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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.

Before you add something to the doc, write it first in this thread, and then copy it there.

> Thread 1
>>73993406
>Thread 2
>>74079412

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

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

> Pic Related
Most recent "full map"
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Ethnio-Linguistic makeup map
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Raw terrain map
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World in next ten years
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>>74150461
Claiming first for elves
>>
A new thread, perfect. I'm archiving the old one now.

Also, to be clear a LOT of nations need lore and fluff. If you have an idea, feel free to contribute! Newcomers are what keep these threads alive after all.
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>>74151103
Perhaps making a list of un-lored yet lands would go well.
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>>74151292
That is the plan. I'm currently going through the lore from the first thread and putting it in, but it's taking a while so after I archive the 2nd thread I'll make a list.
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>>74150527
No.
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>>74151410
No?
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>>74150461
The archive is up for the 2nd thread here:
http://suptg.thisisnotatrueending.com/archive/74079412/

Go vote for it or something
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>>74151426
Enough with the mary sue khanate that already started occupying 20% of the whole earth swallowing even more nations.
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>>74151743
Well no one in last thread, or in thread before that voiced any concerns about khanate being on path of conquest of even more land.
In fact only concerns people had were against khan of khans dying and splitting up of khanate between his sons.
I personaly chosen this map only because someone already wrote lore for country that arises during this period (Ruk), and i don't see how khanate is "mary sue".
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>>74151743
You make a good point. It's just a theoretical map made early on.
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>>74151851
If the Khanata had started small, maybe. But it started huge, there's nothing written on the nations that could've been there before it's expansion, so it's this huge monoblock of lore. Erasing Ruskata, the northern colonies of Morlox and half of the Viking dude, etc so a nation that already has a huge stage gets more space is not very interesting. And two boot there's two 'huge steppe nomads empires' on the map. Do we really need more of Gloria-Etalia to be under a '!not-Mongol Empire' umbrella?
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>74151972
Im not the guy that made this map, if anyone wants to create their own predictions for future years, their free to do so. People will decide what they like more.
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>>74152058
>>74151972
>>
>>74150461
>>74151292
HEY EVERYONE!!!!!

This is the list of nations that need history and lore.
Feel free to write for any of them. Feel free to contribute anything. We have some crazy shit in here so a lot of stuff can fly/ be explained. Just dont go too over the top or overindulge.

Respond to this post if you are going to write for one, write it, and then PUT IT ON THE DOC!!!
I want to write for the duchy, and not have to work on making sure all of the lore is on the doc.

If you see a nation on this list and say "Hey, we wrote lore for that! Why is this on here?"
It's because no one wrote it on the doc. If you have lore, write it on the doc.

A good way to get started writing history and lore is by looking at this post:
>>74083198

Thanks in advance for your contributions!

>List of nations that have some lore but can be expanded on
Ruk -- does anyone know where this is on the map? I can't find it.
Lost Nation of Yugr
Dou Qian
Leixi-Airoxian Commonwealth
Grendarrym
Sanukinuiq
Skrug's Troll Kingdom
Qulitha (aka The Most Devout Followers of Quilth-Fil’zon)
Kingdom of Belara


>List of nation that have little to none lore or history
Canibal Cults
The Merchant Empire
Queendom of Ruskata
Nanji Citystate Alliance
Maaga Amazon Tribes
Ranji
Punaji Chiefdom
Pash Kingdom
Mun
Janedi City-States
Marshes of Drache
Storm Islands
Sisilia City-States
Kingdom of Vesterlanders
Lahaila Merchant Republic
Jorivakia
Tautoburg
Lazari Confederation
Kingdom of Uoro
Sarkation Empire
Yoroslovan Kingdom
Youri Triblands
Araxian Kingdom
Sarcian Mountain Tribes
Farisian Republic
Veranese City States
Principality of Suezi
Euraxian Kingdom
Uroxian Federation
Free City of Bertranox
Chiefdom of Uraka
Terravia
Saramese Kingdom
Kingdom of Ivory
Supprian Alliance
Boro
Maan Kingdom
Mai-Xi Dynasty
Heretics of Viy and Svyat
Seem
Qi-Fi
Goldland
Necroswampers
Gold Coast Tribes
Vashian Tribes
Chiefdom of Voroi
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>>74152933
Ruk is only on future map, next to lake in drachne marshes
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>>74153010
As yes, thank you. It's recent enough that I feel it should merit going on the other map, but thats just me.
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>>74152933
Hadn't realized so much of the map was empty.

If it helps anyone, I fluffed up that the Maaga Amazon Tribes migrated from the Treant lands and that a remaining tribe, the Icamiabas, guards the borders against the Necroswampers. Can also change that if anyone wants to do something different.
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>>74152933
After i finnish radmir il do heretics (well their lore is really almost done based on my most recent post in last thread) and Mai-Xi. Ofcourse if someone wants to take them first - go for it.
>>
Bumpity doo da
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>>74152933
I'm almost grabbing the Merchant Empire. I feel like Ancient Carthage isn't used enough in settings and I could use it here. Plus some Venetian and Portuguese stuff.
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>>74151972
>!not mongols passing through the mountains
>!not mongols passing through the mountains with facing off with trolls, ice witchs, etc.
Unlikely, besides this is just the current state of things. A lot of settings have large nations pulling the whole manifest destiny thing. Its just setting the stage for whatever game you might run in the setting.
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>>74150461
>>74150527
Fair that people want to advance the the setting but we should atleast have lore established for most nations first before we start changing stuff, yeah?

>>74152933
Just to note most of these are rather small nations that probably wont have a huge global impact anyway, so I think one or two paragraphs of lore for each should be sufficient for most of them.
>>
The Cult of Miracle
Cult was founded by Arkan the I, the first grand Ressurectionist. Under his ruleship two major philars of cult belief were created - ten lessons, and saint worship.
Ten lessons are 10 rules to live by in peace with Miracle, that were based on life of First Prophet, and miracles he was part of. Those are:
1 Don't be afraid of worldy dangers, for Miracle is your protector
2 Dedicate your pain to the Miracle, for pain is road of life
3 Never doubt in Miracle, for everyone has place in its plans
4 Don't stop in spreading truth of Miracle, for paralysis of hearth is paralysis of soul
5 Never stop in fighting demon worshippers, for they reject Miracle
6 Be weary of pleasures of flesh, for they will pull you away from Miracle
7 Enforce your will on the earth, for its your gift from Miracle
8 Controll your passions, for they are winds that will split you from Miracle
9 Be fortress of truth on face of earth, for only best are Miracle chosen
10 When times come don't be afraid to sacrefice yourself. Your life was given by miracle, and one day you will give it back.
Those lessons are reason of pondering of generations of sholars, but official doctrine of church is that they go in rising order. First three are demanded from all worshippers, next three from wariors, nobles, and people of influence, next three from priests, and temple guards, and last one is demanded only from Ressurectionists.
Church hierarchy is simple. At the bottom there are acolites, people that still take their priestly lessons. After person stops being acolite, they can chose two paths. Path of scroll or path of shield.
>>
>>74156355
First one leads to becoming priest, missionary, hight priest, Ressurectionist, and then Grand Ressurectionist. As person goes throught this hierarchy they are revealed more and more secrets, rituals, and even are teached blessings (priestly spells). Ressurectionists are called so because they are teachen blessing of life, only way to bring way the dead that is not belived to be consorting with demons (anything that is phisicaly dealing with souls of men is considered to be demonology). To cast bleesing of life whole conclave, all 21 ressurectionists including the Grand one, have to met, and confirm need to use power of Miracle this way.
Way of the sword is even simpler, you become, temple guardian, grave guardian, and and grave saint. As you rise in ranks and become grave guard you are expected to drink undead blood poision, and forced to suffer. Those that survive 10 hours of this totrute are healed by hight priests, who cast on them multiple blessings. To become Grave Saint you first have to be in Grave guard in for one houndred years, and then you are put in grave made of solid gold for a week. If miracle puts its gaze on them and transforms them they becoem grave saints, otherwise they turn into solid gold, and are put in baracks of grave guard.
Cult of saint is idea that all gods that people of Gloria worship are in fact aspects of Miracle, and because of this ther are ougt to be acknowleged as saints, and used as way to convert those of other religions. This religous syncretism works, and in fact more and more people across are starting to worship Miracle.
Cult is also used to give honors to great Heroes, and statesmen of Radmir nation.
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>>74156662
Forgot pic
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The Truth
Miracle of the Creation, sounds majestic, doesn't it? Truth is maybe even more majestic. Atleast MoC thinks so.
MoC was born moment Asteroid G04-T hit mega theromonuclear reactor and during following fireball that engulfed most of planet. He was formed from all the pain, screams and souls of men and women that died this day. And he was alone in darknes.
In darkness he found light, and this light were souls that were still alive, and stived forth to next day, even after world was in shreds. He watched them from afair for long, and only time he intervined was time when remnants of goverment that were left behind tried to fry rest of planet to take it all with themselves to graves. He disarmed all nuclear missles on planet, and massacred all people inolved in this as he saw it - greatest crime. After this, he let humans and other creatures to reign over planet undisturbed. He had no ill intentions to them, but as time grew he started to despise how weak they are, and how some of them allow themselves to be enslaved by beings similiar to him. He finaly had enought and selected one of the weakest men on earth, given him weapons to survive, guidance, and power, and in turn demanded him to bring stability. This man was First Prophet. He revealed him truth about himself, and even told him his True Name. But prophet while was great men, had all the sins of men in his heart, As he was started worshipped by his kinsmen he started to just use true name of miracle for his own gain. He did so until he died. After this Miracle tried to steer back radmirians to what he saw as just, but all the prophets had similiar stories to the first one. Miracle grew to despise humans, who are to weak to create something lasting, so he started to take most pure of them, and grand them knowlege and power how to create better world, at the price of human weekneses. All the grave saints and saints that walk the streets are part of this way of making better world.
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>>74157100
He might be one of the most powerfull being on planet, but he can't and will never understand humans, and any other race. Their struggles, and their pain.
With time he will probably grow more and more distant, and will comeback only if life itself is once again in danger. Fortunately he is still not as apathetic, as he tries to stir new heretic movement lead by Viy, that would lead people closer to better world.
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>>74156355
>>74156662
>>74156675
>>74157100
>>74157182
Great read anon
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>>74157203
Im glad you like it; I can't wait to write some more, this time for other nations, and definietly not as in deepth as i went with Radmir. It just takes too long to do.

Also on another, more general note id like to encurage anyone who has any ideas to contribute to the thread, especialy Anons that lurk but don't feel like writing. List of countries you can take is gigantintic, and you can take them in almost any dierection you want.
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>>74150461
So, we have a lot of neat lore going in for factions and nations. That's a good snapshot of the setting. But to really build up a 'feel' to the world, we need to get more interaction.

Dark Elves in Warhammer fantasy aren't interesting because they are edgy and dark. They are interesting because of the unpredictable threat they pose to every coastal settlement. Unless you are a major city with great defenses, living by the coast can mean doom. At any time a black ark can show up out of nowhere and smaller settlements have no hope against a moving castle pulled by a leviathan. In the same sense, Norsca by itself isn't interesting if it's not raiding someone, and the lizardmen of lustria are at their best when fighting the colonizing imperial expeditions, or fighting off ratmen of the plague.

Looking at the geography of this map, there's a few interesting things to notice:
>Between Mountains, deserts, and a xenophobic empire, there's an North-South line that basically splits the world in half. Making west and east very separated. Eastern powers and Western powers will trade more across the open ocean then by coastal sailing or land routes. Not to mention that those that brave the mountains, deserts or xenophobic imperialists, have to face vast domains of barbaric stepped raiders.
>Assuming Ivory kingdom close to planetary equator and Northern edge is equivalent to Scandinavia, we have many jungle nations on the main navigable coast, since the northern coast is likely ice locked sometimes.
>Oceanic navigation likely endangered by pirates from the Black Sands.
>Westrasi Sea and the Unnamed Sea between the main continent and the Ram's Horn are smaller bodies of water with many small nations with shores in it. They must be full of ships, fast trading and international relations. Small scale wars, trade dispute, alliances, intrigues and international marriages for alliances.
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>>74157516
Do you think the pirates are too far from the Merchant Empire? I'm fluffing it as a maritime and merchant power, its trading fleet likely attracts them. I was thinking of them using dhows, which could make oceanic travels, although, by the map, the Merchant Empire likely is a regional power and doesn't reach that far.

Not sure if they should fight against pirates or simply pay them off every year.

Also, isn't "Merchant Empire" too generic? Couldn't I change it? For example, "Ecinevian Thalassocracy/Empire"?

Finally, any suggestions of how I could get more interaction off the Merchant Empire? I think they prefer peace and commerce. Although they could conduct espionage (like trying to smuggle silkworms out of the Celestial Empire), interfere in other nations' internal matters and lots of shady diplomacy.
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>>74152933
The name Boro peaked my interest, so I guess I'll throw something together.

>To a traveller, the nation of Boro may seem a ugly blemish upon the southern throat of the Ram's Head, and they would be right. The nation is one of dark green stony hills bordered by forests of bristled boars that pose danger to forest and man alike. A wealth of metals, such as copper and iron can be found in great quantities within the hills and cliffs of Boro, leading to the trade of finely crafted weapons found no where else to be their main export.

>The People of Boro are known as the Bors, or in their own tounge, Buerse. They are a strongly built people of muddy hair and strong features. On the subject of their hair, the hair of a Borish man is his pride, they take great care in grooming and adorning their braided beards and heads with gems and rings.

>The nation is war scarred, and its people are known for their capacity as both smiths and warriors after many wars with Amazon tribes and the Kingdom of Maag, they worship a pantheon of deities headed by a triumvirate of The Fire God, The Earth God, and Sea Goddess. A common patron saint of their armies and kings is a demigod hero who once stood against three armies of invaders, even after death
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>>74157516
>the Unnamed Sea between the main continent and the Ram's Horn
We should name that sea!
It's sizable, being a similar scale to Westrasi Sea and that's similar to Italy or the Caspian Sea (order of magnitude anyway), but is quite narrow and the entrance is dominated by Ecinev... so the simplest approaches to naming are to call it the Sea of Ecinev and note that it used to be called the Sea of the Ram (by reference to the peninsula) but sailors wishing to enter or leave it changed the name in order to flatter and make the journey easier.
Ecinev, with its empire, clearly has an extremely large opinion of itself.

(The naming of things should always have some tie-in to the stories of the area around them.)
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>>74157824
I imagine pirates plague the whole south and west coasts. Likely the halflimg-giant alliance is the one that suffers most purely by proximity. But I'm sure Merloux and Belara are also very common target. I imagine celestian pay them off and maybe that includes leaving the merchant empire celestial enclave alone too.

I also imagine they are somewhat militaristic because i doubt all those exclaves are maintained through peaceful means alone. I think their military arm tend to be mostly a mix of national mercenaries and foreign ones, allocated in short term contracts to solve specific threats, and perhaps a professional national marine force, mostly to keep most important trade routes and harbours safe. But i did not create them ao this is a cold read
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>>74158006
Horn Sea, Ram Sea or Sea of Ecinev all names used by different groups.
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>>74158007
>I also imagine they are somewhat militaristic because i doubt all those exclaves are maintained through peaceful means alone. I think their military arm tend to be mostly a mix of national mercenaries and foreign ones, allocated in short term contracts to solve specific threats, and perhaps a professional national marine force, mostly to keep most important trade routes and harbours safe. But i did not create them ao this is a cold read
Kinda what I'm going for. A mercenary land force, perhaps hiring the local warbands so they protect instead of raid, and a professional, standing navy composed of citizens.

>>74157870
I guess the Merchant Empire might buy your weapons and your metals to sell them elsewhere. And hire some of your veterans to protect the trading colonies.
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>>74157824
>Although they could conduct espionage (like trying to smuggle silkworms out of the Celestial Empire), interfere in other nations' internal matters and lots of shady diplomacy.
They'd certainly be scheming against the Treants and their proxies. What self-respecting merchant would not like to have a substantial tract of plantations close at hand across the strait, yielding a wonderful income with which to promote a political career? Sure, having lands further away might be easier, but the coin doesn't really count until you have it in your hands, and the long journey from those other territories is ever so beset with danger!


The merchant princes have been known to hire more piratical empire citizens to attack the treasure fleets of domestic political opponents or protect their own, and pirates will occasionally hire themselves out to two or more of these tinpot tyrants at a time, hoping to plunder the fleet for themselves uninterrupted.
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>>74157870
>Continued

>The Current king of Boro rules by cleverness, not by blade, and many dispute his claim to Conchobor's blood(That Demigod/Saint/First King fellow)

>Though his rule started bloody, the current king has brokered peace between Boro and the Amazon tribes after a few arranged marriages and blood oaths. He has expanded the wealth of the nation and seems to walk the path of civilization, abandoning the warlike roots of his nation of smiths

>>74158131

Could see a strong relationship growing between the two nations, sorta like the Byzantines with the Varangian Guard and such outfits.
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>>74158031
That'd be very believable. That happens on Earth too.
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>>74157824
I guess they would try to have friendly relations with everyone around, but especialy with Radmir. Nation thats mostly desert and where one bad harvesting seasong could end in starvation of country would be realy reliant on food imports, and customer that has to rely on you AND has huge reserves of gold is best customer.
And considering prostelizing nature of radmir empire would be its gateway to missions all along southern coast of continent. No one looses, everyone wins (as long as no one notices that populus starts adopting religions with loyalities in different country)
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>>74158157
>They'd certainly be scheming against the Treants and their proxies. What self-respecting merchant would not like to have a substantial tract of plantations close at hand across the strait, yielding a wonderful income with which to promote a political career? Sure, having lands further away might be easier, but the coin doesn't really count until you have it in your hands, and the long journey from those other territories is ever so beset with danger!
Thinking about this, this would imply that the Supprian Alliance is in a most awkward position, stuck between the implacable expansionist treants to the north and the avaricious imperialists across the strait. Are they managing to stay free? Or is this just an illusion of freedom allowed to them to let the two regional superpowers pretend that they don't have to go to war just yet?
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>>74157824
>Also, isn't "Merchant Empire" too generic? Couldn't I change it? For example, "Ecinevian Thalassocracy/Empire"
If you want to go for it. Just edit accoringly.

>Merchant Empire likely is a regional power and doesn't reach that far.
They have a lot of colonies and trade through them. They basically have access to the entire southern part of the sea, and would probably go father if it wasn't for the pirates.

>Finally, any suggestions of how I could get more interaction off the Merchant Empire?
I would say being an empire with a lot of colonies, they try to punch down. They wouldn't mess with anyone that could puch them back with any real force. Otherwise they are polite and wont try to fuck you over unless they think they could get away with it.
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>>74158157
Good thinking. Will add your ideas.

>>74158170
>Could see a strong relationship growing between the two nations, sorta like the Byzantines with the Varangian Guard and such outfits.
Right. Let's make it so the Merchant Princes don't trust that locals won't be bribed, so they hire Buerse bodyguards.

>>74158264
Grain shipments to Radmir it is then.

>>74158267
I guess they get by being a buffer. It is also the kind of situation that makes one become an expert at diplomacy.

>>74158280
Okay.
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>>74158170
>Boro Religion and faith within Boro

>The Borose Gods
>Ghelut the Lightbringer, born from the secret spring on the highest peak in the Ram's Head. He is a god of clairvoyance, summer, fire, forgery, and dogs. He is said to ride a chariot pulled by flamming dogs and patrols the horizon, night comes when he descends into the abyss to do battle.

>Suht Duriannia, The Earth God. He is the child of a giant frog and a boulder and was born thrice. He has three heads and is the god of wealth, metal, stones, forts, and guards the way of the dead and as such his priests oversee funerals.

>Muvir Sahulahin, The Storm Witch. She is the goddess of the seas, rain, and storms and is a Wrathful goddess that is just as feared as worshipped. Only a female goddess could embody the Moody sea.

Conchobor, The Son of Boro. Said to be the first king of Boro, married a wolf goddess or something and once did battle in the ancient times against the armies of the Amazons, The Kingdom of Maag, and The Gold tribes. He fought alone for three days during a solar eclipse, the priests of Boro said any army that marched during it would offend the Gods. Conchobor fought by himself with two swords and an axe until he fell due to his wounds and magic of his enemies. He used his intestines to tie himself to a tree on a hill and when the sun rose and the enemy thought him still standing, they fled.
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>>74158494
Meant to post this with that, because Frank Frazetta is great
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>>74158388
>I guess they get by being a buffer. It is also the kind of situation that makes one become an expert at diplomacy.
Maybe, but I think quite a few of the states around there are really Ecinevoi puppets. Oh sure, they have their local rulers and laws, but there's an adviser about who knows who's really in charge, and the Ecinevoi ambassador is often strangely able with the old poison bottle. All terribly hush-hush.
The empire is, of course, very concerned over the takeover of Nulamore by the Morloux. This is a dagger pointed clearly at the heart of the empire! Even worse, when the Morloux moved in, they actually had the effrontery to hang the ambassador; yes, he was only about the 34th son of the Grand Doge [feel free to correct the emperor's official title; it's about 34 because after the first few dozen people stopped keeping accurate count] but the very principle of it is horrifying! That it was for assassinating the general of the Morloux Expeditionary Force is beside the point! Can't have foreigners killing important people! No, no, no!
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>>74158388
How often do the Merchant princes get involved in local affairs of other nations? Are they outright conquering small coastal nations, setting up coupes, or just kinda hoping whoever is in power will just be chill, like with powers that could actually hit the Merchants. Do they have any cultural foes or current enemies? Besides your local pirate bands and such.
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>>74152933
Iirc Seem and Goldland's been kinda fluffed in previous threads. Seem is the 'secretly a hivemind/mimic' country, while Goldland is where sapient insectoids that eat metal and thinks gold is neat live, having a clicking language called Tiktiktik.
But yeah, we can add more to them ofc.

>The insectoids need a name for them, maybe Tikritik?
>Tiktiktik in its original insectoid tounge is deeply nuanced, but the one spoken by humanoids is like baby speak for the insects
>Maybe the Tikritik view other races as basically cute babies, even
>Gold is eaten and absorbed to the exoskeleton of only nobles/high caste, besides for trade
>Perhaps the Tikritik have different morphologies for different stages of life/professions? Like the larvae and juvenile all look the same, but as they molt they start to change depending on their profession/desire
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>>74158665
>I think quite a few of the states around there are really Ecinevoi puppets.
Makes sense.

>>74158665
The empire is, of course, very concerned over the takeover of Nulamore by the Morloux. This is a dagger pointed clearly at the heart of the empire! Even worse, when the Morloux moved in, they actually had the effrontery to hang the ambassador; yes, he was only about the 34th son of the Grand Doge [feel free to correct the emperor's official title; it's about 34 because after the first few dozen people stopped keeping accurate count] but the very principle of it is horrifying! That it was for assassinating the general of the Morloux Expeditionary Force is beside the point! Can't have foreigners killing important people! No, no, no!
Yes, a terrible offense, but open warfare isn't our way. Perhaps the Merchants could smuggle weapons and money into Nulamore to ensure revolts.

>>74158751
I don't think they conquer, but they establish shady deals to ensure lands for their colonies and trading monopolies. Their current enemies are Belarans and Mourloux, but their ancient, semi-mythical wars were against the Treants (think Trojan War). The Suprian Alliance was a valuable ally against the Treant Empire, but I don't think the Merchants still favor them or anything like that. Probably, money comes first.

>>74158569
Yes he is
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>>74158170
>>74157870
Make sure to put everything you wrote in the doc when your done.

I added some more prewritten lore to the doc from the first thread. Mainly the Thoughtcrafters Commute, The Clestial empire, Geoffery (aka Jeff), and the Cannibal Cults. It seems like i have almost completed the first thread. And after that I get to add the lore from the second...

Also, no lore has been written for the beastmen race so if someone wants to take a crack at it then go for it. They are native to the midlands, and live in the marches of Drache, the Cannibal cults, and the necroswampers, also Seem most likely.

Also also, >>74157824 here is the OC merchant empire on the nation. Feel free to ignore it, I just put it here for inspiration.

>>74035370
Merchant Empire creator here.
The Merchant Empire is based on a mixture of the English and Venetian system. It has a very good fleet of trade and war but which lags behind in technology by 20 years compared to Belara and Morloux who arrived "recently" in this part of the world. Against these two Western powers, it maintains revolts, piracy and proxy wars but it knows that it is ready to face and overcome one of these powers in a separate war (not both at the same time).
In the past, it fought a victorious "Greco-Persian type Wars" with the Supprian Alliance against the Treant Empire for "liberty" in this region. These wars have served as a historical myth in its recent history. The worst nightmares of the leaders of the Marchand Empire's are the Treant, Belara and Morloux empire.
The architecture is of the neo-Gothic Venetian type and the young people follow compulsory military and commercial service.
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>>74158933
Don't worry, I intend to follow the previous Merchant fluff. Had already read it.
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>>74158933
I will add everything to the doc when i got a chance, probably will add more to their myths and Conchobor. Any suggestions to what else I should add to Boro or something?
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>>74158838
>Yes, a terrible offense, but open warfare isn't our way. Perhaps the Merchants could smuggle weapons and money into Nulamore to ensure revolts.
Perhaps. Or maybe they'll set up a Joint Venture to go over there, shore things up in Janedi, and stop those Morloux from making trouble. [Think the East India Company in India, which was private-ish to start with and only much later became a true conquering empire.]
>Their current enemies are Belarans and Mourloux
Well, yes. The Belarans are a pain too but more to the cartel handling Radmiri grain trade, and they've got their own problems with Pash. By contrast, the Morloux threaten the traditional spice, ivory and slave trades along the south coast, the very foundation on which the empire was built.
Essentially, the empire thinks of the whole south coast from the Celestial empire eastwards as their fief, and have similar designs on the east coast up to the Bight of Drache. (There's no real customers north of there for a huge distance, well up the Spring Peninsula, and beyond that you have to go to the Sanukinuiq and that's just crazy, No profit at all.) Also, the Belarans would have to pass the garrison fortress at the Point of Fug.
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>>74158933
>The Merchant Empire is based on a mixture of the English and Venetian system
That's what I thought, and was why I was riffing on how the English built their empire combined with the shenanigans I know about from the Venetian period. Mix in a bit of basic geopolitical noodling and out pops the attitudes and what people care about doing.

I've assumed that the treants are basically uninterested in seapower. Whatever they do on that front is very much a sideshow from their perspective: their power is very strongly land-based.
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>>74159261
>I've assumed that the treants are basically uninterested in seapower
Now that could make an interesting cap on their power, they must be able to touch the earth in order to live, a treant at sea will quickly wither and die
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>>74159026
>>74158494

The Beurse economy is heavily dependant on indepenent merchants, the metal trade, and their mercenaries. The northern portion of the nation is mostly untamed forests home to the largest of the druidic cults and their Archeotech. Boro currently is in a period of peace after on and off wars with the Confederacy on Canton and the Kingdom of Maag. Their military is feudal, local lords and their sword brethren. Their largest cities are situated on stone cliffs overlooking the Ram Sea, both port cities are located far above the water and are heavily defended from raiders or gutsy merchants, the rest of the stomy coast is not so lucky.
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If the Merchant Empire is based partially of the English system, then maybe their warfare policy could be similar to how the British conducted their continental wars during the early modern period, ie finding some nation or kingdom with similar goals and having them do the actual fighting in exchange for funding.
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Don't know what else to add to Boro for now, might fluff out Maag a bit but not sure what to aim for them. They're definetly a major power in Ram's head and are likely more centralized than either Boro or the Confederacy of Bean Farmers. Maybe something like Egypt or even The Ottomans. Not sure if any nation has an official standing army about.
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>>74160268
If they are like Egypt, they could have a small warrior caste that it trained in some difficult to master but devastingly effective mode of warfare, like the war chariot or something similar. If they are more like the Ottomans, they could have a slave army.
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>>74160268
The Maag Kingdom encompasses most of the southern tip of the Ram's Head, connecting the Pash Kingdom to the Amazon tribes of Maaga. They are bordering many different cultures and as such have a sort of melting pot in organization and goverment, but a caste system of sorts for culture. The Maagan Gene-Kings first conquered many smaller tribes with their ancient Technology and strategy. Instead of the simple forced assimilation of culture the Maagan kings developed taxes based on culture and religion, giving newly conquered people incentive to convert to the ways of their dominators while making it the most peaceful way possible. They are basically the gem of science and culture in Ram's Head, with the barbaric Boros and Amazon's to their west, the Pash Kingdom to the East, the vast lands of the simple agrarian Bean Farmers to the north. They have a large presence in the Ram Sea and are in many ways rivals to the Merchant Empire, with a growing resentment of the Merchants as their own economy and empire develop and prospers.
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>>74160362
I mean Egypt used slaves did they not? Since this is post apocalyptic i wanted to include some hints of that in this post >>74160364
but i like your idea of the small, elite caste of warriors. Could be where the Gene Sorcerer thing comes from, cloning and breeding generations of chariot riders and horsemen for their warrior caste.
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>>74160380
>I mean Egypt used slaves did they not?
It depends on which incarnation of Egypt you're talking about, but if you're talking about Bronze Age Egypt, slaves were a fairly small part of society, and they were definitely not used for military purposes. The centerpiece of Bronze Age warfare was the war chariot, which acted as an elite strike force manned by a special warrior caste, the maryannu. They were difficult to learn to use, required lifelong training by a special caste in order to use effectively, and depended on being in the correct terrain, but they had the potential to be devastating against light infantry, which composed the majority of most armies during the time.
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>>74160508
Ah well, thank you for the info. I don't know a lot about bronze age Egypt if I am honest. I do like the idea of the small caste of special bloodlines of chariot warriors. If Maag is mostly open fields and plains that would explain why they are one of the largest nations in the area. Maybe the Chariot Caste get special legal rights, basically nobility in their own right. What about goverment and such? What would that be like?
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>>74160550
As a disclaimer, Bronze Age Egypt is far from my area of specialty, it's just a passing interest that I know a little about. But if you are trying to base the government off Egypt, the key is a rigidly structured, caste-based society built from the top-down. Centralized ruler at the top, and people with less influence further down. Priests and soldiers higher up, skilled workers and scribes around the middle, unskilled workers and slaves at the bottom. It's more complex than that to be sure, but that's the base.
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>>74152933
>Yoroslovan Kingdom
Founded by the land's first king, the warlord Yoros. Yorosolovan's founders were raiders flung far afield from the icy north. They were chased from the halfling lands by giants even larger than the trolls of their homeland. Fleeing to the north, into the lands that would come to be their home, they found tribesmen ill equipped to defend against their dwarven steel and the cunning of Yoros. Yoros himself pitted rivals against one another only to set his outnumbered forces against the loser and absorb the prisoners of war into his army with promises of lands, gold and women. WIP
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>>74160974
In modern day Yoroslovan the monarchy rules over a council of lords. Much of their sea raiding ancestry and infantry tactics has been cast aside in favor of massed heavy cavalry. Their sons organize "chivalric games" games of war where they organize into teams using small levy troops in brutally violent displays, often resulting in injury and damage to peasant dwellings. In early spring as the snow falls the lords gather their forces and practice raiding on the bordering tribal lands, attacking specific tribes that have offered insult whether that be real or perceived. Occasionally tribesmen are hired as mercenaries for skirmishes against Uoro or Araxia, though usually they are hired as fodder for "giant hunts" for when one of the southern giants cross their borders. The kingdom of Yoroslovan has few allies though the current king Yoros the eighth wishes to wed his three daughters off to remedy this before his neighbors grow weary enough of his war obsessed kingdom to band together and destroy it.
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>>74150527
>Skrug hasn't changed at all
Too accurate, Skrug is too busy gaming.
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>>74162012
Boop
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>>74150461
>The Araxian Kingdom
The Araxian kingdom is one of the earliest Westrasi human kingdoms, formed along the river Tarkos, Araxians are called by other nations 'The Bulls', as the bull was the symbol of the first Dynasty of Arax, and the one with the longest reign. By the time the House of Brachen had fallen, the bull had become intertwined with Araxian identity and the new ruling family, the House of Gotley, kept the Bull Throne and horned crown as a symbol of their newfound power. Araxians have a long history of conflict with the Sarcian Mountain clans in the west and the Yoroi clans in the East. While large scale warfare is rare, the constant raids and skirmishes along these borders helped imbue into Araxian culture a heavy dose of militaristic thinking. Their kingdom political structure is a feudal monarchy, and the kingdom is broken down in three duchies and the Crownlands by the mouth of the Tarkos into the Westrasi sea. Arax mostly content ignoring the giants beyond the great wall, as the kingdom is often pulled into the may wars and disputes of the Westrasi Sea. Arax has a strong rivalry with the Farisian republic, due to the Farisians occasional usage of Yoroi mercenaries, which the Araxians see as sponsoring of the troublesome warlords past the border.
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I'm going to propose this era division (we can name them and we should date them too, but I don't feel comfortable doing that by myself, so anons should give input) for the world. The world currently has a global tech level close to earth in 1550-1650, although many areas vary in tech, with significantly less gunpowder (I understood from former thread we didn't want a lot of gunpowder in the setting). To avoid the trap of 'eternally late middle ages' trap, I proposed stages of development went something like this:

Era 1: From Creation the Arrival of "Aliens"
Era 2: From Arrival of Aliens to Departure
Era 3: From Departure to 'Bronze Age' Tech level (and decline of survivors into tecno barbarians)
Era 4: From Bronze age into classical antiquity
Era 5: Transition from antiquity into early middle ages (equivalent of earth in between 450 CE to 1000 CE)
Era 6: Early middle ages (earth equivalent of 1000 CE to 1350 CE)
Era 7: Late middle ages and renaissance (From 1350 CE to 1550)

Eras should have different durations, and most of the 'current' kingdoms probably formed on eras 5 and 6. A few kingdoms might have been stable enough to form before, but are highly different than they were then, unless in the case of very primitive cultures that didn't evolve much (a tribe can act in the same way for ten thousand years, but once you settle in cities and develop writing, things change very fast, history shows us).

No current existing kingdom should be present since era 3, I think.
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>>74164079
>No current existing kingdom should be present since era 3, I think.
What about ones founded by exceptionally long lived species like elves, treants, giants, or trolls?
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>>74164170
Id say that spliting it all into eras for the sake of chronology is good idea, but i think it should not reflect way people in universe see the world, because even on earth idea of middle ages or antiquity as periods was created in modernity, it just be tool for other writers to create more harmonous nations.
So. when it comes to those eras id propose to take two most ancient eras (genesis and age of dawn) and don't change them.

>Genesis would be from creaton of the world, to falling apart of human society due to meteorite and radiation.
I don't think we realy need add concrete numbers on how long it lasted.
>Age of Dawn would be from falling apart to arrival and subsequient departure of "Aliens".
It should last few millenia, and should be when humans revert into barbarism, and techno barbarism.

The rest of eras could be happening on the span of 5 milenia. Like on earth the earlier technology - the slower progression. So more or less: Era 3 could last 2.000 years, Era 4 1.000 years, Era 5 another 1000 years, and last two eras could happen both during the span of last milenia.

I guess Treant empire (then just ovrgrown laboratiories) could have started in era 3, because treant expansion being extremly slow would be fitting to take so much time to reach current borders.
Rest of oldest empires (celestials, yugr, maybe even skrug if rise and fall of yugr happened entirely during 4th era) should be from 4th era, yeah (it coule be even named Age of Empires).

One more thing Eternal middle ages is best thing that is possible in fantasy, but i understand that if species menaged to reach sci-fi levels of tehnology they its possible to recreate it

>>74164498
First Giant country could have happened during 3th era, but it no longer exist.
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>>74164548
3rd*
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>>74152933
Pash has already been fleshed up.
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>>74164498
Well, this touches a lot of 'world building philosophy' and we are likely to disagree in many points but for example...I think any species that lives longer than 300 years would be so alien in thinking to us humans that worldbuilding them as acting similarly to us would eventually fall apart if people started asking many questions. But long lived species are a staple of fantasy, so one thing I usually do is to have things such as 'dragons' and other immortals, have one or more of the following quirks:
>Hibernation
The species spend most of it time sleeping, with decades of activity in between centuries of deep slumber. They seem many ages of the world but they are not always an active force in it and often due to their nature, alienate themselves from 'kingdoms' and 'empires', seeing those structure as feeble, just like we humans would look at fads such as 'hippies'. It's a thing from the 1960s that they thought was gonna last forever but we know it didn't. Dragons and such might hold similar view to human nations.
>Deep time
Species who are always active are very very slow metabolically. Maybe they can act 'normal' if they need to talk to someone, but it's taxing and tiring for them to remain on 'normal' time for too long. They standard estate is Deep Time, in which they perceive time as passing much much faster than we do. A day is like a minute to them, for example. This is good for treants, elementals and other 'force of nature' types.
(cont)
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>>74165170
>Cursed stagnation
The species has the metabolism and lifespan to be the dominant thing in the setting, but isn't because they are cursed by the gods or their own biology into the same cycles. Either constant internal warring, or a strong lizard-brain that simply wont let them think too far ahead, or a need that doesn't allow them to plan for beyond next week, these species can't play the long con on short lived species because their very nature doesn't allow it. Good for saurians, lizardmen and dark elves. Hunger, lust, pettyness or divine curse cause them to remain stagnant.

>Bestial
Despite being intelligent, this species is more bestial than civilized and thus there's no accumulation of knowledge. They are clever enough to create ambushes and avoid traps, but they can't speak or have tools. Good for stuff like a monster/monsters that exist since the dawn of time and don't age, but yet, never stop playing the monster role. Like demons.
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>>74164548
How about:
Era 1: Unknow > -2450
Era 2: - 2450 > 0
Era 3: 0 > 1200
Era 4: 1200 > 3500
Era 5: 3500 > 4250
Era 6: 4250 > 4750
Era 7: 4750 > Present (around 5000s)

And yes, this timeline is a 'narrator perspective' timeline so we can all write over the same calendar but each culture, faith and nation would have their own mythology and timekeeping so they might not see it this way. This is a 'god's eye' view of the world timeline.
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>>74165263
Sounds good to me.
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So if the setting is post apocalyptic, but currently set in mid-late middle aged, how often does 'Old World' tech spring up, i know the missle silo in the desert, but like could we see someone become a feared conquerer with an old tank and crew, maybe some rifles, a trading company ruling the seas after they found an old,untouched textile factory.

Or is most of the Old Worlds remains lomg gone, leaving mostly a blank slate for swords, spears, shields and magic.
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>>74166431
Old world tech is mostly gone, and if it shows us its mostly on the irradiated desert where thechno barbarians thrive. Ofcourse there are still some artefacts and remnats of old tech sprinked here and there, but those are almost unworkable, but sometimes scientists and metalurgists try to copy them.
For example in mountains of Morloux there lie long forgoten mechs, and they are reasons of creation of new alloys of metals in region.
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>>74159261
>>74159471
>I've assumed that the treants are basically uninterested in seapower.

Treant Empire Anon here, I proposed this:
>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.

So Treant Empire and vassals would have pirates and fishermen, but they wouldn't even attempt building big ships, because big ships would be captured or destroyed by the Merchant Empire navy. Commerce through the south sea to further away is rather done through the Morloux outposts/ships. Meanwhile Treants have access to the eastern sea through Radmir, which would help explain the supposed wealth of Radmir.
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>>74166431
I think a tank is too many small moving parts and requires fuel, so probably not the type of old world tech that would last long and be around. I imagine is more really good swords of unobtanium metals, armor of spaceship plates and the occasional solar powered device that was unusualled preserved.
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>>74166904
A fair point, i could see a lot of local heroes of legend, like the King Arthur types with legendary weapons just being that left over metal from the Old World. Maybe they can't produce any more of it but a really skilled blacksmith could reforge the metal and rework it into a new weapon. Some parts of the world this would be much more common than others i guess.
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>>74166794
Im preety sure sposed wealth of Radmir was explained by it being nation extremy rich in natural resources, but it being also hub of trade in northern rams head would surely help secure the image of state that is bridge between other powers in region (and safest way to trade or even smuggle goods from one empire to another), while slowly expanding their own inflence.
I think that rivality betwen merchants and treants becomes much more intricate by the moment.
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>>74151972
Uruzataar/Northedge guy here,
>there's nothing written on the nations that could've been there before it's expansion
Let's fix that then.
Just gonna propose some lands conquered by the Khanate, their general former location, possible date they've been conquered, and some extra notes. I'll allow other people to add on to this, whether it be lore or more regions.

>Kanakar Steppes People (~25 years before present)
First to be taken by the Uruzataar, forming the Khanate.
Culture very similar to Uruzataar people.
>Temengel People (~24 years before present)
Culture similar to early Qoktengel humans and Uruzataar people.
>Kazai Tribes (~20 years before present)
Culture maybe similar to some human tribes occupied by Treant Empire.
>Daizhun Kingdom (~17 years before present)
Culture a combination of early Qoktengel and early Qi-fu humans.
>Ni-Jeong Dynasty (~13 years before present)
Culture very similar to modern Qi-Fu.
>Inengu (~12 years before present)
Elvish-inhabited region.
>Aizhaw (~10 years before present)
Elvish-inhabited region culturally closest to the First Elves.
>Oktaw (~8 years before present)
Elvish-inhabited region.
>West Qi-Fu (~5 years before present)
Land east of river remains disputed territory.
>Mokuit (~3 years before present)
Elvish-inhabited region culturally closest to the Nananuit snow elves.
>Vargen, Grendarrym (~2 years before present)
>South Ruskata (~1 year before present)
Currently disputed territory.
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>>74165263
Gonna use this time scale for Boro, gonna say they're 'newer', as in they just recently united their region just in the last ~200 ish years but they idea of a power in the Borose region has been developing since the late 5th area and early 6th with local barbarian Kings conquering swathes of land from northern Maag and even reaching up to the Cantons. The current dynasty has had only 4 kings so far, each one before the current had a bloody reign in constant wars with their neighbors and local sea raiders. The only reason they have kept their independence against the much larger regional power that is Maag is because of their geography; the rocky hills and dense forests do not give well to the Maagan chariots.

Borose people have had a impact in the southern Rams head region for a time much longer than 200 years, usually acting are mercenaries for the ruling powers at the time, their desire for independence only came when the Finnian Dynasty( The current) took power and united the warring lords and clans of the Borose Tribes. Though politically they are united, the northern most parts of Boro are still mostly uninhabited save for sparse druidic cults and monsters.
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>>74168261
I like this!
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>>74155131
>Merchant Empire creator here.
The Merchant Empire is based on a mixture of the English and Venetian system. It has a very good fleet of trade and war but which lags behind in technology by 20 years compared to Belara and Morloux who arrived "recently" in this part of the world. Against these two Western powers, it maintains revolts, piracy and proxy wars but it knows that it is ready to face and overcome one of these powers in a separate war (not both at the same time).
In the past, it fought a victorious "Greco-Persian type Wars" with the Supprian Alliance against the Treant Empire for "liberty" in this region. These wars have served as a historical myth in its recent history. The worst nightmares of the leaders of the Marchand Empire's are the Treant, Belara and Morloux empire.
The architecture is of the neo-Gothic Venetian type and the young people follow compulsory military and commercial service.

Sorry for my bad english.
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>>74166904
>>74167096
Maybe after the nations and countries are mostly fleshed out, we can delve into the more granular historical events, legends, customs and notable figures the players might cross paths with? Because here's an idea:
>Renou 'Sunhand' Bactraz
A legendary Morloux baron who started out as the son of a miner in the southern border mountains. One day his father gifted him a trinket, a strange device found near a broken Stone Giant inside the mine. Renou took great interest in the gauntlet-like trinket, which prompted him to seek answers in the Morluxian Scholar Academy in the capital. He was rebuffed because of his low birth and non-noble status, which led him to join the city guard to eventually gain knighthood through service. When the Lazari border conflict with Morloux flared up again, Renou volunteered to go, and his combat prowess was proven when he rescued several Morlouxian POW while taking some Lazari soldiers - by utilizing his knowledge of mines and mountains. His knighthood secured, he went to the now-receptive Scholar Academy, and discovered that his old trinket was actually a weapon. Through his ingenuity (and the help of interested scholars), he managed to reactivate and use it - just in time to defeat a surprise offensive by the Lazari. The gauntlet shone like a second sun, according to witnesses, before an arc of 'linear lightning' blasts off a chunk of mountain above the Lazarian army formation. The resulting avalanche wreaked havoc on the Lazarian army, and saved Morloux. For this, he got elevated to baron status, the first ever 'dirt-born' to gain such a title. Rumor has it that the Sunhand device could not be fired again after that event - but it doesn't stop curious scholars from trying. Baron Renou had hidden it after too many pompous scholars haranguing him to run tests on the artifact.
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>>74169008
Yeah sounds good, I enjoy making characters to fit into the history of certain nations, like i did with Conchobor and Boro but that's mythological. I was starting to think about regional customs and such, like detailed religion, food, mannerisms, and languages of the southern throat of Ram's Head. But i don't really know how to fluff out the customs of a local people properly because most of the games I run are 70% improv and 30% stereotypes i put twists on and such.
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>>74164170
>No current existing kingdom should be present since era 3, I think.
The treants have been kicking for a long time, but they did copy the notes of the clestial empire in how to run a nation, so they might not be that old.

>>74164548
>>74165263
Yes. I'm thinking this is a good way to do this.

>>74165064
Thanks for adding the lore to the doc.

>>74160974
>>74161283
>>74160364
I added this to the doc. I just copied and pasted bc I'm busy but it's in there now
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>>74150461
Finally set up the 1d4chan page
https://1d4chan.org/wiki/Gloria-Etalia

Should be easier to keep track of shit there rather than in the doc.
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>>74170750
Very good anon, very good.

>>74168655
Don't worry, I've seen your fluff already, and plan to adjust things accordingly.
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>>74170750
Doing God's work, Anon
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>>74160364
>>74170553

I plan on adding more to Maag, gonna try to word my posts more professional and less clustered fuck mess in the future. I'm thinking Maag having either some sort of magic or their capital city being built upon a Old World doomsday bunker, which is how they got the name 'Gene Sorcerers of Maag' by using the preserved bodies and tech to create a Warrior and Royalty caste. But I'm not sure how magic works around these parts if it's present at all
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>>74170851
>>74170900
Glad you like it. I also looked through some of the old threads and this one. You can clearly see which places lack lore.

I also ordered the countries by Macro region they are in. Westerasi was a hell to do!

Please help me clean up that mess if you can, I'm pretty bad at 1d4chan.
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>>74171124
>But I'm not sure how magic works around these parts if it's present at all
It's present but there's not a common system. I believe you could say that the gene-crafting mixes old science and magic if you want. And "sorcerer" might also be a way to name something whose knowledge is mysterious and occult, instead of magical. The Unification Era from 40K might give ideas or inspire you. Specially the lore bits found in the Horus Heresy books from Forgeworld.
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>>74171627
Fair point, and yeah I like the sound of them not really using magic but rather old occult rituals and their capital being built on a wealth of old world tech, even if the bunker is mostly destroyed they still gain a lot from even a bit of wealth from it. Taking your idea of a Unification War type group they could be ruled by an immortal Pharoh who has a bunch of cybernetic implants that he had grafted into his flesh after they found the Bunker. Give him a suitable name for a warlord of open fields and sands such as Eternal King or Lord Horrendous. His circle of Sorcerers and prophets who did the ritual were then killed afterwards to keep the whole thing a secret so only one immortal barbarian Pharoh was running around.

But that was awhile ago, now though he still lives what parts of him that remained flesh are skin and bones, contrasted to his beautiful metal mask and other parts, he regrets the decision to kill the Old Sorcerers and seeks another way to gain the knowledge that lay beneath his city, until that happens he will fight off the barbarians that threaten his city on the hill.
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>>74172258
The Lord Horrendous, the founder of the Kingdom of Maag, and touched by the First Ones. He probably has instituted a cult around himself, he is the one who created the rivers, and the sky. He is the one who gave them fertile soil and tools, and while tbat is surely false he is a clever warlord. His people now do not know better, for he is ancient, and he has a Plan they can always put faith in.

The Warlord would be very brash amd aggressive and emotional when he was young, shown to its fullest when he killed the sorcerers who gave him immortality solely out of jealousy. Now he is older, wiser, and his fear of death has returned. To him the barbarians; Boro, Amazons, The Cantons are all heralds of his death and he tirelessly works to reopen the vaults underneath his palace to rejuvinate himself.

The Nation of Maag itself is a civilized, and prosperous place especially in the South near their capital. Theirs is a nation of soft breezes, warm sun, great grasslands and deserts as you approach Pash. To the north is the Maagan frontier, newly conquered land as the Lord Horrendous searches for someone who can open the Old World Vaults.
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>>74165263
>>74164548
Now that we have some chronnology il try to set Radmir history in those ages. After that il clear up and update Radmir page on 1d4chan (its easier for me than updating doc), and pump out some lore for other nations.
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I made a height map based on existing terrain
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>>74172683
Ah, please offer me corrections.
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>>74172683
Boro region and a little bit of the canton highlands should be higher in elevation, foot hills and such.
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>>74172647
Ancient History:
around year 30 - first settlements in delta of radmir river.
around year 200 - first civilization of radmir rises up and creates its alphabet used with changes to this day.
around year 700 - canne clans split up
year 760 - kappara slaver kingdom created
year 841 - Niniwa kingdom created
year 1597 - Bloody mountain erruption, First Prophet rise to power
Year 1598 - End of erruption, destruction of Dar
Year 1601 - punitive strike agains northwester beanfarmers, creation of new mountain range
Year 1602 - Unification of Radmir
Year 1612 - Second Eruption, destruction of Bloody Mountain
Year 1613 - death of First Prophet, rise of Theocracy of Radmir
Recent History:
50 years from present - end of last
20 years from present - begining of Heresy of Viy
year ago - Viy pushed from the Mainland to Island north of coast

>>74172683
There should be highter disparity between lowest and hightest regions of Radmir. Desert and riverlands of both rivers should be in green, while keeping elevation of mountains proper
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>>74172702
Ideally would be higher in the center of the continent. Not mountainous, no, but still definitely quite a bit higher than the coastal lands.
The reason this matters? It helps to establish why there are distinct climate differences between north and south in the central zone, allowing for the southern part to be warm grasslands and the northern part to be some type of steppe (with taiga north of that in Ruskatan territory, and then the real cold stuff on the northern side of that). Note that the large radioactive desert there would be more like the Gobi desert in terms of climate and less like the Sahara or Mojave.

I like the implied large cliffs at the northern end of the Westrasi Sea. Much potential for spectacular settings!
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>>74173189
Also, the river in the Celestial empire is strangely placed... unless it's running along some kind of natural fault? Plate tectonic noodling needed...
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>>74173189
But canonically the center of the continent is a grand plain
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File: Height_map-2.png (828 KB, 3000x1668)
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Added world Scar to Map

>>74173189
Tried adding a linear Highland, but it has to be a steppe so couldn't do much.

>>74173220
Dunno how to fix that.

>>74172911
Tried to fix that.

>>74172887
Tried fixing that too. More Highlands.
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>>74173543
Looks good my guy, thanks for your work.
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>>74173543
>but it has to be a steppe so couldn't do much.
Steppe doesn’t need to be low it just needs to be flat. Real world Mongolia is over a kilometer above sea level, in fact it’s those altitudes that for allows for the cool dry air that produce treeless steppes. Such low altitudes would actually lead to more humidity and therefor forrests instead of wide grasslands.

>Rivers
They always flow down hill. You wouldn’t get a situation were there’s mountains on one side of the river and lowlands on the other since the river would just flow directly into the lowlands. You need to lower the terrain on the left and add some higher terrain on the right to create the the funnel effect real rivers have.
Note, rivers and lakes can still be high altitude, they just need to always flow towards lower lands.
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Are we still using the Doc, or should i add the stuff about Maag into the wiki page, I've also thought up some culture stuff in the meanwhile that I'll post soon.
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>>74173222
Sure, but it doesn't need to be a LOW grand plain. Plains don't need to be flat; they just need to look flat to someone at ground level.
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>>74173543
>Dunno how to fix that.
Don't know that it needs fixing. It just points to an interesting topographic feature, and provides a really strong hint about what's going on underneath the ground.

Look, geomorphology is cool, OK?
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>>74174536
>They always flow down hill. You wouldn’t get a situation were there’s mountains on one side of the river and lowlands on the other since the river would just flow directly into the lowlands. You need to lower the terrain on the left and add some higher terrain on the right to create the the funnel effect real rivers have.
I don't think it's a big problem. Remember the scale of the map: the river bank won't show (and the river's width is probably not to scale).
However, you absolutely can have low land on one side of a river and high land on the other; when it happens, it's often because the river is running along some kind of geological fault. That's realistic, and interesting! Settlements on the east side of the river will be low-lying and tend to have flooding problems. Settlements on the west side will be perched on cliffs and anywhere where it is possible to make it up a bit more easily. BOTH sides will have occasional big problems with earthquakes. (What will the Celestial empire do when that happens?)
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>>74174536
>[Rivers] always flow down hill
Sure. But sometimes the river was there before the hills and has cut down through them.
>>
Just wanna say I'm really impressed with all we achieved so far collective as a group with this setting. There's still many nations to fluff and there's likely to be a few timeline issues that need correcting but in three threads we cooperatively created a great setting with very minimal bitching, interesting places and anons with different views in world building are all contributing without drama. bravo.
>>
Mai-Xi Dynasty
Population: 10% Qi Fu Human, 88% Canne Human
2% ogres
Capital: Xei-xi
Goverment: Monarchy

First men to settle tip of penisula were Canne clansmen, who enslaved native ogre population. They created first Cannxi kingdom, but as time went on, it became more and more instable, and this instability was used by invaders from North. Qu-Fi establised there thier colony, and throught the millenia were forced out of it many times, but each time they came back, and reenslaved native population.

Change in those relations was independence war fought between colony and mainland that happened 40 years ago. After independence was secured, first nation to acknowlege this fact was Radmir, there was only one condition - end the enslavement of all that followed cult of mirracle. Then general, now monarch - Mai-Xi agreed to this, probably unknowingly that in fact most of native population, both man and ogre, already followed this religion. To not find itself on brink of war with more established nation in west, they followed with their promise.

Rich coffe and opium plantations now lied desolated, and to change this Mai-Xi dynasty quickly funded slaver fleet. Since then black ships of this kingdom are bane of all tribal nations in southern sea. Slavers are wise enought to not attack established nations, or atleast to do so in times of chaos.
On the mainland thought, second most worked job, beyond being slavers and slaves, was woodcuting. While not as prestigious as treant woodcraft. It had hight enought quality to become second largest importer of such craft in the region.

People of Mai-Xi are not happy with current regime. Qi Fu humans are acustomed to meritocratic administration known in their homeland, while Canne still crave independence even after emancipation. Only ogres feel like they finaly achieved succes, because they are one of most common enforces of will of King. Only time will tell how long will this entity survive, but one thing is sure, not for long.
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Making a condensed post to copy unto the doc

The Kingdom of Maag

Population: 70% Westari Human, 20% Vishga Human, 10% Beastfolk

Capital: Opug
Goverment: Absolute Monarchy, Caste Based Society

In the South of Ram's Head is the nation of Maag, a land of warm hills and flat fields of grass and sandy zones. This nation is mostly encompassed of the natives that migrated to Ram's Head in the age of hunter gatherers, an agrarian society composed of several social and legal castes, as was implemented when they were conquered by the Techno-Barbarian army of The Lord Horrendous.

The Techno-Barbarians came several hundred years ago, a singular wash and escaping the north and travelling to Ram's Head at the wish of their warleader who had gained strange visions of what he thought were gods, that urged him south. The southern lands of Ram's Head were not prepared for a hardened force of barbarians, experienced in years of battle, and the locals were quickly defeated and forced into submission. After a swathe of land was conquered the Lord Horrendous sought to claim more and scour the sands for his destiny, and to do that he needed more men. So he implemented the Opug Code; a legal text that would organized the conquered people's into a society that would willingly follow The Lord Horrendous. The Lord Horrendous himself stood at the top of the Maagan Caste system, and below him were the converted locals into a priesthood. Then came the other techno barbarians and future generations of warriors that would fight for Horrendous. The came the scholars and merchants, then the craftsmen and farmers, then the slaves. Horrendous then set out and found his prize, as well as conquering lands stretching up to the Highlander Cantons. His prize would be located under where the new city of Opug would later be located, an ancient underground bunker of the Old World. Here he would gain immortality, and find his destiny amongst the gods and drag the Maagani people with him
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>>74171378
Thanks for setting this up! I'm new, so should we move lore additions over to here? This >>74172647 is the reason I bring it up. I think it would be a bad idea if lore was split bewteen one area and another.

>>74172683
>>74173543
Holy shit nice.

>>74175184
Yeah. In my view even if we stop right now I have a fun and interesting setting to run with only a few (magic *cough* magic) problems to figure out.

>>74175189
>>74176157
I'll put it in doc for yall. And the 1d4 thread if I figure out how to do that.
>>
bunpla
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>>74177596
bump

Also how did I screw up (*cough* magic *cough*) that badly?
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>>74178747
Magical Cough is something like a cold in magically-dense areas. Makes you feel like shit even though you're sitting literal small spells.
Coughing Magic, however, is a magic school that is dedicated to control said Magic Cough and utilize it in full.
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>>74174753
1d4chan is way more convenient
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bump
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>>74150461
I think magic should be less about throwing fireballs, and more of complex rituals that can change tide of battle.
Exception being direct interventions by gods, who i assume are extremly powerfull.
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>>74182467
Boop
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>>74182467
I don't mind traditional spellcasting with fireballs and shit if either it's rare or there's a downside (failed casting test causes you to explode)
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>>74182467
Yeah, I agree with this, the majority of magic is heavily ritual-based. A minority (perhaps the Elf and Dwarf method) is something akin to runestones/enchanting, where the ritual is intertwined in the act of creation of the magical item/fetish. The rest are other methods like Vancian magic, psionic realitybending, tonal resonance, mollusc-endowed or direct divine interventions usually reserved to prophets.
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>>74182467
>>74184628
I think Treant magic would be also ritualistic. They don't promote quick effects, but long-term ones which benefit whole areas. Rituals that take weeks or months but generate, say, soil fertility during years.

Question: do any gods would grant boons through sacrifices? I'm talking of giving them valuable items and animals here, not people.
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>>74184728
I'd assume so, considering a good portion of the world is inhabited by barbarian groups and societies still carrying a great deal of religious superstition. Sacrificing a prize bull at the Kings coronation ceremony, sacrificing goats and such before a battle, dumping gold and gems into the sea to appease the gods of the Seas. Stuff like that I would imagine.
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>>74185580
Well, in case it works it not just superstition. So Question is: Does it work? Do gods want shit sacreficed to them? Why if yes?
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>>74185810
Seeing as the setting does have gods, I see no reason why it wouldn't work. As for why the gods want them I can think of two reasons, not sure which fits better. Either gods simply want the humans to honor them, and the sacrifice of their valuables qualifies as honoring the gods. Or the gods need some forms of sustenance, maybe the sacrifices give them the strength to hold the sky up, or to appease the monster lurking beneath the earth. Not sure which would be better here.
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Bump
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>>74185869
Id go with first one, it goes to reinforce idea of how powerfull they are, and that even if they suport someone they do so more of a whim, than really defend their existence. If gods need sustenance it really undermines their independence, because they always have to feed of their worshippers.
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>>74186806
Does each region have their own gods? Do all gods come from a similar origin, do all gods that are worshipped in the world actually exist, and how would groups of gods interact if there are seperate groups.
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>>74187165
I guess most of those questions will be answered as time goes on, and more people will add their lore.

But one thing we already know:
>do all gods that are worshipped in the world actually exist
No, we already know of Gloria and Etalia, who are worshipped as gods by some cultures but they are just how people "remember" last benevolent aliens to set foot on planet. Id guess there are more of such "fake" gods.
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>>74187450
Fair points, there's been several local religions and such that have been mentioned but I wonder if there's any religions that are widespread, like Christianity or Islam in real history. I mean there's been nations around long enough to create and spread stuff, not to mention colonies and trade routes.
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>>74186806
>>74185869
I would say a mix both would work here. They like that the mortals are repecting them, but they also get power from the sacrafices.

>>74187165
>Does each region have their own gods?
I guess?

>Do all gods come from a similar origin?
No. Some from outer space and some born from mortal minds. Or uplifted mortals.

>Do all gods that are worshipped in the world actually exist?
They dont have to exist.

>How would groups of gods interact if there are seperate groups?
The same way different cultures interact.


Speaking of gods, here is some lore for Gloria-Etalia

Two aliens who arrived on the planet during The Dawn and gave a bunch of technology to barbarian tribes to uplift and civilise them. However the humans who used their gifts lived immorally and improperly in their eyes, and in disgust they distroyied the uplifted nations and left. They are mostly worshiped in Westrasi but can be found all over the world. They are viewed as a benevolent god with two faces who came down to the planet to give a paradise to humans, but when the some "savage" humans broke the rules of paradise they left with the proper humans and their paradise to live in the stars. While only one gods with great power, they also had angels (AI helpers) at their beck and call. The main rule of the church is to be the most civilised person you can be, and to civilise others in the world so that one day Gloria-Etalia might come back. All other gods are viewed as being barbaric gods, and must be killed if they dont submit to the civilized ways of Gloria-Etalia.

>(1/2)
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>>74187727

>(2/2)

A humanoid with two faces. Their form was said to change, and so they can be depicted as having miltiple of one body part or none at all. They are viewed as the bringer of paradise and enlightenment. They also have many angels (read: robots) that can help humans with certian problems. While Gloria-Etalia is gone, many say that some angels remained to inform Gloria-Etalia when the mortals had learned their lesson and they were ready to experence paradise again. The angels also can give mortals blessings in leau of Gloria-Etalia to further the goal of civilizing the world.

Suggestions are appreciated for lore and whatnot. I also wrote an introduction for the wiki. Here it is.

Gloria-Etalia is a setting which was brought into existence when Anon gave /tg/ an empty map and people doodled things onto it. Gloria-Etalia is a post-post-apocalypse world where the remnants of the once great civilizations remain, but they has decayed beyond recognition and the world is mostly in the medieval peroid.
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>>74187601
Well, i guess most widespread religions would be whatever is official religion of celestials, because celestial empire probably has huge population, and Cult of Saints from Radmir. Second one, based on what was written exists for like few thousdants years, and from what i understand was always prostelizing. So id guess its majority religion in communites of drachnae marshes (because of its strong stance agains undead) and on rams head continent (with exceptions of northern beanfarmers who have probably huge vandetta across the border).
Celestial reigion on the other hand probably is one of unifing walues that glue northern and southern empire together, and probably is even worshipped in raider nations, because of proximity to each other.
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>>74184728
>>74184628
>>74184130
>>74182467
As much as I like the idea for ritual casting in this world, how would spellcaster classes work then? This is not a low fantasy setting, so I feel spellcasters should be allowed as PC's. But how would their magic work?

Personally I'm fine with just leaving magic alone so that the setting can be used by different systems without a lot of fuss.
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>>74187758
In the southern portions of the world the Merchant Empire's religion probably spread mostly peacefully along trade routes and in the countries that the Empire has colonies in, so places like Ram's head are probably a religious fuck-fest. Does the Khanate worship the Khan or their own set of gods?
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>>74187924
Khanate religion could be patchwork of all religions conquered by khan, while keeping him as divine overruler, kinda like it happened with zeus irl
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>>74187758
Celestial religion sees the Emperor as a minor deity, or the living avatar of the All-Father or Heaven-King, the main deity of the Celestial Pantheon. Celestial Religion is a mix between Polytheism and Animism, where they believe there's a pantheon of nine deities (Two Major Deities and seven 'minor' ones), but also that the six essential elements have a minor shared conscience and many things have a 'spirit' inside them, who receive local worship.

Heaven-King is represented as a sage with long white beard, clad in golden scaled armor and holding a shepherd scepter in one hand, and a pair of orbs in the other. He's the God of Rulers, family, order, and the Empire itself.

The second major deity is his wife, the serpent-dragon. Mythos say the serpent-dragon had no gender, and the Heaven-King carved her female parts so that she could lay the egg that became the world. They believe that's why women bleed on their first time, that the male having sex with them is finishing to 'carve' her into a full fledge women, and that's why the bleed monthly too. A wound from the Sky-Father sword never heals. Even through generations.
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>>74187962
Yeah that makes sense, wouldn't want the locals betraying the Khan so just rework local deities into the faith like Catholicism and Saints.

>>74187966
That is the most hardcore way I've ever heard a period explained, i tip my hat to you good sir.
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>>74187966
The seven smaller deities are:
1. Kryzhan: His long white hair is the snow of white and cover the mountains in ice. He is the first born of the Heaven-King, after the world was made.
2. Sha-Xuan: The Night and Darkness. She's Kryzhan's twin, both after him. This is why nights are longer in winter, she takes longer to go away when she can stare at the twins he misses. This is also why snow accumulates in high mountains, Kryzhar wanna be closer to his sister.
3. Din-Zhu: The First Human and patron of cities and craftsman. He molded clay into his wife, Taisha.
4. Taisha: Wife of Din-Zhu. She's the goddess of fertility as from her womb spawned the race of men.
5. Krokotan: Foreign deity adopted long ago, included as a major deity now. It's literally a huge humanoid crocodile. Celestians believe he will one day eat the Serpent Dragon and the Egg of the World.
6. Guan Jin: First born of Taisha. Is the patron of soldiers and warriors.
7. Zin Wan: The spirit of the wind and patron of sailors, Guan Jin younger brother, he gave his body do the race of men could eat. Without a body, he became the wind.
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What system is this thread discussing?
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>>74188157
Setting a bunch of anons made when OP posted a blank map and told everyone to add shit, now we're here.
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>>74187966
>>74187966
Furthermore, the Two Major Deities share a cultural origin with a proto-Quoxi "Sun/Moon" binary which is also the origin of the Twin Gods in the Amazon tribes gender based theomachal creation myth,
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>>74188322
What's the creation myth of the Amazons, haven't seen much work put into them.
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>>74156355
Arkan the I was a Goblin Slave from Qi-Fu, injured as a youth they were adopted by a kind Qi-Fu household and taught to read, against Qi-Fu law, over time they began sending out pamphlets and writings under the pseudonym Arkan I, taken from a figure from legend. "Arkanism" grew as a political philosophy but over time its teaching began to be seen as something beyond the nature of the Qi-Fu state.

Arkan was evenually betrayed in the Great reveal, where there true idnety was shown by the jelaous son of the household they were adopted in.

In the dead of night Arkan I fled Qi-Fu and began the great migration, where they picked up followers from many lands as they traveled south.

Arkan was buried and their acolytes would become the first of the saints, who would spread the word of thr Resserection to this day.
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>>74188365
They have none... At the moment. Anon just wanted to create hook that other anons can use in their writting of amazons.
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>>74188365
Original all were ONE. From the greay Thunder Womb emerged two beings. The left being chose to be "Sun" and the Right being chose "Moon"

Together they ruled the land and seeded the population with Plants, who shared this "oneness"

But they warred over what should be done with the plants. Should they be grown for fruit or for wood? One wanted to feed all peoples and brew great libations, the other wanted to build strong cities from lumber. To this day there is a religoud divide over which being championed which but the result was one took the name "Man" and the other took the name "woman" They both formed spawn to fight in this great war until the monarch of the plants, who was both male and female as plants are, brokered the great peace and created the idea of coupling.

Sun and Moon were bitter about the compromise and to this day are seldom seen tohgether.

The tension between the Builders and farmers grows to this day and various Amazon leaders have taken claims as to which is the true destiny of the Amazon group
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>>74188443
Fair enough, i could try my hand at something but I'm hardly an expert on creation myths.
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>>74187966
Six elements:
Fire
Water
Earth
Air
Wood (actually they mean 'plant in general', because celestial classification says that leaves are just really soft wood and fruit is just edible wood, etc)
Light (sunlight, lightning, starlight, and etc)
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>>74188521
Celestial Alchemy delineates all of reality as combinations of these six elements.

This is also the source of the 36 letters Celestial Alphabet and why most maps had six continenst until recently.
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>>74187864
Ritual casting, while slow to cast, lasts for quite some time. So for example a Ritualist casts a Protection Spell on themselves, it's going to take the entire morning, but it lasts for a week or until it does its job. So Ritualists usually spend a given time each day to prepare their spells that's going to last for longer, for encounters they don't know - or do they? Information is a Ritualist's greatest weapon. Precognition/Fortune-Telling and Scrying are two of the most cast Ritualist spells.
Ritualists can manifest their magic in these ways, among other things:
>Apply a timed effect on things, length of effect depends on length of ritual (protection on self, sharpness on a blunt stick, blindness on an enemy)
>Create magical zones that apply effects in its area (make a barrier around camp, make any enemy that goes in a described area blind, reveal ghosts within an area)
>Targeted curse on known enemy (make someone feel ill with a lock of their hair, charm someone using their name, send nightmares to someone using a fingernail clipping)
>Summoning extraplanar entities (summon a demonic imp, summon a nature spirit, summon an eldritch being, summon an isekai protagonist - heh)
>Get information (scrying a distant place, seeing into the future, learn if someone is lying)

What do you guys think? Yay? Nay?
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>>74188508
>>74188516
Glad I didn't start typing, looks good, and i assume that the myths that follow that brokered peace probably involve Sun and Moon making other gods, further upsetting the oneness and leading to the matriarchal society that the Amazons have today.
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>>74188157
Right now its system agnostic, its just world separated from rulsets.
>>74188422
While i like ide of goblin standing behind so powerfull religious institution. I dont follow how he connects to story of first prophet and radmir religion.
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>>74188113
Krokotan was originally a minor figure of the Mangrove Cult of Treants, centered in "The Mild Bend in the southeast of what would become thier empire.

The Crocodile was seen as the guardian of the mangrove treants, for it ate pests that would feed on thier roots.

When Treant culture was wildy adopted by the Tnz'qran tribes in the Great Impregnation, the Corocdile Cult emegered as a figure in the old Tnz'qran pantheon.

As the Tnz'gran people underwent Suoxiation in the Xin--On era, the Crocodile Cult slowly blent into the wider Celestial State Religion.
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>>74187864
There could be two wersions, one rule agnostic that would be easiest to adapt, and second that would be more orginal as a setting part
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>>74187864
I actually agree. The setting has active gods, multiple races and other sorts of high magic elements. What I think we should do, is put a 'price' in the ability to cast magic. Either it makes one age faster, or failures at spellcasting have terrible backlashes...And ritual magic bypasses it. As such, only PCs and crazy people would be typical spellcasters, with most people preferring to play it safe and do ritual magic.
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The Ram's head region is vaguely Indian sounding in their names, especially near the Merchant Empire. So some Indo-European style myths are likely the best for the area, with the exception of Maag amd their Techno-God-Pharoh, and Radmir. They probably at least share origins, if not a whole pantheon. Each nation and region likely also have local deities, or deities they worship more than others. For example they have 12 main gods, and Nation A worships the Sea God as the king of the gods while nation B says thats the Sky gods job. I'll throw together some creation myths for the region when i get home.
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>>74190047
Do note that region got both SUOXI'D and TREANTED so they would have an influence as well.

When I wrote the Maaga Amazon religion I deliberately integrated plant worship and analogs to the twin Celestial deities to reflect that .
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>>74190253
To be fair, id say that it was never TREANTED in the first place, and thats why there is something else than primmitive communes around. i doubt treants would ever let go of parts of empire proper.
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>>74190047
Compared to our world, how big is this subcontinent?
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>>74150461
The Great Impregnation was a period of time that came after the the Collapse of the Second Great Orde. Raids from Kaza Kahn and later Beezel Kahn weakened the border cultures of their Tnz'qran identity and caused an outpouring of foreign deities, languages and cultures. While this was the main root of the wider cultural links between the present day Uruzatarr Khanate and the various Ordes, it also brought influx of Hob Goblin culture (Bezel beetles, Muk-Toon Bells) and Treant mysticism (The tome of the Elder Bark, the first Magic Wands) into wider Tnz'qran identity.

To this day, goblins get mad salty about so-called Tnz'qran delicacies that are steeped in Hobb Slave Cuisine
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>>74150499
The map shows a major vein of Treant migration in that area.

Though I assume this is pre empire

>>74190354
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>>74190411
Never noticed it. Huh if i were to guess it was pre empire abut also mostly driads and half-treants. I doubt fullblod treants ever migrated, but that would really explain ideas of plaint worship, good catch
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>>74190462
but*
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>>74190047
Most religions in Ram's head share a similar creation myth, The Tale of Maranba and Twandu. The the beginning there was nothing but blackness and a infinite spanning sea. From the sea two giant serpents rose, Maranba(The Sun) and Twandu(The Moon). The two deities, though opposites, sought to begin to create, and each made a realm to suit it's liking; Durana Krell(Heavens) and Erishuna(A series of giant misty caves with mushrooms and darkness). Then Muranba and Twandu disagreed about what to put in between their realms amd began to fight, creating other beings of great power to help them battle. This conflict causes the creation of Disparity, a chaotic storm realm of shifting lands on which the gods did battle. One day one of the Gods of Twandu decided she no longer wanted to live in Erishuna and went to go live in the heavens, in doing so betraying her kin. She was carrying child as well when she fled, and not long after one of her siblings; a giant sky eating serpent chased after her on the orders of her father. She reached the heavens and was met with the God of Time and the God of the Sky, the former offering to fight the snake while the latter would help her give birth.

A great battle was fought, but the God of time was defeated and the great serpent bit him in half; severing time and creating day and night. His lower half, night, went down to the realm of darkness, but his upper half chased after him in order to reunite themselves. To this day they continue their chase.

The great serpent then turned back to his sister and the sky God, but before he could consume them both the rogue goddess gave birth; to Gadhana, the Green One. Gadhana, born with tree branch as a spear and clad in stone armour, slaughtered the giant serpent and used its body to create the world over The Godly Disparity. Then, using his own blood, he spread life across the new world. Then he invited the gods of both the Heavens and the Underworld to the world.
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>>74190253
Saw your post before i finished mine
>>74190502 but we had similar ideas, decided on some different takes though. With two opposite celestial beings, a nature god being the one to bring peace. >>74190375
The scale on OP's says its about 1500-2000 km across, so take that as you will
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>>74150461
Qral Tigerson was a legendary figure said to be the founder of the First Great Orde and the originator of Giant Tiger Domestication.

Abandoned in his youth by his tribe, his infant form was suckled by the teats of a Giant Tiger Pack.

He soon lived and was raised among the Giant Tigers until he was hunted down as prey by his own former kinsmen.

In the clash h,e fell in love with his first wife, the head of his birth-clan. Their union and mastery of Tiger Chariots led them to dominate the other Orde's into one of the first documented empires. To this day many Chieftains of Orde's claim descent from Qral and his semi-mythical twelve wives and thirteen husbands.

Modern history sees this story as mostly mythical but the nascent Tnz'qran nationalist movement has taken "Qral's Claw" as a symbol of their brand.

The Legend of Qral is also the origin of the "catfucker" racial slur used for the Tnz'qran Raiders.
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>>74150461
Anyone want to do something about the circumnavigations?

Belaria was able to get land in the Qi-Fu pensula and Ram's head has an ethnically Wetsradi population from an ancient migration.

In this world is the north and south seas seen as how the atlanitc and pacific were seen on ours?
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>>74190673
Just realized I called them tigers instead of lions
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>>74158494
>>74160380
>>74160550
>>74168424
Chariot''s seem to be/have been a major cultural aspect of Ram's Head

If they are said to originate in Tnz'qran lands

>>74190673
There prob is a good story of that cultural diffusion.
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>>74190878
They could have been brought over by early warlords, before the treant empire rose up, or early migrations from the north or west. I know the Maag Kingdom rely on chariots and Calvary to maintain their borders, so that brings up what other influences from Tnz'Qran have taken hold in Ram's Head.
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>>74150461
>>74099655

More lore for Belara

>Government and Politics
Being the oldest continuous state in the west (Though the "continuous" part is disputed among scholars), it also maintains a rather old political tradition of feudalism. The various lords hold absolute power over their lands while the king holds absolute power over them. This is not to say that they lack behind, quite the opposite in fact. With their new maritime empire, the changing political landscape in Westrasi and scientific, technological and magical advancements, many nobles have chosen to embrace these modern changes, going from tyrants, schemers, warriors and warlords to thinkers, tinkerers, traders and explorers with a few even looking to their rival cousins to the south. Despite this modernisation, Belara remains firmly rooted in their history and many other more traditionalists nobles reject all but the advancements in arms and warfare. The royal family is typically with the traditionalists but they've had to make many concessions to the equally large group of modernist nobles. Currently they're on a similar level power and influence as the Morloux republic, although where their power is concentrated in Westrasi and the southern continent, Belara can project their power anywhere in the world. The confusing manner in which they interact with the world can be attributed to this traditionalist/modernist divide, where on one hand a Belaran noble may greet you with exceptional kindness and politeness and on the other they may cut you down on the spot for not bowing in their presence. The greatest contrast is between the colonies of Ta-Li Hold and Norvia Stronghold, the former of which has been largely amiable, preferring to gain favour and trade deals by diplomatic conduct vs the latter which prefers to gain trade deals through violence and intimidation and takes resources and slaves as they see fit. New Belwed is an odd mix, giving them a reputation of unreliability in the region.

>(1/2)
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>>74191099

>Culture
Much of the Belaran cultural identity is based on regaining the glory of the old empire. This manifests as a superiority complex and they often appear arrogant and vain to outsiders. They fashion themselves in elaborate clothes which resemble the garb of the old imperial royals and the architecture, even peasant homes, are made to evoke the old royal palace (The palace itself was located in what's now Morloux and most of it's in ruins or was demolished by prince Leyron). This also manifests in an expansionist mindset, believing that all Belarans should seek to expand the land and Influence of the kingdom no matter the cost and this philosophy is the uniting principle of all Belarans, although as mentioned, some prefer to expand through conquest while other do so through diplomacy. While much rarer than in the past, war and skirmishes between the nobles is still not entirely uncommon though it's more prevalent among traditionalists.
Another aspect central to Belaran culture is the feudal ranks. These ranks are extremely strict and families tend to stay in their ranks for centuries. Gaining or losing ranks is extremely rare, despite great achievements or losses. This has led to strange situations where some people of lower ranks end up achieving more wealth and influence than some of higher ranks yet officially being lower than them, for example some individual knights have amassed greater lands and armies than many nobles and even some peasant merchants are wealthier than some of the poorer nobles. The ranks are king>nobles>clergy>knights>peasants>serfs>slaves (Although the last two are for all practical purposes the same and only exists to differentiate between native Belarans and foreign slaves). Someone of higher rank could murder someone lower and face few consequences while one of lower rank could face death penalty for addressing a higher rank improperly.

>(2/2)
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When New Belaria was founded The "Age of Freedom" was ushered in Ram's head. The exchange of culture science magic and ideas brought a revolution to the continent. (Most Belarians would skim over all the rape and torture bits)

Part of this was the introduction of plantation economies across the great steppes. Encouraged by Belarian gold, massive tracts of land were plowed to make room for farms to sell off to luxuorous Belarian tastes.

The formerly independent tribes of the Great Highland Steppes were reduced to sharecroppers. Free in name, people were born lived and died to work the land to provide xuxu beans to be used in Belarian smokehouses. When the revolution came to the Belarian homeland the cries of "freedom" enraged the Ramian natives and they rebelled against the system that had oppressed them.

They reformed into autonomous cantons, were workers were "self-serfs" tilling the land for the profits of each homestead. The xuxu bean was declared "Canton property" and a monopoly on the sale of the item made the Canton members rich.

Several neighboring Maag states fear the "Revolution disease" brought from overseas will spread to them and so many have banned xuxu beans for fear of bolstering the Cantons power.

This illegal xuxu trade ironically made the cantons richer as Belarian style smokehouses are showing up as far as the Celestial Empire.
>>
The Gulf of Nang, off the coast of the Kingdom of Ivory, is usually a placid place. It's shallow, warm and dotted with small islands. Most are little more than sand bars, uninhabitable due to the lack of fresh water, but near the port of Dan-Nang they grow to be tall pillars of limestone, festooned with forest and fed by the yearly monsoon.
Once a year, on a quiet summer evening when the moon is full, the giant moon jellyfish of the southern ocean gather to spawn. These jellies are known to be both sentient and telepathic, but outside this short period when they breed, they are hardly ever seen.
The psychic backwash from the spawning event is supposedly considerable, but is rarely felt by anyone on the mainland: the local fishermen like to take their wives out with them fishing on these nights, but for some reason the catch usually seems to be greatly down compared to normal.
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>>74159209
The Merchant empire is spooked as fuck about the Canton exporting its narcocommune idea around its trade coasts. I expect they have a very "domino" theory idea of western ideals spreading and are very fucking spooked about both literal western invasion and western disruption of their economic model. (The leaders of course hypocritically smoke xuxu)
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>>74150499
The Halfling-Giant alliance and the construction of the Great Wall was a major motivation for the Belarian Age fo= fExploration.

With their southern slave market being cut severely, economic pressures force them to the west in order to replace this lost market.
>>
Im trying to create merchant empire trade routes map, but when doing it an question came to my mind. Celestials are isolationists, right? Are they isolationists enought to block their ports on mainland and only trade throught sold out island? Or are they open, atleast to merchant empire?
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>>74188571
Honestly as much as I like the idea, it just seems like regular casting with extra steps. I say that unless we want to create our own balanced magic system for multiple classes that we just leave it alone for the system to implement and following the idea from this >>74189095 post, flag some ideas for NPC's and nations to use to add a magical flavor to the world.

>>74189143
But then we would have to put those failures in for the PC's to experence, and then they would just want to do ritual casting instead to not die bc they rolled a nat 1.

>>74191099
>>74191123
Great read! Also, thanks for putting it on the wiki.

>>74191672
>>74190673
>>74190387
Nice. I added it to the wiki for yall.


Can the rest of yall add your stuff to the wiki please? I have other stuff to do but I don't want things to be lost.

I'm looking at you rams head and clestial religions.
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>>74192193
Anon fluffing the merchants. They have dealings with the Celestials. For the island near the CE, they paid rent in glass, now in money. They must still sell colored glass for them, in exchange for silk.
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>>74192244
>>74192193
Nevermind, I hadn't read it well. I think it's a island-only situation.
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>>74192193
Ok, here it is, i tried to connect all major ports and merchant empire enclaves, and only included sea routes, but if there is a need i could add also land ones.
Also il try to do simmiliar thing, but with other empires routes. If someone has any sugestion id gladly listen
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>>74192201
Added the Ram's Head Religions to the 1d4chan page
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>>74192193
The Celestian do trade out of other ports outside the island, but that trade is fairly limited, mostly selling their excedent of rice in exchange for mostly base supplies; raw iron, coal, timber, and occasionally tools. This is because regional governors have imperial autonomy to deal with their agrarian necessities and tools, including foreign trade. And the governors use that to make a profit. But trading 'superior goods', processed craftsman products and refined materials, is forbidden outside the island. So it might happen, but it's mainly contraband.
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>>74192430
Looks good, someone may want to add some cities to the Cantons in the future because i assume there would be at least one city on that coast line they have for trading.
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>>74192494
Ok, im making some other changes to the map, so ill add rest of celestial route too.
>>74192520
I think that even if they had coastal city, mechant routes would ignore it, because if they fear Xuxu so much, they would empargo whole nation.
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>>74192193
>>74192430
>>74192520
Maybe they could trade along the river that separates the bean farmers from their southern neighbours? I imagine that route would be quite lucrative.
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>>74192468
The 36 letters of the Celestial Alphabet are each made by combining a symbol of one of the six elementals with that of itself or another.

Originally writing in the subcontinent was pictographic. This was useful as many dialetcs and languages could be written and understood with the same script (i.e. the symbol for "fire" would be read as Zhanto in one area but xanthou in another)

As the empire began to consolidate and literacy rose, the various languages fell by the wayside to a standardized "True Quoxi" (as later Celestial Nationalists would call it) as a bureaucratic empire started to rise up a ne script was made to smooth transmission between the then various languages of thew newly literate . The 36 signs were pre existing symbols in Souxi mysticism so they were we appropriated. Each of the 36 was applied to a phoneme and scrolls were sent out stating the "new" language.

At the same time the upper class walled off the original pictograms as the "High" language as a deliberate social stratification . To this day, the alphabet is mostly used for the low language while the pictograms are mostly used for high and priestly texts, though some documents are written in both
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>>74192577
>>74192554
Yeah I think the primary export route for xuxu beans would be the Treant vassals and New Belaria
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>>74192554
Fair point, forgot about the XuXu.
>>74192577
Yeah that southern river would benefit everyone on it; Mun, Amazons, Gold Coast, Boro. Could even take the lumber from the Cantons and Boro and just send it down stream to sell to merchants, lots of wealth to be made.
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>>74192689
The Merchant endgame for the xuxu is probably to gain access to another highland so they can cultivate xuxu for themselves in an environment where it can survive. At that point they would out compete the Canton with their bigger distribution network.
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>>74192773
Furthermore it was Belarians who first learned how to extract xuxu to a smokeable form.

It was previously used for theogenic purposes in sacred rites >>74131333

Belarian techomages realized when ground up you could boil out the xuxu oil hich hardens into a crystal that gives off magic fumes when heated in water. They set up smokehouses in the "First World" and built plantations out of the highlands by introducing "civilized agriculture"

Highlanders tend to forgo smoking xuxu this way as sacrilegious bullshit for foreigners but the vast amounts of money they make selling off beans at insane mark ups offsets what would be seen as a sin to pre colonialists.
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>>74192430
>>74192577
>>74192689
Added more routes, decided to add land ones, and connect few enclaves i forgot about first time. I hope its not too cluttered
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>>74190387
Kaza Kahn began the great impregnation after they made a pilgrimage to the great spire. No one knows what they saw their but when they emerged they seemed to posses eerie powers of the mind that led them to great victorious in battle.

The Kaza Khanate almost single handeded caused the fall of the Second Great Orde and inspired countless Khans to try to recreate the pilgrimage with no success. One of the reasons why Geoffrey likes Uru is becasue he was smart enough not to try.
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>>74192985
OCC, what was in this spaceship that granted him powers?
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>>74193011
I was deliberately vague as to what happened to them and why it hasn't worked for anyone else.
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>>74193051
I know, but im greedy lore gremlin that wanted answers.
Well, i guess mistery for the sake of building setting climate is also good.
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>>74192773
The Merchant empire could likely fund either wars or out right revolutions in the Cantons, since Ram's Head has its fair share of warlords, and the Cantons have many neighbors that desire more land.
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>>74193119
Good point, I wonder who the richest nations are atm.
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>>74193119
Definietly, atleast splitting up the cantons should be their long term goal, because then its one step from funding your manchurian candidates, and puppeting them withouth outright naming them vassal states.
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>>74193144
Probably Morlux Republic, Merchant Empire, Kingdom of Belara, celestial empire, Uruzataar Khanate and Theocracy of Radmir make up top 7 (almost definietly not in this order), withouth any nation coming close for a loooong time
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>>74193208
top 6*
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>>74193144
Pash has a trade empire of their own on land, and their routes are well guarded. Radmir has their wealth, but also got the heretics to deal with. The Kingdom of Maag is able to afford mausolems and pyramids so they have some wealth, outside of Ram's Head Celestia, Morolux, Belara, and The Khanate.
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>>74193148
Not sure if any of the Cantons would betray the others, possibly find a group in a blood feud and have them break off the Cantons. Maag also has had several wars with The Canton, as has Boro but Boro no longer shares a border after losing their northern territories to the Maag Kingdom. So lots of unrest to fund and make puppets of for the merchants, just hope no one decides to bite the hand that fed them.
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>>74193387
>>74193148
>>74193144
We Narcowars now
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>>74192894
And now with something completly different - map of routes treant vassals use to trade and smuggle stuff stolen throught piracy,
Added huge ammount of routes in bean cantons, because as someone noticed - treants would be one of two major traders in area after Merchants pulled out
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so what is up with the molluscs
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>>74193702
They are sentient roombas that keep planet working.
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Bump
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>>74152933
>Goldland

In Goldland the region is split between the world above, and the world below. The T'lc-Kha, as they are known by Goldlands human population, are an insectoid race, have created a massive underground network of tunnels in which to live. These creatures are largely eusocial, there are very few males among the species and most are protected as precious resources. Independent individuals are rare, spawned for important tasks to benefit their hive. Hive members share a very simple telepathic link, without which separated members tend to fall into a catatonic state before dying of starvation, thirst or predation. The queen provides much of the motivation for its hive. The species is incredibly cautious and very aware of the limited resources their world contains. As a result careful population control is practiced amongst the hives. "Flower wars" occur when a queen fails to moderate her hive's population. These wars result in the culling of her hive, the ceasing of many resources, land and the diminishing of her status among her fellow queens. Trade with surface dwellers is common, fine silk, chitin, resin, gems and metals are their most commonly traded goods.
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>>74195240
Wasn't there something in a previous thread about the Goldland bugs using metal shells?
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>>74195553
They process gold naturally, alloy the gold within themselves by consuming it and other metals, only to spew it out as a sort of alloy-resin. They use the gold resin to create shell armor for their warriors and arcane glyphs merged with the carapaces of their spell casters.
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>>74195240
The Coatlanhan people are made up of many petty kingdoms. Each of them preserve a small amount of ancient technology, the greatest of which, their god machines, are objects of worship and great weapons of war. Once a decade a dance of blades is held. The dance is in fact a great battle, in which warriors attempt to capture one another to be used as sacrifices to their tribe's god machine. The people believe that the dead join their ancestors by fusing with the walking god.
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I have been busy the last couple of days, but I think I will post the Merchant Empire, which will be called the Ecinevian Empire, fluff tomorrow.
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>>74195719
Great works of art have been fused to these "God machines" giving these once terrible weapons of war an ornate appearance. These additions were once simple attempts by their ancestors to repair the devices that held back the dangers that other races, peoples and predators posed. Now they are extravagant and often detrimental to the towering remnants of a bygone era.
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>>74195719
>>74195783
In the current era, treasure hunters and raids from other kingdoms for the technology the Coatlanhan people have hoarded for generations, are common. The high priests of "Goldland" as it is known by outsiders, work endlessly to maintain their great defenders to keep the armies of other nations at bay. Small raid parties are often far more successful than any large scale invasion. Many of Goldlands outlying settlements have been plundered of its most valuable and arcane technologies.
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>>74195240
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>>74195719
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>>74192201
Well, the main idea I want to convey is that the Ritualist doesn't have any 'instant' spells like in normal DnD - they must have knowledge on what they are about to run into, and prepare their rituals beforehand. So you can't just roll into an encounter and cast fireball/cast grease/use illusions on the fly, you must already cast a ritual to charm these wolves/make these bandits have diarrhea/cast darkness in this area of the forest already. They lose flexibility compared to the normal DnDish caster.
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>>74196150
>>74196258
The Final Hunt of Kara Kahn is legendary among students of the old war, and a testament to those who seek lost knowledge at any cost.

Kara Kahn had just defeated Tnaz'Niq, Grand Chieftan of the Second Great Orde. The single combat was told in songs of the cultures as "The Dance of the Fangs." Since that day, Kara would wear the pelt of Tnaz's Lion Partner Kuutho; as a crown.

Kara's wife, Pelar, urged the Khan to stay and maintain their holdings. The Second Great Orde was dissolving and many looked to the Kara Khanate as a successor to its great power.

But Kara was ever tempted by the horizon. Kara assembled an army of Soulriders, Uruzataar and Tnz'qran both and declare The Great Hunt. They would ride past the World Scar, trek through the curses wasteland and circle the Izill mountains until they could plunder the lost secrets of the ancinets.

Many thought the Khan mad, but the victories on the battlefield gave the Khan a sense of near divinity ten thousand soul riders left from the Crystal Spire and began a long trek west.

Half would die by the time they passed through the Wasteland, many begging to be killed out of mercy from the pain and terror the sands brought. But that horror was a mere taste of what was to come .

The 3000 soulriders who made it into the land of gold were crushed by metal demons since thrown into myth. Blue flame seared meat from bones, ferocious sounds saw men and beast alike claw out their own eyes; their soldiers died like flies and yet Kara pressed ever forward.
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>>74197074
At the final bend, in the heart of Goldland itself, the remaining 100 soulriders begged Kara to turn back; but a strange look in the eye of the Khan told them their was no answer that led to survival. With tears in their eyes (as they told it) the last hundred turned back, to wacth the Kahn travel to their death.

Of that hundred, only 12 made it back through the wasteland. Found by scouts and taken back to the Crystal Spire, the report of the Khans death crushed the people.

Pela declared herself Khan and completed the Great Impregnation but she was no Kara. Without their divine figurehead any dream of any empire to match the Second Great Orde were dashed.

The Great Hunt was the final major interaction between the eastern and western halves of the continent until Vayos the Belarian made their Great Voyage centuries later.

The double power gap of the fall of The Second Great Orde and the Kara Khanate lead to a massive powergap in the East that enabled the Celestial Empire and Treant Empire to rise to the heights they see now.

And the legend of the Last Hunt cemented Goldland as a place of fear and terror for generations and religions to come.

To this day the name Kara is considered near sacrilegious to be granted in Orde and Khanate cultures, and their death has been cemented in the national myths of both peoples.
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>>74197049
Okay.

Also, I added some lore for the Grand Duchy of Komjátina

===== Culture =====
====== Mortal 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.

When a mortal dies, they are buried in what is called a morugrădină (moru-grə-dinə). A small and fortified field where the body is then used to grow a special type saprophytic plant called gurau. This is then distilled into a tasty and slightly hallucinogenic beer that is drunk on days of celebration and tragedy.

>(1/2)
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>>74197189
Komjátina has many days of celebration that are praticed by both mortals and vampires. The first day of summer is called Luminăzi (lu-minəzi), and is practiced by catching fireflies during the day and releasing them into a giant globe made of cloth. Everybody then brings out the Gurau and enjoys the light show. The next big celebration is three months and 9 days after the summer solstice and is called Verpacti. Verpacti is the day Komjátinan’s Pact was agreed upon, and it is celebrated by every able bodied mortal and vampire going out into the woods and hunting monsters. Suspected weres are rounded up and are tested with silver, and if any are found they are killed, brought to the village square and are hung. Several watchguards are then posted who then ambush any carrion eaters that come for their meal. This has evolved into a compitition bewteen the vampires and the mortal races, and they compete to see who can find and kill the most weres. The last notable festival is hosted two months and 7 days after the winter solstice and is called Balul Mascat. It is hosted by the local baron and baroness, who disguise themselves as a mortal as best they can and invite every subject under their rule to enjoy an evening at their manor. They then mingle, and everybody tries to guess who the vampire is. Someone can accuse somebody of being the vampire, but if they are wrong they are pelted with rocks and are chased out of the manor. If they are right however they recive a tidy sum of wealth and get to chase the vampire out into the woods and everybody gets to spend the night in the manor. At midnight, the vampire reveals themselves and can choose one mortal to enjoy themselves with. They cannot kill them, but the vampire can ask them the next day if they want to become their thrall. This only happens when the vampire is sure that they enjoy the persons company to the point of having them stick around for literally forever.

>(2/2)
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>>74197227
====== Vampire Culture ======
Because vampires have a natural affinity with wolves, houses breed them for sport and entertainment. Instead of turning wolves into dogs however they try to get them bigger and more nastier. It is 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.

>(3/2)
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>>74197074
>>74197136
Nice, though I would hope the Khan's people made it out with some relic (whether or not it has any practical use).
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>>74195927
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>>74195927
More Az-tech
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>>74195719
The Teritzoklan people, those who occupy the lands nearest the eastern mountains, have suffered the most out of all the Coathlanhan peoples. Hordes of horsemen, regular techno barbarian raids and wandering abominations from the irradiated desert have left this tribe without even a single god-machine. As a result they rely heavily on massive flightless birds of prey as battle mounts. Most of their warriors no longer wear the armor of their ancestors as it has been lost to battlefield scavengers. Instead the eagle warriors wear the feathers of their mounts and simple leathers for increased speed and mobility. Occasionally the rare warrior will manage to tame the larger behemoths of the land, that warrior will be instantly recognized as a champion of the people. As hard as it is to tame the great birds, the behemoths are that much harder, that much more intractable. More often than not behemoth eggs are sold to merchants as exotic goods to be raised as arena fodder.
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>>74197892
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>>74197892
>>74197914
>Arena fodder
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Gonna add some structured history and culture to Boro, will add this to wiki page later

History

Boro has only officially become a nation in recent history, only in the 6th Age. For the greater span of the Borose people's history, their region has been divided by many warlords and clans. In the earliest written texts of Boro, there were the 6 Great Clans or Fynes. These clans were; The Chalucya(The Shield Breakers), The Pallavasa(The Hill Dwellers), The Fiacharah( The Wolf Men), The Daurash(The Water Logged), The Una Harsha( The Fire Eaters) and the last clan, Una Falin(The Iron Skinned). These 6 clans warred just as eagerly against their own borose brethren as any foreigner, whenever one promising warlord tried expanding from his native region, he would be struck down by another and a vicious cycle continued. Clans were their own autonomous nations, even if their shared blood with one another the laws and practices of one clan could very greatly from a bordering clan and visa-versa. These cultutral devisions still remain in the small nation to this day, with three regional dialects spoken in Boro(Chalui, Fiannie, and Dun-Speak). Three centuries prior to the current age however, the clans were forced to put aside their bloody fueds and united under the banner of the cultural hero and savior; Conchobor. During this age much of northern Boro was lost in conflict to the Maag Kingdom, their wise Pharoh and their well disciplined mounted Caste-Warriors defeated the Borose army in any open field battle and as such forced the clans into the hills where they rearmed during the harvest season. However, the local druids and shamans warned that any army that marched during the Harvest festivals would surely insult the gods, as such the Borose could not defend their own home. Conchobor instead left his kind to tend to the gods, taking with him the blessed spear Dál Karna and his trusty swords to do battle with the Maagan armies alone.

>1/2
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>>74198905

The Battle lasted for three days, some sources claim he battled them on a mountain pass near the modern Boro capital of Borinn, while other sources claimed he battle the army on a bridge that lead over the Maaga River. All sources agree, even those of Maagan Sources claim that Conchobor used the local enviroment and geography to terrorize the invading force singlehandedly, on the second day even attempting to assassinate The Lord Horrendous himself, losing the Dál Karna in the process. The third day however he was wounded fatally by a group of war charioteers; and on the forth when the sun broke they found their foe standing before them at the crossroads, his body held against the tree marking the parting with his own intestines. The pharaohs advance was slowed and by the time his army arrived at the Borose clans, they had prepared for battle and drove them back, helped by the wound that Conchobor gave the immortal Pharoh before his death.

Some say their hero will return in the hour of Boro's greatest need with an army of Werewolves and warriors from the Other-Realm. In the modern day many Kings or aspiring lords claim ancestry to the clanless Conchobor, his clanless birth has not stopped the 6 Great Clans from claiming him as their own post the hero's death.

After the loose unity of the nation during the 1st Maagan War, the clans began to steadily lose influence as each elected king gained more and more power over the nation. Those the Clan Lords still elect the king, many worry that the current King may try to establish his dynasty and destory the tradition of the moot. Furthermore, though the nation currently is at peace, tensions with Maag, The Cantons, and even their long time ally the Merchant Empire have never been higher, even reaching the point of warriors adherent to the old ways have spoke of open rebellion.

>2/2
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>>74199114
The current Pharaoh currently keeps the Dal Karna as a trophy of this war, an ultimate insult to the Boro that many warriors thirst to reclaim
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>>74199391
Well The Lord Horrendous is still alive, a Techno-Barbarian Warlord who used an ancient old world bunker to make himself a mostly ageless cyborg. So the fact he keeps the spear probably is because he really hates the Borose.

Mostly because that wound he got is why he needs to reopen the bunker as it damaged his parts and he is starting to feel it.
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Bump
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>>74200008
bump
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>>74150461
Is there any lore on dwarfes? Or their countries?
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Bump
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>>74202934
Not that i have seen, might be some somewhere but so far the only entry for dwarves on the wiki is some non sense about giants. You or someone else could always add some though
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>>74152933
Coming into this late, but really like these types of settings. After I read the more already in place, I'll try to flesh out the Storm Islands. I'm thinking NOT! Celts, especially the Roman propaganda about their savagery, some shenanigans about the storms, etc. I might try Ruskata too. The location and percentage troll blood makes me think of my Lithuanian descended friend who's 6'7".
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>>74205200
Are you sure he isn't part troll, how does he feel about bridges?
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>>74205312
He's never mentioned them either way. He's mostly unhappy with the world being designed for him to bump his head on everything.
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>>74193662
Nice!
>>
Friendly reminder to:
>Update your countries information on the google docs link
>Update maps on google docs and 1d4chan page
>Update lore on 1d4 page

Aside from that, we could use some standardization in the existing nations to make it easier for readers to catch up. We also could use more images to be more evocative. I propose we create some sort of scheme in which nations that already have a lot of lore can have it broken into relevant sections.

For matters of standardization, I propose:
1. Always use third person, present tense (Treants -are- a race of Shibbly dibblies)
2. Always write from a removed narrator perspective but not a omniscient one, meaning you are not writing about the treants as a treant, but also not as someone who hates them. And that you don't have perfect information. ("It's said that X can happen" for example, rather than "X happens.")

And then I propose each country/nation has at least a couple sentences broken into
>Culture
What makes them tick, are they peaceful or warrior like
>Religion
What they believe in, are there different fates? are they dominant? how they relate to the government.
>Organization
This is government but it also includes nations united not by a single ruler but by a way of life (tribes and clans that behave the same but have no overlapping authority)
>Origin
When and how this nation formed. (refer to timeline post >>74164170) and discussions on it.
>Diplomacy
Make a note about how they see or are seen by their neighbours
>Geography
Describe the land they inhabit
>Economy
Describe how they attain resources and trade
>>
I am gonna finish up the Tnz'qran Raiders lore.

The Tnz'qran Raiders, previously known as the Magna Orda are a mix of the Huns and Tatars. The Great Han, Aettl once united all the Tnz'qran tribes and lead to their rapid expansion, even nearly accomplishing a conquest of the Celstial Empire. Since then the Orde's have splintered and lost a lot of land.

> Dandio'Orda
The Tnz'rans of the Celestial Empire are seem as mercenaries or a warrior caste of some sort. They are the predominant ethnic group in the north of the Empire, but are fiercely loyal and have no separatist ambitions. In fact they pride themselves in the loyalty to the Siouxians and see themselves as equals to them. Stilll the other Orda see them as just another Orde "allied" to the Celestials and treat them as such. Representing them as a separate state on their maps and demanding to discuss political issues with a Dandio'Orda representative instead of an imperial representative.

> K'elle'Orda
The K'elle'Orda is the most powerful of all Orde's thanks to an alliance with the Celestial Empire. The Hte' and Nhi'Orda are it's Vassals. The Han of the K'elle'orde is trough matrianial ties one of the candidates for the next Emperor of the Celestial Empire and the two countries share a deep alliance.

> Eta'Orde
The Minor horselord Eta Han, recently declared independence with the help of the Ukzi Knan one of the Generals of the Great Khan, whom he married off his only daughter to.
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>>74204924
Whoever does it better make it good.
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>>74206168
Looks like a good idea. Il later finish up map of Belara and Morlux trade routes, and add descriptions by those standards to Radmir, Mai-XI and Heretics..
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>>74206302
Or else it gonna go to book of grudges
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>>74206237
> Swe'yus
Formerly known as the Swe'Orda the nation has adopted the name "yus" which used to be a derogatory name for the settled people's the Orde's encountered. Swe'yus is a land where most of the horselord tribes have settled and adopted a feudal and mercantile style of trade centered around the ancient city of Kua'lang which was a citystate conquered by the Greathan centuries ago.

> Qww'Orda
The Qwwl'Orde is is the last remaining fully independent Orde. They have adopted an oddly isolationist attitude extending it to their culture where they emphasize individual greatness in combat, which means they are great mercenaries. Qwwl Mercenarries can be found in every corner of the world.

> Qsslo'Orda
The Qssl'Orda is a Treantian Subject. Not fully vassalised. The Qssl'Orda is probably the most powerful, yet least integrated of the Treantian subject states thus is often receive special treatment from the Tree-people their other subjects don't appreciate. The biggest example of that was the marriage of the current Qssl'Han to a lower Treantian Royal.
>>
>>74206237
>>74206469
The Sewalut River is the largest river along which the Tnz'qran civilization resides. It's the only major landmark which cuts the endless steppe. It is there where villages and settlements exist. The riversides are full of farms and trading huts and the river is very important for transporting Timber from the Goatman Mountains to Swe'yus.

> The Kanna Knot
At the Kanna know two major rivers meet making it a major trading port which is constantly fought over. In fact it's contested location is the only reason why the Kanna knot did not grow into a major metropolis yet.

> The Seni Pass and Nhigei Steppe
The Seni pass is named after the great Tnz'qran explorer Khuwwl Qran Seni. He discovered the passage by following the Black Sevalut into the North. This lead to the discovery of the Nhigei Steppe and it's conquest by the 4th Nhi'Han Khran Nhigei. It was the conquest of the Nhigei Steppe which allowed the Nhi'Orde to become one of the major Orde's.

> The Hena Pass
The Hena pass was discovered only about 60 years ago by Bartolomew Hena a Westerasi Explorer in the service of the K'elle'Han. The discovery of another major entrance into the Nhigei Steppe is what allowed the forces of the K'elle'Orde to defeat the Nhi'Orde, seze land and subjugate them.

> The Nhi'Han and Goatman Mountain Tribes
After suffering a great defeat at the battle of Peak Kreht the then Prince of the Nhi'Orde went into self exile to travel the world and learn of the world and bring greatness to the Nhi Orde once more. He returned on the day of the death of his father as if by divine prophecy with 5000 Dwarven War Goats. Within a few months he trained his riders to use these mounts as mounts of war for the mountains. For the first time the People's of the steppe managed to take control of the Goatman Wall, subjugating the local Technobarbarian tribes.
>>
>>74206809
The Nhi'Han also established the trade route with the Twin Cities trough the Senya pass and managed to establish meaningful alliances with multiple Technobarbarian tribes. Some say he is plotting with the Eta'Orde to gain independence for his people.

> Ketl Swamp
A Small Area at the border of the K'elle and Hte'Orde which is mostly inhabited by people's related to the Natives of the Treantian Vassal tribes. The Swamps are relatively inaccessible as such little is known about the natives of the Swamp.

> The World Spine
Very tall mountains where the technobarbarians live, it is a bad omen to go there.
>>
How do various nations view necromancy, or any way of contacting and contract the dead( Talking to ghosts, raising dead, etc)

Well how do they deal with their dead really, lots to be done there
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>>74206930
The Kanibals eat all the dead so the Necroswampers don't raise them.
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>>74206930
Necromancers expecialy necroswampers are probably most dreaded people on planet. They little country down in the marshes spreads dread all throught the dreachnae, to the point people started eat bodies so they cant be rased.
Radmirians hunt them (and literaly any mage that uses souls) down, while hipocriticaly keeping some of most powerfull and loyal quasi undead (is this still undead it god animates them in almost perfect fassion?) at heart of their religion.
Probably many tribes up north of treant empire became vassals because of fear caused by undead, and Dutchy of Komjatina exists mainly out of fear caused by creatures of the night, and that also would be undead.
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>>74193662
Ok, so here goes Murloux Republic. I decided against transoceanic trade for them, because lack of colonies would make them reliant on other nations ports. Instead i decided to give them almost monopoly on trade with trean empire vasals, southern aliance, and around nations of westrasi sea. I also included one Belarian port as a part of trade route, because i dont think there was any information about war or trade war that happens betwen those two at the moment.
As always if someone has any ideas how to make it better id gladly change it up.
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>>74206168
>Religion
The Raiders worship "The Red Sky" a massive panopolistic mix of deities in traditions that exist in a "shared universe" detail in constellations. The loose assembly of cultures that began as the Orde means that several figures from other cultures have arrived in The Red Sky including the Treant Wizard God NUUN-ZUUK, Hobgoblin Saints, and the 9 Celestial gods.
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>>74207338
Their religion is already described.
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>>74206168
>Timeline

The various Orde's have existed in some loose fashion since the third Age.

The first so-called "Great Orde" was formed in the fourth age by the Semi Mythical Qral Tigerson. To this day there is ahuge cultural debate over just how much of the First Orde was fact and how much was fiction. "Qral" is said to be the origin of the terms "Khan" and "Han" used to this day in the Central Plains and his twelve wives and thirteen husbands as the origin of the 24 major clans of the culture to this day.

What most people do agree on was that the Tnz'qran Valley was the origin of the first chariots and domestication of Giant Lions, a culture that would spread to Rams Head and become a major military force there to this day.

While the first Great Orde was semi Mythical, The so called "Second Great Orde" was not. Known at the time as the Magna Orda, Aettl the Han united many Ordes into a massive nomadic empire that was able to lay claim even in the Celestial subcontinent. The Magna Orda became the dominate political power of the late sixth era, until continuous raids by Kara Kahn, Pelar Khan and Bezel Khan from various western forces caused the Magna Orde to collapse.

The "Great Impregnation" lead to a broader Uruzatarization of Tnz culture, as words, strategies and cultural forces from western groups broke into the Tnz. To this day the main written language of the entire Plains region is in Uruz script . This era also saw the importation of goblin foodstuffs such as Bezel Beetle and Red fungus which became staples of the Tnz diet as well as the creation of the first magic wands based on imported Treant Mysticism.
>>
>>74207537
I'd delete the "Great Impregnantion" bit as that is a bit cringe.
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>>74207537
The First/Second Great Orde terminology was never actually used by those groups. It is a modern creation propagated by various forces in the Tnz ethnicity who would see a return to mythological past greatness . "THIRD ORDE" being a common drunken rally among certain segments of the Tnz identity
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>>74207665
That is from

>>74188653
Here

>>74190387
>>74192985
>>74197074
>>74197136


A western Khan breaking up the Great Orde only to die later Alexander/Genghis style leaving behind a power gap the Celestials filled up is a bit established at this point. What is your main criticism with it?
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>>74207706
Or was it just the name? The idea is that it was called that as a sort of "in-universe" cringe by people who were very pan-Tnz. The idea being it implied a "corruption" of Tnz culture by outside forces. There is probably a more neutral name for it in other cultures. The Uruz probably call it something like "The Great War" the Celestials who were under the foot of the Magna Orde maybe called it something different but maybe anything like "Liberation" would be too humble for the xenophobic and prideful culture.
>>
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>>74207287
Last in trade routes series, one thing of note is i included all the cantons, and communities that at the moment are more or less main producers of xexe beans, if its too cluttered i could change it up. As always im open to suggestions
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>>74207898
There is probably some good Captain Cook/Christopher Columbus/Cortez type lore that is makeable about the Belarians
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>>74152933
Maaga Amazon Tribes

The Maaga Amazons are not natives to the hills and plains of Ram's Head, once calling the southern jungles in the central plains home. However as the Treant Empire grew, more and more tribes were forced to migrate away from the tide of deadly flora. Some tribes tried migrating east, only to be lost to the Necroswampers and be raised up as undead. To the south however, they found hills, valleys, and fields along the Maaga River. However these lands were not unsettled, and the Amazons purchased their new home through blood. After several wars against the Cantons and the Gold Coast tribes, they had carved out a nation with their warrior priestesses and female equestrians.

Culture

Matriarchal in design, the Amazons are a culture ruled by strength and a series of ancient laws taken with them when they were forced from their homeland. They are organized into various tribes, each ruling over a geographic area and managing most of their day to day affairs. Two matriarchs are elected from each tribe, One veteran warrior and another of a priestly sisterhood. They are sent represent their tribe in the council of amazons, where the tribes would organize themselves and discuss internal politics and external dealings. If war is ever declared a symbolic spear is struck through a effigy representing the chosen foe within the temple of the Goddess of war.

Men within the Amazon Tribes are treated as second class citizens, unable to choose mates and used mostly for physical labour and dishonorable tasks, such as farming or dealing with unclean creatures. If a male is particularly unique, he may be selected by a tribal matriarch to serve as her personal shield guard and often times breeding servant, such males are given the privilege of carrying weapons and shields for the purpose of defending their mistress, such roles are sought after by the male masses and rarely given by the ruling matriarchs.
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>>74208356
Do they just keep statues of every nation known to them in the war temple just in case one needs to be speared?

That is cool as fuck.
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>>74208008
What if the first one to make the crossing was a prophet, of sorts? Besieged by dreams, etc.
Prince-Savant Fourke was the sixth in line of Belaran royalty in the age of Queen Sylvara, and his life started out like any other royal children of Belara: pampered and being groomed to become a noble. Yet, during his thirteenth birthday Fourke started having doubts about courtly life, and also dreams about the ocean and a thread in his hand. His announcement of becoming an ascetic at his twentieth birthday shocked the Belaran court, and he spent the next five years for an answer to his dreams. He travelled all over Westrasi and met with many priests, philosophers, scholars, and druids - yet his strange dreams continue. A chance encounter with a traveling Pash swordsjourner gave him the idea to try and go across the sea. He gathered up what few followers he could find, and set sail to the west. His dreams guided him through the notorious Black Sand Shoals, and directed him away from the illusions of the Deep Kingdom of the True Believers. For fourty times four days he sailed, sustaining themselves on dwindling rations and fish, before he sighted the shore of another landmass. He named it the Midlands.
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>>74206168
I can add some lore for the Leixi-Airoxian Commonwealth with these standardizations.

>Culture
Though Leixi and Airoxia are united by a monarch, they are very culturally distinct, only sharing some basic similarities. The people of Leixi live their lives seeking order and regularity, believing that a perfect world is one ruled by schedules and conformity. Many believe that the ideal way to achieve the perfect world of unity and peace that they desire is to follow a strong leader who can impose order over chaos. Though they are not inherently warlike, they are willing to go to war if they can be convinced the war is just. The Airoxians, on the other hand, believe in strength gained through struggle, which lends them a more warlike stance in life. This divide comes primarily from the different souces of subsistance in the two kingdoms. Leixi depends on the regular flooding of the Rzeka river for its high population, while Airoxia relies upon pastoralism, which focuses on bending a herd of animals to an individual's will, much like how the Airoxian nobles feud with one another, hoping to gain dominance over the other nobles.

>Religion
Leixi-Airoxia follow a modified version of the faith of Gloria-Etalia. The people of Leixi believe that Gloria-Etalia will return when the people of the world have created a perfect orderly society, while the people of Airoxia believe that they will return when an individual strong enough bends the world to his will and calls them back to the world.

>Organization
In Leixi, the king is treated as an absolute monarch, but the Airoxian nobles are largely left alone within their own fiefs to guarantee their electoral votes for the king's heir. As such, Airoxia often has no larger ruling power than the counts of the land.

>Origin
Airoxia has existed in some form since the late fourth age, with the many counts agreeing to come together to defend their lands in threatened.
Cont.
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>>74208561
Upon discovering a new nation they will build a statue representing them within the temple of their Matron War Goddess, who also encompasses the domain of sovereignty and rule. They will hang an olive branch on the effigy, signifying that the Amazons recognise their nation. The branch is a symbol of peace through victory, and if war is declared to another nation their branch will be sent to whoever rules the enemy nation. The Amazons will then spear the statue, officially declaring war in the eyes of their goddess, and they will recover the branch through their Victory.
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>>74208725
Ok, thats really cool. I guess it would be great shame for one of matriarchs to never recover branch?
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>>74208814
Yes, a stain on her honor, especially since the recovery of the branch is the sign of peace at the end of a war. The only branch currently that remains unrecovered is that sent to the Treant Empire. But worry not, the Amazons are patient as they are fierce.
>>
Can we get some more animals stuff? Giant Lions, Dragons and Clams and such.
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>>74208686
Leixi cut through the Airoxian lands on the Rzeka river, forming a unified kingdom to defend against the Airoxian nobles in the early fifth age. They existed as separate nations until the sixth age, when the ruler of Leixi, King Amhaten IV, insulted the Airoxian nobles, calling them savage raiders not fit to be known as counts. The nobles banded together, sacked Tharnux, publicly humiliated and executed Amhaten, and elected one of their own, King Thutszkoe I, to lead both nations. The Airoxians enjoyed supremacy over the Leixi during his reign, but his son, Thutszkoe II, rallied the Leixi people, defeated the Airoxian nobles on the field of battle, and the two people came to the agreement that rules now, with the Airoxians having the power to approve the heir, provided they submit to the current king.

>Diplomacy
Leixi-Airoxia are seen as a fragmented people by many, but their closest neighbors know that though they seem disunited, the entire kingdom despises foreign influence and will unite to drive out any invaders. Many states have attempted to seize the holdings of some Airoxian noble, only to be quickly repelled by the full combined might of the Leixi people and the Airoxian nobility. The Airoxians are suspicious of foreigners, but are content to leave them be, provided that they are left alone in turn. The Leixi see most foreigners as chaotic people who need to be shown the light of order and stability, be it through peaceful relations or through conquest.

>Geography
The land to the northeast of the River Rzeka is a grassland, gradually becoming less fertile the closer one gets to Windhell Valley. The land to the southwest of the River Rzeka is composed largely of rolling, grassy hills. The land surrounding the river itself is a highly fertile valley perfect for growing crops.

Cont.
>>
>>74208942
>Economy
The Airoxian economy is built largely off pastoralism, though some counts with territory on the mountain range have focused their efforts more heavily on extracting iron and silver from the mountains, much of the former is sent to the industrial centers in Leixi. Most of Leixi is dedicated to wheat farming, though certain large cities such as Tharnux are more urban, focusing on industry and manufacturing goods for the rest of the kingdom and beyond.


Well shit, that was a lot more than I was intending to write.
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>>74199114
Nice take on that old irish folk legend of which I can't remember the name of.

>>74206168
Sounds great! I second that everyone should be putting their lore on the doc and the 1d4 page when it is written here. I'm still not done with getting all of the lore from the first thread in. I'm getting close though

>>74202934
A drawfen nation would be perfect if you want to add it.

>>74206850
Thanks for the lore! And also adding it to the doc. Also, the pic that you added is not displaying.

>"Error creating thumbnail: File with dimensions greater than 12.5 MP"

>>74207176
The Duchy guards their border along the swamps, but leaves them alone if they stay away. The Duchy was created by the cohabitation of the creatures of the night and mortals. They view necromancy as one would view explosion magic. Powerful, deadly, and not very useful for everyday applications.

>>74207898
Sweet! Could you add these to the nations on the wiki and the doc?
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>>74208985
Dont know about uploading to doc, but im already uploading them to wiki.
As a sidenote i think there should be added branch to wiki, something like figures of note, where there could be added descriptions of legendary, or historical figrues that contributed to world history. Some of them were arleady written
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>>74207706
Tharsa Mother of Flames

Tharsa Mother of Flames was the most feared natural disaster of the sixth age. When she went into heat, livestock and wildgame of the entire Great Plains was depressed for generations.

Her scourge and burning rage led many would be heroes to quest to slay her, but as a dragon that active hadn't been seen in decades, no one had the experience to handle her.

Growing human settlement had depressed the megafauna Dragons usually fed on; the lost of Oozestadons around the World Scar and the death of the Easten Grand Mollusc reef led to dragon populations trending ever lower.

As Tharsa couldnt find a mate, she stayed in heat far longer than usual and for 40 years she ravaged the Great Plains from her nest in the Zephyr Mountains.

The devastation ended eventually, many assumed she finally found a mate , but the wildscale ecological and economic damage she caused would outlive her terror.

Limited resources of the Horselords would cause the political tension that Uru would ferment into his massive Khanate. Qi-Fu's economic depression from the failure of the western grain trade would lead them to be weak enough to lose to Belaria in the Cape Wars causing the cessation of the Tai-Li hold.

The implied existence of a second Male Dragon would lead hunts for this "Ghostflame" for many years. It was on one of these hunts were Geoffrey, the Dragon God of the Khans was first discovered by human society.

To this day Geoffrey expresses extreme discomfort whenever Uruz asks about Tharsa , many assume Geoffrey was the product of the mating that calmed her great rage , but he isn't one to talk of family matters.

To this day people stand in fear over what happens the next time a Dragon Heat emerges.
>>
>>74209338

>>74208985
I will be honest, having both a doc and a wiki to put this stuff on feels like a bunch of redundant extra work.
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>>74209530
Yeah. Now that the wiki is up the doc is useless. It was only meant to be tempoary anyways

I'm all for moving work to the wiki. Any takers?
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>>74209338
Sure, go for it. I would suggest they would be added to the history of the nation itself, instead of having a list of prominent figures from different nations and times.
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>>74209636
How we would tackle history of places like the Uruzataar Khanate? The state itself is recent and is made up of many former states but the various horselords like Kara/Kaza still have relevant history.
>>
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>>74196150
Hey I just noticed something. The xuxu beans being such a rare commodity actually makes sense in lore because every other Highland on the map is full of dangerous mutants, cannibals or death machines.

There is like a little patch in the Celestial Empire that could work but climate wise it may not be a good match.
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>>74209604
Tarrow Weed is the major "crop" of the Central Plains.
Inedible to humans, elves and Treants it is a superfood for most livestock, such as Horses and beasts of burden. When discovered by early horselords in the Sevalut river valley, it was quickly taken as ideal fodder and soon became an invasive species across the Plains.

When consumed, it fattens animals that tend to store fat (Pigs, Oozestadons, cows) and builds muscle in those than tend to build muscle (domesticated Horses, Giant Lions (when fed meat gorged on it).

While the nomadic Horselords (and Tnz that adopted similar culture) mostly used it to fuel their nomadic empires, West Qi-Fu came to use it as a primary export, as beasts of burden grazed on it became powerful engines of sixth age industry.

Widescale propagation of Tarrow Weed wasn't without its issue though. As it spreads by airborn seeds, it doesn't need to be farmed, but it also doesn't contain itself. Many native species have been choked out by this "Golden Plague."

Oozestadons, used to feeding on native hardy grasses, quickly grew fat, lazy and diseased by gorging on the Tarrow weed, leading the once vast herds to diminish to mere curiosities.

The economy of Qi-Fu also became very dependent on this grain trade , which meant environmental concerns (such as Thars'as dragon heat) and political concerns (Westradi technology and magic not dependent on animal labor cutting into grain prices) weakened the nation severely.
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>>74208914
Eels that produce a thick oil like substance that burns skin and most material used for clothing really easily, it can be harvested in painstaking techniques and sold as a weapon for naval combat, basically Greek fire Eel.

Lion faced monkeys that form 'Canopy Prides' and can grow to about the size of a gorilla but are as nimble as a normal monkey in the jungles they inhabit. Strictly carnivores.

Pic related but big enough to ride.
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>>74209714
Just add some lore through interactions with the other khanates and dont get boggled down. IRL mongols wrote literally nothing down so it makes sense that the only hostory there is either folklore or extremly recent events.
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>>74210009
True, that's a nice detail to find.
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>>74210177
Oozestadons are giant near extinct elephant like creatures native to The Great Plains.

They release a thick mucous from their trunks that dissolves grasses into a nutritious paste when they then slurp up.

This paste when fermented was used to create the traditional drink Qoiag, though in modern times it is usually made from fruit juices.

Oozestadons have been rendered near extinct by massive human migration and population booms in the great plains. This is especially dangerous as they were a key food source for Dragons, who have become more and more dangerous as they become desperate for food over the generations.
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>>74210340
It's amazing how even in real life, humans will drink/eat anything.

I wonder how widespread/common dragons are. I know about Jeff, the Khan's dragon pal. I don't think there's been any other mentions
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>>74210416
There was mention of a female dragon, and she apparently took forever finding a mate in Jeff, which implies that there are very few dragons.
>>74209341
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>>74210542
The idea is that from the dragon pov, humans and humanoids are akin to a locust plague. Small, easy to kill and very short lifespans compared to you, but they grow so fast and have such huge numbers that they fuck up your food sources
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>>74210542
Makes sense, do the dragons compete with anything? I know that trolls can sometimes get large enough to battle one, with Skrug and all, but are there any other creatures that could compete with them? The Great Lions maybe?
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>>74210805
Like one on one I doubt anything could take a dragon down. Maybe a army or team with strong magic users could bring one down.

Most of the competition I feel would be disrupting their food chain
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>>74210805
Oooh what if the Great Lions are like the cultural symbol figure of worship for the Tnz'qran and the Dragon is the cult icon of the Qoktengal people.

Like an in universe Lion and Unicorn type thing.
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>>74210940
Yeah i can see that, i was just wondering if anything else came close to them in the food chain
>>74210998
Iconography is always fun, and beliefs do vary region by region so even in the same nation chances are a different area geographically would have different symbols and figures
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>>74211076
God I am retarded
>>74211056
>>74211056
>>74211056
>>74211056
>>74211056
>>74211056
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>>74207287
>Instead i decided to give them almost monopoly on trade with trean empire vasals
That alone would guarantee that they'll end up in a war with the Merchant Empire, let alone the encroachment of the colonies. Given the level of trade involved, and the amount of money and prestige, neither side will back down even if at the moment of writing they happen to not be officially at war. I would expect this to be a period when both sides are striving to build up their fleets and make them mightier and tougher. This will bring change to the East, and reinforce it in the West.
For now, the two sides will be mostly fighting little proxy wars with small companies of mercenaries, but this is absolutely not a stable situation: sooner or later, someone on one side or the other is going to take it into their head that seriously reducing the power of the other side is a Very Good Plan that will make important people rich. That southern coast is a powder keg! What's more, the greater technology level of Morloux is offset by their greater distance from the theater of operations.

The fascinating thing is that the Morloux haven't tried to force an enclave in the Celestial Empire yet. Or maybe they did, and it was a horrible bust?

So many great story hooks...
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>>74211076
>I labled thread 4 wrong..
It's thread #3 part 2!



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