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Reaction pics, funny pics, cursed pics, filename pics, random pics and whatever you have. The point is to make an interesting setting based on them. You can also take a pic that has been previously posted and edit it if its ok with everyone. Just post something and add a bit of fluff to it, and let its magic do the rest!
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>>77198244
1d4chan page:
https://1d4chan.org/wiki/Autia

Last Thread:
>>77123700
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>>77198244
>>77198308

first thread as well
>>77082863
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>>77197508 noted
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>>77195883
The EA tried to repair David the Dangerous but was forced to retreat after they got ambushed by the Belgan Cockatrice Cavalry.

Most of the Belgans understanding of the Ercaenmedian Sky-canon model comes from researching David.
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>>77198244
The Pumkin are an escaped magical experiment from the ancient Eldrian Empire that has built a kingdom of their own and spread moderately across the lands. They're a race of pumpkin-like flora beings that come in many sizes and shapes, but are commonly short and stout. Particularly tall and lean Pumkin are often but not necessarily put in important positions. Their reproductive methods is still a mystery to many races of Autia. Don't be fooled into thinking they're harmless, they're carnivorous and might happily attempt to eat anyone who wander into their territory. For some reason though, they find Elves strangely attractive and are significantly less likely to consider them food. There are a few places where Elves and Pumkin live in the same community in harmony.

They have a patron deity, Via, a minor goddess of plants, vegetables and seeds. When the Pumkin population grew to the extent that it threatened to overpopulate the world, Via made a deal with other deities; she'd control the Pumkin population, but in return they will be welcomed to the afterlife. Because they're guaranteed access to it, Pumkin will gleefully charge into combat, as they have no innate reason to fear the consequences of death.

The Pumkin Kingdom is ruled by the Pumking, a seemingly immortal and mighty Pumkin mage that regrows itself whenever its current body expires. It laments its immortality and consider it a curse, for it wishes to join the afterlife and join its brethren. Many of the Pumking's plots and schemes are made with the intention to find a way to achieve its final expiration and go to the afterlife it covets so much.
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Are there any other landmasses out there or is it just one massive supercontinent
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>>77199271
Currently only this landmasse. I think we should write more lore for it first before adding anything else.
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>>77199674
Agreed, fill up the remaining land, mark a few Locations of Interest and then we can talk about what continents border Autia.
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>>77199271
It is not even a supercontinent, based on the scale it is no more than 50% wider and taller than the continental U.S
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Can anyone tell me the temperature of the different regions like in pic related?
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>>77200915
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>>77197142
The Eras of Peace that came after 13th, 57th, 85th, 113th, 164th, 199th, 213th, 269th and 274th Belgan - Ercaenmedi wars almost had the two nations unite, or at the very least swore to never fight one another.

Yet almost always, something went wrong; A Belgan Trade Ship was hijacked, or Ercaenmedi test fired Skycannons causing a nearby Belgan town to be destroyed by an avalanche. A tragedy would happen upon Belgan, they would investigate and find Ercaenmedi responsible, Ercaenmedi denies it, Belgan wouldn't believe them and declares war on Ercaenmedi. It has been like this for centuries, and neither side is wise enough to notice.

In reality, these tragedies where caused deliberately by the Union. Why? Well no-one really notices, But Ercaenmedi and Belgan are incredibly advanced compared to the rest of world, let alone Autia. Even the Union, which has the best non-magical technology and is plentiful in resources would barley stand a chance against them individually, let alone together. And would likely be the hypothetical Belgaenmedi's first target. It's a miracle they're more interested in Idol Singers and Superweapons.

The Totally-Not-Immortal Union Elite known as Konoranna the Clever was the first to notice this, and during the first Era of Peace decided to secretly intervene with the two nations. The idea was to exploit the aggressive culture of Belgan and use it to keep them and Ercaenmedi busy while destroying each others technology and killing their mages.

It was a partial success, while it kept the Belgans shortsighted on war and the Ercaenmedians paranoid of an invasion. It also made them improve their guns and armies to be even stronger. Ercaenmedi wasn't even well armed before this. Nevertheless it kept them distracted, away from the Union.

For now
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Do something with this.
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The War in the North
>The Ercaenmedian people have long suffered incursions by the Belgan Empire, the cause of their seemingly endless series of wars as they view any border skirmish as sign of something greater, but only once have they seen the true power of their foe and it remains a stark reminder that they must remain vigilant or their nation will be lost to the sands of time.
>A full two centuries before the 299th Belgan-Ercaenmedian War High King Felix Boesch of the Belgan Empire turned his eyes south.
>In the past Ercaenmedian lands were once part of the Empire but these lands slowly drifted away from its control as the Erc and Meddan tribes would move into the area, soon falling under their sway and declaring their independence. Later confederation the Kingdoms of Urrr, Augh and Leibwitz to form a kingdom rivaling the Empire in size if not population.
>In spring soldiers under the banner of the Golden Griffin stream through the mountain passes of the Crooked Smile mountain range into Ercaenmedian territory. Using a combination of superior maneuverability, numbers and firepower the Belgans are quickly able to overcome Ercaenmedian field armies, with State War Mages often times using their air magic to conjure gusts of wind strong enough to take entire Regiments over or above enemy lines. The battles of Shurwood, Erickstown and the Well Beaten pass showing the willingness of Ercaenmedian soldiers to fight to the last man to delay the invaders , with certain songs about the bawdy hero of Shurwood Captain Yut Ro Ihn still being regarded as classics in the Ercaenmedian nation, but still their fight is in vain as by winter Belgan soldiers occupy the capital and force the Supreme Patriarch and his government into exile.
>The Belgans do not just stop at the conquest of Ercaenmedia and soon after it is occupied they March further south into Westphallica as the Ercaenmedian government in exile desperately pleads for a Coalition to be formed to deal with Belga.1/2
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>>77202546
An experimental firearm made for Union Officers.
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>>77202717
Crimsnouts, one of the many critters that came from Eldr. They eat large iron stones in the Rust Dessert, they hide makes for great armor.
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>>77202958
An average day in the Republic of Nantes.
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>>77202557
>The unprompted assault on Westphallica soon leads to the Kingdom of Eritroans and Alkorian Empire to declare war on the Empire of the Griffin, with the Alkorians mostly only caring about taking Belga's overseas colonies. For the next ten years the three empires battle in the lands of the Southern nations, with a line Ercaenmedian Strike Wyvern pilot earning fame in a number of battles involving the destruction of multiple Belgan superweapons. Finally ten years after it had begun Belgan Soldiers are forced to relinquish their overseas colonies and possessions in Ercaenmedia at the Peace of Altor. The Northern War would be extremely devastating for all of the Western nations but would lead to the Alkorian Empire becoming the ascendant regional power in the West, with the Belgan Navy completely destroyed at the battle of Trabalar. The Belgan victories at Crosswind and Afrograd would remain in military textbooks for the next two centuries as prime examples of the use of the combined arms of magic, polearm and sword and the value of having a profess battle mage force. But for the Ercaenmedians it would be a prime example of a new lesson, never trust a Belgan...
>The History of The West, Archibald Razgriz, Volume 10: The Belkan War
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One of the planets in the solar system has a fucknormous amount of rings. Its so big that it's visible in the night sky as a set of golden circles.
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>>77203255
>The Spinwheel a torture device found throughout the City States of Harlbourg. The principle behind the Spinwheel is simple enough, spin a prisoner so fast that they are disoriented and easier to interrogate, but as with much torture gear in the City States the Spinwheel has been adopted by the young as a recreational tool for thrillseekers.
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>>77202706
But what benefit does it offer? Do we have a resident /k/ommando on the project?
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>>77198244
>Meanwhile, in the Majorate of Kornheiseria
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>>77204652
The Colts knew that they had no choice but to conceit the moment The Gourds revealed they know how to perform the seventuple totem strike on the ball.
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>>77204652
>>77204699
>>77198244
>A nation whose entire economy runs on sports and sports reporting
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>>77204753
I like to imagine at least one of these is basically Blood Bowl.
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>>77204797
then again they basically have no so you can make up what you want
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Magic in the South is a bit different from Nantic magic, generally being considered "arcanic thaumaturgy" in the academic classifiation of the Nantic mages (mostly because from their viewpoint this form of magic sort of use the Aether as if it was a god).

The key difference is that southern mages coax out the Aether into creating magical effects directly instead of forcibly manipulating its energy, a major advantage is more inherent power and needing a lot less of intellectual effort making spells unrealistically complex for Nandic magic possible but there are many cons like a much stepper learning curbe for fine control, a high level of unpredictability and a complete lack of metamagic like nandic aether manipulation because the Aerther can't manipulate itself.

Practice of southern magic is conceptual and ritual, generally involving a symbolic sacrifice to make the Aether itself "figure out" something appropriate, getting thr Aether to really do what you want is the hard part and even the most talented southern mages often need to improvise with what they get.

Main southern schools of magic :

Alchemy : The main school in the Wizard Coast, the elaborate alchemical processes are actually just a complex way to ritually define what kinds of effects should a potion be granted by the Aether, the potions can be used for many things like healing, reinforcing materials or even doing some menial work without a workforce.
Possibly the most reliable school but slow and time-intensive.
Also surprisingly useless for magitech, to the disappointment of many Nantic mages.
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>>77205548
Life Magic : Used everywhere but accidentally perfected in Sneed and main school of the Taur Tribes, is it the organic equivalent of Material Alteration (there is some overlap but most of biology is too complex to be used in Nandic magic)
Includes shapeshifting, self-enhancement and body modification (can become hereditary changes if done by great masters), modified plants able to grow biological substitutes of most materials,etc...
More or less potentially able to do anything wholly physical and not overtly supernatural but Life Magic like life itself is fuzzy, unpredictable and hard to constrain.
Most of its greatest and worst feats are accidental, side-effects are a constant and the greatest life masters are merely talented with getting what they want with side-effects that they can live with or find uses for.
Things created or altered by Life Magic tend to mutate over time (often developing a resistance against hostile life magic), even after a long period of apparent stability and are likely to find a way to self-replicate.
Creating living servants is very useful but they have a nasty habit of growing smarter, both resistant to and talented at Life Magic over time, although the effect seems both weaker and more benign if they are not kept in captivity and to a lesser extent just treated well.
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>>77205559
Oath Magic : The main school in the Kingdom of Luver and the basis of their social order.
Can create "magical contracts" manifesting as very strong mental compulsions to fulfill and not break them, very powerful contracts can bind the descendants of the signatories.
There isn't really an upper bound to what this magic can do but is it limited to pure psychological effects, doesn't enhance the willpower of those affected in anyway (someone bound to be a soldier will fight but may still be paralyzed by fear), fall short of true mind control, can't be used on the unwilling (although pressuring someone is possible) and all parties involved must be bound to fair duties and obligations towards each others (you can't bind someone to become your slave, but you can enter a somewhat idealized lord-vassal relationship with them).
Also VERY vulnerable to creative interpretation of the contract and those with the dominant role in the relationship are still as bound as their subjects.
Outside of Luver, this school of magic is generally used for roughly egalitarian short to mid-terms literal oaths and contracts, very rarely life-long superior and subordinate relationships.
Has an unexplained side-effect of weakening the immune system of those actively using it and eventually cause a magic-resistant form of lymphoma with overuse.
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>>77205571
Spirit Magic: A simple form of magic allowing the users to make the Aether create subservient short-lived pseudo-spirits.
They are weak but can do a bit of everything, more experienced users can create more powerful specialized spirits and above all the school is easy to learn and incredibly cheap to practice, making it very popular with savage southern people such as the Taur Tribes and the Theocracy of Alana but also as a "lesser magic" for the poorer folks among the developed southern nations.
Is it not uncommon for both groups to forget that these "spirits" are artificial and to confuse this school with a form of actual spirit summoning.
Spirit Magic being associated with both lack of civilization and poverty means that it has quite a bit of unexplored potential.

Divination & Dream Magic : All southern people (even the Taur Tribes) have some individuals either able to have some insight in the most likely future a the time (very limited outside of a few true oracles and never true prediction of "fate") or to manipulate in some ways the dreams of others.
Both have a lot of variation (some divinators just have a very good intuition, others can enter a trance state where they can see glimpses of the future,ect...some dream magicians can manipulate dreams while awake but a lot need to sleep too) and they never really improve once their talent manifests itself.
Most Nandic scholars think that these two forms of magic interact with the Aether but otherwise are mostly biological quirks.
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>>77205583
Dark Aether Channeling : The rarest main southern school of magic, only practiced by secretive and hated mages.
The only way for southern mages to get something similar to Nantic Aether Manipulation is to channel a strange form of Aether in your own body, the most basic use of Dark Aether is in the form of destructive miasmas but the true power of the school is to corrupt magic, others and even the user himself.
A dark mage can destroy or even subvert other forms of magic, weaken or mutilate enemies and exploit corruption for his own gain.
The school is always corrupting but a good practionner can mostly sacifice others to get power or even corrupt himself in benefitial ways such as ravaging their own body with Dark Aether but increase how much they can store in themselves and slow their aging as a sort of lich.
The major incovenients are that it's very hard for those using it to not corrupt themselves to the point that even the other schools they know are corrupted (that make them more destructive but much less capable overall) and most destroy or mutilate themselves sooner than later.
Generally more potent the closer you are to the Eldr but also harder to control.
The Theocracy of Alana may or may not have dark mages.
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>>77205663
The way I see it (although obviously people here can ignore or change it if they think that's too much) is that the Eldrians had a much lower level of technology than the Nantics but were better at pure magic and unlike their descendants (who seem to have a stronger if much more dangerous form of magic) probably had some way to make the eldrian schools somewhat stable with stuff like runes and pentacles (even if that was still power > finesse > stability compared to the Nantics) but ironically while considered common knowledge these methods were completely lost.
Life Magic + Oath Magic + Spirit Magic were probably their main schools with some other important ones being lost and forgotten, Dark Aether Channeling may have been an attempt to fix one of the biggest weaknesses of Eldrian Magic and/or a way to protect themselves from the Nantic Empire and their countermagic and one of the things that eventually caused their destruction.
I think that Alchemy was a much more recent invention by the Shore Mages to stabilize their magic, possibly a form of Eldrian-Nantic magic syncretism because Alchemg seems to be the most academic southern school.
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>>77206057
*The descendants are strong in magic compared to modern nantics, not eldrians ofc.
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The 7th Division Gutnacht Guard
>The Gutnacht Guard (Belgan:Gooddeath Guard) are an elite Shock-Halberdier Division of the Belgan army. Belgan infantry were the elite shock troops of the Nantic Empire and the Shock-Halberdiers continue this fine tradition in service to their own nation. Shock-Halberdiers are a combination Grenadier-Halberd unit equipped with full plate armor, a brace of pistols, a bag of grenades with a flint, a short Messer style
sword or Warhammer and a cut down infantry halberd known as a Kravat. The Shock-Halberdiers of the Belgan army are a completely professional force dedicated to breaking enemy battle lines and defensive works in devastating shock assaults. The Gutnacht Guard are the most famous Division of shock-halberdiers serving from the mountains of Ercaenmedia to the deserts of Afrozil they are known for their great sense of honor, when fighting foes who they view to be honorable, and a sense of mirth and camaraderie seen only among those extremely familiar with death. And familiar with death they are as the Division has been wiped out to a man several times in it's history, the first being to the Alkorians at the Third Battle of Pasreik during the Northern War and when peace was restored members of the reconstituted Division would be permanently assigned to the Belgan Embassy in the Empire. This penchant for death is reflected in their war banner which features a fearsome skeletal unicorn, as the men of the unit view themselves to be cursed but know that they can use their fearful reputation on the battlefield.
>They will often be equipped with weapons too experimental and dangerous for other units like lightning carbines or spell casters. But most prefer a simple halberd, carbine and clear sky to die under.
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Ercaenmedi

People:

Although considered a Nantic State, the Ercaenmedi are from a different ethnic group than those found in other Nantic nations. They have many similarities with the Napanese, and are believed to be distantly related. Their most distinct visual trait is their hair, which tends to be light blue, blue-ish grey, or blue-ish green, said to be a sign of favor from their father god Okamiokami.

Religion:

The Ercaenmedi mostly worship their "parent" gods, Go-Hana and Okamiokami. Go-Hana is associated with love, beauty, fertility, and lust. She is honored at elaborate soirees and rowdy parties where worshippers dress in their most elaborate, provocative clothing, and dance and cheer to songs sung by prominent vocalists known as "Idol Singers". Mass enchantment magic is sometimes used to whip up the crowd's excitement, as are the narcotics often taken at these events. Okamiokami is associated with strength, self-reliance, seduction, and Ercaenmedian national pride. His followers believe they will be reincarnated as powerful demons in his service, and that those they have killed and/or consumed a part of will be reincarnated as their slaves for all eternity in the afterlife.

Magic:

Ercaenmedi has an unusually high percentage of magic users, many of whom are quite strong. Although they follow roughly the same magic traditions as other Nantic states, they place less emphasis on academics, and more emphasis on honing raw power. They have a far higher percentage of enchanters and necromancers than other Nantic states, though their necromancers prefer incorporeal spirits to rotting zombies.
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>>77207290

Military:

The Ercaenmedian Army is a strange mix of old and new. Although they have access to the latest technologies, they also have a soft spot for the old ways and are always on the lookout for an excuse to fight with katanas, glaives, and short bows rather than flintlock rifles and cannons. Uniforms vary greatly by formation, and even by individual (noble officers love to stand out, as do prominent champions), but tend to have a base of grey or black, with contrasts of white, teal, light blue or red. When armor is used, it is usually decorative rather than practical.

Defense against Belga is top priority for the EA, so much of the military budget is spent on skycannons, static defenses, as well as maintaining aerial mounts like griffons and wyvern. However, Ercaenmedians value individual valor over technical supremacy, and countless times it was the reckless bravery and noble sacrifice of common soldiers that have won battles rather than brilliant tactics or fancy toys.

Ercaenmedians mages are an often overlooked element to the Ercaenmedian Army. Numerous combat mages help even the odds in terms of firepower, healers summon life energy from other dimensions to heal wounds and banish fatigue, and enchanters and necromancers demoralize and confuse the enemy with illusions and summoned ghosts, or create new spies with by mind controlling or possessing enemy soldiers.
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>>77199271
Yes, but nobody can sail passed the great wall... so it doesn't really matter.
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>>77207358
>>77207290
So let me get this straight
>Eracenmedia:
The Macross series
>Belga:
Earth based Zeon
that about sum them up?
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>>77198244
Ander City is a southern city-state where the usual rule of spirit magic being despised by the developed southerners doesn't hold true.
A spirit mage once created a much more powerful spirit than is usual, one able to eat other spirits to grow stronger and extend its short lifespan.
Already more respected than normal, the Guild of Spirit Mages got much power thanks to the budding entity and evolved into the semi-hereditary noble-priests of the God of the City.
The unusual spirit was quickky worshipped as a God by the inhabitants of the city and most of the local economy and magical scene now revolve around producing enough spirits to feed the city god in exchange of its "miracles".
The city is powerful for its size but begin to have trouble feeding their evermore ravenous "God".
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>>77207358
History:

The history of the Ercaenmedian people is hopelessly buried in nationalist propaganda and myth. The only constant is their constant warfare with those who dwell to the north of them. On several occasions, Belkans have conquered the Ercaenmedi, whether as an alliance of petty kingdoms, as part of the Nantic Empire, or as a single unified nation. Sooner or later, the Ercaenmedian will drive them out and the process begins anew.

Economy:

Most of Ercaenmedi is fairly rural, with countless cozy farming hamlets nestled in valley, under large groves, or along the many winding rivers, though market towns and small cities are rarely more than a day away. Ercaenmedi focus most of their magi-tech and conventional industry on their military, leaving country life rather low-tech. Ercaenmedi is far from poor however, food is plentiful, famines are almost unheard of, and gold and jewels are mined in abundance. Even a small village will have many merchants and craftsmen, and even the poorest farm girl will have at least one racy costume in which to attend local concerts. Magic is fairly commonplace, and it is not unusual to see large owls and broom mounted witches delivering mail, or a mage specializing in healing magic fixing a sprained ankle. Ercaenmedi spends much of its surplus food, gold, and jewels on magi-tech, gunpowder, and rifles from Alkor and Gabaet.
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Orkistan is a relatively recent nation founded by a huge orc warband that decided to settle down to the west of the central continent where they were active.
Nowadays they are mostly building their country in more sustainable and peaceful ways, they still enjoy mercenary work but never against their neighbors, Aesanaeria is currently their biggest client.
Those on the coast are also often pirates avoiding their own peninsula but instead targeting the Southerners like the Wizard Coast, Luver, Ander and the Unravelers.
Culturally, they are known for sophisticating orc traditions and arts, mostly notably creating parades and a new style of music based on their ancestral war chants.
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Westphallica:

People:

Westphallica is a multicultural nation where wealth counts more than appearance. Although Nantic humans are the most common, there are large minorities of dwarves, gnomes, drow, Ercaenmedians, duergar, goblins, ogres, mind flayers, and many people of mixed origin. Lightly populated, but almost impossibly wealthy, the sprawling palaces of the wealthiest families often dwarf the nearby resort towns and bohemian cities.

Religion:

The main gods in Westphallica are Gaelhalla (beauty, lust, artists, and magic), Gayin (dwarves, gnomes, miners, smiths, craftsmen, and engineers), Liik (ravens, shadows, the afterlife), Vanille (adventurers, knights, vigilantes (essentially the same thing in Westphallica)), and Okamiokami (greed, ambition, schemes, vengeance, necromancy).

Magic:

For the most part Westphallica follows the standard Nantic magical traditions, but their great wealth allows them to recruit magic users from around the world, and magic is more common in day-to-day life than in other nations, particularly in the entourages of the wealthy. Westphallicans are an open minded sort, and have no problem recruiting necromancers, demon binders, hags, fleshmolders, voodoo witches, dark aether channelers, mind flayers, and other sinister magic users as long as they stay within the limits set by their employers. Many Westphallican nobles are themselves magic users, given them more confidence when dealing with foreign mages.
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>>77208618

History:

A former part of the Nantic Empire, the gold mines of Westphallica funded the Empire for generations, but as the Empire crumbled, many of its most cunning and dangerous nobles and mages flocked to the area rather than fight to maintain power elsewhere. They bought the loyalty of the locals, bribed their rivals in other nations to kill each other, and hired the best mages and soldiers to guard their borders. Since then they have ruled their nation peacefully, with all the main families tacitly agreeing that vigilance and solidarity is key to their continued decadent lifestyle.

Economy:

Westphallica has produced much of the continent's gold and gems for countless centuries, with more veins are always being discovered, and its miners and smiths are well paid for their loyalty. Others work on hobby farms, at hunting lodges, as craftsmen, smiths, architects or engineers in the many craft shops and foundries, or as artists, servants, cooks, or scholars in the mansions and resorts.
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>>77208702
Seems like a good picture for the Temple Ilse
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A strange small island only inhabited by beings nicknamed the "Aetherites", strange shapeshifting beings of pure light and Aether roaming the isle without any apparent goal.
The level of magical energy there is extremely high and any living thing staying too long there explodes, meaning that forms of life exist here besides some aether-resistant moss, plants and fungus.
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I'm just trying to throw any good art that I think is relevant to the writing done on the setting
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>>77208734
ya pretty spot on. does any nation or people ride giant eagles/birds by chance?
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>>77208816
Napan blood feud?
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>>77204218
It is just a revolver with a lot of cylinders, it's just that non-magical guns more advanced than a flintlock rifle are uncommon to find outside of the Union.
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>>77208752
one of the Nantic states, hard to say which

>>77208795
probably San'Barg

>>77208816
>>77208986
Works for Napan

>>77208853
maybe Westphallica, not sure if anyone else has done too much underground stuff yet

>>77208883
probably a Belkan soldier

>>77208972
so far we got griffons, giant owls, wyvern, and other such creatures in the north, so I don't see why not. The east apparently has nothing large that flies though.
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The southern cultures don't have a very unified religious tradition but still generally share three gods :
Primolt, personification of the Aether and father of everything.
Great Mother, personification of the ocean, daughter and wife of Primolt, mother of the first ancestors and the Green Titan.
Green Titan, personification of the land and life.

They are rarely directly worshipped but exist in the creation myths of all southerners in some form.
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Kingdom of Falconhead:

People:

A small nation consisting of a single city state, its surrounding territory, and large stretches of sparsely inhabited mountains, most of its population is Nantic human, but there is a decent number of dwarves as well. Although by no means poor, Falconhead can't afford the glamorous fashions and parties of Westphallica, or even Gabaet, so the middle-upper class of landowners, merchants, lawyers, and skilled tradespeople settle for understated clothing and complex social customs that range from boldly quirky to incredibly subtle.

Religion:

The main gods in Falconhead are Gaelhalla (arts, fashion, social status, hats, courtship), Neir (farming, forests, nature), Gayin (dwarfs, craftsmen, books), Liik (ravens, crows, vigilance, protection, death), Shomdor (manages the punishment of evil souls in the underworld), Ace (minor god of storms), Ayalla (Amazon version of Gaelhalla, worshipped by collaborators with Amazon occupiers)

Magic:

Falconhead follows standard Nantic magical practices, but has few practitioners since anyone with talent goes to Westphallica instead.
>>
>>77209861

Military:

Falconhead has no real military other than the City Watch of Falconburg, and the assorted rural militias. The militias use blunderbusses and crossbows as their main weaponry, though many will carry a pitchfork, wood axe, or hunting bow instead to defend their fellows while they reload. The City Watch uses truncheons for day to day work, but have flintlocks, swords, and pikes for serious work. Anyone with a shred of fighting talent goes to Westphallica unless they are unusually patriotic, so the ruler of Falconhead is often forced to pay tribute to foreign rulers in Westphallica, Sparticia, or Afrozil in return for soldiers when even minor raids by Amazons, undead, or wild fey cause a panic among the population. Adventurous young people sometimes join mercenary groups known as Ti'Eftu to wander the continent in search of fame, fortune, and hats.

History:

When the Nantic Empire fell apart, Falconhead was essentially created from the areas that Westphallica didn't want to bribe or protect. A series of weak royal families have ruled from the city of Falconburg, but are often nothing but puppets for neighboring states. During one particularly long period in which Falconburg was under occupation by a coalition of Sparticia tribes, the mostly rural northern half of the country separated. It went on to become the Republic of Free Men, a haven for anyone with a grudge against Sparticia and/or Afrozil.

Economy:

Much of the country is mountainous, the small population is mostly clustered in the fertile valleys of the northeast, near the city of Falconburg. The city and the nearby countryside is relatively prosperous, but the foothills are poor quality farmland and home to a strange mix of hermits, free spirits, exiled Sparticians, dwarven prospectors, solitary goblins, and strange covens of witches, hags and harpies. The country is fairly self sufficient, and any surplus goods are usually sold to Westphallica for gold and luxury goods.
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>>77208802
Huh, still a good amount of blank space. I've got a small fix incoming.
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The Autian Port Federation is, technically, not a real country. It has no language, no religion, no ethnicity, no culture. Covering nearly all of Autia's massive coastline, the A.P.F. is a judicial and legal organization run by and dedicated to mariners. Any region seemingly blocked off by it still has full access to and control of their coastal territory. The Autian Port Federation operates and maintains inns, taverns, marketplaces, docks and courthouses all across the coasts of this mighty continent, relying on locals to run it all. Their main focus is standardizing laws involving the high seas- which is legally under the total jurisdicition of the A.P.F. No matter where one is on the high seas, a dispute between any number of parties can be settled anywhere along the coast of Autia at a courthouse. If a sailor from Belka and The Union get in a fight off the coast of Halem, or an Eritroan and an Ercaenmedian argue over prices down in Pumkin Kingdom; the Autian Port Federation is there to provide a safe place for everything to get worked out without dragging entire nations into diplomatic and military disputes.
They are, unfortunately, not very well off finanically and are infamously corrupt, taking bribes and handing over mariners to local law enforcement with little hesitation. This is due to the fact they are a nonprofit, dumping literally all of their funds into maintaining their buildings and fleet of rescue vessels, as well as paying their workers. The nation they border ultimately has full control over what happens on their coastline, and the level of influence they exert over the A.P.F differs wildly from nation to nation. Some run everything themselves, only using the A.P.F.'s name; while others take a very laid back approach, letting the coastline act as its own autonomous region.
Despite the local issues of control and legality , a sailor in Autia can generally expect food, shelter and safety no matter where they go.
[Feel free to ignore if bad.]
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>>77210748
I like it but I'm not sure if putting it on the map is a good idea, that looks a bit messy.
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>>77210766
Neon magenta was the only thing that really stood out enough to me. I agree about messiness, was lazy. Feel free to make maps without it for now, since I think filling it in at the end when everything else is filled could make it nicer. Some thin cocentric lines of any color surrounding it all could also work.
Also, although the A.P.F. usually builds things in local styles, they have their own distinctive architectural style, being pic related.
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>>77209861
>Ace (Minor god of storms)
>Ace
>Ace the Belkan's main god
>Ace the Belkan's main god who they believe to be the ultimate warrior and king of all else
>Ace the minor Storm God according to the Kingdom of Falconhead
See this is why Belkan is constantly trying to break through Ercaenmedia, to wipe out these smug Hat-obsessed Heretics!
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>>77210829
The idea is really cool, but I think it would be better if it wasn't one big group but 4 or 5 smaller entities which a currently negotiating an merge.
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>>77211342
How many times have the Belkans actually broken through Ercaenmedia? I know we have the Northern War where they messed around with the rest of their Southern neighbors but it can't be the only time.
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A lot of this Witcher art is pretty good. I don't know if anyone wants to claim it for any specific nation but it's all around a Renaissance tech level.
>>
Bump
>>
Do we have a military breakdown of The Union yet?
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>>77211342
If only the Belkans could build some sort of super magic laser
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>>77215528
nope you can do it if you want and there's lore m=on it on the previous slide
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>>77215528
To really add to the grimderp retardation of the Union, I propose crazy powerful crude muskets that have as big of a chance to explode as to successfully fire.
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>>77215945
>>77215659
>>77215528
I always just imagined the Union was just an HRE clone
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>>77216121
I was thinking like that but the equipment is more Korean or Chinese in equipment
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>>77216121
I find it funnier to see them as a mix of warhammer tier grimderp poverty and religious fanaticism, mixed in with north korean style cults of personality and medieval chinese/korean, particularly in the southern parts of the country
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>>77216197
>>77216398
With this in mind, I'd like to propose the ancient Chinese fire lance as a weapon. Basically a halberd with a directed gunpowder charge strapped to it.
>>
>>77216398
>>77216197
>>77216121
As the original guys who proposed them in the first thread, I pictured them more like a more militaristic Polish-Lithuanian Commonwealth. But fate took them another direction
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>>77217569
Combine the two. Asian technology, European aesthetics.
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>>77217569
I feel like the Ercaenmedians have sort of assumed the role of Poland in the setting. At least the constantly invaded part.
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>An advanced Belkan firearm making use of wind magic to propel it's projectiles
>>
Autia has plenty of nations.
But which nations are the ones most likely to be put in a villain role?
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>>77221971
Alkor, Belkan, the Union.
Union is the most obviously evil but they are too isolationists.
Taur Tribes would fit the evil nomads / "horse-riders" role but people don't seem to care about the area.
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>>77221971
I can see a Belkan Invasion being seen in similar light to a Chaos incursion in Warhammer Fantasy.

That and they do have a history of superweapon construction.
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>>77222009
Not the cannibal necromancers?
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>>77222727
You talking about the Desolate Isle or the Unravellers?
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>>77222767
Ercaenmedi, dude.
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>>77222854
They're too busy being attacked by Belkan to be the aggressors themselves
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>>77198244
I am the person who created a race of Taurs for a qst game, the taurs in that game were a race of centauroids who were what they ate. Aka they ate food for instance a deer and after a while they would metamophize via a cacoon so that they would emerge with this new lower body, this also affected their upper body but to a lesser degree for instance eating enough bear would give them a bulkier upper body. They were a powerful race the result of my trickster god creating a race of powerful assholes (he was the god of secrets and was himself an asshole so he made it so they were naturally assholes who were very prideful
are these taurs similar or dare i say a copy paste of my taurs without even notifying me?
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>>77222854
They seem to be pretty chill outside of that.
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>>77222931
As the dude that made them, no, they are basically the Praxians of Gloranthia but physically half-animal instead of having animal spiritual brothers.
>>
How does Elven magic work? Since they're immortal (biologically that is) they should probably have a different way of using magic compared to human and orc mages.

I was thinking that some sort of system where they use living sacrifices to increase the power of their magic, in complex and seemingly insane rituals learned over centuries of research into the aether.
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>>77224531
does are really a miner group that doesn't have much lore with only the orcs having some states so to completely open for you to make something of it even add an elve state to the map
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>>77198244
Anyone wrote something about the Rust Desert or the Throne of Rust? If not, I would likely take works on it.
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>>77225121
there is a scattering of short posts on all three threads, try CTRL+F "rust" on each thread if you want to capture everything said on the topic so far
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>>77225218
>Smack center of the Rust Desert stands a large, mysterious tower of metal known only as The Throne of Rust. There is no entry point and no way to penetrate it's metal shell. Many Unravelers theorize that it was built as a vault for an ancient civilization that once inhabited the Rust Desert.

Found that in the firsr thread, how about that tower is a prison of an ancient evil, that wants to rule the world and has been imprisoned for a long time by a long lost empire? Like a lich or some dark god that creates servants made of rusted metal or even corpses like a mix between undeads and machines.
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>>77225277
yeah that works
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Aesanaeria:

People:

A large though largely empty nation, Aesanaeria is mostly home to humans of the Sorgos ethnic group (Mediterranean), but orcs and half-orcs are not uncommon.

Religion:

The Aesanaerians traditionally worshipped a mix of Nantic and Southern gods, though worship of the Brass Lord has become increasingly common instead. A powerful demon who the Aesanaerians allied themselves with to break free from the Nantic Empire centuries ago, the Brass Lord taught them the secrets of demon binding, dark aether channeling, and enchantment magic, knowing the such magic would gradually corrupt the Aesanaerian people.

Magic:

The Aesanaerians once used a mix of Nantic and Southern magic, but these days most magic users are followers of the Brass Lord. Such mages spend most of their time creating so called Brass Knights, a strange caste of warriors that wear armor and carry weapons composed of fluted brass tubes. The equipment of a Brass Knight gives it exceptional durability, and the ability to launch "sound attacks" by manipulating the aether to smash their opponents with raw aethetic energy. Unfortunately, such armor also removes most of the free will of the user, and the demonic energy infused into the armor gradually corrupts the form of the user.
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>>77226801

Military:

Aside from the famous Brass Knights, the Aesanaerians prefer light, mobile skirmishers that travel around on large warthogs, and fight with javelins and bows. Clothing is minimal to show of scars and body paint, as well as avoid over exerting themselves in the dry deserts and grasslands, though many warriors wear masks. Followers of the Brass Lord almost always wear brass masks, but others wear more traditional masks of wood or leather. They also frequently make use of orc mercenaries, particularly those of Orkistan.

History:

Like other Sorgos peoples found in the western portion of the continent, the Aesanaerians were dominated by the Nantic Empire, but later broke free. Since then they have become increasingly under the influence of the Brass God, who has convinced them to ally with the Alkor in order to focus their resources on wars with Sneed and the Taur Tribes.

Economy:

Aesanaeria doesn't have much of an economy. A barren region of mountains, desert, and grasslands, most of the inhabitants live in wandering tribes that survive by ranching and foraging. However, there are a few towns and cities dedicated to supporting the larger of the mines, supplying trade routes, or worshipping the Brass Lord.
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A strange bird located in the deep jungle
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>>77203255
RIPPEN
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>>77226996
Hunter by local tribes to make 'feather' headresses.
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>>77215945
The Union has some of the most advanced non-magical guns, so those odds of (self)destruction would be pretty high.

I propose to name it the 'Pocket Banisher'.
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>>77216655
You mean this beauty? Looks excellent for burning mages.
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>>77202318
>>77222897
Which is why the Union is so hell bent on keeping the two nations at war with one another. If there's one type of magic the Union spectacularly hates it's necromancy.
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>>77226208
>>77225277
There's also a haunted casket, as shown by
>>77084228
>>77084350
and
>>77099831
>>
>>77227922
Imagine being the adventurers thinking that the casket is heavily guarded because it contains riches, not because it holds the apocalypse at bay.
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>>77229167
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> Morgov, The Defiler

The Desert of Rust was once home of the city of Rais, which was in charge of a council of mages. Under these mages was Morgov, a very egocentric man yet respected by his intelligence and knowledge of the art of magic, seeking the best for Rais and it's people while at the same time trying to gain full control of the city for himself. It was this wizard, who caused a civil wear between him and his followers against those who still were loyal to Rais. Secretly study the art of necromancy for years, the fight against Morgov turned out to be difficult as he grew stronger and so the remaining wizards who fought him where only able to trap Morgov inside a tower, where he should stay for eternity, known as the Throne of Rust. The end of this brutal civil war however led to the cities downfall until only the tower was left. But with the wizards gone the spell around the tower start to weakened and soon, Morgov, kown in history as the Defiler, the Curse of Rais, will rise as a lichlord to finish his quest for power.
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In the Kingdom of Yr, a dead man has started walking. Being one the few men to have survived getting cyberformed by the Iron Beasts, Jacob Thameswell fights against tanks, demons and traitors to liberate the citizens of Yr.
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>>77231966
Before the rebellion, Jacob worked along with his wife, Patricia in the Hammer It Hot steel mill. Here Jacob suffered a workplace accident where a boiler explosion launched a lever against the back of his skull. Miraculously, Jacob survived the injury with only "minor" brain damage, but had to have the rear end of his skull replaced with a metal prosthetic.

During the Iron Beast Rebellion, Jacob, Patricia and many others where dragged kicking and screaming into the nearby hospital, where a heavily modified Autodoc would keep adding more and more cybernetic augmentations onto them until they were turned into a mechanical abomination which the Iron beasts call a "Meat-Based Combat Drone".
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>The Belkan Airfleet
To compete with their Alkorian neighbors who have a large and mighty navy the Belkan Air Force has invested heavily into armored Zeppelin battleships. At their core the Battleships are held aloft by wind storms captured by the State Mages and boast steam powered propellers as well as Steam Cannons for offensive weaponry. They had some success during the 298th Belkan-Ercaenmedian where a squadron of these vessels managed to bomb and cripple several Ercaenmedian watchtowers at the cost of two of their own number. They boast considerable hangers and roosts for Eagles and Griffins should they ever be attacked by enemy fliers.
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>>77232446
These MBCD's are husks of their former human selves, thanks to an implant in the back of their brain known as a 'Thought Jammer'.

Jacob's role as an MBCD was meant to be used as a 'Heavy Duty Dumb Labor Unit' where he would spent the rest of his life hauling heavy objects from one spot to another.

But destiny had other plans for Jacob, You see, when the Autodoc finishes installing a Thought Jammer, it can't properly stitch the skull back together and has to resort to a metal prosthetic.

The same prosthetic as Jacob's.

So when his skull was introduced to the Autodoc it simply assumed he already had a Thought Jammer installed and shipped him of to the Hammer It Hot warehouse with his sapience still intact.

Not to long after, he escaped his metal oppressors.
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>>77232922
How?
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>>77235073
Well, since the warehouse was meant to only contain MBCD's, nobody bothered to lock the door.
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Can someone please add Brazilistan to the map somewhere?
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>>77237045
Make some lore first.
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>>77230614
The Cult of Morgov (members often referred as Morgoviths), is a cult of mad driven necromancers or dark priests, dedicated to the lich Morgov who's they also refer as the dark god or the father of necromancy, even tough it is unknown if Morgov was the first ever lich or necromancer at all, yet he was known of being one of the most powerful, so that he was unable to destroy and had to be imprisoned to keep him at bay. The cult was found by a man called Marcus Revalt, a young wizard student who failed to absolved his goal in becoming a powerful wizard because of many other student being way more better then him. Devastatedand full of grief, he was an easy target to manipulate and he was even the first one who heard the call of the lich. The voice led him to the Desert of Rust, to the tower where he was ordered to built a cult in Morgov's name and spread his name and influence. Marcus started in small towns where he soon gained followers. Bigger nations however got notice of the cults activities in the regions and started to hunt down several hideouts and location they controled, leading Marcus to be captured and sentenced to death. The death of Marcus however wasn't the end of the cult, survivors and new members are hiding in the Desert of Rust, prepearing the day that there dark master will emerge from the Throne of Rust and lead the army of dead against the nations of Autia.
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>>77237045
>>77237059
>Brazilistan
Brazilistan is a nation of brown skinned dwarves directly bordering Sneed. Brazilistan is a poor nation, while most dwarves would establish strongholds and fortresses in the mountains and sell their services as miners to the human kingdoms, the dwarves of Brazilistan make their livings in the magic tainted wastelands and forests of the South. Dwarves for the most part resemble shorter versions of humans except hardier and more resistant to the elements, the Brazilistanians live in conditions that would make a regular Man turn blue which is the secret of their success. The Dwarves of Brazilistan make their livings slaying magical beasts and harvesting alchemical components from some of the deadliest sources on the planet, and subsequently selling them to the Human nations for astronomically high prices. Due to this trade the Brazilistanians have remained fairly neutral with their army mainly used to fill rebels full of spears and police the population with the Dwarf nobles or "Senators " as they call themselves collecting and redistributing the nation's wealth leading to great inequality in the nation and constant riots. The King or "President " as he likes the title to be known is supposed to be elected by the populace but more often than not these elections are controlled by the nobility though their have been a few good Presidents. The Brazilistanians knowing the magical wealth of the nation safeguard themselves from invasion by having numerous plans to completely destroy the natural environment and leave it barren of any value, as a simple deterrent of course.
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>>77237446
Nice, how big is it?
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>>77237497
If nobody wants it I'll take that whole white area in the South. Brazil must grow stronger.
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>>77216655
>Being a military nation at heart, not to mention one that shuns the use of the arcane, the generals and nobility of the Union have invested much time into developing tactics and equipment to counter magically-inclined enemies. The soldiers of the Union are famous for their use of heavy armor and firearms, with perhaps their most famous technological endeavor being the firelance, a particularly potent combination of a polearm and a rifle that allows for effective combat at close to medium ranges. Even more feared are the experimental firearms given to the Union's elite anti-mage units. While extraordinarily powerful, even the smallest mishap in the firing mechanism can cause such a weapon to violently detonate, incinerating its user. It is common practice for the obliteration of these unfortunate souls to be reported as magical in nature, adding yet more fuel to the Union's technology-focused dogma.
Sound good? What do you all envision in terms of armor for these lads?
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>>77237879
They need at least a thirty of these per Regiment.
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>>77237931
>To make up for their lack of ranged magic, the Union has also invested heavily into artillery. The most heavily employed of these is the Hwacha, touted by Union officials as a "two-man archer regiment." The Hwacha uses gunpowder charges to propel arrows a great distance, after which a pyrrhic point it bursts in the air, raining fire down on those caught below. Due to the spectacular visuals of such a weapon, many Union footmen believe it to be near-divine proof of the superiority of technology over magic, and it is a common affair to hear calls for "scorching rain" on a Union battlefield.
You can change Hwacha to whatever you like.
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>>77238069
And remove "a pyrrhic point", I was playing around with alliteration.
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>>77237750
Maybe half? We have already quite a few blobs.
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>>77238128
That should work anon.
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>>77237879
Probably varies, so far they have been drawing inspiration from both western and eastern cultures, so I figure the northerners will look like European medieval footmen, while the southerners will look like Chinese/Korean medieval footmen. Officers, knights, and other elites should look more unique, with Inquisitor inspired gear for northerners (red robes, wigs, pointy hats/helmets, gothic armor, etc.) and somewhat sinister eastern inspired gear for the south (silk red robes, scale mail, glaives, masks, etc.)

The different styles will get mixed together in the middle parts of the country
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Gone start my Lore Dump for the horde of swabonze now. I am not a native english speaker and I will correct the errors ones its finished before I upload it to the wiki.
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>>77238395
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>>77238418
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>>77238439
That all for now. Will try to finish it this weekend.
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Bump
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>>77207857
Thanks for adding my idea anon (Walls of Paradise)
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>>77237446
>Brazilistan
kek At least I wasn't the only one to add Brazil to this shit (Afrozil)
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>>77198244
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Can we please have the Belkan (or Belgan) War be this insane part of the setting? Having just played through Ace Combat Zero and remembering how amazing that game was I feel like we should really do the Belkans justice. The joust scene at the end of the game is kino already but I think we can go crazier here.
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>>77238382
What do you think of medieval russian armor? Or is this too old for the Union?
What time period do you all imagine them in dress-wise? Medieval? Napoleonic?
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>>77241991
>Someone hasn't read through the Belkan stuff
Anon, we made them a Milittary Meritocratic Dictatorship with crazilly advanced tech due to their constant border skirmishes with either Ercaenmedia or Alkor, we've also stated that they've had almost 300 wars with Ercaenmedia alone, and as an add on

>To make sure that they can keep their armies full, Belkan actively encourages immigration and has the lowest standards of immigration policies of any active nation, their sole criteria for being allowed to live in Belkan is to merely serve as part of it's army for five years, it is due to this that the native Belkan: Language, Fashion, Population, and general Culture have all been described as the most demented militarised melting pot of any one nation
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>>77242404
I thought the Belkans were fairly homogenized as a Nantic civilization worshipping only the one god Ace?

But anyways looks like the Belkans were mentioned as having some kind of Northern War with all of the different Western civilizations. Just wish there was more lore on it.
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>>77242061
I think medieval works better for the Inquisition theme but others may disagree
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>>77237446
Done.
Also added a southern nation that I will write about soon.
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>>77243274
Do we really need the port federation on the map? It mostly just makes it look weird and they are not even really a nation, nor is there going to be port communities along every inch of coast line
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>>77242404
>Implying that anyone would want to go to Belka
>Implying the Belkans would ever let foreigners touch its holy soil
>>
Kingdom of Yr:

People:

The inhabitants of Yr were originally made up almost entirely of Nantic humans, but in recent times, its rulers have started recruiting or enslaving anyone or anything able to aid it in its never ending campaign against Nantes. Demons and demon forged machines are becoming increasingly common, as are goblin, orc, ogre, wolf-kin, and mutant mercenaries from the Northern Wastes. Necromancy, flesh molding, and magi-tech lobotomization are also used to create cannon fodder and slave labor from corpses and disloyal subjects.

Religion:

Religion in Yr was once more in line with other Nantic countries, but these days, most people worship a cabal of demon lords who are said to be the true forms of the various Nantic gods. According to this new mythology, the Nantic pantheon was watered down during the decadent, complacent peak of the Nantic Empire, and the Nantic people lost sight of the traits that allowed them to conquer such a vast empire to begin with. The demon lords of Yr are Althazar (magic, fire, storms, raw demonic essence, strength, trickery), Gogotha of the Whips (beauty, seduction, betrayal, ambition, succubi), Wyrna (dark fey creatures, monsters, stealth, hunters), Iron Gyyn (mother of constructs, demonbinding, bondage, heavy industry), Shaleheart (water, ice, salt, darkness, caves, torture, punishment), Lykian (eternal servitude, necromancy, the undead, death), Grumm (bezerkers, madness, cannibalism, redemption through violence), and Wanilla (oppression of the weak, nobility, manipulation, leadership).
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>>77243439

Magic:

The Kingdom of Yr once followed typical Nantic magic practices, but came to rely increasingly on demon binding and necromancy as the war with Nantes dragged on. Unfortunately, this meant that demon worshippers and their summoned allies were able to corrupt the Yrian nobility from within. These days, almost all magic users use demonic magic, though thanks to the wide range of demons they worship, they have a wide range of magic available to them, including energy creation, enchantment, dark fey spells, flesh molding, demon binding, dark aether channeling, and necromancy.

Military:

Never heavily populated to begin with, the population of Yr has dwindled thanks to constant warfare, and now relies heavily on dark magic. Although normal infantry retain their trademark dark uniforms, they are often augmented by demonic essence infused magi-tech components, or mutations induced by flesh molding. Large numbers of "Iron Beasts" (demons bound to a mechanical structure) follow them where ever they go, as do summoned demons, shambling waves of undead, powerful magic users, and brutal mercenaries from the Northern Wastes.

History:

Once part of the Nantic Empire, Yr split away following the overthrow of the royal family by a peasant revolt in central Nantes. The nobles who fled to Yr swore to one day re-establish the Nantic Empire, starting with the destruction of Republic of Nantes. Unfortunately, Yr is a hilly region not suitable for heavy agriculture and never had a large population. Instead it relied heavily on mining and industry to give it the edge, but when that wasn't enough, it increasingly relied upon demon binding to animate its mechanical contraptions, which in turn led to most of the noble families being subverted by demons.
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>>77243461

Economy:

A hellish realm, unskilled labor, particularly in mining and manufacturing, use undead, lobotomized workers, demons, and flesh molder creations in order to free up the remaining population for semi-skilled and skilled jobs, as well as military service. Farms and lumber mills still exist, but it is the mines and foundries that are seen as critical to the war effort, and is where the magic users and their creations and dark allies focus their efforts.
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>>77243334
Fill in the space on the coast then or suffer your pirates, smugglers and ne'er do wells at every port on the continent. Can provide more lore if desired and make them less pussy of a faction.
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>>77243625
I am pretty sure the thin white line along all the coasts was a deliberate artistic choice by the first mapanon that other mapanons continued to use, rather than an indication that all national boundaries stop just short of the coast line.

The port federation is fine the way they are. Anymore powerful and it raises questions of why nations like Belkan, Alkor, and the Union would tolerate them.
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>>77243274
The self-proclaimed "Second Empire" is a nation extremely proud of its Eldrian heritage and seeking to recreate the fallen empire.
The Empire was once a confederation of several (mostly) human southern kingdoms that fully merged together because a pan-nationalistic eldrian movement became dominant in the region (after the purge of the most stubborn "nationalist reactionnaries").

They are very friendly with all and any nation of eldrian heritage and strangely enough consider the sapient descendants of Eldrian experiments like the Taurs and the inhabitants of the Pumkin Kingdom as being fully Eldrian (causing some diplomatic awkwardness because of the skirmishes between Sneed and the Taur Tribes but both appreciate the zealous help that the Empire give to them against Aesanaeria).
Their closest allies are the Theocracy of Alana and the Unravelers, the Empire enjoys their drive for ancient eldrian knowledge and is always to help them.
All non-Eldrians living in the land belonging to the Eldrian Empire (unless they are limited in numbers and accept the authority of Eldrians) are their enemies but they especially hate Aesanaeria and Brazilistan, the former for expanding in the South and the latter for holding so much southern land.
Caricatures of foreigners as "Sorgos mongrel half-dwarf mulattoes" are very common and by law having sex with a Taur is legal but sex between an Eldrian and even human non-Eldrians is considered bestiality.

All schools of southern magic, including dark aether channeling (regulated by the state and mostly limited to the military and government research) are common, well-developed and supported by the state to stay competitive with Nantic magic although the more "experimental" wizards are often sent to the Unravelers.
They loathe magitech and trade heavily with An for the non-magical weaponry of the Union to supplement their purely magical warfare with more acceptable pure technology.
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>>77243865
They are ruled by an Emperor elected for life from the hereditary provincial governors who themselves descend from the royal families of the Kingdoms that made up the Empire.

Ironically, their semi-official religion is an henotheist cult of a syncretic form of the primordial southern goddess Mother Ocean and the Nantic Fertility Goddess : Eldrians are the only legitimate children of Eldria while non-Eldrians are merely lesser bastards only deserving to be tolerated as second-class minorities or in the barbarian lands outside of the Empire.
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>>77203744
The planet itself is tiny tho
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Empire of Alkor:

People:

The inhabitants of Alkor are mostly Nantic human, but immigration from its colonies is not uncommon, as a result, many of the cities are fairly multicultural.

Religion:

Like most Nantic nations, the Alkorians worship a variant of the Nantic pantheon. Shomdar is the god of the seas, wisdom, and knowledge, and is seen as key to Alkor's military power. It is said he is represented by an immortal prophet who wields much power behind the scenes. Gayin is the goddess of industry and commerce, and is nearly important as Shomdar. Alcar is the god of magic and Nantic racial supremacy. Once one of the senior gods, he is being increasingly sidelined as Alkor becomes more multicultural. Of lesser importance; Gelune is the goddess of fertility and courtship, Weir is the god of agriculture, Grumm represents the darker, but sometimes necessary side of war, Liik collects the dead, and Vanille is a minor goddess associated with Noblesse Oblige and bringing civilization to barbaric lands. Aside from the main gods, the Alkor have a number of national heroes who have been raised to demi-god status. The foremost among these individuals is the Queen Mum, a centuries old individual whose descendants form the current royal family. It is a mystery how she remains alive, but is seen as a living symbol of the strength and perseverance of the Empire of Alkor.

Magic:

The Alkorians follow typical Nantic magic using practices, but place heavy emphasis on material alteration magic. These "aetheric-engineers" work tirelessly to churn out an endless supply of magical equipment for use by the Empire of Alkor. Unofficially, the Alkor sometimes use enchanting, necromancy, and other forms of magic seen by the general population as unethical, but have generally avoided demon binding ever since what happened in Yr.
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>>77244214

Military:

The Alkor possess a massive professional army and navy that allows them to maintain a colonial empire that spans the continent and beyond, while still fighting frequent wars with powerful neighboring states like Belkan, Harlbourg, and Nantes. Although some argue they rely upon quantity over quality, their forces are very well equipped considering the sheer number of troops they field, and they possess a wide range of specialized units. Their main strengths however are their massive navy, incredible industrial base, and strong grasp of realpolitik. The Alkorians rarely overstretch themselves when they can manipulate rivals into fighting one another, and even when they do suffer losses, they can replace equipment far quicker than most nations.

History:

Like the rest of the Nantic states, Alkor was once part of the wider Nantic Empire, but they separated once it had become clear that the Nantic Empire was in decline. Much like Yr and Belkan, they harbor dreams of rebuilding the Nantic Empire (with themselves in charge), and from there conquering the entire world. Their greatest success was during the Northern War, where they allied with a number of other nations to crush the newly formed Belkan Empire and seize control of most of its overseas colonies. Unfortunately, the strain of the War inspired rebellions in the eastern part of their country, leading to the formation of the Harlbourg Free Cities. On other fronts they have conquered territory once held by Nantes and the Shahdom. Recent alliances with their frequent rivals Aesanaeria, Ercaenmedi, and Belkan has allowed them to refocus their efforts on reintegrating Harlbourg into their Empire, though Belkan is in fact supporting both sides.
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>>77244221

Economy:
A fertile and prosperous land, Alkor is unusual in that it uses magi-tech for relatively mundane purposes like farming, mining, and forestry, thus allowing more of the population to work in the forges and navy. Although even the common folk enjoy fairly prosperous lives, some feel their lives would be even better without the high taxes needed to pay for the constant wars, and the high rents charged by the deeply entrenched noble classes. Some of these nobles still possess the heavily inbred traits associated with the Nantic Empire, but others have managed to sort out their gene pool by marrying industrialists, bankers, decorated officers, and other individuals possessing wealth, power, and desirable genetic traits.
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What do Southerners/Eldrians look like?
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>>77241319
Is there any additional lore you would want to add to the region?
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>>77243274
Hagarta is a small informal country of witches and warlocks living in the wastes between Gabaet and Sparticia.
They live in isolated covens (varying in size from a master and one apprentice to an hamlet) and avoid interacting much with each other to better stay hidden from the neighboring nations.
Almost all of them are able of magic because they kidnap children with magical talent and abandon, kill or sell to slavery their magicless biological children.
They know almost all forms of Nantic magic and practice many dark ones.
Their only export is talented magic users leaving to work for Westphallica, they tend to eventually come back to found their own coven.
Their religion is mostly similar to the ones in Gabaet and Falconhead, with the addition of the god Deadicorn and a more magical variant of Grumm.
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>>77243416
Okay, okay, valid points, but, then how do they keep such a large amount of soldiers available for the multiple wars they seem to be having nearly yearly?
>Highly sophisticated healing magic?
>Practically unnoticeable Necromancy they got from trading with the Desolate Isle?
>Perhaps some kind of magitech teleporter that throws the almost-dead soldier a full year into the future so they can do it all over again?
>Cloning labs?
>Breeding farms?
>Drone Warfare with magitech Golems like a mass production version of the Yates super-weapon?
I'm curious on the people's thoughts
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>>77244765
Crucify me or just remake the map if you want, but I wanna expand on the ex-colonies and other land masses, anyway, on with the shitshow

The Belkor republic, as it's name may hint at, is the former Belkan colony that was taken by Alkor during the fifteenth Belkan-Alkor war, a host colony for most of it's life, it has only become it's own entity over the past one-hundred-and-twenty-nine years ago on the fifth of Aceed (January-and the start of Febuary of the Nantic Calendar) 171 ANC (After the Nantic Collapse).
Has heavy influences of both nations that once ruled it, leaving it to be the currently closest nation to resemble what the Nantic empire once was.
The Belkor Republic itself has yet to have fought in any wars, seeing as it's still building itself up as a national power, however it has become home to many mercenary groups as it's newfound nationhood seems to come with a degree of diplomatic immunity, and it's incredibly well preserved trade routes have left it a rather rich place to live.
It is one of the few nations to both be known to Belkan that hasn't been attacked by it at any point, possibly due to it's descent from Belkan?
The Belkor Republic is also a well known vacation spot, and is frequently visited by various nobles and rich merchants.
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>>77245799
I formally propose to name the lower-right continent Flickfowl.
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>>77245841
It is named many things by many people
The Belkan's called it "Ace's Right Hand" and believe it to be their holy land
The Union called it "Lemortia" their fabled land where one could speak to the spirits of the lost without aid of magic
Alkorian's called the northernmost stretch of land "New sharnom" after their capital city
The Second Empire believes it to be "Shao-bonham" the remains of the Edrian's first colony
Brazilistan called it "Nungunda" a land where one could find sacred metals that would grant one the powers to meet the stars
The Shahdom called the Western Half "The Kingdom of Cun (Pronounced Key-Un)" and it was their first colony

The natives of the land call it "Fickfowl", and it's a hot fucking mess that'll try to kill you before setting you up with it's sister over a cup of Findeligh High Tea
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>>77245799
Since the new continent is a land down under, what it really needs are a tribe of Kangoroo humanoids. Meet the Kangoos.
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>>77244065
It's an ice planet barely the size of mercury, and has four moons orbiting it. Astronomers have no clue how it keeps it's rings.
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Union elite units proposal.
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>>77245261
Simple, most of the wars with the Ercaenmedians aren't full scale wars with most of them consisting of one or two battles as each side tries to test each others strength. With only a few wars like the Northern War, the Great 100th War, the 215th War actually marking a full scale Belkan invasion, with most of them consisting of a band of nations coming to Ercaenmedias aid to liberate it from the Belkans but stopping short of invading Belka proper due to the threat of superweapons.

And at the current time in the setting you can say things have been especially quiet at the Belkan-Ercaenmedian border as the Belkans have been secretly plotting for the past twenty years to launch a full scale invasion of the West and once more unite the Nantic Empire! Or something like that where they've been preparing for one final push against Ercaenmedia.

That and the Belkans also use conscription to fill out the majority of their land armies so they could have a bigger population than some other Nantic states.
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>>77244441
Like this
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>>77243820
I would say some people would not allow a port federation. The Ogre Clans wouldn't even have the infrastructure to accommodate them and would certainly be hostile. Temple isle would only allow their presence full time if they converted to their religion. The Pumkin likely wouldn't have any need or desire for such a federation either.

The idea is pretty great honestly, it just needs to be adjusted and maybe even reigned in a little.
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>>77221971
Temple Isle could be pretty antagonistic. They raid neighbors and force conversions of people unfortunate enough to end up stuck on the island. Human sacrifices and other religious zealotry. Hoarded treasures, magical artifacts, and captured higher tech stashed away in the ziggurats only accessible to the magic priest class.
Plenty of room for Temple of Doom style adventures. Fanatical burning of tribal villages, enslavement, and all that jazz.

They aren't *stricly* evil. Their periodic week long festivals are incredibly welcoming to everyone that wants to attend and the entire island opens for celebration. Just be sure to leave on time, don't overstay your welcome.
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>>77244649
Not sure how to write in this in a interesting manner, but:
> The Titans want a peaceful life there, but if anyone tries to disturb that peace, the Titans will make sure to get revenge by trampling every ground they see.
Think of a bunch of 50m tall Titans stepping on everyone

(pic related is a SPOILER to the series Shingeki no Kyojin)
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>>77245799
Nothing much to this update, just stating that Ercaenmedi also has territory on that continent, to prevent Belkan from having formerly had the ability to wage a war on two fronts. Maybe they were originally from that isle, but migrated or something.
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>>77249895
Do we think the Belkans have any overseas colonies or puppet states left?

For a second thought I think we should have an island filled completely with horses and horsepeople that view humanity as the epitome of evil like how horses are viewed in Autia. Like a much smaller mirror of the main Autian continent.
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>>77249895
The main focus of the Second Empire (mostly because of their inability to expand in the mainland) is to colonize Shao-bonham, rightful Eldrian clay.
Their attitude towards the natives depend on whether or not the historians sent by the government think that they descend from the Eldrians or were created by them, in this case they are considered citizens and accorded some regional autonomy but "invaders" are conquered and used as much needed servile workforce serving the Eldrian colonists.
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Tell me about Nantes. Are they actually competent?
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>>77252068
The Duckers are a confederation of duckmen living in coastal towns and swamp villages.
Choleric, mercurial and yet cowardly they are despised by the natives because of their bad personality but they have a culture strangely similar to the one of the ancient Eldrians and claim to be the cursed descendants of a glorious fallen empire, earning them an alliance with the Second Empire.

They worship some Gods like those in the Eldrian Empire with the addition of many local spirits (especially in the swamps) and only practiced Spirit Magic but since then the colonists of the Second Empire teached them all of the southern schools besides Dark Aether Channeling.
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>>77253011
They once had an empire, it fell to incestuous nobles and a shitton of infighting, pretty much the basis of where the Northern and Western nations come from.

The current Nantes is a Republic that is slowly being eaten by it's neighbors due to corrupt leaders and a general apathy among the populace, their is no such thing as 'Nantic Pride' anymore, only a bunch of citizens who sincerely wish they were born somewhere else
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I'm thinking a nation of avians with human characteristics living in high mountains with even higher mortality rates due to being forces out of their homeland initially. I know it sounds generic, think anyone could help expand on it a bit?
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>>77249895
>Every island and continent south of Belgan and Ercaenmedi has a colony of both nations on it.
>Sooner or later the Union will have Belgans and Ercaenmedians as its neighbors.
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>>77253365
Gabaet is very mountainous has some weird shit going on with ravens, so maybe have the nation border them?
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>>77252068
Shahdom lore

before the Shahdom collapse, they had multiple members of the sister outside of the main continent Autia, primarily on the content of Lapus (north-east continent) with the realms of Karelia and Vespins who occupied the island. then there is the realm of Mordiven right above the island and were once part of the sister system but were much higher up. there are many sogo merchants colonize across the world other than the Union, with most of them being in Lapus and so the shahdom has a very large interest in the region. they even have a military presence in Lapus, mostly in these three realms. these have lead do to conflict with the Authian Port federation over trading rights and the Federation's attempt to expand to Lapus leading to the third Gravlind - Alprobe war which led to the federation signing a treaty to stopping them from expanding to Lapus.
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>>77253498
Sounds good to me, I'm thinking of having their culture be heavily based of Nepalese and similar influences. Just looked up the google translate for sky-lords and it's Akasa-prabhuharu so I think I'll go with that for now
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>>77253024
On the upper-right continent lies the hazardous Imperium of Dright. Dright is a heavily industrialized country populated by a large variety of races forced to adapt to the dangerously toxic air prevalent in Dright. The ruling race of Dright are the Dreeght, a strange species of magically-gifted, raptor-like and cruel humanoids that cannot survive with pure air and upholds a strict and draconian caste system within their realm, its population boosted by a large number of slaves they've gathered through raids, trades and other means. The Dreeght are not seen outside their empire without means to protect them from the clean air that are poisonous to them. Needless to say, nobody likes dealing with Dright.
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>>77253756
While no one may like dealing with them, what nations do the Dreeght trade with? After all there are surely some nations willing to sell goods such as slaves and other resources
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There's a portion of the Antartica-like region where wild magic reigns. As such, there is an empire of penguins.
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>>77253845
I figure the Shahdom and the Union would be open to trade. The Dreeght has a strong mining economy going, so maybe the minerals and gemstones might be of interest to these two.
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>>77254062
If the Shahdom and The Union decide to go to Dright for their mining purposes then it's safe to say that the Kingdom of Yr absolutely despises them, due to the whole "Stealing my jobs" things
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>>77254062
Depends on how magical Dright is.
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>>77254149
>"Nobody is stealing your job, Yrrian. As a matter of fact, just come over to Dright and we will hook you up with a lifetime mining job right away!"
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>>77253756
Also, what would be the name for the continent that Dright resides on? The main continent is named Autia, the southern continent is named Flickfowl, so what would their continent be named.
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>>77254233
Considering the fact that most Yrrians are either demons, sociopaths or sapient tanks, that Dreeght must have some serious balls to tell them that face-to-face.
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Beneath the Upper Empire lie the vast Thandara mountains, known to outsiders are the Peaks of the Heavens. Within these mountains lie strange multi-tiered pagodas of many colors and an even stranger people residing inside them. The race of birdmen known as the Akasa-prabuharu in their home tongue call these buildings home however as their elders say they once ruled the entire continent, however a series of devastating losses in battle between the Upper Empire and the races of the South led to them being forced to flee into the mountains where they reside to this day. Many a bird perishes in the conditions found in these peaks as they were never meant to reside in this climate and it is clear the race is a dying one. However they simply wait, content to survive as long as possible seeking trade with nearby settlers.
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>>77254185
Hm, yeah, that could present a problem to potential trade between Dright and Union. Maybe if the Union are worried about the Shahdom getting an advantage, since they're pretty close to each other in terms of distance.
Afrozil is also a potential trade partner, but they might be too distant geographically for that to be viable.
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>>77254233
>Yr proceeds to send Daemon possessed mecha to take their hard earned jobs back from the Dright
>Their is now a war on the North-Eastern continent between Dright and Yr
>Yr has managed to get Alkor and Harlbourg to stop fighting each-other for five seconds to stop the snake-people
>Belkan is also in on it because of some kind of 'Nantic Unity' which is their latest made up reason to kill people
>Realising the Belkan isn't warring against them for once Ercaenmedia makes the Ercaenmedian colony on the North Western landmass, due to how quickly they've been setting it up they have yet to name it, nor has it developed much of a personality, they have been pleasantly surprised at the Belkor Republic's decision to not immediately attack them
>The Dright naturally have the Union and Shahdom on their side, and have created special breathing gear that would allow their allies to survive in the harsh climate
>The Second Empire is using this distraction to expand their colony in Flickfowl but are having trouble with the unreasonably violent wildlife
And now the stage is set for possibly the first real World War this setting will have seen, and just like with our one, it was caused by stupidly rich Snake-People
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>>77253980
>>77253514

Map updated with realms but no Peak of Heavens
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>>77254495
https://i.pinimg.com/originals/4a/d9/bd/4ad9bdc78da63f5800d515e5be110e95.jpg
One of the Akasa-prahubaru (The translation is sky-lords so I'll just call them that)
https://cg3.cgsociety.org/uploads/images/medium/dlestudio-mountain-temple-1-6a103e2f-uouc.jpg
And one of their refuges in the mountains
This is the first time I tried to help in one of these and god I am shitty at it
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>>77254661
fuck forgot map
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>>77254661
Anon, they're here
>>77254495
Just underneath the Second Empire's Flickfowl Colony, can't miss 'em
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>>77254677
You're doing fine anon, besides, we all start somewhere
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>>77254677
Already has more lore and world building than the Majorate of Kornheiseria.
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>>77254743
Thanks, oh and I just realized the continent being named Flickfowl is perfect for the race I made
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>>77254810
Do we litteraly know anything about that one besides the name?
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>>77254831
>>77204753
It's a nation whose entire economy runs on sports and sports reporting.
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>>77254831
Well, we know it's in Eldrian Territory, we know it shares it's borders with the magic ruins of the Eldrian Empire, we also know that is has the biggest sports-based economy and government, mainly based around Basketball but could potentially dip into other sports, it's also potentially full of magically mutated Eldrians who escaped the cataclysm
That's all we got so far though
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>>77254813
>>77254831
>>77254320
Also speaking of names and continents, I propose to name the northern continent 'Rinholsol", as it kinda looks like a rhino.
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>>77254866
So just "Blood Bowl: The country"
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>>77254953
Seems like it, just without the part where the Blood Bowl has completely replaced wars.
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Following the birds, I'm thinking about making a civilization of vaguely Ottoman statues/golems that rebelled and slew their mage overlords and rebuilt the lands they now possesed to better suit themselves. These golems are mostly the reason the sky-lords hid in the mountains. Also could someone make a map that includes Dright, Peak of Heavens and Pengu empire all in the same image? Seems like there isn't a map with all of them in a single picture so far.
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>>77254723
The map got update while I was working on my map so feel free to put the maps together
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>>77255380
New map
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>>77255449
the western half of Lapus is primarily inhabited by elves call Ugric, who unlike usually are solitary or live in small family groups. there are some cities but is mostly small communities. the land is boggy and marshy with the land suffering from harsh winters.
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Centralized in the west of Flickfowl, lie dry plains with certain arable parts caused from the many rivers flowing from the Thandara mountains. These seemingly standard lands have a bloody history of revolt however as living races no longer rule here. Far in the past a group of mages had settled in this area and through several experiments, discovered the method to create autonomous constructs powered by a magical core. The first of these golems were made from clay leading to these lands being named the terracotta plains. In their pride following this great accomplishment and extreme arrogance they deigned it fit to grant these creatures a mind equal to that of a mans. This would be the mages greatest mistake as once they deployed a legion of iron automatons to push the sky-lords who once lived in the area away and bronze constructs to be servitors. As the golems returned to their homelands a plan was hatched among many of them and by stirring their comrades into a hateful frenzy their greatswords and lances were pointed towards their mage overlords who were all slaughtered. Following this time the newly freed golems have been feverishly studying the techniques once used to create them as they can no longer replicate themselves however when they battle they never tire and will stop at nothing to defend their homeland.
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>>77255987
Is Lapus the north western island with Belkor and the Ercaenmedian colony on it?
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>>77256064
no, the one with the Vespins and Dright
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Far to the north, in a land of long nights and longer winters, sits the lands of the Orgrillon Domain.

This rough, windswept land is the home of a rough society. The Orgrillon are something akin to Ogres. In fact, they are the distant relatives of the primitive and brutish clans far to the south, being the uncorrupted and still proud originators of that crude race. Larger and more intelligent, they built a society of strict law which often incorporates heavy corporal punishment. Long lived and prideful, the remaining Orgrillon are small in number, only being a fraction of their former splendor. The size of lands they occupy may be deceiving, but it is largely barren and flat, with mountains making up the northern third of their territory.

They have no magic, and any youth born with signs of it are left in the empty tundra to die.

They despise humanity, seeing them as upstarts and usurpers. Indeed they maintain that they once held vast lands of all forms and ruled over peoples and creatures of all varieties. If this is true, it was so long ago that it was never recorded by the race of men. Perhaps their diminutive cousins in the south, the ogres, are some remnant of this ancient expanse.
Fortunately for nearly all other beings, they no longer have the numbers to threaten the wider world and have long fallen behind the empires of man in the advancement of weaponry and technology.

They are long lived and short tempered. Even in their diminished state, theybshould not be under estimated and a foray into their lands is fraught with danger.
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>>77256064
That would be it yes
For Future Reference, here's a list of the continents and their names:
>Rinolsol:
-The North-Eastern continent
>Flickfowl
-The South-Eastern Continent
>Autia
-The Middle Western Continent
>Lapus
-The North-Western Continent
>The Dead Man's Hand
-The land-mass that comes out of the Northern Ice caps

Do what you will with this knowledge
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>>77256048
Forgot to put some images and weapons of this land in my first post so here

https://previews.123rf.com/images/czgur/czgur1502/czgur150200006/36954471-statues-of-an-ottoman-pasha-and-janissary-istanbul-turkey.jpg
Two bronze golems
https://i.pinimg.com/originals/25/00/70/250070d904787f237911d41625b5623a.jpg
A golem warrior
https://www.historyanswers.co.uk/wp-content/uploads/2015/04/247794406.jpg
A Dardanelles gun, one of the greatest weapons produced from the nation
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>>77256131
You're also forgetting
>Krraurah (Pronounced Kur-Ah-Ur-Ah)
Which is what the Pengu Empire call their Southern lands
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>>77255987
damn it, I meant east
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>>77256109
The Orgrillon, while capable of much brutality and being very martial and physical are far more advanced than the ogre clans. They build massive stone structures and fortifications, the likes of which many in the world could never hope to replicate.

They do not like to sail, and are distrustful of the seas. They subsist off of great herds of shaggy haired beasts. Their diet is nearly entirely carnivorous.
There are few trees in their lands, forests are thin and sparse, but they have an abundance of mineral resources.

They worship no gods, considering the practice to have contributed to the fall from greatness.
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>>77256048
Is Flickfowl becoming fantasy Australia?
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>>77254701
>>77254943
Not too long ago, the Union conquered the small but resource rich nation of Malsolia and enslaved it's citizens to work in the mine shafts. While profit was at an all time high, so was piracy. Union ships would commonly be raided and the strength of the larger pirate fleets would quickly start to rival the Union Navy.

Things truly got out of hand however when the miners discovered a powerful magical ore that gave them great powers and started a rebellion against the union. The combined chaos of both problems forced the Union to retreat quickly, leaving behind many ships, weapons and even one of their smaller zeppelins.

But they'll be back, and the people of Malsolia are preparing for their return.
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>>77256319
It looks like a giant middle finger that was populated by Fantasy French and Fantasy Spaniards, it's also where Belkan's Jerusalem is and it has a bunch of ex-Eldrian species inhabiting it, also, it was at one point part of the Empire of Alkor, probably split off with them when they split off from the Nantic Empire, so it has fanatsy Britich there too.
So what I'm saying is we're close, we just need it to be revealed that a bunch of Nantics at one point tried to turn it into a Prison Island after a weaker nation tried to colonise it before realising they had nowhere near the people needed to turn it into a real colony

In other words, who among the Autian Nations are the Fantasy Dutch?
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>>77256353
Photograph of a Malsolian rebel that has been augmented by the natural magic ores.

Picture taken by the Alkor Global Press newspaper company.
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>>77256413
Who are the fantasy french, spaniards and british?
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>>77256413
Closest would be the Bridge Tribes, but their more Asian/Oceanic inspired. Maybe the underwater ruins?
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>>77256417
The magical ore, called Malorite when it was discovered by the Union, can cause rapid mutation in those who either inhale or consume it's powdered form, the mutations take the form of crystaline structures that jut out of random points on the consumer's body, The first time the Malorite's mutagenic effects were discovered was when Malsolian miners started growing these crystaline growths after inhaling the discarded Malorite dust during their duties mining it, while none of those miners live today, they did accidentally make the first "Malorite Ascension Ritual" wherein the "Initiate Consumer" would take a small stone and chip away at a ritually prepared stone of Malorite until they would pass out from the beginning effects of Malorite Inhalation
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>>77256196
Military:
When the golems of the Terracotta Plains march, it is to defend their homeland. These armies consist of golems with skin of iron and massive weapons such as greatswords, poleaxes and glaives. Following these regiments of unflinching warriors come several more exotic and rarer constructs, created as shows of power among the ancient mages who ruled them. Steel birds, lions, even a great iron dragon was constructed to serve as a defense for their capital before the revolt. As for magic, while golems have cores of magic there is no way for them to tap into this power as magic is very much their lifeblood and not a means to fight with.
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>>77256131
>>77256353
here a zoom-in map of Rinolsol
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>>77256485
The Fantasy French were the original Nantic Empire, who at the time were allied with the Eldrians until the Eldrian collapse in 122 HNE (Height of the Nantic Empire)
The Fantasy Spanish were the Eldrians themselves
The Fantasy British would be The Empire of Alkor which would split from the Nantic Empire over a disagreement over how to deal with the fallout from the Eldrians' destruction, Alkor wanting to take over the previously Eldrian Lands, and the Nantics' wanting to help save as many Eldrians as they could before recreating their Kingdoms as puppet states of the Nantic Empire
>>77256488
Hmm, maybe the Ercaenmedian nation, as they realised that any loss of Ercaenmedian peoples would leave them open to any one of the Belkan's expansion wars against them?
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>>77256131
>>77256353
>>77256598
and her's a zoom-in map of Flickfowl
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>>77256627
fuck forgot again
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>>77256598
That's Lapus, Rinolsol is the rhino-shaped continent. Use >>77256131 if you get confused which is which.
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Made two regions so far, Copper Plains (wait shit I just remembered I wanted to call them the Terracotta Plains) and Peaks of the Heavens. What cultures are missing on the map? I'll try and do one of them.
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>>77256696
no, it's correct I'm just terrible with my rights and left and I am responsible for the mistake the post made
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>>77256722
Well, we could do with a Fantasy India, Greece, Rome, Russia/Lithuania, I think we have a good chunk of South America (Namely all of Brazil) but not all of it, also could do with a Fantasy Sweeden/Norway as Belkan is kind of Fantasy Denmark/Germany, we could also add some random non-human cultures, maybe some more Ogre-types, we have a ton of Beast-men, hell, the Taur tribes are basically a national furry convention, we have Elves on Lapus, we also have a form of Ex-Colonial North Africa in the Malsolians

Really just add whatever at this point
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>>77256737
incorrect*
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File: Mesoamerican Fantasy.png (1.1 MB, 811x530)
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I'm gonna go for an Aztec/Mayan/Incan based area next. If that's been done can someone tell me as I don't want to reuse an idea. Also if it hasn't been used a couple of ideas on how to make it more interesting would be greatly appreciated.
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>>77256806
Thanks, I thought fantasy Greece was already taken so I'll go for that following fantasy Mesoamerica. Probably not gonna do fantasy India thought as I just did fantasy Nepal/Tibet. Also I'm genuinely surprised no one has done a fantasy Russia yet.
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>>77256826
well we do have North American native but there underdeveloped, but there is space on Autia but Flickflow or Rinolsol would bet better to put it
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>>77256826
The Gib'noods are aesthetically based on Aztec Eagle warriors. No mention of pyramids or anything yet for them though
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>>77256875
I'll be doing that, but I made two fantasy regions today so I'm feeling kind of uncreative at the moment so I'm looking if anyone has any ideas on how to make fantasy Mesoamerica interesting. Also all of the places I am making are definitely just gonna be background names as the main stories are definitely going to be in Autia lul.
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>>77256806
I added an ogre relative to the far north. Less primitive, more structured.
>>77256109
>>77256235
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>>77256920
Those are the guys I was referencing due to the part in their backstory when they said they have an empire that "Spanned all the known lands"
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>>77256945
>Pictured here the Fickfowl Sand-Slider, making the smartest decision of his life by going onto land
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>>77254562
>Belkans getting to use the AirFleet on someone who isn't the Ercaenmedians
>They get to ally with the Alkorians and lull them into a false sense of security
>But mainly they get to test out their toys

Ace yes!
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>>77256875
>>77256898
>>77256917
For reference
Rig'noods
>>77103166 (retconned to be shahdom allies, not union)
Gib'dunes
>>77125811
San'barg
>>77139171

I don't think they have been expanded on much more than what is here.
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Pictured: a child from the jungles of southern Flickfowl, raised as a second imperial.
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>>77256962
Ah ok, my mistake. The Ogre Clans on the original continent were written about first, so I thought that was what you were referring to. Any more ogre types are of course welcome.
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>>77256826
So, we have some sparsely detailed north american natives, an island off shoot of them that dress like birds in the manner of Aztec Eagle warriors, and a swamp dwelling relative.

None of these have been written about in great detail, and none have been given much in the way of mesoamerican beyond the eagle warrior aesthetic.

As of note, we have a religious temple building human sacrificing society at Temple Isle. However they are summerian/babylonian/bronze age-ish, with ziggurats and all the depictions of their warriors have been like the sea peoples. >>77139595 >>77208702
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Yeah you know what, I think I'm running out of unique ideas today so I'll just lurk here. Also, changed my minds I'm not doing Mesoamerica, I'll do fantasy Greece when I feel like it.
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>>77257296
Ok thanks for the assistance, feels like most points I was going to try and utilize have already been used so I guess I'm moving on to fantasy Greece then. Even now I can't think of anything unique to put in that region minus just Greek mythology walking around in real life
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>>77256319
>Is Flickfowl becoming fantasy Australia?
Pretty much. We just need to find a spot for >>77246177 's Kangoos tribe.
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Only now many lesser and uncivilized races have made claims of power and superiority, however the mighty Soukos republic has always remained among the premier trading nations and in the eyes of Soukans, the peak of culture and beauty. The tales of this land are heavily romanticized, however there are kernels of truth in all the prose and hyperbole used. Once these lands were home to aetheric spirits that wished to create a land in their own image. Seeing the many tribes of the area they revealed themselves and said that they would protect the mortals, so long as they worshipped the spirits as gods. An agreement was struck and the majority of tribes agreed, with dissenters being slain as the new pantheon created many natural defenses to seperate the newly named Soukos from the rest of Rinolsol. Quickly a unique and intricate culture of city states evolved and each mustered a fleet to begin trading. It was in this aspect that Soukos shined brightest as the aetheric connection to the lands made by the spirits led to a great many unique flora being made. Rare fruits and herbs could create many a concoction, and some of them served as potent stimulants allowing the Soukans to produce works of fine art at a pace far greater than even the other world powers of the time. However the independence of the city-states also led to a great deal of bickering and petty squabbles between each other. Recently this has changed as the waning power of the land, in both military might and trade due to relentless war has been put to better use by the glorious Dimitar the Benevolent, originating as a prince from the northern region of Macedinios. Dimitar quickly became a leader of great renown and it was with this prowess he soon launched an attack on the weakened city states, unifying them under one banner, one purpose. This purpose was for Soukos to regain her glory and control the trade of the world once again, with it's drugs and rare materials coming into demand now more than ever.
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>>77257684
(Sorry fantasy Greece isn't the most creative, I essentially made it a massive trade power in the world because of magic drugs)
Military:
A Soukan force is one of great class and prowess, much like the rest of their glorious nation. In fact their constant boasting and singing irks possible allies. However this pride is made up for by the rigorous training and concoction a warrior receives to become a master of his chosen craft on the battlefield. Alongside this the siege engines and whimsical creatures brought along to battle are all great assets to even the playing field between the great firepower modern nations possess. Said siege engines are often brought to shrines of the Soukan pantheon to be blessed with unique properties and it is so that if an artillery piece survives long enough it can get a name of it's own with it's awesome power.
(Essentially I'm making a high elf sort of army but with drugged up and pretentious Greeks)
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Well that’s my third region done, hopefully I’ll be able to contribute to the greater narrative a bit more with these guys as they are a major trade power. Sorry if it was a bit uncreative, I got on mobile now so I won’t be making any more nations today but I’ll just be lurking then.
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>>77257684
>>77257760
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>>77257977
well you still build on a continent that is full like Rinolsol, primarily by just adding lore and you can add as much as you want to it without needing to adding stuff to the map
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>>77258132
This is the perfect image to describe the place, just add several marble statues of assorted gods on the tops of the buildings and that’d be my exact interpretation of the place
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Oh and when will someone get to updating the 1d4chan page? Also would anyone like to make a discord for the setting? Just wondering if anyone wants to do either of those as I’d like to join a discord about this
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>>77244441
>>77248836
Given that two of their main descendants are Sneed and Kornheiseria, they probably look like slightly inbred looking white dudes from flyover states.
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>>77258387
How much forces do you think Alkor can muster for its army?
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>>77256353
Shahdom lore

because of the shahdom Heavey's involvement in Lapse, they supported the rebellion in secret to maintain their control over the western have of the island. they are currently providing aid to the Malsolia in the form of needed supplies and "volunteers" through their merchant colonies. they don't want the union returning to Lapus and expanding into their allied states, but can not openly support the rebellion in the Shahdoms current state.
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Soukos lore expanded:

Among the primary exports of the Soukan republic, the chief among them is clearly aetherroot. A thin pale root which can be ground into powder and consumed for a boost to ones comprehension of the world, mental processes and ability to comprehend aetheric occurrences this ability is highly in demand within circles of magi leading to a vast market around the product. Along with this are a variety of medicinal supplements, tonics and fine art produced by the artisans of the city-states. Many a noble seeks to purchase a quality piece in an auction house to place in their own home and serve as a sign that they are a patron of fine art
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What are the current plot points going on in the setting minus simply establishing new regions? I’m wondering this so I can try to understand the amount of troops fielded by the armies of important nations.
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>>77257760
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>>77258979
Yes indeed, a bunch of angry buff Spartan warriors, javelins in hand
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>>77258956
the setting is high fantasy early modern. The area with lore is the new states that emerged from the falling of the nantic empire, Alkor Belken, and Erceanmedi becoming the strongest western states in Autia, with Belkan and Ercanedi having many small scale wars. In the east, the Shahdom and its allies lose a war with the Iron Crown and its allies lead to the collapse of its trade system and some of its allies breaking off, and now the shahdoms are in a cold war with the Union over Lapus. the Union wants to destroy the Iron Crown but that usually manifests in the way of raids on forts. The Second Empire is the self-proclaimed successor state to the Eldren empire but since everyone around them other than the Alana is hostile to them they began to colonize the northern cost of Flickflow but are dealing with heavy resistance. there's a lot more lore I just thought do were some of the Important points.
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>>77258956
Okay, so, a short list that probably won't cover everything
>Yr and Dright have entered into a massive war over the trade rights with the Union and Shahdom, which has expanded into a near-world-war
>The Second Empire of Eldr is trying to break into the old Eldrian Main State of Eldr and god knows that's a horrible idea
>The Nantic Republic is doing it's best to kill itself because being one of it's citizens is like saying your nationality is "Depression"
>Belkan is fighting every last war it can
>There's been some issues between the Second Empire and Brazilistan due to Brazilistan being a bunch of usurpers of Eldrian Clay
>Aesanaeria is suffering a market crash which is leaving it vulnerabe
>Luckily Aesanaeria should be fine so long as it get's it shit together before the Free City-States of Harlbourg and the Empire of Alkor come back in force

Cont.
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>>77259244
>Ercaenmedi is currently trying to form it's own colony on Rinolsol, it's kind of working but it's very underpowered and heaven forbid that Belkan finds out about it
>There's been some random happenings coming from the Rust Desert, no one knows what they are exactly outside of a few shell-shocked Seers, something about an ancient Eldrian King who's just come back from the dead
>The Nations of Afrozil, Sparticia and the Republic of Free men are having a standoff over who's gonna steal the Kingdom of Falconhead
>Hoogivs is just being comfy
>Persquaria is trying to create the perfect (Square) Nation
>The Union is trying to hide it's power level by creating a couple of puppet states like An and So-sun (The Union Puppet)
>There's been some weird happenings going on in High Magitek, something about an ancient signal?
>The Northern Wastes has been spitting out unimaginable horrors that have been screwing with the local wildlife
>The Unravelers are psychotic Biomages who have been screwing with the laws of magic with no sense of morals
>The Bridge tribes, Rig'Nood, and Gib'Dunes are currently having a war over who controls the bridges
>The Pumkin Kingdom is having a succession crisis with all five Pumkin heirs being half-breeds due to the Second Empire marrying into them to form an official alliance
>The Taur Tribes are dealing with the strange happenings The Forgotten Place has been throwing at them
>Napan's pretty chill, just studying the art of the Blade and all that, y'know?
>The Monastic tribe that lives within the "Iron Crown" mountains are just happy that the Union isn't gonna kill them anymore (To their knowledge)

Cont.
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>>77259265
>The Shahdom is funding the Rig'Nood, Gib'Dunes, and Bridge Tribe war, while offering aid to the Four Sister Confederacy
>All the ex-colonies are just trying to fix themselves before they inevitably get attacked by the mainland nations
>The Golem kingdom of the Copper Plains are trying to figure out a way to create more of it's race, unfortunately none of them can use magic, let alone the magic that created them

And those are all the ones off the Top of my head, if anyone wants to add or make new ones, feel free
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>>77258467
Probably a lot, we know that they maintain several major wars at the same time. We haven't really been dealing with concrete numbers so far in this setting, and it may be for the best.
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>>77259265
These are all valid plot points, currently to add plot points to my other two factions, Soukos is aiming to monopolize all forms of sea trade and start expanding its borders under the leadership of Dimitar the Benevolent (fantasy Alexander the Great) by attacking Ercaenmedi and the sky-lords are attempting to negotiate an alliance with their souther golem neighbors and muster a large enough force to take back the western coast of Flickfowl
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>>77259401
Sorry, I meant to type eastern coast
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>>77259244
>>77259265
>>77259279
Mostly accurate and/or plausible.

Nantes is fighting wars on all four fronts, but they aren't doing that great, so I guess the suicide remark is more or less true

Yrians are basically fascist demons whose economy is 100% dedicated to conquering Nantes, so I don't really see them getting in a trade war unless the trade war is cover for something darker and more esoteric.

The wars between Belkan and Ercaenmedi deserve special mention, and it is highly unlikely that Belkan is somehow unaware that Ercaenmedi has a colony the size of a large country right next to their favorite vacation spot.

Aesanaeria are demon worshipping tribal nomads for the most part, so a market crash seems a bit unlikely, though I guess we can make up some sort of key export for them. Also they are currently allied with Alkor though I suppose Alkor could backstab them if they sense weakness.
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>>77258820
Shahdom lore

Flickflow to many states is considered a hole site but to the Shahdom it just some land. The only thing the shahdom care about on the continent is to maintain the trade valuable resources like usual. there is some settlement control by Sogo settler near the Duckers but all of these are not supported in any form by the Shahdom. they are mostly settled by outcasts and people who want a new life, but these places require a lot of effort to even survive a year.
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>>77259233
Let's try to remember that the Iron Crown is not a nation in it's own right but a geographic feature built by the Union. It has some monks that live within the mountain peaks. This was established in the first thread pretty early on. Idk if the anon that wrote this is still about or not but I would say we should try and see if they are here to provide their take on a lore adjustment. I don't inherently mind it myself but it did have an impact on some of the lore written about the people/nations around it. I believe it was a mountainous physical version of the real world "iron curtain"

>>77085602
>>The Iron Crown is two walls of Magic Iron with Mountains covered in iron between them. Made by the leaders of the Union, to prevent real countries who can use magic properly from breaking their strange hold over their people. Of course the story from the Union, is that the people built it without magic and iron can stop magic.

>>77096829
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>>77259991
we went over this in the second thread and it states and is primarily populated by monks. there was a war and it's more the Allie that made it go out of hand.
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>>77259279
> the Ogre Clans have been stirring, the more organized clans appear to be trying to (poorly) unify to attack their neighbors.

> Temple Isle has seen an uptick in their excursions and raids. They wouldn't normally attack a foreign land but once every few decades, usually targeting weaker tribal peoples, but they appear to be behaving a tad bit more brazenly. The few traveling traders and warriors from the land speak of signs in the stars the interest of the Mage-Priests, with Ataam the Everblessed making far more public appearances. Priests have begun joining the warriors on raids in greater numbers. They seem to be seeking certain people and artifacts.

> the Phinmin >>77105674 are washing up dead on shores in alarming numbers and their behavior is not aligning with the cycles of the moon as predictably as normal.

> Great and massive beasts from the far north have been appearing out of the frozen mountains at the top of world. Huge creatures, true behemoths, appearing and moving south and rampaging in the Orgrillon lands. They tend to only appear in small numbers, not usually more than two at a time.
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>>77260096
Ok just making sure we aren't leaving earlier writings behind
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>>77258956
Belkans are preparing for all out war against the Erceanmedi and Alkorians. A war that will make all other wars in the region look like skirmishes by comparison. Probably going to ally with Harbourg and use their magic nukes to wipe out their rivals.

Or die trying.
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>>77259244
>>77259265
>>77259279
>>77260196
well, one war disabled the world also several others war took part around it because of the opportunity it presented. also, Napan is in the middle of a crisis because of the war and is dealing with political instability.
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>>77260396
301th is the charm
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Republic of Nantes:

People:

The inhabitants of Nantes are almost all Nantic humans except for border areas where more diverse factions are slowly taking over.

Religion:

Like most Nantic states, the Nantians are worshippers of a variant of the Nantic pantheon. For the Nantians, the main gods and their portfolios are as follows; Alcar (magic, Nantic racial supremacy, nostalgia), Gaelhalla (art, courtship, lust), Weir (farmers, homesteads), Wyrn (forests, fey creatures, hunters, seen by his followers as the true form of Weir), Gayin (forges, mines, industry), Shomdar (oceans, fishermen, not very popular these days due to association with Alkor and the fact that Nantes has almost no coast line left), Liik (guide to the afterlife, chief of valkyries), Grumm (beserkers, fighting fire with fire), and Vanille (protection of the weak).

Magic:

The Republic of Nantes follows the standard Nantic magic practices (which is not surprising since it helped develop most of them). One unusual outlier is the Mymen, who use a powerful, intuitive, variant of aether manipulation to conjure up all sorts of invisible objects. Most of them use their powers for entertainment, but some have become vigilantes.
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>>77260578

Military:

The Nantian military is archaic and crumbling. The officer class is bloated with arrogant urban middle class academics who often ignore or alter orders as they come down the chain of command, while the common infantry is poorly paid, demoralized, and heavily reliant on conscription. The air force is almost non-existent, and the navy has essentially been abandoned, leaving just the army, which although surprisingly well supplied with flintlocks, cannons, and mortars, is often outclassed by the Iron Beasts and other monsters of Yr, the elite skirmishers of Fluffwood, the freaks of the north, and the better led and more numerous troops of Alkor. Aside from certain ceremonial units, the Nantians rarely wear armor, but their uniforms are generally quite fashionable, though nothing compared to what is worn by the nobility. Although Nantes has many magic users, they prefer to work for organizations that are higher paying and less dangerous than the military and its foundries.

History:

Once the core of the Nantic Empire, a peasant rebellion that killed off many of the oldest noble families allowed the various provinces of the Empire to separate into new nations, and caused most of the remaining nobles to flee to Belkan, Westphallica, Alkor, and Yr. A new nobility (though they don't officially call themselves nobles) was formed from those that profited from the peasant rebellion the most, and a republic was formed in order to share power between these new nobles. Unfortunately, both Alkor and Yr remain obsessed with the idea that retaking the core cities of Nantes is the first step in reestablishing the Nantic Empire (even if the capital of said Empire would remain in Alkor/Yr). As a result, Nantes has faced countless invasions from both Alkor and Yr, which has steadily eroded this once wealthy region. Due to this weakness, Nantes also faces raids from Fluffwood to the south, and the north is now ruled by pirates and deranged flesh molders.
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>>77260598

Economy:

Despite all its problems, Nantes is still a fairly wealthy country, though unfortunately a large chunk of its magi-tech and conventional industrial base is geared towards supplying luxury goods to its remaining nobles. Most of the rest either makes goods for the middle class or supports the military, with the rural class and urban poor fighting over the scraps. Mines, farms, and lumber camps are still abundant in the center of the country, though many along the borders are abandoned due to constant raids. Although the lower classes know they are being taken advantage of, they know a revolt would provide an opening for conquest by either Alkor or Yr, both of whom are hated enemies. The upper class feels Nantes has been a lost cause for decades, and although many have already left, many of those still in the country would rather abuse their position for as long as they can before the inevitable flight into exile.
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> Kangoo Tribes

In the warm southern end of Flickflow lives a species of humanoid kangoroos species known as kangoo. They are known for being good hunters and aggressive fighters, it not hapopens rarely that two full grown male kangoos fight to the death for one female during mating season. Each kangoo tribe is led by two people, a chieftain that has to be skilled in the art of fighting and a shaman as spiritual leader, who is the oldest and experienced of the entire tribe and an advisor in difficult times. Shamans are so wise and respected, even by the rivaled tribes that it can happen that one shaman can interferre in a fight between two tribes to stop it. One day a month, shamans from every tribe, gathered on the big island in south around a hill for a session in times of crisis or rituals to call the spirits for help. The kangoos do not believe in gods but in spirits, each spirit has one purpose, most populare one are a spirit of war to increase the morale and courage of the warriors or a spirit fertility who assist a female kangoo during birth.
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Do the different countries have a flag? I remember I used to design flags for the /k/ space threads a bit back, would love to pick that up again. Any ideas for what each nations flag would look like? National colors and all that?
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>>77260796
For the Second Empire, maybe a golden circle (like the Eldr) on a black flag?
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>>77260796
Shahdom is a mix of Central Asian and Persian culture so basing off may be a good idea for it
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>>77260796
Alkor and Harlbourg should be something red, blue, and white

Red, blue, and white for Nantes as well, put probably with some dark grey as well.
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>>77260874
Figured just a circle on black would be kinda boring so I added a little pizazz. I'll go back and change it if you're not a fan.
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>>77261060
Pretty aesthetic IMO, good idea.
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Sparticia Mountain Clans:

People:

The Sparticians are one of the all-female Amazon races, and as a result, they sometimes raid other nations for mates when they can't bribe or lure men in. The children of Amazons (always female) are inevitably Amazons of their mother's ethnic group, but their mates are recruited from several sources, usually from Falconhead or Voluntas, but they also have a strong dislike of the Republic of Free Men, and will raid them frequently anytime they are able to move through Falconhead freely. Raiding Afrozil to steal their mates is also popular. Orcs, goblins, and hiisi are also technically options, but only the most desperate Spartician would mate with them. Aside from mates, orcs, goblins, hiisi, ogres, minotaur, harpies, and giants all freely roam the more remote and inhospitable regions of Spartician territory. Although they appear human, Sparticians, like most other Amazon races, are stronger, tougher, and faster than a human in their weight class. They also age slower than a human once they hit puberty, and it is not uncommon for them to reach 200 years old assuming they are not killed in combat first.

Religion:

Sparticians, like most Amazons, worship Ayalla as their sole goddess and creator.

Magic:

Sparticians rarely use magic, preferring martial skill and stealth to accomplish their goals.
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>>77261178

Military:

Sparticians have no standing military, but all clan members of fighting age are trained in combat. Their favorite weapons are short swords, javelins, spears, bows, and chakrams. Much of their gear is purchased, stolen, or looted from Voluntas. They tend to avoid using firearms even when they have the opportunity to loot them during raids. Their favorite targets are Voluntas, Afrozil, and the Republic of Free Men, but they sometimes bully Falconhead into submission to move more freely through their territory. Luckily the men of Falconhead are seen as weak and rarely targeted. They sometimes have to defend themselves from raids by orcs, hiisi, and other monster races.

History:

The Sparticians have been around for as long as anyone can remember. Only during its strongest periods was the Nantic Empire able to force the majority of the tribes to swear fealty, otherwise they roam their mountainous territory and attack their neighbors freely, except Falconhead, who often bribes them to leave them alone.

Economy:

The Sparticians are hunter-gatherers who roam the heavily forested Sparticia Mountain Range. Their crafting skills are minimal, and almost all their clothes, weapons, armor, and other gear comes from raiding Voluntas. They will only use things looted from other nations (except mates) as a last resort, as they see both the Nantic humans, and orcs and other monsters as barbarians, while Voluntas still uses technology from what Sparticians see as the Golden Age.
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>>77260902
Found it kinda hard to make something look unique but still like those flags with pre-generated sprites. Here's an attempt, might revise later. Suggestions welcome of course.
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>>77260428
300th, actually.
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>>77261004
For Nantes, any sigil that would be appropriate? For the grey I'd like to put a centerpiece for the flag. Maybe an animal of some type?
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>>77260796
I could the Belkan flag being this with the order of the colors reversed and with a Griffin emblem in the center of it. Contrasting the medievalesque heraldic symbol of a Griffin with the tricolor which is a symbol of modernity and the nation state. I think it works for the Belkans, or Belgans, with the way they are described in setting.
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>>77261276
I think the Nantes flag should be very subdued, so dark-ish grey as base, eagle as icon, red, white, and blue sections in one corner, or along one side, or maybe in a circle around the eagle
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>>77259265
>>There's been some random happenings coming from the Rust Desert, no one knows what they are exactly outside of a few shell-shocked Seers, something about an ancient Eldrian King who's just come back from the dead.

This might fit exactly for >>77230614 and >>77230614

However, Morgov is just imprissioned inside the Throne of Rust not dead since he's undead already. And he was not a king but s member of a council of mages that was in charge of Rais.

Or does it refers to something else?
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>>77261378
Design aside (very much wip) tell me which colors you prefer. Option 1:
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>>77261524
Or 2:
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The Deep Desert is a dry wasteland occupying most of Flickflow's central regions.
Few can stand its hashness besides the local Snake People, bizzare snake-like beings with a single human hand at the end of their tail that they use for tool-making and magic allowing them to have a simple civilization in the desert.
Despite being predatoes rarely encountering outsiders, they are quite gentle and respectful towards all other sapient races.
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>>77261972
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New thread : >>77262004
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>>77261425
We'll mash the two ideas together, an undead Eldrian King has risen in the Rust Desert and he's been gathering allies to rebuild the Eldrian Empire in his new image, chief of which is forming a council of powerful Eldrian mages to aid in his conquest of the old Eldrian Territories, he has recently made headway towards a strange metallic tower that sits at the centre of what was once the City-State of Rais, it is believed that there is where he'll forge a new kingdom, though others say that the king is not drawn to there out of a sense of ownership, rather that something there is simply calling out to him, time will tell which of these is true



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