[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: recursive.png (12 KB, 628x467)
12 KB
12 KB PNG
When I run out of space on a map, I zoom out and draw more map.

Sure, this worked when I was adding more towns and countries, but eventually it got ridiculous to the point where I added *more* continents, way bigger than the last, filled with more ridiculous and obnoxious monsters and civilizations on scales that would make Stephen Baxter blush.

So I made use of this opportunity, and player levelling was adjusted accordingly.

Let's try this from scratch. When the whole map is filled, we shrink the picture and add more continents around it. Feel free to add more islands if you feel like it.
>>
File: recursive.png (10 KB, 628x467)
10 KB
10 KB PNG
>>79245009
The nation of Cydepater is a monarchy spread out across karst hills, fertile valleys, and dense jungles riddled with many cenotes. Hemmed in by the Neldorine Mountains on its inland borders, it occupies multiple watersheds ruled by a confederation of city states headed by a Priest King, who lives in the city of Ruchara, where a giant slime of unparalelled sagacity lives in the catacombs below.

The scholars and mages who die in the city have their bodies fed to the slime, their intellects and bodies added to its mass. It serves as the Priest King's most trusted advisor, and by following its advice, Cydepater has experienced an age of untold prosperty.
>>
File: awstig.png (10 KB, 628x467)
10 KB
10 KB PNG
>>79245009
The island of Awstig is a formal penal colony, to which the nation of Cydepater shipped the entirety of their native gnome population.
Originally, the gnomes were transported there due their seemingly endless pranks plaguing the citizens. Eventually, Awstig was abandoned
for the same reason, and the ports and shipyards burned help contain the gnomes.
The landscape largely consists of barren wastelands, with the majority of its settlements peppered along the coastline.
The environment is full of strange and dangerous wildlife, as well as a primitive society of native beastmen.

It's gnome Australia.
>>
>>79247373
>a primitive society of native beastmen
who slep on the road and sniff gasoline
>>
>>79247751
The first thing I did after posting was make that joke.
>After two days of sailing, your ship arrives at the Awstig coastline. Your party departs and passes by a gnome fisherman, who yells "Fuck off cunts, we're full!"

>You take a carriage to begin your journey south towards the capital, when your carriage suddenly jars violently and overturns. Roll a perception check.

>You investigate the scene and find the corpse of some sort of humanoid animal. Judging from the wounds, it seems like he was lying down in the middle of the road.
>>
>>79247373
Lyvic straddles the land between two mountain ranges and is a place of extremes. Rocky coastline, sandy beaches, dry scrubland, rich and expansive jungle, pine forests, and barren peaks are inhabited by disparate peoples with little in common besides one thing, their lucrative position in the continent.

The capital of Tlacna sits at a network of trade routes and has grown rich from exploiting them. However, the situation is tense, with larger nations hugging Lyvic on all sides and rival tribal leaders bidding for power across the forests and mountains. Lyvic’s position is untenable but not yet in decline, as their habit of playing neighbors off each other has bought them time. However, without a strong and permanent ally the future of the nation looks grim, as the constant border skirmishes and conspiring of regional cultural groups has proven.
>>
>>79248687
>>
File: Kholodok.png (14 KB, 628x467)
14 KB
14 KB PNG
>>79248698
The Kholodok live on the arid plateau in the rain shadow of the Neldorine Mountains. They are a nomadic people, following their herds between oases and pockets of steppe grassland instead of living in villages or towns. The Kholodok are divided into 56 clans, each of which claims descent from a different daughter of the legendary hero Khulu. These clans often fight each other and the surrounding peoples for animals, captives, and weapons. The Kholodok hunt and fight on bullback, primarily using slings, spears, and lassoes.
The most prominent Kholodok tribe is the Frigidik, whose khagan Nosro is receiving tribute in cattle from the Priest King of Ruchara to send his steedry against the borderlands of Lyvic. The Frigidik are currently feuding with a series of clans led by Calta of the Dradak, whose sister Brili was kidnapped in a raid by Nosro's riders.
>>
>>79249427
>56 clans decended from 56 daughters
What happened to the sons? Did Khulu jizz
liquid estrogen? Either way he sounds like a chad.
>>
File: file.png (918 KB, 600x849)
918 KB
918 KB PNG
>>79249529
>What happened to the sons?
As a teenager he sought aid from the witches of Glinthil to avenge the murder and usurpation of his brother Krifi by Gboro the Vile. From their hair they spun him the rope Irivikin that could extend to any length and would never break, with which he broke Rokorog the dire bull and rode for his revenge. But the witches made him pay a terrible price for this magnificent artifact, as none of his many women were ever to bear him sons save the cow-goddess Dradriroru, whose issue were the first minotaurs.
>>
File: file.png (26 KB, 628x467)
26 KB
26 KB PNG
>>79249427
Biros is a militaristic kingdom with a small noble class of elite warriors lording over a brutally enslaved lower class called the douloi. The forests and plains of Biros are dominated by small estates worked by douloi and owned by the state. It has no cities or towns other than the capital Oion, an unwalled city on the banks of a minor river. Every noble child is taken from their parents at the age of 7 and sent to an academy in Oion, where they are mercilessly trained for combat and brainwashed to kill without hesitation. Each year the Birosians hold a ceremony where they renew the war against their douloi, which is capped off by every member of the academy's graduating class is sent off into the night and not allowed to return without the head of a doulos. Birosians have a well earned reputation as the greatest soldiers in the Argosian Peninsula and possibly the world, but are reluctant to campaign far from home lest the douloi rise up in rebellion.

The Birosian king is receiving massive bribes from Lyvic to fight against the other peoples on the peninsula, but some of the kingdom's nobles are starting to think that they should invade it and take its riches and people for their own.

They're Sparta but better fighters.
>>
File: pit.jpg (1.82 MB, 3107x1600)
1.82 MB
1.82 MB JPG
>>79248687
>>
File: bull rider.jpg (177 KB, 1000x750)
177 KB
177 KB JPG
>>79249427
>>
>>79250474
>>79245009
Southern Luthia is a pair of volcanic islands near Awstig. no-one remembers where the supposed Northern Luthia is supposed to be.
The bulk of the population of the kingdom is spread amongst a multitude of democratic city-states that all answer to a single monarch, with each city state having vastly different systems of local government. culturally, most of these city-states are very capitalist, with outright purchasing of votes in elections being a common occurance in the vast majority of cities.
>>
File: 0000000000.jpg (136 KB, 628x467)
136 KB
136 KB JPG
>>79245009
The Ginger Coast is named after it's people, who are renowned for the coppery red hair and emerald eyes in their women. Naturally, slavers and pirates raid the coastal towns and villages for fresh youn stock to sell all over the continent.
Dare you enter my magical realm?
>>
>>79245089
neato
>>
File: hatesand.png (79 KB, 628x467)
79 KB
79 KB PNG
The Apprabotian Horde is a general term given to the many individual nomadic tribes that inhabit the Steppes.

Even though there is no concept of a centralized state, all tribes consider themselves part of the Horde, and will rally together to raid settlements or defend each other from threats.

Honor is a very important part of life in the Horde. Inner fighting between tribes is often resolved through single combat between tribe chiefs.
>>
File: recursiveMap.png (89 KB, 628x467)
89 KB
89 KB PNG
>>79251895
The deathlands of Kur'az are nestled in a valley of the Neldorin Mountains. while most of the population of this land are living humans and elves, their ruling class is a cabal of liches who direct a large horde of undead in performing most menial labor in the kingdom. they are rather insular, barring most travel to and from their valley outside of exceptional circumstances.
>>
>>79245009
I made this thread once
>>
File: e21hcc5c.jpg (171 KB, 628x467)
171 KB
171 KB JPG
The Atrillian League was once known as the Atrillian Empire.After the death of the last emperor centuries ago, the empire slowly fractured into fiercely competetive city states and petty realms. Seemingly united towards the outside world, all the petty and decadent rulers, ranging from self appointed "Vice Kings of the two Seas" to guilds ruling single cities, vie for control and more land, superficially yearning for the glory days of the empire, but could never find consensus to be truly united again. The true power of the league now are it's merchant fleets. The trade, inside and out, keeps the league's members wealthy and thus satisfied with the status quo and sedated.
There is little law the entire league agrees upon. One of the few laws that most members practice is the disjointment of contract and contractees. There is no agreement that can not be sold off. Be it owed debts or working contracts. So while slavery has never been legal either in the legaue nor the empire, may a skilled journeymen found their contracts sold off to a ruler of a far away realm who desired for works and grandeurs reminiscent of the old empire Or servant girls, aquired for their beauty who soon found out that "service" can mean a lot of things. As complicated as the law can be the cultures of the league. From small, half forgotten lands in the interior that hold little value beyond the food its peasants produce, independent monasteries that follow the law of one some god or gods, to decadent, upstart port towns that are little more than pirate holdouts with a young, self appointed nobility, living conditions and opportunities vary wildly between all members and sometimes even neighbors.
This confusing mess lof law and culture can prove fatal for traders and adventurers from foreign lands. Attracted by opportunities for wealth, many found themselves incarcerated, sold off or even executed for taking on a job that might have been legal in one place but broke many a taboo in another.
>>
File: Guntopia.png (112 KB, 628x467)
112 KB
112 KB PNG
The fertile lands of Guntopia serve as the breadbasket of the Continent providing it with over half of its food due to its pleasent summers bountiful corn harvests.
Its leader the Guntlord while appearing as a bloated hedonist is, infact, a master of the ancient art of guntfu able to shatter the bones of other with his enormous stomach.
The Guntlord is not infact a hereditary position but one that is won through either challenging the current Guntlord to a battle of stomachs or, if the previous Guntlord had died a tournament of the kingdoms greatest Guntfu masters
>>
File: recursive map.png (113 KB, 628x467)
113 KB
113 KB PNG
The city of Günstantinople is a coastal city state known for its powerful army, munitions industry, and its people's devotion to their dark and mysterious murder god. The Günstantinopolitans refuse to practice any trades except those required to make or use weapons, preferring instead to import food, textiles, and other goods from other states on the Continent. Günstantinople's entire adult population is expected to fight in her armies, which rely primarily on repeating crossbows and pike blocks to crush those who would threaten the city state's independence or way of life. The city is lead by a high priest, who upon their elevation takes the name Günstantine and is given the Gün, an artifact capable of striking down people or beasts from great distances with a loud banging sound. The current high priest is Günstantine XCVII, who has apparently received divine instructions to prepare an army of conquest.
>>
File deleted.
The Atrillian League and Appprabotian Horde are divided by a steep and jagged range of mountains that don't reach far neither to east nor west.
All but impassable for anyone but adventurers travelling very light, there are only two narrow passes through the mountains that are generally known as the Gate.
Between the passes, on a narrow and low mountain sits the City of the Pass. A cramped, layered and stacked work of ordinary buildings and man made caves, connected by tunnels and twisting, narrow alleys lit by everything from mundane torches, over illuminescent mushrooms and crystals to arcane obscurities from far away lands. The colorful appearance extends to the interiors of the building as well as the sunlit parts of town, where every last surface is covered in bright colors and intricate patterns or even tapestries.
Controlled by a stout and hairy people that are said to be the descendants of humans and a race of dwarves that intermingled, these people made a living out of facilliating (and heavily taxing) trade between the cultures north and south of them. They are known as an amiable people that are ravenous and welcoming of very form of indulgence or entertainment, but eschew labour. For those lowly tasks of maintaining their city and roads, the life blood of their culture, they domesticated a semi intelligent race of mineral and bone eating troll ogres, who get "paid" (fed) with kitchen scraps and the rubble of expanding and rebuilding their city while the ruling people of the city fill their days with trade, plays, feasts and whatever else they deem pleasant or attaining some future pleasures.
>>
File: 59282814293.jpg (188 KB, 628x467)
188 KB
188 KB JPG
>>79257447
>>79257766
Fixed. Sorry anon, didn't see your post in time.
>>
>>79251581
Based g*****
>>
File: Arlash.png (122 KB, 628x467)
122 KB
122 KB PNG
Arlash is a large decentralized magocracy in the north of the continent while extraordinarily powerful on paper it is rife with internal division and infighting only uniting against outside threats and thus its ability to influence its neighbours is stunted with magical orders, principalities and even extraordinarily powerful wizards having their own secret treaties with foreign states.
A major roadblock to unification are the innumerable and ancient isolationist mages who fear a united government would try and exploit their work and steal their vast sums of wealth that they have collected over many decades or even centuries. These mages will go to great lengths from leveraging conactions in the Senate to hiring assassins in order to prevent anyone upseting the current status quo.
>>
File: Nice City.jpg (192 KB, 628x467)
192 KB
192 KB JPG
Nice City, or rather Nikea is a city-state living off commerce of the sea, production of its land and the export of its highly sought-after manufactured products. It's a neighbor of Gunstantinople with whom it's in a defensive alliance. Legend has it that the city was founded centuries ago by 80 founders who arrived from a portal, demigods who would have defeated and wiped out the Orc tribes of the region with their magic. They have become the masters of the humans of this region and would have interbreeded even with the orcs with whom they would have had young. It's true that Orcish features can be found in the faces of the inhabitants of this city even today. The city is quite technologically advanced. This city is a democracy but only 50% of the population is citizens. There is equality between men and women and every citizen must be a hoplite during war. The people is not xenophobic of foreigners or other races.
The locals are very nice :)
>>
File deleted.
Elf Cap & Gleonnetrian Hinterlands:
The easternmost parts of the continent are shrouded in mystery.Veiled by seemingly perennial mists on the coast and shielded by low mountains and foothills covered in ancient, dark green woods to the west, not much is known about these lands. Legend has it that this realm is inhabited by "Elves", a lite, inhumanly beatuiful people with uncannily light blue, almost white, glowing eyes very few have seen.
The most common tale from a few hardy explorers and/or madmen differentiates between the savage elves of the hinterlands. Wildlings with an alleged green tint to their pale skin, hair in every color of the autumn season and covered in skins and woven plant fiber. It is told that they make quick work of intruders into their lands. If wild, exotic beasts and monsters don't get them first. These people are not known to trade or parlay and said to be seen only when it is too late already.
Sailors tell a different story. Tales of grand ships with emerald sails, intricately carved from purple lumber that apparently float over the seas rather than plow through the waters, manned by lite figures with bright eyes, pale, blueish skin and flowing hair in every color winter and the frigid seas of the north could produce. They are described as clad in armor, dress and finery that can only described as artisanal of the highest order, but that is all. None of these ships has ever tried to establish contact, nor conducted hostilities. They vanish as quickly as they appear, with their crew described as casually curious about the encounter at best. Often ridiculed as craze from being at sea for too long, curiously, these sightings are the most "frequent" around what is generally known as the Emerald Cap, a land beyond Gleonnetria if travelled by land. Other stories speak of the fog lifting for mere moments, revealing gleaming towers and towns as intricately as the "elf ships", made from the same purple woods and ornated in a sea shell like material.
>>
File: therebeelves.jpg (219 KB, 628x467)
219 KB
219 KB JPG
>>79261789
>>79261878
>>
I really want to know what lies in that white spot in the middle of Kur'az.
>>
File: becannibals.jpg (83 KB, 628x467)
83 KB
83 KB JPG
>>79256558
the Atrillian League looks like a boot.

>>79261951
while the territory marked as Pidlanka is officially claimed and ruled by their monarch, most of the non-coastal land is a dense jungle, filled with rivers of acid and plants that will eat a human whole. there are more tribes of human and elven cannibals in this region than any records will show, because a large proportion of them havent make contact with the outside world before.
>>
File: half ork.png (540 KB, 515x640)
540 KB
540 KB PNG
>>79261789
Inhabitant with very pronounced features of this city
>>
File: Not Here.png (282 KB, 628x467)
282 KB
282 KB PNG
Nowhere is a great ashen crater populated by strange and aggressive creatures living in the shadows of enigmatic ruins lost to time. The crater contains no vegetation and seems to be unable to support any plant life in its soil.
The creatures it houses, named "Babblers" for their tendency to talk to themselves in a collage of languages, come in a variety of shapes and sizes, but all attack outsiders on sight in any way they can. Some reports say they've seen Babblers up to 20 meters tall, but these are likely exaggerations. Babblers, fortunately, are rarely ever seen outside the crater.
The few times enterprising forces have attempting to construct permanent settlements in the crater, they've been met with a seemingly unending hordes of Babblers who only attacked in greater numbers each day until the structures fell. It is entirely unknown where these creatures come from or what they subsist on.
Still, treasure hunters can be found braving the dangers of the crater for the promise of ancient artifacts and knowledge hidden in the scattered ruins of Nowhere.
>>
>>79262918
I can see some interesting trade routes going from lyvic over kholodok to the magocracy and horde, then turning south, narrowly passing nowhere to go to the coast cities down to the league.
>>
>>79262918
The Tribe of Vidd has checked the League's north eastern expansion for generations. They are mostly made up of half-elves, but some humans are kept around as well. The peoples of Elf Cap expelled them several centuries ago for reasons unspoken. Vidd's people are ruled by their conciliar family lines, but they await the arrival of a true chieftain descended from Vidd and his final wife, who was reportedly a goddess.
>>
File: Mayon.png (281 KB, 628x467)
281 KB
281 KB PNG
The humid Mayon Federation is in reality a series of kingdoms, chiefdoms, city-states and farming settlements who each have agreed to unite under their similar pasts and cultural similarities. These individual cultures were founded almost as soon as man emerged from their birthplace for the lands were pleasant to live in and once the secrets of irrigation were discovered, perfect for agriculture too. Soon they became rivals who vied over these fertile lands with each seeking to be the wealthiest among their rivals, but this life of constant toil merely to be richer than your neighbors and brothers would be put to about five centuries ago. It would be the burgeoning Matanavan Kingdom that would rise above the rest, though it would not be through showing strength of arms as had been tried before. Their king Natavayan III was a traveler and soon had showed up to the doorstep of many nations. His people said he was blessed by the divine nagas themselves upon birth, and it was entirely believable once you head him speak, for much like the fine tongues of those winged snakes he too had a golden voice and wit that would make men willing to hear him out. His generous offers of trade deals and ideas of sharing resources with allies rather than hoarding them to prove a point would have the people of what is now Mayon first come to freely sharing both their wealth and ideas with each other. Soon this deepened friendship would become more affirmed as in the city of Mayon which is the capital of the Matanavan Kingdom and the land's namesake almost all of the Mayon people became a part of the Mandala with those who didn't originally coming to become a part of it later on. The Mandala is the term used for the loose system of governance that makes up the federation, with the tribes and cities of the nation working independently on an individual level but agreeing to collaborate on matters concerning the entire region and paying tribute to the kingdom that created it.
>>
Trap Zone, also known as Trabzon, is a city state in alliance with Nice City and Günstantinople. Its main industry is animal pelts trapped from the surrounding area, which it trades extensively by sea. The city is far better known however for the queer fashions of its men, who famously go to great lengths to appear like beautiful young women and have a reputation for ensnaring visiting men in their city. Their current archon is Astolfo, a paladin with a high girly voice, long pink hair kept in a braid, and a tendency to dress in skimpy women's clothing even when fighting battles.

>>79251581 You wanna enter my femboy magical realm UwU?
>>
>>79264911
mass femboi conversions
>>
bump
>>
>>79264911
Never go to Trabzon without a rogue in the party.
>>
File: goblovia.png (313 KB, 628x545)
313 KB
313 KB PNG
>>79264368
you didnt post a pic you absolute mongloid. FTFY

>>79264911
the land of goblovia is a large, mostly flat area of plains and dense forests. Goblonia is, more or less, a generic fantasy kingdom in every way, but with all humans replaced with goblins.
>>
>>79268006
Also all their women are shortstacks. The men are also shortstack futas.
>>
>>79268113
...arent all goblins shortstacks? or is shortstack a more specific than that?

As for the futa part why do you think they share a border with Trabzon? At least the lands near there are futas.
>>
File: Map.png (271 KB, 628x545)
271 KB
271 KB PNG
>>79268006
I'll try again, sorry.
>>
>>79268715
gud
>>
>>79267667
...I get it.
>>
>>79268715
The Greenskin Steppes are exactly what the name suggests. Not really a nation or realm itself, it is simply the region of the world with the highest concentration of greenskins. From Trolls in the few mountains that border Apprabotia, to settlements of a few adventurous goblins near Goblovia, the majority of greenskins that can be found here are orcs. Inhabiting the rolling hills and golden and purple grasslands, the innumerable orc tribes that live her can be as different as night and day. From deeply spiritualistic tribes over isolationist tribes, to the stereotypical raiders and war clans, every type of orc society, that was written about at some point by the scholars of the world, can be found here.
But there are two things that they all have in common: Their love for speedy carriages and landships, often propelled by wind, steam or sometimes even the arcane, there is nothing that thrills and amuses an orc (and the odd goblin) more than racing these contraptions over the steppes at ludicrous speeds. Truly a sight to behold.
The only other thing that orcs love as much is a brutal ball game, that translated from theirl anguages, is just called that. The ball game. Highly sophisticated and for the outsider often complicated rules mix with gutcrunching physicality. The game is so rough, even the hardy orcs generally play in heavy armor.
Surprisingly, these games are open to outsiders, even if only to spectate. The odd time an outsider was allowed to participate usually ended badly to fatal, so nowadays the orcs only allow (and encourage, as it attracts outside traders and orcs love foreign foodstuffs) non greenskins only to watch. The steppes are strewn with crudely built but impressively sized arenas often just dug into the ground how hammered out of rough stones to faciliate these games that are often even used to sort out differences between tribes or to compete for mates. But mostly it is just a jolly good time for all involved.
>>
>>79245009
>Sure, this worked when I was adding more towns and countries, but eventually it got ridiculous to the point where I added *more* continents, way bigger than the last, filled with more ridiculous and obnoxious monsters and civilizations on scales that would make Stephen Baxter blush.
Cool, now do the same with power levels and you can get your typical chinese fantasy serial story.
>>
File: Shephaj.jpg (241 KB, 628x545)
241 KB
241 KB JPG
>>79271324
(Spent way too long trying to figure out how to turn the name to the side to fit inside the country; if anyone more knowledgeable would like to give it a whirl, shoot)

East of the steppe lies Shephaj, a land of forested mountains interwoven with snake-like rivers and a number of complex lake systems. The Shep themselves, halflings, live chiefly along these water ways as fishermen, traders, hunters, and woodsmen, protected from their more warlike neighbors by a combination of their disorienting terrain and a vanguard of mountain dwellers, those who left behind life along the waters to seek enlightenment (and magical power) near the sky.

Outsiders find the Shep to be a bit obtuse in a whimsical sort of way, friendly enough but private, reclusive. This is largely due to how their culture has formed in response to the fey spirits and fairy creatures that dwell within the nooks and crannies of the old world, waiting to take advantage of any misstep, misspoken word, or errant eye contact. Once relations are established, however, the Shep are warm neighbors and warmer friends.
>>
>>79271402
That was my exact idea. Also the Dark Continent from Hunter x Hunter
>>
File: Shephaj.png (295 KB, 628x545)
295 KB
295 KB PNG
>>79271561
Rotated the name for you
>>
>>79271728
Thanks buddy.
>>
File: Royal Elephant.jpg (285 KB, 584x434)
285 KB
285 KB JPG
>>79264419
The Mayon are famous for cultivating both rice and spices in their tropical land, both of which make them much coin as rice is a highly popular grain among both themselves and outsiders while spices are always valued in the spice trade. Much like neighboring Lyvic, they take advantage of the crossroads of trade routes leading across the west to spread these goods alongside other creations of theirs on elephant-drawn carriages. They also seize the advantage of their vast coastline to send their "Jong" ships out on trade expeditions and to sell their wares to nations farther away such as the Atrillian League. In fact, some of the various tribes under the Mandala such as the coastal dwarves who have built splendid stone heads facing the ocean have a history of maritime travel in their great metal canoes and taught the secrets of reinforcing a ship for the open ocean to their allies.
>>
File: aliensnshiiet.jpg (252 KB, 628x545)
252 KB
252 KB JPG
The shattered realm has no offiial name. At least none that is known to the peoples of the world. A very small patch of land that is hermetically sealed from the outside world by its inhabitants, a peculiar people that is said to be four legged and hoofed, with skin ranging from pale sapphire blue to deep amethyst, glistening like gems indeed, sporting pitch black beards and eyes that burn like fires inside. There is no contact between these people and their neighbours at all, as the realm is hermetically sealed from all sides by a wall made from strange metals and smooth stone, emblazoned with mysteriously glowing runes and energy. No outsider has been inside. Ever. But many a daredevil youth from the hordes to the east or the goblins in the west have climbed a nearby tree or hill, to get a peek inside, and every report varies wildly, but has a few things in common. Life inside the wall is nothing like the outside. purple and blue plant life that glows at night, strange creatures that look like twisted version of common boar and deer and many of the strange people hard at work to remove any plant or beast from the vicinity of the wall.
In the distance, a tall spire of crystal can be spotted roughly at the center of the small realm, and scholars and adventurers with looking glasses described the spire and the ones around as shattered and cracked, hence the name, and looking like a city that has tipped over to the side.
Another interesting tale about the realm is recorded by the mages of arlash in the north. Several peoples and tribles living near the shattered realm and nowhere have tales and legends about how the gods and spirits came to this world in a majestic ship in the sky, made from gems and fire and their landfall was heralded by thunder and fire.
Even many scholars and mages fail to see a connection here, but a few keep arguing a connection and even fewer go as far as claiming the shattered realm to be inhabited by a people from the skies.
>>
File: 28529525777.jpg (258 KB, 628x545)
258 KB
258 KB JPG
>>79256558
>>79272293
Holy atrillia was once a province of the atrillian empire and the latest and last addition to it. Only a century later, the last emperor died childless and the once mighty empire started to fracture and crumble. With their powerbase dwindling and many of their holdings being swallowed up the the successors of the atrillian provinces in the newly forming league, seven of the nine ruling houses fled to the last province not in political upheaval: The backwater novo antrillia in the northeast.
Quickly uprooting the weak local govenors, lords and mayors (mostly decendants of upstart imperial officiers rewared for their services) the seven families installed their new rule and carved up the lands among them, proclaiming their realm the heir to the empire. Head of state and defacto ruler of holy antrillia is the "king-emperor", a position that is not hereditary. The seven families come together after the old king died and haggle over the succession. Trading lands, goods and favors, forging and breaking alliances, many a death of a king-emperor saw the kingdom going up in flames of civil war. Many more than many of the older realms in the world saw combined.
The state of war does not end here though. As holy antrillia considers all of the old empire and it's former ambitions ans their given right. Bogged down in perpetual border wars with the tribe of vidd, many doomed incursion over the jagged mountains into the horde lands in the north and a cold war of espionage, sabotage and stirring of political unrest with the league members to the south eat up the wealth of a fertile land covered in lush coniferous woods and mineral riches in its mountains. Many towns and villages had to allow polygamy in their history to compensate for the loss of so many of their young man in one war or another and heavy taxation in money and goods keeps the commoners in perpetual poverty especially compared to the wealth of the land.
>>
Bump
>>
There's a lot of neat ideas spread about map, but I think for the health of the thread (and the OP's purposes/plans?) we probably want to shy away from too many more tiny settlements. There's going to be a whole new continent to populate after this one but we'll never get there if the remaining white spaces are all filled up slowly, one after the other, with tiny city-states and minuscule kingdoms.
>>
File: fu.jpg (258 KB, 628x545)
258 KB
258 KB JPG
>>79274757
I added the village realm of Fuck You (pop. 299), and they are all descendants of (you). Can you find it? It's only one pixel.
>>
>>79274962
I can't, nor do I need to. They're a nomadic people who live in tent cities, and are on their way to visit their other great progenitor, your mother.
>>
File: annb4mK9_700w_0.jpg (40 KB, 700x517)
40 KB
40 KB JPG
>>79274962
>>79275062
Not Anon but a nomadic people who live off the prostitution of their wives (and men) from city to city is a good idea. You created the Bitch People, thank you.
I think Trabzon is on this side.
>>
File: the bulls.png (307 KB, 628x545)
307 KB
307 KB PNG
The Bulls are a large tribe of minotaurs living in the semi-steppes of the Continent's interior said to descend from Khule. These bovine-men are nomads, running alongside their herds of cattle to new pasturelands most of the year. The Bulls are feared by many of their neighbors for their incessant raids and deadly archery, but are too primitive in engineering to pose a threat to castles and walled towns. Like all minotaurs they are entirely male, relying on women of other races to reproduce. When fighting one another the Bulls lock horns and wrestle each other until one combatant is thrown to the ground, as it is a sacrilege for one Bull to kill or use weapons against another.
>>
>>79274962
Kek. Based.
>>79275062
Cringe.
>>
I can tolerate the thinly veiled coomer crap in top. Hell, even the traps for what it's worth, as we are on 4chan so this is to be expected.
But can we off the literal cuck shit >>79277446 please?
>>
>>79245009
Just use the Artifexian method.
I have no idea why all you retards are so insistent on drawing maps but then don't bother just learning how and why maps look the way they do.
Once you understand the natural processes that make a planetary surface, making a map with detailed topography and climates practically does itself
>>
>>79278055
It's fine, every campaign needs at least one kill-on-sight race.
>>
File: UA.png (356 KB, 628x545)
356 KB
356 KB PNG
>>79277446
United Atrillia is another nation formed after the Atrillian empire shattered. originally being one, continuous nation, Holy Atrillia began their crusades by splitting the new nation in half. While both sides are ruled by the same emperor-elect, the eastern exclave has their own sub-emperor-elect, often acting entirely autonomously due to being surrounded by their enemies in Holy Atrillia and the mountain ranges to the north.

>>79274757
after this post, there are only 4 unclaimed regions left, so hopefully only 4 more posts till a new continent

also >>79274962 I actually found your pixel, I didnt think you actually put one in
>>
>>79274962
I accidentally found the pixel. Very nice anon.
>>
>>79279906
>I have no idea why all you retards are so insistent on drawing maps but then don't bother just learning how and why maps look the way they do.

Who cares? As long as it's fun to play a campaign in, it's good enough to run in a campaign. If I want to put a massive mountain erupting hot wax in the middle of a snowy plain, or a river that happens to be filled with blood seeping out from a buried demon, then that's up to me.

>Once you understand the natural processes that make a planetary surface, making a map with detailed topography and climates practically does itself

t. butthurt realismfag

Remember: this is fantasy, not science fiction.

I cheerfully ignore tectonics and fuck around with scientific concepts, mixing them with obsolete 19th century and medieval ideas because I can, and my players like it.
>>
>>79282046
Remember when I said i'd shrink the map? Change of plan: When this runs out of space, I'll increase the size of the image itself so we have more space, but no less resolution. That way we can still see the central continent as we add more.
>>
>>79283683
and more importantly, that one pixel wont die to compression. Can't wait for this map to be 3 GB of nations and tiny text.

Id like to ask future posters to save your fucking images as .png, because the retards who are saving as .jpg means you cant just use the paint bucket tool to fill in white areas.

>>79279906
This is a case where you can just fill in geological processes after putting national borders down, as you need. not every world building project has to be done from a plate tectonics, erosion, wind and ocean currents, ect standpoint.
In a setting where gods exist and can actively fuck with a world, then you can literally just say "oh btw frank the god of mountains decided to put a mountain range here" and thats a perfectly valid, internally consistent explanation for a map, even if the mountain range isnt on a plate border.
>>
File: 9810.jpg (17 KB, 192x230)
17 KB
17 KB JPG
>>79277446
>>
>>79274962
It's near nowhere isnt it
>>
bupm
>>
File: Prime.png (356 KB, 628x545)
356 KB
356 KB PNG
>>79282046
Forge prime is a land inhabited almost exclusively by warforged. constructs of all shapes and sizes work around the clock to make more constructs, equipment, and workshops. Forge prime itself has seen very little violence, mainly because the living races around arent too keen on trying to conquer a nation of untiring metal soldiers.
Being built for battle, many warforged form mercanary companies, fighting for other nations (for a hefty fee, of course). while as small army of such mercenaries can easily turn the tide of a war, it can also put nations into debt for years or even decades after.
>>
File: Untitled.png (314 KB, 628x545)
314 KB
314 KB PNG
>>79288564
Jubilant Galtreis

An enclave of foreigners to this continent, these beings have taken to the wild deathtrap that is Pidlanka like a duck to water. Their city is named "Galtreis" after the port their ship embarked from, and they have explained to Awstigi traders that they were only allowed to travel here because of a special jubilation allowing serfs to leave their lands. The settlers resemble onyx-skinned men save for one thing: Their faces swoop outward in huge arcs so that the women's heads resemble crescent moons, while the men evoke radiant suns! This weight in hardened bone requires their necks to be particularly muscular and armored with stony scales. Each individual also has a number of whip-like tails, ranging from two in the serfs to seven on the highest nobles. A one-tailed Caligo (for that is what they call themselves) is considered an apocalyptic sign.

Anyway, Jubilant Galtreis and its hinterlands are currently trying to establish a good farming base; the settlers seem to desire the re-creation of the agrarian system they left behind, only with the land belonging to smallholders rather than nobles. Their attitude is firmly optimistic, at least for now.
>>
File: sumware.png (307 KB, 628x545)
307 KB
307 KB PNG
>>79290191

Sumware is a small section of dense forest right on the edge of the massive crate known as Nowhere. It is a popular local for the hideouts of treasure hunters looking to setup a semi permanent base for their expeditions to Nowhere.

The Sumware forest is also the only place where one might find a peculiar type of mushroom called Whistle Shroom, after the train like whistle sounds it makes when boiled.
>>
>>79282046
I like what you put in next to holy atrillia, makes them even more interesting.

>>79286189
Where the borders of the 3 atrillias meet.

>>79293398
Did you just decide to leave it white or is another pixel state?
>>
>>79293398
So... what now?
>>
>>79295650
Still oneblank space left. In the center of Ku'raz.
>>
>>79295663
I thought that was a lake. Let's make it a lake.
>>
>>79295700
It's kind of an interesting spot though.
But if it becomes a lake, maybe put something cool in there.
Undead mermaids society?
>>
>>79296138
Yeah.
>>
>>79264911
>Trap Zone, also known as Trabzon
kek
>>
>>79245009
>Hey look buddy, I'm a worldbuilder. That means I solve problems, not problems like "What is the story?" Because that would fall within the purview of your conundrums of dming. I solve practical problems, for instance: how am I going to waste all my free time writing lore that no player will ever be interested in? The answer, draw a map, and if that don't work... draw more map. Take for instance this fantasy setting designed by me, drawn by me, written by me, and you best not hope... used in your game.
>>
>>79296531
Badum tsssssshh
>>
>>79293398
OK, let's look at this continent as a whole. Humans populate all of it except the far east, the islands, and some of the central bay. However, I assume the population thins considerably the farther north and east you go. The same probably goes for infrastructure, with the greatest concentration of cities and suchlike probably being in the Atrillian orbit. In terms of future developments, we can expect both the Horde and the Magocracy to start expanding themselves, and the League to fall apart further. I would say this continent is poised for big conflicts, but nothing's started as of yet.
>>
>>79298303
The western kingdoms seem ripe for civil war.
>>
File: Done.jpg (285 KB, 628x545)
285 KB
285 KB JPG
>>79293398
>>79296138
Greywater Deep is a giant lake (or tiny sea, depending on who you ask) that due to its location deep within the isolated Kur'az, is steeped in myth.
Some tales say it has no bottom, other talk about it being the watery gate to hell, and more outlandish stories speak of a society of mermen changed along the cursed waters into beings of unlife.
All the scholars and few well travelled beings of this world know is that it is a dead colored murky water, eerily calm framed by greenish grey shores and bubbling puddles of green ichor that fill the air with sticky smells of sulfide and some odd and strewn out ruins. A few hewn but weathered stones that are the last remains of a society long forgotten....
>>
>>79300924
So are you gonna go to /qst/ with this map? Seems like a pretty great world.
>>
>>79298303
>>79300598
Guntopia and Western Atrillian provinces are probably not on the best terms. Or maybe even the western parts with the rest of the League, but inner strife seems to be rather common anyway as the post suggested. Maybe Biros and Lyvic too. Kind of that Guntopia claims the whole peninsula, maybe the Atrellian nobles pay off the other states to keep the Guntopians busy or the other way around.
Travelling from the northwestern coast of Cydepater down to Awstig would probably be interesting and could fill a campaign alone.
The northeast seems to be rather scant of humans in general and is probably a rather untamed place compared to the west/southwest.
>>
>>79300979
I did not make it, I just wanted to see it completed so I filled in the previous suggestion.
But agree on the part that it seems to be pretty interesting. Contributions from several Anons plus some wildly outlandish ideas created something that is pretty unique.
>>
>>79300924
Any idea of how some fucking tribe holds off an expansionist empire? Maybe they're distracted by civil wars.
>>
>>79301108
Which tribe vs which empire? The league vs vidd?
Atrillia is completely splintered and never underestimate the logistics of a far away theatre.
>>
>>79301144
Yes, Vidd. I assume the tribe was there before they were splintered. Also how the hell can half elves be commonly known if elves are supposed to be mythical?
>>
>>79301167
Maybe the people of Vidd just believe to have elvish descendants. Maybe they mixed and became a race of half elves (if half elf knocks up half elf, you just get a new half elf), basically tolkienesque hispanics.
Als elves could easily have become myth over the passing of time. Plenty of irl folklore around elves has them receding from the expanding settlements of humans.
And if they are mythical, maybe the Vidd come from the "wannabe elves" from the elf cap so they are really just a race of larping mutts.
Who knows we'd have to ask the anon who created Vidd, but imo these ambiguities only make the whole thing only better.
>>
>>79301108
There are lots of ways, but the first thing that comes to mind is terrain that benefits the defenders
Could also look at the real world example of the romans vs the picts - hadrian gave up on conquering them and just built a wall that still stands (though much shorter) today
>>
>>79301080
weren't we gonna zoom out and add more continents?
>>
>>79301795
>>79301080
>I did not make it
>>
>>79301795
Are we gonna bullpup them like ukraine?
>>
File: 1621466397270.jpg (129 KB, 1498x1284)
129 KB
129 KB JPG
>>79301080
>>79301795
>>79301870
>>79302000
Who's adding the next continent?
>>
>>79302653
I think people are waiting on OP to expand the map, they posted yesterday >>79283683
hopefully OP delivers soon
>>
File: Untitled.png (351 KB, 1500x1300)
351 KB
351 KB PNG
>>79302653
>jpg
>>
>>79302653
>>79302720
>>79302778
I'm the OP. I'm posting from another place.
>>
bump
>>
>>79301108
>>79301167
Viddanon here. Let's address the half-elf question first: The individuals of the tribe only refer to themselves as "half-elven" in their own language. Foreigners just call them the MEN of Vidd, or Viddites, and nobody except the folk at the Gate believes their origin story about being exiled from Elf Cap.
>>
>>79304908
Yeah let's go with that
>>
>>79304908
As for the conquest, there were actually three.

1. Attrilians come. Try to trade (and thus ingratiate themselves) within the southern townships. The An'aht family are having none of that shit, and bring a big old army down from the north to push the humans out. The empire expects this, of course, and responds with a smaller but much more efficient force under a veteran general. The An'aht matriarch gets her army picked apart and crushed in a decisive battle. The empire takes the Cape of Luthia and several high-ranking An'aht. Several priests in Dorrimi come together to make a prophecy: "Oh Vidd, ye shall never see thine Grandson rise from the underworld til all corruption be purged east of the hill."
>>
>>79304982
Fuck, I meant to say, "WEST of the hill." You know how it is with these religious ecstasy things. Anyway,

2. Several decades later, the shipbuilding industry is booming in Viddite territory because of lumber coming in from both northern and southern traders. It seems that, for such a primitive people, these pointy-eared fucks have surprisingly sophisticated ship-building techniques. This brings about a glut of something for which the Viddites are still famous today: Piracy. Turns out the Attrilians only really built sea-forts in their western territories...

Of course, the Imperials don't appreciate this new relationship. They send a haughty old moralist ambassador named Vivreon to demand our council put a stop to it. The family heads smile kindly at him and confess they have no control over their wayward children's brigandage (though they were certainly making bank off it). He says we will make good workers in the tin mines. We send him back to his family, one limb at a time. Two armies and a navy come up from the south.

Western army makes a mad rush at the central towns so that they cannot be properly garrisoned. Giwd burns. Uithmagg burns. The Hod family gives such a good fight that Hod Yian is merely evacuated, its people spread on the wind. They have a smart general, who knows he can't go on too long before the Wardiaghs send a real army after him. He takes G'bunnes and makes its walls higher and... thicker somehow. Imperial earth magic is some real shit. His army hunkers down.

The Eastern army and the navy team up to trudge along the coastline, burning every fisherman's wharf and dockyard they can find. Of course, the real greatyards are hidden by sorcery. Their stupid general goes very slow and thorough, until he gets a letter to get to G'bunnes right quick. He speeds up, gets sloppy, and that's when the cat pounces. He suddenly finds a fleet in front of him and a fleet behind.

Continued.
>>
>>79305408
He loads his legions onto the ships and gets them in two lines facing either direction, anchoring their flank on the Cliff of Agga. Visten Iprety couldn't have prayed for a more generous foe as he personally whipped up a midday storm. Suddenly, a great burning catamaran with a bird-head prow flashes out the side of the cliff. Its wings are alight with oil-fire, and it travels down the line to spread its glory onto the potbellied imperial vessels. The general demands his captains hold the line, but it scarcely matters. The two Viddite fleets rush into the melee, ramming and hewing. The Attrilian infantry learn why you shouldn't wear metal mail on rough seas. This is the first in a long tradition of the Iprety family stealing the Great Wardiagh's lunch, but that's a story for another time.

Anyway the western general gets note of what's happened, and being the good sharp-nosed imperial he is, he decides to meet the Wardiagh's army in the field, crush it, and snatch the capital instead of being stuck without support in a mighty cage. He hides his camp outside the great walls, and when the Viddite army approaches in a siege column, he attacks it with an arrow formation. This goes about as well as you'd expect for the tribe of sons and grandsons. Luckily, Pesosu Wardiagh is traveling in the back of the army in his distinctive six-bird chariot, so the human general is able to follow him on dragonback as he flies away. No one ever sees either of the two again.

Without their general, the imperial soldiers are split on whether to retreat into the city or pursue the fleeing Viddites. Unfortunately for them, they split the difference. The companies who decided to run out never made it to the capital, and many people in the mountain clans now claim to have imperial blood in them. Those who stayed in G'bunnes were indeed surrounded, and got the pleasure of starving beneath the summer sun.

Continued
>>
>>79305843
In the wake of their victory, the council quickly snaps up much of the old territory in the southeast, although the Cape of Luthia is still beyond their reach. A great festival is processed in the streets of Norrimi the Royal. The inland families mourn their dead and lost homes.

I will not write about the third conquest now, because I want to hear your ideas about what should happen in it. It will take place a couple centuries after the second, when the Empire is splitting apart and the meaning of the prophecy becomes clear.
>>
>>79302954
got an ETA on that extra continent OP?
>>
>>79305843
>No one ever sees either of the two again.

Wut?
>>
bump
>>
File: continent.png (365 KB, 1500x1300)
365 KB
365 KB PNG
Not OP, but if no-one else is going to do it, then I will.
>>
>>79311782
Gorrblesshya.
>>
>>79311782
I like this idea of a pangeanic world separated by interiors seas. But try to make them more realistic with archipelagos, peninsulas and presque-isle. Avoid making a road-worms sea that crosses a continent from one end to the next. Take the Mediterranean Sea, the Caspian Sea and the poor Aral Sea as an example.
>>
File: sooz91wsvtw21.jpg (185 KB, 1500x1300)
185 KB
185 KB JPG
>>
>>79314547
What's the lore for this one?
>>
>>79317233
> Somewhere, deep in the lands of New Silverfalls, there is a single waterfall filled with fish whose flesh is of silver and whose blood is of mercury.
>>
>>79317322

That's how the country rose to power by selling their unique silver and Mercury despite it being like any other silver or mercury. its true worth only being its unique origin
>>
File: zaal.png (612 KB, 1500x1300)
612 KB
612 KB PNG
>>79314547
The island of Forthar was once a single mountain protruding from the sea. when the dwarves arrived, they spent three centuries digging, building, and fortifying, until the whole island was a single fortification. renaming the place "Zaal-Forthar" or "fortress city built on Forthar", they are open to trade and visitors, but do not allow any outsider to see the center of their fortress.

Those who are keen-eyed may notice that just as many of their fortifications point inwards to their main vault as they do out of it...


also
>first poster replied with a .jpg
nice one dickhead, now there is shitty compression artifacts to deal with
>>
bump
>>
>>79322059
lump
>>
>>79323947
ump
>>
jesus, where did everyone go? should have stopped at the first continent
>>
>>79328592
I think people are hesitant because the expansion isn't from OP and don't know if everything on the new land will be unmade.
>>
File: 1621554116319(2).png (613 KB, 1500x1300)
613 KB
613 KB PNG
>>79319109
The puah'ni nation is made up of the 150 original clans from the ancestral bay of the morning. They are a semi-nomadic, pastoralist people who trade and make war on the eastern coast of the gorrbessyan continent. Only in the last decades they have started to push beyond the serpent sea.

The eastern enclave only contains 3 of the original clans, and they have mingled with the ligh-skinned people surrounding them. Contact between the two territories requires a dangerous vollage through the treacherous coasts.
>>
>>79245009
Is that the Austro-Hungarian Empire upscaled to the size of a continent?
>>
>>79329339
I think the continent is just too small.
>>
File: 000029578.jpg (447 KB, 1500x1300)
447 KB
447 KB JPG
>>79319109
The Free City of Tra'Valir is well known for three things: It's splendor, it's love for euphemisms and slave trade.
Of course, the latter in regard of the second, isn't referred as such. Slaves are considered bound servants but are slaves in all but name. The actual difference to other slave holding societies is that Tra'Valir has strict guidelines on how slaves are to be kept. Every slave is entitled to his own living quarters. Never any more than a tiny chamber, but it needs to be dry and able to be heated. It is the same for food. Every slave, based on type of slave, gender and race is entitled to a certain amount of food. Mostly grains, seasonal, cheap greens and some milk, hardly splendid food but enough to keep them healthy and strong, and finally, access to enough water to drink and clean themselves. The idea behind these seemingly humane ideas is much more mundane and practical though. Slaves are seen as an investment, and healthy ones live longer, thus can work more for their master. Secondly it is a measure to keep a population of more than 80% slaves sedated and from uprising (individual chambers for example prevent unsupervised fraternization and conspiring), and ever slave owner in town is well advised to adhere to these rules as the punishment for failure to comply is harsh.
Beyond that, the life of slaves isn't that different from other places. They are worked every day from sun dawn to dusk and they are expected to be obedient to their masters in all manners. Furthermore, the Tra'vali have no qualms on trading with slaves and selling them off into much less "favorable" situations. They are property after all.
The city itself flourishes under the toils of all its forced labour. No builing is too small, no alley to narrow to not be build up to an almost gaudy level of splendor. All buildings are painted in blue, crimson or purple and embellished with artisanal crafted fine wood, precious metals and large glass panes. 1/2
>>
>>79329711
2/2
The streets are cobbled with slabs of marble in every color that can be found in the world or polished granite and lit with oil lamps (including a group of slaves whose entire job is to keep them lit and mantained).
Society is highly stratified. There is the ruling council of slave lords, each responsible for a single, specific domain of slaves or "servants". Pleasure, labour, maritime, .... Below that are the few free men and their families. There is no free worker class for example as all manual labor is done by slaves. That is also the reason why you will find scant a freemen beyond landowners and the odd innkeeper in the rural holds beyond the city walls that feed the population. Field workers, millers, bar wenches, all slaves.
Harsh and simple is the legal system of the free city. There is no upward social mobility from slave to free men all new free citizens come from somehwere else to the city, but a free man can end up a slave. The punishment for every crime is the same and follows a three strike system. A first offense is paid in material wealth, half of what the offender possesses. A quarter for the city, a quarter for the victim. A second offense will see the offender be sold into slavery (Failure to paying your debts from a first offense can make this happen rather quickly) and for a third offense, well, the punishment for slaves is always death.
As for outsiders, travellers and adventurers, Tra'Valir is only known for it's exquisite brothels of all kinds and shady business opportunities.
>>
File: 000029579.png (596 KB, 1500x1300)
596 KB
596 KB PNG
>>79329711
I fucked up and made a .jpg, but fixed it now.
Holy and United Atrillia are not the only self proclaimed successors of the empire outside of the League. To the east, across the Misty Seas, lies Nova Atrillia. Founded on the height of the power of the Atrillian Empire, it was originally just a small colony on the southern cap, a rough, windy and unpopulated stretch of land.
But with the demise of the Empire, the local governour saw opportunity and crowned himself the "Dawn Emperor" of Nova Atrillia, declared independence and his realm the true heir to the Empire.
The following centuries were a time of brutal expansion to the north. Many independent tribes, human and otherwise were subjugated and forcefully assimilated into the imperial Atrillian culture.
Feed by high tithes from its subjects and high on its achievements, Nova Atrillia is a power not to be trifled with.
....and there are whispers of them now building a mighty fleet and gazing westward, to their "old home".



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.