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Reaction pics, funny pics, cursed pics, filename pics, random pics and whatever you have. The point is to make an interesting setting based on them. You can also take a pic that has been previously posted and edit it if its OK with everyone. Just post something and add a bit of fluff to it, and let its magic do the rest!
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>>77733759

picture = basic summary of each area

1d4chan page:
https://1d4chan.org/wiki/Autia

Other Threads:
1- http://archive.4plebs.org/tg/thread/77082863
2- http://archive.4plebs.org/tg/thread/77123700
3- http://suptg.thisisnotatrueending.com/archive/77198244/
4- http://suptg.thisisnotatrueending.com/archive/77262004/
5- http://suptg.thisisnotatrueending.com/archive/77299284/
6- >>>>77438293
7- >>>>77597774
8- >>>>77633881
>>
Religion: Lossfea is the single god worshipped by the Nicsenóreans as the god of life, deer, souls, peace and light. His holiest days are during an occurrence of the Aurora, a natural phenomenon caused by the sun which has been forever entertwined with phenomena such as souls and magic ever since the aether began interacting with the mundane world. On these days the elves of Nicsenór quite literally glow with energy and their power reaches its zenith with them bake to perform feats such as summon the Great Stag himself to commune with alongside bring ancient spirits back to life for the duration of the lights to commune with and question.

Alright, now I can use the image I wanted to show for a dragon ark compared to the Alkorian merchant ships next to it as it dwarfs them in size.
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Sneed
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Hagarta:

People:

Most of the inhabitants of this region are Nantic humans, but harpies are fairly common, as well as the occasional hag, horseman, dwarf, amazon, goblin, orc, hiisi, troll, ogre, giant, dire bear or kobold.

Technically it is part of Gabaet, and most of its inhabitants consider themselves to be citizens of Gabaet, but many call the region Hagarta, which also the name of the loose organization of witches and warlocks hiding in the region along with the slightly more benevolent Briar Ravens and Blood Wolves.

Religion:

Most inhabitants have religious practices similar to that found in Gabaet and Falconhead but darker and more rural. Their gods are Gaelhalla/Ayalla (sex, fertility, also important god for harpies and amazon), Neir/Wyrn (farming, forests, nature), Gayin (for the few dwarfs in the area), Liik (ravens, crows, vigilance, protection, death, she far more prominent here than most parts of Gabaet), Shomdor (manages the punishment of evil souls in the underworld), and Ace (storms).

Grumm and Deadicorn are also worshipped by users of dark magic.
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>>77733862

And shown here is a trade ship of Nicsenór about to be released into the water to set forth. It has a wholly alien appearance compared to most ships yet functions just as fine in the end.

Some extra facts I thought up about the Nicsenóreans

While they may not have an air force, their great ice dragons which are comparable in scale to world dragons belonging to their fiery counterparts and the snowdrakes produced as a construct familiar type are more than enough to overpower and destroy any airship that’s foolish enough to fly near their lands.

They are ruled over by a court of nobles centered in their capital of Mir-Engel Cheb who in turn serve as bureaucrats and advisors to the elected soul king, regent of Lossfea who wears a great crown of shining white antlers. These are antlers shed by the deer god himself and form a supremely powerful magical item.

There is little formal rank structure aside from a clear leader among the ranks of the snow elves, as each have known each other for decades if not centuries and know perfectly well what their role on the battlefield is leaving no need for formal ranks.

They are absolutely terrified of storks, the reason why is long lost but for some reason they have an ingrained fear and hatred for storks.
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>>77734071

Magic:

Although technically a part of Gabaet, Hagarta is sparsely inhabited, ignored, and effectively lawless, which makes it the perfect place for the practitioners of questionable magic to gather.

There are three main rival magic traditions here:

The Hagarta are the most prominent. Made up of humans, harpies, and hags, they study any and all forms of magic, and pay tribute to many dark gods, though Deadicorn is by far the most important. They believe only magic users have a place in their society, and kidnap children (usually female) with magical talent, while killing, transforming, or selling into slavery any of their own children without magic talent. They live in small groups, and are often served by enchanted slaves, the more exotic the better.

The Briar Ravens serve Liik, and specialize in anti-undead operations, though they also hunt demons and other monsters. Like the Hagarta, they include humans, harpies, and a few hags in their numbers, and they use many types of magic, but shy away from flesh shaping and necromancy. They are highly skilled at divination, and their agents sometimes carry out morally dubious assassinations to alter future events.

The Blood Wolves serve Grumm, and consist of magic using cannibals (again humans, harpies, and hags) and lycanthropes. They don't seem to have any long term goals other than covering up each others attacks. They can use a wide range of magic, but prefer enchantments, curses, necromancy, and demon binding.
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What would the world's version of the Olympics be and why would they be hosted by The Majorate of Kornheiseria each time?
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>>77734106

Military:

Hagarta doesn't really have a military. The non-magical locals tend to rely on militias and posses for law enforcement and killing wandering monsters. The magic users generally keep their identities hidden to prevent retaliation. Their immediate neighbors can usually guess which are magic users, but rarely know what affiliation they have. In return for not snitching to authorities in the more populated parts of Gabaet, even the Hagarta and Blood Wolves rarely carry out attacks on their immediate neighbors, instead sneaking into neighboring regions, particularly Sparticia and Gabaet proper.

Anonymity isn't their only defense however, many of the larger enclaves are located near portals to the fey world, allowing them to disappear entirely should major trouble approach.

History:

Long a small and overlooked region of foothills and valleys of little worth, Hagarta was part of the Nantic Empire, and later Gabaet, though it always had a dark reputation.

Economy:

Only the hardiest and most desperate folk try to scrap by a living in this monster infested region. Most are either outlaws, or poor, illiterate folk who are too clannish or ignorant to move elsewhere. Prospectors occasionally make major finds in this area, abandoned mines are everywhere (some of which make nice lairs) and most non-magic users can trace their origins back to a past mining boom.

Despite their magical ability, none of the three magic using organizations in this area seem to consider material wealth important. Some will get bored and work in Westphallica for a bit, but will eventually get bored of luxury, and spend their remaining money on rare magical components before moving back to primitive lairs and shacks in the Hagarta region.
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>>77733989
Sneed.
>>
Niscenórean drawing of Mir-Engel Cheb, the “crown of ice” and the capital of the Niscenór Collective. Within the center of this vast metropolis lies the life flame, a multicolored lesser version of the World Flame born from the very spot Lossfea originally displayed soul magic to the starving elves. Since then it has grown through the combined efforts of many a Soul King and the belief the Niscenóreans share in its power. A massive ice wall has been built around its sea coast in order to keep out a potential Sartyrian assault with a series of canal locks being activated to let ships in. Within the many villages making the greater city up is a substantial population of Pengu tourists and merchants whose presence shows the bonds between the two races as they commonly engage in trade with each other.
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Land of the Frost Giants:

People:

The dominant inhabitants of this region of course are the Frost Giants, but they share it with a handful of other races like goblins, ogres, and Nantic colonists (who are generally either slaves or trespassers, but sometimes foreign envoys, mercenaries, and merchants can be found in the larger clans).

Religion:

Frost Giants worship "Old Winter", a powerful fey spirit they see as their creator. They sometimes sacrifice captives in his name by leaving them bound in the open to die of exposure to the elements, or encapsulating them in solid ice.

Magic:

Most frost giants have innate magical abilities, particularly immunity to cold, the ability to make others immune to cold, control over ice and frost, and weather magic, but also sometimes necromancy, demonbinding, runic magic, and enchantment.

Military:

One of the largest races on the planet, the frost giants are dangerous simply due to their sheer size, and can easily kill several men standing close together with a single swipe of their club or axe. But in addition, many command powerful magic. Luckily they are relatively few in number.

Warriors typically wear chain mail and carry massive axes, clubs, swords, flails, spears, javelins and bows.

Magic users sometimes forgo chain mail for more comfortable furs since their magic allows them to regenerate many minor wounds anyways.

Frost giants have domesticated a wide range of local fauna like mammoths, frost wolves, and saber cats.
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>>77734779

History:

The Frost Giants are believed to descend from a fey race that entered this world ages ago. Once found in both the northern and southern continents, the southern clan is believed to have wiped itself out centuries ago. The northern clans have occasionally worked with the ogrillons in the past, but cooperation is rare now that the ogrillons only possess a fraction of their former power. Still, there are some who worry the Frost Giants may ally with the ogrillons to rid themselves of the increasing numbers of Nantic colonies.

Economy:

The frost giants are self-sufficient hunter-gatherers, but sometimes trade with southern nations, more out of curiosity than anything. Some clans tolerate Ercaenadhorn mines on the edges of their territory in return for bribes, but frost giants are unreliable allies, and it is not uncommon for them to attack their former allies out of boredom, and they will rarely protect foreign mines from other giant clans, contrary to any promises.

Some more sedentary clans run mines and forges which supply the steel used in weapons and armor. Although some giants like forging, few like mining, and as a result, giants sometimes raid human, goblin, and even occasionally orgillon communities for slaves to work their mines, or better yet, metal equipment that can be melted and reforged.

A few massive castles, wooden fortresses, and elaborate (and gruesome) shrines to Old Winter dot the region, but few giant clans can stay in one spot for long unless they run a mine and/or forge they can use to trade metal goods for food. It is not uncommon to find a castle empty, and its inhabitants living in a natural cave or out in the open hundreds of kilometers away hunting for food.
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The Ogre Clans in southern Autia are a cruel parody of their former selves. They are one of the few remnants of the once vast Orgrillon Empire in Autia. While some form of kin to them exist across the continent in the form of creatures such as oni or the twisted ettin, they alone retain some semblance of a society.

When the Sartyrians invaded, much of the southern edge of the continent was quickly overrun with their magic and sheer prowess. A number of the ogre-kind managed to survive this assault, and while the war ranged on across the continent, for hundreds of years they were always there. At times they engage in raids and guerilla warfare against the Sartyrians, attacking them from within the territory they controlled. While the Orgrillon Empire waged a war of mass bloodshed through attrition and colossal clashes, those within the south managed to be a constant thorn in the side of the elves. About halfway through the nearly eight century conflict, the elves had decided enough was enough and mounted a ruthless genocidal hunt for any ogre-kin within their newly conquered domains. Alone and isolated, many ogres were completely annihilated with only stragglers surviving in the wild or hiding in the mountains. The modern Ogre clans were one such group. The peninsula they inhabit is covered in a dense and foul swamp, and even the ogres could hide here. Through the millennia they remained. With any contact with the Orgrillon empire long lost, they survived in a pitiful existence. The years have not been kind to these once proud people. Twisted, depraved, inbred, and desperate they have clung to life in a dank and dark land.

These creatures are largely devolved compared to their relatives in the north. Their intelligence has greatly dimished and they only exist now in squabbling clans, incapable of any greater cohesion or organisation to better their circumstances.
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>>77733759
Wait, what?

>Brazilistan

>Isekai'd Brazil Russia Union

Really, anons, really? Now I can`t escape Brazil even in fantasy?
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>>77735316
They ogres now live in small family groups in isolated villages. The only true means of diplomacy they posses is that of brute force and warfare. Occasionally a competent member of their people manages to unify a few clans, but this usually does not last long.
What they cannot get for survival within their swamps, they try and take from their neighbors if at all possible. This amounts to little more than desperate raids on small villages and isolated farms.
They are fiercely territorial, a remnant of their once proud heritage, but they spend as much time squabbling amongst each other for mires and ponds as they do with anyone else.

They are diminutive and foul compared to their cousins. While the average Orgrillon could reach close to 10 feet in height, the ogres of the swamps rarely pass 7 and a half feet. While an orgrill of the north could live between 115 and 130 years of age, the ogres rarely surpass 60. They are bloated, dirty, ugly (even for an ogre) and smell so bad that a human will likely know they are near before seeing them. Cruel and raucous. Cannibalistic and simple. Superstitious and spiteful. They are not devoid entirely of intelligence, but they are far short of the empire forging and fortress building legions of their ancestry.

A lingering sense of pride exists within them. Through tradition they retain a faint memory of what they once were. Of the power they once held. Some within the clans still yearn to "rule all" again, but for the ogre clans this is a fantasy as much as it is a legend.

They make occasional slaves for the other peoples of the world and even at times they are pressed into the front lines of some war or another, often used as expendable shock troops and cannon fodder.
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>>77735433
you forgot Afrozil
>>
The gargantuan beasts continue to steadily descend from the top of the world. Slowly moving down through Dead Man's Hand, causing widespread destruction. So far they arrive in small numbers, only one or two at a time. The Orgrillon domain has been hit with the brunt of these incursions, but it is suspected that perhaps the giants have also had to face these beasts.
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>>77735934
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Drow City of Myr'klyt

People:

The main residents of Myr'klyt are drow, but half-drow are becoming increasingly common. Some other underground dwelling races are allowed to live in the city like duergar, mind flayers, and goblins, but only after they have been carefully vetted. Some enchanted monsters and demons can also be found in the more high end niche brothels. Some humans also live here permanently, often actors and actresses posing as slaves.

Guests are mostly from Westphallica. Myr'klyt's true nature is a well kept secret to increase its exclusivity, though the existence of Myr'klyt is well known in the region. Many falsely believe that Westphallican nobles sell unwanted refugees and wannabe immigrants into slavery to Myr'klyt, a rumor Westphallica does nothing to dissuade since it already spends lot of money deporting undesirables.

Religion:

The drow who founded Myr'klyt where refugees from drow cities run by various evil gods and goddesses back in their home plane of existence. Some of them still worship their old goddesses like the Masked Lady, while others have converted to local gods like Gaelhalla, Vanille, or Gayin.

Magic:

The drow of Myr'klyt don't have a particularly high number of magic users by the standards of their race. Those that do learn magic focus on combat magic or illusions or enchantments that can boast their profits in the tourism business.

Military:

Myr'klyt frequently has to defend itself against other underground races, particularly other drow. Like most of their race, their preferred tactics are stealth, hand crossbows, and offensive magic.

Westphallican nobles will sometimes send their mercenaries and operatives to help protect their investments in Myr'klyt from attack.
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>>77736282

History:

Drow cities first began to appear beneath the surface many centuries ago. Found beneath Aesanaria, Nantes, Ercaenmedi, Afrozil, and many other nations, they quickly gained a reputation as hubs of slavery and evil, thriving despite having to compete with many other evil creatures beneath the surface.

However, Myr'klyt was not like most other drow cities. Smaller and less evil than other cities, it suffered from frequent raids from other drow cities before the ruling council came up with a rather unusual way to firm up its alliance with Westphallica. Noting the existence of entire palaces and towns based around a single erotic theme, the Matron Mothers of Myr'klyt allowed their closest allies in Westphallica to set-up private retreats and brothels in exchange for high taxes which they used to buy magical components and weaponry to defend their city. Over time, the tourism industry came to dominate the city, with almost everyone working at least a side-gig in tourism.

Economy:

A small isolated city, Myr'klyt relies almost entirely on tourism from Westphallica to run its economy.

Activities that can be found here run from the relatively benign like swimming, watching play, dance halls, shopping, going to restaurants, gambling, and watching races, to hardcore like themed brothels and orgy dens, elaborate roleplaying, and erotic fight clubs.

Everything is based around what Westphallicans think an evil drow city should look like, but drow that work in the tourism industry find the whole thing very unauthentic, and particularly when combined with the sexual aspect, rather degrading. Many drow and half-drow have left the city as a result, usually staying in Westphallica, but some going to places like Falconhead, Hoogivs, or Utopia, where people are both relatively open-minded and peaceful.
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>>77735946
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>>77736562
>>
There's a lack of lore on High Magitek so I'm gonna write some, may take a while.
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>>77735934
>>77735946
>>77736562
>>77736580
Some of the crazy shit that roams within Eldr
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Pictured here is a Moving Skycannon used by Ercaenmedi to shoot down Belgan Flying Carpet Bombers at low altitudes.
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>>77737719
Or maybe it was the Forgotten Plains, I can't remember.
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>>77736981
Just remember it's a ton of weird sciency ruins, not inhabited by a tribe or something. Though if you have some cool idea like robots who scavenged themselves back together following the departure of the aliens who made the place and try to guard their remaining knowledge on what this place was that would be cool.
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>>77736293

>However, Myr'klyt was not like most other drow cities. Smaller and less evil than other cities

We're not like other drow spotted. Anyways, jokes aside nice work on this. The image you posted of the half-drow actress kind of reminds me of one I saw of Lucatiel from Dark Souls 2. Similar pose.
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>>77739526
The image in question. Also I might post some more ideas for stuff to give Nicsenór if I can think of any soon.
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Displayed is a portrait of a proud noble of Nicsenór. These proud beings reside within the palatial district inside Mir-Engel Cheb, an enclosed region filled with magnificent palaces all around and onion dome topped churches. And it is within the great halls of discussion, a wide and opulent building meant to host meetings, both internal and diplomatic. And within these rooms that debates rage on for weeks at a time over the interpretations of vague visions given to them by the deer god, sometimes stretched even further out by nobles who find stretching a conversation out far beyond its due end to be a good laugh. When outside of these rooms and perhaps on a tour of the islands, these nobles can display their incredible magic power inherited by being descended from the first to receive the gifts of Lossfea as all the noble families are.
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>>77739937

The Halls of Discussion in question. And yes, I made their entire capital a mix of the image I posted earlier with St. Petersburg. Now I'm thinking of giving all the elves big fluffy hats to wear.
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>>77734115
The Cocklympics
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>>77734161
Chuck?
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>>77740138

Sponsored by the Alkorian Pharmaceutical Institution who are totally not feeding our players performance enhancing drugs haha why would you think that.
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>>77734617
Aesnarian Mercenary Trombet Gored and his two goblin friends Snigga and Smigga. While looking very intimidating, he was once a squire to a Brass Knight, he uses this appearance only to scare his enemies so he does not have to resort to bloodshed.
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Contrarily to their homeland, the people of Ercaenadhorn are a lot more aggressive than the average Ercaenmedian. They originally were sent to the Dead Man's Hand as to keep the Belkan Arktikos in check, and since then have been creating several superweapons to blast their neighbors off the continent. Being paranoid of a possible invasion after seeing the rising tensions between their homelands, the Ercaenadhorns launched a surprise invasion during the night. This is the first time in history that Ercaenmedians declared war on Belkans rather than the other way around.
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Shown on the right is a young Nicsenórean War Mammoth with mithril plating (also imagine the mammoth is actually the size of a mammoth unlike how small they are here) around the face to greater enhance its destruction and about to have some applied around its back. Due to the nature of mithril and its inherent lightness, it does not impede the charge of a mammoth when it runs forward making it a deadly enemy to face. And to the right is an elder mammoth with gilded barding all across its front and a group of pengu riding atop it cheerfully.
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>>77740480
*left

Anyways here's a picture of an Ice Dragon fighting alongside a Nicsenórean elf as they charge into a battle. These creatures are among the mightiest and wisest of beings that have made the Ninquabar (meaning chilled home in the language of the Nicsenórean) Islands that the elves were banished to. Due to their intelligence and habits of hoarding they are difficult creatures to attempt to make peace with, however should they let go of their feral habits they would make an invaluable asset in war.
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>>77740152
No
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>>77741567

What have you done to Chuck.
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>>77741567
POV: You're a tower dweller setting foot in Sneed with a fancy Luver spelltome.
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>>77736981
>>77739480
Something like this?
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>>77741899
Probably, but I'm fairly sure the alien walker things in the image are disabled.... for now.
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>>77736981
Shit it's taking longer than expected
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>>77741996
Take your time, there's no real rush. Just remember the remaining robots and other such sci fi things are probably all only half working and just defend the place.
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Bump
>>
Do we know all of the nations involved in the Great War yet? It seems like it's gonna end up turning into a cluster fuck of Belkan v Alkor with Elves and Ogrillions both warring separately on the Autians.
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>>77743087
Well the "war" is more a series of separated conflicts against several sides. Over in Autia it's a free for all with everyone fighting each other with alliances between nations like Belkan and Soukos against Alkor and its vassals. Similar situation in Lapus, and in The Dead Man's Hand it's a smaller version of the war in Autia. Meanwhile in the south Sartyrian is about to be attacked by Nicsenór looking for revenge against their former oppressors. Aside from that all other sides are either serving as neutral parties providing mercenaries to whoever pays the most or staying out of it entirely.
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>>77743087
I am sure different factions will get added whenever people think of new stuff to write
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>>77743618
In other words it's several theaters of war going on at the same time across the world as all tensions come to a head. At least that's just my interpretation of it. Anyways I might get to writing a Golden Horde themed nation soon.
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>>77743087
It starts of as a few major conflicts between some major countries happening at the same time, smaller nations take advantage of this chaos and start their own conflicts until both conflicts merge and escalate to the point that two massive alliances are formed and battle it out.
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>>77740243
Want to roll for the Campaign for Belka Artikos anon?
>>
Also question for Sartyrian anon, want to roll off for the Nicsenórean assault on Ignis? Currently in the timeline, the 50 iron arks alongside a league of 300 snowpiercer ships
have been readied and have sailed towards Sartyrian with each ark containing a fully armed force within. The assault is one of this scale as the Nicsenóreans want to finally get revenge for their banishment and purge the elves of Ignis who in their eyes are corrupted beyond repair.
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Rolled 61 (1d100)

>>77743673
WE WILL FIGHT TOOTH AND NAIL UNTIL THE DEAD MAN'S SEA FLOWS WITH THE CRIMSON RED BLOOD OF THE INFERIOR BELKANS!
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>>77743669
Also, I suggest that the players first campaign starts before the conflicts slowly merge.
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>>77744095

Damn, that's a good roll.
>>
anyone doing writing for the following?:

Second Empire+San'Burg
Alana
Unkor
Vespins+Karelia+Mordiven

I have got vague ideas for each, but won't develop them if other people are still doing stuff with them
>>
>>77745177
I'm fairly sure no one is, you're probably free to go for it and write what you want. Actually the Second Empire is still being brought up so maybe not that one.
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Bump
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Rolled 25 (1d100)

>>77743817
Fuck it why not
>>
Thought I saw a post for a moment before it vanished. Odd. Can't remember what it was but still, odd.
>>
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Rolled 43 (1d100)

>>77747605
Ok, here's my roll. I'm not very hopeful for a win given my past luck with my rolling here but here we go.
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>>77747667
Well I'll be damned, I actually won one of these for once! Guess the Nicsenóreans did get their revenge for the atrocities committed against them in the past.
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Rolled 20 (1d100)

>>77744095
For Belkan you sick fucks.
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>>77744095
>>77748064

Dammit I won, I kinda hoped Belkan would win the fight but I guess this will be the Autia equivalent of the Bombing of Hoffnung.
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>>77748468
I mean you could always have the result of the battle be a glancing victory as once the war is over and Belkan sends the garrison back to the Dead Man’s Hand they’d quickly take the land occupied by the Ercaenmedians back.
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>>77748886
That would work for me.
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>>77749054
Then just go with that. Also maybe it would be fun if right after Ercaedehorn annexes Belkan Arktikos the Ogrillon/ Frost Giant alliance strike at that exact time so they have to fight back against the incursion. Also is anyone willing to write a bit of fiction for the Nicsenórean invasion of Ignis? I could try if no one else would but I’m not the best at formulating good tactics to be used on these battles.
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>>77748468
>>77748886
>>77749527
I'd just have it go concurrent with the Belkan invasion of mainland Ercaenmedia. That way even if the Ercaenmedians win there they'll still have to face Belkan marching down south into their homeland.
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>>77749527
So far the ogrillons and giants haven't been written to come to terms as of any kind yet. Maybe let the frost giant guy determine the state of their interaction. So far the ogrillon have a single commander sending envoys but they aren't exactly friends, and not all of the domain has been stated to be invested in the strategy so far. It would need a mutual desire to push out humanity to motivate cooperation. A great big war amongst humans might just provide the right opportunity, though. I say let the frost giant writer decide.

Some big ol monsters are also said be coming south from the far north of the world, so that is maybe a worthwhile threat for everyone living on Dead Man's Hand if it gets worse.
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>>77750879
Some strangely dressed dwarves of Brazilistan.
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>>77749527
How far do you think the Ice Elves would have gotten in the continent? I'd say have them take 1/4 of Ignis with their surprise attack but fighting is rapidly stalemating as the fire rises empowering the Sartyrians as they fight bitterly on their shores.
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>>77751555
That works. So eventually maybe we could have it so the war ends up as a lengthy siege at the gates of Hakan, with each side throwing everything they have at each other and the Nicsenóreans are waiting desperately for the aurora to appear once again empowering them greatly and allowing them to break through the stalemate.
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Bump, I would’ve started writing my griffon riding mongols with floating yurts earlier today but I’ll just do it when I get on my computer again.
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>>77753346
Member of the Landshknecht, the term used for the mighty mercenaries from Falconhead skilled in both melee and ranged weapons. They are revered among the locals for their stunning clothing and of course, their magnificent feathered hats.
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Question, is it alright if I give the mongols who I’ll write about a fuckton of territory throughout both Tismo and Lapus? Their borders aren’t defined being a nomadic horde millions strong not counting their vassals but they have been fucking up Lapus, Tismo and in the past Autia for generations now. I just really wanted to make these dudes a nightmarish threat to just about everybody else through their crazed worship of Deadicorn’s edgier alter ego, massive population dispersed throughout the continents, growth through assimilation and enslavement alongside having existed before and having played a part in the destruction of the Jinsan empire. and constantly riding about destroying and raping as they please. Essentially just a worldwide villain and if all the exaggerated shit the Europeans said about the Mongols were real.
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>>77754198
I dunno, I think it is too late in the game to shoehorn in such a big player without doing rewrites to lore everywhere.

Also, the only unclaimed space left on Lapus is the western interior, and the putting them there mostly just makes them look incompetent because they are surrounded by fairly weak nations.
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Name the Belkan Knightly Order anons.
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>>77754198
>>77754383
Sure Tismo is practically empty so you should be fine putting it down there.
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>>77754383
Yeah, I just really wanted to make a spooky faction of angry horse riders. If it’s too late to really go anywhere with them riding around and systematically fucking things I’m not really sure if I want to write lore for them as the whole neverending horde part was kind of cool sounding to me. If there’s none of that going on outside of a small region without them being a worldwide threat what’s really the point.
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>>77754496
Alright, then I’ll have them just be a big player in Tismo for now and due to it being relatively unconquered by Autia nations there is just enough lack of lore to make them as intimidating as I was envisioning.
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>>77754481
Order of the Golden Seashell, knights famous for their capabilities as naval officers alongside capable land fighters wielding both tridents and swords.
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>>77754525
It just doesn't really make sense to have powerful mongols on every continent, particular ones like Autia where there really isn't any space on the map for them to be relevant, and that also has fairly detailed history and lore that would have to be retconned to accommodate them.

Probably better just to make them a regional threat, particularly on Tismo where there is lots of space.
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>>77754671
Yeah I agree with everything you said, wish I could make them a threat far bigger in scale but Tismo will work just fine as there’s a ton of room which I could make seemingly unending steppes. That’ll be enough for my idea to work, they can just stay the big bad in Tismo.
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>>77748468
Just make the write up cool and not shitty anon.
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>>77757769
A completely unbiased illustration of the average East-Alkorian guard.
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The Fairy Lands (Soulwood, Tavern Woods, Halem, Fluffwood, Wolf-Kin Band):

People:

The Fairy Lands are home to a wide range of fey creatures, though the ents, gepids, hags, and fairy elves dominate their respective sections of the forest. Other inhabitants include harpies, red caps, goblins, ogres, satyrs, dryads, lepre-khans, as well as a wide range of other fey that defy easy classification.

Nantic humans can also be found in the area. Scattered hamlets, taverns, and trade outposts can be found in the so-called Tavern Woods, while fanatical worshippers of Grumm known as the wolf-kin roam the deeper parts of forests.

Religion:

Each race of fey seems to have its own set of gods they worship, who are generally more powerful versions of themselves. Many dark fey also worship demons, particularly Deadicorn, Grumm, and Wyrna.

Humans usually follow certain gods within the Nantic pantheon, particularly; Gaelhalla (courtship, beauty), Wyrn (hunters, foresters), Gayin (commerce), and Liik (protection against the undead and other evils). Bands of fanatics of Grumm known as the Wolf-Kin have long troubled the region.

Magic:

Fey races all have their own forms of innate magic, though the specific abilities and strength of said abilities vary greatly by individual. Some fey like hags and harpies also learn the magic traditions of human races like demon binding and alchemy.

The humans in the area with magical potential have few opportunities to develop it unless they are luckily enough to live near some magically skilled hermit. However, the hags of Fluffwood sometimes take on human students, for a price...
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>>77758672

History:

The fey are believed to be among the first intelligent beings to arrive on this world, entering via portals from one of several "fairy worlds", alternate dimensions where magic is common and everything is a bit brighter and stranger. Communities formed anywhere where the barriers between worlds is thin, but over the centuries, most of the communities were swept away by more organized races like the Ogrillons, Sartyrians, and various human empires.

The Fairy Lands are one of those few areas where the barriers between worlds is so thin that portals are everywhere, and eradicating the fey is impossible. Instead, the Nantic Empire, Alkorians, etc., grudgingly left the area alone.

During the time of the Nantic Empire, a heavily guarded road was cut through the Fairy Lands with brute force to connect the central and eastern sections of the Nantic Empire, however, with the collapse of the Nantic Empire, the road was largely abandoned, and its many forts, inns, and other rest stops left to rot. Only the western portions of the road were partially maintained, and are now the so-called "Tavern Woods", where hunters and frontiersmen live in isolated homesteads, and sometimes earn a bit of income trading rare alchemic materials.

Economy:

The inhabitants of the Fairy Lands are very self sufficient. The only trading that occurs is generally done in the Tavern Woods.
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>>77758696

Military:

There are no standing armies in the Fairy Lands, but the inhabitants are more than capable of looking out for themselves.
Skirmishes are not uncommon. The inhabitants of Fluffwood raid their neighbors relentlessly, looking for fresh meat for their twisted games and experiments. The Wolf-Kin are also very belligerent to anyone who crosses their path. Skirmishes sometimes break out between the ents and the inhabitants of the Tavern Woods over logging, and the gepids sometimes drive out pirates trying to establish lairs on their coasts.
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>>77759249
While they certainly lack the funding and high quality equipment of the Ti'Eftu and have nowhere near the training and experience of a Landshknecht, the Van-Dam Mercenary Company is sure to help any souls it can. And will do so without demanding to be paid in outrageously expensive hats. A simple top hat will do just fine, or a pouch of coins, or some food (it's alright if it's expired) ,or some medicine for our sick children. Please just pay us.
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>>77759552
To compensate for this lack of skill and equipment, the Van-Dam builds improvised explosive devices for its troops out of common household items.
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>>77739480
High Magitek is a strange place, filled with gigantic structures, moving ruins and types of magic that no mage has ever encountered before. Yet, there is no sign of any residents despite there being clear signs of habitation. This has led many to explore the island only to never return. The people of Autia fear those men had met whatever killed the natives.

However, the people of High Magitek (or "Colony FB7" as they call it) never actually died. They simply left back to their homeworld in the Andromeda galaxy after the Tesseract Corporation cut their funding. Their research on the several magical crystals present on the planet was already as good as completed anyway, so there wasn't really any reason to stay. After activating the Rocket Factory they took to the stars and flew back home to sip synthetic martinis on a hoverchair. However, they forgot to send back a drone to deactivate the four maintenance AIs and pack up the rest of the structure. Thus for the next few millennium the colony remains to this day relatively unchanged.

As for the adventurers that entered this place and disappeared, many went to explore the Rocket Factory as it is the biggest structure on the island. Here many would inevitably climb into one of the metal towers inside, curiously press the big red button labeled "launch" and involuntary take to the skies.
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>>77760766
*structures
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>>77758792
Recently as of note the ents have undergone a change in foreign policy due to the great wooden walls constructed out of fear for the ramifications of the war, and while they may have tolerated the incursions in their lands as there is no way something as large as an ent could be carried away they have recently responded in aggression striking and even killing a raider.
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>>77761579

"Come now little faerie, let's see how much you sparkle and dance when I smash your skull in"
-Particularly irritated ent having been the victim of several daily raids having lost three sheeps in that time
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It is a name whispered in hushed tones by the people of Tismo, that of the Dalavchtai Khanate. As beyond their borders lie endless steppes, unchanging minus the great peaks that stretch up beyond the clouds all throughout. And these lands were, and still are inhabited by a group of ancient tribes of undiscernible origin. The only thing that is known of the Dalavchtai peoples is what has been scavenged from the ancient tombs scattered across the continent, monuments to ancient khans with whoever formerly guarded them being long gone too.

Initially the steppe clans were as separate as usual, but instead of targeting their aggression upon other forces they instead repeatedly battled each other. Wearing themselves down it was no problem for their vast territories to be quietly taken by the Empire of the Jade Pyramid to their east. And yet the tribes cared not in their lust to have their own people be secured as the mightiest in the steppelands to please their foul horse god known as Khar Mori. An alter ego of the Deadicorn, Khar Mori had appeared in ages long past within the minds of several senior warriors and khans. Granting them the promises of deadly horses beyond comparison in endurance and strength to these warriors who sought such beasts to traverse the cold and windblown plains, merely in exchange for following his tenets of travelling the lands and laying wastes to everything you could see. The khans of each clan were awed by the visions showed to each of them and all swore fealty to the horse god. Soon a competition then being held where the leaders of each tribe battled with the winner being crowned Supreme Khan and being the high priest of their new god and overlord of the clans. The contest lasted for weeks on end with no Khan willing to back down, however with the power of his great griffon mount, massive even by griffon standards swooping down and in less than a day bringing the khans to heel.
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>>77762005
Sneed
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>>77762005

Formerly the victor of the competition was merely known as Temur, khan of the mountain dwelling Dalavchtai people but he was soon crowned Supreme Khan Temur and high priest of Khar Mori. And as promised by their new god, right after the celebration the nomad's scouts had discovered a new breed of horse wandering the steppes. Massive, strong and most of all wrathful, this new breed of horse proved a challenge for the nomads to drag to their festival grounds due to attacking the ones dragging it but once the deed was done they were named takhi or to outsiders merely greathorses. With such a powerful new creature at their disposal the nomads who had been renamed the Dalavchtai in respect of the original clan of Temur began breeding and in time they had amassed a host of horses and riders thousands strong. Alongside this, being the new rulers of the Steppes the formerly isolationist original Dalavchtai people revealed their own army of griffon riders, as the griffon is claimed to have originated from these lands as over time it migrated across the seas to rest in more peaceful lands. However the griffons who stayed behind are nothing like the noble griffins of Autia, rather they are far larger and feral beasts who need to be forcefully wrangled and have an iron mask put on to restrict their eyesight to properly ride. Alongside this the Dalavchtai nomads have a tradition of stealing griffon eggs and training them specifically to be mindless killing beasts or carriers to drag their magical flying yurts kept afloat through a similar means as the flying carpets of the Sultanate. With this force they mounted a revolt against the gnomes who dared to claim the steppes for themselves. Through an endless wave of both horses and undead resurrected by the dread powers of Khar Mori the gnomes were repelled from the territory with a neverending battle going on between both sides for ownership of the steppes for the next hundred years.
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>>77762313
Sneed
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>>77762422

During this time the khans, who had essentially become liches by this point due to the effects of the dark god they worshipped had planned eastward expansion. As such a large force of griffon riders was amassed setting east to discover what was there to see. To their great misfortune however a sudden typhoon broke out weakening the griffon riders as they struggled to maintain a grip on their beasts and when they finally reached the lands they desired they were quickly shot by the alarmed air mages of the Jinsan empire reacting quickly to the new threat. An attack that would have previously not phased them in the slightest was the one to finally bring the force of outriders down due to their exhaustion from the journey and the survivors reluctantly headed home to the fury of the khans. With their dreams of eastwards expansion quashed with the scouting force they sent being repelled due to bad luck and a lack of a real seafaring navy to have a second go at it seeing as all griffon riders were sorely needed in the conflict the khans instead just continued business as usual. Since then an Autian alliance had served to eliminate the colonies of their far luckier gnomish rivals and the new forces have been curiously observed. They greatly mistrust horses unlike the nomads who in this long period had made several advances such as the bomb catapult, a device they carry dozens of into battle which each fire a powerful explosive known as a naptha bomb decimating anything it hits and their numbers now in the millions befitting their status as an endless horde being enough to prevent all attempted incursions on their land and caches of stolen firearms replacing the arrow for their weaponry. And in the modern era this balance has remained for the most part with constant battles against the Balorians, Gnomes of the Jade Pyramid, Khuluritai and even their possible allies the Ar-Haughta and Skveonbardians.
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>>77762807

Apologies for the poor grammar in this series of posts, I'm doing this in the background of something else and not really double checking what I'm writing. Also the image I posted in the post above is a standard warrior of the Dalavchtai, just replace the bow with a gun.

This animosity against followers of a similar god as them is stemmed from the fact of them despising other worshippers of Deadicorn for their repulsive obsession with rainbows and the vast majority of them not truly going with the destruction aspect of the god. And in terms for their current state of events the Dalavchtai have had a stroke of good luck raiding a Yrrian colony of scientists. Fascinated by the iron beasts who were observing the human scientists and attempted to fight off their griffons swooping in from the sky to no avail, the steppe nomads through months of relentless beatings and other forms of torture have "convinced" the scientists to produce a model of iron beast for their use shown in pic related in a procession being followed by several other similar machines. This tömör alkhagch or iron walker in common Nantic has served as a deadly warmachine they have began to manufacture following their seizure of several small factories within other raided settlements and through this power aim to finally destroy the neighboring gnomes and their nation.
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Will do a write up of the campaign for Belka Arktikos later, involving Ercaenmedian General Lo Dung Stung and his idol advisor Mitsune Hiku.
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>>77733759
In the dark expanse of the barren sea lies the illician isles a collection of small storm swept crags and hardy islands, the climate is harsh with few plants but some hardy grasses and a few trees in the more sheltered of isles, the ilicians settled here, with cattle as their sole companion, they built towns, castles, and ships, they hunted the wild sea life, from mere fish swimming through the winding rocks of the coasts, through the great leviathans of the sea, their prowess in the sea is past comparing, but not all is well in these isles, the isles hide a terrible secret below the green meadows and the dark blue seas, for the dark stalks the lands, creatures alien to human eyes stalk the skies, light is the only thing to fend them away, some say to rely on the thunders gods mercy, some preach of fire, great and small, some to the wisdom of the all being, others, though, tell of blood.
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>>77765011
Where on the map are the Illician Isles? We've got two possible pairs of islands for them to be placed in. One in between Tismo and Flickfowl and another north of Lapus. If you want them to have a nice bit of territory I recommend the ones above Lapus but either work.
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Bump
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>>77765179
North of lapus.
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>>77766289
Alright. So are you going to put them on the map or should I just do it?
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>>77766864
dunno
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>>77768177
Alright, might do it later today then.
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>>77768177
>>77768562

Ok, here it is.
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Bump
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Sneed
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Unkor:

People:

Most inhabitants of this region are Nantic humans, but its abundance of free land and limited law enforcement means it attracts refugees and outlaws from a wide range of neighboring lands, including wolf-kin, actual lycanthropes, fey, orcs, harpies, hags, and goblins. It also has an unusually high percentage of individuals of Eldrian descent, some of whom have been living in the area since the collapse of the Eldrian Empire, while others have arrived more recently. Of the southerners, southern dwarves, Shaobon humans, and pumkin are the largest groups.

It most famous inhabitants of course are the undead. Due to the unnatural energies of Eldr, the spirits of the dead, as well as sometimes reanimated corpses, periodically appear in the region, sometimes in large numbers. Many of these beings are obvious to the fact they are dead, and are often unable to perceive the living, or even other undead. Others can and will interact with the region, sometimes hostilely. Sometimes more powerful undead creatures like vampires and liches are drawn to the region from elsewhere.

Religion:

Variants of the Nantic faith are most common here. Gods include; Gaelhalla (courtship, beauty, seduction), Wyrn (hunters, foresters), Gayin (commerce, mining), and Liik (primary god in region, ravens, death, afterlife, protection against the undead and other evils). Bands of fanatics of Grumm known as the Wolf-Kin have long troubled the region. Evil necromancers tend to worship demons like Lykian and Deadicorn.

Some of those of Eldrian descent follow southern gods like the Green Titan, though those of Shaobon descent usually follow animal spirit worship they brought with them from Shaobon.
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>>77772951

Magic:

Despite being a former Eldrian province, Eldrian/Southern Magic is fairly rare here as most Eldrians trace their roots to former slaves, refugees and outlaws. But most Shaobon communities have Shamenmes (shamans) who can do minor healing magic and dispel curses.

Nantic spellcasters are also pretty rare, since the area is too poor to offer meaningful opportunities to skilled magic users. The main exception to this rule is necromancy. The dead are often restless in Unkor, and necromantic spells are more potent here, so it attracts those interested in necromantic experimentation or who simply want to get the most out of their magic. Such individuals are often versed in other forms of magic as well.

Due to the presence of so many necromancers, anti-necromancy organizations like the Briar Ravens and other Liik worshippers are common in the region. Such individuals are typically skilled at dispelling magic, among other abilities.

Military:

Unkor doesn't really have a military. Lacking a central government, each village has its own militia that defends itself the best it can. Despite the region's cursed reputation, not much actually happens here most of the time other than the occasional restless dead, dark fey, or Eldrian monster causing problems. However, when problems do occur, it is often on a larger scale than the militias can handle, and people hide rather than fight.

During bad periods, necromancers and other evil spellcasters often attract followers and become warlords due to their ability to handle undead, fey, and Eldrian monsters more effectively than others.
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>>77773056

History:

The name Unkor comes from the name of a pre-Nantic nation inhabited by proto-Nantic humans. It was part of the Nantic Empire at its peak, but later became part of the Eldrian Empire at its own peak. When the Eldrian Empire destroyed itself close to 400 years ago, reality was damaged in the surrounding areas, and in the case of the Unkor region, lead to a thinning in the walls between our world and the realms of the dead.

Although no one really wanted it anymore, the Nantic Empire reclaimed the region following the collapse of the Eldrian Empire, and it was later inherited by Alkor. When Harlbourg rebelled, Unkor, like Hoogivs, stayed neutral, mostly since no one cared about it enough to try to occupy it.

Economy:

Most of the inhabitants are simple farming folk, but the lands are much less fertile than they should be, and most struggle to feed themselves in bad years. Most of the inhabitants are just to stubborn to leave though, while others have no where else to go.

However, for the truly fearless and/or unethical, reasonable money can be made serving necromancers, looting old Eldrian ruins, or even trying to enter Eldr itself.
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Bump
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Is anyone still doing anything for "The Forgotten Place"?
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>>77775082
Fairly sure no one is.
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Theocracy of Alana:

People:

The few inhabitants of The Theocracy are of "Pure Eldrian Stock", which is to say a mix of Nantic, Jinsan, Sorgos, Shaobon, and other humans that intermixed while living in the core areas of the Eldrian Empire at its peak. They descend from survivors of the magical devastation that wiped out the core of the Eldrian Empire. It is believed that some of them may have blood ties to the true Eldrian race.

Religion:

All long term inhabitants of Alana are considered members of the Alanian Cult, and what happens to anyone who turns their back on the Alanian Faith isn't worth risking your sanity to consider. Despite their seemingly tribal and chaotic nature, each member of the Alanian Cult knows exactly where they fall in an ever shifting hierarchy that contains many levels leading up to the mysterious Patriarch. Green is the their holy color, so senior members of the cult can generally be recognized by their green robes. Many cultists also wear strange asymmetrical masks, but these don't seem to have any bearing on their status within the cult.

Their God is Alana, and she is rarely worshipped outside the Theocracy. An anarchistic and nihilistic god, she teaches that civilization is false and a source of weakness, and that each person can do whatever they want to themselves and others assuming it is in their power to do so. They believe all evil and destructive gods are alternate faces of Alana, and all other gods are false.
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>>77776423

Magic:

The inhabitants of the Theocracy have an unusually high percentage of magic users, including many powerful ones. Their magic traditions derive directly from that taught by the elite of the Eldrian Empire, and it is said some of them remember things that even the Unravelers have forgotten.

They use all forms of magic currently practiced in the South, though they seem to find Spirit Magic the most useful. They are also said to understand Dark Aether Channeling in ways that others have forgotten, which some say is the reason why certain worshippers of Alana are rarely seen without masks, and why senior members of the cult like heavy robes.

They loot magical artefacts of the Eldrian Empire like wands and staffs whenever they can, and the senior members of the Theocracy sometimes even enter Eldr itself to try to retrieve the most powerful of the ancient Eldrian relics.

Military:

Members of the Theocracy rarely work together in large numbers, and when they do, it is only under the orders of senior cult members. Magic is the primary form of attack and defense, but most members will also carry crude or looted weapons, the more exotic the better.

It is said the senior members of the cult can bind the monsters of Eldr to their will, though reliable first hand accounts of this are rare.

Members of the Theocracy will sometimes attack visitors or common citizens of neighboring states if the mood strikes them, often capturing slaves (who are generally short lived).
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>>77776447

History:

This region was once an agricultural zone located just outside one of the core areas of the Eldrian Empire. When destructive magic rendered the area all but uninhabitable, most of the original inhabitants fled, but some powerful mages from the main cities settled in the region due to its remoteness from other pockets of survivors.

In trying to convince themselves the destruction wasn't their fault, they fell prey to the insane prophet of a new god named Alana who told them that destruction and chaos were merely the natural order of things, one that should be embraced. These days no one knows what they are up to, but the few who are aware of the origins and faith suspect it is something dark.

Economy:

The inhabitants of the Theocracy use their magic to ensnare beasts (and sometimes beings) to torment then eat. They spend their lives practicing magic and working on strange projects no one but themselves seems to understand.

They hate reliance on others, so own nothing they can't make or loot themselves (which is often very little in the case of junior members). Craftsmanship is a very low priority compared to practicing magic, so most inhabitants live in caves and natural shelters, wear crude animal hides, and use tools no more complicated than sharpened sticks and rocks.

They ignore almost all taboos of other races, and are widely seen as insane and cruel, so only the naïve, reckless, or powerful will willingly deal with them, usually to gain magical knowledge or get their help entering Eldr. Senior mages from the Second Empire and the Unravelers see them as kin, but even they don't entirely understand what the Theocracy's goals are. However, members of the Theocracy are usually to work alongside powerful mages from Eldrian cultures, particular followers of Deadicorn and other evil gods, who they see as misinterpretations of Alana.
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>>77762955
wonderful.

The Maritime Khurultai welcomes the Dalacchati Khanate as fellow nomads and breeders of wonderous and mighty creatures. We invite you to share our fires, join us in the hunt and to peruse our wares. We ask only that we be allowed to do the same.
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Added the Grassblade Commune and the Bloodsap forest to Lapus.

The Bloodsap forest is yet another spooky forest of strange fey creatures, will add more details later.
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>>77764441
Half-Ercaenmedi Half-Lapus Elf scientist oversees the assembly of a large telescope in Ercaenadhorn.

It is believed when certain planets and distant stars align in just the right manner, the aurora borealis can be siphoned to activate an ancient portal gate recently uncovered in the Frost Giant Lands.

Where the gate goes, no one knows, it likely varies depending on celestial alignment.
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>>
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>>77777333
So be it, should you conquer more exotic lands and raze them in the name of Khar Mori the peoples may coexist.
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>>77779372
Particular impractical Iron Beast of Yr. Meant to drive through enemy defenses with its massive set of wheels on the front.
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>>77781447
What about in the name of Chuck?
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>>77782058

Or in the name of Sneed perhaps.
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>>77779372
>>77781218
>>77781668
Some the ways Yr has tried to infiltrate into Dright.
The first image depicts the "Tunnel Method" in which gigantic detachable diggers would be used to create a tunnel underneath the Union, the sea and Lapus into the hearth of Dright. Failed due to being too time consuming, repurposed as sappers to penetrate through enemy structures and digging trenches for human and demonic troops.
The second image shows the "Submersible Method" in which the Iron Beast would be modified to breathe underwater and drive across the seafloor, cancelled as the Yrrian Kingdom did not take water depth pressure into account. A cheaper variant is used for amphibious assaults.
The main means of infiltration is the "Great Kite" strategy which consists of giving the Iron Beasts detachable wings, casting a weightlessness spell on them and attaching them all to a giant kite that would bring them to Dright. Other Yrrian troops would be towed along in air balloons.
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>>77762955

People:

Most Dalavchtai nomads are Jinsanic humans, albeit with slightly darker skin and a slightly more muscular body due to the region they live in. These men and women are the primary population within the steppes with any outsiders being either killed or scared off by a group of angry charging nomads. As such there are no other races living in the region minus liches. These liches are the still living bodies of ancient khans given unlife through the dark powers of their god alongside incredible necromantic power. Due to their fervent hatred for newcomers and usage of all the stolen technology at their disposal making it quite impossible to get into their homeland, Unkor is commonly seen as the home of undeath yet the steppes serve a similar purpose with the dark blessings of Khar Mori permeating throughout them letting skeletons walk the earth freely.

Religion:

While Khar Mori, god of horses, strength and darkness serves as the god most worshipped among the Dalavchtai each tribe still worship their old gods they possessed before the rise of the horse god. This practice is discouraged by the Cult of the Dark Horse, the official name for the Morian cult however knowing antagonizing their kin to be a foolish endeavor worship of these gods still continue. Some of these gods include Bugdaav, god of griffons, marksmen and the sky and Agruu Ej, goddess of fertility and war.

Magic:

While natural magic still has the same rare chance of existing as it always does, necromancy and dark aetheric magic has grow far more commonplace with a ritual of self mutilation being undertaken before an altar of Khar Mori by a cultist to get his attention and blessings. These blessings manifest in the aforementioned magical powers no matter the original power of the user and allow riders shot down in a charge to rise up and battle again alongside the corpses littering a battlefield to be put to better use.
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>>77781447
By the many voices of the motherland, so it shall be.

Come, visit our shores, cousin. We shall sacrifice many goats and oxen to the Great Tiger, have our champions engage in a wrestling tournament to commemorate the collaboration of our peoples, feast on all the fish we can stuff in our bellies and drink airag until neither of us can ride atop our mounts.
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This setting has plenty of gods, but do any of the nations reject gods?
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>>77789236
there are many gods in the Maritime Khurultai. to court the favor of such beings is foolish, but to reject them outright is even moreso. wise leaders leave the people's worship of such beings to themselves, as they are private affairs, done in the quiet moments when one affirms the values of their god as reflected upon their own actions.

surely, no one is foolish enough to proclaim that one god or another stands superior to all others and worships them in grand public centers. such foolhardy behavior only breeds resentment and disunity.
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>>77787251

Well met, then let us revel in glorious battle and celebrate the day. The takhi yearn for action.
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>>77790460
WUHAI!
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>>77785548

Magic contd:

One final known use for the nomad's necromancy is the production of enchanted spices. One such spice is a strange purple powder put inside a bomb and fired from one of their massive mortar/catapults into a crowd causing mass hallucinations and panic attacks among the unfortunate souls it was fired upon.

Economy:

Ever since the establishment of a Supreme Khan, a standardized currency has been established with a novel new idea being used at its forefront ever since its creation. Rather than the typical precious coins employed by most nations small strips of paper with a value on them have been put into effect instead. This currency is backed up by a large deposit of silver and gold coins allowing this far easier to produce system of banknotes to exist. As for trade, while extremely hostile to outsiders it is known for the Dalavchtai to trade warm animal furs, porcelain crafts and most prized of all rare griffon made materials. No sane Belkan or Ercaenmedian would be willing to do anything like sell parts of his or her prized pet so the sharp and deadly griffon claw daggers and weapons sold from this land alongside griffon feather hats and cloaks are quite valuable.

Military:

War has and remains the greatest calling for a nomad to seek, with a whopping 60% of their population either serving in the greater army or taking up arms to defend their tribe. Each of these warriors have about 3-5 horses they use while travelling to either carry a load or to switch between to quicker cross a location. Khans have been known to possess a herd of horses numbering in the hundreds and when not being mounted these horses are let loose into battle with their great bloodlust making them willingly charge forwards.
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>>77790858

Military contd:
Other then the massive hordes of horses and riders fielded by the army which seem to have no end in sight when charging at an enemy, with this sheer amount of numbers being their main tactic bomb firing catapults and mortars are also brought into battle. These serve to cause great fear and damage within the heart of enemy ranks when they are fired however the most fearsome and famed group of warriors are the Dalavchtai griffon riders. A force that seems to blot out the skies with their numbers and great wings the griffon riders have unchallenged maneuverability and control over the sky with their wingbeats being the last thing most warriors hear before being mauled to death. Logically this is where their army would end yet looting has always been considered a viable option among the Dalavchtai as they commonly embark on raids across Tismo solely to steal the fanciest looking technology. This has led to results such as the aforementioned Iron Walkers alongside stolen Alkorian guns becoming the main projectile weapon for the hordes instead of arrows once they occupied enough munitions factories. The only issue is quite often they do not know how to operate these devices leading to some rather humorous results.
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can we get a map to show the worlds economy?
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>>77791439
per capital wealth or total national wealth?
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>>77792083
I will do both
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Is Tismo the last continent to put anything on by now? I know there’s one pair of islands left but they’re fairly close to Tismo.
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Lapus Elves (East Alkor, Vespins, Karelia, Mordiven, East Union Company, Bloodsap Forest)

People:

The Lapus Elves are one of the more numerous but lesser known branches of the elven race. Many of them come from diluted bloodlines due to past mixing with that of humans and other lesser races and now lack the immortality certain other elven races are famous for, though only those with recent human ancestry are considered half-elves.

A number of other fey beings live here, particularly in the Bloodsap forest. Inhabitants include ents, lepre-khans, red caps, harpies, satyrs, dryads, and other, stranger creatures.

The region is also home to many colonists from Alkor, Shahdom, and The Union.

Religion:

The Lapus elves mostly worship a large pantheon of elven gods they brought with them from their home dimension, but a few have converted to human religions, mostly the Nantic Pantheon.

Magic:

Elves from relatively pure bloodlines usually have access to innate magic, though power levels vary. Their favorite spells tend to be illusions, enchantments, and elemental magic, but they can also channel their raw ability to learn human magic traditions.
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>>77794066
So basically the Lapus Elves will be our wood elves for the setting? That’s convenient cause we have fire/dark elves and snow/high elves already. Both do have a different aesthetic but do fit in close enough to those two categories.
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>>77794027
There is still space on the northern and southern continents. The southern continent isn't actually that cold, just the area around Nicsenor and Pengu is magically cold, otherwise the southern continent is big enough that there is probably a thick band of pine forests along the coast, then tundra, and only permanent ice at the bottom.

If people want more space, we can add additional islands, or expand the map east-west (according to the original scale, it is full sized north-south, but currently only about 60% the size of earth east-west)
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>>77794097
They are kind of both high elves and wood elves, but lean more towards wood elves.

We also have drow and murderous fairy elves. And of course people are free to add other types of elves later.
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>>77794066

Military:

Although individually skilled and arrogant, the elites of Lapus elf society see fighting against lesser races like humans to be wasteful and senseless. Instead, their greatest cities and mansions are hidden deep in the Bloodsap Forest, guarded by the vicious fey that live there, hidden by powerful illusions, and in many cases, located entirely within the realms of the fey. Any potential invaders will have to slog through dense forest full of traps, magical constructs, and dark fey hunters if they want to stumble upon a Lapus elf settlement.

Instead most fighting gets done by the lesser clans of Lapus elves living in the coastal swamps and rocky hills, who although are still fairly skilled magically and martially, are often outnumbered by human invaders.

Lapus elves prefer to fight with swords, bows, and spells, though some clans have also grudgingly embraced firearms as well. They much prefer guerilla warfare to open warfare, where their skill with illusions and knowledge of their misty pine forest homeland gives them a significant edge.

The various other fey creatures living in the area, particularly in Bloodsap Forest, each have their own fighting style, though stealth, misdirection, and fear tactics are generally preferred.

Alkor and The Union both have military forces in this region, which sometimes skirmish against the Lapus Elves, assorted other fey, as well as Malsolian and Utopian pirates.
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>>77794330

History:

The Lapus elves were one of the first inhabitants of the Lapus continent back when it was a sparsely inhabited region home to small pockets of fey creatures that can trace their origins to the Grassblade Commune. As other more powerful nations conquered then lost Lapus over and over, and some of the fey living in the continent's interior became increasingly dark, the Lapus elves shifted their focus to the dense pine forests of the southwestern coast, where warm ocean currents and an extensive network of volcanos, geysers, and hot springs kept the air relatively warm but also frequently misty.

Over the past few centuries, they have repeatedly come in contact with humans from Autia seeking timber, furs, and mineral wealth like gold, jews, and malorite. At first these colonists were generally driven out, but the Lapus elf ruling class has grown lazy and decadent, and eventually a number of colonies were formed by those who had the military strength to protect themselves against minor raids, but also the brains and wealth to bribe the ruling elf clans and exploit rivalries between different noble families.

The main colonists were Alkor, The Union, and the Shahdom of Gravlind:

The Shahdom were the first to be able to set up trade relations with the Lapus elves, some alliances lasted for centuries, however, the Shahdom became increasingly bullying, in some cases even using marriage alliances with minor clans to claim ownership of entire regions, so few were particularly sad to see Alkor and their puppets among the Autian Port Federation drive them from the region, though some former Shahdom colonies still exist in the region as neutral towns.
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>>77794369

The Union was the next to settle the area, setting up a number of colonies in the region, particularly in the malorite rich region of Malsolia (which the Lapus elves avoid due to the harmful radiation generated by the high malorite content underground). The Union eventually outright conquered the Malsolia region, giving them a powerful foothold in the region, from which a number of other smaller colonies could be set up, however, the Lapus elves dislike The Union due to their attitudes towards magic, and each new colony is only set up after considerable bloodshed and/or bribes to elven nobles. Eventually The Union lost control of Malsolia, which significantly weakened their position in the region, though they still retain a number of major bases in the island chains between the continents of Autia and Lapus.

Alkor is the most recent colonist, and generally the most successful. Much more willing to tolerate foreign religions practices, magic traditions, and cultural practices than other colonial powers, Alkor was able to establish good relations with a number of noble clans, and even the right to colonize and fortify the sparsely inhabited island of Twin Hills, now more commonly known as East Alkor. Many bored and adventurous elves and half-elves have immigrated to Alkor (and from there some to Westphallica, Harlbourg, Hoogivs, Gabaet, and Ercaenmedi). However, some noble families still don't trust Alkor, and are either isolationist or maintain ties to The Union.
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>>77794286
Understood. I would try and make some desert elves or sea elves but I’ve already made nations/races from both those settings. Also for future reference if you want to add on to Tismo, the Dalavchtai may not have clear borders but if you were to check how much land they live in it’d probably be from the northern coast of Tismo to the center. You can still add land in that area if you really think that part of Tismo would be best for your race idea because the border isn’t clear but if you go with that it would be nice if you could think up some kind of explanation why they haven’t been annexed by the nomads yet.
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>>77794403

Economy:

Lapus elf population growth is fairly steady (in fact currently falling due to emigration) so most elves live in well hidden communities that are centuries old. Some communities are hunter-gatherers, while others have some farming. Mining is also not uncommon.

Foreigners are generally interested in the tall trees, rare furs, and rich veins of gold, iron, gemstones, and malorite. Although uninterested in collecting most of those things themselves, Lapus elves do tolerate foreign colonies who mine, trap, and collect timber off of designated lands in return for payments in gold and jewels.

Lapus elves are sometimes individually very wealthy by the standards of other races, and often spend much wealth in decadent, open minded societies like Napan and Westphallica. Poorer elves sometimes spend decades in places like Alkor and Ercaenmedi, where their reputation helps ensure that elven craftsmen and mages often become wealthy quickly.

Some Lapus elves become bored due to their long lives and embrace all sorts of black-hearted activities in areas where taboos are few, and the poor have few rights like Yr, the Fleshmolders, the Unravelers, Afrolia, and the Second Empire. However, only the more powerful can take these risks, since elven slaves fetch high prices in these regions.
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Displayed is a sketch of a Nicesenórran foot soldier, users of the icy twinblades. These blades are the traditional weapons of the snow elves with each having a powerful ice enchantment freezing the skin with but a glancing blow. These warriors are all skilled scouts, navigating the icy terrain of their homeland with ease and great speed. Due to their role as deadly skirmishers, during their ritual of creating a construct familiar they end up with creatures like an arctic fox or snowy owl quite literally made of magic snow as such creatures are the only ones who can keep up for them. They make up for their small size with powerful ice magics they use to support their master in battle and as mentioned before their great speed.
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>>77794994

And shown here is a member of the Scale Guard, an organization solely dedicated to seeking the legendary Ice Dragons to fight side by side with or ride into battle upon. An ancient order formed from the founding of Mir-Engel Chen as the wardens of the great ice gates, they are well versed in the use of mithril greatswords which are forged in such a way that to these peerless warriors they are lighter than a longsword yet deadlier than a demon.

Just posting cool elf art to make a couple of Nicsenórean warriors from.
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>>77795112

Forgot to mention but their construct familiars are always some kind of hawk, falcon or eagle. This is so they can clearly observe the world from the highest of points but focusing their mind and seeing through the eyes of their construct and to easily find the dragons they search for tirelessly.
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Lepre-Khans, Lindgrub, and the Grassblade Commune

People:

The main inhabitants of this region are the Lindgrubians. Descendants of an Alkorian colony that rebelled about a century ago, they have picked up many traits from the Lepre-Khans both before and after the rebellion, and these days can be easily identified by their strange accent and mannerisms.

Lepre-khans (also known as leprechauns and lepres) are the most common type of fey in the region, though they prefer the mountainous uplands to the coastal hills preferred by the Lindgrubians. Harpies and ents are also fairly common, and occasionally other fey are seen as well like giants, dryads, hags, and monkeymen.

Religion:

Lindgrubians have a strange syncretic religion combining elements of both the Nantic religion and the ancestor gods of various fey. The primary god is Gallywa, a nude corpulent, pig like goddess that combines elements of Gelune/Gaelhalla, Gayin, and the Lepre-Khan goddess Gorutt. She is associated with greed, fertility, and cunning. The Old Man of the Seas is associated with weather and oceans, and combines elements of Shomdar and Alcar. Liik is the Raven Goddess, and is worshipped in a similar manner to in Unkor, Falconhead, and Gabaet due to the fact that some of the original colonists were refugees from those areas fleeing upheaval at the time. Wyrn/Weir is the forest god, and incorporates elements of ent ancestor spirit worship.

The fey have a wide range of gods, generally more powerful versions of themselves.
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>>77796513

Military:

Lindgrub is a poor and backwater nation, who have little to trade, and who are generally uninterested in trading with outsiders anyways. Despite this, they do have a reasonable number of cheaply made firearms purchased from The Union which are used by the Lindgrub Revolutionary Army. This army, more of a coalition of militias really, are constantly preparing for the inevitable Alkorian invasion attempt, though in reality, Alkor has shown little interest in trying to reconquer Lindgrub, which was only ever slightly profitable at its best.

In battle, Lindgrub uses a strange mix of Nantic and fey tactics. Raids and guerilla warfare is preferred. Humans use muskets, and the occasional cannon, then switch to swords, axes, spears, and repurposed farm tools. Fey provide support in accordance to their strengths (ents as heavy hitters, harpies as aerial skirmishers, lepre-khans as saboteurs, etc.)

Skirmishes with Dright and Khurultai are not unheard of. Thanks to their alliance with the lepre-khans, the Lindgrubians are one of the few nations that Khurultai rarely get the drop on. However, although they hate most foreigners, Lindgrubians prefer to be left alone, and have yet to launch an extended campaign against anyone, though rumors persist that The Union, Imperium of Dright, and/or Dun Costa have approached them to form an alliance.

Occasionally small groups from Dright and Khurultai will march directly on the highlands to try to retaliate against the lepre-khans, but bringing the wily fey to battle is almost impossible. Most of their strongholds are in fact located in the fey realms, and only one with strong ties to that realm can enter them. Even strongholds located in this world are just outposts for strongholds in the fey world, and can be cleaned of anything of value on short notice.
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>>77796532

History:

For countless ages, the lepre-khans, lapus elves, and other fey from the Grassblade Commune roamed the continent of Lapus freely, but invasions by the Orgillons and Sartyrians in ancient times have convinced them to consolidate their communities mostly in hard to reach locations. Never seeing eye to eye, the lapus elves went west, while the lepre-khans stayed in the east and central highlands, however, other fey tribes settled in both regions.

In time, various other cultures settled in the coastal areas and flatter sections of the island. At first the fey usually avoided or fought with the outsiders, but in time it was decided that some of the human cultures weren't as bad as the Orgillons and Sartyrians of old. The lepre-khans formed close relations with Alkorian colonist that settled in the eastern portion of the continent, and about 100 years ago helped them rebel against their colonial masters.

Since then, the Lindgrubians and their allies among the lepre-khans and other fey have been stubbornly isolationist for the most part, though some ties exist with Dright, The Union, and Dun Costa.
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>>77796555

Economy:

Lindgrub is a fairly poor nation with poor, hilly land suited for little other than potato fields and sheep. The lepre-khans are famous for their hordes of gold, but are extremely reluctant to part with it, despite the fact that some lepre-khans can use their magic to produce large amounts of gold. However, some lepre-khans are fairly generous spenders, thus allowing the more organized Lindgrubian militias to purchase weapons from The Union.

The more sadistic and amoral lepre-khans sometimes purchase slaves from Dwight.
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>>77787787
A young Alprobe.
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>>77733759
Image of the Copper Plains, showing the signs of the Anomaly that ravaged it 34 years ago. As far as we are aware currently 15% of the earth of this region was ravaged in a way similar to this, there are significant portions of Deep Desert and of the Peaks of the Heavens, albeit in minor quantities.
The earth itself was reshaped by the movement of the Anomaly, as a consequence metals and rocks that where once deep underground can be found on the surface and gas geysers often disturb the skies continuing to ravage this land, the holes in the ground leave the area open to the beasts deep there to move easily on the surface. Apparently this unnatural structure causes anomalous weather in the zone showing longer periods without any precipitations compared to similar zones. Following 10 years after the Anomaly passage in the lands that follow this unnatural formation there has been a clear presence of unnatural beasts and plants apparently mutated by the strange nature and residual magic of it.
(Have fun coming up with an Anomaly)
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What would be the best system be for our setting? I'd imagine it would be something with a lot of focus on air combat.
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>>77799070
Air combat would undermine a large portion of factions who either haven’t developed or just don’t use air combat.
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>>77799694
Take for example the Khuluritai or the Tortles, who don’t use airships despite being probably the most advanced race weaponwise in the setting for reasons listed in the last thread.
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>>77798439

To the fear of many, this anomaly has seemed to act in a manner similar to the Eldr in Autia. It remains open to walk in unlike that region for now yet as of yet unseen weather patterns anywhere else in the world such as acid rain adds a great risk to anyone seeking to take the rare ores unearthed here. Alongside that beasts have become strange bug-eyed stalkers pouncing and seeking to grab and murder anyone that enters the anomalous region of Pagalapana as it's currently called. In the tongue of the sky-lords this means madness however they have experienced a recent great boost in power with many of their greatest rangers travelling in and besting the many beasts of the region with their superior sense and skills with the arrow being able to kill a beast the second it rears its head. As such they have gotten a large amount of rare resources with magical properties seeped into them from the raw magical energies of the region and ware using this to quite literally construct avatars of their gods such as the one shown in pic related. Through the deadly power of the demigods they have constructed they are currently battling the golems for control over this region and once that's done, plan to lead a series of lightning fast assaults using guerilla tactics on the bases of power for both the golems and the Second Empire in an attempt to take their former lands back through ruining their bases of operation.
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>>77800729
A strange looking Pengu, very colorful compared to the typical black and white skin most have.
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>The Campaign for Belkan Arktikos
Ercaedahorn Strength
Supreme General Lo Dung Stung
Army of Great Renown, Army of Great Joy, Army of Great Adulation
100,000 Infantry
5,000 Cavalry
500 Cannons
Beasts of Blistered Iron, Yr Mercenary Tank Regiment
30 Light Tanks
20 Heavy
Cadre of Mistune Hiku
20 Idols
1,000 Simpan Warrior Attendants

Belkan Strength
Field Marshal Ludwig von Hazelhoff
IV Corp, XIV Corp
60,000 Infantry
1,000 Cavalry
600 Cannons
Order of the Midnight Moon
Grandmaster Friedrich Heyarch
500 Knights
2,000 Warrior Applicants
15th Aero-Division
60 Eagles
30 Griffin Knights
Belkan Militia
6,000 Citizen Militia
With tensions high following both the attack on Poole Harbor and Belkor the Ercaedahorn Governor, Ho Lee Shid, informed the Ercaenmedian government that more forces would be needed to reinforce the colony. This would draw the Ercaenmedian government to send two full armies (Army of Great Renown, Army of Great Joy) as well as a unit of mercenary tanks from Yr to head off any aggressive moves against the colony. These forces, and the colony itself, would be put under the command of a General Lo Dung Stung who was known for his aggressive actions back in Ercaenmedia for launching several punitive raids on the Belkan homeland. The General, sensing that war was fast approaching with the Belkans, and trusting his local guides plotted out several pathways through the Orcan Mountain Range and into Belka Arktikos with his primary goal to take the Fortresses of Hemmelsdorf and Utanberg that defended the colony's main railways. And on the First of Aquarian 3021 he launched his assault.
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Depicted is a Mousterian artist's rendition of a Travian, a race of hardy and vicious battle-thralls carefully bred for warfare by the Dreeght. Travians are the descendants of the original race that lived on the soil of Dright before the Dreeght dug through from the underworld and conquered the lands and enslaved the inhabitants. Mentally, Travians are roughly equivalent to domesticated guard dogs.
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>>77795449

A member of the Issbjarn, the enigmatic bearfolk who populate the southwestern Ninquabar Islands as their outposts and originating from the islands in between Flickfowl and Tismo. In the years since the Nicsenóreans first established a foothold within the islands and spread out they were shocked to find that another race had called these chilled lands home. They lived in great wooden halls laden with tapestries of their history where a constant stream of festivities were held in honor of their heroes such as the warrior known as Bearowulf. The bipedal armored bears inhabiting these halls observed the relatively small (by their standards) newcomers who came bringing strangely crafted gifts as a means to seek their aid. Enraptured by the strange devices shining with an inner fire allowing one to light a fire merely by switching a lever and weapons of mithril make the guards allowed the elves in as the jarls, as they called their leaders spread across the islands were called to speak with the diplomats. The bearfolk soon heard the requests of the elves for their maps of the region and aid in return for free trade between their people and a steady stream of tributes to be given to the jarls. A relatively simple treaty, but it was enough for the bears as long as they could be sent more food to last all throughout the harsh winters. So long as this prerequisite would be met their feasting halls would remain open to the elves and they would lend their aid as fighters should their skills be required.

I was just gonna make them a vassal race to the Nicsenóreans to flesh our the lands a bit and because this art looks sick but fuck it, I gave them a bit of territory outside of the Ninquabar Islands and will write some additional information for them.
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>>77803451
looks good so far
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>>77803451
The main Ercaenmedian advance through the Orcan Mountains was centered on three wide passes: Terrian Pass, Waltreik Pass and Old Ballbiter pass, with a fourth diversionary attack down south to keep Belkan forces occupied along the Scaran River. Phase one of the Ercaenmedian assault called for Alpine Regiments with Stone Troll support to neutralize the first line of Belkan entrenchments defending the three passes, the raw strength of the stone trolls would allow them to lift cannons with them to give the vanguard troops artillery support. First to engage were the Ah Young and Ailee Regiments facing the Bregenwerst Regiment out of Belkgrad, a freshly activated conscript formation posted to the frontier due to Autian tensions, the Ah Young Regiment under Captain Young, a former Idol, engaged the Belkans under the cover of cannon fire. The Ercaenmedian troops armed with only blunderbusses (blunderbussi) and axes rushed down to the Belkan trenches in the center of the pass managing to close just within 200 yards before the Belkans began opening fire with a score of Ercaenmedians dropping before the trenches were reached, it is widely accepted that Amazon Mare Nostra was the first casualty of the Ercaenmedians during this hurried advance, with the Belkans greeting them with a wall of halberds and Spears. The mountain troopers were prepared for this type of battle and with their short ranged weaponry made quick work of the Belkan troopers and with that the entrencments along the most narrow parts of the pass were taken, with the Waltreik pass garrison under Colonel Rosen holding for an additional two days with the support of several Tortle volley guns. With these forces neutralized Ercaenmedian armies were free to march through the mountains, razing numerous towns and small settlements on their way East.

It was the fourth of Aquarian when Field Marshal Ludwig von Hazelhof received word by messenger spider that the Ercaenmedians had broken through
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Well damn, progress was rather slow today.
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>>77812202
I am working on another story for this thread, will post the first part later today.
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>>77812202
Typing is hard.
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>Excerpt from Magnolia Keeling's draft notes for her next book tentatively titled "Freelancing During the Great War": Chapter 3: The One Where Someone Opens A Portal To Hell

After a rather disastrous attempt to return to the world of relic hunting and mercenary work (see Chapters 1 and 2 of this book), I decided to return to my villa in Westphallica for some relaxation. Normally a major war creates lots of opportunities, but unfortunately, two of the main combatants; Alkor and Belkan, hate my guts.

So understandably, when Duchess Katny, my nearest neighbor and fellow jaded hedonist, came to my door with a seemingly simple job opportunity, it was probably too good to be true. Duchess Katny was planning on visiting a top secret research project she had been funding, along with her on-and-off again partner Duke Loro, and wanted me to come along posing as a secret donor, but actually just an extremely well paid bodyguard.

So get paid to lounge around in luxury, and maybe fight something if needed.

Yes please.

We travelled to northern Ercaenadhorn in Katny's personal airship, a week long journey that took us through several contested territories, but due to Westphallica's neutral status and great wealth, no one bothered us. The airship itself was small, but extremely decadent once you got used to the constant humming noise. Teleportation would have been easier, but Katny likes to made an entrance. Besides, opening a portal from one place to another for too long, or repeatedly opening portals between the same two locations can have unexpected side effects, and Katny and Loro had servants and flunkies to bring, not to mention several crates of clothing.

We arrived at the mountain fortress known as Merciful Bliss (from a popular Ercaenmedian song) around midday. Although technically privately funded, it was clearly receiving significant support from the Ercaenmedian government. including a small military garrison.
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>>77814769

The fortress itself was of Ogrillon design, but apparently the lower levels date back to some older, largely unknown civilization. The current inhabitants had clearly done some work on it though. In addition to modern guard towers, there was several large villas built in the Ercaenmedian style, an airfield, an observatory, and several elaborate rock gardens. Clearly the current inhabitants have been putting their money to good use, building all this in the middle of nowhere could not have been cheap.

The interiors were even more luxurious than the exterior. Aside from practical spaces like libraries, workshops, kitchens, and barracks, there were several dining halls, a small ballroom, a number of large suites, a sauna, and even heated bathhouse.

The servants and soldiers were Encaenmedian Army, but younger than I would expect to see guarding an operation of this importance. No doubt most of them were conscripts who won't be missed on the front lines, or if the research into the gate did not go as expected. However, looks can be deceiving (thanks to miracles of life magic and flesh molding, I myself look about a third my true age, same for Katny and several others present). I quickly noticed that some of the guards looked harder and more competent than the others. An accidental encounter at the sauna later that day confirmed at least some carried the brand of the Sal-Inja ninja clan, one of the most skilled but heartless of their breed in Ercaenmedi.
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>>77814796

While touring the facilities, I had a chance encounter with my old nemesis Victoria Swann (as mentioned in Chapter 37 of my book "Magical Beasts and Where to Kill Them", Victoria had been liberated from her role as the centerpiece of the fountain pool at my villa by Alkorian agents). She was serving as the aide to some Alkorian politician named Sconewick, though no doubt she was here in some sort of Intelligence capacity as well. After some traded threats and insults, Katny pulled me aside and made me promise not to harm Victoria during the duration of this mission.

The sacrifices you make for friendships (and a huge paycheck).

I'd also like to take yet another opportunity to mention how much I hate that bitch, though anyone who has read by previous book, or the first two chapters of this book will have already read several of my rants on that particular topic.
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>>77814838

After spending a couple of hours acclimatizing ourselves to the luxuries of Merciful Bliss, we headed to the main dining room, where a multi-national group of dimensional theorists, politicians, wealthy backers, and military leaders met for a truly uncomfortable dinner (for some people, I for one mostly found it amusing). Attendees were as follows:

- Sena Starbane, a half-Lapus elf, half Ercaenmedian who was the lead theorist and director on the project. A highly efficient and political minded sort, she started the dinner out with a rousing toast about how science and magical research unites nations, then got called away before the other toasts were even completed to oversee some calibrations to the telescope.

- Krakrul, a multi-limbed, deeply disturbing Unraveller "post human" who was one of the leading theorists on the project. He was accompanied by a human-corgi-cyborg hybrid named Fifi who was once a lover-apprentice of his. He was so disturbing that the serving girl bringing his first meal broke down crying and fled just because he looked at her (a Sal-Inja disguised as a common soldier served the rest of his meals). A devoted follower of Deadicorn, he gave an eloquent toast to "Murder, Rape, and Evil". Way to read the crowd...

- Hans Helmut, an aetherial architect (whatever that means) from Yr. One of the few to join Krakul's toast.

- Eh'NaiL Ha-Nii'la-Terr, an Alprobe archeologist. I don't much like Alprobes (see Chapters 2 and 18 of my book "Magical Beasts and Where to Kill Them"), and Eh'NaiL was creeper than most. He gave a speech in his own language that caused a glass to break, a waitress to faint, and probably half the sphincters in the room to tighten.
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>>77814933

- Lord Sconewick, the Alkorian representative, had apparently fallen asleep from boredom, so his aide, her royal bitchness Victoria Swann gave a toast that included an oblique reference to my recent petrification in Harlbourg (see Chapter 1 of this book). Never one for class, I responded with a toast about how everyone at my mansion missed ogling her statue. Duchess Katny followed with a toast to great friendships. Duke Loro was too busy giggling to make a toast.

- Colonel Ji-hoon Kowalczyk, the representative from the nearest Ercaenmedian Army Group, got distracted using his goggles to shamelessly leer at the decolletage of a serving girl bending over to serve a drink to a guest across the table from him, so his aide Enchantress-Singer/Aspiring Idol Nolae Supasuta thought on her feet and managed to parrot Sena's empty toast on world peace through theoretical research (but not without including a quick dig at Belkan)

There was also about two dozen other aides, flunkies, bureaucrats, donors, and minor members of the project at the table. A couple were also quite strange, but apparently not enough for me to remember them.

Dinner was delicious and extravagant, clearly Sena Starbane liked to make a good impression on her backers even if she herself could not attend. Not too much else happened for the next few hours; we had wine on the massive heated balcony while watching an amazing sunset. Krakrul cried blood, Eh'NaiL touched someone somewhere where he shouldn't have, some minor noble spilled wine down her top, and myself and Victoria exchanged glares all evening.
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>>77814964

Things got a bit more interesting in the late evening. After a rotation through the bathhouse and sauna, I joined several of the other guests to watch the aurora borealis, which was magnified greatly by the fact that it was being drawn down to the surface by Sera's arcane technology. Eventually, only myself, Hans Helmut, Nolae Supasuta, and her servant Simpypoo (a portmanteau of "Simp", a type of fan apparently, and "Grumpypoo", an obscure god popular with some young people) were left.

On our way back to our rooms, we heard a deep grinding sound, followed by screams and maniacal laughter. A short time later, we encountered a trio of conscript guards impaled to the ceiling with large spikes. Simpypoo promptly fainted, Nolae vomited up some wine, but Hans seemed more fascinated then anything.

Clearly something wasn't quite right here...

Before I really had time to investigate though, a couple of soldiers grabbed us and hustled us away. After a brief interrogation, an unlikely story about how the incident was nothing but a brawl that got out of control, and being sworn to secrecy by the head of security (a Sal-Inja no doubt), myself, Nolae, and Simpypoo were sent to bed for the night.

However, I had other plans.

Once I judged everyone important was asleep, and whatever guards were supposed to be watching me had grown a bit weary, I tossed on my nightshirt on, slipped a little packet of something special into my inner pocket, climbed out my window, and scaled the decorative ornamentation to get to a balcony on the level where the Alkorians were staying.
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>>77815060

In theory, my first priority should have been warning my employer that something was up, but if I was going to risk my neck sneaking about anyways, might as well throw in a bit of a personal mission as well. If you mix table salt with a rare perfume known as nightsap, you get a nice little powder that causes a severely itchy rash once in contact with body moisture after a few hours. And I always bring salt and nightsap to events like this.

Daydreaming like the idiot I am about where to place the powder on Victoria or her clothes for best effect, I didn't hear the slight creak of leather to the last minute. To my surprise, the leather didn't belong to a Sal-Inja goon, but rather a female Belkan Intelligence operative in the trademark black leather of that organization. And she had a rather wicked knife...

Now I am an experienced hand-to-hand combatant, and work by the life mages had boasted my physical strength considerably, but going toe-to-toe with a skilled operative who is armed when you aren't is tricky. Particularly when you can't make noise. And particularly particularly when you are trying to take her alive. Also, I was still drunk. About a minute of silent but vicious fighting later, things ended with me suffering from several deep nicks, and a nightshirt full of gashes, and her writhing from several organ punches and pressure point jabs. After a bonk on the head, and another hour of sneaking around lugging her about, I find an empty room I judge isn't going to be visited for a while, bind her up, and leave her for later interrogation. I also poured liberal amounts of the powder on her, both to impede any escape attempts, and also since I was peeved about my favorite nightshirt being covered in blood and gashes.
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>>77815101

Feeling too tired for further adventures, I went to bed with a number of important tasks on my to-do list like:

- Warn Katny about the killings
- Interrogate the Belkan on what she knew about... everything really
- Figure out what was really going on at Merciful Bliss
- Give Victoria a rash by pouring nightsap mixed with salt in her panties

The next morning, I awoke feeling a little worse for ware. In addition to the hangover, cuts and bruises from the fight, three hours of sleep, horrid morning breath from the garlic bread last night, I had also somehow swallowed a mouthful of my own hair and chewed off a chunk of it.

I spent the next hour making myself somewhat presentable, grudgingly wearing thick clothes and heavy make-up to cover up the cuts and bruises.

Today was the day that we got shown The Gate.

I probably should have explained this before, but the whole purpose of this luxurious but remote research facility is to investigate the Ebon Gate. The only known structure of its kind, it was discovered by explorers decades ago, but only recently has the true value of the site come to light. When charged with enormous amounts of magnetic energy captured from the aurora borealis, and under certain planetary alignments, it opens a gate to another world.

So far it had only been opened three times briefly, each leading to uninhabited ruins on different worlds, but that night, improvements to the magnetic energy collection system were believed to be able to keep The Gate open for a whole three hours.

Although hardly an expert on inter-dimensional travel, I suspected even at that point that we were messing with forces best left alone, and I had a sneaking suspicion that the deaths of the three conscripts were somehow tied to something coming from The Gate.
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>>77815143

Unfortunately I didn't trust the main players behind the operation enough to confide in them. Nor did I get a chance to talk to Katny. So instead I played the role of the oblivious donor, eager to see what my money was being used for.

After an elaborate breakfast, we were herded down to the lower levels of the fortress where the gate is located. The difference in architectural styles between the Ercaenmedian top floors, the Orgillon core building, and the mysterious underground ruins was striking. Something about the underground ruins put me on edge. Perhaps it was the jet black walls and strange carvings, perhaps it was the fact that the conscript guards were clearly on edge, perhaps it was the fact that normal sounds didn't seem to travel here, though unexplained rustling and cracking noises could be heard occasionally, but most of all it was my increasing certainty that Sena and her fellows were playing with forces they didn't understand.

We arrived in the main chamber where the Ebon Gate is located. Curving stairs leading up to an empty doorframe. Fairly mundane really, but I could feel it was already crackling with invisible energy despite the fact that the test wasn't scheduled until tonight. Sena was supposed to give a lecture at this point, but clearly something wasn't right, and she had a hushed conversation with her fellow researchers. At this point I really started wishing I had been allowed to carry my sword and gun around.

Suddenly, the gate started glowing ominously, but it wasn't though the gate that the first sign of trouble appeared. Instead, a twisted figure popped into existence somewhat off to the side of the chamber. Although it took me a moment to recognize it, I eventually realized it is a Chained One, a lesser demon of Iron Gyyn made from damned soul wrapped in cutting chains and spikes for centuries until it loses all sanity and only desires to be let free to inflict pain on others.
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>>77815226

The Yrian scientist Hans Helmut evidently recognized it too. Perhaps since Iron Gyyn (a demon associated with bondage, forges, and demon bidding) is one of the primary demons worshipped in Yr he felt safe approaching it, but instead several bladed chains lashed out, slicing him in half, and painting a nearby guard red with arterial blood.

Another guard flew backwards, pierced by several iron spikes. A Spiked Beast (another demon of Iron Gyyn) had appeared, and was now impaling bystanders with flying spikes.

But worse of all was the Grasping Mother. Said to be a personification of Iron Gyyn herself, this strange demon has many limbs ending in chains. Those who become fully engulfed in these wrapping chains simply disappear, it is probably best not to think about what happens to them.

At that point everyone decides running away to be their best option.

to be continued...
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>>77800945
There are rumors that she's the last heir to an old and forgotten royal bloodline.
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>>77815859
Horrible failures of the Fleshmolder working together with a group of outcast mutant Persquarians.
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>>77817582
Gnome of the Jade Pyramid seeing an ntruder and alerting the guards.
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Bump.
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>>77804766

People:

As of yet, the Issbjarn have no clear story in their creation being a race of intelligence bipedal bears. Both their island homes nowhere near even the farthest outpost of the Eldrian empire and their nearest contacts being the Miqdaadites who are very much human. Regardless of their strange origins, the bearkin tower over most mortals and have an animalistic strength to them. These martial abilities remain their defining trait however most would find their mental capabilities to be slightly lacking to say the least. Nevertheless the Issbjarn have stayed well fed and happy throughout their races lives and make good coin managing a series of tollbooths along the eastern trade routes of the world.

Religion:

The bears pay little heed to conventional religion instead choosing to deify their ancestors and legendary heroes. Heroes such as Bearowulf have great shrines depicting the epic saga that was their life spread throughout their great mead-halls and their names are spoken right before rushing into a hunt or battle.

Magic:

Little to no magic is found among the bears and those who have it never even realize they possess such a gift. However due to the nature of their inherent abilities of smithing, their armor has a shockingly high resistance to magic with all but the highest level spells dissolving the second it touches them.
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>>77820147

History:

Much of the early history of the bears have been forgotten and the little that remains is most likely just myth. These stories told to their cubs speak of emergence from ancient caves into a harsh world filled with feral beasts who sought to devour them, lindwurms, drakes, dire bears, wolf packs, a whole menagerie was contained within these islands. With numbers too small to fight against the beasts forced to hide in their caves to avoid being devoured, in desperation they travelled deeper into the caves braving the dark and discovered many glistening chunks of ore. Through experimentation and a strange natural talent for metalworking they successfully produced suits of armor and battleaxes for each and every bear to don. Resplendent in their new armor they set out and pushed back against the monsters who sought to kill them and so the first great halls were established. From that time they continued to peacefully grow and seek greater achievements in battle, even coexisting with their more savage cousins the dire bears. Becoming the dominant race of their islands many bears seeking to expand their homelands influence chose to sail downwards into the lands now known as the Ninquabar islands and create new halls there. However trapped amongst a land of fierce snowstorms and ice they were unable to report their findings to their families resulting in the two similar yet separate cultures of bearfolk living in the world today. One with brown and black fur and another with fur of pure white.

Following their meeting with the Nicsenóreans and subsequent treaty alongside sharing of their lands ,the bears have served as bodyguards and shock troops for the snow elves and anyone else who seeks their talents and great suits of armor. In this fashion many Issbjarn travel across the world gaining renown as mercenaries with their elders staying at home managing the gates and tollbooths prospective eastern traders must pass through.
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>>77820409

Military: The concept of a military is quite a strange one to the bears as they all naturally are warriors. Using their natural skill at forging each makes and wears a suit of armor specifically suited to their needs with weapons such as battleaxes and greatswords all being made with the strongest ores they find on their journeys across the islands. However when the need to hunt or defend their homes comes up the Issbjarn gather together to repel any prospective assault. Alongside a line of armored warriors they also bring dire bears, by far the most dangerous of the "dire" creatures which are essentially larger and deadlier versions of wildlife into battle. These bears who are brought out of their own caves through enticing berries, meat and all other kind of food being offered to them and are outfitted with their own suit of armor being either walked or ridden into a battle.

The only known skirmishes to have occurred by other nations on their borders have been a failed excursion by Dalavchtai nomads and an assault from the Second Empire seeking to seize their lands. Once the Eldrian's monsters were being torn apart by the claws of dire bears and their guns bouncing off the reinforced plate of angry warriors they realized their mistake.

Economy:

Strangely enough the bears make a good amount of coin by managing a series of humorously named "tollbooth castles" along the coast where would be traders have to pay up before being allowed passage. This makes them a steady stream of income from Autian and Shaobon traders yet they are most famed for the great suits of plate and weapons they export. These are strong enough to compete with even Great Turtle shell armor and slightly more common as the Tortles show up to trade sporadically. I say slightly as you have to specifically travel to the islands of the bearfolk and commission a suit of armor to be made. Typically one must wait a week for it to be forged as there are several orders to be taken care of.
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>>77815244
Intensely lewd anon
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>>77810159
He immediately mobilized the majority of his Divisions, 30,000 men in all, and marched to the River Scaran to link up with the forces there and under the advice of Harpy Wing Commander, Lady Maria Toller, allowed his air forces to act as scouts for the ground army.

>Battle on the Scaran River
Unbeknownst to the Belkans, the Ercaenmedian forces had split in two, one force moving to encircle the Belkan Divisions on the Scaran River while the other force primarily made of infantry and artillery would lay siege to the fortified cities of Hemmelsdorf and Utanberg. The Army of Great Joy under the command of General Wo Roskovich would make the drive south to the river with a large force of Dire Wof Cavalry, including a small detachment of Knights from the order of the Bastardised Sword, as well as the Demon Beasts of Yr. It would be his Cavalry forces that would be the first to engage the main Belkan field army on the 6th of Aquarian, encountering a Company of Cockatrice Lancers that had made camp in Eyewold Woods, but thinking this to only be part of the Belkan force entrenched along the River the General decided to attack.

Hearing of the assault on his forward units the Field Marshal hurriedly gave orders for infantry to assemble in their formations and for cannons to be made ready, assembling his army on the Field Katarine just miles from the rivers edge as his Cavalry made haste to rejoin the main body of the army, with the pursuing Ercaenmedians following shortly behind.
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Bump
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>>77822059
The Belkan army was deployed in a long battleline, with General Kohler commanding the right flank, General Michaels the left and the Field Marshal leading the troops in the center, with a cannon position being established on a nearby hill to look over the field that the vast army encompassed. Most formations were of the Tercion style, with Muskets interspersed with halberds, Spears and pikes, with the only outlier being two Regiments of Air-Rifle skirmishers deployed in front of the main battleline with the Cavalry split between the flanks. The Center of the Belkan line was anchored by three regiments of the famous Harbsourg Pikemen, and with strong support on the flanks the Belkams hoped to grind the Ercaenmedians to a pulp.

The Ercaenmedians spread themselves thinner, trying encircle the Belkan lines but facing great difficulty trying to maintain a cohesive battleline. The Devil Beasts of Yr would form the center of their line supported by blocks of expendable Spearmen, while the forces Ninja warriors and alpine rangers would advance to attack the Belkan cannon position. Both forces were remarkably close in strength, the Belkans having more cannons but the Ercaenmedians more mobile assets, but for the most part the Belkan infantry was of a far greater quality.

After a few hours of maneuver and exchanges of cannon fire, notable for the destruction of the Ercaenmedian skycannon battery, the Ercaenmedian force launched an all out attack towards the Belkan lines. The focus of their attack was the center of the Belkan line and the Tank Monsters of Yr made great speed for it, almost matched by the Ercaenmedian conscripts who were reengerized by the singing of Teen Idol Ericka Yung, their cannons tearing through the compact formation of the Belkan Pikemen. They would be met with the fire of Belkan cannon batteries and suffer a high price, the Heavy Tank Hells Bells destroyed by mass shell fire along with several other tanks.
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Temple Isle is open!

Today is the first of Shama, the beginning of the new year on the Eannite calender.
That means, for two weeks, the Eannites will open their island to any and all who wish to partake in their grand celebrations!
Every city and village will be alive with music, dancing, feasting, and of course religious observances!

The harbors will fill with all manner of vessels and the skies will be choked with air ships!

Come! All who desire respite from war! Come! All who seek pleasures of the earth! Come! For a fortnight the island is open to you! Taste delicacies from every corner of the world! Purvey your wares in the bustling bazaars! Relish the merriment of a people of deep faith and their famous hospitality at this time of joy and ceremony!
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>>77826142

From what I can tell it looks like Belkan is a nation with one foot in Renaissance combat and another foot in WW1 combatwise.
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>>77828229
When the Eannites invite the world to their island, beings from all walks of life flock here. The island is well unknown for the fanaticism of it's people, but it is equally renowned for the festivals that last without pause for weeks at a time. It is a rare opportunity to witness their culture and faith, for under all other times of year the islanders are very reclusive and do not normally allow outsiders to leave the docks from which they trade their goods. The Eannites are also well known for the habit of launching sea raids upon weaker and tribally oriented peoples, taking treasures and slaves alike. This seems to matter little when they turn their disposition to one of unmatched hospitality.

Something of a hermit society, they are often neutral in the affairs of the outside world and virtually never partake in the larger wars that envelope the surrounding nations. This means their island is often untouched by the chaos and destruction of these conflicts. It also means that when war is raging, the island offers a neutral ground for mediation and even espionage when their grand celebrations unfold.

The Eannites are well aware that their cities become the staging grounds for assassinations, kidnappings, and even ordinary diplomacy during their highest of holidays. This seems to bother them little, so long as all in attendance partake in the observance of their religious ceremonies, and that these gatherings and processions are not disturbed.
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>>77826142
Massive flails, saws and treads tore into the Belkan soldiery reducing regiments into so much gore, the center of the Belkan line only being saved by the charge of it's Griffin Knights, their lightning enfused lances thrice blessed in the Cathedral of Ace's Aerial Glory acting as a repellent to the demonic machines.
The attack still causes a breach in the Belkan line which is soon rushed by the majority of the Ercaenmedian Cavalry force, only stopped as reserve Regiments of Spearmen and Halberdiers rush to plug the gap, selling their lives dearly and grinding away at the Wolfen Hussars and Knights.

While Ercaenmedians press hard on the center their own flanks are pushed back with heavy casualties, cannon fire tearing through it's infantry formations ad the dazed survivors collide with fresh Belkan infantry. And on the left flank the Belkan Knights and Lancers manage to win their engagement with a much larger force of Hussars and they begin charging the rear of the Ercaenmedian units engaged, routing several.

Even as the flanks of the Ercaenmedian army are wrapped up the Belkan center bulges, and fearing a total collapse the Field Marshal directs his all of his artillery into the melee.

Belkam, Ercaenmedian and even the demonic machines of Yr are blown apart under a barrage of close range shell fire, but the Ercaenmedians break and the day belongs to the Belkans but at a high price. Even as the Field Marshal frees his Cavalry to pursue the routing Ercaenmedians he receives word of an even larger enemy force, apparently the Great Fortress Hemmelsdorf had been put under siege and was near breaking.

He first links up with the few regiments left amount the Scaran and then reforms his army to head to the northeast, hoping that his army will be in time to relieve the siege.
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>>77828295
And that's a good thing.
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>>77828478
These holidays are held several times a year and every time for two weeks the population of the island is swelled by outsiders. Some come for a break from wars, while others choose the opportunity for a sort of pilgrimage to learn more of the faith of the Eannites, and still even more simply seek the excitement and revelry of such magnificent celebrations. The sparse street preachers of this faith that are far flung throughout the world work hard to create converts, and these holidays are the only opportunity many will have to truly be welcomed and inducted into the faith and society of the Temple Isle.

Every city and village is cleaned and made ready, the streets are blessed and the inns are lavishly decorated. The more peculiar aspects of the faith and religious practices of the people are moved out of sight and everything is made palatable to the likes and needs of the outside world.
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>>77828662
Oh that's for sure.
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>>77828812
The travelers are welcomed and encouraged to bring their goods and services to the island with them. In this way, a visitor may sample or see aspects of nearly every people group in the world. Ornate Belkan silver sold next to Balorian tartans. Napan silks offered alongside Khurultai puzzle boxes. An ogre slave can be purchased and Harlbourg mercenaries can be hired.

The streets are choked with crowds. The cities fill with the aromas of every cuisine imaginable, tempting watering mouths and empty stomachs. All manner of intoxicants are available. Wines and liquors flow freely, herbs are smoked without pause, and magically enhanced delicacies overflow from every corner. The cities are enveloped in a cacophony of bartering, partying, singing, and dancing.

If there is some good you desire, or sustenance you crave, or perhaps some vice you pursue, it can be found here. There are few places where one can find so much of the variety that life has to offer than the Temple Island.
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>>77829169
The true purpose of this warm welcoming of the outside world is not truly known to outsiders, though there are many that may suspect the truth.

The reality is, the faith of the Eannites of Temple Island is one of thousands of gods, and many of them require some form a sacrifice for both blessings and appeasement. At the most important of holidays this will take the form of human sacrifice.

While parties rage and visitors revel in elaborate parades and dance to whirring tunes, the guards and warriors of the island are closely observing all that attend the festivities. From the minute one walks ashore they are being noted and considered for selection. Those that are unfortunate enough to be chosen will be whisked away in the night or at the height of raucous merriment to be taken deep within the nearest temple complex. From here, these unfortunate souls often meet grisly and gruesome ends at the hands of a murmuring Mage-Priest for any number of countless deities.

These practices are kept away from the eyes of the outsiders. While people from every continent celebrate in the streets, hapless victims have their life essence given up to the gods at the tops of temples or deep inside the mazes of their inner sanctums. None are allowed here outside of the priesthood or their selected guardians.
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>>77829241
When the weeks long holiday has passed, the people from abroad filter back to their vessels and set off for home. There is little choice in the matter, for the hosts offer two options to the visitors of the isolated island. You will either leave, or you will join the faith. There are no other choices granted. Refusing to depart while also rebuking the opportunity of conversion will result in nothing short of death. Either at the hands of the grim and zealous warriors or under the alter of some enigmatic god. Those that find themselves left behind on the island from a dazed stupor from excessive celebrating are granted the same choice, which is often an easy one.

Converts are very welcome, however, and the Eannites would almost prefer some stay and join them in their lifelong observance than return from where they came. This is truly the other main purpose of the massive festivals, to obtain new adherents to their faith. The Eannites are always looking to increase the number of the faithful, and the opening of the island is intended to offer a chance of swaying people to their particular practices of worship without needing to sail their fleets abroad for captives.


Many from the wider world truly have little interest in joining the Eannites. The island opening up to the world often provides the great powers a place to play their games of diplomatic missions and clandestine machinations.
>>
From what I can tell, the last well known real world cultures left to base a country off of in Autia left are Maya/Inca/Aztec civilization, the Baltic States and assorted indigenous cultures. I would say Rome as well but Soukos has a large amount of elements belonging to both Greece and Rome with the only real difference for a country in the setting being aesthetic and using legionnaires instead of hoplites. Also the Eldrian empire is basically Atlantis so there's that.
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>>77829950
*Tismo, sorry I meant Tismo instead of Autia. Oh and I'm fairly sure Poland is missing as well so add that to the list.
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>>77828619
With one Ercaenmedian army completely destroyed, what remained of it's soldiers fleeing across the Scaran River or north to friendly positions in the Orcan Mountains, the badly mauled Belkan field army marched east at full speed to the beleaguered fortress of Hemmelsdorf, arriving there a week and a half later.
>The Battle at the Gates of Castle Hemmelsdorf.
The fortified city of Hemmelsdorf was a major transportation hub in Belkan Artikos, being the starting point for the Arktik Rail Line and the Belkan-Alkorian run Enterprise Airship Company. Anyone who controlled the city would have a much easier time of controlling the entire colony.

Supreme General Stung had invested the city, digging an outer line of trenches to defend the rear of his besieging force and digging new trenches ever closer to the fortresses walls, all the while pounding away at it with his hundreds of siege cannons. By the time the Belkan reinforcements arrived much of the city was in ruin and the earthern mound that had protected the fortress walls had been almost completely blown away.

The Ercaenmedians abandoned the majority of their siege positions as word of the Belkan army reached the ears of General Stung, the construction of siege ladders ceasing and cannons were turned around to face the enemy to their rear.

The Ercaenmedian army assembled in three main lines, the first being musketeers with a second line of spearmen and polearms behind with a third and final line of heavy infantry and stone giants in the rear. Advancing among a more narrow front and much deeper line formations the Ercaenmedians intended to break the much thinner Belkan battle line with brute force and numbers, but had to contended with a sortie by the fortresses garrison to their rear and leave several regiments behind to protect this crucial area.

The Belkan forces deployed among a much longer battleline with strong flanks and a weak center, intending to encircle the much larger Ercaenmedian
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>>77830177
force, with the elite 7th New Brokawn Shock-Halberdiers occupying the center position. The one advantage held by the Belkan force being it's concentration of artillery in one large battery while the Ercaenmedian cannons were spread all throughout the battlefield.

As the armies maneuvered into formation General Stung ordered his officers to focus their artillery on the Belkan cannons, rightly fearful of what they would do to his massed soldiers, and the Belkan guns were forced to reply in kind lest they be destroyed, crucially distracting them from the main infantry engagement.

Following an intense exchange of gunfire the two lines engaged, the Belkan center falling back but forced to hold as the flanks faced unexpected pressure as the Ercaenmedian third line reserve was committed to battle. The battle still on a knifes edge as the city garrison leaves the gates and begins pressing against the rear of the Ercaenmedian army, and Grandmaster Kohler and his Knights swing around the flank of the engaged troops looming for the personal banner of the enemy warlord...only to have their armor turned to lead as Idol Matsune Hiku draws forth the magic of the aether with her song "Your Sins Will Weigh You Down" and her Simpan warriors engage.

With the situation rapidly becoming untenable the Belkan line begins falling apart, turning into a complete rout, with the Field Marshal fighting and dying in the brutal rear guard action to save as much of the army as possible and with the defeat of the Fortress Garrison the day belongs to Ercaenmedia. And so does much of the colony with only the coastal capital of Balkapan and city of Ways End remaining in Belkan control at the end of Aquarian, with even these two cities remaining under threat as the remainder of the Ercaenmedian force drives south-east.
>>
>>77829950
Do we have India yet?
>>
>>77831665
Basically the Sultanate. Fantasy India/Arabia.
>>
>>77831665

Not really.

The Sultanate is probably the closest, but they are more Persian/Afghan despite living in a magic jungle.
>>
>>77832069
Thought the Shahdom were the Persians of the setting. Also, does Sneed count as a Poland stand in for the setting? It has a ton of peasants to form a Militia and probably knights, booth on foot and mounted. Also if the Sultanate isn’t seen as fantasy India then Tismo would make a good place to put it if anyone wants to make it.
>>
>>77832120
I believe the Shahdom are persian esque, the sultanate would be more Arabic, and temple island is like babylonian/sumerian.

It is possible some of these are partially indian and I just missed it
>>
>>77832120

Apologies for the repeated misspellings here, I was mobileposting and typed that response up fairly quickly leading to its poor state. Might try and make some mesoamerican nation later on in time when I get on a computer.
>>
>>77832167

Well I’m the one who made the Sultanate, I primarily made them to be a vaguely Arabic inspired nation based of the Islamic Golden Age but with stuff like elephant riders they took on a bit of Indian influence. If anyone wants to make an Indian nation purely themed off that country by all means go ahead.
>>
>>77832217
That's cool, a sultanate having indian elements is entirely within reason to me.
>>
>>77832375

Sounds like good. Also what I said earlier applies for a Roman themed nation as well. Just because a ton of elements considered Roman are already used doesn’t mean you can’t just make a unique nation.
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>>77832437
I personally won't be adding any more, I have done my share lol. Hopefully some more folks come in with some neat ideas.
>>
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More Hero Forge art.

Not a big fan of the cartoonish look, but like having a range of images with consistent color schemes and art style.
>>
>>77791439
>>77792083
>>77793945

Alright, potential ideas for national wealth below.

Commoner wealth is based on a mix of agricultural land owned, size of house, possessions owned, and access to magic, so it is somewhat biased against nomadic people and fey

Elite wealth includes both the wealth of the elites, but also the size of the elite class in relation to the rest of the population

Total national wealth is total, not per capita, so biased against nations with small populations

Belkan: Medium, Medium, High
Ercaenmedi: Medium, Medium, High
Republic of Free Men: Low, Low, Low
Falconhead: Low, Medium, Low
Westphallica: High, Extremely High, High
Gabaet: Medium, High, Low
Hagarta: Very Low, Very Low, Very Low
Srechund: Very Low, Very Low, Very Low
Orkistan: Very Low, Very Low, Very Low
Hiisikunta: Very Low, Very Low, Very Low
Sparticia: Very Low, Low, Very Low
Afrozil: Low, High, Medium
Voluntas Pact: Low, High, Medium
Kingdom of Eritroans: Low, Medium, Medium
Alkor: Medium, High, High
Harlbourg: Medium, Medium, High
Hoogivs: Medium, Low, Low
Unkor: Low, Low, Low
Persquaria: Low, Low, Very Low
Halem: Very Low, Very Low, Very Low
Tavern Woold: Low, Low, Very Low
Wolf-Kin Band: Very Low, Very Low, Very Low
Soulwood: Very Low, Very Low, Very Low
Fleshmolders: Low, High, Very Low
Pirate Haven: Low, Medium, Very Low
Nantes: Low, High, Medium
Yr: Low, High, Medium
Fluffwood: Low, Medium, Low
Northern Wastes: Very Low, Very Low, Very Low
Freedom Coalition: Very Low, Medium, Low
Union: Very Low, Medium, High
Puppet State: Very Low, Medium, Very Low
Iron Crown: Very Low, Very Low, Very Low
Napan: Medium, Very High, Medium
Shahdom: Low, Medium, Medium
Rig'Nood: Very Low, Low, Very Low
Gib'Dunes: Very Low, Low, Very Low
Alprobes: High, High, Very Low
Bridge Tribes: Very Low, Low, Very Low
>>
>>77833510
Four Sisters: Very Low, Medium, Low
Kornheiseria: Low, Medium, Medium
Pumkins: Low, Low, Low
Temple Isle: Low, High, Low
San'Barg: Very Low, Low, Very Low
Second Empire: Low, High, High
Unravelers: Low, Very High, Low
Alana: Very Low, Low, Very Low
Forgotten Place: NIL
Brazilistan: Low, High, Medium
Sneed: Medium, Medium, Medium
Ogre Clans: Very Low, Very Low, Very Low
Ander City: Medium, High, Low
Luver: Medium, High, Low
Wizard Coast: Medium, High, Medium
Taur Tribes: Very Low, Low, Low
Aesanaeria: Low, Medium, Medium
Poole Harbor (Harpies): Very Low, Very Low, Very Low
Sartyrian: High, High, High
IBRU: Low, Medium, Low
Afrolia: Low, High, Medium
Fantel Islands: Low, Medium, Low
Crescent Islands: Low, Medium, Very Low
Tortle Realms: Medium, Very High, High
Duckers: Low, Medium, Low
Peaks of the Heavens: Low, Medium, Low
Copper Plains: NIL
Deep Desert: Very Low, Low, Low
Sultanate: Medium, High, High
Kangoo Tribes: Very Low, Low, Low
Puppet Clans: Low, Medium, Low
Nicsenor Collective: High, High, High
Pengu Empire: Very Low, Low, Low
Khurultai: Medium, Medium, Medium
Ar-Haugthra: Very Low, Low, Low
Sheeple Folk: Low, Low, Low
Dun Costa: Medium, Medium, Medium
Dalavchtai Khanate: Low, Medium, High
Skvoenbard: NIL
Crocida: Very Low, Low, Low
Crocuba: Low, Very Low, Low
Jade Empire: Low, High, High
Shattered Edge: NIL
Illician Isles: Low, Medium, Low
Utopia: Low, Medium, Low
East Alkor: Medium, Medium, Low
Vespins/Karelia/Mordiven: Medium, Medium, Medium
Malsolia: Very Low, Medium, Low
East Union Company: Low, Medium, Low
Bloodsap Forest: Medium, High, Medium
Mousterians: Medium, Medium, Low
Dright: Very Low, High, Medium
Lepre Khans: Low, High, Low
Lindgrub: Low, Medium, Low
Ogrillons: Very Low, Medium, Low
Belkan Arktikos: Low, Medium, Low
Ercaenadhorn: Low, Medium, Low
Land of Frost Giants: Low, Medium, Low
Skyr-nada: Low, Low, Low
Belkor: Medium, Medium, Medium
Soukos: Medium, High, High
>>
>>77833510
>>77833537
Seems good to me
>>
>>77799741
But they don't have nukes so

BELKA STRONK
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>>77834124
did a lazy update of the geography map
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Second Empire

People:

The politically dominant race in the Second Empire are the so-called Eldrians, magically talented humans who descended from a mix of human races conquered by the Eldrians, and in some cases, have some blood ties to the original Eldrian race. However, the Eldrians ran a multi-cultural empire based on racial castes, and thus so do the rulers of the Second Empire. They are keen to re-absorb any peoples who were once a part of the Eldrian Empire, including both magical creations like the taurs, pumkin, duckers, and horsemen, as well as former client peoples like the southern Nantic cultures, western Jinsan, and northern Shaobon. Many such individuals can now be found in their holdings on Autia and Flickfowl.

A strange exception to this rule are the Sorgos dwarfs of Brazilistan. Once near the bottom of the hierarchy in the days of the Eldrian Empire, their continued resistance to any attempts at being integrated into the Second Empire has caused the leaders of the Second Empire to label them as foul foreigners.

Despite their self-professed hatred for foreigners and their ways, the elite of the Second Empire have a keen interest in foreign martial styles, and foreign mercenaries are a common sight in the entourages of the wealthy, particularly the wealthy, and the radical mages known as Unravellers.

A handful of Bridge Tribers still live in the remnants of San'Barg, now reduced to a worthless stretch of coastal swamp. The Second Empire claims control of this area, but makes little effort to collect taxes, enforce laws, or hunt down rampaging monsters.
>>
>>77834844

Religion:

The Southern Gods associated with the original Eldrian Empire; Primolt, Great Mother, and the Green Titan, are strangely not particularly respected here, instead, Mother Ocean is worshipped. Seen as the goddess of the original Eldrian people, she was only worshipped by pure blood Eldrians at the time of the Eldrian Empire. It is believed that the modern version of her faith was created by combining elements of Gaelhalla with the Great Mother, along with a healthy dose of nationalist propaganda and historical revisionism.

Magic:

Mages in the Second Empire practice all forms of magic invented by the Eldrian Empire, now known as the Southern Magic Tradition. They have an irrational dislike for other magic traditions, particularly those from the Nantic States, but turn a blind eye to the fact that the mages of the Zandra Peninsula (known as the Unravellers) openly practice all forms of magic. Although technically a part of the Second Empire, the Unravellers are a law unto themselves, and many mages and nobles from other parts of the Second Empire make frequent use of their services, and they are a key component to the Second Empire's military, intelligence, and "industrial" organizations.

Mages who are seen as too radical, particularly users of dark aether channeling, are often sent to join the Unravellers, however, many Second Empire mages use forms of magic considered unethical in other lands, particularly Life Magic to create strange new creations from unwilling subjects, still a cornerstone of the Second Empire's military.
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>>77834869

Military:

The Second Empire refuses to use Material Alternation and Aether Manipulation to make so called "magitech" devices, a strange self imposed rule since the Eldrian Empire freely used magic copied from other cultures. However, it sometimes uses Life Magic and Dark Aether Channeling to achieve similar results. The Unravellers ignore this rule.

Life magic is also frequently used to create new races as shock troops, though the more extreme experiments tend to come from the Unravellers.

They buy weapons from the Union for their non-magical troops.

The Second Empire uses its military to bully its neighbors, or help former Eldrian nations fight against non-Eldrian nations like Aesanaeria.
>>
>>77834882

History:

The original Eldrian civilization was believed to have emerged from beneath the waves of the North Emerald Ocean. Although the centre of Eldrian civilization gradually shifted north, where magic could be harnessed more efficiently, a number of important coastal cities remained.

Alongside unimportant rural provinces like Sneed and Kornheiseria, and strange cults like the Theocracy and Persquaria, some of these coastal cities were the only parts of the Eldrian Empire to remain relatively intact.

For nearly a century, the coastal cities struggled to rebuild, while the interior was left to former servant races and out of control magic creations. Some foreign nations also founded colonies in the area, including the short lived Bridge Tribe colony of San'Burg, which was largely abandoned due to repeated attacks by the taur tribes and roaming monsters.

Eventually political factions in some of the coastal cities on both Autia and Flickfowl joined forces, purged their enemies, and formed a new government with the goal of reuniting the old Eldrian Empire.

Progress has been slow in Autia, where they face considerable resistance from their former servant races and rampaging monsters, however, they have made gradual progress, and are currently on a diplomacy blitz in both Sneed and some of the Taur Tribes. They have also long courted the Theocracy of Alana, seeing them as one of the last pure descendants of the Eldrian Empire, however, although considered allies, they don't fully understand the Theocracy's values and motives.

More success was to be had in Flickfowl (known by the Second Empire as Shao-bonham), where their member cities there were able quickly reestablish control over the northern portion of the continent with help from the more powerful Autian city states and provinces.
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>>77834905

Economy:

The Second Empire is ruled by nobles who trace their descent to the nobility of the Eldrian Empire. Magic users and nobles (who are also usually magic users) tend to own anything worth owning, including land, buildings, and hoarded wealth.

Common folk do their best to get by in a land filled with rogue monsters and other creations, both recently created, and left over from the Eldrian Empire. Many work on planation farms, or as domestic servants.

The Second Empire imports technological devices, and exports potions and strange monsters and items made from life magic.
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>>77834124

Holy shit this setting has working nukes? I know Belka makes superweapons but damn.
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>>77836946
Duke Hoffnick von Flecks testing a prototype for a more compact version of the Beam Weapon used in the Harlan Tower.
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>>77835267

Your standard Dalavchtai nomad with pet hawk. The hawk is seen as a noble creature among the nomads, a "little brother" to the great griffon in some ways. As such falconers are given respectable positions within their tribe's hierarchy as scouts and skilled hunters.
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>>77838318
Aren't birds asymptomatic carriers of the Smelter Disease? Then again Eagle Riders exist so it is possible that some birds are immune.
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>>77838419

An Iceborne Knight, the most common kind of construct produced by the Nicsenóreans and their keeps are filled with these beings serving as its protectors. They tower over the relatively tall snow elves with their massive suit of armor and a sword with shield or a greatbow. Should their assistance be required they are taken out of the keeps into a battle. Yet strange parallel can be drawn between these creatures and the warriors of Sartyrian, perhaps in another world they would be the ones defending the fire and the Sartyrian warriors working against it?
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>>77838686

My reasoning is probably going to be that Tismo and the nomads are relatively isolated from most sources of the Smelter Disease. This isolation and the nature of their birds to resist disease and the cold conditions found in the mountaintops they reside in probably helps lessen the impact of Smelter Disease.
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>>77815244
Please more anon.
>>
Should I roll for the inevitable Belkan invasion of Ercaenmedia? I'm thinking there will be a center thrust by the majority of the Belkan armies with secondary campaigns along the coast to isolate Ercaenmedia from the sea.
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>>77839136

Go for it. This is probably going to be the kickoff for the world war to start amidst all the smaller wars which get involved with it. Also is anyone willing to write up a bit for the Nicsenórean invasion of Ignis? The Sartyrian anon and I already rolled for it and it was a win for the snow elves.
>>
Bump
>>
Rolled 27 (1d100)

>>77839536
My roll
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>>77841327
Rolling for Ercaenmedia if I may add.
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What do you think a civilization named Numerica would be about? I have a name but nothing else.
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>>77841603

Well seeing as the only missing culture left is Central/South Mesoamerican ones have them be some sort of Maya/Incan/Aztec nation obsessed with counting living in Tismo. They could have some kind of strange spirits causing this obsession which also give them some kind of strange power like sun magic.
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>>77838982
will try for tonight, couldn't think of a good ending last night, but though of something suitably strange now
>>
>>
>>77842333
Insanely obsessed with calendars maybe.
>>
Rolled 48 (1d100)

>>77841327
>>77841341
Rolling for Belkan
>>
>>77846110

Now that fits in quite well with the aesthetic given the Mayans and calendars. Go for it.

>>77846148
Also damn, guess Ercaenmedi's fucked.
>>
>>77845739

One of the infamous black dragon chariots of the Dalavchtai. The black dragons are a strange breed of slightly longer and leaner dragons flying above the mountains cutting through the nomad's steppes. Using a strange natural power of levitation they keep themselves afloat in the air and are keen to release their flaming breath upon anyone who nears their lands. Yet some particularly crafty griffon riders may take some of their prized eggs raising the dragons to adulthood as its captors and using them as beasts of war. The dragon chariot was the initial use of these beasts with many khans choosing to quite literally fly into battle atop one, with the greatest of khans riding atop adult dragons. In fact these two dragons are but newborns leading to their relatively small size yet even a young dragon should not be underestimated for their scales deflect bullets and even missiles headed towards them and their breath is enough to burn the flesh of a man in a single attack. Coupled with the chariot made of holy woods and assorted pieces of magitech strapped on, not to mention the the lich riding atop it, these chariots have been the stuff of nightmares for anyone who has encountered one.
>>
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>>77849078

Extravagant home of a Napanese noble.
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>>77850664

Horrific leviathan of the Illician Islands.
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Bump
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>>77846291
>Also damn, guess Ercaenmedi's fucked.
Seems a bit too easy, but it depends on how much people want to write about various battles
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>>77850924
ah. Dinner.
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>>77854513
I didn't even notice the boat the first time
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>>77854407
>>77846291
How fucked do we want Ercaenmedia to be? I'd say just have the Belkans win some major battles and take some territory but still have the Ercaenmedians able to resist, make this just phase one of the invasion.
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>>77839536
I can work on it a bit, don't know when but I have some decent ideas for it.
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>>77855076
what boat? we're hunting that thing- it'll feed at half the country for a month.
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>>77815244

After a number of close calls with demons now stalking the halls of Merciful Bliss, I found myself hiding in the library with Sena Starbane, Colonel Ji-hoon Kowalczyk, and Krakrul. Sena and Ji-hoon were arguing over whether someone had deliberately altered the Ebon Gate so that it would open up in the home dimension of Iron Gyyn. I mentioned that Hans Helmut had shown a strong interest in the murdered conscripts last night (which Sena and Ji-hoon hadn't even heard about), and it was agreed that potentially Hans had found a way to alter the Gate (not like anyone is asking him anytime soon).

Ji-hoon and Sena had a whispered argument at that point about whether the rapid advances in research had been worth bringing in morally dubious individuals like Hans and Krakrul (they had apparently forgotten Krakrul was within earshot, but he didn't seem to mind, he was lifting Fi Fi onto a table so that she/it could gnaw the legs off a beheaded servant).

After a while, we realized we needed some sort of plan to deactivate The Gate. No one really knew how we would completely close it, but it was agreed that shutting down the aurora borealis harvester on the roof would be a good start.

By this point, reality was clearly unravelling a bit, with streaks of purplish smoky fire sometimes appearing from no where, and occasionally opening to form a rift through which various demons would pop out. Even minor demons are both nastily fast and tough, and we relied mostly on Krakrul's destructive magic, and Ji-hoon's magic wand to clear them. My own abilities at Energy Creation are weak, time consuming to perform, and rather draining, but I did manage to conjure a few good lightning blasts at the cost of exhausting myself. Needless to say, I really wished I had my sword and gun with me.
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>>77856553

After a few more minor skirmishes, we made our way to the roof. We were joined on the way by Duke Loro, who had clearly fought his way through more than a few close encounters himself. Luckily he is a skilled swordsmen with abnormal strength packed into a seemingly normal sized frame, courtesy of the best flesh molders money can buy.

Unfortunately, the collector antennas are massive and highly durable. We debated how to best destroy it for a while, with Krakrul rather dubiously arguing that even he didn't have the magic to destroy it. Eventually Loros comes up with a crude plan of using his magic strength to haul a large anti-griffon ballista off its mounting and fire it repeatedly at the joints of the spindle in hopes of damaging something.

Krakrul evidently didn't like that plan though, he threw Loros off the roof just as he was lining up the first shot, and threw Ji-hoon over the edge a second later. He evidently had other (no doubt rape-y) plans for Sena, since he knocked her out with some sort of Dark Aether magic. He tried to do the same to me, but luckily I am pretty good at Aether Manipulation, and disrupted three spells in a row as he tried to gather the energy for them. Instead he changed tactics and simply rushed me, no doubt with his sheer size, many arms, and massive raw strength he could easily beat me in a hand-to-hand fight.

Instead I sprinted to the nearest railing, jumped over the edge, painfully butt-slid down an icy terracotta roof, sprinted across a balcony that served as the roof of one of the annex buildings, dodged two fire balls, got grazed by a third, then jumped off a two story ledge while partially on fire and landed in one of the heated pools (which both cushioned the fall and put out the flames).
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>>77856576

Worried Krakrul was still on me, I scrambled out of the pool, ditched most of my clothes (which were now soaked and heavy) and ran blindly through the maze of cedar hedges, pagodas, and small outbuildings that covered the grounds between the main research building and the main guest accommodation building.

Naturally I almost ran headfirst into a Spiked Beast, but then it got cut in half by a Horseman. Luckily the Horseman started defiling the body of a guard the Spiked Beast had just pinned to a wall, so I was able to sneak away from the bizarre encounter.

It was only after about a minute of slow sneaking did the implications of this become clear. Horsemen were demons (technically half-demons) associated with Deadicorn, but so far the demons breaching reality have been associated with Iron Gyyn. I then noticed that the formerly purple-ish rifts were now sparkly and rainbow colored. Clearly the Ebon Gate was now somehow attuned to Deadicorn's Realm rather than Iron Gyyn's. I briefly wondered if Krakrul (a devout Deadicorn worshipper as I had said before) was somehow altering the Ebon Gate, or if it was just a natural shift as the planets continue to align. However it didn't really matter since either way he would now do what he could to stop anyone from shutting down the Gate.

I decide to continue running towards the guest accommodation building, where I would at least have a fighting chance once I got my gear.

Exhausted, and fairly confident Krakrul or any demons weren't nearby, I stopped behind one of the sauna buildings next to the guest building to catch my breath.

Suddenly Katny came running in from one direction, and Victoria, Lord Sconewick, and the Belkan Intelligence operative I locked up the previous night come running from the other direction. What followed was one of the more interesting conversations I have ever had...
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>>77856656

>The conversation (with my thoughts in brackets) when roughly as follows:

Katny (to me): What happened to your clothes? And make-up? (naturally Katny look immaculate as always)

Me: I went for a swim

Victoria: Why?

Me: Because I was worried I got syphilis just being in the same room as you (not my best comeback ever, but I was pretty stressed and exhausted by this point)

Belkan Intelligence Operative (to me): Remember me bitch?

Me: No (lying because I didn't want to explain why I covered up finding a Belkan spy, or what I was doing in the Alkorian guest quarters to begin with)

Katny: That's Claudia, she is my favorite cousin on my mom's side (bad news for me, Katny doesn't like people messing with her favorites)

Katny: Hi Claudia!

Claudia: Hi Katny!

Me (to Claudia): Still don't recognize you (hoping it was too dark during our encounter last night for Claudia to recognize me for sure)

Claudia: Where did you get those scars? They look new. Bet you didn't have them yesterday...

Me: uhm...

Victoria (to me): What is the matter Adalwolfa Kühling, cat got your tongue? (reference to my rarely used birth name, as well as a reminder to Sconewick of my Belkan ancestry, it seemed rather unfair at the time that hated enemies Alkor and Belkan were teaming up on me)

Me (to Claudia): So what were you doing wandering around the Alkorian guest quarters with a sharp knife anyways? (a petty attempt to turn Victoria and Claudia against each other, but actually a pretty good point in hindsight)

Sconewick (to everyone else): Shut up your nattering you imbecilic harlots, we have more things to worry about

Victoria (to Sconewick): She is the one that looks like a harlot (fair point, I was down to my under clothes and probably had make-up running all over my face thanks to my brief swim)

Victoria (to Claudia): Wait, what were you doing....
>>
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>>77856718

Sconewick: Shut up!

Victoria looked rather shocked at this point, I also found it rather strange at the time that Sconewick didn't seem to care that someone who may have tried to assassinate him last night was standing right behind him with a looted sword.

Katny: Agreed, this conversation is going nowhere fast, we need to shut down the Gate

Katny: Has anyone seen Loros? He was trying to find Sena

Me: Nope (lying since Katny was the most rationale and intelligent person here and I didn't want her distracted by the fact that her on and off boy toy was dead)

Katny: What about Sena?

Me: Well, uh, she is probably getting pig roasted by Krakul and a horseman right now

Victoria: What the hell does that even mean?

Me: Well, you know...

I try to demonstrate with my pointer fingers, but realize belatedly that I need a third hand for the gesture to make sense

Katny (rather witheringly): We know what it means, why would Krakul do that to Sena at a time like this?

Me: Well, you see, Krakul is uh, evil (no shit), and well, somehow he realigned the Gate to open onto Deadicorn's realm, or maybe the Gate was already realigning itself...I don't know, either way he doesn't want people tampering with it, cause he is a Deadicorn worshipper... and stuff

Katny: Shit

Victoria (to me): Aren't you a Deadicorn worshipper too?

Me: No (worship is a strong word, I prefer to think of it as occasional bargaining, also I haven't done it for a while)

Victoria: Liar!

Me: Eat shit you gold plated slut (a reference to her time as a lawn ornament at my villa)

Sconewick: Shut Up! Both of you!

Sconewick: What about that Alprobe fellow? Anal, or whatever? Could he shut down the Gate?

Disturbing screech comes from somewhere nearby, a decapitated Alprobe head lands at Claudia's feet

Claudia: You mean that one?

Katny: Are there any other Alprobes on site?

Sconewick: No

Katny: Well shit

Katny: We need to rescue Sena, she is the only one left who knows how to fix this
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>>77856768

Loros appears from somewhere

Loros: Ask Magnolia, she saw Sena last

Katny (to me): I thought you said you hadn't seen Loros?

Loros (to me): Why would you say that?

Me (feeling like a complete idiot at this point): How are you not dead? (he got knocked of the side of the building facing the cliff, no way he could have survived the landing like I did)

Loros: Magic rings, remember? (and I should have remembered, under his gloves Loros does have some extremely rare and expensive rings from Belkan that give him limited flying abilities, I had seen him showing them off at several parties back in Westphallica)

Katny gives me a look that indicates both that she is starting to severely doubt my abilities, as well as is planning some sort of retribution (and she is very creative when it comes to retribution)

Victoria and Claudia look rather pleased to see me in the hot seat

Me (to Katny): Look, mistakes were made, can we move past it for now?

Nolae Supasuta and Simpypoo show up

Nolae: We are in big trouble...

Everyone: We know

Nolae (pointing at the Alprobe head on the ground): Is that...

Everyone: Yes

Long awkward pause

Me: We should try to get to the main building roof, that is where I last saw Sena. Maybe it won't be too bad and the Iron Gyyn and Deadicorn affiliated demons will wear each other out

The Grasping Mother smashes into the side of the guest building, then explodes into fire and acid, as demons often do when killed, heavy footsteps and deep breathing is heard nearby, but mercifully it changes direction and heads away from us

No one dare speak for a while

Simpypoo: Well that sounded big...

Katny: We don't have a choice, we must stop The Gate from being fully opened, planetary alignment is less than eight hours away, and who knows what could appear through the rifts in the meantime...

Nolae: Agreed

Sconewick: Agreed
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>>77856804

He then emphasizes his point by blowing a horseman sneaking up on us to pieces with his musket (evidently the shot was boasted magically somehow)

Me: I need to grab my gear from my room...

Katny (gives me a very withering look to remind me I am not in her good books): No time

>End of conversation.

So that is how the eight of us ended up fighting our way through waves of demons trying to get back to the main research building. Well Simpypoo mostly cowered in the middle, and although an accomplished fighter, Claudia isn't tough enough to fight a demon in melee, though she took the occasional highly accurate shot with rifles taken from the abundant supply of dead guards everywhere. Also, Nolae's enchantments and sound amplifying staff aren't super useful against demons. And Sconewick was only useful when he had a shot loaded. So it was mostly Loros, Katny, and Victoria doing the heavy fighting with their abundant supply of magic gear, and me throwing the odd fireball. I started to wonder why Loros and Katny even bothered bringing me to Merciful Bliss as a bodyguard, they could clearly look after themselves.

Unfortunately by the time we made it to the roof overlooking the collection antennas, Krakul had gathered several demons of Deadicorn to his side, including a massive demon descriptively known as the "Big Schlonged Giant Rotting Beast" (yes, there is also a Small Schlonged Giant Rotting Beast, got to tell demons apart somehow).

Even worse, Krakul had clearly boosted his magical abilities somehow, when we arrived on the roof, he simply used some form of Aether Manipulation to immobilize us while suspending us in mid air, to better listen to his evil monologue obviously. At least Sena was alive, dressed, and unpenetrated, still unconscious where I last saw her.
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>>77856834

Now if I had a penny for every time I was trapped helpless while some bad guy gave me a long winded monologue about what their plans were, and what they were doing to do to me afterwards, I would have six pennies (fourteen if you include all the times I was just pretending to be helpless). Which doesn't seem like much, but keep in mind it is the sort of thing you don't expect to happen in real life, ever.

Krakul gave a better monologue than most, but I was somewhat distracted by the fact that Fi Fi was dry humping the detached leg of some hapless guard in the background. Still I got the gist of what he was saying (invite Deadicorn to enter our world, mass corruption, new realm for Deadicorn, us meddlers getting fused into some horrid human centipede to spend the rest of eternity being tortured and humiliated for Krakul's sick amusement, etc, etc, etc).

Unfortunately, I had no idea what to do about this. Even the members of our party carrying magical devices or who could work magic were being blocked somehow.

Luckily, just when I though we were completely screwed, all the rainbow sparkly rifts started changing color to black, white, and static-y.
Krakul starts freaking out about how his calculations were perfect, and the alignment of planets should have resulted in the Gate leading to Deadicorn's Realm.

And then a giant whale like thing feel from the sky and crushed him and his demon minions. Evidently a demon whale, it dissolved into acid and fire, killing any demons that somehow survived the impact.

Krakul was the last to die, he wandered about flailing his arms screeching as the acid and fire dissolved even his magically altered body.
Upon his death, the suspension magic ended, and we fell to the ground with varying levels of grace.

Nolae managed to wake up Sena, and as a group we came up with a new plan to close the gate.

to be continued...
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>>77794411
I propose the idea of some descendants of the Sartyrians who ended up stranded in the middle of the Deep Desert.
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>>77828295
The same can be said for a lot of Autia's nations.
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>>77829977
The northern parts of the Union are a lot like the Polish-Lithuanian Commonwealth, and Ercaenmedi is partially based on them (Wolfen Hussars and the fact that they almost always get invaded).
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>>77832120
Sneed is more like fantasy Texas.
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>>77855133

Many thanks, if you mind would you like to tell a couple of these ideas or do you want to keep it quiet for now?
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>>77857557
Is that a suggestion for desert elves I hear? If so what are their relations with their golem neighbors to the west, the local snakemen and the Sultanate in the east?

>>77855119
And to give my opinion on this, I believe Ercaenmedia should be breached to the point where their sea borders are cut off but they still do exist and are fighting inland.
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>>77859142
Just going full high fantasy on it, duels between Lords, duels between dragons and having the Nicenoreans take some implausibly large castles. With the Nicenoreans driving towards Hakan but suffering horrendous casualties in the process, ending with the capital being besieged but with the Fire growing in strength and the Sartyrian Fleet fast approaching to relieve the siege.
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>>77859771
Well that sounds like fun. I'm honestly not sure if the Sartyrian Fleet can take all the Iron Arks Should I roll again to see if the Nicsenoreans successfully take the capital or be repelled but manage to mess up most of Ignis?
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>>77859330
Soukan army performing a training exercise.
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>>77859197
I can work with this.
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>>77860952
Westphalican noble
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Since we are at image limit, and almost at bump limit, NEW THREAD!!

>>77863557

>>77863557

>>77863557
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>>77859940
Sure go ahead. Roll either here or in next thread.



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