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What is Gloria-Etalia? It is a setting which sprung up into existence when OP gave /tg/ an Empty map and people doodled things onto it. The world of Gloria-Etalia is one in the phase of the post-post-apocalypse where remnants of the once great civilizations remain like wandering cities of mymics or missile silos considered to be pyramids, but most of the ancient technology has decayed beyond recognition and barbarians control the world. Still the world is far from a dead ruin.

How many moons and suns do we have? What star constellations? What is the lore of this small obscure City?
> 1d4chan Link
https://1d4chan.org/wiki/Gloria-Etalia#Races_of_the_World
> Thread 1:
http://suptg.thisisnotatrueending.com/archive/73993406/
> Thread 2:
http://suptg.thisisnotatrueending.com/archive/74079412/
> Thread 3:
http://suptg.thisisnotatrueending.com/archive/74150461/
> Thread 4
http://suptg.thisisnotatrueending.com/archive/74211056/
> Pic Related
Climate Map
Unfluffed things by region: (0 fluff)
> Westerasi
Sarkation Empire
Kingdom of Vesterlanders
Sisilia Citystates
Lahaila Merchant Republic
Kingdom of Uoro
Lazari Confederation
Yoroi Tribelands
Vashian Republic
Terravia
Chiefdom of Voroi
Principality of Suezi
Farisian Republic
Euraxian Kingdom
Uroxian Federation
Free City of Betranox
Chiefdom of Uraka
Sarcian Mountain Tribes
Jorivakia
Tautoburg
> Northedge
The Great Pyramid (ancient missile silo)
City of Wandering Mimics (ancient walking city still maintained by robots)
> Central Plains
Janedi Citystates
Supprian Alliance (Ally to Merchant Empire)
> Midland
Zephyr Mountains
> Ram’s Head
Nanji Citystate Alliance
Gold Coast Tribes
Punaji Chiefdom
Ranji
Mun
>>
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>>74247212
Standardisation too Long to be also included in OP :,/

We really need to Trim those unfluffed places I see!

> Standardisation
Country name:
Population: (in percents)
Capita :
Goverment:
1. Always use third person, present tense (Treants -are- a race of Shibbly dibblies)
2. Always write from a removed narrator perspective but not a omniscient one, meaning you are not writing about the treants as a treant, but also not as someone who hates them. And that you don't have perfect information. ("It's said that X can happen" for example, rather than "X happens.")
>Culture
What makes them tick, are they peaceful or warrior like
>Religion
What they believe in, are there different fates? are they dominant? how they relate to the government.
>Organization
This is government but it also includes nations united not by a single ruler but by a way of life (tribes and clans that behave the same but have no overlapping authority)
>Origin
When and how this nation formed. (refer to timeline post >>74164170 ) and discussions on it.
>Diplomacy
Make a note about how they see or are seen by their neighbours
>Geography
Describe the land they inhabit
>Economy
Describe how they attain resources and trade
> Picture Standardisation
Pick whatever image you want for your nation, use your image editing software of your preference to make it 500x500 (it's much easier to work with squares, trust me)
Then go to lunapic.com, upload the 500x500 image, go to the tab 'art', select the effect 'fairy' and post the result on the thread.

> Pic related:
Political Map with some Trade Routes
>>
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Most recent WIP Religious map. Still very Early WIP

Intersecting lines means "multiple religions present"
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Region Map
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People's Migration Map - (Needs Updating)
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Table to Roll your own Westerasi Mercenary Band!
(Most Recent)
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>>74247237
Yorai Tribeslands:
90% Yorai Westrasi Human 10% Vashian Westrai Human

Capital: Freegate

The Yorai Tribes were a loosely connected culture of hunter-gatherers that settled along the Westrasi Sea. They practied a form of agriculture in which the trees and orchards of the area were cultivated around their migratin routes and the Yorai calendar is still used as the basis of almanacs around the sea.

The Yorai culture was conquers by a series of invasions across the sea from Saramese exiles. Over the years these raids would see the Saramese form a unique ethnic identity known as Vashian; they took control of the Yorai lands and declared an independent Vashain republic, based on the Morloux model but without rights given to the Yoroi or the poor. Recent economic pressures led to a campiagn for voting rights for all citizens and to avoud giving control of the government to Yoroi; the majority Yorai areas were spun off into an "independent" reservation known as the Yorori tribe lands. They are governed by a Consulate headquartered at the border, and Yoroi are forbidden from entering the republic without written docuements.

Lumber and fruit from the woods is harvested by underpaid Yoroi then sold to the republic to be shipped across the sea for mass profit.
>>
>>74247528
That's really nice lore. Instead of the expected "another barbarian place" it's an US-style reservation.
>>
>>74247584
Mix of US and South Africa yeah
>>
>>74247528
Funny you included Saramese refugees because i'm writing some lore for the Free City of Betranox and I wanted to make it also Saramese exiles having conquered it and establish their own city after being kicked out their homeland. Perhaps the exiling events were the same, but the exiled 'burgeois' went south to Yoroi to form their own republic free of the nobles yoke, while the nobles that were exiled (probably nobility and burgeois backed the wrong side of a civil war), took the city of Bertranox and establish it as an independent country
>>
>>74247337
Looks good, even if little rought.
There is no reason for yellow in the north colonies that belong to belara. They are not that old.
>>
>>74247393
There was updated map in i think third thread
>>
>>74247212
>>74247237
Reminder to -always- add your new fluff to the 1d4chan wiki, OR, if you have nothing to contribute but still wanna be the MVP, you can always go to the archive and the wiki, see if there's any content that's create by anons but it's not fully there and put it there. Alternatively, it's also a major contribution to simply proof read and improve the wiki. Making articles more standardized, correcting typos, etc.

This is a full collaborative project and as long as you're not a dick, anything you do to help will be great. This is /tg/ getting shit done again and I'm proud of us for doing it.
>>
Anyone hardy enough to visit Grendarrym and Jordheim in the depths of winter had better be keen on fish, for it often seems like the whole population of each country is out catching the great arctic nibbler, which runs in vast numbers down the coasts of each country at that time. Since time immemorial, the fishing fleets of the two countries have caught fish by the millions every year and yet they still seem undiminished, due to the amazing bounty of the Gods!
Once caught, the fish are dried on great racks for several months in the winter air, before being traded to the Belarans at Norvia Stronghold for sale down across Westrasia. The dried fish is used in many ways, but is always a tremendous delicacy, even as far south as Lemba.
A smaller amount is traded to Ruskata, and through them into the Khanate. I'm told it is even a personal favorite of the Great Khan himself!

[There's a similar phenomenon on Earth, with Norwegian Skrei, aka arctic cod.]
>>
>>74247212
Radmir anon here, could someone bring me up to date with mayor lore made in last two threads?
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>>74248121
Question, there was a culture in Ram's head that was fucking around with magic cloning. Who was that again?
>>
>>74248256
Wasnt that seem in midland?
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>>74248227
Focus has been very much outside Radmir. I know there's been a lot done for Ecinev and the Celestials.
>>
>>74248281
Yeah i imagined that, but i was thinking about what was added globaly, because id love to add some fluf to other regions.
Ecinev is merchant empire new name i assume?
>>
>>74248121
A lot of the "narrative energy" for big states has gone to the Celestials, the westrasi the khanate and the Horde.

Anyone wanna do some stuff ab out Rams head? I was thinking a Mali esque empire existed in the lands where the merchant state currently is.
>>
>>74248227
The Radmir alphabet is used in areas where the radmir religion is worshipped, but usually only in religious purposes. Like how hebrew writing was used for most jews over history.
>>
>>74248301
>Ecinev is merchant empire new name i assume?
Honorable Ecinevian League
>>
>>74248301
That's correct
>>
>>74248281
Let's see: Ecinev is largely peaceful, but holds off the Treants with something much like greek fire. Otherwise technically a federation of small "independent" states. There's a huge war brewing between Ecinev and Morloux, even though neither side is really aware of it yet.
Belara's interests on the Ram's Head are focused exclusively on the xuxu bean drug trade: they've not yet put any effort into muscling in on the Radmir-Ecinev trade route.

The Celestial lore was very much on their interaction with the Ordes. I didn't pay too much attention.
>>
>>74248365
Sounds interisting. Looks like Ecinev is in really shitty possition. Are colonial powers trying(or are going to try) to fight merchant influence together, or is it more of mexican standoff?
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>>74248337
>Honorable Ecinevian League
I got the impression that other lands only ever really enter into trade agreements with particular Ecinevese houses (and all the true power is there, even when the wealth is generated elsewhere; skulduggery and alliances by marriage ensure that) and not the league as a whole. Only a few things are generally agreed on: the crucualness of the protection of the city of Ecinev and the antagonism towards those anti-mercantile tree-hugging donkey-brained dirt-grubbing druids to the north!
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>>74248489
>Looks like Ecinev is in really shitty possition.
It's not too bad for now. The treants are resolutely non-naval, and won't be catspaws for anyone else either. They're fairly blocked from making much progress onto the Ram's Head; there's quite a few groups that were pushed there by the trees and who are unhappy about it.
Navally, Ecinev might not have the greatest ships, but they have truly great admirals and some excellent weaponry (especially things like fireships).
But the war over Janedi and Nulamore? That's so definitely coming. It's geopolitically inevitable.
>Are colonial powers trying(or are going to try) to fight merchant influence together, or is it more of mexican standoff?
For now, Belara and Ecinev seem to have an agreement to leave each other alone. (Is there a treaty? Or are we just seeing groups that are busy doing their own thing?) Most of the west coast trade past Randagaan is limited to a single trading house (that are handling Radmir) so it doesn't feel that bad. Not while the citadel at Fug stands.
Belara and Morloux absolutely hate each other. I'm not sure how long it was since the last war between them. Belara would be more likely to side with Ecinev in any conflict than their old enemy, unless the alternative gets them more of those xuxu beans... Business is business, after all.
>>
>>74248490
I think that commercial deals happen both with individual houses and the league as a whole. Even if the latter is only a matter of the league acknowledging the treaty and demanding its share of the profits.

>>74248489
Ecinevians can face one power, but they won't because they fear the other power will help their enemy. Although I get the impression that for they to ally would require a lot of work. So it's more of a mexican stand-off.
>>
>>74248692
That reminds me there is that Westrai Buisness Union that pretty much runs that subcontinent
>>
> Standardisation
Country name: Kingdom of Euraxian
Population: 95% Westrasi Human, 4% Elves, 1% mixed
Capital: LaBaton
Goverment: Feudal Monarchy
>Culture
They said you should never taunt a shark in the water, a dwarf in a tunnel and an Euraxian on Horseback. The Euraxian knights charging downhill are among the most terrifying and awe inspiring sights in the Westrasi continent. Euraxians nobles are proud, strict adherant to their code of honor and chivalry that makes war almost a 'game' of capture for the nobles, and a slaughter for the peasants trampled beneath their hooves.
>Religion
Most Euraxians follow the Euraxian Chapel of Gloria-Etalia, and many knights join the prestigious order of the Etalian-Templars, sworn to defend the church and it's subjects, or the Glorian-Hospitallers, sworn to protect the commonfolk and keep the roads safe.
>Organization
The Roy (king) of Euraxia sits on the Chateau Blanch overlooking the city of LaBaton from the high cliffs. He commands the loyalty of his subjects but his authority actually derives from keeping the noble lords of his kingdom happy. At least happy enough that if it came to warring, he'd have more loyal knights than whoever revolted against him.
>Origin
The kingdom was founded in 3982, by Euron Pean, a legendary adventurer who had amssed a large company of followers. His captains became the first knights of Gloria-Etalia.
>Diplomacy
Euraxians are currently in a stand-off position, ever fearing an invasion from the Commonwealth. After warring with the Farisian Republic and failed attempt to lay claim to the Saramese throne, Euraxians seem to have given up on expansionist prospects.
>Geography
Hilly meadows and small pockets of forests where nobles hunt, with bright white sand beaches where they built their summer manors, Euraxia is rich in game, specially boar and deer, and grows a lot of wheat and barley. They also export very expensive warhorses, which are exported gelded so other countries can't raise them
>>
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>>74249162
>Economy:
Euraxian economy is feudal based, with the excedent of production paid in kind or coin to one's liege, all the way up to the king. The merchant class of the kingdom, mostly resident in LaBaton, trades in wine, beer, grain and wool across the whole Westrasi sea. As the kingdom has no particularly strong navy, merchant often hire Veranese boats to scort them, creating close ties between the merchant classes of the two nations.
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>>74249193
King Louis X of the house of Cheval-Noir, Duke of Proveaux and First Knight, also known as the Cleaver of LaBaton. Despite being king, Louis X frequently partakes in the melee in tournaments and participates in the frontlines. When fighting besides the Auraxians in the War against the Yoroi warlord Kukata, Louis gained his nickname by chopping the Warlord's Horse's Head with a swing of his greatsword, Matilda, Dame of Crimson. Louis was then known as Prince Rennard, but he took the dynastic name Louis when he ascended to the Throne. As king, he still fought and won three single combat duels against gruelling Euraxian Nobles.
>>
First of a series of posts which detail Ecinev itself.

Muirano Islands

A cluster of islets previously used as a resort, its villas were recently converted into workshops and housing for all the previously spread glassmakers of Ecinev. The idea is to concentrate the entire glassmaking industry into one place from which all imports and exports can be easily guarded. Despite this, smugglers still manage to move glass products out of the islets. How they manage to do this is unknown: some outlandish theories include trained dolphins or some sort of underwater breathing apparatus. To prevent further contraband, the senate has forbidden glassmakers and their families from leaving the area without official escorts. It produces mainly glass beads, mirrors and chandeliers, but its alchemical furnaces can produce wonders such as soft glass and cast obsidian blades of incredible sharpness.
>>
>>74249392
Just gonna point out domesticated shadow dolphins are a thing set up earlier
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>>74249768
Missed that. Will change it for trained clay monkeys then.
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>>74247528
added to the wiki.

>>74247894
Yes. Yes Yes Yes Yes. I'm on the second thread rn going through the complete mess that is the posts.

>>74248121
Ah yes, cod. The fish that fuled an empire.

>>74248280
Seem are the borg.

>>74248227
Oh god I can't even remember. Languages have started to be developed. Ummm... Lots of tiny nations have been fleshed out.

>>74248966
Oh? Link to the post?

>>74249162
Nice! And you added it to the wiki, so a big hats off to you!

javascript:quote('74245694')
IDK. I'm thinking there will be marshland in some of the duchy. Water based crops?

javascript:quote('74245313')
javascript:quote('74245345')
javascript:quote('74247026')
Looks good to me. Where would they live? They could be one of the amazon-esque tribes or be a lurking threat in the marshlands...
>>
>>74250305
...for fucks sake

test >>>74247026
>>
>>74250305

>>74245694
IDK. I'm thinking there will be marshland in some of the duchy. Water based crops?

>>74245313
>>74245345
>>74247026
Looks good to me. Where would they live? They could be one of the amazon-esque tribes or be a lurking threat in the marshlands...
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>>74249392
Carcerary Fleet

Hundreds of vessels pass by Ecinev every day. And every night, a couple more hulks are left to rot nearby. These ruined vessels quickly become part of the floating slums which threaten to choke water traffic. To avoid this, Ecinev's authorities established a prison ten kilometers downstream, the Carcerary Fleet. It is made out of the old hulls, modified to fit as many people as possible. And they're fuller than they should, filled with mendicants, thieves, murderers, pirates and all sort of scum, both men and women. The air is so damp and foul that lamps can't burn. The heat is so overpowering that anyone which still wears more than rags might prefer to go naked. The death rate is high, for there isn't enough food to go around. Guards must form groups to enter the cells and retrieve dead prisoners to prevent cannibalism, diseases or simply that shivs are made out of their bones. Now and then, a whole ship and its cargo is sold for slavers.
>>
>>74247212
Hey Storm Island Anon here.
I was wondering if there's a good tutorial for how formatting on 1d4chan works? I'd like to clean up my lore, and etc.
I also wanted to say That I do graphic design, so eventually, when it is time, I can help with the PDF

I will also eventually superimpose the national boundaries and national/city names onto all the maps that don't have them, so it's easier for people to organize their thoughts while they are creating lore.

Also a few questions.

What's the general consensus about the era we are in? It seems like we are past medieval?

Also a question on Religions/advice on fluff?
>>74247337
states that SI is a mixture of G.E. fish people religion.
Although Gloria-Etalia doesn't perfectly line-up with the Islands being druidic, or with their lifestyles being very "uncivilized", it does make sense that they would worship a form of it, if the Westrasi, who outnumbered the natives, worshiped this religion at the time they migrated there. So I'm sort've asking for advice on how to come up with their own version of G-E. Reconciling it with the fact that they hold the albinid phenotype of the natives as sacred, and those people become part of a Druidic ruling class who see over the storm magic of the island, which is responsible for their protection, and the conditions which supply most of their food.
So they would worship nature, especially the sky/storm aspect, and the sea aspect. They would also have many different traditions, being druidic, nature centric, and generally very "rowdy" by "civilized" standards.
Also the fish people are mentioned alot, but, I've seen no fluff for them. How would their religion become integrated with a people who primarily kill fish, seals, and whales, for food and resources? Would fish people not be their enemies?

Also what's the name for the type of government I have going on? A Druidic ruling class, little to no rules besides, don't kill Storm Islanders, etc. Expectation of participation, though
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>>74250978
Here's a Storm Island whaling trip.
Lad in the middle's first time out.
Harder than I thought to find folks who check all the boxes of being tatooed NOT!Celts, sealer/whaler/fisherman, etc. gonna actually photoshop some tatttoos on other characters.
>>
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>Janedi Citystates
Name: Janedi Citystates
Racial Make-Up: 97% Suoxi Human, 3% assorted others
Capital: N/A
Government: Varies depending on city, but usually some form of monarchy

>Culture
Janedi culture is based first and foremost on loyalty. No matter how much you have been screwed over, you can never break a promise. While the Janedi are not inherently warlike, this loyalty makes them very popular mercenaries, leading to Janedi mercenaries being seen across much of the world.

>Religion
The Janedi citystates follow the Celestial religion

>Organization
The Janedi citystates universally follow their ruler, be it a monarch, or the uncommon elected ruler. Though there have been inter-Janedi wars, they have died down in recent history as the Janedi peninsula has become a playground for larger states.

>Origin
The Janedi peninsula has been settled since the 3600s.

>Diplomacy
As the Honorable Ecinevean League and Morloux Republic have expanded into the Janedi peninsula, they have become puppets of the larger powers. Many of the southern citystates are bound to the service of the Honorable Ecinevian League from treaties signed centuries ago, and the northern citystates have come into the service of the Morloux Republic. As the two large states have entered into an economic rivalry, proxy wars have been staged between alliances of citystates, but as true conflict grows nearer, the Janedi people prepare for their homes to become a battleground between great empires, and for a war the likes of which have never been seen on the peninsula.

>Geography
Most of the peninsula is a tropical rainforest, with large swathes being cleared out for the construction of cities. As a result, it seems like there are huge holes in the dense jungle.

>Economy
Many citystates hire out mercenary companies across the world, though the more stable, yet less profitable, source of income for most states is sugar production.
>>
>>74250978
>So I'm sort've asking for advice on how to come up with their own version of G-E. Reconciling it with the fact that they hold the albinid phenotype of the natives as sacred, and those people become part of a Druidic ruling class who see over the storm magic of the island, which is responsible for their protection, and the conditions which supply most of their food.
It's possible that they could believe Gloria-Etalia chose the Druidic ruling class to rule the Islands in their stead, and gave them special powers in order to ensure that the people of the islands could survive.

>Also what's the name for the type of government I have going on?
Seems to me like you've got a theocracy of some sort.
>>
>>74247894
Just spent 40 minunts going through the rest of the second thread and added some unuploaded lore for the Ruskata Queendom, the cannibal cults, pash, and Ssaal/Ruk. Now on to the third thread!

Also, I dug up this:
>The continent is about 4200 km north to south and 6300 km west to east. The Westrasi Sea is about the size of Italy.

>>74250978
I would say that we are in the late middle ages. There is potential to move ahead, but for the most part everyone is stuck.

And for the government title, How about "Collectivist Theoracy"?

For the religious aspect, I think that the storm islanders don't think that Gloria-Etalia abandoned them, and the albinos are angles rencaranted to lead the people. Their actions are what Gloria-Etalia wants to happen. If it contraticts something that happened in the past, then the answer is it wasn't the right time for it to happen, and now it is. The main source of worship is listening to the albinos ans following through on what they say, as that is the will of their gods. But IDK. The fish people could also be "fae" in their minds and can be barganed with to get more... materiel problems to be solved/classic celtic fae interactions. Your choice.

>>74251027
This is so cool. Thank you so much for making the storm island lore! I really like it.

>>74251209
Thank you for adding your lore to the wiki! I added the pic as well so it doesn't get lost when we make the pdf.
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>>74251369
>Thank you for adding your lore to the wiki!
No problem seems to me like you've got enough of a plateful already.

>I added the pic as well
Thanks man
>>
>>74250978
Also I found a formatting page here:

https://1d4chan.org/wiki/Formatting_Guidelines
>>
>>74250368
Since I was recommended to not make them a doomsday plot device in waiting, while I would say they have the potential, the other powers have to drop the ball solid with them. Like over feeding them, which creates more Araknii, which in turn grow their nest's strength, to finally aggressively expand their territory. Though their overly competitive survival of the fittest mentality and cannibalistic tendencies hinders their strength as a group.

Not sure where they would live, but I would say somewhere they would make giant nests and there's plenty of life, like forests, jungles or swamps.
>>
>>74248692
>(Is there a treaty? Or are we just seeing groups that are busy doing their own thing?) Most of the west coast trade past Randagaan is limited to a single trading house (that are handling Radmir)
I'd imagine it's more a case of Belara seeing Ecinev and Morloux hating each other, and if they are occupied with one another, there's no one to try to make any moves on the xuxu bean trade. When the conflict erupts, Belara will probably do everything in its power to ensure it's a long and devastating war. Funding whichever side starts losing, hiring independent mercenaries to fight both sides and devastate the countryside, anything that'll keep the other two powers occupied.
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>>74250258
I mean, clay monkeys are ALSO domesticated since they are descended from wizard homunculi.

Really in a world as batshit as this one nothing is actually that ridiculous.
>>
>>74251301
>>74251369
Cool this ties things together
Also Dagon-Fae checks out for these peeps.
Thanks, I like fleshing them out.
>>74251426
Thanks for this too. Even though I do /gd/ formatting a wiki totally throws me off for whatever reason.
>>
>>74252034
>descended from wizard homunculi
Did they go feral and start making other homunculi? Or is this a "Wizard did it" like how the owlbear's existence is often explained.
>>
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Are we ok with part of the irradiated wastes being a "Glass desert" where things went real bad and the planet's surface was super-heated & turned to glass?
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>>74252879
Yeah
>>
Cleaned up the Goldland lore and bug people race section.
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>>74252101
Cleaned up my shit.
The stuff in the box is meant to be there. I propose we use the boxes with italics for Meta-Lore
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>>74253157
"cleaned up"

You literally yeeted a section from existence
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>>74252879
I think it's cool.
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>>74252745
Writer of clay monkey origin here,
Best way I'd explain it is the owlbear situation, where they're just magically engineered animals that have escaped into the wild and made sizable populations. Despite having a moldable face, they're otherwise biologically just monkeys.
>>
>>74253520
I moved the information around. Put the racial bits in the race section. Cleaned up some errors, etc.
>>
>>74253520
To clarify I edited and moved the "super secret origin" stuff to the race section among other things.
>>
>>74253712
I can definitely see monkeys getting real weird with faces they can mold like clay. Or really arrogant rich people having artists mold their pets faces then compelling them not to touch their face or having their face magically "locked" its the kind of sick thing people with too much money and power might get up to before the onset of a philosophical revolution.
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>>74253748
Stop deleting that shit.
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>>74253840
I moved it, I didn't delete it you sperg.
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>>74253840
It doesn't need its own subsection. Its been rolled into the whole racial description.
>>
>>74250305


Here
>>74215409
>>
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Saramese Parrot Wyvern
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>>74247212
Question about the timeline, what’s the current year? It says year 4750 to present but what is the present? Year 5000? 4800? Later, earlier?
>>
>>74254822
Hmmm 5000 seems nice. Like the turn of the Millennium
>>
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The World Map in Fairy looks bizzare af
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>>74255087
This is what xexe does to brain
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>>74254822
Gloria-Etalia 5k
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>>74255293
GE5K
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>>74255293
>In the dark present of of 5tf milenium there are only trade wars
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>>74255326
>>74255368
Kek GE5K is a catchy short though.
>>
Skrug has added pretty pictures to wiki
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>>74252879
Wouldn't that make it impossible to even enter the dessert? All that glass would make sun rays into lasers
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>>74256132
I imagine that after over 5000 years of decay the glass has mostly reverted into sand or dirt covered it. Likely only glass spires poke out of the ground now.
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>>74256132
Well you could just go around it, not the whole desert would be made of glass.

It's cold desert, meaning that the sun wont be quite as intensive as a hot desert. If it's a mostly flat area it would just reflect back into the atmosphere, at worst it would probably just blind some birds.

Even if it is irregular, the sun would only be concentrated in specific spots so as long as you can avoid those, things should be fine. Or you can just go out at night.

>>74256141
This is obviously the biggest point. I wonder if there was a big enough amount of glass, as it was being grounded down and eroded it could lead to a kind of "glass sand" that's mixed with or covering parts of the desert.
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>>74255326
How long until they try to release a prequel as GE3K, rather than advancing the plot?
>>
>>74255326
>>74255474
100 ge5ks!!
>>
So about the idea of creating a wargame with Gloria-Etalia, I was thinking:
There isn't many games based on d8s, compared to how many use d10s and d6s, and d8s are, in my opinion, really comfy dice. So I was thinking about a d8 based system, with a 'roll below - roll above' type of mechanic, where when rolling a test you wanna roll below your attribute, and when rolling for damage, you want to roll as high as possible.

Attributes range from 1 - 4 and 'abilities' range from 1 - 3. So the max you can have in an attribute+skill combo is 7, making 8 always a failure.

troops have
>Health/Con
>Strength
>Mobility
>Will/Morale

So for example: Heavy armor has a value of 3, and 1 is 'base' for an attribute. So a normal human in full plate has a Defense of 4 (3 from plate, 1 from HT/Durability/Con), and has to roll 4 or below in the d8 to defend from damage. The attacking human has a Weapon St of 2 (longbow) and base human strength of 1, so they roll 1d8+3 to cause damage. They roll 4, so a total of 7. Defendrs roll 2. So defenders have 2 degrees of success. Means their unit gets '5' wounds distribute among the soldiers.

What you guys think?
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>>74256976
I think that's a great idea, though I do have one question
> 'abilities' range from 1 - 3
>Heavy armor has a value of 3
Does that mean heavy armor is an ability?
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>>74256550
kek, we could actually make a map of how the world looked 2000 years ago.
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>>74256976
Great idea, i was thinking that G-E would be perfect for wargame
>>74257135
Armor could be ability, and it could have tiers, like light armor, medium armor, heavy armor
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>>74256976
d8's are weird dice.
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>>74257215
Someone suggested it in first thread or second, now we have good reason to do so.
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>>74257242
2000 years would be a long time. The Treant Empire, Qi-Fu and Celestial Empire would probably be the only constants.
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>>74257242
Hmm... there could be a semi-United Westerasi ala. Roman Empire.
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>>74256976
Does anyone else like the idea of making GE a wargame and an RPG? I think the wargame idea is really good given the geopolitical landscape, but I also really like the idea of adventuring in this world.
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>>74257315
Well, why not both? We could do one first, and then second after we are done with first. WH RP and WH FB proovs we can have both.
>>74257309
>>74257295
2000 seems like much, considering its still antiquity, but it could be playyed like early middle ages.
you could have Westrasi empire being overrun by barbarians, Proto Raiders stirrign shit up with Celstials, and Supprian Aliance (probably much bigger) + Rams Head, tribes like what is now Encilev and nations like Radmir trying to stop Treant advance.
In north there could be rise of Skrugg, and nations of dwarfs and humans that he conquered
>>
>>74257315
Making a whole system for it as an RPG might be hard, but there is an anon who wants to adapt it for GURPS

I think a Wargame could be fun, what could the starting/major factions be?

> Westerasi
Mostly various types of medieval Knights or Barbarians. Armies mostly human, but Goldland, Halfling and Giant Mercenarries are aviable.

> Westsea Pirates
An amalgamation of humans halflings and Fishpeople as raiders.

> Technobarbarians
They are few in number, but wield Technomagical artifacts such as powerarmor and laser-weapons. The "elite" faction

> Treant
Ents and Dryads along with their Human Servs.

> Celestial Empire
China

> The Khanate and Ordes
Could have the same rules with unit variations as both are mostly Horselords.

> Armies of the Drache Marsches
Amalgamation of Vampires, Canibals, Necromancers, Lizardfolk etc.

This is imo the Minimum amount of separate armies with Rules we would need.
>>
>>74257295
>Any civ remaining unchanged after 2000+ years
Not likely

Hold off on adding multiple points in history until we have the current era finished. Trying to figure out multiple eras on one map in a single thread is going to be stupid chaotic and get very little done.
>>
>>74257476
Good idea, we could first finish up lore for map right now, and then go backwards, as long there are people that want write lore/fluff there is no reason to stop, but we have to be focused.
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>>74257135
Yeah...Abilities are everything that modifies rolls. So weapons, armors or stuff like 'claws' or 'fire breath' are abilities. Maybe that's not the best name but the idea is like. Attribute goes with several abilities, but each 'ability' pair with 1 attribute. 'Longbow' is an 'ability' as much as 'Leadership' is. Longbow pairs with ST to deal damage, Leadership pairs with Morale/Will so a leader can prevent an unit to route.

I was also considering a mechanic with a special d8 that has -2 once, -1 twice, 0 once, +1 twice and +2 once, and a 'E'. Like a turbo fudge roll. The 'E' means explode. Any special die that comes up E, you roll twice and add results. If one of the reroll comes out E, you keep the other roll, and roll the second one twice, and so on until no more explosion happens. This 'fudge' dice would be used for wildcard abilities like a leader trying to push his men harder to get more movement/damage. It could go very well or very very poorly.

>>74257216
Yeah, exactly!

>>74257234
All dice are beautiful and deserve love

>>74257315
Warhammer fantasy says we can have this cake and eat it too. And often the two 'zoom levels' help each other.
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>>74257449
>Leaving out Skrug and Ice witch bros in Ruskata
Hellodarknessmyoldfriend.jpg
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>>74257476
Celestial Empire wouldn't be unchaged 2 thousand years ago, but it would likely still have a lot of similarities. Kinda like comparing Pyramid building egypt with ptolomeic egypt. They are very different but there's a visible continuity based on their geography and religion if nothing else.
>>
>>74257449
Celestial Empire and Treant probably like Imperium in 40k, they deserve to be broken down into subfactions.

Westrasi likely is a chunky faction with flavour units based on which part of Westrasi you are playing. Storm Islanders and Halfling alliance having 'unique' units.

Treants has a core army and then vassal armies. Vassals can be played separately as a less variety army, or you can play a mix of main treant and vassals.

Khanate and Hordes likely a 'eldar vs dark eldar' situation where they are 2 full fledge different faction but organized around similar themes

Technobarbarians are orks/chaos warband. Most inside variety while being a big chunky mess inside.

Pirates i see more as 'mercenaries' units than their own army.

Drache Marches is like...Vampire counts maybe? all spooky shit goes here.
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>>74257527
Skrug and rest of north deserves their own whole expansion.

Yugr chariots of gods
Skrug combined armies tactics
Sanukinuiq inuit wikings
Grendarrym elves
Ruskata ice magick
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>>74257601
Forgot pic
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>>74257600
Subfactions and smaller armies can be added later.
First we need a system and some playable factions.
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>>74257601
Ruskata kit:
>Basic ruskatan infantry is a bunch of !not-slavic peasant militia with spears. Cheaper option is actual rabble with farm tools
>Boyars with big axes and scale mail, or option for sword and shield.
>Mounted boyars as a decentish medium armored cavalry
>Hunters with shortbows as a token of 'ranged' options
>Witch-Guard which are boyars with shortbows and increased stats, expensive option representing bodyguards of the Witch-ladies
>Ice Witch: Single unit magical caster with terrain altering magic and minor debuffs to slow down enemy formations, create fog to increase ranged defense
>Baba-ostrog: Small wooden fortifications, likely just a tower with archers, moving over monstrous chicken legs.
>Winter Queen: Special leader unit, very powerful ice witch. Winter Queen has her own Baba-Ostrog, known at the Snow-Strider. It's still small wooden tower but it has Witch-Guards rather than normal archers, the Winter Queen riding on the center, and overall increase stats.
>Bear sleigh: Literally a battle sleigh pulled by a bear with an javelin thrower and a driver.
>>
>>74257449
I second this list but Celestial Empire seems a bit out classed. Westerasi have giants, technobarbarians have technology, treants have big tree people, Khan has dragon and giant lions, and drache marches has all sort of stuff. Celestial Empire seems to the only 'low magic' of the factions, mostly 'normal' Chinese inspired units. Maybe a combination of Chine and Korea. For the sake of balance we would need to find a way to give them heavy hitters without changing their tone too much.
>>
>>74257708
Great and slavpiled, but id go with war scythes instead of spears.
Polish used them when mobilizing pesants during their uprisings, and they were quite succesful against Russian armies.
There could still be rabble that uses farm tools, but those could be axes, pitchforks and flails
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>>74257754
I imagine that their main advantages are:
1. Ridiculous Numbers
2. Extremely Rich

Basically they are the bland "everyman" faction. They have nothin really special they are just as good as it gets in being an all-rounder.

Also as far as I know the Great Khan has only access to 1 red Dragon which justp lays Checkers with him not an actual Unit.

The Ordes main advantages are:
1. Access to Giant-Lion-Chariots alongside their Horse Cavalry.
2. Their strong diplomatic ties to other nations. Depending on the Orde they get ties to Technobarbarian, Celestial or Treant stuff.

We really need to figure out what makes the Khanate as strong as it is. I propose magic, as we don't have many magical actions.
Maybe how Monghols used clever deception tactics the Khanate uses "Ilussion Magic" in the tabletop that could be represented by putting down Units and if the enemy attacks them they find out that there was nothing there.
>>
>>74257754
If we're trying to give them some low-magic heavy hitters, and we're keeping them inspired by China and Korea, could I introduce you to the Hwacha. It's sort of like a medieval rocket-launcher. They could have developed the gunpowder to fire it, but haven't allowed the knowledge of its production to become widespread, meaning that hwachas and maybe flamethrowers are rare weapons that, while devastating, are only used in large, important battles, as mass production could lead to the secret of gunpowder getting out.
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>>74257855
And of course, I forgot the pic
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>>74257855
That would work, and explain why no colonial power menaged to cut out land of them in war - they just destroyed their fleets during landfall with superior firepower and just picked out their cut off armies with superior numbers.
>>
>>74257754
>>74257865
We could also add a bit of a Wuxia spin to them. Maybe they don't have magic, but they have very strong martial artists?
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>>74257837
I dig the Khanate as being the most magic heavy of the main power players.
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>>74257905
Cutting them of completly from magic could be out of place considering rest of the world, but their magic could be something increasing martial abilities?
Like if you were to make the jedi from sw martial artists instead of samurai in space.
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>>74257941
Yep, it also plays on the angle of the Great Khan being a tactical genius being able to outplay an ancient Dragon in Checkers.

It's not raw firepower magic, it's illusions.
>>
>>74257837
Cavalry Archers are usually their own category of OP, I don't think we should make them 'magical cavalry archers' unless we gonna give them some obvious weakness to go with it.
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>>74257985
That's what Wuxia is anon... you could consider it a "school of magic".
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>>74257993
Imagine being general that fights whole battle, is pleades with how it goes, only to learn that his tiried soldiers were fighting air whole time, and on horizont there starts heavy cavailry charge.
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>>74258011
Ah ok, i was ignorant what it is, and just assumed you wanted real life martial artists. My bad
>>74258015
Is pleased*
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>>74258001
That would go for a low fantasy setting. Keep in mind other factions have sci-fi weapons. Magic, giants and vampires.

Horse archers are just another real life unit and would fall behind in magical and science shenanigans.
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>>74258001
> unless we gonna give them some obvious weakness to go with it.
Terrain is probably the easiest way to give them a weakness. Maybe when each match starts, a random terrain is somehow selected. If it's flat and grassy, the Khanate and Ordes have a bit of an advantage because they likely have high cavalry amounts, which would mean high mobility. However, if the terrain is anything but a steppe or plain, they could suffer from reduced mobility and some other penalty. So if you're playing as the Khanate or the Ordes, you're gambling with the terrain.
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>>74258015
That sounds absolutely terrifying and like something the Monghols would do.

Or worse instead of fighting the enemy you were tricked into attacking an allied army.
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>>74258051
Yep. There is obviously ways to of set this. Like the Wargoat Cavalry the Nhi'Orde uses to combat in mountainous areas.

We need to keep it somewhat skill-based though and not games being decided by which terrain type is rolled.
>>
>>74258083
>We need to keep it somewhat skill-based though and not games being decided by which terrain type is rolled.
That's why the terrain should probably only have reasonably small effects on units. Sure, losing a point or two for your cavalry in mobility will hurt, but unless you went balls deep and have all cavalry units, it shouldn't kill you. Even if you're playing as the Khanate, you should be prepared to have to deal with bad terrain.
>>
>>74258042
I don't know, playing Warhammer Total War with a horde of cavalry archers for my wood elves allowed me to take down Skaven tech and Norsca mamooths with relative ease!
>>
>>74258132
>>74258062
>>74258051
What is the next step then? Rolling tables for the specific armies maybe? We got one for Westerasi Mercenary Companies.
>>
>>74258293
What's a good way to make tables? I could try my hand at making some, though I can't promise too much quality.
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>>74258284
> Warhamer Total War
>:(
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>>74258321
I just make tabelas on google docs and screenshot them.
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>>74258042
I mean the only factions with real mech shit tend to keep to themselves and no one fucks with hem because you just get your shit pushed in.

The Az-Tecs curbstomped the greatest military mind of the past 2000 years, there are a bunch of tribal people surrounded by colonialist boner s who survived with literal time travel and there is a goddamn magic Weapon X program
>>
>>74258461
That's retarded to have in a setting. A "This faction auto-wins so they aren't even playable". If this is really part of the lore then I propose we get rid of it because fuck that.
>>
I've never tried anything like this before, so tell me if it's complete dogshit. But I tried making a rolling table for a Khanate Army. If anything doesn't make sense, let me know and I can change it.
>>
>>74258773
This

>>74258461
As far as I understand the "God Machines" or the Mecha are 99.99% just unfixable ancient relics littering the countryside being prayed too.

The God Machines which are still running are likely barely functional and one-per-army. Things with high firepower like powerful mages and technobarbarians can likely take out the ancient relic and even more primitive nations could dig a manhole or something.

If there truly was a nation around which can easily conquer everyone, no way they would not do it out of the kindness of their heart. (especially if they hold the same advantage over millennia)
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>>74258871
Were Goblins even a thing in-setting?

It is a good start.
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>>74258773
>8
Based and peasant pilled.
>>
>>74258893
I checked the 1d4chan page and I saw a passing mention of Goblins under the Khara Khan section. I didn't want it to always be mostly human, so I just added that in. I was debating switching Goblins and Hobgoblins out, but I decided Hobgoblins should be rarer than normal goblins.
>>
>>74258461
I hate this.
>>
>>74257601
Sanukinuiq was intended to be elves
Grendarrym was intended to be vikings
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>>74259100
Even better
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>>74258461
That is stupid, even the Kingdom of Maag which have an old world doomsday bunker and an immortal cyborg Pharaoh have lost their share of wars, technology is incredibly rare and often times treated as divine objects because they barely function and serve a better purpose as objects of worship than machines of war. No faction or nation should be treated as the main character of a communal setting as this, no nation is immortal forever, they may have their hay days but that 2000 years of "we win no matter what" is stupid, even from a writing standpoint if you think realism in a fantasy setting is gay.
>>
>>74258461
I know few anons already voiced their displeasure, but this kind of op wankery is laughtable.
I guess most writers want to have their nation to be powerfull, or atleast interisting, but its just 100% orginal dunut steal op mary sue shit.
>>
>>74258461
Let me just pile on and guess that the anon who wrote this also likes 'GATE' the anime.
>much machineguns beat all your medieval armies

Poor form, man.
>>
>>74258773
>>74259069
>>74259202
>>74259286
>>74259343
We should stop, while what he did was poor form in terms of powerleveling, hitting on him so much is also not best.
Before this thread there could be always some consensus reached, so i think just nerfing those Az-techs, and not making them impossible to beat would be enought.
>>
>>74259470
Yeah, ragging on him was enough and a solution was already proposed.
>>74258874
>>
>>74258871
This is a pretty good rolling table, but are we sure that we want to roll armies instead of build them? Like you get x amount of points and are able to spend them on certain units and mercenaries.
>>
>>74259470
You're right anon.
Sorry, az-tec anon.
>>
>>74259530
Rolling table should be for fluff reasons only like the "roll your marine chapter" or "roll your IG regiment" type of thing, but composition should use a meta currency like most wargames.
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>>74259530
My idea was that you roll up the majority of your army, then you have some amount of points that you could use to further specialize. For instance, if you roll for the Khanate, but somehow you get really unlucky and roll to get no cavalry, but the terrain is decided to be flat steppe, you can spend 50 points or something to buy a mercenary company of cavalry.
>>
>>74259590
I don't think a wargame where you have less than full control of army composition is fun.
>>
>>74258773

>>74259343

>>74259470
I was just describing what other people wrote. I didn't put the Reed Richards but with Spears in the setting .

But it any case I do think it is good form to keep those kind of factions mostly isolated from other affairs more NPCish if you will
>>
I'm going to do some stuff for the wandering mimics.
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>>74258461
Do note we don't actually know what happened to Kara Khan. The soul riders left before the final battle and they just assumed Kara died.
>>
>>74259661
It's supposed to be inspiration. Like the Space Marine rolling tables
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>>74259661
I think some amount of randomness can add some extra tension to the game. Maybe I roll up a great army, maybe I don't. But I just had an idea about how rolling tables could be mechanically useful. If buying a mercenary company, you could either spend x amount of points if you're going to randomly roll it, or you could spend x+10 to have full control over what units you use. That being said, you still have complete control over what units you buy for your main army.

I've never played a wargame though, so I really have no idea how they work. I'm just thinking about what could be some okay ideas.
>>
What if the last remaining Oozestadons were bred as war weapons. Like selective breeding to make the corrosive mucus a weapon?
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>>74259774
Rolling dice during the game is sufficiently random.
>>
These threads have gone stale the list of unfluffed nations went down by only 2 last thread and in this thread there was barely any lore.
>>
>>74261025
How have you contributed? I am slowly adding some stuff, but I would rather add something when I have inspiration than have a dozen boring little countries.
>>
>>74261025
Those threads never were fast to create lore, also list in the op is wrong, nations like Yoroi Tribelands were fleshed up in last thread
>>
>>74261025
Don't spread the hate, participate
>>
>>74247800
>>74247528
Perhaps these two incidents came from the same Saramese Expulsion Wave. These events always happens after a political turmoil or dynasty change in Saram, roughly once every hundred years. There were six such Expulsion Waves recorded in Saramese history. The last three happened within the last two hundred years.
>>
>>74261025
I am consciously trying to not lore hog given how much I have written so far. I thinking throwing out Prompts and suggestions works.
>>
>>74261664
The most recent expulsion is also what led to the independence of the Free City of Betranox
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>>74261664
So we all agree saramese are just dicks, hrm?
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>>74261900
Honestly just fuck the Seramese. They're the niggers of Westrasi.
>>
Does anyone want to flesh out more the Araknea with me? I am kind of new at this writting lore bit.

Also speaking of Wargames, even if I have barely played those myself, I got some ideas for playing with Arakneas! People could spam Araks with some Araknii to lead the units. They have either high movements or are less bothered by terrain (since they can use their spider climbing ability), they can shoot webs to restrain enemy movements eat eat to regenerate health. Unfortunately, it also come with a drawback of if the Araknii leading a unit of Arak dies, Arak would go feral. It could mean they attack the closest non-Araknea unit in "x" range, they go towards a random direction an attack whatever it is in sight or they start to devour among themselves. Also a specal unit of Araknii (commander of sort) could have an ability to lay eggs, and after "y" amount of turns it turns into a unit. The more turn spent, the stronger the unit is.
>>
>>74262006
Yeah, i could help you flesh them out a bit, but when searching 1d4chan page i cant find anything about them. Could you link me to posts that establish them?
>>
>>74262006

Perhaps a dumb question, but are they carnivores?

Also, what kind of spider do they look like the most? Help us visualize them.

I imagine their homes would be spooky for other races. Lots of silk strands sensitive to pressure, no need for light, tools hanging from the ceiling, passageways which go horizontally and vertically...

What kind of weapons they might use? Give an araknea three stones and he might create a bolas.

They might be decent seafarers, weaving silk into fine sails. In fact, the whole ship might be put together with silk. Nail less ships exist in real life.

Other possible profession is being architects/engineers specializing on exotic solutions.

They might also breed several varieties/castes of spiderfolk. Including heavy cavalry in the form of arakneas with reinforced chitin exoskeletons.

Can they speak human languages? Or are they talking through mandible-clicking?
>>
>>74247212
>Country name:
Sarcian Mountain Tribes
>Population:
TBD, mostly human, maybe also goblin?
>Capital:
none
>Government:
Tribal. Each village-hold is usually a single tribe, with their own chieftain. However, when the neighboring empires and kingdoms try to invade or claim their territory, an Administrator is elected in a War-moot composed of all the Sarcian chieftains.
>Culture:
Each Sarcian tribe lives in a village-hold, which is a fortified, hidden village in the mountains built around ancient sanctuary caverns (actually doomsday prepper vaults). Strong hexing/curse-flinging culture, their practicioners are old women called Spitfires because many of the rituals involve rapid chants and mantras akin to singing. Grievances between village-holds are settled with champion-duels, and for the most grievous offenses and accusations, the losing champion gets sacrificed via hammering and their body thrown from the heights to please the spirits of law. Sarcians tend to use guerilla tactics when defending their homes, and many turn towards the mercenary life.
>Religion: Abstract animism. As in, they believe in spirits, but only abstractions have spirits. For example there is no 'spirit of wind' but there are 'spirit of haste'. Spitfires often reference and call upon the spirits in their rituals.
>Organization:
There are around 13 Sarcian tribes, some of the most prominent are the craftsmens of Tighay, cliff-artists of Cheyo, Spitfire central Esk, and mercenary Kaish.
>Origin:
Sarcian oral history tells of the time where the sanctuary-caves sheltered the progenitors of the Sarcians; for fourty times fourty days they endured inside until the magical storm that ended the previous world abated. From the sanctuaries they emerge, and staunchly defended their land for generations.
(Contd.)
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>>74262623
Magic rap battling goblins.

Yes.
>>
>>74262623
>Diplomacy:
Staunchly isolationist and independent. Pain in the borders for neighbors, especially when a paranoid chieftain decides to pre-emptively strike a perceived threat. Celestial Empire keeps wanting to wipe them off the map but due to mountainous terrain, guerilla tactics, and Celestial armies getting spread thin keeps the Sarcians still existing. Only the few Sarcian mercenary companies and fewer traders ply their trade elsewhere than Sarcia.
>Geography:
Mountainous and hilly. Plenty of cliffs but also some flatter valleys and highlands, where most of the village-holds are.
>Economy:
Mostly mining and high-altitude tubers, normal croplands and grazing pastures are at premium. Livestock herding is third most profitable after mining and tubers.

Whaddya guys think?
>>
>>74262596
https://m.ranker.com/list/what-are-social-spiders/cheryl-adams-richkoff


some info on irl social spiders
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Here is the most updated version.
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>>74262855
Seems great, except one minor thing. For the bit about the Celestials trying to kill the Sarcians, there are only two passes through the mountains, one going into Giant territory and one going into the Commonwealth.
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>>74262996
Not that guy but maybe the Sarcians are so familiar with the mountains and know how to get into Celestial lands through passages no one else know about (Or they're simply so skilled mountaineers they can just get through mountain terrains that no one else can).
>>
>>74262940
Neat. What ethnic Group are the Technobarbarians? Also... there is Aztek-like Humans living in Goldland so they are probably not Westerasi. They seem closest to the Native Treantian Vassal-Humans... which also should be their own group because they are Kinda Amazon Tribes.

Who also lives in Windhell Valley?
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>>74263124
Yeah the white Aztecs and polynesians I always found a bit weird about the setting but it's been built up quote a bit.

The techobards are direct descendants of a pre dawn civilization. They arent on the migration map atm. By the way I LOVE their lore. it's So Hickman-esque
>>
>>74263071
Well we need a reason why the celestuals would have a problem with them.

Maybe it's like they're Cuba. Bu ch of mountain wizards is easy to drum up paranoia for especially if its for poltical reasons. Rap Goblins are coming from the sky is some top tier fear mongering in a state with loose central power.
>>
>>74263326
Yep there also is apparently the Tcl'Kha in (Goldland) which are an insectoid raced descendant from Treants from the Cursed Wasteland.

Also apparently Goblins are a thing and they are a decent Minority within the Uruzataar Kahante. They are likely related to Hobgoblins.

... then there also are the Molemen who live among the Technobarbarians.

Also! The first Elves arrived on a crashed space-ship which is the Crystal Spire (that lonely Mountain in the Great Plain.

Sorry I can't help with the map itself, but I am trying to help how I can.
>>
>>74262421
I doubt it has been uploaded yet, it's a fairly new concept to these threads. Those are the post:
>>74245313
>>74245345

>>74262596
They are omnivores, but they eat things other than meat when there is none to find as it is extremely less nutritive for them and is unlikely to help their growth during their infancy stage.

They look more like tarantulas since they have hair on their body. Pardon my use of this ref, but it is what's closest to what I imagine they would look like.

You got their home pretty spot on!

Araks barely use any weapon other than their natural claws, but under the supervision of an Araknii, they might learn to use primitive ones. Arakniis Are those who have learned to use weapons, and might even trade with outsiders in exchange for goods such as these (or raid settlements and grab what's closest to a weapon).

For them to be seafarers, they either be under the guidance of an Araknii who has studied the sea and sailors for a long time, or are employ as mercenaries. Though the use of their silk might compensate for having Arakneas as crewmates... just hope you have enough meat on board.

For sure those specialised in creating the nest could expand their talents to such highs!

Then perhaps it would work like ants/bees when creating different castes?

Araks barely speak at all, most are just above feral, if not feral completely. Arakniis speak human tongue, but it is a mix of some of their own words and other from different languages. Which has variations from nest to nest. When Araks barely talks, they mimic what they want to say. Though I forgot about the mandible-clicking thing, they could use that too!
>>
>>74256204
>it could lead to a kind of "glass sand"
That's basically just sand. Glass is just what you get when you melt a load of sand together.
>>
>>74254019
Thanks!

>>74255087
>>74255267
That and troll dust.

>>74255649
Thank you o wise skrug

>>74257315
I'm actually running a 5e one shot of this tonight. Should be fun.

>>74262855
Nice. Make sure to add it to the wiki though.

>>74263124
There is lore for the windhell valley on the wiki

>>74263459
you're doing great anon
>>
>>74257837
>Basically [the Celestial Empire] are the bland "everyman" faction. They have nothin really special they are just as good as it gets in being an all-rounder.
You could always give them some sort of imperial assassins, as some variation on a theme of ninjas. They'd specialize in things such as killing opposing commanders and special heavy unit leaders on the night before a big open battle, or breaking into a fortress and opening the gates for the invading forces when besieging somewhere.
I guess you could make them some secret society of warrior monks for flavor, but with a similar effect.

In terms of wargaming, they'd act as a special condition after getting a balanced overall team weight where each commander or leader (down to squad leader) would have a chance to be killed or disabled (according to desired fluff). Playing this would have some cost for the Celestials too.
>>
>>74263848
That's based, like a court intrigue thing.
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>>74263724
>I'm actually running a 5e one shot of this tonight. Should be fun.
Awesome, tell us how it goes!
>>
>>74264213
Same. I hope we get at least a to;Dr of the oneshot.
>>
>>74257754
>>74257837
>>74257855
>>74257905
>>74263848
Possible Chinese units/troops:

>War wheelbarrows which might combine into wagon forts.

>Variations of mandarin duck formation. Pic related.

>small trebuchets.

>Ghost-faced shaolin monks with bamboo armor.

>Pikemen with white shafted pikes which can maneuver in broken terrain.

>Grenadiers, if gunpowder is available.

>Not!cataphracts.

>Lots of poison. Poisoned crossbows, javelins, even rockets blasting poisoned sand.
>>
>>74263724
Nice, post deets on this or next thread!
>>
More thoughts on trade.

In any pre-modern setting (and this is really one of those) there's no refrigeration and probably no canning either. Therefore, methods of preserving food are going to be very important. Some are widely available (such as drying) but others require special ingredients, specifically salt and spices.

Where do these come from? Who trades them?

Salt probably comes from the Orde lands, where the desert climate is likely to be helpful. I can't remember if Swe'yus is dry enough, but if it is, it would be the perfect place for coastal salt production (salt water and sunshine). That salt would be traded very widely, and would bring a lot of income for the country in return, enough that they can mostly plot an independent route despite the beginnings of clashing empires.

Most spices are tropical, and so would be most likely to come from Ecinev and the Treants, both of whom make sure to extract a high price in return. A single ship's cargo of Treant pepper arriving in the market of Larus would be enough to make an independent sea captain able to buy minor nobility in a lesser Westrasian domain. More commonly though, they fund the wealth of the trading cartels of Morloux. The Belarans also trade in spices, despite their general fixation on xuxu, but bring a somewhat different selection. Within Ecinev, highly spiced food is commonplace as the spices are nowhere near as costly.

The most expensive spice of all, however, is the pollen from a very particular flower in the mountains of Qi-Fu. The flower doesn't like to grow much away from there (needing the peculiar conditions of elevation on the Spring Peninsula) so it is only made available to outsiders in tiny quantities. It's taste? Like cinnamon and ginger and cardamom in one yet far more subtle than any of those; in a word: exquisite, and the spice of Emperors and Kings.
>>
>>74267201
When it comes to salt importers someone noticed thats one of minerals mined in Radmir
Also i assume salt production would be commonplace between sea people of Qulio-Fitzon
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>>74267313
Probably would be several places that make it. Demand is high after all.

I like the idea of "white gold from Radmir" though. Seems poetic.
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>>74267201
Celestia has a few underground salt mines, but spices are among the products they trade for in Glass island along with other luxuries. The empire is mostly self-sustaining in most of it's 'needs'.

The Ivory kingdom is rich and spices and most of the Taj lords make their fortunes selling them to foreigners. The 'Elephant Killer' is a long, hook shaped, black pepper that it's the strongest spice in GE. People have been known to pass out and even have heart attacks as a result of taking too big of a bite. However it's perfectly edible, if still rather potent, when dilluted in large amounts of food. Elephants known to avoid the plant, which is where it get's it's name from.

But perhaps the most expensive export of the ivory kingdom is 'jungle oysters': Salt dried tiger testicles.
>>
>>74267786
Could elephant killer be used as poison? It could be interisting way to make food poisonuos, withouth anyone noticing its wrong. Even food tester would just pass it as hella spicy.
>>
>>74267201
>>74263471
Silk is also one of the most luxurious products in medieval times isn't it? I guess nations around the globe would fight to either conquer or secure trade with the Arakneas. To make sure good quality silk don't become too available only the Araknii should produce some.
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>>74268033
Wouldnt that just create rival market, based on traditional silk production?
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>>74258874
>God machines are mostly busted
OG az-tech poster here, yes that was the intention, they're supposed to be mostly cobbled together and have layers of unnecessary shit slapped on to make them look more ornate. They take regular beatings from dinos and are nowhere near their original capacity nor can they be truly repaired or replaced. There are ruin sites where they have fallen that have been picked clean for parts that 'might' extend the lifespan of the still operating machines and tribes that lose all of their god machines typically but not always get absorbed by other tribes.
>>
>>74268302
Essentially the whole az-tech nation is inevitably doomed to be conquered at some point unless they start developing their own technilogical advancements or magic. Right now they're leaning so hard on the past that should all the machines just fail (which they could) they'd be royally fucked. I'll add more of that in there rather than hint at it.
>>
>>74268386
>>74268302
To give a "power-level" comparison they're akin to giants, old giants that are nearing the end of their lifespan.
>>
>>74268071
Unless if one nation wants to monopolize the market or that the Arakneas are located at one place only surrounded by one people. Plus you don't want to trade too much with the Arakneas or they will start expanding. Which is also why you don't want many people negotiating with them and offering better options.

Genuine silk was a product only noblemen and the Church could afford at the time, Spiders' silk clothes should be the quality that surpasses any other. I think we should decide who wants to cash in on that, and who wants it the most.
>>
>>74259470
I made the following change to make it more clearly stated that the machines are not OP super weapons.

Great works of art have been fused to these "God machines" giving these once terrible weapons of war an ornate appearance. These additions were once simple attempts by their ancestors to repair the devices that held back the dangers that other races, peoples and predators posed. While impressive to look upon the towering weapons of a bygone era are now handicapped by the ignorance of the priesthood. As it stands the God Machines of today have long run out of ammunition for their weaponry and instead rely on melee combat utilizing absurd weaponry pieced together from the scraps of the fallen. Constant repairs are required to forestall the cascade of system failures that threaten to occur on a regular basis. For the time being God Machines suffice to keep the peoples faith and hope alive that they are protected and blessed by a higher power but when the last great machine falls, devastation is sure to follow.
>>
>>74268557
I believe the other bug people also generate silk. You could have quite the "bug war" or trade war between them over the silk trade.
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>>74268719
Yeah, I just checked... kinda bums me out now... they have metallic shells, they produce silk and can do magic... it kinda makes Arakneas superfluous in comparison no?
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>>74268953
Not at all. Only a rare few can do magic and they're in different parts of the world. There's no mention of how they produce silk, so it could be that they have livestock do so, its quality probably isn't as good either. Spider silk of the size you're talking about would be the equivalent of steel cable if not FAR better than that.
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>>74269000
Spider silk armor would be extremely valuable were that the case. Light and durable.

"A dragline silk's tensile strength is comparable to that of high-grade alloy steel (450−2000 MPa)" from the related wiki
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>>74268719
>Trade war
Another one? Looks like we got orselves mercantylism: the setting
And thats a good thing.
>>
>>74268953
>>74269000
>>74269023
If no one objects maybe the metallic bug people could use silk worms (similar to how ants will farm aphids and other bugs) while the spiders produce their own, higher quality silk.
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>>74268302
Wait there are dinosaurs?

Tucking sweet
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>>74269128
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>>74269128
Most are extremely difficult to train (not to mention how likely you are to die in the attempt) but make for great attractions in the arena.
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>>74269000
Thanks a lot, I appreciate it!

>>74269035
In the not so grim future of Gloria-Etalia, there is only trade!

>>74269101
I like this, but I'm new to the project so count my vote as the last one to help decide

>>74269023
Now that you say that, it would be pretty strong. Arakneas won't come up with that idea themselves, but it would work greatly! I also have in mind that whips made from their silk would be great weapons, with how light they are they can strike much faster than regular ones!
>Imagine a commander Araknii unit, with spider silk armor and six spider silk whips. It'd be akin to a living tornado!
>>
Gonna be filling out the Fauna section some more and it seems there's some creatures mentioned in the lore of certain nations that might be worth mentioning in the section.
>Goldland Behemoths (dinosaurs)
>Storm Island Seal
>Storm Island Sheep
Are there any others worth mentioning?
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>>74269342
I'm just picturing ships with nearly indestructible sails now. Fire would be even more dangerous with them though. Is there a way to treat silk to make it not so crazy flammable?
>>
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>>74269035
>pic related
Literally every merchant in Gloria-Etalia
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>>74269358
Horses are in the west and east it seems. Though they likely originate in the east. There's the giant lions too. The mollusks, unless they're sentient I'm not sure about their lore yet. Haven't read it yet.
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>>74269358
Picture goldland as Kong's Island, they kind of NEED those robots
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>>74269358
Are we trying to detail every kind of animal, or just some of the most interesting ones. Because I have a few ideas to try and spice up the cattle of the world, but the various species of domesticated bovines don't exactly define history.
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>>74269390
>Horses
I'd use the section for more "unique" creatures.
>Giant Lions
They were the first thing added to there.
>Grand Mollusks
They seem to have people with their own culture inhabiting them, so I wouldn't want to move the mollusk lore to the creature section
>>74269403
So I'd probably expect other primordial/prehistoric-esque creatures, too?
>>74269463
I'd say the more notable/interesting/unique creatures of the world.
>>
>>74269373
Silk is slow to burn and hard to ignite, that is if it is heavy weight and tightly weaved (unlike silk strands from regular spiders)... this stuff might be a game changer!
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>>74267859
>Could elephant killer be used as poison?
Not effectively. (The name is poetic and not literal, as with so many names from that part of the world.) They'd be more likely to sick it up and then just wish they were dead for the best part of a day. Maybe some lingering effects for a few months.
Some idiots think it's a wonderful addition to food, and are looking to breed it to be even hotter.

There are other, real drop-you-dead-in-seconds poisons from different plants in those forests. Only some are well known...
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>>74269517
>So I'd probably expect other primordial/prehistoric-esque creatures, too?
Most definitely. You can probably just put down "Mega fauna" for now though.
>>
>>74269555
The spider people would likely be a protected caste in any nation they're a part of then, like the navigators in 40k.
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>>74269378
>Literally every merchant in Gloria-Etalia
No. But the ones who are like that are very good at ending up with a lot of power. In some lands at least. In some places, the mighty merchants are nobles who have turned their lands and bondsmen to trade, and yet in others it is the very act of being rich that marks you out as noble. As the saying goes, might and wealth are two faces of the same coin.

(There are a lot more Lv 0 or 1 merchants - little more than peddlars - than there are Lv 20 merchant princes. They are all aligned Lawful of some sort, even if they do tend to think that the best purpose of laws is to direct profits towards their own pockets/treasury.)
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>>74269463
>Are we trying to detail every kind of animal, or just some of the most interesting ones.
It's a setting. Do as many as you feel like. Don't try to be truly thorough though; there's going to be tens of thousands of species of insect and there ain't nobody got time for all that.
But describing some features of cattle and how they vary, well, that's something that a band of adventurers might well notice. It's a good bit of background lore.
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>>74269591
They'd be held in zones designed for them kinda like national reserves for the First Nation people, I like it. Wars would be waged to control such zones. Unless they have a shortage of food, water or space, they are unlikely to venture out of their territory.

Kinda like Shadowrun, there could be spies to extract female Araknii so they would start nests in their own nations!

>>74262596
Now that I think about it, some special kind of Araknea could have been born due to the recent increase in food supplies. Arakneas who would have been forced-fed since birth increased in size until they become killing machines, monsters of huge proportions.
>>
>>74270223
I love how the OP warned that the only way they could become doomsday machines if the humans overfed them and didn't realise their innate danger.

"Ok then, but like that's ever going to happen. Why would the humans interact with them? They would know better."

Then everyone figured out how useful spider silk is, and are now trying to make them breed and are setting up habitats for these guys. Both you and "them" see a profit to be made, and in doing so usher in your and their own downfall.

I love it.

Also, where would they be native to? I would say the Marshes of Drache, because there is nothing really in the midlands except death, darkness, and religious extremists. They could also be from one of the south-eastern tribes, but I'd hate to give the merchant empire more direct trading power.
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>>74269806
I don't have anything too specific, but I was thinking that the Westrasi could have huge domesticated aurochs, standing 7 ft at the shoulder, but very rarely acting aggressively, though an enraged aurochs could probably destroy a barn if not calmed down. The aurochs were likely domesticated around the shrublands of the Westrasi Sea where they had room to grow to huge sizes as grazers and were then exported to the rest of the Westrasi kingdoms. The Celestial Empire would likely have something of a reliance on domesticated pigs, as the heartland of the empire is not ideal for grazers, but is rather heavily forested. As one moves out to the steppe, he would encounter bovines once more, but smaller, more compact cows than the huge aurochs of Westrasi. Cattle on the plains and steppe is very similar to Kalymk cattle on earth. The far north likely relies more on fisheries than domesticated cattle, though one could likely find some hardy cows being bred by the locals to withstand colder temperatures. The Ram's Head, despite its name, is no longer home for too many goats, instead serving as the home to a newly domesticated breed of water buffalo that is quickly becoming more productive than goats and rams.

I have literally no idea about what domesticated food animals there could be in the Treant Empire or Marshes of Drache. Maybe chickens could serve a crucial role, but I don't know.
>>
>>74264213
>>74264960
>>74265611
Oh boy, I just got back from running the one shot, which is now a two shot to be finished tomorrow. Holy shit, it was a doozy.

>Be me, DM running experimental one shot in Gloria-Etalia setting
>Be not me, 3rd level barbarian maid for Vampire Baroness and Old Farmer Warlock
>Both are from the Grand Duchy, becuase that is the area that I know best
>Cannibal cults have been stealing a few people here and there
>Soldiers would just get lost and taken out if they cross as a group
>Vampire Baroness tasks party to go across the border and kill some cultists
>Would remind them not to mess with the Duchy
>Also tasked to bring back any dead bodies if they can get away with it
>Old Farmer Warlock to be paid by the tounge, the maid will get a special payment
>Get sent across the border during the night becuase they have sunlight sensitivity
>Crosses a very steep mountainous pass but with not a lot of width to it,so they cross easily enough
>Land in marshland and are stunned by strange and alien world
>have never seen so much fauna in their life, due to the ecology of the Duchy
>tfw trees have green things on them, and toad isn't pure black
>Barbarian casts speak with animals to talk to the toad
>Rolls a history check to remember what the cultists look like and some basic lore about them
>Gets a nat 1
>Can only remember rumors about cultists
>"They are savage, inhuman creatues that are basically monsters"
>Toad leads them to a scary looking tree, and then buggers off
>They go into the marshes searching for cultists
>Find a human footprint, and follow it back to a camp
>Camp is five humans around an unlit campfire
>1 man, 3 women, and 1 boy, who all have only a blanket on them
>Party decides to stealth up to take them out one by one

>(1/2)
>>
>>74270401
Yeah it's great! I am not sure where they would be native from, I am unsure about the Marshes since I doubt the people there could use the Arakneas efficiently, but the prospect of a civil war and both sides using them is appealing. Even more if they rely too much on the Arakneas, it could have dire consequences.
>>
>>74270701

>(2/2)

>Debate on who to take out first, and Old Farmer Warlock throws a knife as a distraction to wake them up
>why.jpg
>throws knife and wakes the boy up, who fails his spot check and lies back down
>Fails to overhear the party debating what to do next
>Party takes a look at the cultists, and notice a few things
>Cultists have chunks of flesh missing
>fingers, toes, flesh from the body
>Party realises that cultists cannot be cultists, and must be native running from the cultists
>nat 1 history check from earlier comes to bite them in the ass
>Decide that they cannot kill such helpless savages
>Will bring them back alive to live to become civilized in the Duchy
>Barbarian talks about how the kid is should be the priority, as he can be convinced to be civilised the easiest
>Decide what to do next
>Old Farmer Warlock decides to eldrich blast their campfire pit, to wake them all up
>WHY.jpg
>"Are you sure"
>"...Umm..."
>"...Yes"
>WHYYYYYY.jpg
>Old Farmer Warlock's player did bike 12 miles in 92 degree weather today, so I don't blame his decision making on him
>Old Farmer Warlock blows up the campfire with a flaming eldrich blast
>Proceeds to give a simi-coherent speech about coming with them to live a better, move civilized life
>Tries to convince them to come with the party
>WHAT.jpg
>PC's look like pale humans due to having never been exposed to the sun
>Giant pupils to see in the dark
>Just blew up their camp with an ELDRICH BLAST
>I call a break to go to the bathroom, and burst out laughing when I must myself
>I come back, and tell Old Man Farmer to roll persuasion with disatvantage
>Doesn't make the two nat 20s somehow to not make them run away
>They scream at the top of their lungs and run away
>Maid Barbarian proceeds to ge a nat 20 on initative, Old Farmer Warlock a 21
>>
>>74270701
>>74271062
Damn, that's good. Make sure to keep us updated.
>>
>>74271062

>(3/IDK)

>All cultists get below a 15
>Maid Barbarian then goes to grappel one of the women and a child who is grabing the women
>15 DC to only get the woman, 20 DC to get both of them
>rolls a 22
>They cry out in fear
>Old Farmer Warlock then casts hold person on the man
>success.jpg
>The other two women start to run as fast as their legs can carry them
>Maid Barbarian then tries to tie the woman-child combo up
>Gets a nat 20
> I rule that he gets another action because of the nat 20
>Proceeds to shoot one of the running women in the leg, trying to deal non lethal damage
>Gets max damage on the short crossbow, 10 dmg
>Is using commoner statblock
>Checks hp
>4 hp for the commoner
>She falls, instantly dead
>Other woman hesitates for a second, then continues running
>The woman and child are still crying and screaming
>Old Farmer Warlock ties up man, and then starts to go after the other woman
>Maid Barbarian goes to pick up the "unconscious" woman
>Try to tell him to make a survival check, but keeps interrupting me to tell me that picking up the woman should be a free action
>okthen.jpg
>Old Farmer Warlock runs after the other woman
>Maid Barbarian makes the survival check
>Realises there is a LOT of blood around for an unconscious person
>Sets her down and covers her with some sticks
>Walks back to the captured cultists covered in blood
>Child starts to scream and cry, saying Kanra, Kanra!
>Woman with him, who is also sobbing, hugs him closly
>Maid Barbarian OOC makes the connection that they are "surface raiding like the drow"
>Old Farmer Warlock comes back and lets the woman cultist get away
>The man finally makes his save on the hold person spell, and starts to scream and cry as well
>The party tries to calm them down, and says that they are here to help them
>Woman figures out that they are from across the barrier (the mountians) from the Duchy
>>
>>74271306

>(4/inf)

>Man fails to spit on Old Farmer Warlock, and tells them that he would never submit to unholy monsters as his ruler.
>Maid Barbarian takes this as a personal insult on his Dutchess, and proceeds to tell him that if he makes another comment like that again, she will kill him,
>Man, thinks about this
>"Vania, take care of the child."
>Proceeds to insult the duchy, the vampires, and the PC
>Vania screams out NOOOOO and starts to sob
>The man has very good religious reasons why he wants to die rather than be brough back to the Duchy
>I wrote some lore for them for this which I will post tomorrow
>Basically he things that his soul will go to fuel the vampire
>If he dies here, there is a chance they will leave his body where he could be found and eaten
>His soul would then go into the people that ate him, instead of the unholy vampires
>Maid Barbarian proceeds to pick him up by the neck and drag him away to get decapitated
>Old Farmer Warlock convinces him not to kill the man
>The man is screaming at her to kill him now
>The woman and child are crying as they see their family member get hualed off to die
>Is 11:15 and everyone wants to go to bed now except me
>The session then ends with the PC's having no idea what to do

>Talked with the Maid Barbarian PC after the campaign, he still hasn't realised that the humans are the cultists that they were sent to kill

>This was a fun night

>It's gonna be even more fun tomorrow when the woman who go away brings back three acolytes and a beastman (reskinned lizardman) to kill them.
>>
>>74271487
If anyone is wondering about the vauge pronowns while describing the Maid Barbarian, it's a guy playing a woman PC.

It's one o clock now and my legs hurt from staying up, so I'm gonna go to bed.

Hope you enjoyed this!
>>
>>74271487
Sounds like fun. I especialy liked bit about how cultist belivefs, seems realy fitting. Would like to know how next session goes, but right now have a good rest
>>
>>74271512
That was great, you've got me wanting to run a game in this setting. Now all I need are some people willing to try a setting that's not the Sword Coast.
One day. One day I'll run a game in a fun setting.
>>
>>74270701
>>74271062
>>74271306
>>74271487
I did enjoy it! Good on you anon! Also one of my friends is really interested to read about the setting, so I hope guys keep writing great lore!
>>
This is a bit of a silly question, but what is everyone's favorite country/area aside from whatever you have made. Personally, I really love everything about the Ecinevean League.
>>
>>74271651
Something i made nothing in? I guess Treants are cool, and seem like ideal villain for world obssesed with trade and to extent - materialism but I made their trade map so i dont think that counts
So id say duchy and rest of swamp. It reminds me of pathfinder:kingmaker game, and how it basicaly stateless land ruled by terror, ideal for adventurers that would want to carve out some land for them, also necromancers fighting monsters, canibals, and religious fanatics, marsches have everything that Game Master might want.
Also i like skrug, skrug is based.
>>
>>74271651
Still Skrug, even if they've been neglected the last few threads.
>>
boop
>>
>>74271651
Skrug is just too good for this world
>>
>>74271651
Probably technobarbs for me
>>
>>74271994
>>74273759
Don't get the appeal of skrug aside from saying "Skrug" a lot
>>
>>74273759
>>74271994
Need to do some work on human towns, forts, skrugs lair, dwarf fortress, snow elf villages, random places of interest etc.
>>
>>74274537
Everyone has their own taste. I enjoy the Scandinavian/viking/Slavic fantasy aspect and Skrug doing what he does just so he can be a gamer is a little endearing. Also trudvang art was a good choice.
>>
>>74271651
Probably the techno barbarians, then goldland.
>>
>>74274537
Its definietly part of what makes him so good. But i like how he leads nation that i doubt would survive even one lost war. Its not mater of if he looses, but when. It would be poetical for him to lose to some ploy by goeffrey, or even some of nomads that worship goeffrey.
>>
>>74274640
>poetical
Must curb my autism.....

Seriously though I agree, one overwhelming invasion and that kingdom is done. The mountains provide a solid deterrent to the nomads though. Historically crossing mountains with cavalry doesn't end well. The dragon could kill Shrug no doubt. He's just controlling a frozen backwater so it doesn't seem worth it.
>>
>>74274835
I was thinking at the end, that they have this almost eternal rivality, i imagine they are oldest of their races, and understand each other on fundamental level. If one was to die, even thought they are rivals, it would be tragic for the other. Thats why i added that nomads could do it. They probably heard about their rivality, so they could try to end him, and that would only broke dragons hearth.
Now i think about it, skrugg being killed off, and last dragon reemerging into full power with mad rage, could be end of atleast khanate, and probably even more, something like what deadwing did in warcraft. Almost like a start for new era
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>>74269358
Shadow dolphins and fear roaches.

Both domesticated
>>
> Suprian Alliance
The Suprian Alliance derives it's name from the Suprian River to it's North-West which they see as their natural border.

Originally the Alliance was an Alliance of a few dozen of Vassal Tribes to the Treant Empire. Not even 3 Centuries ago the Suprian Uprising has started where the 18 founding tribes have declared open rebellion against their Treant Overlords. Usually a futile endevour, but thanks to a large about of support from the Merchant Empire the 18 tribes managed to establish their independence.

This war of independence later lead to the 14 Wars of Wood and Steel which lead to the expansion of Treantian Vassal holdings and the loss of many continental holdings in possession of the Merchant Empire.

What started as 18 tribes in a dennse forrest slowly transformed into 11 Citystates and finally into the 4 Great Cities we know today. The 4 Grand Cities of the Suprian Alliance are known as: Hawafunekilluna, Kneleggujillaha, Hjektlonikakkana and Krelekjavvwokna. It is impressive that in spite of 14 wars their lands remain unchanged.

> Hawafunekilluna (Light Blue)
Also sometimes refereed too as the City of Thorns is the most militaristic of all the citystates as it is the only one with an open border to the Treant Empire unaided by a river as a defense. This is likely why they have invested in great fortifications. A great (for local standards) complex of walls dots the border with star-shaped fortresses dotting the inside. The Nation consists of one grand city comprised of a grand fortress of 3 layers and 10 smaller 1-layer fortress towns. Farmers live both inside and outsidet he fortresses, but each fortress is to be self-sustaining when it comes to food which is made possible due to Treantian Druidic magic. Farming done outside the fortresses is done excursively for the same of exporting food. The name city of thorns comes from the Star-Fortresses looking like a bush with thorns.
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>>74275454
> Kneleggujillaha (Yellow)
It is known as the City of Pearls. Having both access to the Suprian River, the ocean and being in the middle of the alliance this citystate is known as a local center of trade. Therefor it's defenses are comprised of mercenaries, which is seen as foolish by the other 3 Citystates, in spite of them greatly profiting from learning of the tactics and equipment of the foreign forces.
Beyond trade what also makes this citystate rich is their farming of Kseklthrien Clam. An odd form of freshwater clam which can grow up to 2 meters and produce pearls as big as 0.5 meter in diameter. The pearls are a bland, stiff and green, thus not very expensive or desired, but are popular as a material to lign insides of manssions with for example.

> Hjektlonikakkana (Dark Blue)
Is also known as the City of Craftsmen. In the 4th War of Wood and Steel the Hjektlonikakkanan Army raided a Treantian Camp of Prisoners of War freeing Tens f Thousands of Captive Dwarves. Thinking them to be humans who have grown short due to malnurishment they took them in as kin only to later find out what a Dwarf is. Thus the Dwarven Klan of Krutz has chosen to settle down in the City to repay an eternal debt of gratitude. The City is now famous from the great weapons it produces which are a mix of Dwarven Craftsmanship and Treant Magic.

> Krelekjavvwokna (Orange)
Also known as the City of Demagogues is known as the political center of the Suprian Alliance. Being the first City founded it is also the one surrounded by most prestige thus is the one negotiating on behalf of the alliance with foreign powers like the Merchant Empire. A more insidious role of the Citystate is espionage. Many of the Wars of Steel and Wood would have ended, much worse for the Alliance if not for secret spies placed among Vassal tribes. The work of the Krelekjavvwoknans has lead many more minor tribes loyal to the Treant Empire to betray them and to join the Suprian alliance instead. 1/2
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>>74275626
2/2 To keep their fierce reputation going it is custom for all 1st born boys aged 7 to be given to the Monasteries where they are trained from birth to be Warrior Philosophers. The Krelekjavvwokna Monasteries carry so much renown in the world for producing some of the best Diplomats and Generals in the world that rulers of other nations have requested the forming of said Monasteries in their land. Currently there are 20 in the Citystate itself, 3 in the Merchant Republic, and 1 in Swe'yus.
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>>74271994
>>74273759
>>74274537
>>74274572
Maybe fleshing out Skrug's Trolldom a bit more.
>Disciples of Skrug
We know that Skrug wrangled most of the troll, goblin, and hobgoblin population in his territory (most of them are possibly his own offspring). What if the ones that show promising above-average intelligence gets taken in by Skrug to become his disciple, just so that in case Geoffrey died somehow he'll still have someone to wargame against? This has the added benefit of having those smarter greenskins becoming capable governors or lieutenants, able to divert some of the burdens of nation-managing away from Skrug's true passion: wargames.
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>>74269358
Could do specific animals.

Like Aeetl Greathan's Giant Lion that got turned into a Pelt by Kara Khan and ate a Celestial High General.
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>>74275454
>>74275626
>>74275670
Made a quick map too. OK, time to put it on 1d4chan
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>>74271651
>Personally, I really love everything about the Ecinevean League.
Very glad to know it
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>>74271651
I'm a big fan of the Storm Islands personally

>>74275670
Nice job! The Treants needed a thorn in their side. And thanks for putting it on the wiki!

>>74276017
Nice! I added it to the wiki for you
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>>74250701
Mendan University

Although being called an "university", it is actually a community of teachers, scholars, alchemists and magicians occupying a whole cluster of islands, each researching and teaching their respective fields of study at their homes, halls or even in the open. Many teachers teach the same fields, so they compete for students, leading to rivalries, espionage and even sabotage. The district also has three libraries which together have about 350,000 manuscripts, codexes, lead and clay tablets, old scrolls and much more. There are laboratories, workshops, dorms, guild halls and schools for over 10,000 students, many which come from other cultures and far lands. Here one can learn rethoric, singing, swordsmanship, poetry, several living and dead languages, magic, literature, ethics, law, zoology, cartography, medicine, painting, writing and reading, astronomy, astrology, alchemy and metaphysics. The university also has a grand hall of curiosities, artifacts and relics from all over the world, and it always seeks to expand its collection. Finally, there is a small zoo with such beasts as parrot wyverns, a new litter of akhluts, shadow dolphins and even a scarcrawler.
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>>74271651
Probs the Orde. I didn't make it but I did a lot of the lore about their past interactions with Horselords and the Celestials.
>>
boopa
>>
I dont want Gauntlegrym to be "just vikings again". Im trying to think up something about them being heavily influenced by the elves, to the point where they seem slightly alien to other humans, and not interested in expansion at all but just holding access to their natural resources (the ocean basically). Im still lost on a really good hook for them on the level of these other nations so obviously whatever is added to 1d4chan first counts
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>>74279554
Damn Grendarrym my bad
>>
How updated is the wiki? I want to pick a new country to fluff but don't want to step on toes.
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>>74279609
The Wiki is up to date or considered to be. Some minor things from this thread might not be added, but that's about it.
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>>74279554
They could have been influenced by the elven perception of time. Dispite having little in the ways of writing, they have a strong oral tradition that retells the history of their people hundreds of years back. They are probibally one of the most knowledgeable human nations regarding the past. Because of this, they have realised that messing with the outside world will only bring trouble.

What do yall think? The idea can be expanded on a bit more I think.

>>74279609
If it's not on the wiki, it's free to be expanded on. If someone didn't put their lore on the wiki then it's their own fault.
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>>74279571
>>74279554
Perhaps they have the Wild Hunt ritual? Grendarrym Clans have this ritual where each clan sends a child about to reach adulthood, and send them to the high wilderness alone in the height of winter. They are to survive and bring back a worthy trophy by the end of winter. Said trophy could be one of the other kids, since the most dangerous prey are humans. Those who return with a suitable trophy are marked with tattoos to symbolize adulthood, and also to bind the ritual's magic power to the child, so they can become a better hunter. These magical effects usually transform a small aspect of their physiology to be more predatory, such as eagle eyes, wolfen canines, or retractable wildcat claws. Others can 'mantle' the power of a totem animal so they can be as silent as an owl or pounce like a sabertiger.
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>>74279721
I've never used the wiki before, is it hard? I don't want to screw everything up while trying to add the Arakneas...
>>
We need volunteers to:
>Write fluff about the continent on the wiki, explaining the basis of the geography and climate
>Write fluff for the ethnicities on the wiki, descriptions, etc
>some articles have a lot of information but it's not broken down into the standardized format, that needs fixing.
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>>74279915
It's easy, just hit edit and type what you want. Everything is pretty easy to figure out. Do note, any text with a space in front of it will appear in it's own box.

>>74279933
Yes. MVP is the person that helps cleans up the mess that we have made.
>>
Tnz Qran Ken (born Xia-Bo) is the so-called "Father of Tnz Nationalism." Born in the slums of Kua'Lang, he was sold to the citiy's Krelekjavvwoknan monastery by his xuxu bean addicted parents.

While there, he quickly rose through the ranks as a student of history and formulated a radical theory of Tnz supremacy, that stated non-Tnz influence from Treants, Celestials and Uruz caused the decay of their once glorious society. He changed his name and used the Monasteries resources to distribute pamphlets advocating for a "Third Horde" and the modern resurgence of the high Tnz language.(Though his attempts to make a Tnz alphabet to replace the "Bastard Letters" of the Uruz script failed.)

Tnz Qran was kicked out the monastery for continuously intruding on literary debates and dialogues with diatribes about "The Great Impregnation" and how the "Third Orde" must rise.

Left penniless he wanderrf the Tnz'qran Lands, and picked up loose bands of followers who became known as Eta'qran. They would find a village, pick up the most impoverished and impressionable then build up a following until eventually being run off . This continued until Tnz Qran Ken died in an unmarked grave.

Followers of his philosophy would eventually gain a foothold in the western lands of the K'elle'Orde and the Khanate, seeing an opportunity, deliberately stoked tensions until Nhi Qran Zhu, a local veteran of the Ooze Wars, was able to ammas enough support to form the breakaway Eta'Orde and declare himself its Han.
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>>74279876
Giant Moluscs were once considered the greatest treasure of this wild hunt, but as population grew and technology advanced, it led to overfishing and the death of the Eastern Mollusc Reef.
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>>74262940
Ok could someone explain to me this map, I can write some more racial fluff but I woudl like this flow broken down a bit. I dont even know the percentages here
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>>74280540
Umm, it's migrations so how goes where and I think percentages mean how much of the final result of race-mixing gave.
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>>74280189
Based, will need to be probably altered in details because the founder of the Eta'Orde was already a minor Horselord who married off his daughter to one of the Great Khan's generals.

Otherwise I really like the story and the fluff fits well too.
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>>74280858
I know, this is backstory for that founding. He named the Orde after the political philosophy. Like Pakistan
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>>74280868
Also to just drive home how up his own ass he was "qran" is the Tnz term for -ian, thus Tnz'qran lands are the Tnz peoples territory and Khuwwl Qran Seni was "Seni the Khuwwlian." SO it would be like naming yourself Whiteman.

Qral Lionson's name in current Tnz is Tan Ten Qral.
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>>74280231
That said, to venture out on the sea on your own in the depths of winter is still to take on a perilous task worthy of adulthood. To bring back a boat filled with the great fish that run during those times? A truly worthy trophy, and a mark of someone who will be wealthy in times to come, with a great longhouse of their own. Or they might bring back the pelt of a giant tusker or an ice bear. Those who choose this path often gain powers from the ritual to make them even finer fishermen, and more able to stand the rigors of the winter.
The womenfolk of Grendarrym have a different path. They are the ones who look after the home farm, the hearth and the kin, and their tattoos (often given after their first blood) make them far better at those tasks. They also take the scales of the great fish and magically weave them into the famed armor suits of Grendarrym. To outsiders, they claim it is the mithril of long lost legend, of course.
>>
I uploaded the cannibal cult theological origin story. I'll get to the magic cannibal parts later today.

Here it is.

The Cannibal Cultists believe that everything used to be one god, named Eiph. There used to be no sun, or stars, or any life except for Eiph. Eiph was the world, and the world was his skin. There was nothing but his skin on the land, which was the rock. Everything that is in the land and the sky now was deep inside Eiph. Epih, after pondering his existence for countless ages, Eiph realised that his purporse in life was to kill himself. To do this, he first cut his skin with his many hands. From those cuts his blue blood came forth, and it flowed and becamse the ocean. While bleedin out, Eiph relaised that he would engulf his skin in blood if he did not do something. So he took his many hands and from his back gourged out a great chunk of his flesh. He pushed his flesh up into the sky, so that his blood would not engulf it. This became the land. The rivers are his blood that leaked out through his flesh, and the mountians are his fingers that elevated the land. After bleeding until all of his blood ran out of his body, he realised that he could not die until his soul was removed from its resting place, the khret. Through the flesh that he tore away from his body, he dug deeper into the center of his self, and all of the flesh from his body that he removed to reach his soul he flung from his being, and it became the moon. After clearing a path, Eiph reached inside to the deepest part of himself, and brought out his soul. In a final effort to die he grabbed his soul with his many hands and flung it from his body. His soul was flung far from his body, and became the sun. At long last Eiph did die.

>(1/2)
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>>74281637

>(2/2)

However, when he flung his soul away, he pireced it with his many hands. Instead of lying dormant in the sky, the sun started to bleed. Fragments of Eiph soul flew away, and some went off into space to create stars. Others touched the earth that Eiph made. The ground, knowing the pieces of soul to belong to itself, tried to readsorb it. But it was not the complete soul of Eiph, and so the land could not fully intergrate it into itself. However the fragment of Eiph's soul did find a home in the dirt. It nestled into the ground, and from it came the first humans. These humans, who had no way to sustain themselves, quickly died, and the fragment of Eiph's soul that they housed borrowed deeper into the earth, and gave life to the first animals and plants. They have only the smallest fragment of Eiph's soul however, and because of that cannot live or think like a human or other mortal. Soon enough however more fragments of his soul nestled into the earth, and from it sprouted not only humans, but the other races as well. Thus, the world as we know it was created.

Any thoughts?
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>>74281655
Qoktengel/Qoktengal
The qoktengal are an ancient race that first domesticated the horse, propagated tarrow-weed and colonized most of the Great Plains, Eastralia and Northedge.

Originally a small culture on the Qok River, that hunted Oozestadons, horse domestication led to many tribes scattered across the ancient world.

When southern Qoktengal discovered Tarrow-Weed in the Sevalut river valley, the tribes quickly propagated its flying seeds. This led to stronger horses, fatter livestock and a huge population increase.

With the numbers swelling the various Qoktengal cultures began to differentiate into various subgroups. The Modern Uruzatarr are the closest to the original group but Qoktengal ancestry is strong in the Tnz Ordes, Qifu and Ruskata as well as their descendant groups.
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>>74262940
The Souxi are the human ethnic group with the largest current population and the ultimate origin of most writing systems.

Beginning in the pastoral valleys of the Celestial subcontinent they would take advantage of the climate to commit massive feats of agriculture . The large population booms caused fierce competition which would lead to several Souxi migrations. These would carry the Celestial religion and pictograms with them, the later becoming the basis of the Uruz Script and Vishga-Imuugan Star Runes.

The Kif tribe migrated into Qoktengal lands where they intermixed with several groups of the Great Plains. They would settle in Eastralia and supplant the native Qoktengal culture of the "Spring Penisula"

A secondary mass migration would split in two at the Kanna knot.

One branch sailed south along the river and colonized the Nanj peninsula.

The larger group would migrate through the Planar Gulf until settling in the Eci Peninsula, where they would take immigrants from ancient Dryad cultures and form The First Pharaonacy.

The tribes remaining in the Celestial Valley would eventually stabilize into several petty kingdoms that would form the seeds of the modern Celestial Empire.
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>>74281637
>>74281655
Wish it had some tie to the fact that they live in a giant volcano crater.
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>>74282363
Its not vulcano crater,its place where meteorite struck
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>>74282425
Sorry, auto-correct.

Yeah, does it have any ties to meteorites.
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>>74282587
>>74282425
>>74282363
That crater they live in? Obviously the deepest gouge of Eiph, the closest mark to Eiph's Khret in this world. No meteorite involved, nosiree bob.
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>>74282363
>>74282587
Yeah I didn't want to make it another eldrich space cult. They view the metorite as a piece of Eiph that was craved out when he was digging for his soul, and was much closer to the Eiph's Khurt than common rocks. It's viewed as a holy site, in the same way any church that has a relic of their god is a holy site. That, along with his "fingers" giving them protection from the dangers of the outside world, has the cultists believe that this is the promised land.

Who knows? Maybe there is a eldrich space cult in the marshes somewhere that believe it is their holy site as well. We could have the Israel-Palistine conflict excpet with deranged cultists, with each group beliving it to be their holy site.

If you guys think of another way to tie it in then I'm all ears, I just don't want a space cult.
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>>74282696
That works too.
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>>74282879
The time the meteorite itself fell is likely ancient history, but the shape of the Crater itself might be a form of inspiration. A ring of mountains around a valley with one smaller central mountain.

So a ring with dot in the middle.

Another interpretation could be them worshiping something the meteor brought. Maybe the crater includes some very rare substance? Maybe said substance has some sort of magical property?

Maybe it's not!radioactive so only the cannibals can live in the crater so they see them selves as chosen ones.
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>>74283018
It was confirmed few threads back it bringed some space metals not naturaly existing on planet. Those metals probably cant be used by cultists because of their crude tech, but could be worshipped by them as skull, or just bones in general of Eiph
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>>74283096
Or, or. There is chemistry a thing called "metallic glasses" maybe the meteor impact created shards of metals which are extremely hard or have interesting magical properties so they can be used in weapons without any alteration.
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>>74274884
>Skrug frenemy dies
>dragon reemerging into full power with mad rage
Thats how dragons end up slain bro
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>>74283195
Yeah, but is it really worth living withouth you frenemy?
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>>74281288
>>74280231
>>74279876
>>74279721
To the Grendarrym, great warriors are forged in battle against the elements themselves, not foreign armies. What are all the riders of the Kahn compared to the power of a glacier?

Women are still the decision makers of the land, as in Ruskatan. They spend their lives learning the long registers of deeds of their ancestors, clans, cities, as well as such things as the migration patterns of seals and whether winters were colder and snowier 900 years ago than they were 800 years ago. The oldest women know the most and carry the most respect and their wisdom is the family's pride.
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>>74274884
The last Dragon heat was enough to permanently shift the geopolitics and economics of three subcontinents
So yeah a full on dragon rage would be major.
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>>74283233
Matrilineal culture in the north stems from the elves.
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>>74283233
If you are searching for a long lost peice of lore even from a far corner of the continent, it may be worth taking an offerring to the north. You would be amazed at what details have been woven into the intricate tapestry of their memory.
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>>74283233
>>74281288
>>74280231
>>74279876
>>74283344
>>74279721 (You)
I like all of this. I'll add it all up, blend it, and put it into the wiki later tonight most likely, but possibly tomorrow as I'm finishing up the one shot at 6:30.
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>>74281655

The rest of the lore. Mostly about how the cultists operate and whatnot. Questions and suggestions are welcome, as I don't know if this makes complete sense or not.

The Cultists believe that the a mortal body is a Khret for Eiph's soul. By living, a person slowly burns out the soul fragment until they die. This process is stalled by eating food, which containts the tinyist bit of Eiph's soul. However, this only forstalls a persons inevitable death. Each body has a fragment of Eiph's soul, and by eating a body, you also consume the soul fragment that they carry.

When alive, the human inprints themself upon the soul fragment, and if they are eaten and the soul is transferred, bits and pieces of the dead mortals survive in the new body. They are no longer alive, but the eater can remember, very faintly, their life. The Cultists believe that the soul rests on in the body of those who ate them, and so it has become pratice to eat family members as a way of rememberance and connection. When a person who has eaten many people die however, only their soul and a little extra gets transferred when the body is eaten. The remaining soul fragments decompose with the body into the earth.

By eating a person you consume their soul fragment, and by doing so extend your own life. The heads of the cult do this to extend their own life far past normal human standards. These cult leaders are usually elders who get to eat the majority of a family member when they die. Due to their age and the knowledge of many lives that they carry, these elders are viewed as wise men and women who help lead the cult.

When one has many souls inside of them, they start to exibit traits of Eiph's power. This develops into magical abilities, from casting to superhuman powers.

If someone dies and is not eaten, the soul decomposes with the body and dissapates into the earth.

>(1/2)
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>>74283646

>(2/30 charather over c'mon 4chan)

Because the process of gaining Eiph's blessed power usally involves killing good and holy mortals of his faith, there has been development keeping the soul whole when consumed. By eating the body whole while it is alive, the two bodies merge into one. The soul however stays intact, and the two people now have the power of someone that has eaten two whole soul fragments. This process is diffucult, as the person must be eaten whole and alive until they are fully broken down and consumed by the eater, which can take several days. Magic to transfrom the bodies help, but if something goes wrong it can prove to be fatal to both the consumer and the consume. This process is called god eating among the cultists. If the god eating goes well, then two whole minds inhabit one body with the power of two full soul fragments. This does also cause mental and physical issues. The most common side effect is that extra limbs develop and the person starts to talk and interact with themselves, but other things can happen as well. This process can be repeated with more bodies, but the side effects of god eating start to become bigger and bigger until you are left with a blob of limbs and heads, with many voices calling out with no rhyme or reason. This is being worked on and fine tuned.

The cultist believe that the undead have no soul. Zombies, ghasts, skeletons, and other such creatues have been simply reanimated using foul demon magic. They are eaten as a food source and to make sure they cannot be raised again. Creatues like vampires are unholy beings, which consume the Eiph's soul fragments through blood because they have no soul themselves. This is seen as a terrible fate to the cultists, who would rather have their soul be shared among their loved one then feasted on by a demonic beast.
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>>74283663

>(3/3)

People who commit terrible crimes are not eaten, and are usally fed to pigs or other lifestock to make the animals soul richer, but not carry the inprint of the person when the animal is killed and eaten.
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>>74283681
Do the canoballs scoff at eating animals as it then makes you part animal?
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>>74283479
Sounds good to me. I'm generating ideas for little oddities here and there in the world, places where the land itself makes for interesting goings on. I don't always know if what I'm saying makes sense or actually works in the setting.
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>>74249162
>Most Euraxians follow the Euraxian Chapel of Gloria-Etalia
Where are the holy cities of Gloria-Etalia? The Jerusalems, the Romes? With a religion as widespread as that (both ends of a continent with a lot of other stuff in between) how do pilgrimages work? Do they exist? (I really think they will; they were too good a way for medieval-level religions to reinforce the faith.)
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>>74283853
Gloria and Etalia were aliens visiting the planet. Maybe it would be their landing sites? Maybe to keep with the theme of 2's (2 chinas, 2 mongholias, 2 deities etc) they landed on 2 occasions on two completely separate parts of the world?

I propose the "Sarkation Empire" to be the Westerasi landing spot of the Faith. It would also explain why a state this small would be considered an Empire. Sarkation has 0 Fluff as well.

The Eastern "capital of the faith" on Ram's Head could be the Punaji Chiefdom. I imagine them being far more sophisticated than a tribe, but it is still ruled by the 'Chief" because maybe Gloria and Etalia in some sort of gesture elevated the Chief's family? Or maybe the faith has a very different character there. It'sd a good spot because it also is a 0-Fluff zone.
>>
we are past boop limit, someone put together the next thread. I'd be happy to do so, but it's way to late for me to think straight so I could screw it up again.
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>>74284188
To the person that sets up the thread, try to get new anons to at least take a loot. The amount of posters have been going down, and new people would be wonderful
>>
new thread:
74284894
>>
>>74284899

>>74284894
>>
Khans of the Uruzatarr Khanate


As Uruz Khan conquered various local tribes and smaller Khans, he imported the Uruz Khanate system to the underholdings. Each major section of the empire is under a Khan who has risen to the title with a mix of skill cunning and loyalty.

>Kana Khan
Born as Jimu-Da, Kana Khan are the younger fraternal twin sisters of the Great Khan. Under Uruz culture, twins are legally seen as a single person and Jimu and Da were chosen by Uruz to take advantage of this. Pre-conquest, Uruzataar and the Kanakar Steppes were invoked in a tangled web of tribal politics and clan conflicts. Uruz eased this tension with massive violence but the remaining system is still rife for sedition. Kana Khan's mastery of intrigue, politics and fierce loyalty to their brother made them the ideal candidates to run the holdings closest to the homeland and well time assassinations and sold off marriages have glued the formerly wild Steppes into a hotbed of diplomatic culture.

>Teme Khan
The Temengal people were the most respected of the Great Khans conquests. They held the ways of the ancient ancestors, hunting Oozestadon on horseback and worshipping ancient Dragon spirits. The mighty Qok RIver served as a natural barrier and Temegal horsemanship was matched nowhere else. They fell only by Treachery. On Dragonfall Day, peak of the ancient Qoktengal FEstival where bloodshed was forbidden, a bribed Temegal chieftain massacred all the priests and chiefs of the Temegal tribes while they were inebriated from the Qoiag ritual. The traitors name was stricken from record in shame and they are no known as Teme Khan. Seen as a savage even amongst the Khanate, Teme is the Great Khans axe-man for when the unspeakable needs to be done.



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