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/tg/ - Traditional Games

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Agenda item 1: Party on!
Agenda item 2: We probably need a wiki at some point
Agenda item 3: There is a lot of space still to be filled. Particularly the central civilized Inner Ocean

>Only fleshed out lore will be added. The one loredump should be around 200 words.
>Only add/claim one nation or lore related to one nation at a time. Other anons want a "piece of the cake" too.
>Please keep the size, power and global importance of your added nation within reason. We don't want power trips.
>Trolling, coomershit and fetish posting will not be tolerated.
>Please don't sperg out if people don't accept or like your lore additions.
>Respect existing lore and try to stick with the general vibe. No scifi, modern or thing-punk elements. It's a low to mid fantasy setting with max 18th century tech level, magic seems quite rare.
>More weird, more should be further away from center
>Don't just add you addition to the map on your own. Please wait until it is done for you. It might take a while but it will eventually be done.
>Gromplo's shit won't stick. For further info see >>85569669
>Nations with suspicious sounding names and posts with his writing style might get rejected without further explanation. Please be aware that we do this in order to secure and protect this project.
>Landmass addition system is explained here >>85566406
>Be Excellent to each other!

Previous Threads
And fucked up the numberihng. Wonderful.
I'm new, must I read all 3 prior threads or is there a primer?
True civilization mostly hangs around the inner ocean, weird shit futher you get from that.
After the destruction of the Pan-Rothakia Empire a long time ago (not yet decided how much?) human civilizations are reaching their power and beginning colonising other lands.
There is goblins and trolls in the east and flesh/wood elves in the west.

Mostly invent stuff that you like, put it in a location and then write stuff how they relate to their neighbors and such. Have fun!

has some details, but not very updated
>Pan-Rothakia Empire
One thing I didn't understand, the empire literally just not!Rome, or something different?
Also, writeup for the Cambrean colonies and economy soon, then I'll be done.
Also, someone make a 1d4chan to post what has been written so far.
>Please keep the size, power and global importance of your added nation within reason. We don't want power trips.
But it's artificial and visually less interesting if there are no geographically large nations.
It doesn't have to involve powertripping, if the nation is not meant to be overpowering, it can be stagnated and/or barely held together.
within reason does include large nations. Have fun building empires and vassal states and desolate wastelands created by endless wars.
A kingdom covering the entire western island for example - is beyond reason.

We honestly haven't much written what was Pan-Rothkia itself about. It started as small maritime nation, colonized a bunch of lands, had a glorious century and then died in a pit of decadence.
Go ahead and write stuff for it if you want, most stuff so far has been written about the current nations - Four dukedoms of Cambrea in particular.

We also know that the Inner ocean has some kind of true gods, but they haven't been much detailed beyond the Crocodile of Rot.

There is also few scattered notes about a far older civilizations than the Human Empire.
I also need something on balances on the dukes' powers, and the extent of their power.
A Revian merchant visiting the colonies has once, in a memorable quote called them "cramped, ugly hives of trade, more oriental than civilized." He would, of course, be completely right. Each colony has its own history behind its acquisition, and its own problems with management, problems which seem to have worsened under the rule of the SCO.
Being the first colony, Nouvelle-Amboise has long been the Cambrean gateway to the east, and a valuable place for trade itself. Following unifications, the Cambreans had ambitions beyond their lands, and the Colonial Charter of Grand Duke Henri 1er in 17 C.C. furthered these ambitions by allowing the construction of towns on the sparsely populated Cape of Amboise. The cape was originally found by explorers from the duchy of Amboise (later Cambrea), naming it in honor of their their ducal patrons. These very same explorers later founded Nouvelle-Amboise, which eventually became the center of commerce in the region. The barbarians of Krohm did not fail to notice the arrival of civilization however, attacking Nouvelle-Amboise, leading to a string of consequences as was previously explained. United over a single topic for the first time since unification, the duchies each assembled a force as part of a greater punitive expedition against the savages. The soldiers travelling to Nouvelle-Amboise were certainly motivated by revenge, but treasure was also on their minds, for there were stories of mysterious artifacts in Krohm used by Serpent cultists to curse their foes. Such mighty tools would certainly sell well at home, they thought, in a line of thinking that would be common to later conquistadors. These proto-conqustadors landed on the cape, seeing before them rich land, and with the newly developed tercio, they marched against the hordes that attempted to attack what they correctly guessed to be soldiers.
Bring back Grundiddy-i Gromplos
Why was he rejected in the first place? The synopsis of his nations seemed interesting.
The "Cape Campaign" would be the first use of the tercio in a proper engagement, and it proved itself admirably, expelling the Krohmians from the cape with minimal losses. The old palaces of Serpent priests were destroyed with rockets, and their destruction was said to have released a horrible screeching sound onto the air, the origins of which are still unknown. From that point, the "Protectorate of Nouvelle-Amboise" was established over the entire cape, taking control over the natives who remained. As would be later common, the land was divided up between the explorers who conquered it, in a mockery of the feudal system found on the home island. Ever since the conquest, it has remained a valuable trade hub, with its main exports being ebony, ivory, gum, and herbs found from the local wildlife.
Culturally, it is famous for its stark landscapes, more desolate than the mountains of Comete and Callois. It is the site of many landscape paintings belonging to the "realiste" and "romanticiste" schools. It has the fewest natives of any colony given its origins, and they are simple people, doing as they are commanded by their lords, with little culture to speak of save their ivory and ebony crafts, which are quite popular for decorations in estates and churches back in Cambrea.
Its capital is Nouvelle-Amboise, a station for ships to restock and continue on their journey. It has grown past this original design, being a great city of its own. Beyond its harbors filled with stone Cambrean homes, painted colorfully and with native motifs, and markets are filled with cattle and fresh produce taken from the farms beyond.
No, because none of this matters and will fizzle out once OP gets bored. Which will happen in 2d4+1 threads
Rolled 3, 3 - 1 = 5 (2d4 - 1)

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Great, we get 5 more fucking threads of this retarded autism
Knowing him, he was just going to keep spamming new nations without letting others participate.
Kek, five threads isn't so bad. Also, could you make some colonial trade routes? I've been writing about trade pretty heavily in the section on the admiralty.
When the Age of Conquest began, despite colonial expansion being nominally a joint project of all the duchies, it was quite obvious that Cambrea dominated the proceedings. Having the largest fleet of any duchy due to having invented the carrack and caravel, Liaño and Compete had to rely on Cambrean ships to safely travel east, due to the hardiness of a carrack allowing it to travel far. The tide began to shift following the conquest of Nouvelle-Amboise, as the Cambrean-speaking duchies attempted a new plan to overtake the northerners without having to outproduce them. First starting with Duque Miguel II de Liaño, and later copied by Duque Alofonso IV de Comete, great rewards and ennoblement was promised to any explorer who would venture into the vast regions of the south east beyond Nouvelle-Amboise for a southern duchy. Driven by these promises, famed explorers stepped forwards to spread a duke's renown beyond Cambrea, being given a fleet by one of the two crowns and sailing east. It was a slow process, but eventually, explorers began looking to the courts of Granárbol and Salamanca for patronage, with the excellent harbors of southern ports in relation to the colonies once again being known. Tales of the spice islands became reality, as more and more exploration allowed the orient to be unveiled. Nueva-Unqueré was a rather unexpected colony, created with the voyage of one Juan Colombo, sailor-chevalier. Rather than head east from Nouvelle-Amboise to the larger spice islands, Colombo chose to go south to find a way to Great Majadai by going south east.
absolutely gromplos-tier lore. get that shit out of here.
Eh, sure. It's on the Google doc, right?
In the previous thread. I'll add everything once this is finished.

Just reposting hopefully to get in
Geminae are fun - but they honestly feel a bit more civilized than the fringes of Western megacontinent. Yeah they have been moved once already, but what would ye feel if they would be somewhere around the Inner Ocean?
Compared to the Wash, which is quite lovecraftian bonepile, they are pretty mundane. Whats their stance on other nations or is the split what they focus on most?

Finding another place for them is not problem

Before the take over they where pretty standard with other nation trading and letting people in. Now they are more closed off focusing on the country itself but you can become citizen if you join the the military for certain amount of years

They explain the stricter control on the borders is for the good of the country because they don't want outsider influence disrupting this already turbulent time
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It feels like the colonies are too pulpy now.
Hoping to reach Majadai by following the paths of Majadan dhows, he was blown off course, finding quite the different place. Spotting land, Colombo believed he had been the first to reach Majadai, disembarking and declaring the expansion of Cambrean commerce to even the most distant and rich kingdoms. After spotting the first "Majadans" near what is now Chíquiza, Colombo attempted to parley with them, only to be repelled by them. There was a brief skirmish, as the bandits who Colombo had approach were scared off with musket shots. This new land was clearly dangerous, and the people did not fit the profile of Majadan merchants, leading Colombo to conclude he must be in one of the spice islands. Following their arrival at Chíquiza (the Cambrean name later given to it), the party would go on to speak with the chief of the village, who turned out to be part of a war over the southern half of the island, at least such was assumed through noting the war-readiness of the natives. After befriending the chief with gifts, Colombo helped the "Majadans" (later understood to be estranged relatives of the Balayans), the ambitious captain saw an opportunity to establish control over the region. In the spirit of "carrack diplomacy" (diplomacy through shows of naval force), Colombo's ships fired broadsides off the shore of major cities, scaring the daylights out of the natives, who had not seen gunpowder before. Through several decisive battles, Colombo's men propped up their candidate on the throne of the southern (and through more manoeuvring, the northern) half of the island. The novel tactics used of twisting succession disputes to favor Cambrea would be copied by strategists long afterwards, but the acts of Colombo afterwards would not. Through a show of force, the captain forced his "allied" native king to give up the crown to him, threatening to bombard his capital if he wouldn't concede.
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The Forest of Afterlife.

The Forest of Afterlife (or simply Afterlife for short) is an enormous ever-expanding forest of white trees.
The trees seem to require no nutrients or water to grow.
Most animals stay out of it.

Whenever a person dies anywhere in the world, their soul will leave the body. In most cases, it will fly away to Afterlife.
A new white tree will spout and grow from where it landed. The soul itself will move underground.

The trees can be cut down and their timber used as a material with mysterious properties. How this might affect the soul it grew from, is unknown.

You may trespass, but you should not linger. Those who do become calm, quiet and passive. Those who remain even longer, wither away to death.
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I only skimmed through the prior threads. Sorry if there's a conflict.

Some motivations I had:
I think there's value in having huge territories on which zero sapient beings live, to provide contrast to the populated areas.
People like coastal areas more than inland areas, so might as well fill the inland areas with this.
I would usually complain, but the idea is interesting.
Colombo then went against the orders of his patron, the Duke of Comete, and declared himself lord of the island without consulting the church or higher nobility. This displeased his men, killing the arrogant chevalier in a mutiny and returning home. Still, the damage had been done, and conquering a native region by force was a great blow on the Cambrean reputation after word got out to foreigners. Due to the unique precedent behind it, it was decided a Cambrean viceroy would be needed to rule the region in the style of a king to maintain a system familiar to the natives. Francisco de Unqueré, brother to the Duque de Unqueré was made viceroy, declaring the territory of Nueva-Unqueré. Despite its troubled origins, the acquisition of a colony by Liaño was a great achievement, later said to mark the rise of the southern duchies to having the mightiest fleets. Being mostly rainforest, the main exports of the colony are spices, oriental artifacts, and tropical fish.
Culturally, the region is known for possessing a society entirely different to Cambrea. There are many natives on the island, believed to make up as much as 5% of the Cambrean population, and are culturally similar to the Balayans. In order to appease the natives, their rulers are exempted from taxes, and only lands surrounding cities have been given to the descendant of Colombo's conquistadors, as reward for their conquest. Through educating the native nobility in Cambrean, Liaño has attempted to impart Cambrean governmental structures to the aboriginal settlements, but this has not changed the natives' life for the most part. The colonists, meanwhile, rule in a very similar manner to the home island, more so than the other colonies, with the conquistadors who were gifted lands for their success having complete power over the natives bound to their land.
Cool. I'll wait until you're done.
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Often, the natives are forced to toil in horrid squalor by their lords to produce the maximum amount of spices, seeming to exempt them from the customs of kindness and chivalry that typically govern Cambrean society. This, alongside many such acts of barbarity in the colonies were addressed by the Congress of Vailbourg to Redefine Colonial Protocol (typically called the Vailbourg Congress). The eventual decision of the congress, through immense pressure under rich banker families and colonial officials, was to establish the modern system of trade companies. They were made in order for philanthropic nobles to gain a degree of control over commerce to make native corvée labor unnecessary to make a profit. It is not necessary to immediately explain why this system has failed, and the natives under noble control still suffer, for that we need only to look at the case of Rangotte.
The capital of Nueva-Unqueré is Chíquiza, a city formerly belonging to the natives, but taken over by colonists. Former conquistadors are lords here, and as has been explained, the level of inhumanity in resource extraction may scarcely be found elsewhere. It is a blight on Cambrea, and should word get out of the situation to foreigners, Cambrea's reputation would be tarnished. The city itself has grown wealthy off this labor, building great stone cathedrals to the gods, and colorful bell and clock towers in all corners of the capital. The SCO colonial headquarters, a sprawling white building, is the center of the city. Wealthy bankers and native royalty frequent the building, where expeditions are organized and deals over spice shipments are struck.
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New map!

Added them now to the inner mega ocean. That ocean needs a name btw

Liking this and your reasoning. It is perhaps a bit too large currently - it could have several parts with different effects and such. Is this reduction suggestion ok? For example there could be truly weird and wild woodlands between afterlife and the wash.

With such a big fantastic role of end repository for souls at least I would prefer some mystery into the forest. That its role is more a theory than outright fact. That it is suggested that souls travel there and become afterlife trees.

The presence of Flesh elves and their wooden versions - that are literally made out of wood - nearby makes the Afterlife forest even more mysterious. Are the afterlife trees capable of becoming wood elves? Perhaps according to some tales.
>I also need something on balances on the dukes' powers, and the extent of their power.
Actually, that isn't really necessary, since I already mentioned a parliament is used for larger policy decisions. It was also mentioned that since centralization, the four dukes are practically kings, only limited by a potentially hostile populace, the principles of the Cambrean faith, and the code of chivalry.
The last colony acquired by Cambrea, Rangotte, was not annexed by through conventional means which necessitate and aggressor and a defender. Rather, it was Cambrean culture and construction that influenced the Pendek-majority region of Ranjiot to the extent that it became a protectorate. When the first Cambrean explorers arrived at the spice islands, trade ships were nothing new to the area, for the tributaries to the Empire of Srijakjyaya frequently traded and squabbled with each other in the Sape Strait. Cambrean explorers were astounded by the sophistication found within Ranjiot, main port of the aforementioned strait, and the wise races found within. Despite their admiration of the region, it was quite difficult to learn the language. This difficulty went to the extent that even the port of Ranjiot was called Rangotte, a Cambrean corruption of the word. Still, rather than be content to trade in such a place, there are those who have more ambitions not so easily quenched. The merchant Andres Pinedo was one of those men, one who wanted Cambrea to dominate the straits of the southeast. Approaching the Pendek rulers of Ranjiot, he presented several magnificent gifts: works of Cambrean art made throughout its history, miniatures of Vailbourg, and Calloiard clocks. Despite knowing of the foreigners, their distinct culture interested the Pendek, who allowed Cambreans to populate a foreign district. From there, Cambrea's large proportion of merchants and adventurers saw the foreign quarter become majority Cambrean, with Ranjiot becoming modernized.
Ok, you've got me here, I chuckled.
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Pinedo was not content to pass away wealthy with the money he had made from courting the wealthy of the spice islands. In his age, he gave several radical speeches declaring the necessity for Cambrean influence to spread across every corner of the world, causing a rise in imperialistic ambition, all centered on Ranjiot. Due to Pinedo's single-mindedness, the Pendek simply were unable to compete with the degree of Cambrean investment that was going into their city, with Cambrean advisors and architects redesigning ancient stone structures with strong, modern techniques, and bullying native officials into accepting unfair deals. The economic bubble centered around Ranjiot was possible due to the artificial value the SCO gave the area, and with Pinedo being its chairman, it had shifted from being a philanthropic organization meant to appease the natives to an agent of expansion and greed. After years of gradual expansion, the Pendek rulers were coerced into signing a treaty guaranteeing "closer co-operation between Pendek and Cambrea", essentially becoming a vassal of Cambrea rather than Srijakjyaya. Its main exports and imports are too varied to count, given the city's cosmopolitan nature, comprising of inhabitants from each part of the spice islands.
It is famous for its laid-back and peaceful culture common to the Pendek-Orang natives, and the unique hot drink brewed by orang, which is found in the oriental drinking ceremonies back in the home island.
Its capital is, naturally, Rangotte (or Ranjiot). The city has remained an influential trade center, with most trade between the Rajahnate, Cambrea, and the spice islands taking place in it, and Cambrean investment has made it into a modern port. The peripheral territories around Rangotte make it the largest Cambrean colony, and the overworking of natives seen in Nueva-Unqueré is done by honorable members of the SCO, owning factories and farms which employ poor Pendek and Orang for minimal pay.
Historically, Cambrea stagnated for many years as an economic power due to frequent internal wars and famines, limiting the population and ability to project its influence outwards. As is apparent from observing Cambrean history, the nation was heavily dependent on imports from the arrival of the first Nessan merchants up until the Ten Years' War due to this weakness. With unification, however, the four crowns of Cambrea were allowed to look externally, and allow the great mercantile prowess of the Cambreans to show itself fully. Shortly after the Treaty of the Tree, Julien De La Croix, Superintendent of Finance to Henri 1er wrote his treatise "observations sur le système mercantile Cambréen" (observations on the Cambrean mercantile system) while sitting by the river Aude. This would be the political text that would define the colonial expansion, clearly defining the principles of what is now known as mercantilism, the leading economic system of Cambrea for four centuries. It is a highly aggressive system, maintained through colonial growth and domestic wealth, allowing for Cambrea to export its various resources while keeping imports to an absolute minimum. The trade companies have also helped achieve this in recent years, but bring with them questions of morality, and how much mercantile growth is harmful for the people.

Cambrea's main exports have already been listed previously. Fabrics, fine furniture and art, ships, alcohol, alongside spices, ivory, coffee (Cambrean for the drink of the orange), and tobacco from the colonies are the main exports of Cambrea. As luxury goods, they are in high demand throughout the civilized world, and are sold at inflated prices to distant princes, kings, and rajahs.
Most of this wealth is concentrated at the very tip of Cambrean society, shared amongst the second estate and bourgeoise. Still, this allows for the great heights of culture and innovation found in Vailbourg.
Could I got a brief important dates of this Cambrea? trying to think about how long everything has been going on in Inner Sea
Considering the sandsharks look nothing like sharks and more like worms. Can we maybe find a better name for them?
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All of the names mentioned so far are only english translations of the original languages spoken in this setting.
No problem, just let me finish this first.
I know you're referencing Tolkien, but for Cambrea it would be French and Spanish translations of the original languages instead.
The state of those at the bottom of society is already well known within this summary, and the discontents of the common people could be the factor that puts an end to the present comfort the Cambrean elite and bourgeois enjoy.

Each duchy has an agricultural capacity in some part, due to arable land being widespread throughout Gran Cambrea. Native crops of Cambrea include rye, rapeseed, lettuce, parsley, eggplant, grapes, and fennel, all of which are staples of the Cambrean diet. Fish is also common in all coastal regions (though the Aude is too polluted to have much in the way of catch), and livestock is killed and cooked on holy days to the gods. Canbrean and Cambrean cuisine is quite different due to different conditions and techniques, but both are renowned for their quality and variety. Léon on the Callois-Cambrea border is the most famous culinary region, melding the traditions of Cambrea with foreign crops such as Nessan olive, and even flesh elven crops of potatoes, tomatoes, and maize. Léon is considered by many Cambreans to have the world's best cuisine, and tourists embarking on the "tour-de-Cambrea" often stop their tour in the area to enjoy a banquet.

The currency of Cambrea is the Couronne, used by each duchy after the abolishment of separate currencies in the Treaty of the Tree. Using gold from Callois to maintain the standard, the Couronne (converted to Sou in coin form) is a currency that can be found in vaults across the world through Cambrean naval trade.
The language spoken on the northeastern continents is called Eastron
Really like the idea of going full autism and making up some fantasy languages and writing systems for this.
More on Hesam:

The Hesamite staples are rice, sorghum, barley, and wheat; these are commonly supplemented with olives, fish and goat meat, goat and mare's milk, lentils, honey, eggplant, fennel, and onions. Hesamite seasonings include cinnamon, cumin, coriander, wormwood, mint, and oregano. Their alcoholic drinks are sweet date wines, barley ales, and absinthe; some wealthy people indulge in imported Eruigan opium and season their food with spices from the Rajahnate. Two distinctly Hesamite dishes are filled puff pastries and roti wraps.

Tensions between Hesam and her neighbors are high and war could soon ingulf the region. The King of Kings has used pretexts from the neighboring polities and the actions of barbarian grave robbers from beyond the sea to try and restore the ancient power of his office over the Sorcerer-Kings, to limited success.

Most of the Hesamite economy is subsistence farming or herding. Important non dietary crops are flax, papyrus, hemp, henna, and cotton. Watermills are a common sight in the lowlands, as are irrigation works and yakhchals. Wood is rare in the land, most buildings are built of mud, brick, or stone and most forges are fueled by sorcery. The Hesamite hills feature pastoral herdsmen with goats, horses, and sheep and have several active iron, copper, and lead mines.
As for the moment, the Cambrean economy is experiencing a golden age, with the policy of mercantilism and the economic bubbles generated from the spice and fur trades bringing prosperity to its learned men. Of course, this cannot truly mask the decadence within Cambrea, and with intellectuals starting to produce refutations of the current economic system, tensions are beginning to increase. In this new, revolutionary age, who knows what will happen next?

Brief Timeline of Cambrean History:

~-320 C.C. (coronation calendar) - arrival of the first Cambreans to Gran Cambrea, according to holy scripture
-310 C.C - origination of the chevalier rank
-298 C.C. - Viejo Muro (old wall) is constructed in Unqueré to protect proto-Cambreans from orc raids
-276 C.C. - decline of Human Empire (Pan-Rothakia), all ties to Unqueré lost
-241 C.C. - invention of mail armor
-224 C.C - death of the chevalier Francesco against a horde of orcs, Pedrones declares Cruzade against orcs
-189 C.C. - death of Pedrones from old age, end of Cruzade, partition of Cambrea into four dukedoms, one for each of his sons, beginning of Edad de Odio (age of hatred, civil war)
-65 C.C. - arrival of first Nessan merchants, led by Návarchos Kleítarchos in Cambrea, trade agreement signed with duchy of Amboise, Cambrea opened up for trade
-52 C.C. - plate armor invented in Cambrea
-43 C.C. - west coast of Callois conquered by Amboise
-28 C.C. - Duke Henri 1er commissions the "Codex Royal", establishing the Canbrean language, Callois also made to accept the language, Académie Canbreénne formed to safeguard the language
-12 C.C. - Acts of Union signed, declaring a personal between Amboise and Callois, alarming Comete and Liaño
-10 C.C. - Ten Years' War begins, Amboise-Callois defeats at the Battles of la Frontera and Ourense, introduction of the Cambrean longbow at la Frontera, occidental gunpowder arrives in Vailbourg
-9 C.C. - Nessans begin blockade of southern duchies, White Prince leads a failed counteroffensive into the Pomérans, with the entire army being wiped out for unknown reasons, Amboise-Callois forces trained in the use of rockets
-8 C.C. - Bishop Rouselle pretends to be a double agent, gaining the Cometan's trust
-7 C.C. - Battle of Burgos occurs (first use of gunpowder by Cambreans in battle), Amboise-Callois advances back into Comete
-6 C.C. - the campaign in Comete is slow, difficult, and expensive, scorched-earth tactics are employed against Canbreans by Cambreans, southern armies now more familiar with gunpowder weapons
-5 C.C. Conde de Mondecristo convinces Nessan allies to smuggle occidental rockets through the blockade, Baron Alexis de Caylus proposes the strategy of a naval attack on Isla de La Conquista
-4 C.C - Baron Alexis invents the carrack and caravel, construction begins on a war fleet
-2 C.C. - construction is completed, Battle of La Conquête occurs (first major Cambrean naval battle), resulting in an increased interest in naval tactics within Cambreans, war fleet seizes La Conquista and is put under siege (death of Baron Alexis), Duke Henri 1er's fleet lifts the siege and launches an invasion of Liaño
0 C.C. - siege of Granárbol comes to an end, city is taken, Treaty of the Tree is signed to put an end to the war, Cambrea is unified, Duke Henri made Grand Duke Henri 1er de Cambrea, duchy of Amboise renamed to Cambrea, origin of coronation calendar
1 C.C. - Ducal Cambrean Army formed, Cambrean admiralty formed, west coast of Callois is returned to it, Callois ends personal union with Amboise to maintain sovereignty,
6 C.C. - Julien De La Croix publishes "observations on the Cambrean mercantile system", defining mercantilism
17 C.C. - Colonial Charter allows construction of ports in the Cape of Amboise, Nouvelle-Amboise becomes the largest post, attack on Nouvelle-Amboise by Krohmians, punitive expedition organized, decline of rocketry
21 C.C. - meeting in Burgos to determine alternatives to overuse of cavalry and rocketry, Mondecristo invents the tercio, Tristan da Valence tasked to steal occidental plans for cannons and fire lances
23 C.C. - Da Valence returns with occidental wares, bringing manuscripts about cannons, rockets, and handgonnes, firearms decided to be too weak for use in tercio, longbow and recurve bow adopted instead for ranged support
32 C.C. - Cape Campaign sees Cape of Amboise conquered, Protectorate of Nouvelle-Amboise established, the concept of conquistadors is invented
100 C.C. - centenary of Cambrean unification is celebrated, Kemetian guards recruited for the first time by each duke as part of the celebrations
158 C.C - Pierre Lautrec develops prototype of the modern musket design
163 C.C. - Duque Miguel II de Liaño begins sponsoring many explorers heading east to find the spice islands, same is done by the duke of Comete
181 C.C. - the matchlock mechanism is invented
185 C.C. - matchlocks are used instead of bows in a tercio, marking the beginning of the "pike and shot" era of warfare
187 C.C. - Juan Colombo conquers Nueva-Unqueré, dying in the process, fleets and harbors of Liaño and Comete surpass those of the northern duchies in shipbuilding
236 C.C. - serfdom is abolished in Cambrea, though still maintained in the colonies to an extent
250 C.C. - construction on the Palace of Valtiers completed under the reign of Grand Duke Claude XV, who uses it as a way to keep an eye on his vassals and centralize his court (a technique later used in the other duchies), decline of chevaliers in reputation
300 C.C. - tricentenary of Cambrean unification is celebrated, several galleons are commissioned, marking the end of the carrack as a trade ship
324 C.C. - first true Cambrean ship of the line constructed, replacing the carrack as the primary battleship of a war fleet
Former tribe that isn't around anymore

Of what is left of the long lost tribe Xentitico hints of what happened to cause them disappear is unknown
What people know is that they where a warring empire that would conquer all who they would face them only leaving the name of the tribe but destroying all other Information of the tribe. The reason for this is unclear some theories are that it was religious decree from the God they worshipped or maybe it was ego to prove their empire seem invincible.

Many who investigate into this empire come to same conclusion that this empire was wiped out suddenly and the reason is unknown no sign of natural disaster or disease but relics and fossil just stop after a certain age.

Someone can use this I was just writing for practice.
321 C.C. - after the death of Claude XV, the Chamber of Peers decides to bestow the title of "King" upon future Grand Dukes of Cambrea
348 C.C. - Vailbourg Congress held after allegations of horrid treatment of natives by landed conquistadors in order to redefine colonial policy, system of trade companies established as a philanthropic initiative, Société de Commerce Oriental founded
355 C.C. - invention of the flintlock mechanism for muskets and pistols, making the already declining pike practically obsolete in the Ducal Army, replacement of the tercio with the regiment system
261 C.C. - arrival of Andres Pinedo in Ranjiot, better known as Rangotte to Cambreans
292 C.C. - effective annexation of Rangotte, creation of the Protectorate of Rangotte
420 C.C. (present day) - coronation of Reine (queen) Marisa XIV de Cambrea, the Grand Duchess of Cambrea, septenary of the origin of Cambrea

I'm done with my lore for Cambrea, time to post all of this in the google doc
>it took 30 minutes to go through everything
I'm way too slow. Anyways, Cambrea is complete now. "Cambrea" was written 377 times in total.
I've finished things up.


Ok, I have an idea for the Pan-Rothkia:
>mysterious ancient civilization
>they weren't humans, but aquatic insect people, taller and stronger than humans
>they started off as underground dwellers in caves, thus they were blind, but it is said that they could still see and sense things through magic, this is the main reason nobody has ever deciphered their writings, there seems to be a layer of it that escapes human senses
>enslaved many other races, including humans
>they venerated eldritch sea monsters as gods, and offered their human cattle to them in bizarre rituals, though, their religion and history has been lost with them
>slowly expanded maritime, building huge shrine-cities for their gods, it is said the strength of their navies came from the fact that their ships were alive!
>they dominated both magic and technology, creating enigmatic artifacts
>worst of all, nobody exactly knows why or how they disappeared, but it is speculated that they were devoured by their gods, an event that is said could happen again
so what is the main religion in the setting/on each continent?
plz don't say Gromploism or some shit like that
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Fascinating. Had an idea for them as well:
>They were regular humans who won a Cultural Victory (borrowing Civilization terms) with perhaps slight assistance of magic and trade.
>Vast majority of their lands and vassal states joined the Empire peacefully, including majority of their actual armies.
>They did have growing pains and problems with their neighbors, but managed to overcome them to become true lords of the Inner Ocean
>They had mages, who they called Singer Cults. But most of written sources about them have been destroyed now, so no-one is sure what they actually were.
>But as their golden era approached, they started to waste their resources. Particularly whole armies were lost to foolish expeditions and unnecessary wars
>In the end, it was not entirely sure why the Empire fell. A power vacuum due loss of troops, internal rebellions and a major faith uprising throwing down the old lords? They were bloody years and not many remember what exactly happened then

Perhaps we can combo these into something lovely weird shit.
Were the Aquatic Insect People (AIP) out in the open or secret?
Were the Singer Cults secretly led by the Aquatic Insect People?
Or were they just the priests or trade-lords who accidentally ruled over an Empire of Humans as well?
Were the AIP actually devoured or just killed/purged by a new faith? Or something worse?
Or were the Aquatic People actually members of the previous empire, who made the ruins in Gastien Jungle and Pan-Rothkians were just crude imitators?

It has been said that civilizations surrounding the Inner Ocean worship actual gods living underwater, but they haven't been detailed much.
Or is the whole Ocean Gods thing a ruse by the magical Aquatic Insect People who use or used magic to masquerade as the Gods?
>Were the Aquatic Insect People (AIP) out in the open or secret?
Maybe the AIP were part of the empire's society as the ruling/religious class, maybe their religious practices transformed some of them and they integrated it into their culture
Maybe they didn't disappear, maybe they all became one of those deep entities they venerated and returned to the depths of the ocean, now venerated by humans.
>They were regular humans who won a Cultural Victory (borrowing Civilization terms) with perhaps slight assistance of magic and trade.
>Vast majority of their lands and vassal states joined the Empire peacefully, including majority of their actual armies.
>They did have growing pains and problems with their neighbors, but managed to overcome them to become true lords of the Inner Ocean
That sounds boring and painfully uninteresting DESU, like, even Rome history is more interesting than that.
So what are goblins exactly?
Also, did anyone said "flesh elves"?
Like, elves + blood rituals?
Flesh elves = elves made of flesh, like humans
Wood elves = elves made of wood, like Glorantha elves
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Liking this. It is known that Pan-Rothkian Empire had these magic using Blind Singers as a separate caste. Few of them were also leaders, but their exact role is still vague to us who came after their fall. But they are all gone now. Really. For sure. Totally. We killed them all. Yeah. Honestly we have no clue weather they are gone or succeeded/failed in some grand ritual, but we pray that they won't return

Yeah, wanted just at least something different to militant assholes the Romans were.
Blind Singers / AIP give it far more interesting twist!

The contrast is that with the flesh elves are separate living elves that are made out wood aka wood elves. Not remembering what the flesh elves did themselves much, but they have a kingdom. Blood rituals could be included
It's probably too late to push it for this one, but if another worldbuilding project comes along, I wonder if a good rule might be:
>"All nations and locations must have descriptive names, like 'Greenhill' and 'Firstport'."
It would make the locations more contextful and the setting more approachable for sure.

Another thought. Gloria-Etalia got many regions mapped out which really helped with parsing the map.
Nations are downstream from (climatic, population-density, genetic etc) regions after all. It would give tons of context for each nation.
This one is defined by the very simple regional map which seperates inner ocean areas (civilized, godly, mostly mundane) from outer ocean areas (wild, demonic, weird and unnatural), and even that little regionalism is enormously useful.
So maybe it would be prudent to map out the regions first, and decide the nations later.
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Let's spice some things with some epic river systems
>"All nations and locations must have descriptive names, like 'Greenhill' and 'Firstport'."
English-based names can become a bit dull after a while, it can be better to allow more exotic names?
Probably it would be better that they have something to describe themselves with alongside the name, for example
>Xaxenach the Necrotic Lair
>Glorious Port of Silga
>Split Kingdom of Arvantha
and so forth?

It feels to me that Loria is evolving quite well. We have:
Inner ocean areas (civilized, godly, mostly mundane)
Outer ocean areas (wild, demonic, weird and unnatural)

It seems that south is warmer, it has jungles and deserts while north has Yetis, cold and misery. Lets make that official?

How you suggest the regions should be detailed? Climate? Lifeforms? Geographical features? Names?
>Islands and oceans, or somethin else?

Could these be a bit more logical and use the current map?
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Unimaginably mature, an instant classic for this decade - if not the century.
>Humans originated as a mixed race of dwarf-giant offspring
>Pure giants might or might not be extinct
>Dwarves lord their purity over humans, whom they consider mixed-breed
I can't unsee *that* S
Thats a bit nondescriptive. We dont have giants and dwarfs were mentioned only in thread 1, not sure are they anymore in.
>Only fleshed out lore will be added. The one loredump should be around 200 words.

Thinking about adding a kingdom to the Inner Ocean. It still needs a name.
It feels that Rothkia is the name of the sea surrounding Nessos, as basically everything around was in Pan-Rothkian Empire once.
The worst thing you can add to a fantasy setting is dwarves.

There's one dwarf country on the map already, from thread 3 >>85595881
I'm not a fan of Tolkienic races either but there's humans elves orcs and dwarves on the map already, the big 4 standard fantasy races

But yeah I forgot the fleshed out rule, sry
I like our flesh & wood elves though.

We could get rid of humans to make it more interesting. Most nations are (Sun) dwarf nations?
seconding this
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Expanding the exiled families

The Red Widow

When the head of the family Gin, Captain Fola ki Gin objected to the twins take over he lost his head causing his wife La Fila Gin to take as much of her wealth and load it on the the Gin's navy ship and left with two smaller ship. While out in the Ocean La Fila established connection with a notorious pirate Scar beard. Many wonder how noble women could do this some suggest she might have pirate family origin considering that she married into the Gin family.

Ru Lox All Hearing

Ru Lox might have been one of the first people to know about the the Twins plans and rather than warning any other he disappeared from his family knowing that his family would object and die and the Twins reign would give him a chance of a new life. While his family died he went to small rogue guild and bank rolled them to success causing him to be a new player in the under world.

Dy Tee

His story is very simple The accomplished and harden solider told the Twin he would go into exile and many of his fellow solider followed him. Now they are solider for hire working for anyone BUT the current royals making very popular shady groups and outlaws.
Let's combine the concepet of dwarves and goblins, call them pygmies instead, the dwarven occupied countris are actually the only place rules by pygmies, the rest are basically tribal orc-niggers.
What if trolls, pygmies, humans and elves were all part of the same family of species, in the same sense that primates are close to us IRL, maybe elves and humans are also related this way in this fictional world.
Trolls though, would be very primitive humans, so much so that they can't use any type of magic, almost like gorillas in the IRL analogy.
So basically you have an scale of races in order of how magicoriented they are:
>Trolls, Pygmies, Humans, Elves, ???
>What if trolls, pygmies, humans and elves were all part of the same family of species, in the same sense that primates are close to us IRL, maybe elves and humans are also related this way in this fictional world.
That's a common approach to high fantasy humanoid races. Right now the racial situation of Loria is really generic: humans, elves, orcs and dwarves, with humans constituting the vast majority of civilized peoples. I believe this is a weak point of the setting.

If, for example, all humans were turned to dwarves, then henceforth Loria would be a dwarven setting, and standard dwarf tropes would be expected in different adaptions in almost all the cultures. Then the setting would have more of a thematic tone - a dwarven world.

If that is not good enough, maybe find some entirely different solution. But something drastic is desperately needed to avoid the generic race situation, and to establish a more clear tone.
I like this aproach because not only is less of a tolkien rip off, it also kinda gives some insight into why all of these races exists, like, you actually explain why theree are fucking elves aside from the fact you are copying tolkien.
Wait wait wait, we have orcs now?
Why the fuck am I wasting my time in a literally D&D tier setting?
I was going to contributre some weird lore, but why? You autist only care about filling maps with boring lore rather than actual worldbuilding.
>It is perhaps a bit too large currently - it could have several parts with different effects and such. Is this reduction suggestion ok? For example there could be truly weird and wild woodlands between afterlife and the wash.

>I would prefer some mystery into the forest. That its role is more a theory than outright fact. That it is suggested that souls travel there and become afterlife trees.
Sure, mystery is important.

>The presence of Flesh elves and their wooden versions - that are literally made out of wood - nearby makes the Afterlife forest even more mysterious. Are the afterlife trees capable of becoming wood elves? Perhaps according to some tales.
I thought of a wood elf connection also (without getting into any details)! That is why I wanted it to border much of Fastia.

One more thing,
Could you draw such a noodle stretching from Afterlife to Fastia?
The idea is that if people in Fastia want to travel from one side to the other, along the dotted path, they have to take a short trip through Afterlife, so there is practical reason to (briefly) enter it. Something that could come up during an adventure, say.
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Mercantile Empire that controls the only decent shipping route between the north and south of this area of the world. The alternative route is like three times as long and transport on land is more work, more expensive, and each nation on the path takes a cut, as happened with the Silk Road.
I don't have an idea for a name.

We have at least
>Trolls (few different types like yetis?)
>Flesh elves
>Wood elves
>Aquatic Insect People / "Blind Singers"?
>Eastern Animal People
>Whatever lovecraftian monsters the Inner Ocean Gods are

It is quite high fantasy yeah. Im ok witch changing to (sun) dwarf-centric world, but mostly human is ok as well and more low fantasy.
Regular tolkienic species can be explained away or made more weird. Flesh elves for example could actually be just human culture with interesting and possibly troubling connections to Wood Elves and the Afterlife forest. >>85668117
srijakjyaya has intelligent orangutans, gibbons, tigers, leopards, clouded leopards, and Binturongs.
The original idea was low fantasy, but it seems with the influx of new anons and ideas its evolving into high-fantasy.
Dwarves and orcs were already inserted on the 1st thread
I say we retcon them out because this is a low fantasy setting.
Just let people do what they want as long as they’re putting in genuine effort, since these worldbuilding projects always turn out high fantasy. Since I finished my country fairly early, I got to do what I wanted which was more low fantasy, so I’m happy about that.
you can have goblin and dwarves and still be low fantasy, like The Witcher books
we already said low fantasy and these asshole griefers just put their high fantasy crap. we don't need to turn like that other setting project..
IMO speaking in terms of abstract categories like "low fantasy" and "high fantasy" muddies the discussion, it's more constructive to speak in more concrete terms.

Like, how common are magic users (among sapients)?
Let's say:
1 in 5000 sapients are magic users closer to center,
1 in 500 closer to edges.
So a major city of 100 000 pop (London/Milano/Moscow in 1500 AD were around that big), located around the Inner Ocean, might have 20 magic users.

And then you might argue about these figures or offer more specific estimates for specific places, but it's clear what is being discussed.
The other setting isn't that bad, it's fine.
we already said only the seventh son of a seventh son can practice magic you troll
No, that's excluding the demon pacts etc
It should vary with species, but this seems fine for humans.
t. troll
we said this on the very first thread you gromplos anti
only the nomadic kopwunrias and the grundiddy-i gromplos can practice magic.
Liking these, as well the >>85675150 seventh child thing. Its fun.

Other species (that should be rare) can probably do magic in other ways. But we need more weird shit and realms.
dwarves, elves and orcs aren't high fantasy though. as long as they live in insular locations that is
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I was thinking about the changing of species. Perhaps if we change the Orcs into something _other_ might

As there is lots of them, the entire middle island seems to be theirs, barbarians and trolls. Lovely vacation location therefore!

So far we got from Cambrea-anon:
>There are many breeds of orc, yet it is pig noses, toad skins, and uruks that are not confined to the untamed wilds alone. Indeed, while most orcs are bandits, attacking travelers and making inland travel in Cambrea a risk without proper guards, there are also those who have been civilized to a degree. It is impossible to suppress the urge to do evil within the orc, yet they are simple creatures, and are willing to obey a master if allowed to do their own business.

>While looked down upon, Orcs sometimes live in their own neighborhoods within cities. They are often hired as impartial bodyguards, or in the case of toad skins, entertainers. Despite orc bodyguards seeming like what a backstab waiting to happen, it has been discovered over the ages that sufficient payment and appeasement will make an orc surprisingly quiet around his paymaster. It is often pig noses or uruks who guard human caravans through the Cambrean roads. As for toad skins, they have an odd niche in chivalric literature, often being cast as foolish troubadors and jesters who accompany a questing chevalier. Thus, they are often captured and broken into being entertainers and musicians, and surprisingly good ones too.

>But what to switch them? Making all of them human barbarians would be a bit boring.
Something sufficiently weird and creepy but sill at least a bit relatable?

Primitive Predators (Yautja?)
Lizardpeople (Imagining raiding Velociraptorpeople)
Undead (interesting dynamic with the Forest of Afterlife being distant?)
Giants? Might work
Vietcong Hobbits
Slavic murderhobo elves
something more alien?
Wraiths? Fey?
Soulless beings?
Symbiotic with humans?
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New map!

Split Revia as according to its description. We have two broken kingdoms in the northern Inner Ocean.
>Cargin Pricedom
detailing it soon, basically it is a former barbaric land now ruled by a true asshole line former rogues.

This is on the spot of Death Sands and noot entirely sure how it is a mercantile empire due the north of it being rather desolate place. And name at least please.

Fuck forgot >>85668117 next image then
>the entire middle island seems to be theirs
Was theirs.
Though yes, I do agree with making the world filled with more danger in these ways. It would feel a bit more fitting given the whole civilized vs. uncivilized narrative. I think we have undead already, but I like the idea of variety like wraiths, and some primitive races.
Also, would anyone be interested in Cambrea holding what is essentially a world fair? Might be interesting for writeups, it's an idea I got from when I read through the Autia threads.
Afterlife is misspelled Afterlive on the map

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