of the westrasi states. Will write out the lore for Morloux in a second.

>Kingdom of Belara
>Races
85% Westrasi human, 8% Imuuga human, 7% Other
>Government
Absolute Monarchy.
>Capitol
The city of Belwed

What was once by far the most powerful nation in Westrasi, the great Belaran empire which controlled almost all of the north-west, was split in twain by a bloody civil war six centuries ago. The charming and strategically gifted yet debaucherous and impulsive prince Leyron the Third, first heir to the throne, had in a single drunken night killed three aristocrats in an illegal duel, spoken heresy, sodomized several nuns and kidnapped the Celestial Imperial envoy's daughter to marry her. He was sentenced to exile but not willing to accept his fate, he gathered his allies in the aristocracy, rallied the people and led a revolt against his family. This led to a 70 year long war which ended in the splitting of the nation into the kingdom of Belara and the Kingdom of Morloux (Now the Morloux Republic) as well as several regions and vassals gaining independence.
The newly reformed kingdom, while still powerful, was no longer the dominant force in Westrasi which lead them to expand outside the region, seeking to colonise the whole continent and while through their overseas colonies the kingdom has regained some of its former glory, it pales in comparison to the old empire.
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>>74083198
>>74099655

Morloux Republic
Races
>65% Westrasi human, 10% Treant vassal tribesmen, 8% Halfling, 7% Sew’yus human, 5 Wood elves/Dryad, 5% Other
Government
>Democratic Republic
Capitol
>Larus

Called the land of two revolutions. After the Belaran civil war, the new Leyron royal family possessed the strongest nation in Westrassi but since it came to be partially through a people's revolt, they had to grant some concessions to the people leading to a constitutional monarchy. Furthermore the Belaran kingdom, now mostly banished from the Westrasi main land, sought to regain power elsewhere in the world, something the Leyron couldn’t allow. While Belara managed to gain colonies around the continent due to their better ship technology, Morloux only managed to hold onto one in the south of the continent, however this one colony proved to be hugely profitable.
This profit was mostly spent on waging the countless wars against their old kin in the north and the luxury goods were still reserved for the wealthy aristocrats of the old empire, so the people rarely saw much of this treasure. Adding to this, the Morloux brought many of its colonial slaves back to the homeland which led to explosive population growth and ethnic tension on top of the already existing halfling minority, unlike the Belarans in the north which rarely allowed foraigners to enter their lands.
All these factors lead to the second revolution about two centuries ago, this time wiping out the royal family entirely and most of the aristocracy, finally eliminating the last remnants of the old Belaran empire. This lead to the first true democracy on the continent to be adopted at a national level and the first nation in Westrasi to outlaw slavery. This inspired many more revolutions in Westrasi, some bloody, some peaceful, some succesful, some failures but whatever the case, the political landscape of the region had changed forever and the monarchies that remain must tread lightly.
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>>74097764
Guaxós

A large and rich tribe, with tens of thousands of members. They gather gold dust from a river which passes through their territory, exchanging it for metal tools and scythe-like blades. This makes them superior warriors and better farmers, explaining their numbers.

They live together in great halls. For a person or family to live in a house separated from the others is seen as suspicious, at the very least. These halls are surrounded by unique defenses: groves of trees in whose hollows live a type of poisonous wasp. To cross such woods, without knowing the right path, is madness.

The rite of passage is the same for men and women: trepanation. They believe that the soul resides in the head, and opening a hole in the skull creates a way for it to escape when death occurs. Their fighters, emboldened with the belief that their souls won’t be taken by the enemy, gather in warbands in which the members are sworn to help and guard each other. Then these same bands go forth to acquire that which the Guaxós prize more than anything: heads. They take the heads of their enemies, shrunk them and use them as amulets which increase their strength and give them the power to resist great wounds.
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bunp
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>>74082500
>Also, if you are posting lore here, put it in the lore doc as well, and vice versa.
Done
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>>74099472
>>74099422
Ye, I kinda like the fact that true guns are archeotech. Maybe the tech development went differently and instead of handgonnes, the most advanced non-archeotech projectile weapon are rocket arrows. Basically Hwachas.
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bump
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bunps
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>>74096906
Chunky Bear
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>>74098778
I wonder if the Meteorite brought anything interesting with it/ I mean we know there is cannibals living in the crater left from it.
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Wrote a bunch of history on the document, especially age of dawn stuff. feel free to edit but I felt we needed a base.
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>>74108094
>>74098551
>>74098778
This other anon already wrote lore for age of dawn and genesis, but he didn't post it in google doc, i feel like his work should have been just copypased into there, because he was first, and it works more with what was written in both last and this thread.
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How far are you going to delve into the glossopoeia aspect?
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>>74108164
^^^^^
The thread holds primacy because new people who join see it first. You should not write any lore exclusively in the doc. Lore should be always written in thread and then copied to Doc then cleaned up.
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>>74107679
Well, i guess it brought some metals that are not common on Etalia. Only problem being that probably most of them are now deep under the earth, and rest are in radmir becuase based on what RamirAnon wrote metorite was hauled there if we are to belived the heretics
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I started to write of a plant-shaping tribe but then I stopped to think if the Treants would allow such a power for one of their vassals. It seems like something which would be exclusive to the Treants.

What do you guys think?
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>>74108315
Maybe its tribe that has deepest martial ties to Treants, and all poeple have atelast one driad in family? They could be seen as chosen ones by other tribes, and as caretakers of jungles and forests by Treants.
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>>74108334
They als could be an experiment by treants to try and elevate humanoids to highter state of unity with nature that treants represent
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I propose this names for the macro regions of the world
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>>74108375
I like your idea, it sounds somewhat sinister.
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>>74108315
>>74108334
The tribe could be humans with treant ancestry, dryads, wood elves or anyone else with deep ties to the Treant. I definitely feel that any being that's not atleast partially related to the treant wouldn't be accepted within the empire itself.

>>74108094
>>74108164
>>74108187
Let's make that a rule now. What's written in a section of the doc is always the first thing someone wrote about it in the thread and copied over. It can be changed later if the anons on the thread want it changed.
On a principal level, the thread always comes first and the doc only exists to reflect it.

If everyone's okay with it, I'll copy and clean up the first posts >>74098551>>74098778 for genisis and age of dawn and delete the one there now.
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>>74108472
>If everyone's okay with it
I'm okay with it.
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>>74108472
Sounds good, just hope anon that wrote those two changes into doc wont take it personaly.
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>>74108451
Seems good. Will follow it.
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>>74108451
Seems good, but maybe want to consider the irradiated desert as its own region?
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>>74108451
Celestia subcontinent makes no sense. It is not geographically divided from other parts of the continent enough.

Rest is Ok I guess.
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>>74108451
I'd say split the central plains in half as the southern part isn't really much of a "plain". I'd say everything below and including the Hte' Orde and Qssl' Orde aswell as the treant lands should be something like "the southern subcontinent". You can come up with a more imaginative name.

Otherwise looks good.
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>>74100402
Vegegós

This tribe has an exclusive duty: they are the shapers, entrusted by the Treants to make living tools and other items out of wood, sap and all the products of the jungle. This power is only possible due to deep ties with the Treants themselves. All families of the tribe have direct ancestry to one Treant or another. They are seen as witches by the other Vassal tribes, both respected and feared. They create bioluminescent candles, razorgrass blades, amber ceramics, petal plates, greentowers, bark pickaxes and spades. Vegegós were the ones to craft the underground rootways which the Treant Vassals may use to travel through the Empire, as well as the podships that form the imperial Treant fleet.

Their most prized and unique power is to cover themselves with vines, roots and wood in a sort of living armor. Some Vegegós spend so much time in this state that they fuse with their armor, becoming half-man, half-plant. The latter can be very hard to distinguish from Treants.

Unknown to the Vegegós themselves is that the Treants see them as a successful experiment of their objective of slowly making all the other races closer to plants, both mind and body. This is how they plan to, one day, remake all of Gloria-Etalia in their image.
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>>74108733
Celestia is a more varied climate and geographical place than the somewhat homogenous great plans. It's two thirds cut of from the rest by mountain ranges
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>>74082308
Great job
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>>74108451
Why Midland? Not consistent for me.
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>>74110147
It could be named by people that live there, for them it could be center of the world, on our earth chinese thought the same
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>>74079412
Is there any region that has not be fleshed up so that I can do it?
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>>74110545
Most of westrasi nations have no lore
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>>74079412
The Grand Duchy of Komjàtina is an arid and dusty land dotted with rare oases around which huge city-states have been built.
These city-states, ruled by Merchant Princes, although officially forming a Commercial League supposed to act as a grand coalition headed by the High Duchess, are in fact constantly at war.
In Komjatina, anything can act as a casus belli between two city-states. Even a simple insult can result in ten years of armed conflict. However, gold is king in these merchant lands and the trade routes are neutral and sacred grounds that cannot be disturbed for any reason.

(cont)
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>>74110722
oops, haven't seen that Komjatina was already fleshed up. Well, I don't know what land I can linked that lore with.
Any idea?
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>>74110722
>>74110742
Oh, seems like nobody has written anything about Pash yet so I'll take it.
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>>74110722
In the city-states of Pash, fencing is considered as a science and studied as such in prestigious fighting schools. Each city-state has, over the centuries, developed its own style, quite distinct from its neighbours. For example, the style of the Floating Blade, elegant and slow, is typical of the city of Jyrash, while the Sleeping Gazelle, much more lively and based on feints, is the predominant style in Karash.

The Pashi society is divided into four social classes: To the three usual social classes (nobility, clergy and plebeians) is added the class of duellists, noble families dedicated to the study and practice of fencing since centuries.

In these families, one is considered a man when one receives his karij, a typical Pash sword. Each duellist carries on his blade, in the form of tiny runes, the story of his life and accomplishments, and the experience and value of a fencer is measured by the number of runes on his sword.

(cont)
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>>74110844
Losing one's sword is, for a Pashi fencer, the supreme shame. Those who lose or break their sword are usually exiled and end their lives in utter misery because it is taboo for a Pashi duellist to change blades. Each blade is forged by adding a little of the blood of the child to whom it will be assigned and is thus considered to be linked to his soul.

The artists who carve runes into Pashi swords are called the Karijdyana and are incredibly respected. By tradition, they teach their art to only one disciple in their lifetime, often a former duelist who has decided to stop fighting.

Fencers are everywhere in Pashi society: as bodyguards for rich and noble merchants, guards in cities, escorts for caravans, soldiers in the mercenary troops hired by city-states to wage war on each other, or simply itinerant fencers who travel from city to city to accomplish their "shakash" (an initiatory journey that every duellist undertakes between the ages of 16 and 20 in order to meet and challenge other duellists from different schools), etc...
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>>74110844
>>74110941
Do these duelists have actual magic powers or are they simply excellent swordsmen?

I imagined a sort of ancestor reverence linked to the blade's story, the souls of the previous owners empowering the weapon.
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>>74111072
They're simply excellent swordsmen and study fencing like a science. In fact, magic is pretty rare in Pash.

There is a kind of ancestor worship within duellist families in the sense that the sword of a dead duellist becomes a precious artifact kept in a family crypt. Young fencers come to meditate with the blades of their ancestors for advice and spend hours reading and rereading the runes carved into the swords of their precursors in search of philosophical teachings.
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>>74111164
I can see a Pash swordsman who lost the rest of his family went mad and took all the blades of his ancestors and smelted them down into one horrible-looking, jagged monstrosity of a blade. Beware the Heretic and his Broken Blade, in his madness he had achieved strange fencing moves unlike anything ever seen before.
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>>74093004
Thanks a million, kind anon.

>>74098800
Standardisation was needed, and this is all good. Thanks anon.

>>74108472
Sounds good to me.
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>>74110722
Duchy anon here. I've been busy for the last two days but now I'm free and have the time to do a lore dump.

Here we go.
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Maybe it's my 'dawn of worlds' upbringing but I think we should not worry too much about who 'owns' each country. We don't want a nation penis measuring competition and a 'me vs you' deal. I wrote Celestial Empire and Ruskata, but i'd be fine with Anons adding fluff involving those nations. I also created the Westrasi sea nations and while all they have is names, I'm cool with anyone writing for them. I think the right attitude is to want to make the world work, rather than a country.
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>>74114088
If someone has something to add and there is not already something there, they sould be able to add it. Simple as that.
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>>74114088
I invited an anon to make up a tribe for the Vassal Treant Nations. There's space for dozens of tribes, any anon which wants to pitch in is welcome. Even (you), lurker.

Also bump.
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>>74116293
We sould try to get people to flesh out the Westrasi nations as well. There isn't enough love going to them.
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>>74116859
I would do it if I had any interesting idea for one of them. I'm not in my best shape when it comes to worldbuilding.
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>>74116859
The Wyrd tribe lands have their name derived from one of two things from their "weirdness" or from a plant which grows there only known as the Pherissian Wyrd.

An oddity of the tribelands which makes them impossible to conquer or subdue is the non-linearity of time. Diplomats sent to the Wyrd Tribes report meeting people who claim to be ancestors of leaders they met centuries before or younger versions of Wyrd mercenaries which work for them. The Yoroslovan Kingdom even claims to have hired the same mercenary twice and the two which were one served alongside each other. The Tribe of Ywyrd claims though that, that was just a prank played by two twins.

Anthropologists describe the Tribesmen as using the Pherissian Wyrd or as they call it "Nostalgie plant" to navigate the land. When you burn it the smoke always shows towards the past. Supposedly one also sees the smoke facing different directions depending on date of birth and the further you wish to travel from the day you were born at the quicker the smoke changed directions and new fires need to be lit every day. Thus Wyrd tribes often are not derived from family units, but formed from people born on the same day to make traveling together easier.

The Tribesmen seem to not really ever mourn the dead or have any funeral rituals. I mean why would you do it if you can just go back and visit your mother when before she died?

The greatest myth of the Wyrd is the "City of Glas" they describe a city of glass where no one hungers. One resembling in description the mirages of the grand desert. One can only reach the City of glass once he follows the Smoke of the Wyrd all the way to the beginning of time where once it's lit on fire the smoke forms a spiral.

Due to it's odd layout and diplomatic visits it is suspected that the Land of the Wyrd Tribes might be folded like Origami and likely is big as Suoxi-Dan Dio or even bigger.
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>>74117340
(feel free to add any Specific tribes.)
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Il dump some lore and try to fully flesh out Radmir
Ancient History of Radmir (1/2)
Radmir long ago was split into three civilizations.
Radmir river nations (called by historians old Radmir), first to achieve agriculture in northern corners of Rams Head continent, and first to create functional alphabet on whole Rams Head.
Canna horsemen, nomadic people that lived in peace with nature, and used lush pastures of Canna steppe, before it became desert.
Dar-Kapparians, isolationist people that were content living in deep mountains, where they often came in contact with small creatures. Those creatures were probably dwarfs, but no one can be sure, because of tribal war that ended with total destruction of those small people.
This period is known as Silence by the church, because even thought Old Radmirians knew alphabet, no written record from those times was ever found.
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>>74116859
I have an idea for the Leixi-Airoxian Commonwealth.

Leixi and Airoxia were once separate nations, but they are now united under one crown. Leixi is centered around the river running through the Commonwealth, with a high population density due to the regular nature of the river's flooding. Airoxia, on the other hand, is largely rural, relying less on agriculture and more on pastoralism. The monarchy of the Commonwealth is a semi-electorate, with each heir to the throne having to be approved by an assembly of all the Airoxian nobles. The king largely relies upon Leixi for the tax revenue and military, leaving the Airoxian nobles free of large-scale taxation or manpower levies to ensure votes for his heir. As a result, Airoxia is a land of feuding nobles, where noble families have near limitless power within their own demesnes. However, true conflict beyond small skirmishes is highly uncommon, as the monarch has the potential to raise a huge military far and away beyond anything any single noble family could muster. Despite this, the noble families have the potential to raise a similar sized army, if they worked together, which ensures that no monarch uses the Leixi power base to disrupt the electoral nature of the monarchy. The Commonwealth was formed hundreds of years ago when the kingdom of Leixi insulted the Airoxian nobles, who jointly banded together, deposed the Leixi monarch, and elected a king from amongst themselves to rule both kingdoms.
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>>74117571
Name:
> Lexi-Airoxian Commonwealth
Racial Make Up:
>95% Human, 5% assorted others
Capital:
>Tharnux
Government:
>Electoral Monarchy
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>>74117340
>>74117459
Thanks! Please put it in the google doc. I don't
want to have to go through this thread and double check everything.

>>74113976
Here is what I have so far.

History
The Beginning

The Rise of the Noble Vampires

The Dusken War

The Komjátinan Pact
This was the agreement that brought the dusken war to and end. To end the brutal and bloody conflict that had ravaged the nation for over a generation the mortal races bent the knee once again to the vampire nobles. The vampire houses would never again kill Komjátinan subjects, and would instead convert a portion of taxes owed to be not paid in food or coin, but in blood to feed. The Houses would also hunt any creature that threatened their subjects, be it the ever more common threat of werewolves, rogue vampires, forgien threats, or other creatures. They also swore to the other houses that the days of open infighting were over, and that they would instead all rule equally on a council.
The Council

Population
Because of the council’s nationwide population surveys, the racial mix of Komjátina is reported to be around 80% human, 10% drow, 5% Hobgoblin, and 5% Other. Komjátina is also home to a sizable amount of unholy monstrosities. Werewolves, ghouls, vampires, and many more creatures of the night can be found in Komjátina. Because there is no sunlight, most of the races that live here, including humans, have developed a limited range night vision. They can see a lot better in the dark, at the drawback of not being able to see well at all in the sunlight.
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>>74117841
Culture
Because of the monstrous threats that are commonplace in Komjátina, the populace is extremely well armed and knowledgeable. Every man, woman, and child carries a silver weapon on them, and every house is reinforced and can be easily barricaded. By dealing with monstrous threats all of their lives they know exactly how to kill them.
--burying grandma in the garden so her corpse can be used to grow some tasty food. And the food is a local delicacy.
--Side note, because vampires have a natural affinity with wolves, houses would breed them for sport and entertainment. But instead of turning them into dogs, they would try to get them bigger and more nastier. It would become a status symbol, as having a dire wolf would mean you were rich and powerful enough to feed your dog a lot of meat in a land with not a lot of excess game, and that your house has been around long enough to produce such a fine creature. But back on track here.
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>>74117459
Ancient History of Radmir (2/2)
After Silence came the Storm, named so because of chaos that happened during this period.
As time went on, climate grew ever hotter, and ever more arid in the north. This change, simple on the glance, caused starvation, and infighting between clans, and in the end there were three contenders to title of overlord, that could unite Canna for first time. None of their names was remembered by future generations, because none menaged to fulfil their desiny. Instead Canna people split, one leader led his clan north, where they creadted civilization separate from mainstream Radmir culture, but were subjigated by newcomers from far, far north.
Second commander led his people south, to the Radmir, where he conquered all that oposed him. His conquest wasn't finished in his lifetime, but by sons of his sons. First king of unified Radmir and Canna took name Niniwa, and founded city of the same name as his capita.
Third warchief went west, and entered war with Kappara people. Even before he went on to conquer them his wish was to live forever, and so he entered pact with Death Mountain (then knew just as Bloody Mountain) spirit. He would grand him immortality, in exhange for endless reverence of his name. With his power Canna people enslaved Kappara people, and near end of Dar river they founded new capital, named the same way. Storm lasted few centuries, and almost all the information of this period (and silence) comes from Epoh of Niniwa, heroic poem describing deeds of Niniwa ancestors, himself, and his sons.
Storm ended with eruption of Death Mountain, and Apocalipse of First Propher begun.
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>>74117854

Government
Komjátina is a Dictatorial Republic run by a council of vampire counts and countesses. The council is jointly run by Duke Flaviu Komjátina and Dutchess Anișoara Komjátina. In reality they are the queen and king and have been for hundreds of years but have not abdicated their titles due to an old law stating that the nation would be run by a council with no king or queen. Sessions are most of the time held in the nation’s capital Koborbirku. However sessions are held in other count’s castles and manors to keep everyone busy. They have full power over the council, and use it to keep a tight leash over the other members. The house of Komjátina keeps the other members busy scheming amongst themselves and showing off to their fellow Counts. Due to the Komjátina’s strict rule these conflicts never result in bloodshed or civil wars, and the Counts only moderately tax their subjects to show off, instead of bleeding them dry. Duke and Duchess Komjátina’s main goal as head of the council is to maintain the status quo and to keep busy for eternity.

The Houses
The nation is run by several noble vampiric houses. Each house has their own rich lineage and history, but none is as old or noble as the house of Komjátina.

The House of Komjátina
Due to their extremely long lived life, they find mortals to be more a source of entertainment and less of food. Due to this and the rational fear of a bloody revolt, they see more value in keeping the human population alive then dead, and impose this will on the council.
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>>74117875
Ecology
Due to the workings of a powerful and ancient spell, the Grand Duchy has been plunged into eternal darkness. The sun cannot ever shine on the land, and the moon and stars are the only source of natural light. The sky is normally the same light level as dusk, but can variate depending on the moon and the weather. Before the spell the nation was commonly overcast and cloudy, and traces of this can still be seen along the edges of the border.
Because there is no sun, the ecosystem is rather unique. Plants that get nutrients to grow in three ways. The first is relying on nutrients in the soil. The second is the production of energy from the moon’s rays. The third way is growing on decomposing animal matter (aka. Saprophytic plants). Instead of leaves, plants bloom flowers to soak up the moon’s rays. They can be any color, but are mostly black or white. These flowers follow the lunar cycle. Going into a micro hibernation when the moon is empty and blooming when the moon is full. Regular trees can also grow, but use flowers to gather energy instead of leaves.
(1/2)
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>>74117841
Sure thing, il just do it later. Now id rather focus on writing it all down before i forget it.
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>>74117875
Ecology cont (2/2)
The full moon becomes very important in Komjátina. The days leading up to it are used for foraging and harvesting, as edible plants can be seen with their flowers in bloom and determined to be ready to harvest or not. The full moon itself brings out werewolves and other monsters, and the death of local fauna stemming from that would allow for a lot of fresh carcasses for saprophytic plants to use to grow. The days after the full moon would be used to plant new crops.
In the spring and summer, humans would harvest fruit and plants and store up for autumn and winter, where stores would be tapped into and game would be hunted as the soil replenishes its nutrients.
The local wildlife mostly consists of small burrowing animals because there is no grass for grazing animals and not enough food for big animals. There would be small birds that eat fruit and bugs, and fish that would eat moon plankton. Carrion eaters as well would also be present. Most of the carnivores are tiny, like foxes, small wolves, racoons, and other tiny creatures. These creatures are small because there is not a lot of big creatures to hunt.

This is all I have for now, the rest will get filled in tomorrow most likly. Then I get to work on adding lore from the last thread.
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>>74117841
I'm sorry, but I need to go so please copy over the Wyrd tribes one.
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>>74117861
Apocalipse of the First Prophet (1/2):
Apocalipse, the grand reveal of reality, happed same day Bloody Mountian erupted. Prophet then was an lowly miner, returning from day in mine. When he was reaching his house he saw erution in the distance, and fell to the ground. When he woke up a week passed, and he was under a thick coat of ash.
During this time he took part in communion with God. His name was to holy to enter his ears, and so Prophet at first wanted to call him just that a God, but it displeased being that he was adressing, who called itself Miracle of the Creation. And so Prophet, and his followers used this name ever since. He was comanded by the God to go north, to the place where sea meets land, and he did so.
After he reached sea he saw horrible sight. Water turned red, anddead fish, animals and humans lied everywhere. And those corpses sang the song for the Miracle, and Prophet who was horribly afraid of whole situation demanded them to stop. And they did.
And he on the fundamental level understood why he was send there. He had to bring peace to disturbed souls of this land. This level of understanding was granted to him by Miracle, who was pleased with his obidience, and who wanted him to become its speaker to the world.
Prophet then turned his gaze to the sky, and beged Miracle to not leave him alone in his quest. And as he did from the sea rose giant fortress that flew to the sky. And it was first miracle, and everyone in the desert saw, or atleast felt what happened.
And they flocked to the floating fortess, and First Prophet. He said them what he saw, and was told, and he felt, and they followed him.
He did not know what to do, so after he and his people prepared for a month, he begged once again, this time to find his target.
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hey, in order to post into the document, should i post here before for approval or anything goes? i was thinking on expanding upon some of the treant vassal tribes. is that ok?
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>>74118431
What you post does not need to be aproved for it to be copied to the doc, just write it here, and copy it there.
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ok here goes nothing!

>Willow Tears Clan
Deep into the vassal realm of the treant empire, the Willow Tears Clan roams the frontier of the real, protecting against invaders, and serving as a semi-organized military force.

None is born into the Willow Tears Clan. Every children is to be protected by minor clans, and when they reach maturity they might try to join the Willow Tears. Deep into the lush forests, a secret grove serves as his training camp. There they learn to listen to the voice of the rain or the silent poem of the bark. Only to turn the gentle weep of rain into screaming thunders and the bark into mighty allies that can help protect the forest.

The clan is composed by, at most, 100 willow wardens, skilled in the arts of druidism. They not only serve as frontier patrols, but as a non-official police and judges. They travel alone or in small groups, helping villagers to hunt dangerous wild beats, helping the crops grow and delivering swift justice in the name of their overlords.
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>>74118602
wow i've just read that there are a lot of info of other tribes, feel free to discard this one, it's garbage in comparison with the others.
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>>74118368
Apocalipse of the First Prophet (2/2):
And sand swallowed him, ripped his skin from his body, tore organs outside, and filled him to the brim. And miracle tied his soul and sentience to the ravaged body, healed his wounds, and prophet was reborn. And it was second miracle.
From his skin he created the map, and from his organs the ink. And invoking power of miracle he created map of whole world, not only on material, but also spiritual and many other levels. Following the map he, and his men came to the giant lava river coming from death mountain, and to be precise they came to place where it met the sea. He then entered the river of fire with iron in one hand and wood in another. And after a day he reemerged, He caried ironwood sword, an holy weapon fit for fighting evil, and after he left the river, it fully turned into obsidian, and it was third miracle.
He and his people traveled to the Bloody Mountain, and stood before army loyal to demon that was once Canna warlord. And once First Prophet drew Ironwood sword Canna army was hit by paralisys. Only Demon was spared. And it was fourth miracle.
Demon and Prophet fought for a week, and Demon was killed at the dusk of every day, only to be recreated by his overlord the next dawn. At the dusk of seventh day prophet killed his enemy, and asked his master for help. At this very moment sand sipped throught prophets pores, and surrounded Demons body. Everyone who was there heard monstrous scream, but only the prophet saw as his foe's soul is ripped to the shreds, and stored in grains of sand. Soon wind took the sand away And it was fifth miracle.
Quickly prophet went away, forgiven opposing army, and recruited them himself. He led his army to the vulcano, and before the dawn they were there. So no one saw as the body of warlord is surrounded by fog, destroyed and reformed by it, and how it rose, to forever serve as reminder to people of Gloria-Etalia that there is no rest for the demon worshippers.
>>
>>74118731
Don't be so rought for yourself. Its still good, and most important thing about this thread is how everyone can contribute. The more the better
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>>74118006
Will do.

>>74118602
If you brush it up then this is fine. Just add a little bit more.
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>>74118832
(3/i dont know how long it will be)
At the vulcano rose the prophet, and fire spirit, and they talked, and in the end prophet menaged to convince him that it will be better for its well being if he stops the eruption.
After prophet left the vulcano he went to the dar, to tell people that live there that their saviour have come, and now they can rebuild and serve true god in peace. But those unvelivers had hard hearts and even harder necks, and didn't even opened hates for him. And his revange was monstrous, because he demanded from the miracle to punish them. And at the same time wind concentrated all over the city, pushing noxious air from both vulcano and marshes to the north to the houses of dar people. And they all perished, but their souls stayed behind, and beged prophet for forgivness, and he allowed them to leave for afterlife. But air forrever tainted the river, that now was called udar (the punishment in radmirian laungage). And it all was sixth miracle.
Ok, i intended to write down whole history of Radmir but it outgrew my expectations as i started to write. Now its extremly late where i live, so il just continue tomorrow.
Good luck to everyone who wants to add anything to this thread. And i hope it wasn't to booring and too long of a read.
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>>74118731
Don't do that, just improve it. The concept of a clan of wandering druid police/judges is a good and needed one.
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>>74119000
forgot pic
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>>74119063
looking good, I'm interested to see where this goes
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>>74079412
Holy guacamole, the thread is not just not dead, but flourishing! Well done anons! Original techno-barbarian anon here, I was off /tg/ for a few days, could someone bring me a bit up to speed as to where the setting is now? Have we decided to go for science-fantasy post-apocalypse or high fantasy post-apoc? I had some fluff ready and developed it further in the meantime, just would like to adapt it to the current lore
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>>74114088
Well said
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>>74119426
Seems like a bit of a mix. Some areas are high fantasy, others are low. Technology levels vary wildly depending on the region.
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>>74119426
I feel like we are in more of high fantasy teritory, but sci-fi influences are still there. Early world history is here: >>74098551
>>74098778
and i think its all really that could inflence techno barbarians lore, or atleast its most important things.
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>>74119426
I would say high fantasy but si-fi elements are still there, and there is no baseline magic system (which is going to be a bit of an issue later but for rn worldbuilding is better, and magic is good duct tape for that).

I would say that whatever you have should be good bc the tech barbarians have access to super space tech and so therefore anything is possible.
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ba-bump
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>>74107679
>>74098551
I hope anons are ok with a little cosmic horror

As the meteor struck the world, volcanic activity rocked the planet. Islands formed in the north west from the violent tectonic activity while the ocean floor split open. The blast from the reactor explosion sent an immense amount of radioactive material into the atmosphere and launched massive boulders of irradiated rock across the world. The largest of them sank into the crevice, damaging reality as it sank deeper into the oceanic abyss.

Generations later colonists new to the islands would suffer great and terrible visions. After numerous unsolved murders and disappearances the people would flee back to the mainland. Years later yet another attempt at colonization would be made by people from lands unfamiliar with the islands. These people suffered from similar visions, building in intensity until one woman began to sing by the seashore. Merfolk rose from the ocean and joined her in singing. The visions became prophetic rather than horrific. The people organized choirs to sing to the ocean and the choirs became the basis of the island's religious worship. Visitors to the islands are ordered to remain on their ships at night or in areas relegated for visitors. The people themselves have taken on exotic yet beautiful features, almond shaped eyes with golden irises and tall slim builds. Elders who begin to hear singing at all hours swim out to sea never to be seen again. Piracy is extremely uncommon in the region and many who sail across these waters tell tales of sea serpents, sirens and strange lights under the waters at night, like the ocean reflects stars that don't match the skies. Storms that rise in the region are especially vicious and many ships are lost within them. The islands are an abundant source of many gemstones though so many brave the dangers of the voyage for the promise of great wealth.
>>
To inspire whoever anon is interested in fluffing not!mongols.

http://www.armeniapedia.org/wiki/The_Travels_of_Marco_Polo_1:_Chapter_18

https://en.wikipedia.org/wiki/Horse_culture_in_Mongolia

Btw, what is the difference between the Uruzataar Khanate and the various Ordes? Aren't they both horse nomads?
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>>74121563
>horse nomads
Why not goats?
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>>74121414
Hey anon from this post:
>>74026116

I've been busy with the duchy and still have a lot on my to-do list so if you want to flesh out the merfolk kingdom that's all good with me. There is even a place on the doc called Qulitha because "Most Devout..." was a bit too long.

Also, even if you leave it at this please put it on the doc. I still have to implement all of the lore from the last thread and I don't want to have to double check this one as well. Too busy autism crafting the dutcy.

And life. Life sucks sometimes but it's been looking up.
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bunnpla
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>>74121563
The Ordes are partly settled down. Imagine them as the Tatars of the 17th Century rather than 12th century Monghols
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bunpe
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>>74121779
Could work.

>>74124546
Got it.
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>>74079412
Is this map a plagiary to Tamriel?
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>>74126724
Not even remotely similar
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>>74126724
It is randomly generated.
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Anyone done any work on the highland bean farmers? Ready to write up some stuff for Balkan-Swiss-Incans squatting in their mountain terraces and Removing Treant
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>>74128044
I'm almost sure no one has done anything besides establishing it exists.
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>>74128044
Some Anon dropped it down and left so feel free to write them up. I thought they were kinda like Ditmarschen
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>>74128044
They are very nationalistic and will fight anyone trying to take away their beans. That is it.
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I implemented some clestial empire lore from the last thread and added on to it.

Culture
The empire is quite xenophobic and view any non Dan Dio’s as barbarians. The population is quite wary of any newcomers or foreigners and views them as inferior to their grand and powerful nation.

Overtime in the celestial empire the expression 'glass coin' emerged, coming from the ‘glass payment’ that the merchant empire makes to the emperor every year. It means something that's guaranteed to give you good returns over a long period of time. The citizens of the empire are intrigued by these forgien goods and trade deals, and because of this development and interest in economics has recently exploded across all levels of society. Ideas like ‘glass policies’ have gripped the government as it has become increasingly trendy to produce taxes and laws that will pay off in the long run. In the military, a new branch of thought has appeared called ‘glass warfare’. Even the peasants have become interested. The barter system is being rapidly pushed out of favor in exchange for paying for goods at a set price (usually with glass) and a new idea has formed called ‘glass deals’, where someone will pay cash upfront to a person, with the expectation that they will receive that money back and more in a few years. (The peasantry invented the idea of investments).
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>>74130121

Forgien Policy
Due to the mountainous borders that separate them from the westrasi and the northern wastes, they only deal with two other nations on a regular basis. The first is the raiders, a nation and people that only reinforces their xenophobic views. Warlords have small livies posted along the border to drive off any large incursion, but small raids are still a common occurrence. The second nation is the Merchant Empire. In the past, the Celestial Emperor got impressed with an exotic good: colored glass. The merchant empire offered to sell this to them, and the emperor agreed. To go around the bureaucratic process of adding an exception to their isolationist trade policies, the Emperor sold a small island of the coast of the mainland to the merchant empire in exchange for a large fixed amount of colored glass goods to be paid directly to the empire every year. This tribute eventually became a bit clumsy to pay so they started to pay the agreed value in coins. The Merchant Empire always pays on time, because the island makes them so much money they easily make a profit. The two empires refer to that as the 'glass payment'.
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>>74130170
Updated the map to include the trading port.
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>>74130512
Where are the Molluscs though?
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>>74079412
>half the map is weebshit
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>>74130614
Half of the world is weebshit. Your point?
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>>74130614
>half the map is weebshit

Piss off.
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>>74130512
>>74093375
Could you include celestial settlements in the map?
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>>74130614
There is no Japan Equivalent
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>>74130588
Mapmaker didn't include them and giant lions because he had no time. He will do it one day (i hope)
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>>74130614
Only thing right now that could be considered weebshit is twin cities of oni bankers, but they are like a dot on whole map, and beyond being race coming from japan, they are more akin to jews than anything.
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Gonna drop some Beanfarmer lore.

The men of the Cantons, or the Apurimac (Bean-Growers, in their tongue), are of a different stripe from the men of the West, having come out of the Eastern sea into their beloved highlands in the distant past. Living in the craggy mountain valleys and holding tightly to the high passes, their lives are defined by the growth and harvest of beans (and, less importantly, squashes, gourds and potatoes).

Their mountain valleys are well fed with nutrients from the mountain springs above, but require much work to be tamed and put to use. The work of carving sheer valleys and cliffs into even terraces suitable for farming is what brought together the Apurimac into their villages, towns and cantons, and the need to maintain them against storm, flood and mountain-spirits alike demands they stay together.

For the Bean Farmers, the mountains and their valleys are constant companions. The valleys are held to be sanctified by the spirits of the ancestors, who toil to defend it from the wild mountain spirits just as the living hold off treant, beastfolk, lizard-kin and all other comers. The passes into and out of the valleys are well washed in blood and paved with centuries of bones. The spirits of warriors, enemy and friend, are held to dwell beyond the valley-passes, and these wandering war-spirits are feared and courted by men at their peril.
>>
Within the valleys, the Beanfarmers live in centuries-old fortified villages. Monumental stone walls surround their rock-cut houses and the entrances to deeply cut chamber tombs. To them, the village is the central organ of daily life. Though they are parsimonious and ruthless traders with all outsiders, with their village kin the Apurimac give with an open hand, since all must work together for the terraces to survive and the harvest to be taken in. There is a saying among them; “Do not spite your shieldbearer” - since all must serve in times of need to defend their valleys, the Apurimac prize good nature and honesty between themselves.

For outsiders, the same is seldom held. Other beanfarmers are trusted more or less depending on shared descent - all claim the same first ancestor, Huemac, with closer villages sharing more and more ancestors before diverging. A man is not counted an adult until he can recite his ancestors in this fashion. A man who shares all but two of your ancestors is to be taken into your home at need, fed and counted as a brother, but a man who only shares Huemac can expect a bowlful of beans and a place in the root cellar for three days and no longer.

This, of course, is broken in case of feuds - if a dishonour is done, a feud is the usual response, with the two family lines attempting to slay one another on sight more and more ferociously the more shared relatives they have had, since there is little graver than the insult of one who shared your father.
>>
Villages maintain deep cellars full of dried beans, which are held up as the sacred source of life, from which sprouted the raft that carried Huemac’s fathers over the ocean to their blessed highlands. Most trade is conducted by the standard of sacks or pots full of dried beans. More pressingly, beans are held to be the food most fit for the dead, and a family will pour bowl after bowl into the rock-cut tomb of their forebears, only retrieving the preserved legumes at times of great need.


Lots more to write about the nature of the cantons, and all the various wars and deeply felt rivalries they have with everyone who lives near them.
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The Windhell Valley is a large area in the shape of a gigantic basin in which a powerful wind blows permanently, which can vary in intensity depending on the time of day.
At its weakest level, the wind is already strong enough to make it difficult to walk in its opposite direction. At its strongest point, the wind blows in incredibly powerful gusts capable of tearing anything off the ground and skinning a human being alive.

The Windhell Valley is a very depopulated area. The few communities that live there are small, scattered tribes that dig shelters under the ground to protect themselves from the wind, as no construction over one metre high can stand up to the wind in this area.

The most important member of a tribe is usually the Wind Singer, a scholar who is able to predict wind movements several hours in advance, especially its sudden rises in intensity.

The culture of the Windhell Valley natives leads them to be naturally inclined to be hospitable and to help travellers in difficulty by offering them refuge in their underground shelters.
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>>74131642
The only animals that live in the Windhell Valley are vipers that bury themselves in the ground to protect themselves from the wind, giant turtles with massive shells, so heavy that the wind is unable to tear them off the ground, and finally flocks of jellyfish that float in the air, being carried by the wind and feeding on dust.

The natives feed mainly on these flying jellyfish and hunt them with their boomerangs.

Boomerang throwers from the Windhell Valley are highly sought-after mercenaries throughout the continent. When they fight, they use special boomerangs with sharp blades.

Travellers and merchants who wish to go through the Windhell Valley often hire these boomerang hunters as escorts because they are not only very good fighters but they know the location of the various underground villages in which to take shelter in case of a surprise storm.
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>>74131333
What about beanfarmers close to ocean? Would they trade with outsiders, and for example accept missions from radmir and merchant empire? Also how exackly looks governing body of this country? Or maybe is should be split up into separate cantons also on the world map, to reflect that every canton rules independently, and enacts independent foreing policy?
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>>74130512
Hmm, does Morloux Empire have a lore yet? Kinda evisioning them to have this place called Graveyard of the Automatons where several humongous mechs lie broken. Perhaps those mountains between Morloux and Lazari had such graveyards, where half-buried mechs jut out from the cliffs. They were there long before the first humans (re)arrived, and sparks such reverence that the Morluxians made armor for their knights in the style of the mechs, which they call Stone Giants. They discovered that the Stone Giants were actually made of some kind of metal (actually ceramo-metal composite but they don't know it yet) only recently, and this sparks a cultural and scientific mini-renaissance in Morloux. Metallurgists creating new alloys to copy the Stone Giants' skin, explorers and adventurers exploring the insides and found human remains sparking debate about how they arrive there, even reporposing some of the larger Stone Giants into guard outposts and castles. One of these Castle Giants, called Old Glaucon's Vigil, became the Morlouxian military's eastern HQ. Located on a cliff face overlooking a canyon, its main gate is accessible only by a Stone Giant sword stuck to the other side of the canyon that became a bridge. Old Glaucon's half-buried body became a citadel, and its head became a recon tower.
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>>74131812
Morloux's lore has been written, yes, but you can still add things to what has already been written
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>>74131812
Sounds neat. I don't think they had any lore before.
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>>74131848
They had, just CTRL+F "Morloux"
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>>74130512
Looking good anon.
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>>74130818
>>74130588
>>74130916
Not the map anon. I just added the port because it was easy to do. I don't have the skills to add the two maps togeather unfortunately.

>>74131333
>>74131758
Looks great! Add it to the google doc please anons. If you don't know how to add it to the glossary tag it with a comment and I'll do it.
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From hell and the previous thread I hast comith, and with me I bring lore for the black sand pirates.


Council of Pirates:

Once home to a terrible tribal kingdom that was wiped out from a plague, the black sand islands are now a den of pirates, mercenaries, adventurers, unscrupulous merchants and other opportunists from across the continent.
Their ships are made to sail in the shallow, rocky, and turbulent waters of the islands. They are fast, nimble yet are enduring and can reach every part of the continent and even sail up some rivers. They're protected from outside invasion because of shallow waters, dangerous coral reefs, and deadly storms. Only areas near the coast are inhabited since most of the islands are covered by dense jungle, with monstrous plants and strange beasts living in the forest. The ruins of the old Black Sand kingdom lie in this dense and dangerous land, and adventures sometimes brave the jungle to find the treasure of a lost nation and a twisted god.

Government
While lawless, the nation isn’t uncivilised with many unwritten codes borrowed from maritime nations. Gangs, communities, and merchant guilds that look out for one another and keep the peace. The Council of Pirates are made up of leaders and representatives of these groups. Infighting is uncommon, as everybody knows that greater rewards are to be had stealing from forgien ships and selling those goods back. You can walk around most settlements with little worry, although it's definitely a den of crime so carry a weapon anyway.
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>>74132122
Part 2:

History
The Black Sand Kingdom
The black sand islands were originally made up of small tribes that lived in the jungle and on the beaches. However one day a tribe rose up in prominence, and told the other nations that they had been given a message by a local god called Mokla Ka-li, who said that the tribes must unite and bring him souls from across the sea in exchange for some of his powers. They then demonstrated these new powers to the tribes, and soon enough they joined up and formed the Kaleen tribe. They then created durable and powerful ships to reach this supposed mainland, and sailed off. The first expedition met strange people, with strange tongues and strange objects. The captains prayed to Mokla Ka-li for guidance, and he replied that they should take the foreigners back and offer their bodies to him. They did so using his magic, and when Mokla Ka-li took the bodies, strange stonework began the form out of the jungle. He said to bring him more, and they would be rewarded. They did so, and soon became a menace to all that they came across. From Westrasi to the tips of the merchant empire they sailed and stole treasure and lives. With each soul that Mokla Ka-li consumed, his practitioners became more powerful. None could stand in their way. Cities formed in the deep jungle, where festivals were held and treasure was stored. Every native on the island had the wealth of a king. Their ships were infused with power and blessed to go farther and faster. None were ever hungry. It was a paradise.

>(1/2 for black sand kingdom history)
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>>74132172

>(2/2 for black sand kingdom)

This however, painfully ended. The raiders were going father and father out for human prey, and in doing so brought back humans from the tribe lands across the sea. These people carried a strange sickness with them however, and on the journey back the ship’s crew started to die. When they finally arrived in port, the ship was being run by a skeleton crew of half dead men. They were quickly rushed to the voodoo doctors to get healed up, and because no one ever stayed sick for very long under Mokla Ka-li’s power they were frequently visited by friends and family. However they did not get better, and more and more people started to get sick. Those people died, and soon there weren't enough people to go out and gather more souls for Mokla Ka-li. When he stopped receiving power, Mokla Ka-li stopped giving his protection. When this happened, no one was spared from the plague. When the dust settled there were only a tiny fraction of survivors left. The Black Sand Kingdom has fallen.
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>>74132202

>History for the council of pirates

The Council of Pirates
Years after the fall of the black sand kingdom pirates started to come to the island. At first as a temporary safe haven to hide from the aggressive well armed merchant ships that now had a lot of free time to hunt pirates now that their ships were not being preyed upon by terrifying forgeners. However as word spread and more and more pirates came to the shores, its true potential was realised. The survivors of the epidemic were in no place to put up a fight as pirates took over the now empty homes and took the kingdoms' war vessels to sail the waters easier. The remaining leaders did however force the most powerful pirate captains to agree to rule the islands as a council with some laws, under the threat of taking the remaining natives into the jungle and becoming a massive thorn in their side until one side or the other was completely whipped out. They agreed, and the council was born. Soon others began to arrive on the shores as well. Political exiles, smuggling merchants, and others began to settle on the shores, and the council slowly grew and grew to accommodate more groups.

Also, Moka Ka-li

Mokla Ka-li:

A god of the native black sand islands, his most common form is a humanoid figure shaped out of thick vines or rope. He was worshipped as a master of the body and the soul, and his practitioners were able to borrow his knowledge to heal the human body from near death and to perform powerful voodoo. His power came at a price however, and that price was offering him mortal souls. He would take the humanoids and “eat” them by wrapping them in thick vines, covering them.
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Zangós aren’t part of any particular tribe. Only the Treants know their origin. What all know is that they are a secret society of people possessed by night spirits which can smell thieves, witches and murderers. They wander from tribe to tribe, acting as a supernatural police force. The rumor of a coming zangó is often enough to make people confess. Thus they provide the law and order the Treant Empire needs. All zangós wear a mask, which is said to house the spirit, and a leather cape which hides their whole body.

Once the zangó reaches a village or wandering tribe, he will fall into a trance. This might take hours or days, and the natives must protect him or the Treants will punish them. After the zangó starts moving again, he will dance towards the evildoers, singing in an unknown language. Then it falls for the tribe to arrest, force a confession, judge and then apply the sentence.
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Ay, the ancestral population anon here. Reply to this post to give your ancestral populations and your ethnicities' ancestral proportions and I'll put them on a table/map.

From what I've skimmed through the the thread people have made some national demographics, so in short those ethnic groups would need their ancestral composition.
>>74079495
This map probably needs updating.
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>>74132676
>>74132756
Note: not all groups need to.
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>>74132756
Please keep the Tnz'qan humans as a major ethnic group in the Celestial Empire. Ah and "His most holy land" is inhabited by fish people.
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>>74132957
Sure deal, if you're the Celestial/Orde anon I guess you could build some lore on it.
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>>74132756
With the canibal cults, the necroswampers, and the grand duchy in the midlands, the should probibally have their own ethnic group.
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>>74132756
Please add Yugr people coming from northernmost tip of land to ruskata and grendarrym; also add Nomad_canne and agrarian_radmir mixing up in Radmir, and canna going into mai-xi, and qi-fu also going into mai-xi to reflect colonization of this land by first canna and then qi-fuans
>>
.>>74119426
Added Tecno-barbarian lore from last post.
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>>74119000
Another day passes, another loredump comes. No longer numering them.
After uniting most of present Radmir, First Prophet stopped his war march. His mission was bringing peace to the souls of the land, but there was still much work do where he stood. He couldn't allow his followers to suffer from lack of security, plauges, starvation and dehydration. So he for two years, builded and reinforced town after town, village after village. He builded irigation canals, roads, bridges, water wells, shrines, surrounded every settlement with walls, and in cities he constructed hospitals and temples.
After all of this, he ventured south, to the lands of barbarians that lived in the valleys, and his forces sacked land in many miles from the border. He did so to ensure that no enemy force could arise there, and to ensure that no revenge could reach true belivers, he asked Miracle to make earth itself subservient to his will. And it did so, and he used it to create giant earthquake, that destroyed old and risen new mountains, until he created almost impassable wall mountains that were rich in minerals, mainly gold, because it was favoured metal of Miracle. And it was seventh miracle.
After he entered warpath once more he traveled to Niniwa kingdom, and demanded them to convert, and to take Miracle as their master. He gave king Niniwa XI an day, and in fact he wanted to comply, and surender, because he knew what First Prophet done in the past. But nobles didn't wanted to hear anything about it, and killed the king, introning his son. After a day with no reply, First risen his hands and with blast of wind cut city into half, 3 meters height from the land. Anything below it, was swalowed into the earth, the rest hit earth with such force that most people died on impact. And it was eight miracle.
After this happened rest of nation quickly converted, and Radmir was united for the first time.
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Added Worldscar and crystal spire lore from last post.

>>74132756
The elves came from the sky like the humans, but from a crashed ship. If you could please show proto elves going from the ship to wherever that would be wonderful. Or if that is too far back to put on the map then its no big deal.
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>>74093004
Mapanon here, sorry I dissappeared. I've added the last features as well as some of the stuff that's been added in this thread.

I haven't been at my computer yesterday and I wont be for a few more days so sorry if I missed anything, I haven't been following the thread too closely.
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>>74133837
Thank you so much for your work anon. The island off the coast of the celestial empire currently belonges to the merchant empire for lore reasons. There is a map of it here >>74130512. I don't worry about adding it in, I can do it.
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>>74133837
Here it is. The island is called Yisuxi but I couldn't suss out the font your using and didn't want to screw it up so I left it blank
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>>74133730
I just lost post because of power outage, and i dont really want to write it once again. In short: he ruled ten years, enforcing new laws, and civilization. He unified laungages in the region, and settled the Black Cathedral, that was floating with him since it rose from water, where today lies Radmir. It was 9th miracle. After that vulcano spirit once again tried to fight against him, he went into vulcano, and Miracled his being out of existence, and his soul into the future. It was 10th miracle. After this he ruled another year, became progresively weak, and he died. Radmirians created golden city (first of its kind) next to Black Cathedral, all the workers that created it stayed there and died, and now they are its spiritual guardians (while death guard its material guardians). After all this church is founded, and we have reached end of ancient and semi-ancient Radmir history. After this post i'l take short break, and return to write about recent past, relgion itself (and its heresy) and truth behid Miracle and all (not so)little secrets behind the church.
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>>74134116
Oh, and almost forgot, once again i want just say that i hope it wasn't slog to read throught, and want thank people keeping thread alive.
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>>74134116
>>74134147
This was a great read. I'm sorry that you lost some work because of an outage. Keep up the great work anon!
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>>74134106
Here you go.
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>>74134106
Btw, the font is just Times New Roman with a 1 pixel white outline.
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>>74134582
>>74134554
Thanks a dozen!
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>>74100127
Some more lore

>Government
After the formation of the first Morloux kingdom, there were created three institutions. The Kings Seat, representing the royal house, the Barons Seat, representing the aristcratic elite, and the Commons Seat, representing the people. While this was certainly more fair than the previous system, it was still a minority that held most of the power. With the death of the royal family and most aristocrats during the second revolution, the Commons Seat for all practical purposes became the de facto state, whose members are elected in local elections in the various regions and cities across Morloux. The Barons Seat now only impliments and enforces the laws that the Commons write. In theory the Barons could simply ignore their instructions and enforce their own laws, thereby taking all the power and instating a new rule, if it wasn't for the fact that the "Barons" are just members of the Commons who're voted in and out on a half year basis. The Kings Seat is reduced to a ceremonial instution with no power or influence who's only responsibility is to manage the kings old estates, who's profits are all payed to the Commons Seat.

>People and Culture
With the many slaves brough home by the Morloux kingdom who're now free, the culture of Morloux is quiet peculiar.
(1/3)
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>>74136022
>Treant
The many Treant vassal tribesmen, elves and dryads who were brought here to work farms and plantations with their Treant magic, created an agricultural revolution, drastically increasing the food quality and quantity, leading to a population boom on the continent. This new larger and healthier population is probably one of the causes of the second revolution. Many of the treant natives returned home after they gained their independence but most stayed, having now lived there for generations. Most live in scattered communities on the country side but many who abandoned their phobia of industrialisation choose to live in the cities where dryad and Westrasi wizards teach and incorporate each others magic. Most Treant peoples speak a kind of “Treant Creole” formed by the many tribesmen who now lived and worked together. In truth, now its mostly just a dialect of Morlouxan and almost all of them speak standard Morlouxan in addition, though it grants them some cultural unity.

(2/3)
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>>74136037
>Halflings
The Belaran empire had been enslaving halflings since its inception, forcing them to craft tools and weapons for them. When Prince Leyron staged his revolt, he promised all halflings of Belara that they would be free under his rule. So many skilled craftsmen in his army who built him arms, armour, ships, siege engines, walls, castles and much more, granted him a technological edge over the royalists who were deprived of their armourers. The halflings, now no longer slaves to other masters, gained vasts amounts of wealth selling their craftsmanship and today they fill most upper echelons of Morloux society, even seeing some in the Commons Seat. The republic (then kingdom) also gained much, as the freer, wealthier and more educated halflings advanced technology drastically and payed huge sums in taxes. While they’re generally regarded well by the Westrasi humans, the Treant and Swe’yus hold some animosity against them as they hold much power and wealth in Morloux while these new arrivals, some of whose ancestors were brought on Halfling merchant slave ships, still occupy the poorer quadrants of society.

(3/3)
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>>74133033
What sources should they have or should they be on the same level as Suoxi and Westrasi? I'm not sure if cultists should derive from a totally homogeneous background, although they could be their own ethnicity by now. The Komjátina humans could be their own ethnicity, and again are they archaic or do they derive from something? The Midlands themselves could have their own archaic population for all of the human populations there, perhaps taking in some outside admixture as well.
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>>74136517
Looks like that crater from meteorite is melting pot of the planet considering its canibals we talk about "melting pot" is quite literal, atleast for some people
Also great map, even if with all those aditions it gets a little clustered north and east, but even this has its harm. Cant wait to see how it will change in future.
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>>74136114
I would say that the midlanders have their own archaic population, due to their relative isolation. Some admixture would probably happen. For the grand duchy area I would say it would be a mix of midland humans and canne nomads.

Also, if the first elf are is suppossed to be the crystal spire, it is in the wrong place. The lonly mountian right next to the teal blue 65% is the crystal spire.

And again, thanks so much for making this map!
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>>74136022
The lore looks great. Thanks
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Radmir recent history - Parabellum:
For centuries Radmir was mostly peacefull nation, few times it went to war with Mai-Xi to end their brothers slavery under boot of northerners. Sometimes they succeeded, and in fact once for whole century they pushed invaders out of penisula.
But those wars were an distant memory now, last one ended more than 50 years ago. Radmiraians also sometimes faced against Bean Hightlanders, but it was problem only in and around death mountain region, and no teritorial changes were made by ether side. Radmir hoever is in constant state of war with Pirates and "Pirates" funded by surrounding empires. No formal declaration of war is needed to do so, and both southern and northern admirality go far and wide to fight pirate scum, and so in times of peace waters of Radmir are one of safest on planet. But recent times couldn't be called peacefull with stright face by anyone living in Holiest country on Gloria-Etalia.
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The Empire’s territory and the world’s greatest jungle are one and the same. The Treants make sure it is so. And as wild as it seems, it is wholly designed for sentient plants. The heat and humidity is oppressive. The insects are as big as birds and the birds are big enough to carry off a child. The soil is a labyrinth of fallen branches, webs of vines so thick that they can make a whole tree disappear. Below the layer of rotten leaves there isn’t much soil, for it always seems as if the space between two roots is taken by a third one. The green canopy hides the sun and the moon, but the veins of luminescent brown fungus and orange lichens within the trunks’ grooves ensure that it’s never dark. Your nose will be assaulted by honey, garlic, rotten wood, pollen and a thousands other fragrances: all fresh, damp, sweet and nauseous at the same time. Your ears might never calm down due to all the shrieks, mating calls, rustling leaves, creaks that happen all day, every day. For those that do not submit to the Treant’s authority, it is a green hell: allies are marked by the pheromones that one emits due to eating certain fruits throughout his or her life. For the enemies, there are a thousand poisons, diseases, parasites and predators.

And the Treants plot millennia long strategies so that, one day, all Gloria-Etalia becomes like this.

Let me know if this seems over the top.
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>>74137010
Its over the top in the good way, the way well written villains are.
I just think that Treants should have some kind of natural (like that there is always even more apex predator) or supernatural (gods for example, or hell - some kind of sentience in the planet itself that understands that if whole planet is jungle, whole ecosystem would quickly become unsustainable, and planet would die) foe that would act as soft nerf on lets say... their ambitions.
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>>74137010
Seems fine to me. In fact, it is just what I imagine the heart of the treant-only nation is. Make sure to add it to the doc.


Also added this from the previous thread.

Tnz’qran Raiders
A nomadic people who raid up and down the continent and have recently fractured due to the death of a khan.

Religion
The Tnz’qran worship the giant lions that migrate through their borders as sacred beasts. Due to the lions traveling in packs and their size they are quite deadly and cannot be killed easily without dooming the hunter. A warrior who could manage to kill one of these beasts alone without dying and bring it back is regarded as a holy being that is one with nature.

Government
The Whole Orange blob used to be one larger nomadic Empire, but splintered into multiple Hordes ("Orde"). The Swe'yus are slowly adopting a sedentary lifestyle.
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>>74136988
Radmir recent history - Heresy
Twenty years ago peace was violently ended by split in the church. Both Svyat and Viy were members of Ressurectionist council, and in fact they were one of most prestigious mebers of it, conroling two of the most rich provinces in the delta of Radmir.
As time went on thought, they started to teach populus and priests theological doctrine that was different from official stance of the church, (i'l expand on it in religion post) and while it was toleraded for a time, in the end they were recalled to capital to explain their behaviour.
Once they get in Radmir, and in Black Citadel thought, they acted in a way no one could have imagined. They met Grand Ressurectionist in his throne room, only to assasinate him, and storm the golden city. Those two men had strenght to hold on temple guard, death guard, ghostly defenders and every other horror that was on path to Golden Piramid. They went there, and in their greatest transgression lied their eyes on the body of First Prophet.
And after they did greates blasphemy, they decided to also rob his Grave from precious relicts. The ironwood sword, the flayed skin map, and skulls of first and second ressurectionists. Everyone belives that they wear those skulls as masks, but no one who belives this theory can ecplain why those maska don't look human at all...
After they stormed out of the city, they escaped capital, ralied their forces and declared that they in fact represent true Radmir. and for five years they fought until they were forced to escape with rest of their forces to the island of Prossa.

Also as small note, i'd just want to point out that in filenames i pust tidbits about tadmir lore.
Most of anons probably already noticed this, but i point it out for the rest and phoneposters.
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>>74137131
Well, I figured that, as they are an empire, they would have imperialistic ambitions.

The way I see it, eventually, all of the world might be a foe. But the Treant's worst enemy might be themselves: they play the long game, but they also act too slowly. By the time they actually conquer a noticeable piece of land, the other nations might be quite more advanced than now.

Still, I also like your considerations. Artifacts and technology salvaged by the techno-barbarians might be more than the Treants can chew, for example. They could become this soft nerf. Not sure about planetary sentience. At the very least, it's not something I would decide by myself.

>>74137160
Good to know. Will do.
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>>74137894
I'd try to avoid making any one nation to powerful or too "right". The goal of a setting is to wonder about its future. If there's a clear long term favorite for world conquest, it's less interesting. I like the ideas that empires have a critical mass and once achieved further conquest yield diminishing returns and eventually more harm than good. At which point said empire fails and falls.
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>>74138323
What if I specify that only the two areas forbidden to non-Treants are like that?

Btw, what kind of government should the Treants have? A hive-mind linked through roots?
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>>74138323
To be fair treants with exceptions of vasals look more and more like villains, and while some could argue it shouldnt be black an white, i think one empire with strictly nefarious plans is not that bad idea. It allows to shake things up if it ever has both major defeats and major victories.
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>>74138504
Treants should be semi hivemind, singular treant might have personality but first and formost is subservient to the forest. Also because humans created treants long ago, maybe in center of all this jungle there still might be humans in stasis pods that unknowingly controll treants to ever greater bids for world domination, same way mutants in walking city are acting on behaf of unknowing humans there.
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>>74137131
>inb4 the Mollusks will put a brake on the Treants' ambitions
The question is how. Maybe they choose a mortal to become a Storm Mage by pumping weather magic in them? Maybe they manufacture strange biotech minions?
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Wondering how I'm gonna write this up... Please give me ideas or opinions:

>Treant Empire

>25% humans, 50% humans with treant ancestry, 25% treants (both Ents and dryads)
>Capital ?*
>Silvocracy**

*Perhaps a megalithic meeting hall? Or a gigantic tree/treant which is the core of the root network?

**Or whatever is the best word for a Commune of Treants mind-linked through the root network...

>>74139911
Why not both? An army of biominions led by a storm mage which disturbs the rain season of the Treant's lands.
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Here we go once again with the lore dumps. I took the halfling-giant alliance lore from the previous thread and expanded on it.

Giant-Halfling Alliance

Nation
An integrated society of halflings and giants with halflings forming the bulk of the population mostly as farmers and the giants usually being the warrior and ruling classes. In the middle of the nation there is the most amount of mixing from the two races, with the homelands of the two skewed toward the native race, but with a portion of the other race living there.

Government
The government is made up of two parts: the representatives and the crown. The crown is made up of a giant who takes on the role as tribemaster, and a halfling who takes on the role of king or queen. Once elected, they rule until death unless the representatives all agree to dispose of them. The representatives are made up of elected officials from each village, and are mostly giants due to a lack of interest and natural skill for nation working from the halflings. But there are some halfling councilmembers.
History
Pre Union
The halflings always lived in fear of slavers from the north coming to take them away as they are terrible combatants but make excellent farmers and craftsmen.The giants, while big and strong, could not support their constant need for food in big groups, and when to small they were hunted down and their children sold off as slaves as a giant broken as a child makes a wonderful slave laborer/status symbol.
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>>74140376
The First Union
One day a cunning and enterprising halfling named Lifferkin who, in his campaign for mayor, approached a small and suffering giant tribe and offered them food, weapons, and shelter in exchange for guarding and protecting the halflings. The newly appointed giant elder, an old and half-blind female named Skrug took stock of her remaining tribeskin’s chances, and agreed. In her mind, they had nothing left to lose. He then brought them back to his village to show the other halflings the “solution to all of our problems!” as his slogan went. While there were many halflings unconvinced that the plan was going to work, they decided to hear him out and went on to feed and arm the giants.
When some slavers came for easy prey, they were met with well equipped giants, and were easily crushed. Lifferkin was quickly elected mayor, and continued to integrate the giants into halfling society, implementing them as construction workers and excavators. Soon other towns across the border started to hear about Lifferkin’s new policies that were making his town flourish, and invited giants to join their towns as well. Soon both giants and halflings were living together, and slavers became a smaller and smaller menace, even though people were sometimes still caught.

>(1/2 for the first union)
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>>74140390

>(2/2 for the first union)

Skrug was living now well past her expected lifespan due to her newly forged security, but she was not content. Being wise, she saw the village’s solution had only driven the slavers away to halflings that could not protect themselves and giants that were easily preyed on. Seeing this, she proposed to Lifferkin, who has kept his position as mayor almost as long as any halfling in remembered history due to his policies, that the independent villages along the border join up to become a greater threat to those that would wish to harm them. He was skeptical at first, but Skrug wore him down, and they both proposed their plan to “unionise” to the other villages. With some convincing, they agreed, and the halfling-giant villages formed to create the first kingdom their land had seen. They called it the Halfling-giant alliance.
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>>74140399
The Birth of the Halfling-Giant Alliance
Soon enough a government was formed. Each village sent a representative to start to create laws and policies. These representatives were mostly giants, who knew how to work together for the benefit of their tribe, but a small number of those sent were halflings. They met with Lifferkin and Skrug, who they proposed that in order to govern efficiently, they should elect one giant and one halfling to run the kingdom with the titles of Tribesmaster and King, with the representatives acting as a counterbalance to their power with a council power of their own. After some debate, they agreed that someone has to run this new kingdom, and everyone having a direct voice was inefficient. So they agreed and elected Skrug and Lifferkin as the first Tribesmaster and King.
Their first policy enacted was to get more villages to join up, and envoys were sent to both the giants and the halflings. One by one, villages were convinced, and halflings and giants were sent to integrate into the two societies. Soon enough they turned their eyes north, where slavers were still a big nuisance that they were fed up with. Their solution: build a giant wall stretching the border to keep them out. They hated the westrasi people, and wanted nothing to do with them after being preyed on for so long. It took many years, but soon enough with giant prowess and halfling ingenuity a wall started to go up. Litterkin and Skrug died, but others rose to take their place. After many decades, the wall was complete and the two races were united. Skrug and Lifferkin are still celebrated as national heroes to this day, for uniting the tribes and solving a near-impossible problem.

Another done, many more to go. It's good that this is so fun to do!
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de-bump
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>>74122929
I added what I wrote, feel free to change it to fit what you've got or post what you have and I'll edit mine to fit.
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>>74130949
The Oni banking clans do not condone this statement
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Bump
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>>74142190
We need a new thread. This one is hitting hoop limit.
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>>74140376
>>74140390
>>74140399
>>74140487
I like your lore and fits what was already proposed but I see one problem with this nation. They're a little too isolationist, as it is it's basically just a big chunk of map all on its own what would make it more relevant for story purposes?
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>>74145422
Well, in one of the posts it was said they oppened a little recently, so i assume right now they are kind of quing empire pre opium wars in terms of isolationism.
Also i really like that most countries on the planet are those isolationist, almost monolithic empires/nations. Celestials, Treants, Gnomes and Giants, Beanfarmers.
Its great contrast between them, and more open colonial, merchant and prostelizing empires.
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>>74145621
>i really like that most countries on the planet are those isolationist, almost monolithic empires/nations
While I agree that it's neat to have a few of those I was thinking in terms of using the setting for games at which point you want as many potential story hooks as possible and mysterious isolationists are only really useful for places to be sent.
>quing empire pre opium wars
Alternatively think of how Imperial Japan decided to do a large scale forced modernization. There may be giant/halfling explorers and envoys trying to recruit advisors and educators from the more advanced nations in the settings near future.
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>>74142203
Oni Banking clans are genociding dwarfs in Azag area at this very moment! Wake up sheeple
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>>74145836
Great idea! I wouldn't say that they are isolationist by design, they just want to live in peace. A key aspect of the giants in this world is that they are expert resource managers. They are constantly searching for an edge to survive. Once the idea is suggested to them, they would be 100% on board on sending envoys out in the world to gather information
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>>74140035
Treant Empire

25% humans, 50% humans with treant ancestry, 25% treants (both Ents and dryads)
Capital: Kuhikugu
Government: Gerontocracy
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>>74145422
>>74145621
One thing that could be a major theme of the world is that contrast and conflict between the expansionists and isolationists. On one side you got the Giant-Halfling alliance, Celestials, Treant, etc. while on the other you got the kingdom of Belara, Morloux republic, Merchant Empire, Uruzataar, Tnz’qran raiders, etc. It would be interesting to explore this crash as they’ll inevitably run into eachother.
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>>74145422
>>74145621
>>74145836
Added some mollusks lore, and updated the giant-halfling lore to make them less isolationist.

Yugr lore has also been added.

>>74144516
Yeah. I would do it but I wouldn't know how to do it well. Besides, we should wait till bump limit.
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Bumpla
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Someone make a new thread. I can only phonepost so I can't. We're past boop limit
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New thread:
>>74150461
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>>74150475
Alrightly then, I'll send this one to the archives.



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