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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.

> Thread 1:
http://suptg.thisisnotatrueending.com/archive/73993406/

> Thread 2:
http://suptg.thisisnotatrueending.com/archive/74079412/

> Thread 3:
http://suptg.thisisnotatrueending.com/archive/74150461/

> Pic Related
Elevation map

Unfluffed things by region: (0 fluff)
> Westerasi
Sarkation Empire
Kingdom of Vesterlanders
Sisilia Citystates
Lahaila Merchant Republic
Kingdom of Uoro
Lazari Confederation
Yoroi Tribelands
Vashian Republic
Terravia
Chiefdom of Voroi
Principality of Suezi
Farisian Republic
Euraxian Kingdom
Uroxian Federation
Free City of Betranox
Chiefdom of Uraka
Sarcian Mountain Tribes
Jorivakia
Tautoburg

> Northedge
The Great Pyramid (ancient missile silo)
City of Wandering Mimics (ancient walking city still maintained by robots)

> Central Plains
Janedi Citystates
Supprian Alliance (Ally to Merchant Empire)

> Midland
Zephyr Mountains

> Eastralia
Qi-Fu
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Political Map
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>>74211056
Ethnic groups and Migration map. (needs updating)
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Regions
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Kingdom of Belara Trade Routes
(Includes Trade between Cantons)
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>>74211056
Probably going to need multiple pages on 1d4chan, maybe a seperate one for all the religions, creation myths, and little stories that got tossed about yesterday. Doesn't really have a place now, especially stuff like the Boro spear myth and a lot of the miscellaneous info
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>>74211148
Trade routes of Treant Vassal States
(Mostly illegal Smuggling)
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>>74211056
Merchant Empire Trade Routes
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>>74211056
Map of of the Raiders see the World.
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Hey, new thread!

>>74211056

!!!!!HEY EVERYONE!!!!!!!!!
Here is the link to the 1d4 wiki page:

>https://1d4chan.org/wiki/Gloria-Etalia

The google doc is obsolete now and should not be posted on.

ALL ARE WELCOME TO POST LORE. There is a lot to do and eveyone is welcome! I'm glad to see the list of nations with no lore has gone down a lot.

IF YOU POST LORE, PUT IT ON THE WIKI. I don't know why this is so hard. There is more lore that exists but it's just not on the wiki which I have to go back for. If it's for lore that has no section, go and make a section. A thank you to everyone who has done this!

ALMOST EVERYTHING STILL NEEDS FLUFF. While there are nations that have no lore and need to be built upon, some nations have only some lore. You can and should build on these if you can!

Also, just to be clear this is thread #4.

In other news, I added a hodgepodge of lore from the first thread. I'm almost done with it! All I have to do now is add the language lore.
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>>74211056
Worst op til now. But hey, its always new thread.
Claiming first for Skrug
>>
Summarizing from last thread and adding more re:Qi-Fu

Qi-Fu's economy was heavily held up by trading of Tarrow Weed. A grass propagated through the Great Plains that increases muscle and fat in livestock hy large amounts.

The Horselords weren't considered with using it for industry, they instead covered the steppes with it to feed their mounts.

Qi-Fu's western territory was the breadbasket, they would harvest and dry the fodeer then ship it down the coast . Livestock was a major source of industry and so they profited as a major supplier of energy for horses, oxen, fearroaches and shadow dolphins.

The environmental disaster that was Trasha, Mother of Flames going into Heat caused famine and depression across the Great Plains region. With a major source of Tarrow Weed cut off, the Qi-Fu economy faltered.

This weekend state is what allowed Beladia to defeat them in the Cape Wars and led to the lost of the Tai-Li Hold.

a generation or so later western Qi-Fu would fall under contested status as the Uruzataar Khanate laid raids on it.

Qi-Fu is known as "the sick man of Easterasi" due to their weakness, especially in comparison to the strong Celestual Empire, which shares a common heritage.


With the government weak The Oni Twins of the two cities No-Rex and So-Xen have claimed more and more power in the area. With aims of exporting xuxu beans in order to start plantations in the Dou-Sai mountains.
>>
> The City of Glass - (Wyrd Tribelands Lore)
Before the great Calamity which struck ending the Age own Dawn a single city in the world knew it would come. The name of that City is long lost.

They were foretold a catastrophe would come which would doom the whole world, no the whole universe. As such they chose to leave. Their scientists worked on creating a bubble. A bubble of time and space. One where time would still run, just completely separately from the world around them.

The experiment succeeded, creating what we now know as the Wyrd, or rather an imperfection in the process gave birth to the Wyrd. The Wyrd is a place of transit a thin layer of time and space separating the City of Glass and the world of normal flowing time.

With enough patience and knowledge of navigation it is possible to travel between those two planes of existence.

The City of Glass exists as a myth among many of the Wyrd Tribes as their ancestors either laid their eyes on it themselves, or met researchers from the City sent out to explore the world.

It is not exactly clear what is inside the City of Glass and how it operates now, but whenever they send someone out they always ask about the "Wandering City of Mimics".
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>>74211360
So at the moment Qu-Fu is literaly failed state that not only lost lots of its land, but also has elites willing to trade their citizens out on plantations of not!opium.
At this point conquest by Khanate would be putting them out of missery.
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>>74211343
What's wrong with the OP?
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>>74211056
Map anon here, I just finished the Climate map.
Important note, this is NOT a Biome map, I'm still working on that.

Some other details.
I used the Köppen climate classification system as a base so if you're not familiar with it I highly recommend this series:
https://www.youtube.com/playlist?list=PLu83ZzwRbQvIoyZmLg59P7NY9eU37FBPG
It's not one hundred percent realistic however, as I did finesse some climates to fit established lore and some regions, specifically Treant, World Scar and Windhell Valley, I didn't bother to work out their climate classifications so I just gave each their own climates. Mountainous regions deliberately have to much tundra as working out the climates of higher elevations is an absolutely pain. I also ended up tilting the whole continent about 14 degrees clockwise to get the climates I wanted, which is not reflected in the final map which has the same orientation as the original map. Criticism welcome and if anyone wants the climate of their countries changed, I can finesse it further.
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>>74211414
To be fair it's more like !notCrack but yeah basically.

My headcanon is the Oni twins look like the apocalypse twins.
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>>74211525
This seems to match up with the agricultural lore established so far.

Though I do wanna see if we can buff that up.
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>>74211525
Did you take the Elevation map into account when making this?
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>>74211525
As I'm basing the grand duchy off of romania, could their climate be changes to a wet temperate continental? Thanks!
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Does someone have standardization posted by someone in last thread?
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Might start posting some cultutral stuff for Boro, will be sure to update the 1d4chan page.
>>74211525
This looks great anon, keep up the good work
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>>74211343
>Claiming first for Skrug
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>>74211736
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
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>>74211756
I'll rework the Boro wiki entry to that, i think the Maag Kingdom one follows that close enough so i won't worry about that yet.
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>>74211785
Should that be included in the next OP?
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>>74211525
I don't mean to nitpick but shouldn't there be a heat/color gradient?
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>>74211525
Westernmost part of Radmir is humid swamp, it should have same climate as rest of southern drachnae so i guess subtropical moonsun, There should be also no steppe in Radmir, only desert from sea to mountains and i imagine riverlands of radu river as mesopotamia/nile and based on how it looks on earth map it would make it also hot desert.
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>>74211644
Mostly although I had already begun working on this before the elevation map was posted. Luckily mountain ranges were already established far in advance so the two maps largely agree.

>>74211735
Sure, give me a minute.
I did just add the monsoon equivalent to the continental climate but the whole eternal darkness thing muddies it so much you could reasonably justify anything.
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>>74211788
The standardization would be a good idea to put in the OP for everyone to see.
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Question: what if I make the political organization of the Merchant Empire somewhat like a league of states with common cultural ground and bound by mutual defense and trading treaties? With Ecinev as the oldest, richest and therefore senior city. Which actually dominates all the rest.

For example, I'm considering that its formal name is "Honorable Ecinevian League".
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>>74211962
Their goverment was already described like combination of English, Cartaginian and Venetian systems. So i guess powerfull trade families, that have kind of senate, but doge or whoever is their state leader still has some say in the matter, even thought everyone is plotting against everybody else.
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>>74211962
Go for it.
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>>74211962
sounds good to me
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>>74212008
>So i guess powerfull trade families, that have kind of senate, but doge or whoever is their state leader still has some say in the matter, even thought everyone is plotting against everybody else.
Something like that.

>>74212014
>>74212071
Great thanks.
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>>74211735
>>74211837
Here you go.

Also I'll mention again that a climate map is not the same as a biome map. Climate maps only classifies the the temperature and precipitation of an area and the the naming scheme isn't to be taken to literally. Hot steppe fx. doesn't mean steppe, it just means this is an area like the hot desert but which receives a little more rainfall, however in reality it still might be desert.
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>>74211056
>>74211260
>>74211260
>>74211343
Next OP pre-write: https://docs.google.com/document/d/1SMexAryJsV4dMpxW23i4fT9tskRAQH10lw4RZT_zyGo/edit?usp=sharing
>>
We need more images, I wanna visualize the cities and clothing of each people.

Also once we are 'done', and I don't mean 100% finish but after every nation has at least the basics, I'm thinking of writing a small GURPS companion book with templates for different Gloria-Etalia characters and sample adventure.
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[Damnit! Posted in the wrong thread]
>>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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>>74212259
That sounds cool. The old threads have images attached to each nation. We should probably go trough them and add the pictures to the 1d4chan Article.

Never played gurps, but honestly seems like the only system which could handle a setting as Kitchensinky as this.
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>>74212269
I imagine they trued, but the Celestial Empire are a supremacist bunch and you likely can't impress them with Technology as the "Twin Cities" are basically civilised technobarbarians, thus sci-fi tier technology.
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>>74212218
Sorry wrong version.
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>>74212239
There should be also added first standardization:
Country name:
Population: (in percents)
Capita :
Goverment:
>>74212259
When writing Radmir history i used lots of images trying to give "feel" of nation (from paintings, throught architecture to clothes), i think it would be good idea if more anons adopted it when writing.
Also i don't know about ruleset, but idea of creaing companion book to some system would be nice.
>>74212269
I mean Merchant empire would surely try to beat Morlux from south ocean, but i think it needs to be reinforced that most of the trade by vassals is stull already stolen from merchant (but not only) vessels throught piracy, and some more lucrative crafts, are profitable, but created and sold in rather small ammounts.
One thing to consider is that technological advantage would probably be minimal by this point, and that Morlux can't just use full extent of their navy, because that would be asking for invasion from Belara.
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>>74212218
I think the color of the Windhell Valley Climate on the map doesn't match the key. Should be an easy fix.

Apart from that, I'm trying to work out where the various lines of latitude are, and whether there are consistent Hadley and Ferrel cells. They basically mean that winds from the equator to 30N are usually easterlies, and from 30N to 60N they're westerlies; the mechanisms driving this should be universal to Earth-like planets. But doing this I get very confused by that east coast. It's way too warm, and on a huge scale.

The sharp divide between the steppe and the treant forest is a good feature and very alien. That should be very sharp and will definitely feel like it's magically enforced. (That might even be true.) Such features need a Name!
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>>74212438
>I think the color of the Windhell Valley Climate on the map doesn't match the key. Should be an easy fix.
And it was fixed. I see >>74212370
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>>74212438
> This feature needs a name
The Sky Casm - clouds magically stop at this line and so does the eternal Treant Forrest. Temperatures on each side of the Casm can vary more than Between the World Spine and Rams Head!
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>>74211756
Thanks, here goes Heretics, and Radmir because they share most of those points:

>Culture
Radmirians are patient, peacefull but vidicative people. They put huge emphasis on moderation, while trying to live in the moment, finding pleasuers in beauty of life, art and nature. Contrasting with this is their culture of alcohol drining and production, even the poorest Radmirains can aford to drink beer few times a week.
>Religion
State religion that is worshipped by almost everyone is Cult of Miracle, its church IS the goverment. Some time ago heresy started, and is mostly worshipped on island close to northern coast, and in hidden communes in mountains. It advocates greater emphasis on creating lasting, positive legacy, and justice.
>Organization
While Radmir state church is closely tied to country, it also is represented in other countries and regions. Some cantons, most of Mai-Xi native population, huge communities in largest cities of all of southern Rams Head and large portions of drache marshes all follow techings of First Prophet, and thus are represented in church.
>Origin
Since i already described orgin stroy in deatail i'l just leave here chronology:
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
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>>74212286
Here's what I propose:
Pick whatever image you want for your nation, use your image editing software of your preference to make it 500x500 (it's much easier to work with squares, trust me)

Then go to lunapic.com, upload the 500x500 image, go to the tab 'art', select the effect 'fairy' and post the result on the thread.

This way we can have art from a crazy variety of sources and they will all look like they belong together.

Here's a side by side example of what the website does. It's a trick I use to get all my images to fit together for my WorldAnvil
>>
Expanding Fauna lore from both >>74210177 and wiki entries. Also splitting lion-faced monkeys and clay monkeys.

>Fire Eel
Fire eels are native to the rivers and inner sea of the southeastern tropics. They have a unique predation strategy that involves producing a oily substance that produces great amounts of heat, cooking their prey alive. The eels are fished by the locals that harvest this hot substance to be used in alchemy for elixir brewing or turned into a flammable substance used in naval combat.

>Simileon
Simileons take the appearance of a large baboon with a lion-like face. Growing to up the size of gorillas, simileons are fearsome hypercarnivores of the south forests having both powerful bulk and incredible agility. They also hunt in coordinated packs making them an even more frightful encounter.

>Clay Monkey
Once created to be familiars for a shaman in the Ram's Head, they are small monkeys with a skin and face that has a clay-like consistency. They often mold their faces to the ones of certain animals in the jungles they live with. Monkeys that are raised in captivity or lived in human settlements almost always choose the faces of humans.

>Wading Bramblebird
The wading bramblebird is a horse-sized flightless bird that wades in the Drache marshes. Bramblebirds are named so after their multiple spindly legs that allow them to traverse terrain. Due to their large size and ability to traverse on the swamp muck, some humans and goblins of the marshes have domesticated these birds.

>Wyvern
Wyverns are smaller, piscivorous relatives to the larger, predatory, and far more intelligent dragons of the east. They are often seen soaring over the Westerasi sea and the ocean offshore of Belara and the Storm Islands. They grow up to have wingspans of about 30 feet and come in a variety of colors.
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>>74212698
Nice idea.
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Whoever wrote the "The First Union" needs to change the name of the "half blind elder giant female named Skrug." Its needlessly confusing.
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>>74212698
Empress Dan Ming of the Dan Dynasty, currently ruler of Celestia
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>>74212754
Changed it myself to Utre for the time being.
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>>74212698
Jan Ing of the Ivory Kingdom, Queen of the Ivory Throne, Lady of a Thousand Elephants, Commander of the Southern Wind.
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>>74212836
Forgot picture
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>>74212613
>Diplomacy
Radmir tries to sprad its religion far and wide, and thus maintains peacefull relations with most of their neighbors, exception being necroswampers, who Radmir constantly tries to eradicate, and Northern Beanfarmer Cantons that they have bloody vandetta against each other. Radmir is alied with Mai-Xi Dinasty, but if native population were to rebel they would intervine on their behaf. Radmir is also alied with Merchant Empire against westwards colonization, and to ensure stability in region.
Heretic don't have foreing policy.
>Geography
North of the country is made of deserts, south is mostly mountains rich in metals, west tip is made up of delta of poisonous Udar river that creates marshes, Southeast, and east is based in riverlands of Radu river. Most of population lives there.
>Economy
Radmir is rich in resources, especialy gold, but giant mines also mine out iron, coal, salt, copper, gems, and much more. Radmirian goldsmiths are one of the best in the world, and Radmiran coin is almost imposible to fabricate. Radmir is also trading nation, two main trade routes that enrich it are Empirean south route, and Treant western route.
Radmir hoever always needs to be prepared in case of famine, so one of more imported resources is simple grain.
Radmir in times of peace is also defender of Norther rams head from pirates, but heretics stop this anti pirate action at the moment.
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>>74212698
Tried it, it does not look so bad

Heresiarh Viy also known as Arch Heretic and fifth prophet (by his followers), leader of rebelion against Radir
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>>74212698
Sereníssimo Alexandre Silveira, current ruler of the Honorable Ecinevian League, Foresmost Citizen and Grand-Admiral.
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>>74213040
Heresiarh Svyat the Midnfang of fifth prophet the twice ressurected
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The Ivory Kingdom occupies a peninsula covered in jungles and swamps, laid with a thousand rivers. In cities of stone surrounded by rice paddies, the Taj lords and ladies enrich themselves with the commerce of silk, jungle spices and a drug called the Fiend-Kiss, a powerful narcotic that causes relaxation and lethargy when burned and inhaled like incense.
>Culture
Ivory Kingdom natives are called Nangi, out of the kingdom's native word for itself. Nangi is a highly patriarchal culture, a warrior like society that values cunning, the ability to acquire and maintain wealth and status, and honor. It's best to die a honorable Nangi than live as a dishonorable pariah. However, only the ruling caste is thought to have 'honor'. You are born with it and may lose it entirely, ceasing to be a noble. Though great deeds are understood to 'increase' one's one. It's not measurable but there's a social consensus of who has more and less. This unofficial count plays a big role in the corts.
>Religion
Half of Nangi follow foreigner religions brought by traders from the west, and Celestian pantheon. The other half follow the ancestral worship of the Nagas, the race of serpent people, godlike and immortal, and their serpent gods.
>Organization
The Taj-Mai rules the Ivory kingdom from the Ivory Throne. The Taj-Nang rule their own fortress cities (nangs), almost fully independently. Taj lords always ride into battle astride an elephant
>Origin
Founded around the year 3400 as the local cities were united in conquest by the first Taj-Mai
>Diplomacy
The jungles are the only thing protecting them from the Ordes. The Ivory kingdom enjoy trading relations with many kingdoms, including the Merchant Empire. They are, however, suspectful of outsiders when not trading.
>Geography
Low land jungles covered in rivers, with swamps white sand beaches. The kingdom is almost flat, except for rocky low hills in the jungle. (cont)
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>>74212438
>Apart from that, I'm trying to work out where the various lines of latitude are, and whether there are consistent Hadley and Ferrel cells.
As I mentioned in a previous post, I tilted the whole continent 14 degrees clockwise to get more appropriate climates. I tilted it back for the final map just so there wasn’t any desparity with the other maps. That’s why the eastern side of the continent looks to hot, because it’s actually a lot further south than on the final map.
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>>74213055
First-Citizen is a neat title. Could also say he has the informal title of Pica das Galáxias
>>
Winter-Queen Lyga XI of Ruskata
>>
Current Grand Ressurectist - Faustin XIV
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Grave Saint in full gear
I have to say, this program is quite nice, and it indeed makes it so all those arts make more or less harmonic unity. Great idea anon.
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Dwarven Clan Jolgrith

The Jolgrith clan, vassals of the Troll king, inhabiting the most northern mountain range. Hárr, the chief of clan Jolgrith, rumored to be an elder dwarf of venerable age, leads his people deep within their mountain home. Master smiths renowned throughout the Northedge region and beyond, the dwarves of clan Jolgrith are said to be severe and dour people, even more concerned with practicality than most of their kind. Rumors of the dwarves great riches are commonplace in the north. Their masterwork arms and armor have been sold to all the peoples of the north since the ascension of Troll king Skrug. Unlike humans of the region dwarves of clan Jolgrith do not engage in raiding or mercenary work, though many merchants have claimed to have hired their craftsdwarves for all manner of works. Unlike other clans this one is said to be bereft of any dabblers in the arcane, even runes which the dwarven people are renowned for.
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>>74212698
Uruz Khan, fearsome ruler of the Uruzataar Khanate.
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>>74212698
A large giant lion (6m height, well above the 2m to 4m usually assumed).
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>>74212698
Got some pretty good results
>Conchobor, Hero of Boro
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>>74213137
>First-Citizen is a neat title.
All citizens are equal before the great law of Ecinev, but some are more equal than others and this holds especially true for the First-Citizen (Princeps in the old tongue).
>>
At this rate the 1d4chan page may need to be broken up into multiple pages, maybe each subcontinent, as we keep adding more nations and lore
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>>74213127
>As I mentioned in a previous post
I must've missed that. That's absolutely fine... but maybe the boundaries between types of desert and steppe in the middle isn't right. It's more likely to be a bit further "north".

Except that means that there must be a substantial amount of land somewhere else in the world for the plotted trade routes to work. Which is fine with me; it allows the world to be a similar size to Earth which is good for working out horizons.

Sorry, working out climate from things like axial tilt and ocean currents and plate tectonics and so on is a bit of an obsession of mine. Almost never get to play in the settings I make, but the worlds are mechanically correct.
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>>74213785
On the topic of lions, say normal-sized lions do not exist within the setting (except the miniature "giant lions" purposefully bred by Celestians, but those would not survive long in the wild). They are only "giant" lions for Anon, in-setting they are the only ones.

>>74212716
On other megafauna:
>Extinct giant turtles
They went extinct really long ago, but their shells and bones are still around.
One necromancer got his hands on a rare complete giant turtle skeleton, and animated it as his personal self-moving vehicle
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>>74214182
Are there size limits to such pages? It is very convenient to have everything on 1 page if not.
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>>74214359
I don't believe so but it just is cluttered right now, might just be my personal tastes, not like i call the shots.
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>>74212716
>The eels are fished by the locals that harvest this hot substance to be used in alchemy for elixir brewing or turned into a flammable substance used in naval combat.
I'm just imagining a Morloux adventurer (some minor scion of a great house, trying to make a name for himself) outfitting a newfangled galleon with the latest cannon to go and do a piratical raid on Ecinev itself (idiotically), only to have the whole lot go up when it encounters the fire triremes of Ecinev's home defense fleet. Now the ashes of his great galleon like at the bottom of the Strait of Ecinev, along with its great bombards, his hopes and dreams, and possibly the young idiots life.
Or maybe he was captured and sold into slavery, ready to provide some kind of interesting NPC for players to talk to, with tales of a fortune resting on the seabed for anyone able to wrest it back.

I've no idea if the mermaids have moved what trinkets there were. Or even if there are mermaids down in the depths in the first place.
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>>74214438
>Or maybe he was captured and sold into slavery, ready to provide some kind of interesting NPC for players to talk to, with tales of a fortune resting on the seabed for anyone able to wrest it back.
"I've seen things you people wouldn't believe. Attack ships on fire off the Horn of Ecinev. I've watched giant fireflies glitter in the dark near the Larus Gate. All those moments will be lost in time, like tears in the rain."
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>>74212698
Amazing idea. Should we do the same for other images?
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>>74214438
Speaking of the western seas. There apparently used to be a Mollusc Reef between Qi-Fu and the North.

Wonder how people fucked that one up.
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do we have anything for the Gold Coast tribes, might do a heretical amalgamation between Khmer, Greece and the Balkans.
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>>74212370
This map implies there are su tropical highlands in the mountains of The Ordes and Celestial Empire?


Also there is a huge desert I the middle of the Khanate?
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>>74215139

>Gold Coast tribes

nothing there. Go nuts.
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>>74215139
>heretical amalgamation between Khmer, Greece and the Balkans.
Intrigued. Could you elaborate?

>>74212716
I just wrote that the league's ancestors found out how to use the fire eel to fuel flame projectors, that they used against the Treants and, later, against enemy ships.
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>>74212370
The Massive Forests of the Treant Empire arent naturally occurring. They were cultivated and propagated by Tree Magic over the years. With consistent upkeep, the Forests and woods would be mostly overtaken by the steppes.
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>>74211056
The Westrasian Trade Bureau is a loos "Adcavocy Group" of various Westradi companies with interests in the transoceanic trade. Headquarter in East Hibon, in the Farisian Republic, theire primary rivalry is with the Merchant Empire and they are heavily entangled with the Belarian Government.

Originally an extention of the Belarian Crown meant to manage its holdings, the revolution saw it spin off and take on investors and traders from other firms. Currently most shares in the group are held by The Great West Trading Federation but Urox Incorporated and Westsea hold major influence as well.

The current business model is based on taking imports from New Belaria and then shipping them for sale across the Westrassi Sea. Many in the trade bureau are interested in setting up plantations in the fertile tropics and fields of the "Wild East "however . Finding a way to grow xuxu beans without buying them from the Cantons has been a particular holy grail for the Bureau, and several mercenary groups have been funded to destabilize Ram's Head for the purpose of acquiring land to do this.

A small mining company is part of the group and is based on selling salvaged materials from the Cursed Wasteland. They have to venture far inland and are mostly seen as curiosities at this point.
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>>74215409
*have yet to venture far inland
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>>74215222
just a random idea of some neat cultures, haven't planned it but stole some bits of each in my mind

well they could easily be a loose set of city state entities held together by shared language: though with some distinct dialects depending on the region. A mostly agricultural culture, and with their territory situated in the lower coastal areas of Ram's Head they could be rice farmers, making good use of that delta that cuts through their land. Their cities would rely on annual floods in the low lands or complex irrigation systems that surround their settlements. a settlement hierarchy could be formed around the larger trade/farming centers and thus form those city states. culturally they would be artistic, using mostly relief sculptures on walls and buildings as well as complex temple-pyramids. A loose caste system could be in place, with farmers and fishers being at the bottom, then the craftsmen, priesthoods, warriors and Royalty.

For culture they would be very much influenced by outside nations and empires, being conquered several times in their history. As such their local beliefs and state religions can vary greatly and there is a strong amount of superstition and belief of witchcraft found in the countryside and less urban areas. Fire is a important element in this regard and in all of gold coast culture, fire is used to banish many of the witches and evil spirits that would haunt the members of the Gold Coast. A group of shamans following the old ways that specialized in these rituals have lost their rights and place in the caste system as the nation's dynasties are overthrown and replaced every century. though they are prosecuted these pagan apothecaries still practice in the rice fields and hills, far beyond the eyes and ears of the barons and his retainers, and any foreigners that would influence or conquer the nation
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>>74212698
Duke Flaviu Komjátina, in the flesh.

Also, why does it have to be 500x500? I had no problems with a lot of different sizes
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>>74215538
>>74212698
Duchess Anișoara Komjátina
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Through oral tradition it is said that the first dwarves emerged from deep within the mountains, illiterate, mute and half blind. It was as if they emerged, half formed, from the ground itself in the wake of the great cataclysm that seared the surface and shook the world to its core. It is said that many had died in the first days of the dwarven people, great were their losses and terrible was their grief. Some terrible foe, its name no longer spoken of, its existence unrecorded in runic script, harried them, chasing them all out of their tunnels and into searing sunlight and the dangers of the surface. Hordes of dwarves stepped out into the world somewhere in the mountain range in the center of the great continent. The surface was no kinder than the deeps. Lessons were hard won and with the deaths of so many little of that wisdom could be passed on. Pure water was rare, food was scarce and competition for survival was ruthless even among their own kind.
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>>74215562
It is said that in the darkest hour of their kind's very existence that a single spark of hope was found. Obok and Gunrym, friends forged in battle with irradiated mutants, feral machines, savage humans and wild beasts, took to organizing their people, using their numbers and physical strength to their advantage. One victory over their enemies led to another and their forces grew as they traveled the wastes. After a great battle with a mutant-fiend, Obok dragged a wounded Gunrym to an ancient ruin. There they and their companions rested at the foot of a cold and long abandoned forge of ancient design. By accident or fate as the cold of night set it and the dwarves threatened to freeze Obok tripped over rubble and accidentally activated the great forge. It was here that dwarven historians claim true dwarven history began. As the forge roared back to life a great spirit, Lomonos, the forge-father, greeted what would become his adopted children.
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>>74215574
The companions of the forge, as Obok, Gunrym and their companions are called, spent an indeterminate amount of time with the great spirit of the forge. From the forge spirit Obok recieved assistance in deciphering ancient writings and developed the runic script dwarves still use in the modern era. Gunrym was granted a suit of armor using the last of the forge spirits arcane technological crafting components. This suit is rumored to be the fabled Forge-King battle suit, though it has been lost to time. Every dwarf learned some craft from the forge-father creating a mania born of hope within the dwarves. While enraptured in this manic state the dwarves created masterworks unmatched today. Finally when the dwarves were fully armed and armored Obok declared that the people would seize the wastes and together the companions of the forge did just that. All of their enemies were driven before them, wailing and gnashing their teeth as the might of the forge fell upon them. In the intervening years all the dwarves came to live within what was fast becoming a forge-fortress of such might and splendor as has ever been seen in this world. In that time the dwarves came into their own and felt complete for the first time in their harsh lives. This happiness would not last however.
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>>74215590
The people forgot the lessons of practicality and cooperation the forge-father and the wastes had taught them. Infighting began the moment the suggestion of conquest was brought forward. Fully half of the people would not allow the forge father's work to be used against those who had done them no harm, the other half would see the world brought to heel under dwarven boots. Still half of each side had differing opinions on how things should be governed and how resources should be allocated. Each argument led to another. Finally, in a fit of rage Gunrym, wearing his great armor, declared himself high-king of his people and would brook no opposition. In response to this, it is said that Obok declared his old friend an arrogant fool. The resulting argument led to a brief duel. Though Obok was intelligent and wise he was said to be not even half the warrior his friend had been. With a single blow Gunrym punched his fist through Oboks chest and cast his heart into the forge. It was at this moment that devastation struck the dwarven people for a second time. This act sparked a civil war within the fortress that flooded its halls with blood and woke something terrible within their adopted father. In rage, denial and confusion the forge-father began to lash out at his adopted people. Great machines hell-bent on death and destruction flooded his forge and the ground shook with his fury. The dwarven peoples fled their father's rage, fled in every direction from the fortress, all save Gunrym. Gunrym knelt beside his fallen brother and wept bitterly crying out in blood chilling wails of despair. As the people fled an angry crimson glow enveloped the forge-fortress and it sank into the earth.
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>>74215486
>>74215222

historically they would have once been a civilization with a great wealth of knowledge and culture, but after numerous power struggles and invasions from outsiders, they became closer to the fractured city states they are now. They've been conquered several times and each time they synthesized part of the nation that ruled them, even now as the merchant Empire has taken several cities as trade colonies their civilization and culture because more muddled and influenced by all sorts of ideas. So we have scholars and artists living in the same town as witch doctors and rice farmers, of course they all are watched by armored soldiers wearing foreign made armor and weapons. just a few ideas, im basically spewing nonsense.
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>>74215486
>>74215633
>just a few ideas, im basically spewing nonsense.
Please feel free to do so. It's interesting.
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>>74215618
Today the dwarven people have spread across the world, building new homes for themselves with liked minded dwarves, bearing ancient grudges against barely remembered kin while begging forgiveness on their knees before lit forges for their crimes against their father. The dwarven people are long lived, ancient elders among them have marked the passing of roughly 500 years. They are short and stocky compared to other peoples of the world and built of heavily corded muscle and robust constitutions.
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>>74215633
>>74215656
agreed. We needed some drawf lore and this delivers. Thanks anon
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>>74215661
They have lost much of their technological advancements and equipment. Many dwarves make a pilgrimage once in their lives to attempt to find their lost home and convince the Forge Father to forgive his wayward children.
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>>74215656
well going off the image posted in the OP, we can see two major geographical splits between the Gold Coast tribes, as they inhabit both sides of that basin or whatever that division of water is between them, and the Nation of Mun separates them too. The Western tribes are much closer to the Merchant Empire, and have access to a large amount of trade networks both along land and sea. I would say they are the richer tribes, with actual cities worth being called cities and some real infrastructure. The eastern tribes on the other hand are right near the cantons and their beans, as well as the warlike amazons and Boro, and the conquests of Maag aren't far. So they are the poorer, purely agrarian side of things, the more tribal and more backwards side, which at least that way they have access to some neat old magic and stuff through voodoo and the like as most of the displaced Apothecaries would be hiding in that region where their more questionable rituals could either be accepted as grim but necessary or outright ignored as there are bigger issues about.
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Nation Name: Honourable Ecinevian League

Racial make up: 75% típu humans, 25% others

Capital: Ecinev

Culture

The states which compose the league are bound by treaties of mutual defense and trading, but they would never have been established in the first place without the common grounds due to the original típu tribes. These peoples already showed an aversion towards bloodshed, a skill for sailing and favoring the accumulation of wealth that could then be used to settle disputes.

These traits remain. The league faces challenges and settles things by using money. Although other nations might define their aristocracy by superior breeding, divine rights or physical power, here is a matter of how much wealth one has. The ruling families might change from one generation to the next, as people born wealthy rarely are that competent in keeping it.

Wealth is the means to all ends. It ensures one has slaves to grow the food, mercenaries to fight the wars and the dowry needed for marriages.

However, there is one field where wealth isn't paramount: the sea. Even if the captain won a bid for his position, the crew will value him for his actual skill at keeping law and order aboard the ship, his knowledge of the moonsoons, his experience facing storms. The league might hire the generals that command its armies, but the role of admiral is only given, and never sold or bought, to the best naval commander available, no matter how poor he might be.
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>>74215918
Religion

As a whole, the league worships the twin gods Gloria and Etalia. The first is worshiped as the ruler of the skies, giver of rain and lord of the sun. The second is reverenced as the queen of the oceans, provider of fire eels and lady of winds. They are seen as the ideal couple, each one complementing the other. Not out of love, but because both benefit. Each and every league settlement, even if far from the waters, has one lighthouse-temple which serves both deities.

Some regions adopt other minor gods, if only to appease the natives.

Organization

The Honorable Ecinevian League is a federation of two hundred cities, petty nations and even some chiefdoms grouped together through treaties of mutual aid during wars and disasters as well as a complex web of trading monopolies. Each member sens one ambassador-senator to the Great Council in Ecinev, where they must elect one of their own as the Sereníssimo, the title for the ruler of the whole league, the Grand-Admiral, responsible for its warships, and the First-Citizen, responsible for law and order. That Alexander Silveira currently has all three positions is a testament for his fortune and skill. That he survived two dozen assassination attempts means that his peers fear such accumulation of power.
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>>74215935
Origin

The details differ according to whoever is telling it and whoever is paying the historyteller, but most agree that the members of the league came to be after the legendary overthrown of the Treants in the Fourth Era. While there are mentions of glorious battles and rebellions, the truth is closer to a gradual diaspora of coastal tribes creating canoe fleets to cross the sea and conquer the aboriginal clans of Vishga-Immunga and elsewhere. It was during this time that the tribes discovered how to process the oil of fire eels into the fuel used in flame-projectors against the Treants and, later, against enemy ships.

The Fifth Era is marked by the transition of tribes into city-states, which constantly sought to establish dominance over each other by any means available. There was little open conflict inland, but many naval battles, underhanded sabotage, bribery and assassination attempts.

The Honorable Ecivenian League came to be in the midst of the Sixth Era, as Ecinev managed to become the "shark in the reef" by assassinating, buying or bullying its opposers. Many of the other cities, tired of conflict, came to accept its suserainty. The rest had no option but to follow suit.
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>>74215948
Diplomacy

The members of the league are predictable. They can expected to make a profit in whatever it is they do, and they believe the profits justify the means. As they don't expect their own neighbors to be trustworthy, they make and enforce very elaborate contracts which are followed to the letter. They also don't see anything wrong with this, and will be the first to provide such advice. The fact that they gave said advice will be included in the contract as well. It's only fair.

They have a distinct relationship with the Boro nation. Members of the league don't trust locals to be their bodyguards and private militias. But the well-equipped buerse warriors are considered trustworthy and even a sign of social status, and so are employed by most of the merchant families.

Against Belara and Mourloux, the league maintains revolts, corsairs and proxy wars but it knows that it is ready to face and overcome only one of these powers in a proper war.

Geography

The league's homeland dominated by grasslands and rocky outcrops, except at the north and west, both influenced by the moonsoons. The dry seasons bring fires and the wet seasons bring floods. The rivers are flanked by gallery forests, many of which provide good lumber and charcoal. Much of the interior is given to the herding of cabybaras.
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>>74215964
Economy

The league's homeland has its fair share of resources, supplying foodstuffs and some metals, but what brings them wealth is trading. Metal crafts from Boro, silk from the Celestial Empire, amber and lumber from the Treants, gold from Radmir, opium from Mai-Xi. Thousands of ships ply the seas, buying from here to sell there.

That doesn't mean that the league doesn't have its unique items. In fact, there are two: the homeland's plantations produce half's the world's sugar. And the colored glass from the Muirano Island is unmatched in color, transparency and reflexion.
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Hey so I have this whole storm Island thing fleshed out, but it conflicts with the pre-existing Lore so hear me out, and approve for Wiki or whatever.
They are a tribal, and druidic society. Viewed as barbarians by outsiders, but not really primitive in their capabilities.
Trade with Storm Islanders, as well as the conquering, and resource extraction by greater empires; has been staved off by impracticality, because of the constant fog and storms surrounding the island. Making travel to and from the Island, treacherous at best.
The plants, animals, and even mineral make up of Storm Island, have evolved in a unique way, because of the inhospitable climate.
The Storm Island Sheep, and the Storm Island Seal, are bigger, fiercer, and hardier than elsewhere in the world. The sheep provide wool, hide, meat and dairy, and the ram's horns are fashioned into instruments and drinking horns. The seals provide meat, furs, and a large supply of rich fats; used for anything from candles to preservatives, soaps, and more. The only known birds on the Storm Islands are large scavenging corvids, and fish eating sea eagles.
It is uncertain why so many fish and whales live in the extremely stormy waters around the Storm Islands, it is as if they are swept there.
There are many trees in the Islands, but all subspecies evolved for the climate. Broadleaf trees harder than the hardest mainland oak, and Conifers which can bend completely in half without breaking. These unique woods are the backbone of Islander culture. They form their spears and bows, their storm-weathering architecture, and the only boats that can withstand a fishing expedition on their stormy seas.
The unique climate, and the volcano on Cloud Island, give the Islands a unique black iron, that looks almost, iridescent in certain lights.
It is said that long ago, the ancient Westrasi ancestors, emigrated to the Islands, before the stormy times, and interbred with the native Storm Islanders, who were far less.
Cont. Below
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>>74215997
Please provide opinions and point out mistakes, before I edit the wiki page.

I plan to detail Ecinev itself this weekend.
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>>74216011
I dont see much of a conflict.

I also am fine with ambiguity, like in universe the idea that history has some inconsistencies I dig.
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>>74215918
What is a tipu?
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>>74212698
King Thutszkoe II of the Leixi-Airoxian Commonwealth.
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>>74216176
Was how I thought of naming the original culture.
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>>74216011
Not much is still known about these Natives, except that they were albinid, and revered as magicians.
The effects of this union can still be seen in modern Island culture, and genetics.
Most Islanders have hair ranging from Brunette to Dark Blonde, as well as many shades of Red, especially Reddish Blondes and Browns.
However, Grey and Hazle, are the most predominant eye colors, and many tend toward a paleness. They tend to be anywhere between 5'4" and 6'2"
The albino traits, pale skin, white hair, and silver eyes; are sacred to Storm Islanders. They usually occur in the Druidic royal family. When it manifests in other Islanders, they are usually married into the Druidic Family to keep the trait predominant.
The sleeping volcano on Cloud Island is the site of ceremonial power for the druids, and it is rumored that the magic they do there protects the island with it's fogs and storms.
Storm Islanders are warriors, farmers, and fishermen. They live hard, and recreate hard. They have an insatiable appetite for their dark ales and whiskeys, made with wild tasting herbs that grow there. Some are brewed with rarer herbs, that cause much stranger effects. There are even stranger fungi. The Islanders are hard, but fun loving, and ever adaptable because of their environment. A Storm Islander can be thrown from a fishing boat, climb back aboard unshaken, and share a good laugh about it
Storm Islanders cover themselves in tattoos. They mark status and deed, as well as personal beliefs and virtues. A deed for a Storm Islander may also count a funny anecdote.
There are three inks used. The most common is black, from charcoal, The indigo woad ink is reserved for those more well off, or those committing greater deeds, and the rarest, a crimson ink, is reserved only for the Albinid Druid family.

This is what I have so far.
The lore behind the lore is this:
>Cont.
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same guy as >>74212716 here,
forgot to ask if we should also give the unique fauna their own latin names/binomials?
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>>74211056
Third Era recording

https://youtu.be/M43wsiNBwmo
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>>74216295
>The Native Storm Islanders were inbred descendants of scientists from the ancient advanced civilization. The geo-thermal energy from the volcano was long ago utilized to power a HAARP like machine within the volcano. The inside of the volcano was sealed off to become a safe chamber, housing the HAARP, like how people seal nuclear reactors. The Druidic class pass down the knowledge of the HAARP to keep the Island safe, and upkeep the infastructure as much as they can. Initially they did not need the veil of storms, and welcomed the initial wave of ancient Westari, to diversify their genepool, but raised the veil when they realized imperialism was a growing threat.
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>>74216169
The differences begin in my other posts, mostly with appearance, I just happened to come up with it today, before I went back and saw your other post about their appearance.
>>74216295
>>74216380
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>>74216380
The Lahaila Merchant Republic Once tried to conquer the Storm Islands and set up a colony to compete with Belarian interests.

The navy was ill equipped to deal with the narrow shoals of the storm island channel and they were quickly bombarded with druidic magic and thunder arrows . After surrendering they established an economic relationship in which they could use the Storm Islands as a waypoint on travels to the East, Clam hunting expeditions and trade with merfolk, in exchange for heavy taxes . The annual Shadow Dolphin races are held in the city of Lai-Nok to this day in honor of this arrangement.
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>>74216474
Hmm yeah maybe something like the Druids agree to "pray" for their safe passage, at arrange times?
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>>74215997
The Uruz script is a descendant of Suoxi Sigils that is used today in written Uruzataar, Tnz'qran, Ruskata and Qi-Fu. It was the language that Old Uru'q was written in, and when that language became the lingua franca of the Kara Khanate and its successor states and conquests , its use spread through the Great Plains.

The Uruz script was considered convenient because of its applicability to several languages of various sources, even those that used phoneme not found in Qoktengel languages. Due to contact with the Tnz'qran, most Treant spellbooks in circulation amongst humans are written using Uruz script, though the writing isn't used much in the Treant Empire proper.

It is also used to write down the mostly dead High Tnz language; which is still used in some traditionalist circles for religious purposes. There are those hardliners who consider using a foreign script for these sacred texts as a blasphemy, but as High Tnz didnt have a known written component there isn't much of a choice
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>>74216314
only if you or someone wants to.

>>74216392
>>74216011
>>74216380
Considering that was only a sentence that was in the wiki, I think you are good. There might be other lore out there, but considering that they didn't put it in the wiki/doc and the one sentence that is there had to be put there by me, I say go for what you have here.

It's a shame that there are another isolationist country though. Looking at the map they are surrounded by assholes and death though.

Also, it's headcannon for me now that the Westrasi nations think that they fuck the seals in the same way that some british like to say the welsh are sheep shaggers. It's a way to get over the salt of not being able to get to the islands I suppose.
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>>74216618
If the Republic ever betrayed this arrangement of agreed upon calm seas, it would be the greatest of betrayals.
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>>74216655
Bestiality is the universal racial slur. so far we have catfuckers, sealshaggers and I guess bellyriders would be the insult for horselords
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>>74211117
So looking at languages the Highlander langauge is apparently an ancestor of proto-Souxi.

Given migration patterns being a descendant makes more sense, was that what was meant?

If it wasnt a typo I am sure we can come up with some lore to explain what the fuck happened there.
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>>74216655
Sweet. Dubdubs confirms.
Isolationist was the only thing that made sense to me for their location, absence of trade routes, and name Storm Islands, when combined with the super far-future post-apocalypse to the point of being fantasy-era again, just made me think of some HAARP tech island.
I like that too. I think islanders would get a kick out of it as well. It also recalls Selkie folklore.
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>>74216878
General Language Family origins

Proto-Qoktengel>Old Uru'q, High Rus, Yugr

Old Uru'q>Tnz Pidgin, Uruzataar

Tnz Pidgin*> Northern Tnz, Southern Tnz, Central Tnz, Swe'yus

Proto Souxi> Royal Celestial, Common Celestial, Priestly Celestial, Kif, Proto-Visha-Imuuga

Kif>Modern Qi-Fu

Proto Vishga-Immuga> Vishga, Immuga

*While genetically a Qoktengel language, the vast majority of words used in Tnz Pidgin and its descendants are of origin in the Tnz language family, with the exception of Swe'yus which has significant influence from proto Sou-Xi
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>>74216655
Vampire Bro
I don't know how to edit Wikis and all my shit is in weird boxes?
Sorry man
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>>74216684
To be added to the language tab

>>74216755
Yeah I said WTF to that and scapped it. They should have their own proto-group. To do for tomorrow.

>>74216985
NP. I'll fix/add anything that is needed.

>>74216895
Why are people NOW working on languages again after I start to put them in? Oh well, at least people will be ready for suggestions.

= Languages =
The world of Gloria-Etalia has developed many languages. There are three major human proto-tounge language families. The Westrasian tounge, Qoktengel, and Souxi. These families break down further into groups Almost each nation has their own language, but languages in the same language group can be understood after some translation efforts and can be relatively easy to learn by a person who knows a language in the same group.

==The Westrasian Tounge==
These language families are spoken by The Westrasi, The Grendarrym, and The Izill. The tounge breakes down into five main language groups, and further down to individual languages.

===Nurweskri===
Spoken by Belara, Goldland, Windhell Valley, Morolux, Sarkation, and the Storm Island. (discribe the language here)

===Mukwesk===
Spoken by Lazari, Uoro, and the rest of the northern maidland of Westrasi. (say which ones here. I'll do it tomorrow when I get the map figured out)

===Lixwesktis===
(eastern nations past the inland sea, put it in with map tomorrow)

===Sukwesktu===
Spoken by Wyrd, Voroi, Araxian, and the other southern Westrasi nations. Halfling and giant loanwords have made it into the lower

===Grendarrym===
Is a mix of Nanauit and westrasi. Is a lot closer to what the original proto-Westrasi would've sounded like.

===Deiwesk===
Is spoken in Izill and used to be spoken in The Cursed Wasteland. Is the closest surviving language to proto-westrasi.

>(1/2)
>>
>>74217663

>(2/2)

==Qoktengel==
Qoktengel is spoken by most of the north. The three nations who speak this language group are Uruzataar, Qi-fu, Ruskata. It is broken into five groups

===Uruzari===
Is spoken by the Khanate in their homeland. It used to be a lot more diverse but the rise of the great khanate wiped out a lot of tribes and languages.

===Ururuski===
Is a mix of Uruzari and Destfurkuski. Spoken in parts of the northern Khanate.

===Uru-Fuu===
Is a mix of Ururuski and Fuufakaji. Is spoken in the eastern Khanate.

===Destfurkuski===
Is the native language of the Ruskatan region. Is spoken in Ruskata, Norvia, in conquered Ruskan terrority, and Yugr. Has been heavily influenced by Grendarrym, Nananuit, and Troll.

===Fuufakaji===
The native language of the Qi-Fu region. Is spoken in Qi-Fu, Ta-li hold, and conquered eastern lands.

==Souxi==
Souxi is spoken by The Souxi-Dan Dao, The Tnz'qran Raiders, and The Kingdom of Ivory. It has X language groups (still need to do the raiders)

Any suggestions would be wonderful. I'll finish up the language groups and add a map tomorrow.
>>
>>74216985
Minor mistake. There was a space before each paragraph. Fixed. Now sleep time. Thank god it's the weekend tomorrow.

Also, thanks for the great lore Anon! They seem like a fun people
>>
>>74217672

>>74216895

>>74216755

>>74216629
>>74080973

>>74080984

>>74081097

>>74081321
>>74158785

>>74192601


This is a compilation of all language lore so far.

If you're not autistic enough to get it all to fit together I can do it in the morning.
>>
>>74217848
>literally autistic

I was planning to do it tomorrow, but if you want to please go for it. Also thanks for the comp!
>>
>>74217965
Same here. We can have a sperg off tomorrow I really do need to sleep.
>>
>>74217719
Ah, I was just attempting to write proper paragraphs, didn't know that had an effect on the wiki.
Thanks Vamp Bro, I might flesh em out a bit more, standard garb, armaments (for the average man v.s. a man at arms v.s. sport sparring) food, customs, etc. tomorrow or a later date. I have an autistic interest in Celtic cultures and sort of mixed them with a sealer/whaler vibe, and maybe even the vibe of modern-day working class people of the British Isles/Ireland, and the American Pacific Northwest and New England. A Storm Islander would get a stupid tattoo while drinking with their mates. I've gotta do some more familiarizing with the Era of this setting too. I thought it was far-future/far-past Sword and Sorcery on the ruins of Anicent Tech/Magic; but there appears to be elements of colonial era societies. Alot of lore to cover already, I'm thoroughly impressed. This shit is the /tg/ I love. Was going to add the Ruskata, but they seem to have a fair amount of fleshing out, and I'm uncertain if they're humans with a small admixture of Troll blood, or a small Troll population, will try to familiarize myself with their pre-existing lore and origins before I add anything.
>>
>>74218348
Humans with Troll admixture as far as I understand.
>>
Ok so before I head to bed a quick note on the Tnz languages. It's been noted that the current Tnz'quan Language is in the Qoktengal language family.

When the Magna Orde reigned the various sub ordes spoke dialects/proto languages that derived from Vulgar Tnz mutually intelegble for the most part but with heavy accents and key differences . When the Magna Orde broke apart Old Uru'q became the common tounge of the new cosmopolitan region that the great plains had become. Various Ordes spoke Old Uru'q to understand eachother as well as Treant, Goblin and Uruz immigrants, mystics and traders. As writing became prominent during this time the adoption of the Uruz Script accelerated this phenomenon.

Over time the various Ordes wound up just speaking Tnz dialects through an Old Uru'q filter which lead to the modern day Northern, central and southern Tnz toungss spoken today.

(Essentially what happened to english with the norman conquest went in reverse, modern Tnz languages are basically 70-75% Tnz language family words embedded in a Qoktengal shell)
>>
> More Itzil Technobarbarian Lore
One thing which many could ask themselves, is "Why are there still Technobarbarians Millennia after the age of Dawn?". The answer comes in the fact, "where they are". The World Spine is the tallest mountain range in the world with Mount Setherest reaching 12 kilometers in height. This desolate location made the rich and powerful of the Age of Dawn create bunkers and safe-havens in the mountains. The modern Technobarbarians are also known as the Children of Itzil. The ancient Prophetess of the Wind. Trough use of wind magic, she managed to condense the air and lead many of the Mountain Tribes higher and higher up the mountains discovering those ancient vaults of technology. Said Vaults were inhabited by those they would only know as Molemen. Blind bald 1 meter tall human-like creatures revering some sort of Metallic Effigy. They would offer it gifts and would receive rewards in exchange.

This effigy, this ancient God was nothing more than an Universal Molecular Production Facility. It has bluprints for various things saved and if you provide it with raw materials it will make said things. Still for both the Molemen and Children of Itzil, this was a supernatural creature. Give it the right rocks and it will make magical weapons superior to anything they have ever seen.

As such for centuries the Technobarbarians have toiled in the service of these Moleman Effigies treating them as Divine creating an expansive religion no different to a Cargo Cult on modern earth copying the attire of the the people they see in framed pictures and holotapes. Memorizing component lists like prayers.

The biggest revolution in Technobarbarian society was when the 4th Prophetess Hetzla asked the Effigy an important question "Can you make another one which is you?" and the Divine being answered with a list of ingredients more expansive, esoteric and incomprehensible than anything ever seen before. These things listed there were not of this world! 1/2
>>
>>74218923
That's when the Technobarbarians first started launching raids on other parts of the world, making their tactics more aggressive, but only few places were promising. The World Scar and the Cursed Desert.

Due to it's curse no man can live in the desert, thus even after millennia it is still littered in ancient Artifacts. Thus Technobarbarians in clockwork power-suits made out of lead wander the Cursed Desert in their Divine quest for the components to have the Moleman Effigy make one more of itself. an Effigy for the Children of Itzil, an acknowledgement of their devotion.

The Technology the Divine Machines produce is far beyond the understanding of modern man as such they are treated as magic artifacts, with someone knowing as much as maintaining the devices being rare.

Many ancient bunkers were unveiled after. Tens or even hundreds, but the Moleman Effigy stands alone, a true remnant of Divinity on this cursed earth.
>>
The Nine Golden Heads are nine High generals of the Celestial Empire of the Xi-On era that each were defeated and killed in conflicts with or becasue of the Magna Orde.


1. Xu-Fan Who first attempted conquest of the ethnic Tnz in the north. He believed in the "Pursuit of the Peak" a belief that the Celestial culture was destined to reach the Izil Mountains. Aetl's defeat and slaying of Xu-Fan was a major reason why he was able to amass the political power to form the Second Great Orde.

2. Me-Fong was a defensive general who decided to consolidate past conquests instead of pursuing Xu-Fan's foolishness. Aeetle led an army of raiders on Lionback down the Dan-Fo river and burned Ion-Dan to the ground. The ash run off from the river causes crops to wilt for a full two years. Me-Fong was assinated by her own guards and her head was presented to the great Han in tribute.

3. Xaan-Du lead the Celestial Empire at a time where it almost collapsed. They were fortunate in that the decentralized system of kingdoms and fifes prevented a total conquest by the Magna Orde unlike the Tnz who had a strong link of culture and identity to hew to, most Celestial petty kingdoms had no strong ties so the Great Han could basically conquer a village at a time. Xaan-Du claimed the title of High General but really only had the loyalty of the most prosperous cities in the south east. Aetl Han spent ten years hunting down the general until he met them in single combat and fed them to the Giant Lion Az-To.

4. Gan-Ru is widely held as the worst "emperor" in celestial history. In fear of the Great Orde they bought off the raids with massive amounts of gold and tribute. This bankrolled The Magna Orde's conquests across the great plains and let the Orde become the greatest empire of its era. The tribute demands caused massive economic depression in the celestial empire and Gan-Ru was killed by an uprising in his "Golden Tent"
>>
5. Ton-Zu was a military genius who was born a peasant in the central Celestial subcontinent. He amassed loyal followers and was able to band several generals under his command. He led a counter strike deep into the heart of Orde territory and was considered by Aeetl to be "My fondest enemy." On the eve of an epic campaign to clash with the assembled might of three Orde batllaiins of Lion Chariots, Tom-Zu died of a heart attack.


6. La-Mi was the claimed daughter of Ton-Zu and led the brunt of the bloodiest battles between the Empire and the Great Orde . By this time Aetl has decided to focus on governing his massive advanced empire instead of dealing with further conquests. She signed a peace with Yne Great Orde and many belive they had a relationship.
7. Tanz -Han was the first leader of wider Celestial civilization with known foriegn blood. Called "the Bronze bastard" he led a civil war against his Mother La-Mi that raged at the same time the Magna Orde was being invaded by the Kara Khanate. The armies of Tanz-Han and La-Mi devasted themselves and both were proclaimed dead. (Traditionally held to be the same day Aetl Han died in battle against Kara Khan)

8. Qi-Chon was a peaceful and gentle minded general who saw the fall of the great Horde to the west as an opportunity for peace. Unfortunately every minor Han saw invading the east as a way to gain acclaim and be seen as the next Great Han. Qi-Chin survived 40 raids and assorted assassination attempts until they died from suicide from the stress.

9. Baal-Zchrun was a wizard in the employ to Qi-Chon that rose to power via dark magics learned from imported magic texts from the west. Their reign of blood fear and terror stabilized the Celestial Empire and lead to the first new conquests in most of living history . They were the first Celestial Leader to gain permanent land in Tnz Territory but this dark power came at a price and they went mad from mystic influence.
>>
> Cursed Wasteland Lore
Many speculate that the curse laid on the wasteland (being bombed into a nuclear wasteland) happened during the Age of Dawn collapse, but in fact it happened many Centuries earlier near the peak of Human Civilization.

Records are missing, but a human Nation specializing in Biotechnology was seeking conquest of it's neighbors. For that purpose they created a weapon the likes of which the world has never seen. A weapon which while produced with standardized tools would be universal.

The "Teriad" an insectoid beast of war which would be able to instantly assimilate any technology it touches. If it came in contact with an enemy Tank it would absorb it and become one with it, same with infantry equipment.

The Teriad War, as it is now known was ended by the Union of World Nations trough a harsh decision. Complete Nuclear Holocaust. The once lush and mountainous region was turned into a sea of boiling radiation and mountains rose at the coast from the amount of nuclear warheads dropped. Still, repeated bombings were required for while all human life was eradicated the Teriads still remained. Albeit due to the radiation have heavily mutated and lost a lot of their original potency.

For the next centuries having thought the Teriad extinct the wasteland was used as a trash disposal as well as a place to drop defunct satellites onto. That mixed with it killing anyone who enters made it into the largest deposit of ancient Technology in the Modern World. Though now various forms of Extremophile life reside there, along with the mysterious Wandering City.
>>
> The secret Origin of the T'lc-Kha
It may not be a surprise to many, but the T'lc-Kha have deep ties with the Cursed Wasteland. The truth is they are Teriads. Millennia of evolution have lead to the ancient bioweapons developing sentience. While much less potent than their ancestors, the T'lc-Kha still absorb metals into their shell. Unlike their ancestors though that takes them weeks or monks. From their encounters with the Technobarbarians it is suspected that they still can fully assimilate technology into themselves, just over a much longer period of time.

No one is really privy to this connection, though the T'lc-Kha feel a spiritual pull to the Cursed Wastes and old T'lc-Kha will often go on a pilgrimage there to die.

On the other hand poorer T'lc-Kha often have their oldest child known as the "Sacrifice" develop a shell made out of lead. Then they are sent into the wastes to look for Gold so maybe one of their younger siblings can become the "Golden Child" their family needs to ascend in hierarchy.
>>
> The Peoples of the Wasteland
Radiation fades over time and while still leathal in most parts of the wasteland small regions have become habitable in recent years. The Expeditions from Goldland and Technobarbarians have lead to small communities emerging in those pockets of low radiation. While they still need to watch out for Feral Teriads and other extremophiles. They manage to live there.

These people are known as "Lead Shells" because they are either T'lc-Kha with lead shells or Humans wearing Lead Power Armor.
>>
>>74212716
>More animals

>Thornrail
On the smaller end of bramblebirds, the thornrail is about a foot tall. Thornrails are scavengers inhabiting inside the mountain circle in the middle of Midland and are known for their legs that are covered in spiny scales.
>Akhlut
Semiaquatic predators from the northernmost shores of Northedge. About the size of a bear, the Akhlut takes the appearance of an orca with wolf-like legs and head. The Nananuit elves tame these beasts as mounts to traverse and hunt in the tundras, cold seas, icebergs, and glaciers.
>Scarcrawler
Large, crab/spider-like creatures that live on the cliffs that descend into the World Scar. they reach out and eat any creature that flies near or falls down above their cave burrows.
>Windjelly
Human-sized aerial jellyfish that use the strong winds of Windhell Valley to move around and feed. These jellies are a primary source of food for the locals. Windjellies come in a variety of sizes and range from white to light blues, purples, or grays in coloration.
>Boulderlug
Giant turtles living only on the wastes of Windhell Valley. Growing up to 7 feet high and about 10 feet in diameter, their large sizes, heavy shells, and dense bones prevent them from being taken by the winds.
>Windhell Viper
Small burrowing snakes from the wastes of Windhell Valley. They feast on any tiny creature that nears their burrows, striking prey with incredibly potent venom that could kill a human in minutes. The venom's potency makes it a very valuable and sought-after substance among the locals' hunters and Westerasian traders.
>>
>>74219282
That doesn't really fit with the whole eusocial insect people thing. Also sounds paradoxically like Borg as well. The whole tech assimilation thing. Being former bio weapons is good but the rest is a little overdeveloped.
>>
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>>74212698
Prince Layron III, traitor to Belara, hero to Morloux.

>500x500
I've experimented a bit with some different image sizes and while squares are nice, I'd recommend you experiment with some different sizes as it impacts the quality of the final image.
>>
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>>74220480
Queen Silandra II of the Kingdom of Belara
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>>74220501
Prime Minister Corinou D'afete of the Morloux Republic.
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>>74215538
>>74220480
Assuming we eventually try to do a PDF and have to organize the images, knowing their size beforehand allows the person putting it together to plan ahead space for them even when they haven't seen them yet. Squares means that they can both fit inside a column of text or in the corner of a page. 500x500 is just a nice compromise of size/quality. Bigger than this and most images would be reduced to go in the wiki making it unnecessarily large. Smaller than this and they are too small and you can't enlarge if needed without loss of quality.
>>
>>74220323
I like it. It's a nice touch to explain why they assimilate metals to begin with.
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>>74212698
Very based. Storm Islands in here. Will be back with pics later.
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>>74219218
Oh shit! What if the Wandering Mimic City is the last living Teriad(s)?
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>>74222097
I mean Teriads are still a thing... kinda: >>74219282
>>74219315

I imagine the city of mimics is something which wandered into the wasteland later.
>>
>>74220706
Ahhh. I like where your head is at.

>>74219218
>>74219282
Nice tie in.
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>>74218992
>>74219003
Nice! Add it to the doc please.

>>74218923
>>74218987
>>74219218
>>74219282
>>74219315
>>74219584
Thanks for adding the lore to the doc!
>>
>>74217848
So the merchants are westrasi? I'll change it then.
>>
>>74212805
Huh, the current Empress is female. Explains why the Han of the K'elle'orde is vying to press his claim as the next Celestial Emperor.

Who is her husband?
>>
>>74218923
>>74218987
Moleman Technobarbarian.
Vicious 1m tall creature.
>>
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>>74223076
More standard Technobarbarian.
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>>74223018
Dan Ming was the third born of the Dan Dynasty former Emperor, Dan Wuxi-Daio. However her older brother was found to be part of a conspiracy to kill his elderly father, and Godslaying in a serious crime in Celestia. This left the second make son to become heir apparent as attempted Godslaying was enough to force the firstborn to take a vow of redemption and isolate himself in a monastery, giving up his name to avoid execution. When the Emperor died, his second born, then 20 years old, took the throne, but half the court believed he was behind framing his brother for the attempted murder. After a year, he found impossible to rule and abdicated the throne in favor of the next male heir, the fourth born. However the kid was 8 and that would mean a long regencial period. Dan Ming was 18, and legal adulthood was 16 for women, and married to High-Lord General Sin Cao-lin. The Sin clan being very powerful, and the regent was going to be a very disliked member of the Dan Dynasty, the former emperor's brother. So Sin Cao-Lin pressed the claim of his wife and the courts approved, placing a woman in the throne for the fourth time in history. And the first that it was a direct succession rather than being the last living heir or taking control as regent.

Given the massive weight on her shoulders, many say that Dan Ming actually a figure head for her husband. But her first act as Empress was to send her husband back to his province in the far north, physically isolated him from the throne and capital. There's 2 ways to read this move: Either she used him for her claim and banished him after, or she wants someone she can thrust holding the far flung provinces in line, and thrusts herself and her allies to hold the capital.
>>
Boop
>>
>>74222894
Originally, but it makes no sense for them to be westrasi. They should be either Souxi or a group in that region.
>>
>>74211525
Why is Qifu so warm compared to the Northern Edge? Does the whole east coast have some crazy warming current?
>>
>>74222894
they speak a westrasi language. it probabaly caught on A a lingua franca between the various groups when the colonists came over.
>>
>>74222155
Perhaps just a different 'lineage'. Like, the Gold Ticks (nickname by the humanoids) are descended from mutated and irradiated Teriads, while the Mimic City is either a true 'Original' Teriad from the Teriad War era that assimilated enough tech to be as big as a city, or an amalgam of hundreds of thousands of Teriads.
Imagine finding the Mimic City and find the walkway you're standing on has opinions about your hat. Kinda like Polythreme in Fallen London/Sunless Sea.
>>
/r/ updated table of unfluffed kingdoms?
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>>74226013
Just check the wiki and see what dosn't have anything.
>>
Bumpity
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>>74217848
The current languages. I'm not making the map bc I suck at map making. If there are any suggestions or concerns tell me.

Languages

The world of Gloria-Etalia has developed many languages. There are five major human proto-tounge language families. The Westrasian tounge, Qoktengel, Tribux, Diverux, and Souxi. These families break down further into indivusial languages. Almost each nation has their own dialect of the language, and these dialects in the same language group can be understood after some translation efforts and can be relatively easy to learn by a person who knows the language. Learning a language in the same language family is harder, but can be done. Learning a language in a different language group is very hard.
The Westrasian Tounge

These languages are spoken by The Westrasi, The Grendarrym, and The Izill. The tounge breakes down into five main languages, and further down to individual dialects.
Nurweskri

>(1/3)
>>
>>74227306

>(2/3)

Spoken by Belara, Goldland, Windhell Valley, Morolux, Sarkation, and the Storm Island.
Mukwesk

Spoken by Lazari, Uoro, Tautoburg, Jorivakia, Lahaila, Vesterlands, and Wyrd.
Lixwesktis

Spoken by Terravia, Voroi, Suezi, Yoroslovan, Yoroi, Vashian, Veranese, and Uraka. Some Halfling and giant loanwords have made it into the language due to a small slave population.
Sukwesktu

Spoken by Araxian, Farisian, Sarcian, Leixi-Airoxian, Uroxian, Saramese, Bertnuio, and Euraxian.
Grendarrym

Is a mix of Nanauit and Westrasi. Is a lot closer to what the original proto-Westrasi would've sounded like.
Deiwesk

Is spoken in Izill and used to be spoken in The Cursed Wasteland. Is the closest surviving language to proto-westrasi.
Qoktengel

Qoktengel is spoken by most of the north. The three nations who speak these languages are the Uruzataar, Qi-fu, Ruskata. It is broken into five differnt languages, and further down into local dialects.
Uruzari

Is spoken by the Khanate in their homeland. It used to be a lot more diverse but the rise of the great khanate wiped out a lot of tribes and languages.
Ururuski

Is a mix of Uruzari and Destfurkuski. Spoken in parts of the northern Khanate.
Uru-Fuu

Is a mix of Ururuski and Fuufakaji. Is spoken in the eastern Khanate.
Destfurkuski

Is the native language of the Ruskatan region. Is spoken in Ruskata, Norvia, in conquered Ruskan terrority, and Yugr. Has been heavily influenced by Grendarrym, Nananuit, and Troll.
Fuufakaji

The native language of the Qi-Fu region. Is spoken in Qi-Fu, Ta-li hold, and conquered eastern lands.
>>
>>74227337

>(3/4)

Souxi

Souxi is spoken by The Souxi-Dan Dao, The Tnz'qran Raiders, and The Kingdom of Ivory. It has four languages, and can be broken further down into local dialects.
Dio-Dao-Souxi

Is spoken as the common language of the Celestial Empire. Can be broken down into the High and Low Dio-Dao-Souxi dialects, which act as almost completly different languages. Uses the 36 letters of the Celestial alphabet. These are each made by combining a symbol of one of the six elementals with that of itself or another.
High Dio-Dao-Souxi

Uses pictograms instead of the Celestial alphabet. Was the origional writing system in the Clestial Empire but a standard system was created for common use. This system is still used by the elite classes for official and holy texts.
Low Dio-Dao-Souxi

Is the common language and uses the 36 letters of the Celestial alphabet.
Souxinakoa

Is the language group spoken by the Ivory coast, Swe'yus, Nulamore, and The Jandi City-States. Is the closest to the Souxi-Dan language but has changed a lot due to an influx of forgien language groups.
Nhiqusouxu

Is the northern and eastern language group of the Tnz'Qran Raiders.
Qistsouxu

Is the southern language group of the Tnz'Qran Raiders.
>>
>>74227353

>(4/5)

Tribux

Is the languages of the various south eastern nations. It has 5 languages, and can be broken further down into local dialects.

Mreek

Is used by the Merchant Empire and the Supparian Alliance.

Euiqoi

Is used by the southern Treant vassel tribes. Is a mix of Mreek and treant.

Mujian

Is used by the Ranji, Punaji, Nanji, Gold coast, and Boro nations.

Khoan

Is used by the Mun, Maaga, and Canton Confederacy

Kujian

Is used by the Maag and Pash Kingdoms, and some of the canton confederacy

Diverux

Is the language groups of the midlands and parts of the Ram's head. Is broken down into four languages, and can be broken further down into local dialects.

Asverux

Is spoken in Duchy of Komjátina, Seem, and in the northern marshes of Drache.

Triverux

Is spoken by the necroswampers, the canibal cults, and in the southern marshes of Drache.

Vouverux

Is spoken by the Treant vassel nations. Is a mix of Triverux and Treant.

Radverux

Is spoken by the theoracy of Radmir, Mai-xi, and the Heretics of Vin and Savat.

Non-Human Tounges

Treant

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

Giant

Halfling

Troll

Nanauit

The language of the northern Sankinuiq elves.

Cant and Creole Tounges

--TODO, add the creole stronghold tounges--

Swe'yusi

A creole tounge created from a mix of Qistsouxu, Souxinakoa, and Mreek language groups. It is the result of muntiple invasions into the lands of the Swe'yusi over hundreds of years. The resulting language is used by the common people of Swe'yus and in local trading areas.
>>
>>74227374

>(5/5)

Black Cant
Black Cant is a mix of words from the native black sand island tounges, westrasian languages, and a few halfling words. It's used for pirates to identify and communicate with each other outside of safe ports. It also is being used in the Westrasi criminal underground as a safe way to communicate.
Done. Better formatting is on the wiki.

Now I get to go through the stuff on the second thread.
>>
>>74225252
That is absolutely fucking based.
>>
>>74226013
This contains the most up-to-date version.
https://docs.google.com/document/d/1SMexAryJsV4dMpxW23i4fT9tskRAQH10lw4RZT_zyGo/edit#
>>
I added to the Tnz'qran Raiders history and made the mess a bit less messy. There is still a bit of mess though
>>
I added some more lore for the celestial empire

also bump
>>
>>74228493
>>74228028
If you add lore also post it in the thread.
>>
>>74228551
It's lore from old threads that were never added.
>>
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> Religious Map
I tried making a religious map based of the religions mentioned in thread. It's a quick Mock-up and needs a lot of work. I kinda improvised in places where faith was not mentioned.

1. The most devouted Fish people Religion
2. Gloria-Etalia
3. Technobarbarian Cult
4. The Celestial Faith
5. The Faith in the Big Lions
6. Treant Worship/Druidism
7. Necroswamper Cults
8. The Various faiths of the Marshes
9. Cannibal Cults
10. Bean Farmer Cults
11. Miracle Cult
12. Red Dragon Cults
13. The Arn
14. The Syncretic Faith of the Twincities
15. Black Island Native Faith (Black)
White - Empty
>>
>>74227306
The previous lore says that Tnz'qran(s) is a Qoktengal language(s).
>>
>>74215918
>>74215935
>>74215948
>>74215964
>>74215997
Rereading this today, I find it so boring compared to the lore produced by other anons. If someone has ideas to spice it up, go for it.
>>
>>74228869
Great Job!

Two things.

One, the duchy worships Gloria-Etalia.

Second I dont think the northern mountains are drudist. A hobgoblin religion maybe? That or the red dragon cults. Unless there is some lore that I'm forgetting about
>>
>>74228869
I would hold with religious map until all nations are fleshed out, aslo why would gloria etalia faith be so big? Many Different cultures and worship then in many ways, and throught different panteons and churches. Land being owned by one country, does not mean that its religion is worshipped by natives, and based ont this map - thats exackly the case.
Additionaly there i think should be added worship of technopharao (or something like this i don't remember exackly) in maag, heretics of Viy should be cult of miracle, Dynasty should be also mostly cult with northern coast belonging to Qi-Fu religion, and southern Marshes also should be cult of miracle.
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>>74229061
>>74228869
Ok a small redo:
1. The most devouted Fish people Religion
2. Gloria-Etalia
3. Technobarbarian Cult
4. The Celestial Faith
5. The Faith in the Big Lions
6. Treant Worship/Druidism
7. Necroswamper Cults
8. The Various faiths of the Marshes
9. Cannibal Cults
10. Bean Farmer Cults
11. Miracle Cult
12. Red Dragon Cults
13. The Arn
14. The Syncretic Faith of the Twincities
15. Black Island Native Faith (Black)
White - Empty
16. Hobgoblin Occultist Thought Communism
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>>74228979
Yeah, based off of the ethnic and geographic interactions bewteen the dan-dao's and the Raiders I decided to add them to the Suoxi group. Plus the language groups would be inbalanced otherwise.
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>>74229087
'cause it's the "main" religion of the setting and it was mentioned to be both the Westerasi faith and one mentioned to exist all around the world.

>>74229087
We have to develop a religious map at some point.
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The Tomb of Baal-Zchrun (Known to the Celestial Empire as "The Black Gate" and to Tnz Cultures as "The Red Sunset) is a megalith on the outskirts of Xin Dang. Wildly held to be cursed it is the alleged final testing place of the Celestial High General Baal-Zchrun.


Baal led the conquest of the Dandio-Orda and when they died from complications of dark magic, their acolytes buried them on the outskirts of their war tent which would eventually grow into modern Xin Dang.

The stones of the megalith are covered in black tarrow weed and it glows and oozes with a strange electricity. Several Emperors wished to exhume the corpse of Baal-Zchrun and bury them in the Imperial Catacombs with other high generals, but strong discouragement from local leaders has always been enough to Sway imperial ambition away.

Modern archeomagicians have made attempts to study and replicate the magic used on the tomb, with few results if any.

To this day is Ball-Zchrun's Ascension day on the Celestial Calendar is considered a time of death and mourning where many make pilgrimage to the tomb. The bravest daring to touch the rocks by hand.
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>>74229168
I'm not much a fan of hard fiat like that, I think we can unite the narratives.

How about this. The languages are of Qoktengal origin that were adapted into Tnz language family structure.

High Tnz, the ancestor of the various Ordish dialects around the time they adopted the Uruz script, is in the Sou-Xi language family.
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>>74220738
Until that post >>74219282 there was no mention of assimilation. There are snails and other bugs that turn part of what they consume into shell, carapace, wax or resin but that isn't assimilation every creature turns what they eat into something else. Besides fully assimilating technology would result in those bugs quickly becoming the most powerful creatures out there what with space faring technology being so advanced. It smells of mary sue. In a hive society there wouldn't be poor or rich just a caste system through which they derive their sense of place and purpose, resources would belong to the hive as a whole. You might get individuals out in the world acting as agents, scouts, assassins, merchants or ambassadors but they'd be spawned specifically for that and be at least initially supported by the hive. Not every creature on the planet needs to be tied to some fallen civilization. The world can have a native species or two.
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>>74229018
I'l try to make some changes to goverment (or oganization as its called). I hope its something you meant when writting about spicing up.

>>74215935
While in theory every member state of Ecevian Leauge has same power, over time as trade companies and families that own them grew in power, it became clear that there is no basis in reality for such theories.
Real power lies in coin, and aby extention in people that are rich. Such people buy supporters, politicians and influence, and by extention rule the country.
At this moment there are 6 merchant houses, and their asociated trade companies, that hold monopolies over most influential trade routes, and producion centers, and multiple smaler entities that compete for scraps.
All movers and shakers own around same ammount off senators most of the time, with one or two leaders that change as economy changes.
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>>74228869
Missing the god machines for goldland
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>>74229457
The point is them being a possible sleeping giant. Or even an Apocalyptic event if technology is ever to return.
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>>74229508
Basically the idea is that they don't know they are a superweapon. It is lost knowledge.

They also are harmless untill technology returns. The point is having this looming threat of a friendly race possibly growing more powerful than any other over night. As well as how the Insectoids would cope with that knowledge themselves.

That is way more interesting than just: he he there WUZ bugz
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>>74229637
Goldland does not know about the God Machine. They are integrated religiously with the other Westerasi states.
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>>74229645
Sure but there are plenty of other things that fit that bill already.

>>74222155
This "maybe the Teriads became the city of mimics" idea is a primary example. Then there's the fact that trolls keep growing and need more food as they grow so they're an inevitable threat to all living things. The tech barbarians could unleash who knows what, the undead could go zombie apocolypse, the eldritch being worshipers might bring on some lovecraft apocolyspe. There's plenty of possible doomsday civilizations or civilizations capable of explosive growth.
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>>74229709
God machines plural anon check out the last thread. There's plenty of lore added to goldland about aztec like godmachines and badly maintained space age tech
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>>74229737
Why not instead of having them fully absorb tech they can still absorb just metals? They can use gold to spawn their own answer to the magical threats of the world?
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>>74229985
The shells of gold spawn can have their magic rituals engraved on their carapaces
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>>74230113
>>74229985
Spellcasters try to loot the carapaces of the dead for the strange magics engraved on the golden ones shells/carapace.
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>>74229508
Not exactly what I meant but you're welcome to do so all the same. It's good.
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>>74229687
The speed with which bugs spawn is threat enough. They could overrun the world without going full on tech-tyranid. Technology is already present since the people on the surface have ancient, poorly maintained giant robots protecting their borders. It clashes too much with what was already posted.
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>>74229329
The point of the language group is to show where the languages come from and what they are similar to. They cannot be from Qoktengal origin unless they are themselves languages from the Qoktengal group.
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>>74229737
Not to mention Seem. Place is freaky. As of right now they are the borg.
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>>74230543
Yes my point is that they are in the Qoktengal language family but have mostly non-Qoktengal words. The same way english is a germanic language that is full of words of Latin.
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>>74230597
Bug borg in a walking hive city. The city that crawls.
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>>74230609
I mean, if you insist. In my mind it just seems to needlessly comlicate things, but if you want to go for it.
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I like the idea that the bugs originally were bioweapons meant to process technology but over time evolved to just consume metal to make shells.
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>>74230753
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bumpiy
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>>74218923
>The biggest revolution in Technobarbarian society was when the 4th Prophetess Hetzla asked the Effigy an important question "Can you make another one which is you?" and the Divine being answered with a list of ingredients more expansive, esoteric and incomprehensible than anything ever seen before.
kino.
>>
[I didn't want the two halves of the continent to be separated to adventurers. I do want them to be separate in armed invasion terms.]
The Sarcian Mountains [better Westrasian name needed] (or Wall of the World in the Celestial Empire) are precipitous and nearly impassible. Nearly. There are in fact two passes of note.
The first is the route along the top of the cliffs where the mountains meet the sea. That route is narrow, but can be navigated by mule trains with care, and there is some trade between the Giants and the Empire, mostly of fine wine and brandy for silks. It is fortunate that both sides are peaceable. There are also several places where there are landslides hanging above the route, barely restrained by clever contrivances of rope ensorcelled to never rot, eternally ready to close this route permanently at the slightest threat of invasion.
The second is by the Pass of Yari. Also called Great Dragon Pass, this consists of a twisting route up a great col on the western side to a wall at the top of the pass, manned year round by the army of Leixi-Airoxia. There is then a narrow rope bridge from the gate in the wall across a sheer ravine over a mile deep to the other wall, guarded by Imperial forces. The walls are adorned by great designs of dragons in the style of the two sides (bearing in mind that neither side had an artist who had actually seen the overwhelming majesty of a real dragon). The route down on the other side to Yari is mostly along a long and narrow ridge. It is through the Pass of Yari that the Empire trades their tea for precious amber from the beaches of the Westrasi Sea and Saramese jade.
The exact manner by which the bridge over the great border ravine was made is uncertain, but it is surely the case that no invader could cross this way: a bit of fire, or some quick work with a knife, and the pass will be closed. By being so under threat, it can be viewed as *not* being a threat, and so safe to allow trade to happen that way.
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>>74232746
Basically, I wanted each route to be only be allowed to exist because the Empire's paranoia about invasion by western devils is restrained by obvious measures.
The southern route is actually quite often closed anyway, when a bit of clifftop crumbles into the sea and some technomagus has to be hired to carve a new one. It's also very wet in places, and rather slippery. It's genuinely dangerous, but not ridiculously so.
The northern route is much safer except for that central ravine (eroded away along one of the major faultlines in the area) and a long way up. When traversing that rope bridge, you'd better hope you have a head for heights. It's a good rope bridge, but it is still common to blindfold pack animals for the crossing.
>>
Was there ever a consensus on the topic of magic? I know it can be a complex can of worms to get into, but we're going to have to settle it eventually. I personally rather liked the idea that most magic is ritual-based, but that presents problems with most magic-users in most game types.
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>>74232873
Nope. I personally believe the best way to solve the problem is to have ritual magic be very complex and require a lot of time, people, and recourses. The upside being that it's OP. It provides a reason for questions like "Why doesn't the Khanate finish Rusk off?" and "How does the Treant Empire have lush jungles year round?"

A tool to be used by nations to proform great feats, and to be only attainable by PC's through a lot of effort.

"Normal" spellcasters still exist, but their power is viewed as small and inconsequential compared to ritual magic, which has almost unlimitless possibilities.

Maybe there can be a rule that the most powerful spells that can be achieved by the PC's normally are ritual spells.

>>74232746
Perfect. Thanks!
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>>74232746
>>74232837
Added to the wiki
>>
bump.

Also, when we're finished, how does one make the pdf? Is there a piece of software put ther to use?
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>>74230753
This sounds way better
>>74230810
+1 shiny bugs
>>74230281
You could get really crazy with this too. All kinds of hypnotic patterns, golden ratio, etc.
>>74222155
>>74229737
A division in their evolution sounds Nito, one gone mostly organic/arcane while the other chases technological perfection.
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>>74229709
>They are integrated religiously with the other Westerasi states
The existing lore seems to indicate that they're pretty isolationist and worship their Mechas that are falling apart from defending them from dinosaurs, mutants, tech barbarians and the like for generations.
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>>74234529
I think we should get all the art anons have posted and make them the same dimensions as posted previously before we put together the PDF. Don't want to leave anything out.
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>>74234664
Neat
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>>74233334
>and require a lot of time
I like this.

>Terravia (read: randomly picked small unfluffed nation #1) was at war with Sarkation Empire (small unfluffed nation #2, neighbour of #1) 40 years before present.
>So Terravia commissioned a giant war-golem to crush their enemy. Its body was completed within 5 years, but the spell that would animate it (and bind it to attack the military of the Sarkation Empire) required 40 years of casting (for a total of 45 years).
>20 years later though, peace was made, so the casting was ordered to stop.
>And officially it did.
>But in secret, the casting continues. Terravian civil government is unaware of this, but the military leadership and parts of the academy are in the know. Nobody wants a war, but it would be a colossal waste to let decades of casting go to waste.
>If left undiscovered, in 5 years time, the casting will be complete, and the giant war-golem will march on Sarkation Empire, to the surprise of almost everyone.

On another note, I really do dislike most of the Westrasi country names.
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>>74222155
>>74234664
So the T'lc-Kha became a hive of organic yet metal carapace'd insect people. The Teriads became wondering amalgams of tech, machines with organic cores that feed on other machines.

Do we want the Teriads to be the wandering city of mimics? Or should the wandering city be its own thing?
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>>74233334
Pathfinder 1e has an optional ruleset for "ritual magic" If you're looking for inspiration.
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New anon here, is there some kind of tl:dr somewhere for your project? Beside simply saying it's a map that was filled with multiple anons?

Also if you guys are interested (and if it fits in-universe of course), I have the beginning of a concept on man-spiders. It was inspired from LARPing I've done years ago. Though I might write it tomorrow or later today...
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>>74235782
>It was inspired from LARPing
That makes me really hesitant to say yes. Still show us what you've got when it ready. Even if people don't like all of it we should be able to use parts of it.
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>>74235782
Just be sure to read existing lore for wherever you're throwing them in, some ideas seem to clash badly when people haven't read existing lore. There really is no TLDR as we're making it as fleshed out as possible.
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>>74236155
Although I will be honest I like that part of it. Forum games and comics gave me a love of "yes and"ing shared lore.

Fitting lore from differnt authors together that werent originally thought to go together, taking throw away references and expanding them out... it's the most fun part for me.
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>>74236648
>it's the most fun part for me.
Sure but that's when there isn't an established "cannon" yet and people are just throwing out ideas. The overall lore of Gloria-Etalie is pretty set now and while there're a lot of gaps, the large strokes have been painted. At that point, throwing in lore randomly with no regard for the existing lore and expecting others to accept it and make it fit seems rather assholeish.
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>>74237009
Well, it seems that collaborative worldbuilding-wise there are at least three stages in making a setting: the painting, the weaving, and the finishing. The painting is when the world is still a blank canvas and the collaborators lay down swaths of canon, painting in broad strokes. When there's enough things painted, then come the weaving, where the disparate pieces of lore gets connected and weaved into a coherent tapestry or quilt. Afterwards come the finishing part, where little details gets fleshed out to make the setting more lived-in. These phases can come and go, but it's generally how it goes.
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Do chicks in any of these places wear minoan style dress? They should!
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>>74237188
There’re still plenty of countries that need lore, fluff it out yourself anon. Remember to read existing lore for the area you’re writing for and follow standardisation.
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>>74235604
Thanks. I hate it.
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>>74212698
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>>74212698
A warrior from Goldland
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>>74238131
Another
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>>74238131
Different tribe
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>>74238116
Skrug's finest
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>>74238116
A pair of dwarves from Skrug
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>>74211056
MINOR MOLLUSC STRAGGLERS
Unlike their northern major cousins, the minor molluscoids were faced with struggling weather conditions that prevented their growth. At some point in time, unknowable to short-lived history, some molluscs started to lure passing short-lived ones onto them in hopes they could form symbiotic bond which would allow molluscs to grow into the height that was spesified onto them upon their creation. Initial attempts were simple noise-based lures, such as beautiful melodies. Later some molluscs tried to cover their shells with shiny materials that evoked the glow of gold. at some point, molluscs mutated enough so they could move very slowly. If any ships would divert their course towards the suddenly appeared unmapped islands, they would be breached by spiked mollusc shells below the water surface, leaving the seafarers stranded. In time, this population started to grow, as molluscs could provide them with edible material either by becoming their food, or creating habitats for fish and other maritime animals on the underwater parts of their shell.
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>>74238217
Molluscs farming people...spooky
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A reminder to check and update the 1d4 page. Currently there's a lot of lore missing from it. 1d4 page is the official main document now.
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>>74238131
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>>74211056
Okay, so I'm currently working on the biome map and I've had a thought about the wind patterns of Windhell valley.

Basically I imagined it as a giant cyclone as a result of the westerlies flowing in through one passage and out through the other and from that tried to map where the strongest winds would be at any given time of the year.

>Winter
The westerlies are at their strongest and are coming in from south-west. Also because the passage for the outflow is narrower than the inflow, it creates a funnelling effect so the wind intensifies further. As the winds are pushing on the eastern side of the cyclone, the eye of the cyclone is moved west.
>Summer
The westerlies are at their weakest and are coming in through the north, so they're further weakened by going from the narrow opening to the wider. The cyclone is at it's smallest and the winds are pushing on the west side so the eye is moved east.
>Spring/Autumn
Somewhere in between summer and winter but with much more unpredictability as there's more turbulence from the north and south wind's friction as they blow past eachother. There's also a particular time where the winds shift from predominately southern to northern during spring and vice versa in autumn. During this switch the cyclone is disrupted and the chaotic flow of air creates utterly extreme windblasts, the world's biggest tornadoes and thunderstorms and even many areas of complete wind-still. This only lasts a couple of days at most.

This also affects the climate in the rest of Westrasi, particularly outside the two passages. At the north passage, warm humid air from the south is brought up during winter, leading to year round rainfall. At the south passage, cool dry air from the north is brought down, leading to more extreme summer droughts.The rich soil of the valley has been grounded up and blown out by the winds over millennia, making much of Westrasi soil nutrient rich.

I'm no climatologist so I don't know if this is really feasible.
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>>74238131
More Goldland inhabitants
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>>74238131
A high priest operating
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>>74238217
Thats literaly whole idea of molluscs as defenders of planet completly ignoring minor races.
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>>74238131
One of many god machines
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>>74238438
literaly against*
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>>74238447
A busted one
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>>74238217
(PIC: hollowed out shell of a minor molluscoids, abandoned by the people who ate it)
>Culture
The stragglers are a mixture of every people who have set sail and sailed next to minor molluscoid reef. Although very little of their original culture remains. Their life is relatively easy, as sustenance is provided by their living island in some form or another. This leaves them with plenty of time for philosophical pondering or making war on other islanders or Black sand kingdom pirates who stray too close.
>Religion
The stragglers are separated to different fanatic groups, which are described in next post.
>Organization
The basic unit of straggler society is a single molluscoid. Usually one molluscoid is inhabited by uniform group of straggelrs who live off it as parasites, and in some rare cases, as symbiots. Geenrally, the molluscoid sustains the stragglers even when tehy don't provide anyhting for it in vain hope that their children will invent a way to improve their size. This coupled with molluscoids inability to communicate with short-lived beings due to not understanding actual language and living on different timescale, usually leaves the stragglers to live in permanent state of confusion.
>Origin
Detailed in >>74238217
>Diplomacy
They do not offically exist, as all who come within the reach of minor molluscoid reef usually join stragglers when a stealthy molluscoid sinks their ship. There are of course exceptions, and they will be described in next post
>Geography
The minor molluscoids do not appear as intimidating as their major cousins in north. Fro mfar away, they appear as slightly crooked or funny-looking islands. Islands that are conmpiciously unmapped. And if some ship were to observe them for weeks, they would see that they move, albeit very slowly.
>Economy
The mollusc-island feeds all stragglers above it, and in some cases, the stragglers feed the mollusc. This leaves all trade to be made with items seized from sunk ships.
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>>74238438
>>74238449
(That is why i chose the minor molluscoids which have no lore. i don't think it's not far-fetched to see them as result of mutations creating bugs within their own system. They are just really desperate to fix some propblems that are preventing them from fulfilling their primary role.)

>Economy cont.
And of couse, the sunk ships themselves - there is no wood or clothing to be found on molluscs. Making the husks of ships and their sails the most valuable commodity of all on the islands.
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>>74212698
A pair of wyverns on the Sarkation coast.
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>>74238460
>>74238521
>Straggler-cults
The farmed position of humans living upon their host-islands gives them the overabudance of free time to develope different sorts of belief systems to explain their current position. This, coupled with the complete indifference and silence of their isalnd hosts means taht none of these ideas actually represent the wishes of the molluscs accurately.
The main groups can be roughly detailed as follows:
>The singers
The molluscs are a promised land of plenty, and it's a duty to invite others to live upon them as well. The singers try to attract passing ships upon the isles as well as they can, wether by playing the role of shipwrecked in need of help, or denizens of a paradiselike isle. They usually implode rather quickly if they are successiful, as the island gets too crowded.
>Deathlies
In most cases, the mutated molluscs absorb the corpses of those who die on them in hopes of accumualting enough biomass to grow, and some denizens take it upon as a sign that the island can be fed, and that this feeding is their purpose there. In cases where they don't simply kill themselves, they raid other mollusc isles that stray too near to theirs, or try to lure new sacrifices in the same way as singers.
>Believers
Simply put, some see molluscs as gods, and try to futilely discern their will. The believers try to interept the will of their island by interepting anything that happen as omen. They usually slowly shift to other types of cults as consensus upon the will of their island forms.
>Eaters
Some stragglers see themselves as prisoners, and seek out to kill their island. This would normally be quite futile attempt, but most molluscs taht actively hunt for stragglers to repair them are usually mutated to the point where their shells may have weakpoints that can be taken advantage of by shipwrecked who have salvaged a sharp object or two. Only a few of them can transition to the point where they can skip islands after destroying their own.
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>>74238709
>Shipwrecked
Most often recent arrivals, who believe the loss of their ship to be an accident. They try to lure other ships near them as singers do, but in hopes of being spirited away from their unnerving new home. After all they know where the shoals that sunk them are and can surely guide other ships to land safely.
>Escapees
Ones who try to accumulate enough woodstuff to build crude ships and escape away from the reef. Most often they manage to only change their islands.
>Players
A small subset of people whose ship had a well-cartographied map of the continent. They believe that they can influence the happenings of the wide world by playing different sorts of games with the aid of this map.
>The royalty
It's not uncommon that recently shipwrecked decide to stay on island, and emulate the country they were originally from. There are multiple doges, kings and at least one celestial emperor within reef, although none of them command many subjects.
>Growers
Are those who assume that they molluscs want to take over the continent. they usually try to decipher the workings of molluscoid life, in order to successifully replicate it so that the minor mollusc reef could cover the whole southern seabed. none know if they are actually successiful in their attempts. Some of them also try to escape the reef with pieces of mollusc shell or some other parts, with the intent of planting those "seeds" somewhere.

Of course this is all without mentioning of molluscs that simply automaticly consume all life that sets their foot upon them, or the ones that have remained relatively unmutated and try to function as normal despite the horde of stragglers crawling on them, or the islands that seem to be moving towards only one direction.

The life of stragglers is often short, and miserable: despite the edible overabudance provided, the molluscs are compeltly barren and leave their denizens vulbernable to harsh weather and sudden death in case the mollusc submerges.
>>
would each nation worship Gloria-Etalia the same, or add them to their own pantheons and such as having epithets for either of the aliens.
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>>74239449
>would each nation worship Gloria-Etalia the same
There's literally not a single religion in the world were everyone practices it the same.
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>>74235604
Thanks for adding lore! But I do have a few questions.

1. Are they trying to make a sentient golem that is a master of all military tatics? A regular golem souldn't take that long. Most rituals have a casting time of a few months at the very most. It's more about the prep time needed and the amount of high level spellcasters that have to become masters in this one spell that they are casting.

2. Do the nations still hate each other? Is the military run by McAurther and thinks the only way that Terravia can be safe is by killing everyone else and making himself king? The other generals are either fully convinced that they need to preemptively take out any threat and the casters just want to see their masterpiece completed?

Just something to think about.

>>74235778
Hmm, I'll give it a peak. Thanks!

>>74235782
Manspiders would thematically fit in best in the midlands. The marshes of Drache are anarchy as of rn, and there are already beastfolk in the region. With no lore mind you but they are in there somewhere.

You can also pick an unfluffed nation to work on, which I think would be better for the project. I would inplore you to not make them warmongering and/or xenophobic and/or a doomsday clock in waiting. We already have plenty of those.

>>74238278
This. I'm going through the second thread currently and adding stuff that was never added. When y'all post, please add it to the wiki.

>>74238420
I added it to the wiki.
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>>74238868
Added to the wiki
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>>74239799
>This. I'm going through the second thread currently and adding stuff that was never added. When y'all post, please add it to the wiki.

Doing god's work, anon
>>
Bump
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>>74239799
>Do the nations still hate each other? Is the military run by McAurther and thinks the only way that Terravia can be safe is by killing everyone else and making himself king? The other generals are either fully convinced that they need to preemptively take out any threat and the casters just want to see their masterpiece completed?
Well, 40 years is still within living memory, and who knows, maybe there'll be a war again within the next 5?
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>>74229140
Tried fixing up the religious map. The Lines represent both religions being present in the area.

I am not good at this sort of map, but we still have no religious map.
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>>74235767
I think the wandering City should be it's own Thing. Maybe tied to the "Mecha (god Machines"?
>>
>>74244048
some anon had written about celestian religion on the past thread but it's not on the 1d4 page yet. Someone should update that.
>>
>>74238217
I love the idea.
>>
btw. have we decided yet if the magical races are really magical or if they are just "posthumans" or results of other technology?

Elves are aliens we know that much.
>>
>>74244238
Miss this setting with that gay "there was no magic, it was nanobots all along" shit.
>>
>>74244265
Fair enough. What about the Shadowrun approach then "Magic was Kinda Gone for some reason for some time and then it came back"
>>
>>74244368
That one i dig
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>>74244238
Halflings and Giants evolved on the planet. Dragons and trolls have been around since the First dawn. Drawfs maybe, but I'll have to re-check the timeline for them.

>>74244075
I'll find it eventually
>>
>>74227392
Qokktengal Language Family tree.

The main branches are for the lexifers' languages that transferred significant amounts of words are labeled.
>>
>>74235782
>>74236155
>>74239799
Here I go, hope you will like it. All I took from my LARPing was the concept of a manspider race and a very small bit of their society...

>Race
Araknea. It is shortened to Arak by most. “Arak” means “born from”, “youngling” or “weak” if applied alone. “Nea” means “web” or “home”. They called their species as a whole “Born from the Web”.

>Physical description
Arakneas typically look like spiders twisted in the shape of a man, and just as tall as one. Their diet however dictates how their bodies and mind develop. Those who ate the most during their growth from newborn to adulthood naturally become the strongest of the tribe and are called Araknii (“Nii” means “strong, “superior” or “above”). Their 3 pairs of arms are powerful, the hair on their body is black or brown and their eyes shine like precious gems. Females can be distinguished from the males by red streaks in their hair on the top of the head and their back. They are also taller than most males. When born, all Araknea have grey hair and black eyes. It is when growing up that those who maintain those traits, those who haven’t been eating enough but still managed to survive, are called Arak. Their middle and lower pair of arms become atrophied, almost vestigial, and their mind are just above feral. The life expectancy of an Araknea is hard to judge since so few of them ever reach the end of their natural lifespan, but it is estimated at up to 30-40 years old.

>Society
Arakneas typically live in nest made from their own webs. The strongest reside at the top, while the weakest are at the bottom, where other predators can attack them, if they do not eat among themselves first. There is one female who leads the whole colony. She is also the mother of all the Arakneas in the nest. Other females serve as replacement and figurehead for small raiding unit.

>>74235782
1/2
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>>74245066
And Souxi
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>>74245313
>Religion
There are many minor deities that varies among multiple colony, but they all share faith to one, Orok’Nea. “Orok means “ not born” or “beyond”. They give an special importance to the word “Orok”, which is why it must always have a space when you pronounce it, as to not offend their deities. This also means that they venerate an entity that is not born from their home. It has also influenced their first contacts with civilisation, which went smoothly, since the first explorers where from beyond the nest. They believe that the spirit of each Araknea that dies fly into the heaven into Orok’Nea’s web. Those strong enough can break through it and reside among the stars until their goddess reincarnates back to earth. Those who are weak will be stuck into the webs, where they will serve as the next meal for Orok’Nea. They can however prove themselves worthy in life and be released from the web once their life ends.

>Relationship towards other people
While they do not have prejudice towards other races, it is also difficult for them they associate with them. From their mindset, once they have learned that the outsiders are not divine, they became either food, or a source of food. From an outsider’s perspective, Arakneas have a monstrous appearance and can prove to be untrusty allies if the prospect of eating you outweighs the gains of an alliance. They do however offer their service as mercenaries, or sell their spider silk in exchange of great quantity of food.

>Language
Their dialect is a mix of words unique for them (which varies from colony to colony) and words taken from other languages. Most Arak are also barely able to talk, but they do mimic what they are trying to express... at least those who are smart enough.

2/2
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>>74245066
Wow. Thanks.

I got to be honest I put in the language system and I'm having some trouble figuring out whats going on here.

Ohhh I see, you're the anon who wanted to put Tnz'qran under Qoktengal. Which I still think doesn't make a lot of sense but ok.

What is High and Modern Ygur, and why is Destfurksi in the middle of it?
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I am trying to figure out a rolling table to Westerasi Mercenary Bands. Any ideas how to expand it?
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>>74245334
I am so confused.

I have many questions.

Where are the highlanders exactly? And why are there two types of Tnz from two different branches? "Vulgar Tnz?" What is the difference bewteen Royal and Priestly Celestial? What is Vishga and Immuga even supposed to be?

>>74245423
The cost to hire/how much gold they should have on them? Quality of equipment?

Also, The halfling giant alliance is one nation. Maybe merge the two and add the black coast or someone else? Otherwise good job.
>>
>>74245334
Modern Qi-Fu is a descendant of Kif, the language of the Souxi tribes that brought the Celestial Faith to the peninsula.

Low and High Celestial are borderline conlangs that the Celestial Empire developed when they codified the current writing system at the end of the Xi-On Era. Technically both Kif and Sweyusi Souxi could be considered dialects of the many semi-mutually intelligible languages that Low and High Celestial were developed from, but because they were spoken in areas not under imperial rule, they usually are parephyletically listed as separate languages.

>>74245363
High Yugr is from this post which stated Yugr is a descendant of Proto-Qoktengal >>74216895


Modern Yugr is from this post stating that Yugr is a Ruskata language >>74080973
It also described Ruskata as if it were a language family itself which seemed synomyous with how Destfurkusi was used.

And looking back I missed some stuff brb
>>
>>74245522
The Halfling-Giant Alliance is a close Alliance of Two nations.

Hmm, maybe.
>>
>>74245522
THe Highlanders are the natives of the Bean growing Canton; there language was described as Souxi here >>74080984

Tnz languages having Northern, Central and Southern branches was set up in several posts; (>>74080973 >>74081097 )
Vulgar Tnz I created here as the ancestor of those branches
>>
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>>74211056
>>74211525
Finished the Biome map this time. As always if something doesn't fit the lore for your nation or you notice something else wrong, I'll try to fix it.
The system I used for biomes:
>https://www.youtube.com/playlist?list=PLu83ZzwRbQvIvhdkLCT2EvKNWb1F-KWs7

Tl;dr for every biome:
>Tropical Rainforest
Tropical broadleaf forest which is evergreen (They keep their leaves all year round).
>Tropical Deciduous Forest
Tropical broadleaf forest which is seasonal (They loose their leaves during dry season).
>Savannah
Intermix of trees, shrubs and grassland. Tropic.
>Shrubland
Land dominated by shrubs and maybe some hardy grasses. Tropic.
>Semi-Arid
Scattered trees, shrubs and grasses with mostly barren soil inbetween. May have cacti.
>Desert
Barren soil with very scattered or no plantlife.
>Grassland Steppe
Land dominated by grasses.
>Mediterranean Shrubland
Same as regular shrubland but adapted to hot dry summers as in Mediterranean climates.
>Mediterranean Forest
Conifer forest adapted to survive dry summer.
>Temperate Rainforest
Temperate broadleaf forest which is evergreen. Lots of ferns.
>Temperate Deciduous Forest
Temperate broadleaf forest which is seasonal.
>Temperate Mixed Forest
Mix of temperate broadleaf and conifer trees.
>Boreal Forest
Conifer Forest. Better known as taiga.
>Tundra
Extremely cold before it becomes ice caps. Permafrost. Mostly lichen and mosses with some grasses in the warmer regions.
Note, mountainous regions have to much tundra than they would in reality. As is explained in the climate map post, this is intentional.
>Komjátina biomes
These biomes are so unique I'm honestly not sure how to define them even though I've read the fluff. The way I'm thinking about it is , rainforest means year round rainfall with no dry season, forest means a classical wet and dry season and grassland means little rainfall/long dry season, with no real idea of what that would mean for the plantlife. If anyone have any ideas, I'm more than open.
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>>74245522
An update. I think it's taking shape.

>>74245694
I love it anon.
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Updated Souxi Tree. Creoles technically belong to the language family of their lexiifier but there have been so many language transfers in this verse untangling that knot can get hectic
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>>74246114
And Qoktengal.


Wooof, that was an effort
>>
>>74246114
>>74246142
Language anon, shouldn't the Qi-Fu language be a "Suoxi" tongue because they call the Celestial Empire their "cousin" ?

It's weird that it's in the Westerasi group.
>>
>>74245522
The Celestial Empire was formed by uniting several petty kingdoms and dominions that all spoke dialects of the same base Souxi language.

When it unified, the Empire created a common language. but deliberately made one version for the elite and one for the commoners. The elite version is photographic, the common one used an alphabet.

>>74080984
>>74192601
>>74227353
>>
>>74246202
It is Souxi I'm not touching the Westrasi mess until way later.


Also note (because Ponylovers make everything a pain in the ass even across universes :P ) That the Nation of Qi-Fu speaks two languages. A Native Qoktengal Language (Fuufakaji) and an imported Souxi language (Qi-Fu).

A primary reason Uruz Script got so popular was because it works easily with both Souxi and Qoktengal languages which made it very useful given how often those blended.
>>
>>74245066
>>74245334
>>74246114
>>74246142
God I love this shit.
Anything for the Elven Tongues? Because we have 4 types of elf.

I think the "Treant Vassal States" (all like 2 dozen of them) speak Languages of one separate Family. The Natives of the Ketl Swamp also have a language of that family.
>>
>>74245790
Nice job! To be clear, do you roll for part? Like in warbad standing, do you roll for size, then wealth, etc?

Also, I noticed that no one has mentoned hell yet. Are there fiends? Demons and Devils? A real hell even?
>>
>>74211106
Scripts

>Celestial Pictograms

Used for High Celestial and in various religious texts and spells of the Celestial Religion, and to lesser extent in the Bean Cantons

>The Celestial Alphabet
Used for common Celestial

>Westradi Runes
Used in the entire West, Northedge outside of Ruskata, in Belarian Colonies, the Merchant Empire and Ram's Head , the Storm Islands in written of Merfolk text
>Uruz Script

Used in The Great Plains, Qi-Fu and in most Treant language documents written for non-Treants

>Treant Soul-Scents
Hormone Marker based language that cant be understood by most non-Treants

>Aulkode
Derivative of ancient scripts used in Goldland and Izil


>Radmir alphabet

Used in Radmir, Mai-Xi , Southern Rams Head and several Cantons. Most use outside of Radmir is for religious texts only
>>
Rolled 21, 90, 18, 16, 31, 21, 83, 74, 35, 19, 59, 91 = 558 (12d100)

>>74246452
Ah yeah you roll for every category so first table 3d100 then 4d100, 1d100 and lastly 4d100

I forget how people lack understanding of rolling tables sometimes. I'll roll up an example one.
>>
>>74211412
So the entire Wyrd Tribelands is in this timebubble? Do I have that correct?
>>
>>74246546
No need. I honestly never used one before, so I was just making sure.

>>74246296
>>74246210
>>74246446
Honestly this confuses me and I'm not too intereted in linguistics crafting so I'll just leave y'all to it. But please put all lore on the wiki when you're done.
>>
>>74246546
>>74246452
> Mosly Human
> Partly T’lc-Kha
> Some T’lc-Kha
The Mercenary Group is comprised of Mostly Humans, but has a large admixture of the Insects from Goldland.
> Peasant Force
> Infantry
> Technobarbarian Relics
> Large Scale Open Warfare
While the Army is mostly a peasant force trough skirmishes with Technobarbarians they managed to acquire Their superior weaponry. The T'lc-Kha thus hold a very important role in the Warband. The technology is merged into them and the provide valuable Firepower to the Peasant Rabble.
> Euraxian Kingdom
In spite of them originating from the Sarkation Empire the mercenary band is currently Employed under the King of Euraxia as a Safeguard against the commonwealth.
> Medium
> Medium
> Untrained Rabble
> Was around for a While
The Warband is at medium power while the peasant revolt which gave birth to it is long forgotten. It still is mostly a horde of untrained rabble only kept as a competent force thanks to the Relics and T'lc-Kha who incorporate then.

THE NAME OF THE MERCENARRIES
> Sarcatian Trutń
>>
>>74246623
No, the Wyrd Tribelands is the space between normal-time and the bubble. The lore of the Wyrdlands themselves is also on 1d4chan
>>
>>74245790
I kinda want to make this setting into a wargame now looking at this table
>tfw you will never unbox your Celestial Siege ballista and prepare to fight a Radmir main by targeting their mages from afar
why live
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>>74246790
I ask because the Wyrlands seem to have the closet biome to the Canton an they are in Westrasi. Would one of the colonial powers try to conquer it to make a xuxu plantation?
>>
>>74246839
The Wyrdlands are kinda unconquerable. It's natives can "travel" in time. So if you piss them off you face 100 different generations of tribal warriors at once.

I could imagine them maybe getting some footholds near the river going trough it as that's the only thing which stays constant with 3D-Space because the rives "flowed in" after the space time bubble came to be.
>>
We're hitting bump limit again!
>>
>>74245313
>>74245345
I won't be able to write a lot for a time, but I'm eager to see what you all think of this! Feel free to expand or ask questions, that would help a lot!
>>
>>74246893
Yet again, another reason why xuxu is so expensive. LIke I created it just becasue I liked the idea of a silly name like "bean farmers" being run by a communist narcostate thats an economic lynchpin of a continent. But then the lore just kept coming up with reasons for the bean to be super hard to reproduce outside the cantons Fun when stuff works out like that
>>
>>74247031
Anyone want to write some lore about The Magna Orde? Its been hyped up like the in-universe Persian or roman empires
>>
>>74246819
Honestly a Wargame is something I think this game would be good at.
It has a lot of very diverse factions and regions, which still can be thrown together for simplicity of Rules.

Funny how Technobarbarians and Godmachines would probably be the most "Elite" units.
>>
>>74247055
I am the OG Tnz'qan raiders guy, I could write something up tomorrow, but if you want to write something now go for it.

I'll build on that tomorrow. Also yeah I imagine the Magna Orda was the first time the Truly ancient Empires which run the world were threatened like the Celestials and Treant.
>>
>>74247102
Well yeah but I kinda hope we can avoid folks getting to "possessive" on parts of the lore though. You and I from what I can tell have written like 90% of Tnz lore so far so I was hoping to see if some new blood could contribute.

Although I did like writing Celestials getting their shit pushed in for 9 administrations straight.
>>
>>74212716
>More wyvern lore (species)

>Belaran Wyvern (Thalassadraco belaranensis)
Inhabiting over the inner seas of North Westrasi on the Sarkation coast and some coastlines of Belara, the Belaran wyverns are the most common species. People of the Sarkation Empire have managed to successfully tame Belaran wyverns and even use them as aerial mounts.

>Storm Wyvern (Thalassadraco maximus)
The largest and rarest of the four wyvern species, growing wingspans up to 35 to 40 feet. The large bounty of fish and the inhospitable conditions of the Storm Islands and its nearby waters have given them larger sizes and much more aggressive demeanors. Unlike other wyverns that are seen in at least pairs, storm wyverns are solitary and territorial. Their agression and sheer power can be a challenge to even the hardy natives; killed storm wyverns are a rare instance, tamed ones are even rarer.

>Farisian Emerald Wyvern (Pelargodraco smaragdus)
Known for their shiny, bright green coloration, the Farisian emerald wyvern is the smallest of the four species growing wingspans up to 15 feet. They are also the ones that come in the largest groups, at most five, and are the most skittish.

>Saramese Parrot Wyvern (Pelargodraco psittacochromos)
The most common wyvern around the Westrasi Sea. The Saramese parrot wyverns are known for their wide range of vivid colorations. Westrasi nations, especially the Saramese, have bred parrot wyverns for their colors and made them attractive assets in the menageries of nobles and kings.
>>
>>74247136
Yeah, I don't like it when people get possessive either, as far as I know the only other person which even wanted to contribute did an awful Job making the Tnz'qran raiders into Gay-Furries. Thoughthe revision with Lion-chariots made it work somehow.
>>
Nęw Thread!
>>74247212
>>74247212
>>74247212
>>74247212
>>74247212
>>74247212
>>
>>74247060
I don't think so.
The role I see techno barbarians playing is like glass cannon high damage units, somewhat specialized, protected by a horde of light armored or unarmored units.a Technobarbarian player would try to use his order to charge forward and pin openent down and then break the gimmick gadgets that make his comp. An army with focus in ranged, stealth and snipers would be a hard counter, targeting special weapons before they go off.
>>
>>74245694
Awesome. Thank you.



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