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File: Changrila v.2.png (1.58 MB, 5440x1844)
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>Thread Question: What is the lore of the named cities in the setting?
>Thread task: Add more cities and provinces for the big nations.
>Another thread task: Draw a map with cities and provinces.

Wiki
https://crumbling-giantstep.fandom.com/wiki/
https://crumbling-giantstep.fandom.com/wiki/
https://crumbling-giantstep.fandom.com/wiki/

Rules:
>be nice
>don't fuck up other people's lore
>don't add new landmasses
>no fetishes/coomershit
>don't sperg out if people don't accept or like your lore/additions

How can I help expand the wiki?
>Create Hyperlinks
>Add pictures
>Create missing articles
>Search the archives and expand existing articles
>Correct grammar and writing mistakes
>Create lists and sub-categories for similiar articles
>Make lists of articles that need fixing
>Make the wiki look more appealing by fixing ugly layouting
>Freshen up the front page and make it look nice
>Write up lore for articles that feel lacking (everything goes trough the thread first)

Other Things that can be done right away
>Write up lore (politics, culture, economy, characters, creatures, … )
>Figure out essential trade goods for each nation
>Figure out the popular weapons used by each nation
>Make maps
>Expand and update the Bestiary and Herbarium
>Figure out trade routes
>Create a Star map and Zodiacs
>Expand the underground lore
>Help expand the worlds history
>Write about world villains, wars or other threats
>Work on giantstep’s mythology and religions
>Think about the world’s cosmology, day/night cycle, seasons, sea currents and so on

Previous Thread:
>>85865971
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>>85981963
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>>85981971
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>>85981984
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
4 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
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Timeline for now.
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In terms of incomplrte maps, we have to add the names of capitals and provinces of Changrila, and then the capitals of ghd Orange Marquissates.
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Thinking of writing lore for some nation soon. Maybe Zapalovah or some Zemylander nation that doesn't have any.
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holy shit it's time to stop
only like 4 people post here
get a fucking discord you fags
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>>85985006
seethe
>>
more like /tg/ makes a seething
>>
>>85984939
This post >>85941278 showed the nations that still have no lore from Zemyland, Littlestep and Scimitarian. All of the big ones have lore, so it should be easy enough to write something about the ones left.

Also, I'll write something about the Woodcutter cities when I find a moment later.
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bros... he won...
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bump
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>The Woodcutter Cities
The Great Green Oak Forest of Littlestep is one of the biggest extensions of greenery in the world. The massive extension of forest covers more than a third of the subcontinent, and it forms a key cornerstone of the local economy. The forest is composed of dozens of different kinds of tree, but the most common of them are oak trees. The region is also notable for the lack of big monstrous predators. There are wolves, bears, lynxes and some matryoshka cats brought over from Zemyland, but in general, the dense vegetation makes creatures bigger than bears simply unable to move fast enough to catch their prey. This means that the region is surprisingly favorable to human habitation.

The origins of the Woodcutter cities are very diverse. Most of them originate from different periods and have very distinct cultures, though they share a common way of live in the exploitation of the forest. For the most part, the cities have preferred to stay aside from the world’s politics, keeping their attention either to local affairs or to trade with the outside.
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>>85988035
The growth of the Woodcutter cities is slow. Once a patch of forest is cut, the cities will try to grow some agriculture in them, often with failure. It is not well known why is this the case, and many guanologists over the decades have visited the Green Oak Forest to study the nature of its soil. It would not be until three hundred years ago when the druid Brisitamius the Bearded actually found the reason for this phenomenon. Apparently, many of the species in the forest have some chemicals within their roots that slowly poison the land, making any vegetation not belonging to their species unable to easily grow in them. That allowed the expansion of agriculture in some of the cities, but by then, the economy of the region was pretty well established. Most of the inhabitants of the Woodcutter cities live off hunting, fishing and of course, woodcutting and woodcrafting.

In recent years, however, the cities of the east are increasingly worried about the expansion of Avangar, and fear that the empire could threaten their independence. The Woodcutter Cities have plenty of treaties with each other, but they all know that, even with their strength combined, fighting Avangar would not end in victory. The expansion of the Platinum Princedom is likewise seen with mistrust, but the sharing of Avangar as a potential threat has kept the Woodcutter’s relations with the Princedom much stronger than those with Avangar.
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>>85988048
I'm trying to thing up sokething William Tell style, but right now the idea is not coming to me.
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>>85985985
there was someone writing Kentgorod lore. I think I'll have a go at the alltaf tribes.
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>>85989472
Just use discord
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I will try doing something for Kingdom of Copper
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>>85992740
Nice.

>>85989472
>there was someone writing Kentgorod lore
It was me. I'm not sure what else to add, since it's a relatively small place in the grand scheme of things.
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>only 2 posters
seriously fuck off
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>>85989472
how similar would the alltaf culture be with the new hyperboreans, considering they are an offshoot tribe of the latter?
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>>85994790
According to the timeline, the alltaf separated from the hyperboreans once their kingdom was destroyed. And according to >>85982048, it would be in 2.890 ABE. So there's not been that much time between that and CY, but there must be a significant reason for Alltarf to split from the original tribes.
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>>85993177
you need to learn to relax pal
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About the SonQo temples, would the infected monks capture strangers to infect them with more centipedes, or would instead try to trick them into taking the centipedes willingly, as some sort of religious experience?
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>>85996297
the question pertains as to what state the monks are in. If they are just mindless zombies, perhaps they try to kill or atleast severely wound whoever tresspasses, but if they are still capable of intelligent thought, then the second would make more sense. I'd go with the latter, although I'm not the one who wrote about them.
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>>85995364
maybe it was a religious difference? Can't say much without either of them having much lore. Perhaps the Old Hyperboreans were forced to convert by the invading Zemylanders/people of Old Elanxa and the Alltaf didn't like that.
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>>85996933
Then it should be better to write about the hyperboreans first.
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>>85996933
>>85997246
Hyperboreans worship the same goddess as the snow elves, though it is unclear what percentage of them do this
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>>85997292
Maybe the defeat of both the snow elves and the hyperboreans caused a schism within the Alltaf? Though since they went even further north, they must not have adopted anything zemylander in terms of culture.
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>>85997409
>Maybe the defeat of both the snow elves and the hyperboreans caused a schism within the Alltaf?
So there is still some Alltaf in the area called "United Nomads of New Hyperborea"?

I guess the question is whether the Alltaf religion already existed in southern Zemyland, and some headed north after the defeat of Old Hyperborea, or if the Alltaf religion was founded after they went north.

Either way there could be some Alltaf in the nomad territory as well as Alltaf territory
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>>85933015
>The Battle of Essakor

At the end of Starfall Week, Captain Sam led their army inland to march on the city of Essakor. Inspired by Chivalric legends of old, Sam had their army anoint their armor in gleaming oil and wave their banners high while music trumpeted. The intent was to march on the city and accept the surrender of the nobles within on the basis of honor alone. And if they didn't surrender Sam truly believed the faith would defend them in battle. This did not happen.

To reach the city proper the army marched through the Fields of Yaakoob, the breadbasket that fed the capital. The pollen covered the air, blocking vision and causing allergies in the unadjusted soldiers. They also had not seen combat in several months by this time making them rusty against the ambush that followed. The conscripted troops rose from the thick weeds of the fields, using hit-and-run tactics to devastate Sam’s army. In response the Crusaders gave brutality, soaking the field in enough blood the city could spell it miles away.

The planned victory parade turned into a brutal and bloody march ending with the breaking of the defenders only after the fields themselves were burned. To this day the Fields of Yakkoob have been nicknamed the Fields of Fallow.

When the battle was won amongst the ash, the corpse of Captain Sam was found. They insisted on leading the charge from the front and had fallen to one of many anonymous arrows. Sam’s procession became a funeral march as Hēnare and her forces entered the undefended city.
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>>85999048
>Stable Diffusion Prompt: Knights in shining armor, battling in a field of burning flowers
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>>85999048
>The Scholar's Revolution
That reminds me I have to upload this to the wiki. Should I make an article for this, and then just link to it in the Azan page?
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>>85999710
I would give it its own page and then give a sub heading on the main article with a little "main article" link

Like pic related
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>>86000113
Added.
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>>85999048
>That pic
Now I want to write some lore about the azanese cone knights.
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>>86000979
The aesthetic is pretty peak I agree
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Is there an fantasy asian name generator to do the Changrila's map thing from >>85981957?
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>>86004905
here is some:
https://www.fantasynamegenerators.com/east-asian-town-names.php
https://www.fantasynamegenerators.com/chinese-names.php
https://inkwellideas.com/worldbuilding/random-or-not-city-name-charts/chinese-sounding-city-names/
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>>85993170
>>85993170
You could write something about their religion, demographics and foreign relations I guess
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The nomadic tribes of the Tolbari, while small, are many in number. In the red caves of the northern desert live the Alyar, oft making pilgrimages to the temples carved into the cliff faces, which never linger. Everything about that place is shifting and changing. What once was for hundreds and years can suddenly move tens of Eidlengths, as if it has always been there. The Alyar are ever wandering, for such is the will of Chari.
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what is the current year of this setting?
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>>86006689
Current Year is 3.161 ABE.
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>>86005538
probably the same faith as the other zemylander nations
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>>86005538
The kentgorodians are a mix from everywhere. Most of them have lived there from times immemorial, and it gets from time to time people who want to go to the end of the world and leave their old lives aside. Plus, it's not that highly populated, I imagine that a fishing/hunting only town will be around 10k people at the very most.

And as for foreign relations, the only established trade route it has is with the Kingdom of Gold. Other than that, it's up to individual traders and merchants to reach the town and get the stuff.
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>>86008136
Also, I feel like the kentgorodians should have underground caves for preserving food. Maybe they have tons and tons of smoken and salted food for the times the hunts are poor, and they have to protect that amount of food from underground predators.
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>>86008136
do any of the Snow elves live in Kentgorod?
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>>86010995
possible

current lore says they generally don't get along with humans, but kentgorod is pretty isolated so perhaps there is a more friendly group there
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Do you prefer a "wiki" style rundown of a nation or a more narrative focused style, like it's done with the Gnolls?
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>>86011932
Both work, honestly. If I had to say, the narrative ones work better for the smaller, less important places, whereas the big powers need an in depth explanation on how they function.
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How would you pitch this setting to a stranger in a few sentences?
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>The Underground Tunnels

Hunting is the lifeblood of Kentgorod. However, even the kentgorodians can suffer from periods of bad hunts, when their expeditions either find nothing or they end up with their prey escaping. In these situations, there is a serious risk of starvation, since the frozen lands of northern Zemyland are either covered in impassable glaciers or sterilized by the permafrost. There is no agriculture possible, and so the kentgorodians depend on the sea for nourishment. However, that doesn’t mean they don’t have alternatives or backups. Over the centuries, the kentgorodians have dug a deep and complex series of tunnels. The tunnels are some of the few sources of true heat in Kentgorod, protected from the blizzards and the cold winds from outside. In these tunnels, the kentgorodians hoard tons and tons of treated meat, just in case there are long periods of poor hunts.

This pantries hold meats from hundreds of different species, some of which have not been seen in centuries. The rooms are made as dry as possible, with little to no light and as sealed as they can from the outside. This not only helps to preserve the meat, but also to keep it away from the predators. For there are creatures living in the underground. Most kentgorodians believe the small, rat-like creatures that stalk the passages used to be parasites of sea monsters, that somehow evolved to live outside of their host and sneak in the meat rooms. They have a great variety of forms, all of them designed to hide and sneak away from the vigilant kentgorodians, to then break through the protected walls to the great prizes inside. Despite their seemingly inoffensive nature, their persistent nature and the high rate of breeding once they get their paws on meat makes them a very serious threat to the livelihood of Kentgorod.
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I like how all the strange shit is in the middle while the edges are relatively normal.
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Witch Elf Sorceress
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>>86013697
And we haven't even touched the south yet.
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>>86016834
the south gives me more "and here be dragons" vibes
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I added the provinces' names to Changrila. If I've missed some names from the written lore, please tell me and I'll change it.
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>>86011932
I honestly like the narration style if it's done well.
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>>86016834
that should be the last to be explored
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More like /tg/ makes a seething
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>>86013212
Everyone stays winning except for the Gnoll
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>>86023048
Tell that to the Knenomeri Nogar Ketlovian .
>>
I'm writing some Fyrd stuff. Not sure if it'll work, but here goes nothing.

>History
The story of Fyrd begins with the sighting of the Great Horbiculus. Part of a popular childrens’ story, the horbiculus is a being mostly known as a trickster, a devilish imp that enjoys playing games with the farmers and the herders form the Golden Sea of Wheat. The horbiculus is said to be disguised as different animals, the most frequent of which was a bull with rabbit ears and a rabbit with bull horns. The tales of the horbiculus tell stories of how the being promises his hidden treasure to those willing to play his games. This treasure, known in all the world as a massive mountain of gold, jewels and green cats, is said to be greater that one’s own imagination, so of course, the stories are full of people willing to take the horbiculus’ challenges. Said challenges are always impossible and/or humiliating, with the horbiculus laughing closely all the time. And no matter how much the people involved worked to accomplish the imp’s goals, there is always that, in the end, makes him able to abscond of his promises, laughing all the way. The tales are meant to imply that there is no real easy fortune, and that only hard work and abstention from vices can make a man succeed.
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>>86024437
Of course, everyone knew that the horbiculus was just a fairy tale. A fun fable for children learn that quick routes to fortune do not exist, and to keep them entertained. That is… until rumors started spreading that the Great Horbiculus had been seen. In many small towns, people began murmuring that there were strange sightings of mismatched animals, always with an expression of smugness unfitting of mere beasts. Many of the signs of the horbiculus’ activities from the tales began appearing as well: doors painted green, cats being shaven in squared patterns, bells being rang at night… Many people accused the youth, always looking for entertaining from the dreadfully boring farm life, and mischiefs in the form of childrens’ stories would make them, and after a while, people began forgetting about it. However, in the small town of Brügineç, a small green cat appeared with a note on its tail. The note had a poem that said:
>“The Greaty Great Horbinculus am I
>And I’ve got something for those try!
>Follow the clues to my lovely stone
>Reach it in time or I’ll be gone!
>Cross the Sea of Grendell if you dare
>With fourty cows, I’m sure you can spare.
>If you follow the flight of a bird
>You will arrive at the land of Fyrd!”
>If you reach the rock with the name
>I’ll give you lots o’money and fame!

News of this spread fast throughout the land. And the reaction was… mostly indifference. Again, most of the population saw this as just a childish prank, especially after it was discovered that the cat was not green, it had just been painted with seaweeds. The low quality of the poem didn't help, again arising suspicions of childrens' shennannigans. However, there were some few, very few that did indeed believe that the Great Horbinculus was not only real, but really offering them a chance for treasure.
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harpy
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>>86026991
>I have no hands and I must scream
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Kingdom of Copper

>History:

Like the other Zemylander nations, the Kingdom of Copper (more commonly known as just “Copper”) was founded by Greater Elanxa, and following the collapse of Greater Elanxa, became an independent kingdom. Like the Kingdoms of Gold and Silver, it takes its name from an old poem.

Like Platinum, the predecessors of Copper often found themselves fighting against Hyperborean clans as they expanded their territory, but unlike Platinum, there was no highly coordinated assimilation policy, instead Hyperboreans were mostly driven out or allowed to become vassals. As a result, many small pockets of Hyperborean culture remain, and many human inhabitants have both Zemylander and Hyperborean ancestry, not to mention ancestors from the Woodcutter Cities and the Orange Masquisates regions.

The Kingdom of Copper was never as rich in natural resources as many of the other Zemylander nations, and as a result, became a rather weak nation generally dominated by merchant clans and nobles from the Platinum Princedom.

>Government:

Copper’s queen is the ever cynical and shameless Meda Mednogolova. She is accomplished in alchemy and illusion magic, and also has a strong grasp on realpolitik and spy craft, but is nonetheless seen as one of the weakest Zemylander leaders as Copper has long lacked a strong government. In recent decades (she is much older than she looks), she has adopted the persona of the idle puppet ruler to avoid time wasting ceremonies and negotiations, but behind the scenes still has lots of influence with the main power brokers in her nation, and she also remains popular with her people.

The bureaucrats and regional governors tend to be ineffective and sometimes corrupt, and the kingdom has surprisingly few hereditary nobles. Instead power rests with a mix of clan leaders, wealthy merchants (almost all from Platinum), and key religious figures (who also often have ties to Platinum).
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>>86028581

>Economy:

Copper isn’t nearly as rich in mineral wealth as Gold, Silver, or Platinum, but there is still enough going on here that the kingdom is more prosperous than many others on the continent.

True to its name, there are large copper mines in the Kingdom of Copper, as well as smaller ones of silver, gold, and gemstones.

Timber and furs are also major exports.

Most folk make a living farming or fishing for much of their live, but often work in the lumber trade during the winters, and working in mines whenever one opens nearby. The land isn’t great for farming, but farmers generally grow enough to feed themselves with a small surplus to sell.

>Foreign Relations:

- Princedom of the Platinum Strait – This nation has a lot of influence in Copper, and at times has treated it like a vassal state. Merchants and investors from Platinum have a lot of influence in Copper, and many priests and druids of the Zemylander Pantheon in Copper are subordinate to senior figures in Platinum.

- Kingdoms of Gold, Crimson, Silver, and Rust – Copper generally considers these nations to be its cousins, though it doesn’t have much contact with Rust or Gold. Merchants and investors from Silver are not uncommon, but not nearly as dominant as though of Platinum. Sailors from Silver are also a common sight in the harbor towns. Ties are closer with the neighboring kingdom of Crimson, who like Copper is generally seen as backwater and of mixed heritage.

- Ashen Shore and Shelkvidur – Copper occasionally tries to lay claim to segments of these regions, but rarely tries for long as they are monster infested wastes inhabited by only a few Hyperboreans.

- Hyperboreans – Many Zemylanders in the Kingdom of Copper have some Hyperborean heritage, and some are proudly unassimilated Hyperboreans. Things will get interesting should a major uprising of Hyperboreans occur in other lands, though most in Copper would stay neutral or side with the Zemylanders.
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>>86028592

- Zapalovah, Orange Marquisates, Woodcutter Kingdoms – Main trading partners of Copper, though much of the trade is dominated by Platinum merchant companies and Silver ships.

- Aine Saevherne – Like most Zemylanders, the inhabitants of the Kingdom of Copper dislike the snow elves, but rarely interact with them.

- Skull Rock – This nearly barren island that looks vaguely like a skull has been claimed by various nations over the years, though none have seen it as being worth fighting over. Fishermen from Copper sometimes land there looking for a certain flower used in marriage rituals.

>Geography:

Most of the kingdom is covered in dense pine forest, some of which contain trees which are truly massive. Although generally seen as flat, it also has many rocky hills and a few isolated mountains. Despite the cold climate, the deepest pine forests never really seem to get hit hard by winter.

Some land has been cleared for agriculture, but low population growth, emigration, and a surplus of wood sources elsewhere in the region means many parts of the kingdom are pristine forest.

Buildings tend to be built mostly from wood and sometimes stone. Buildings often incorporate carvings and other decorations that are kept simple but are still quite attractive.

>Demographics:

- Humans – Make up most of the population, though less so than most other Zemylander nations. The people have a reputation for being cynical, standoffish, and mercenary minded, but at times surprisingly nationalistic. Relatively few humans have fey blood compared to other Zemylanders, but many have Hyperborean blood or other non-Zemylander origins.
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>>86028596

- Fey – Copper is home to a wide range of fey including hags, rusalka, vodyanoi, balachko, sirins, pondlings, chorts, bukavac, domovoy, lesnici, redcaps, werewolves, and arctic merfolk. Most fey get along well enough with humans, but some are instinctively evil and have to be reined in or dispatched if they become too much of a threat.

- Half-Drow – There are some half-drow in Copper, the descendants of an isolated drow city which was overrun by unknown forces over a millennia ago. The drow fled to the surface and became assimilated into the Hyperborean population, and later the Zemylanders.

- Dwarves and Gnome-Dwarves – There are some pureblood dwarf clans in Copper, the descendants of a largely forgotten northwestern migration. A few gnome-dwarves can also be found in Copper, but they don’t get along well with pure blood dwarves, and instead mostly stick to the eastern regions of Zemyland.

- Trolls – Like much of Zemyland, Copper has several varieties of trolls.

>Religion:

Most Zemylander or partially Zemylander humans, half-drow, and even a few dwarves and fey follow the Zemylander Pantheon. Popular gods include Vursid (War), Mirslava (Winter and Death), Zverukitel (Beasts), Soshotnik (Hunters and Foresters), Zolovara (Wealth and Luck), and Razvratnik (Debauchery). Priests of Vursid and Mirslava tend to take their marching orders from Platinum.

Hyperboreans and fey tend to worship their own gods and faerie lords.

>Military:

Many of Copper’s best fighters prefer fighting as mercenaries rather than in the rather poorly paid Royal Army, and as a result, are more likely found fighting on behalf of Platinum.
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>>86028601

Copper’s Royal Army does still attract decent talent though. Some are merely getting experience to join mercenary service, others attracted by the thought of a few years of adventure, and others by nationalist fervor, generally when a war is around the corner. Unfortunately, some others join fully intending to collect bribes and/or do as little as possible.

Some magic users are integrated directly into the army.

Aside from the Royal Army, there is also a wide range of militias for dealing with local threats. On occasion, Copper has fielded huge armies gathered from militia members when facing major threats.

Despite their somewhat selfish reputation, folk from Copper are notoriously brave and stubborn in a fight, and also many have decent fighting experience from dealing with giant spiders, unruly fey, bandits, drunken brawls, trolls, and stranger threats like the coastal northern gropers and squid-folk.
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The Terranian Freeholds have caught my eye, if they're next to the Eldritch Jungle, would it make sense to have arable land in the lower elevation in the Desert of the Weriest, say on the coast?
>>
Added the copper and fyrd stuff into the wiki
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>>86028716
In the west of the terrania holds are natives known as Chugaranni, and in the east there is the Drunigzar colonies. The land is very fertile, I assume for the many species of fungii that enrich the land.
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A wealthy sirin from Zemyland
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More like /tg/ makes a seething
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A report written by Aspan Shavka to the Royal Justiciar of the Elanxan Emperor's court, Kuben Iagoneon.

"I've spent the last four months living with the natives of the Alltaf region, as your excellence has requested. I introduced myself as a Zemylander historian with the name of Kurshka, and they welcomed me with open arms. I spent each day and each night observing these people and their customs, hunting and fishing with them.

I was taken aback by their hospitality, as me and my companions were treated with warm beds and hearths upon reaching the town of Palisgaard, west of the Falhrim river. The town consists of small, sturdy wooden dwellings, arranged around a hill, where a castle made of cobblestone resides. There's no place in Elanxa that smells as good as Palisgaard. Every night, large fires were lit inside pits with wood in them, and the Alltaf would cook walrus and venison meat that their hunters and butcher prepared the day before.

>Government

I was surprised to learn that the Alltaf consist of many different tribes, with Palisgaard being the home of the Asgars, the second most important Alltaf tribe. The two most prominent people in Palisgaard are Numa, the tribe's chiefess, and Hooxen, their shaman. I learned that these positions are almost identical in every tribe and village around the Alltaf lands. Numa is responsible with governing the tribe's lands as well as organizing hunting parties. Hooxen is responsible with all religious duties, as well as with external affairs.

>History

The Shaman, a hereditary title that's traditionally held by males, is responsible for recording the history of each tribe. I am very grateful to Hooxen, who I came to call "the Old Turtle", for letting me peer into some of these written legends and stories of the past.
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>>86033566
According to him, the Alltaf split from the people we know as the Hyperboreans less than three hundred years ago, around the time of Old Hyperborea's fall due to the wars waged with the various Zemylander kingdoms. Although the records of each tribe have various versions of this northern migration, it's generally accepted that the reason for its occurence was due to the subjugation of Hyperborea, and the abandoning of their old religion due to a treaty signed with the invaders. The northern trek was long and difficult, but the Alltaf managed to settle in the area that they now inhabit, building many villages, castles and towns by taking advantage of the few natural resources that they could find. After a few decades, a few Zemylander nations wanted to subjugate the Alltaf as they did with their Hyperborean cousins, but their wars of conquest were utter failures, with the Alltaf warriors earning great fame. For almost a hundred years, the Alltaf have known no external wars apart from a few border clashes with rogues and exile armies from the Zemylander nations, living in general harmony.

>Religon and Culture

Everyone in Palisgaard is all too well familiar with their people's history. The Alltaf are really proud of their heritage and their persistence against the many difficulties and enemies they've faced, and this is reflected in their customs and traditions. The Alltaf make pelts out of snow bears and wolves, of which they also decorate their homes. Every aspect of nature is considered sacred, and so it's considered a terrible crime to take more from nature than one has to in order to survive. As such, they view necromancy and most forms of magic as a mockery of life, and thus most magic users are heavily distrusted.

The Alltaf worship the All-Creator, a god that has a million forms and a million faces, who is the maker of all things in nature, from trees and animals to the sea and the wind.
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>>86034045
They believe when something dies, be it an animal or a person, the spirit of the deceased is returned to the All-Creator, who then reforms it into a new being and returns it to their world, to live out a new life, in a new body. As such, death is not viewed as a curse, but as a new opportunity. Each tribe's Shaman is responsible for all religious rites, as well as preserving tradition and history. I've heard whispers of the Shamans practicing a strange form of magic that's derived straight from the earth, an abillity that not even the druids of the south are capable of. This would explain the reverence of the Shamans throughout the history of the Alltaf, even by the chieftain of each tribe. I was unable to deduct these magical secrets of the shamans, but I'm fairly certain that it's those secrets that the Owlmen of Biblion have so stubborningly tried to get a hold of the past decades.
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>>86034887
Some Alltaf religious customs have been forgotten over the years, such as ritual sacrifices or the wolven burial. There are two tribes, however, that still practice them. The Thorsten and Nagels tribes see themselves as the only practicioners of the "old ways", as they describe them. They offer sacrifices of animals, as well as foreign prisoners, to the All-Creator, and also don't bury their dead, instead preferring to lay them on the taigas in order to be consumed as wolves, seeing this as a way of continuing the All-Creator's cycle of reincarnation.

After staying over a year in total in the Platinum Princedom, where many records of Zemyland's history are being kept, I can confirm that these religious beliefs and practices are very similar to the ones that were practiced in Old Hyperborea, confirming the theory that one of the reasons the Alltaf moved to the north was due to religious differences. This is further proved by the archaelogical evidence we were able to unearth.

>Economy

The Alltaf are self-sufficient, with the land providing all they require. As such, they rarely trade with outsiders, unless absolutely necessary. They hunt deer, bear, and walrus, only to the extent necessary for survival, never for enjoyment or practice, and gather their firewood from dead trees that have already fallen. Hunters, smithers, fishermen, lumberjacks and miners make up the majority of the professions of the Alltaf.
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>>86024469
More Fyrd stuff.

The few people who were convinced, however, began convincing their families to go along with them. And their friends. And many others tagged along, either curious for this spontaneous movement or seeing an opportunity for business. A couple hundreds became a couple thousands, and the more time they spent searching for the clues, those thousands became tens of thousands. To the astonishment of everyone else, the search for the Horbiculus had become a phenomenon, even attracting people from other nations. However, the clues weren’t particularly clear, and hope seemed lost. Until a sighting at the sea made the craze explode.

Three hundred and fifty years ago, a sailor arrived to the port telling a strange story. Apparently, he had seen a big pelican carrying a green cat into its beak, and flying into the direction of the Fyrd Peninsula. Now, many rightfully pointed out that the sailor saw the bird from a great distance, and was not as clear as the man initially told it. Many pointed out that the green cat might have been any prey animal covered in seaweed. Many pointed out that the sailor may have been drunk when he saw the bird, and was probably a bit drunk when he told his story at the bar. But at that point, it didn’t matter. This was the first solid clue that fit the original poem that news spread like wildfire. Overnight, thousands of people were paying enormous quantities of money for a chance to travel to Fyrd, and bring with them their friends, families and cattle. The massive demand for sea travel created a small golden age for shipping and merchant sailors, who made a fortune out of the many who hunted down the Horbiculus. This continued for months, and the near uninhabited peninsula, only occupied by a small fishing town, became the center of a massive migration.
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>>86036388
The trail for the Horbiculus became hot again when, investigating through the many hills of the region, they found something that would raise the hopes of the masses. In the very center of the peninsula, they found a great monolith with the sign of the Great Horbiculus. The people began excavating around the area, thinking that finally, this would be the place where the treasure could be found, and all their dreams could become true.

They dug, and they dug, and they dug, and they dug… And nothing was found.

Years passed, and people lost hope in the search. Many people voiced their opinion that they had been tricked by the Great Horbiculus, many others began admitting that there was a chance that this was just a very big and elaborate prank. Many people, losing hope, began going back to their homes. Those who still had enough money simply went away, but many others had spent true fortunes for the chance of finding the treasure, and had to sell all of their remaining possessions to go back. The majority, though, couldn’t even do that, and thus many began settling in Fyrd. Over time, the great fortunes that decided to stay and had bought the cheap cattle accumulated staggering amounts of animals, becoming powerful enough to start building private forces to keep their cattle protected from thieves. This quickly devolved into a clan system, giving form to the current state of the Fyrd.

To this day, the search for the Horbiculus’ treasure still continues in Fyrd, though now only the most naive or desperate have any hopes of trully finding anything.
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>>86034901
what are their relations with kentgorod?
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There should be some failed cannaling experiments between the Huan-Ho-Hei Sea and the Dsrvyth Sea. Also maybe some magical shenanigans with runes.
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Where could this place be?
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>>86038127
Looks really similar to >>86028601, maybe even the same artist, so probably a home in the Kingdom of Copper, likely dwarven
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>Windwand
Windwand was a magically enchanced wooden staff created in the First Elven Empire that was considered one of the Seven Sacred Swords. It was destroyed in the middle of the Sixth Azanese Dynasty.

>Origins
Windwand was said to have been grown from the Magna Arba a great Tree planted in presentday Where by. It was used as a cermonial staff by the Head Druid of the cult of Crimisa.

>The Elven Expansion
Ronak the Red was the 105th Head Druid of the cult of Crimisa. Considered warlike even amongst her other acolytes neighboring cults banded together to convince him to join one of the many fleets colonizing Scimitaria at the time. It was a matter of great debate whether Windwand should go with him or stay and be given to a new caretaker but Ronak was granted favor to take it by Crimisia. Many suggested he was one of her lovers.

>Dark Elf Capture
During the colonization, the head colony of Lemnverde Nou was beset by raids from dark elf beetle riders. Windwand was stolen in such a raid. When it was taken the Vengeance of Crimisa conjured a sea storm that almost leveled the colony.

>Dark Elf Wars
Windwand was passed as a trophy amongst various petty dark elf kingdoms. Finally becoming part of the regalia of The Purpura Rex. The Purpuran Kingdom became a leading power in West Scimitaria until Rex Augustine began the Pennisular War against the second Dynasty of the Azan Empire.

>Pennisular War
Rex Augustine was a combat king who would use Windwand to cause strikes of lighting and shades of darkness against Azanese ships. By this time, the blessing of Crimisa saw dit to work with the Dark Elves against the rival power of the Azanese who at the time were still lead by the Draconically Enhanced Second Dynasty (descended from Azan's cousin Cempak I). Dragonfire, Tiefling curses and Elven magic clashed in all sides of the seas, until Rex Augustine died of sharkgout. This was when Windwand was first documented in Azanese culture.
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>>86040759
>Elvology
The aftermath of the Pennisular War led to the Creation of elvology amongst the Tiefling Bomoh class. Well aware of the dilution of draconic blood affecting their ranks they took to studying of outside powers and foreign gods to shore up their defense. One tactic was intermarriage . The Tiefling Prince Cik Nur was married to Rex Valencia III, with Windwand being given to the House of Nur as a dowry.

Windwand was experimented on by Azanese Elfologists for generations, but none could understand the Elvish magic enough to properly use it. It eventually was used a curiosity to prop of the weather and status of the House of Nur, which by the late Second Dynasty has next to no visible draconic heritage or magic.

>The Third Dynasty

By the late third dynasty the Ruling House of Cemak was faced with extinction. In order to preserve Tiefling heritage and draconic blood they had resorted to inbreeding. Empress Amir III was to quote her Contemporary Farah the Rhymer "a sickly abomination, held alive by dark magics and the spite of the gods punishing her for daring to exist." (Many dispute this accusation as unbiased accounts of the Late Second Dynasty are near impossible to find.)

For whatever reason Amir III had no heirs so the question of who should have the Marble Throne ran through her reign. As she was the last legitimate descendant of Azam, many believed the throne should pass to the heirs of the Dragongod Thazanon.

To the east Doge Atrian the Violet, a descendant of Cik Nur and Valencia III declared the Windwand , the House of Nur and the Azanese throne as their birthright. Without an army the snuck into the Empire disguised as a trader and broke into the Mansion of Nur.

Before they were caught they called on the power within their blood and bade Windwand to wake. When it did, the House of Nur, desperate for power, declared Atrian their champion. When Amir died the First Imperial Council crowned the Doge as Emperor Adrian I.
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>>85985006
There are 20 posters in this thread atm
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>>86041020
>The Sun Kings
Adrian I used both Windwand and the holy sword Luminor as the centerpieces to the imperial regalia. They pushed a syncretic version of the Old Azan Faith that translated festivals of Elvish origin into days celebrating the life of Azam. (For example Starfall week being set during the traditional Elvish harvest festival.)

Adrian I was very fecund, having at least a dozen children by various partners. Traditional mores about polygamy were relaxed both due to the importation of Elvish culture and by various Tiefling Houses wishing to "revive" their bloodlines with the heritage of the seeming godking. The tradition continued with each child of Adrian I taking multiple spouses

By the reign of Adrian III , descendants of the Adriatic Line numbered in the hundreds . Several territories had been annexed to the empire via marriages with one grandchild or another. Adrian III was a magical scholar and abdicated to study magic, leaving the throne to their twelth or eleventh (most Adrianite emperor's didn't count) daughter, who became Adrian IV.

This began a precedent of the Imperial throne being left to the Adrianite who was perceived to have the most magical ability and/or draconic descent. Wielding Windwand became a common test of this ability. For example Adrian IX was overthrown in favor of their brother Adrian X when X was able to use Windwand and IX was not. Windwand became a symbol of these "Sun Kings" amd eventually, of Elvish culture in the empire, for those for and against it.
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>>86041223
>The Reconquista
Adrian XIII (known as Adrian the Fool) was an admirer of the Elvish nations and culture of old. He was weak in magic and could barely wield Windwand. Motivated by this insecurity he used hjs distant Elvish blood to lay claim to the whole of the Elvish lands to the north. Adrian nearly bankrupted the empire to fund The Gilded Army. The largest in existence of the time. (And some claim to be the first standing army.) He took Windwand on his crusade to the north leading his army. The Fool thought the Elves would kneel before their "returning king" ignorant of actual Elvish cultures and customs and claiming the right to an "Elvish Throne" that didn't exist. He fell into depression and alcoholism as the campaign faltered and when he died Windwand was taken by his cousin and bodyguard who named herself Adrian XIV.

>Adrian XIV
XIV (Known as Adrian the Mage) was more adapt with battle magic that most. And by learning amongst the hobbits of the Hedge Planes she developed a form of Agrarian magic that led to the conquest and foundation the first of several Crusader States in the Hedge. She is retroactively known as the first queen of the Hobbits in many stories. By the time she died the Faerie Lords were split in half some supporting her invasion and others wishing to defend their native cults.

>Adrian XV
Brandelshire was the illegitimate son of Adrian XIV and a Hobbit camp follower. A devout Druid. Crimisia promised him the greatest throne in the land in exchange for one day of his life. He hastily agreed as he was envious of his mother who never acknowledged him. In a dark ritual three dozen hobbits were sacrificed on a Druidic alter and Brandelshire was given the power to birth storms from his blood. Assassinating his mother, he stole Windwand and names himself Adrian XV. He conquered what was left of the First Elvish Empire but the two generations of Sun Kings who were far removed from the Empire's core weakened the third dynasty permanently
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>War of Waves and Willows

In the South a series of non noble regents has begun running day to day affairs of the empire. Jealous of the Adrinite magics they turned to deals with demonic forces. While Adrian XVII was leading the war against Daligrad using Windwand and a cadre or Bloodmages, the southern half of the empire became functionally independent. When XVII returned to the South proper they became the the first Emperor in three generations to actually set foot in Essakor. The culture has shifted , those of fey blood were seen as usurpers and foreigners and Adrian, who didn't even speak Southtounge was derided as "The Half-King."
XVII's 39th birthday led to a mass anti-elvish riots and when he tried to quell them with Windwand , a group of demon Tieflings cursed the wand and XVII was struck deas by Windwand's own thorns. The short lived civil war led to the Adrianite line slowly fading from power, until Adrian XX ceded the throne to their own wide, who began the 4th Dynasty.

>4th Dynasty
The fourth Dynasty was the first Azanese Dynasty to be led by "pure" humans. As part of this growing pro human sentiment and it's accompanied backlash against magic Windwand was locked in the imperial vault. It would stay there as mostly a curiosity until the late Fifth Dynasty.

>5th Dynasty
The borderline anarchy that the Empire was full of in the fight dynasty led to a mythologizing of the past. Arnold The Elders book "The Histories" would be the key textbook for much of Giantstep up to the late 32nd century Abe. This book was the origin of the "Battle of Empires" dating system used to this date. It was also where the now famous list of "Seven Sacred Swords" was compiled and when Windwand was added to the list. The Histories becoming famous among the Griots led to the Emperors of the time taking Windwand out the vault for gaudy displays of their (only ceremonial) power
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>>86041476
>6th Dynasty
During the wave of religious fervor that swept the empire after the death of Hēnare I, "heretic" literature, statues, artifacts and buildings were vandalized amd demolished. Windwand, which hadn't seen actually battle in several centuries was so deprived of magical energy it was able to be publicly burned to ash by Emperor Ajax I.

>Abilities
The Windwand was made from sacred wood , allowing it to feed off the magical life form of it's users the same way a tree feeds off water. Technically alive, it could grow and gain and change powers depending on it's users over time.

Originally it was used for Wind magic , it's ability to control the weather made it useful in raids against Scimitaria by Ronak. In Azanese hands if was mostly used for argagrian magic , such as growing crops to feed troops. Adrian XV melded the Windwand with a blood ritual leading to it's use for lethal spells such as rains of thorns or nettleplauges. Adrian XVII was the last person to use Windwand in combat. He preferred it's use as a magically enhanced melee weapon, which gave it the reputation as a "sword" that would see it listed as such in "The Histories."

From the fourth to sixth dynasty it's lack of use saw it wither until it was little more than a trinket. When Ajax burned it it was said to have lit up quicker than common timber.
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And there we go. The current list of the Seven Sacred Swords is

>Luminor
Alleged to be the personal sword of Azam, used as Imperial regalia for several Azanese dynasties
>Windwand
See above

I purposely left the other five vauge so others can contribute. I don't think all seven would necessarily be Azanese. In the same way the Seven Wonders of the world are from many cultures. It's also vauge as to how many are still active today. Some may be lost, and people quest for them, some may be destroyed like Windwand. Maybe one is scattered in several pieces. Perhaps one is somehow a person. Anything is possible.
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More like /tg/ makes a seething
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>>85986081
lol
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>>86038127
grumpy old hobbit's home in hereby
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What place could look like this?
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>>86042922
>hereby
Doesn't really fit with the nordic style mask/totem carving. Probably rather somewhere on the northern continent.
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What's our endgame with this?
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>>86045197
polish as much of the nations' lore as possible and then playtest it, I guess
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This creature now lives in the northern ocean.
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>>86043432
Looks like something out of the Blind Bastard's Domain
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>>86042922
should we change his name to gromplos old hobbit?
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>>86045197
We ought to finish all the lore first. Then maybe explain in detail the mechanics of the world (alchemy is pretty fleshed out, but magic is not).
Then use it as a setting for GURPS or something.
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>>86046286
Aaaaah, a Happy Willy. These peaceful creatures live in the northern corners of the world, following the undersea currents that their favourite prey use to move and feed. They are very amicable creatures and will attempt to interact with most ships they see, driving away the fish while doing so. Traders and military ships see them as good omens, since their enormous size keeps most predators at bay, and have even been tales of rescued sailors brought to the shore by Happy Willies. Fisher fleets, however, hate it, since most fish will flee from them, and thus they will have very poor catches. The only ships they actively avoid are kentgorodian hunter ships, since they know the danger they represent for their lives.
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More Fyrd stuff.

>Society and Economy.

Fyrd has a relatively simple economy. Most of the populations live off the land in the plantations of bog-yam, a very nutritious and easy to grow tuber that forms the basis for the peasantry’s diet. Herding is also a very important activity, not surprisingly, considering the history of Fyrd. Most of the animals are owned by the great chieftains, who find great pleasure in flaunting their wealth in cows to the rest of then. Their livestock could number in the thousands, and there are always bids to buy more from whoever is willing to sell. The small size of the Fyrd Peninsula makes grazing spaces very sought after, driving most of the infighting between the chieftains, so part of the crops grown are dedicated to feeding the cattle. If it wasn’t for the easy of production of bog-yam, this system wouldn’t be possible, and even as it is, the Fyrd holds a very small population, which is still dwindling from the original migration.
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>>86049756
The other side of the economy is more complicated. In all Littlestep, Fyrd is known as a nation of swindlers and swindled. The art of the con is practiced frequently within the cities and towns of Fyrd constantly. From simple selling swindles to major frauds, they are very adept at it. While, at the same time, being infamous for falling for others’ tricks as well. It is said that the innocence and naivety that brought them to Fyrd following the horbiculus still remains withing the Fyrdians. As such, the economy can easily swing from immense growth to catastrophic crash in a matter of months. Merchants that stop in fyrdian ports are aware of this, and they keep their eyes open for any sing of a swindler, staying away from the obvious cons.

The culture of Fyrd is heavily influenced by the tales of the horbiculus. Many holidays and celebrations reference the stories and tales of the impish creature, and many people still search for the mythical treasure as a hobby or as a family pastime. Hoping to find an actual treasure, however, is rare, since many people have realized that, whether the rumors about the horbiculus were true or not, the research would end up with no result anyway.
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>>86049773
The original fyrdian fishing towns have adapted to the new culture created after the migration, but they are pretty resentful of the chieftains’ grab on power. The fishing towns’ growth during the initial migration is long gone, and the great expansion of the towns has ended up in many hastily build districts being abandoned, being occupied by beggars and ne'er-do-wells. And while trying to fix the situation, they couldn’t stop the rise of the chieftains, even though at this time they had the resources to do so. Thus they try to be as independent as possible from the chieftains’ schemes and power plays, keeping mostly to themselves.
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>>86048738
GURPS would be pretty good
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>>86053076
who is this?
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United Nomads of New Hyperborea

>History:

The Hyperboreans are believed to have descended from human colonists who arrived in Zemyland at the invitation of the snow elves in order to help defeat the countless small fiefdoms of unseelie fey that plagued the region at the time. Over time, their numbers grew, and they became the dominant ethnic group in the areas west of the Aine Saerherne and south of Corteau Canyon.

They eventually unified into a large but sparsely populated kingdom now known as Old Hyperborea, and adopted many aspects of snow elf culture into their own, as well maintaining elements of Northmen culture and developing new traditions. Despite sharing some cultural elements, tensions grew between the Hyperboreans and the snow elves. The snow elves were alarmed by the Hyperboreans’ (relatively) large numbers, while the Hyperboreans resented tendency of the snow elves to treat them as inferior.

However, their land was rich and prosperous, and before long they found themselves fighting a series of wars against the inhabitants of Littlestep, including (in chronological order) vassals of the Khenomeric Empire, Greater Elanxa, the Arkadiya Empire, and the Princedom of the Platinum Straits. The Zemylanders, as they became known, slowly but surely established themselves in the coastal areas and pushed inland. On the plus side, tensions between the Hyperboreans and snow elves disappeared as they became desperate allies.

It was Platinum who finally destroyed Old Hyperborea, slaying their king and annexing their core territory into a series of protectorates and vassals, many of whom were gradually assimilated into the Princedom, though parts of Old Hyperborea were also absorbed into the Kingdoms of Copper and Amber (the Kingdom of Amber is now the Kingdom of the Crimson Queen).
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>>86053980

But the Hyperborean culture survived. Some migrated further north to live in areas deemed by most Hyperboreans to be borderline uninhabitable and became the Alltaf. Others won de facto independence from Platinum via a long series of rebellions and refusal to assimilate, creating what is now known as the “United Nomads of New Hyperborea”. And others continue to live in small enclaves in Platinum, Copper, and Crimson.

In recent times, a powerful Hyperborean sorcerer has gain the respect of many Hyperborean tribes and villages and crowned himself Vesolod I. His motives and priorities remain a mystery at this point.

>Government:

Like the Alltaf, the southern Hyperboreans are loosely organized into tribes and villages led by a chieftain and generally at least one shaman. Despite the “nomad” part of the name, many tribes are fairly sedentary, scattered across several small villages, camps, farmsteads, and temples within the same area.

Recently many tribes and villages have declared Vesolod I to be their king, but the practical implications of this are yet to be seen.

>Economy:

Reindeer and mammoth herding, lake fishing, foraging, and hunting are the backbones of the Hyperborean lifestyle, but they do cut wood for buildings, and operate a few mines and smithies for metal items. Harvesting sap, amber, ivory carving, farming hearty vegetables, and occasional mercenary work are also important activities.

>Foreign Relations:

Princedom of the Platinum Straits – Platinum once controlled most of the territory now claimed by the “United Nomads”, but let much of it become de facto independent following a series of rebellions. However, recent aggression against the nomads by the snow elves has darkened the opinions of the Hyperboreans to their ancient allies and has caused some to be more sympathetic towards Platinum. It helps that Platinum pays well for skilled mercenaries.
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>>86054001

Kingdoms of Copper and Crimson – Pockets of Hyperboreans still live in these kingdoms, it has been a long time since any official attempts at assimilation have been carried out, therefore relations are fairly neutral.

Aine Saevherne – The snow elves were historically allies to the Hyperboreans, but some hardliners among the snow elves have started carrying out raids against all humans, which has hurt relations between Hyperboreans and snow elves greatly. Many less hardline snow elves also resent the Hyperboreans for being defeated so easily and often submitting to Zemylander rule or even assimilating. However, other snow elves maintain good relations with the Hyperboreans and it is not uncommon to see them in each other’s lands.

Corteau Canyon – Hyperboreans don’t interact much with the Nerim. They sometimes pass through each others territory, though encounters between the two under such circumstances tend to be tense. Nerim are more likely to be in Hyperborean territory than vise-versa, usually while travelling south for mercenary work.

Alltaf – Although there are some cultural and religious differences, the Alltaf and New Hyperboreans generally see each other as close cousins if not the same people.

>Geography:

Much of the territory claimed by the New Hyperboreans is tundra or mountains, but there are also many clusters of trees and many lakes. Hyperborean permanent settlements are generally small, and made almost entirely out of wood. Tent communities and wood shacks mounted on sleds are more common. Religious buildings are infamous for being painted bright colors.

The ruins of larger communities and fortresses can be found here and there, but many of them are nothing but foundations given the Hyperborean preference for building with wood.
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>>86054017

>Demographics:

- Humans – Humans make up most of the population of New Hyperborea, and the vast majority are Hyperboreans. It is not that Hyperboreans are particularly hostile to outsiders, on the contrary they see hospitality as borderline sacred, but few outsiders have any reason to travel there.

- Fey – Like in the Zemylander nations, there are more than a few fey around. The most common include uldra, snow goblins, rusalka, vodyanoi, sirins, and hags.

- Snow Elves – Some Hyperborean tribes, villages, and temples still maintain good relations with the snow elves and it is not uncommon for snow elves to visit, or even live among humans for a time, though raids by hard line xenophobic snow elves has raised tensions.

- Trolls – Trolls are also plentiful here, including the furred troll, which some believe is actually a distant relative of the yeti.

>Religion:

The Hyperboreans follow a complicated religion where in theory there is one god, the All-Creator, who has many forms, but in practice, many Zemylander gods, the snow elf goddess, and many faerie lords are worshipped similar to how they are among non-Hyperboreans on the basis they are different aspects of the All-Creator.

Shamans of the All-Creator traditionally wear white robes, and worship in elaborate wood temples or in sacred groves, but many Zemylander, snow elf, and fey religious traditions have gotten blended in.

>Military:

Hyperboreans are self reliant and used to dealing with the likes of unseelie fey, trolls, and dangerous wild animals, but it has been a while since they have been organized militarily in large numbers.

Weapons tend to be limited to bows, axes, swords, spears, and javelins. Magic usage is rare due to Hyperborean distrust of the arcane, though some shamans have access to powerful magic. Probably their greatest strengths are as skirmishers, as well as heavy cavalry due to the usage of reindeer, mammoths, and woolly rhinos as mounts.
>>
>>86054001
nice artwork
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>>86053980
comfy
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>>86054001
so hyperboreans are a mix of east slavs and nords, in a way?
>>
We need hyperborean shaman flying around with his magical war moose.
>>
what's this setting's version of the Dutch East Indies Company?
>>
More like /tg/ makes a seething
>>
>>86057956
the Drunigzard colonies company (?) seems like that. Or maybe something in Gvilderstaaten
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>>86057956
Like >>86058540 said, probably Drunigzar's Royal Trading Company is the closest thing to that.
>>
Bump
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>>86053076
Azanese empress?
>>
What country needs to get some lore written for it?
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>>86063390
There's the lore map with all of the places that have lore and those that haven't. And in >>85941278 you can see a list of those needed to finish the smaller continents, though we'ce written about some of those already.
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>>86063390
Zapalovah, Blesire States and the remaining Zemylander nations would be my guess
>>
More Fyrd stuff.

>Religion
People outside of Fyrd frequently think, either earnestly or in jest, that fyrdians worship the Horbinculus. This is categorically denied by denizens of Fyrd, and many of them will get angry if they are accused of Horbinculus’ worship. In reality, the Horbinculus is not a deity in the eyes of the fyrdians, and treating it as such would be the folly of those who do, something that anyone who’s read the stories would know. In reality, fyrdians pray to a mix of human gods, most of them originated from the lands of northern Giantstep, and in particular the Golden Sea of Wheat. Fyrdians have mixed their pantheon with the many festivities and traditions from the original fyrdian settlers that have resulted in very colorful rituals and processions. Many of these have become very popular tourist attractions in their own right, bringing a lot of pilgrims from many areas of Giantstep and Littlestep to enjoy the festivities (and probably be scammed in the process, such is tradition).

One of the most famous rituals is the Race of the Cattle, in which young people coming of age will be made to race around the outer streets of a city while being chased by young cattle. If they manage to outrun the calves, they are said to be guaranteed a long life and a happy marriage. If they get trampled, they get a good concussion and maybe a broken bone.
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>>86067618
>Military
The different chieftains each have their own personal forces at their disposal. These are mostly in the form of militia and men at arms paid to steal or guard the cattle from the other chieftains. As such, their forces are mostly composed of light skirmishes and light cavalry, able to sneak from the guards’ outposts and take the livestock and then run quickly to other chieftains, or if needed, chase the thieves. Since the raids between the different chieftains are constant, this forces have a considerable amount of experience as raiders, but nothing that could be useful in a battle outside of that. Fyrd’s best defense is its geographic position, too isolated from most dangers and in a relatively peaceful area. Most of the dangers that Fyrd might suffer come from the sea, and even then, the great kingdoms’ navies actively Grënndell’s Sea and Labyrinth Bay from pirates and raiders. As such, Fyrd has no real standing army, baring a couple of patrol boats that make sure smugglers and thieves stay away from the fishing cities.
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>>86067625
>Foreign Relations
Unlike what many would expect, Fyrd’s chieftains have managed to establish a very positive relation with all of their neighbors. They know that the inner fighting in Fyrd and the lack of a decent military force makes the nation quite vulnerable, and as such, the chieftains have expended a lot of efforts to cultivate good relations with the nearby countries. Most other countries see Fyrd as a curiosity in the map, nothing more than a curiosity south of the much more important Woodcutter Cities. As a way to earn favor from the many higher powers around the nation, Fyrdians have offered foreign diplomats a lot of tribute and even palaces at the coast of the peninsula, which seemingly have paradisiac views.
>>
So this makes the Kingdom of Tarot the only big nation from Littlestep in need of lore?
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So Mossovoy is basically the only nation where necromancy isn't considered le bad?
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>>86068468
There is also the Gnoll Empire, Okhost, the one necromancer under the Cursed Battlefield, at least one of the 13 daughters in the Dominion, the Witch-Elves, and Avangar.

Also Leng has some magic "derived" from Necromancy
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>>86068468
Okhost as well.
>>
alright gonna write some more alltaf lore tomorrow
>>
Here are all of the nations/societies that are still lacking according to this map. Not counting the Giantstep continent yet, since there are a lot of those still lacking, and we can finish the smaller ones first.

>Scimitarian
-Blesire States
-Etera (?)
-Lands of Athassel (?)
-Scarred Phantoms (?)

>Zemyland
-Rognarey
-Shelkvidur (?)
-Pondlings

>Littlestep
-Woodcutter Cities (?)
-Kingdom of Poker
-Dreaded Wharf (?)
-Kunt (?)
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>>86071779
Woodcutter cities have gotten some lore lately. What do they lack?
>>
So below are my "pet " nations

>Azan Empire
>First Elven Empire
>Domain of the Bog Witch
>Automata Republic

Any suggestions for lore or updates involving any of these?
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>>86072028
>Automata Republic
I still want a Frankenstein-turned-Robocop character protecting the streets from the undead and the necromancers that want to take the land over.
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>>86072028
>First Elven Empire
Probably the fall of the First Elven Empire, the formation of the Second Elven Empire and how that quickly crumbled into the Drow Confederacy (and how that also quickly crumbled into the Drow City States).
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>>86071827
Is it added to the wiki?
>>
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>Firebrand

Firebrand is a drow forged sword created by followers of the Volcano God, but made famous by its long association with the Azan Empire. It is one of the Seven Sacred Swords.

>Origins

Firebrand was said to have been forged several centuries before the founding of the ancient Azan/Dragon Empire. It was said to have been created by master smith and enchantress Infernafray Chariryl for her Empress, Chenzira Chalia.

Empress Chalia led a coalition of western drow cities, generally subterranean, against a similar but smaller alliance to the south east. Although her fire magic was potent, she preferred to slay her enemies up close and personal, and Firebrand was a sword of few equals in that regard. When wielded in anger, the edge of its blade became immensely hot, allowing Chalia to slice clean through the weapons, armor, and flesh of her opponents. Only the most powerful enchantments could block its edge.

Although unbeatable in battle, Chalia was eventually assassinated by a drow from the southern alliance, a follower of the Poet God who seduced, then poisoned her while posing as a captive, before fleeing back south with the sword.

Although his name is now forgotten, the assassin was said to have been a legendary explorer, adventurer, and troublemaker. However, he met his end in a similar manner for which he first became famous. He is slain during a failed attempt to seduce Saint Calixta, a companion of Aza, and the sword falls into her possession.
>>
>>86074485

>First Dynasty

Like its origins, much of what little is known of Firebrand’s usage during this period is based on myth. Many exploits center around the time period it was in Calixta’s possession. One of Aza’s more roguish companions, some of the stories are far-fetched, and often bawdy, including the Castration of the Last Mountain Giant, the Escape from the Swamp Hag, and the Tale of the Siren and the Underpants Gnomes. Other, more “official” stories speak of Calixta fighting along Aza’s side against assorted evils, and how the sword went on to serve many champions of the First Dynasty.

>Second Dynasty

One of the longer dynasties, stories of Firebrand during this period inevitably center on it being used against unseelie fey, demon worshippers, and cruel slaver kingdoms. Cynics note that many of these enemies were not as evil as depicted, as the Second Dynasty was infamous for focusing on the most negative aspects of their opponents to justify its wars.

>Third Dynasty and the Sun Kings

Few stories of Firebrand exist from the time of House Cemak, but during the Adrianite period, Firebrand became a well respected artifact, bestowed by Emperors to battlefield champions from lesser branches of the Adrianite line. As drow fell well within the diverse range of fey cultures that the Adrianites considered to be “elvish”, they were much more comfortable wielding a drowish sword than champions from other dynasties.

>Fourth Dynasty

A short lived, unpleasant dynasty obsessed with human purity under the guise of rooting out demonic and unseelie fey tainted bloodlines, many traditions, artifacts, ceremonies, etc., associated with the Adianite line, including Firebrand, were locked away. However, Firebrand’s fortunes were renewed when Sophia Diogene used it to assassinate her aunt and forge a new power base out of family members and noble clans loyal to her.
>>
>>86074524

>Fifth Dynasty

A long dynasty, and often seen as a golden age for the Azan/Dragon Empire, House Diogene used fears of the rapidly expanding Khenomeric Empire to renew the loyalty of its vassal provinces and bring new nations into the Empire without a fight. Research into new magical fields (often stolen from or inspired by the Khenomeric Empire) created wonders the likes of which the world had rarely seen. Firebrand was a key artifact within the core Imperial Family, often worn by the Emperor, a sibling, or a direct heir. However it was rarely used, except during the occasional execution done personally by its wielder.

This changed when Emperor Basilius X personally led his troops into battle during the legendary Battle of Empires. Although his skill at swordcraft and battlefield tactics was unrivalled, and his regalia included some of the most powerful artifacts available, his presence was often overshadowed by the titanic magics unleashed on the battlefield. Unfortunately, Basilius X was slain by the magical blast that brought the battle to an end, and Firebrand and several other artifacts were lost for centuries.

In the meantime, the Fifth Dynasty was greatly weakened by the massive losses taken at the Battle of Empires. For a time, it was kept afloat by the religious fervor unleashed by the belief that no less than Bronzar himself had saved the world at the climax of the Battle of Empires, but not only were the Legions devastated, but many of the magics that House Diogene relied upon for their power also seemed to have failed or become much weaker. Rumors spread that Bronzar and many other gods had deliberately lessened mortal’s ability to manipulate magic in order to prevent another near world ending mishap from happening, and magic became shunned in some quarters.
>>
>>86074544

By the time Firebrand was finally recovered from the Cursed Battlefield, the Empire had largely fallen into anarchy and the position of Emperor reduced to a figurehead for the Church. Around this time, Firebrand was added to the list of Seven Sacred Swords and became part of the Emperor's official ceremonial regalia, though as House Diogenes had become soft and weak at this point, it was rarely used in battle.

>Sixth Dynasty

A period of misdirected religious fervor even worse than the Fourth Dynasty, many foreign customs and artifacts were labelled “heretical”, which became a blanket term for anything associated with demons, unseelie fey, or dark magics, and many could easily argue that Firebrand was the product of all three. However, unlike many such artifacts, which were destroyed, Firebrand simply went missing for much of the Sixth Dynasty period.

>Seventh Dynasty

The Seventh Dynasty was a period of renewed Imperial strength. The religious fervor of the Sixth Dynasty had been balanced out with a renewed interest in magic, scholarly knowledge, and rule of law. The Empire became cosmopolitan and decentralized, but arguably much stronger for it as many provinces were ruled by competent families, and for those that were not, a meritocratic system of governors and bureaucrats ensured good rule.

Seeking to create symbolic ties between themselves and the powerful rulers of the early Fifth Dynasty, the ruling House Bellicus launched many expensive expeditions to locate Firebrand, only for it to be eventually found in an abandoned section of sewer during a revitalization project.

Bellicus was a warlike House, and were easily persuaded to launch a series of campaigns against neighbouring nations. In particular, Scimitaria was a key target, where power struggles among the fey provided an excuse to gradually take the region and its vast mineral wealth.
>>
>>86074555

Key wielder during this period included; Princess Livia (The Dwarf-Friend) who used it to help the Onyxtoe seize valuable lava tubes from the gibberlings and found their kingdom, Emperor Azmuth II, who used it to convince the fire imps to turn against their fey allies, and Emperor Azinida V, who used it to personally slay the rogue sea elf pirate princess Lusha, and Princess Nipia, who used it to slay the Changrila Usurper.

>Eighth Dynasty

Power was transferred from the Seventh to Eighth Dynasties rather seemlessly, in fact, it is only considered a new dynasty due to the powerful House Cico’s refusal to allow their heir to change his last name, and the refusal of a stubborn Imperial princess to consider any other suitors. For the first few centuries there was no notable difference between the Seventh and Eighth Dynasties, and the absorption of Scimitaria and other neighboring regions continued at a leisurely pace.

However, the tail end of the Eighth Dynasty was marked by much unrest. By this point, Firebrand had become the possession of a minor branch of the Imperial Family, descendants of Nipia, a third daughter whose lineage distanced themselves from court political marriages to focus on martial issues. The Purge of Siuverland had created a buzz of xenophobia not unlike those of the Fourth and Sixth Dynasties, so the core Imperial Family made little attempt to retrieve the sword, even though Nipia’s branch of the family was no longer held in particularly high regard.

The last human wielder of Firebrand was Pleusicles Faber, a young but promising Legion officer of Nipia’s lineage. He was highly skilled with the weapon, and almost undefeated on the field of battle, but he wasn’t highly placed enough in the Legion hierarchy to be aware of rumors that the drow of the underworld were gathering in numbers not seen since the First Dynasty.
>>
>>86074594

Queen Celia, who would later go on to crown herself Empress Celia II after her legendary ancestor, had manage to do the impossible and convince many of the western underground drow cities that great riches could be had by conquering the Scimitarian dwarf cities. Forging alliances across religious lines and ancient rivalries, she assembles and army of hundreds of thousands, who make their way westward undetected via long forgotten tunnels.

Pleusides Faber, posted in what is now modern day Calcabra at the time, was one of the first military losses. It is rumored he died in Celia’s personal dungeon after weeks of torture.

Celia would go on to wield Firebrand in countless battles. With many of the most experienced Legions heading eastwards to fight the new Witch-Elf threat, much of Scimitaria is overrun before the Azan Empire can truly comprehend the scale of the drow invasion. In attempt to recruit the few remaining fey malcontents in Scimitaria, Celia crowns herself Empress of the Second Elf Empire (thus lumping all previous iterations of the Elven Empire together as the “First Elven Empire”). Her rein only lasts less than two decades however before she is assassinated by unknown parties. Without her leadership, the Second Elf Empire fragments into the Drow Confederacy, which in turn become the Drow City States.

Ever since her death, the whereabouts of Firebrand are unknown, but many believe it was buried with Celia II in her tomb in Amrurinth.
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>>86074604

bonus image
>>
Kino Update five stars
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>>86073719
I think so.
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>>86074485
>Volcano God

is it the same Volcano god that as in the northern island?
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>>86077811
I'm not sure about that. The denizens of the Island of the Volcano God are pretty much human viking savages. I can't see the drow worshiping their deity. Maybe the drow god of volcanoes, there are plenty of volcanoes in Scimitarian.
>>
What the fuck happens in the Corteau Canyon
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>>86078717
Maybe it is the same god but worshipped in a different manner

>>86079767
Will try to write Rognarey next
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>>86062277
>>86053076
Adrian XIV aka Adrian the Mage
>>
More like /tg/ makes a seething.
>>
I'm thinking of adding something to the Woodcutter cities. Would a character that mixes William Tell and Robin Hood work? Anything that could be added to it?
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>>86083227
how many woodcutter cities are there? are they cities in the true meaning of the word, or just small, logging settlements? I feel if they function like city-states we could have some more lore about each one of them.
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>>86083423
They are city state cities. In each of the Woodcutter cities' areas there must be two or three cities surrounded by farming land. They can't grow that much further since the land from the Green Oak forest is somewhat poisonous to any vegetation that's not the Green Oaks.

I imagine they would work as miniature Swiss cantons.
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>>86034901
>Geography

"My observations concide with what we previously knew about the geography of the Alltaf lands. The central tundra is known as the White Fox Tundra, while the border with the Crimson Queen Kingdom is covered by the Kjaerstaang taiga forest. Three rivers pass through this land, flowing from the Corteau Canyon towards the northern coast of Zemyland. The Alltaf lands are geologically rich; although they lack more common metals such as iron, they are still rich in gems and ebony.

As for animals, one can find deer and boars with thick fur in the forest, as well as predators like white bears and wolves. Near the northern glacier, one can find walruses rich in fat, who the Alltaf hunt for their tusks. The taiga is populated by an extremely rare mammal, not too different from a large cat, whose kind I've only witnessed in the far southern lands, during my travels in the Chakobsan jungles. I wasn't able to spot this animal during my hunts, but the locals consider it as some kind of divine beast, and even the hunters from the western Kingdom know better than to mess with it."

>Warfare

"The Alltaf fight with javelins, as well as with axes, swords and bows. Their most prized weapons are made of ebony, and this variant of ebony that's found here is nowhere to be found elsewhere on Zemyland. Their children are trained at warfare from a young age, both girls and boys. Even nursemaids with babes suckling at their tits are able to hold their own in a fight, unlike in our Empire. What surprised me the most is that even though these lands are made up of many independent tribes that may even be hostile towards each other, they can put their differences aside in an instant in case of a foreign assault. We can learn much from these people in that regard".
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>>86083572
>Demographics

"During my stay at Palisgaard, as well as the other towns I managed to visit, me and my company were the only foreigners, apart from the occasional Zemylander or Snow Elven merchant or rogue. These people have learned to be independent and not to rely on outsiders, and because of that, foreigners have little reason to venture in these lands.


>Foreign Relations

"Despite the religious and cultural schism that was experienced between the Alltaf and the New Hyperboreans, they mostly consider each other to be the same people. This is reflected in their language, with the Alltaf tongue being more resembling of Old Hyperborean, although both are nearly mutually intelligible. Despite that, in the few occasions that foreign people have tried to invade the Alltaf, the Hyperboreans weren't generally willing to help. The Alltaf consider themselves stronger and more enduring than their cousins, a sentiment that's been carried through history.

The Alltaf, especially the elders, see the Zemylanders as invaders, with their foreign gods and customs. Their relations are still sour even after all those years, especially since a few Zemylander Kingdoms have tried to invade the Alltaf in the past. Still, I have yet to hear a single Alltafer express interest in reclaiming their lost lands, which could be due to the Hyperborean's succesful independence war, which very few - if any - Alltafers participated in.

As for Kentogorod and the Nerim of the Corteau Canyon, they barely interact with the Alltaf. In all my months of stay here, I've only once visited Kentogorod, and I've yet to encounter a single Nerim, as they rarely venture outside their canyon apart from mercenaries, and the Alltaf have got little use for sellswords. Despite that, there is some sort of silent respect of the Alltaf towards these people, given that both are isolationist and self-reliant, like themselves.
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>>86083486
>>86083423
I'm drawing the map of the Woodcutter cities. Once I have it, it'll be easier to write each city's lore.
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>>86084021
The relations between the Alltaf and the Kingdom of the Crimson Queen have changed in the last years. When that realm was known as the Kingdom of Amber, it was one of those states that tried to conquer the Alltaf, although unsuccesfully. After the strange Crimson Queen became its leader, the colonial attitudes towards Alltaf and New Hyperborea died down, and nowadays the Alltaf can hunt and venture deep in the Crimson realm with the only worry being the predators that lurk these treacherous forests.

Perhaps the Alltaf's most disliked neighbor is the nation of Biblion. Although the Librarianmen and the Owlfolk of Biblion aren't really interested in external affairs or conquest, they are obsessed with accumulating knowledge, and especially the forbidden kind. I have personally witnessed one of these Owlmen visit Palisgaard, with that certain individual leaving frustrated after a short meeting with Hooxen. Such encounters have also been noted in other Alltafer settlements. The dark secrets of the shamans are sought out after by Biblion, and the shamans' persistence and stubborness is causing them headaches. Although I haven't been able to peer into these secrets myself, my ultimate plan involves achieving what the Owlfolk so far weren't able to, just like you requested. I'll send your excellence my next report in the next 4 months, where I'll be able to describe more than just the tribes' general characteristics."
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>>86074524
would this be under a different page in the wiki?
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>>86084176
I'm hyped for it
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>>86084297
I dunno, both the Firebrand stuff and the Windwand stuff that inspired it contain a lot of useful information on Azan's history, but it may make the page too long if you try to cram it all in

Maybe just make a separate page and link it to Azan's history section?
>>
i haven't really contributed that much in these threads, but gotta say I'm impressed on how it's turned out thus far.
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>>86071779
The longer the hair of the woman from the Rognarey tribe is the bigger their power and social status. Basically like Samson from the myth. Cutting her hair means robbing a Norskyrie of her power, pride and strenght. Luckily for them, their hair might be supple, elastic and of enviable volume, but at the same time it is harder than steel cables. It is said that a garrot made from a single Norskyrie hair could strangle a fully grown ogre.
yes I'am talking about ALL hair
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>>85981957
I love how this setting just keeps going.
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What's the list of diseases of the setting?
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>>86088221
I think only the "Devil's Plague" has been mentioned thus far. Supposedly, it was a disease that spread to Scimitaria from the Eldritch Jungle and led to a deadly pandemic, although it's really not mentioned much in the lore apart from Bumi.
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>>86090080
There is also the plague from that Drunigzar colony and a dance disease.
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More like /tg/ makes a seething
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>>86091590
The lotus island disease as well
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Been thinking about some cities.

>Bellingham

Bellingham is situated on a lake and surrounded by tall, rough snowpeaked mountains.
One of the biggest cities in Gvilderstaaten, it is known
for its agricultural products from the city's outskirts and the laconic
and suspicious to outsiders locals.

It is home to many gambling dens, lakeside brothels as well as religious
and paramillitary organizations.

Bellingham was known for its hostility to outsiders - part due to the
harsh climate of the north - thing especially true for the general
area of Bellingham.

The city's buildings for the most part are made of oily black stone
and dark-hued bricks. This, coupled with the decorative gargoyles
on top of many buildings and the gargantuan places of worship gives Bellingham an
ominous aura that's oozing throughout the atmosphere.

Legends of creepy fishpeople rising from the Lake to attract unsuspected victims and
Bellingham's many Gargoyles coming to life to punish evildoers are part of the parcel
that each child born in and around Bellingham is accustomed to hearing every night.

>Moxey

A remote hamlet. It is situated on
an unhospitable valley which is beyond the mountains that surround Bellingham. Snow
covers most of the area around and inside the village, something that gave rise to the
need of a local inn to be constructed - and thus the Drunken Walrus came to be.

The village seems familiar at first - pretty little stone houses with hay roofs, pens that housed
their livestock, cobblestone chimneys that gave rise to dark smoke and a logging mill where
men and women alike worked to produce Moxey's number one export - wood.

However, not everything is as it seems at first glance, as the vigilantes that are stationed there soon find out..

I was unsure where to place these cities, if anyone has an idea I'm all for it. I was thinking of something like the Platinum Princedom or Gvilderstaaten.
>>
>>86094642
oops, wrong picture, but I guess that one could fit with Gvilderstaaten or perhaps Anchovia. Let me know!
>>
>Story about Mossovite necromancers on a journey to the Cursed Battlefield through the Glass Mountains.
Master Dvyelny carefully recites the sacred texts as he begins the flesh sculpting. While hardly his specialty, his work would be better than nothing for the injured apprentice. The sword wound slowly began to mend, as did the damaged organs. Apprentice Albin would live, at least for now. Vzhem ran into the tent, ignoring all the traditions of greeting. Clearly this was important.
"What is it, Vzhem?" asked Dvyelny. "As you can see, I am preocuppied with Apprentice Albin.
"I am sorry, master," said the messenger, "but this is urgent. We've spotted a group of Laurentian knights approaching from the south. They'll be upon us 'fore we can escape!"
"You have nothing to fear. Tell the others to come with me through the tunnels, and to leave the carts." said Dvyelny.
"Master Dvyelny, are you sure this is a good idea? We'll have no spare food and no lumber for the-"
"That's quite enough, Vzhem. There will be plenty where we'll be going. Now, ready the apprentices and inform Master Rylensk and Master Tyechvi that we are leaving immediately."
"Yes, Master Dvyelny."
>>
>>86094642
>>86094693
>I was unsure where to place these cities, if anyone has an idea I'm all for it. I was thinking of something like the Platinum Princedom or Gvilderstaaten.

You already put Gvilderstaaten right in the text, but Platinum, Silver, or Zapalovah could probably work as well

If you do somewhere in Zemyland the names should probably be more Slavic though
>>
My computer farted and lost most of the progress with the Woodcutter map. Starting again.
>>
>>86095450
>>86094642
I'd say Zapalovah since it's the only big nation that we have (almost) zero lore on, but I think Zapalovah is too supposed to be slavic-influenced.
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>>86095651
I feel your loss pal.
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>>86088221
There's the Lubbertdas Plague to which the population of Kokaine fell victim to.
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>>86094754
I really like the Mossovoy lore. Good job
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>>86097285
Thanks.
>>
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Rognarey

>History:

The Norskyries have been in Zemyland for as far back as anyone can remember, though the inhabitants of Biblion often claim to have arrived before them.

Although often treated as a race of fey, there is compelling evidence suggesting they were in fact created by the old Northman goddess Freygga, who is still worshipped by some Northmen derived cultures like the Zemylanders and Hyperboreans.

The Norskyries once travelled beyond the Canyon more frequently, but ever since the snow elves and Hyperboreans defeated some of their allies among the fey lords, the Norskyries have become even more isolationist.

Few in number and very remote, there was a time when few other than Biblion and the snow elves even knew they existed outside of myths and legends, but adventurers from the Zemyland nations of Platinum and Gold eventually made contact and found them willing to sometimes leave their remote realm to work as mercenaries against old enemies and new.

>Government:

The Norskyries roam their glacial home in small family units. The sole known settlement in their realm is the village of Rognarey, which serves as a social gathering point, trade location, and religious center for the Norskyries.

>Economy:

The Norskyries are self-sufficient and don’t need to trade with outsiders. They have a few ceremonial surface forges for creating and maintaining weapons and armor, but where they get the raw material is a mystery. Likewise little lives in the territories claimed by the Norskyries, leading some to believe there is more to the Norskyrie’s glacier than meets the eye. Some believe there are subterranean chambers bustling with strange wildlife, or perhaps even entrances to another realm in their territory.

>Foreign Relations:

Princedom of Platinum and the Kingdom of Gold – The Norskyries occasionally do mercenary work for Platinum and Gold, essentially the only non-hostile contact they have with outsiders.
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>>86101053

Avangar, Aine Saevherne, New Hyperborea – These nations are the most likely to be on the receiving end of mercenary fighters from Rognarey. However, Norskyries are rare enough that few in these nations have encountered one, or have particularly strong opinions on the race.

Corteau Canyon – Despite the fact that Nerim territory surrounds Norskyrie territory on all sides, the two races generally ignore each other. Norskyries can sometimes be seen travelling through Nerim land, but the Nerim have no valid reason to enter Rognarey, and rumor has it that those that have tried were swiftly defeated.

>Geography:

Few outsiders have seen the Norskyrie homeland. It is often described as either a glacier, or snow covered plateau at the bottom of the large valley located on the eastern side of the mountain range known as “Corteau Canyon”. Some think it may be a frozen lake or a massive, magically created structure. How it remains intact in an area with such high salt content in the area remains a mystery.

The Norskyries have a few structures on the surface of the glacier, but many believe they have more within the glacier, or in a magic realm that connects to the region at various points.

>Demographics:

Norskyries – The only inhabitants of the territory, they resemble tall human females, but are unnaturally strong and quick, and seemingly immune to cold. Many consider them to be fey, but the Norskyries consider themselves descended from Freygga, who is a goddess in several northeastern cultures, though the interpretation of which powerful beings are gods, demons, fey lords, frauds, and myths varies by culture.

>Religion:

Norskyries consider themselves descended from Freygga, and although the nuances of their faith are unknown, it seems they believe Freygga has similar attributes to other northeastern cultures who worship her.
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>>86101077

Freygga is associated with prophecy, motherhood, beauty, war, cats, and death. Norskyries seem to worship her mostly by life experience. Those who have served as mercenaries with Platinum are known for their vanity, promiscuity, recklessness in combat, and strange obsession with the dead and dying. They are also often accompanied by giant cats, similar to their goddess.

How they worship Freygga in their homeland is unknown, but it is rumored that some of their shamans can see into the future.

>Military:

Norskyries are reckoned by some to be among the best fighters in the world. Despite their feminine build, they are stronger and tougher than any human, and unnaturally quick as well. It is unclear how long they live for, but some have been recorded for living for centuries, and there is rumors they can reincarnate in some manner. Regardless of whether this is true, it is rare to encounter one who isn’t a combat veteran with considerable knowledge of different fighting skills and battlefield tactics.

Norskyries disdain crossbows and firearms, and rarely attack directly with magic, but they are highly skilled in the use of axes, swords, shields, spears, javelins, and bows. An unusual tactic some are fond of is the so-called Meat Cutter Dance where they use blades attached to their long braids to supplement the weapons in their hands.

Norskyries sometimes ride giant cats into battle or use them to pull chariots. The cats appear to be intelligent to an extent and have been seen spying on enemy camps, hunting enemy scouts, and even assassinating specific targets without direct supervision.
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>>86094642
The village of Moxey. I think I'll incorporate these cities into Zapalovah and change their names somewhat when I write its lore.
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>>86102953
I am already partway through a loredump for Zapalovach
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>>86104423
oh, go ahead then. Would it be possible to include these two cities (but with more appropriate sounding names)?

>>86094642
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>>86104977
yeah sure
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>>86102953
I reall like the landscape art you're using for your posts anon
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>>86105781
Thanks! That one I wrote for an unfinished setting during quarantine and I unearthed it today by accident lol
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More like /tg/ makes a seething
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Got the Woodcutter cities map done and clean. Tomorrow I'll add more detail to the actual cities.
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>>86108867
thinking about this, what happened to the biome map we had?
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>>86109223
the original was last seen in the header thread 17#2

the updated one with the fancier software appeared in headers of threads 18 and 21, but then got forgotten after that for some reason
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>>86108867
I love it.
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>>86109309
I still have the Photoshop file of the original biome map.
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>>86110944
Thanks.
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Ok, so I've finished the map of the different Woodcutter regions. I'll think of a name for each city later.
Once I got those chosenm I'll continue with their lore.
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Wanna write lore for some nation but I don't know where to start. Is "the Land of the Windmills" available?
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Here is the updated lore map

The Nerim of the Corteau Canyon is pretty much the only thing in Zemyland without lore

Same for Orc'Eire and the Blesire States in Scimitaria

Also, what's up with the Purple Shell coast?
>>
More like /tg/ makes a seething
>>
>>86117360
>Also, what's up with the Purple Shell coast?
That'd be my thing. When I wrote the Red Lotus stuff, I imagined the Purple Shell coast as part of the palm groove. But I never got around to develop it any further. Huh.

Basically, the coast is the perfect habitat for the Purple Sea Snail, an amphibious sea snail that is used to produced violet ink, very appreciated by the drow. The coast is uninhabited, save from those nomad drows and dwarves that make a living collecting and selling the snails, plus whatever the sea currents leave ashore.
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>>86117360
Do podlings count as zemyland or littlestep?
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>>86117360
There's also the SonQo temples. Although those and the other states that aren't really countries (like the Scarred Phantoms) don't really need too much lore.
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>>86120415
I'd say they are closer related to zemylanders
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>>86117360
Please add what the colors mean to the map
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>>86125547
Green is very deep lore. Orange is written but insuficcient lore. Non circled is very lacking lore.
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>>86116736
You can expand on lore for every country you want to. If you want a relatively blank canvas go with the orange ones on the map or check the wiki.
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A bit of history for the Woodcutter Cities.

>History
The expansion of the Woodcutter cities is difficult to study. For one, the original settlements in the Green Oak Forest have been swallowed by the forest centuries ago, not by sorcery or catastrophe, but by the difficulties of making a living in the forest. The wood from the green oaks is one of the best in the world, and its quality is highly appreciated everywhere, but the green oaks’ seemingly toxic roots make growing agriculture in the area a very difficult task. Once you cut down a portion of the forest, it can’t just be replanted for agricultural purposes. The land will continue to be just toxic enough for most crops, but not toxic enough to the forest to start growing again. Not even husbandry is recommended, though lately the imports of drunig goats have increased, thanks to their incredible resilience and ability to feed on pretty much everything organic. Thus, most of the original settlements were eventually abandoned, and once the people left, the forest simply reclaimed the land.
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>>86131597
The small inklings that would eventually became the current Woodcutter Cities were initially just small ports. Different groups of fishermen from around Littlestep began building small settlements throughout the coast, setting up fishing docks where they could repair their ships from long periods at sea. They initially had no interest in the forest other than for seasonal hunting, when the weather made fishing too dangerous. Only after they began growing in size and population did the cities began looking at the Green Oak Forest as a possible source of revenue in and of itself. The problem was, once again, finding enough food for a developed town. Fishing and hunting can only get you so far when the population starts growing into the thousands, and as such, their growth was very slow. The small areas that conform the land around the Woodcutter Cities had to be grinded over and over throughout the decades to be of any agricultural use1. Constantly, and with major efforts, the lands became cleaner and agriculture became possible, though the citizens of the regions have to keep the forest from claiming back the land, removing roots that could poison the lands again.
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>>86131609
The origins and cultures of the Woodcutter Cities are very diverse, but we can follow clear differences from the northern Woodcutter regions, the southern Woodcutter regions, and the eastern Woodcutter regions. The northern regions of Neuweisstërrloft and Niebelgersennt come mostly from the Orange Marquissates, moving eastwards following the fish and wanting independence from their overlords and their taxes. The eastern regions of Brussglof and Bründelbloff come from a mix of littlestepian tribes, like elyrians and vilgans, making their home either near the rich Iebrum River, the Labyrinth Bay or the Red Lake. The southern regions of Naffnsterrling and Roohr came from the south, fishermen from all sides of northern Giantstep.
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>>86131622
Their growth was slow, but steady, and once stable populations became big enough to start significant exports of wood to the rest of the step, contact was immediately established with each other. They knew they sat on possibly one of the most lucrative business in all Littlestep, and immediately recognized that collaboration would bring them more profit than competition, and thus they started signing trade agreements. Woodcutter guilds became strong institutions in the cities, and they quickly built roads through the forest to connect each region through land. Cultural exchanges soon followed, creating a mix of cultures all focused on the growing exploitation of the forest and how to turn the land near the cities into arable soil. This was not done just out of the goodness of their heart: most of the innermost parts of the forest laid undiscovered, and the lack of agriculture meant that hunting was very important, having to travel deeper and deeper for prey. It is during this period that is believed most dire creatures in the outermost parts of the forest became extinct, retreating to the Blue Mountains and the deeper parts of the forest to survive. However, all of these exchanges did not mean that a political union was on the table. The cities were fiercely independent and very protective of their laws and tradition, even if they respected those of their neighbors. Even when the small agricultural settlements became small cities of their own, the talk of a Woodcutter State was not on the table.
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>>86131638
This all changed with the arrival of Gragorovich the Tyrant. Around the same time the elyrians began fighting an invasion from the south, mercenary warlord Gragorovich Yliss began a campaign of extortion to the eastern Woodcutter regions. Starting in Bründelbloff, he began recruiting an army of thugs and ne’er-do-wells, first to try to ask for protection money from the woodcutter guilds, and then, seeing as their reaction was very passive, began actively trying to control the politics of the cities of the region. Bründelbloff was not ready for this. Gragorovich had brought many men with him, and the war in the east was attracting a lot of adventurers and outlaws, and the local authorities simply didn’t have the necessary manpower to stop them. It would only take two years for Gragorovich to unofficially take over Bründelbloff, and start pushing his newfound influence into the other regions.
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>>86133594
The other Woodcutter Regions began preparing to reinforce their independence, but the actions of Gragorovich had not passed unnoticed. Following his example, dozens of wannabe warlord began doing the same in the different regions, and even some attempting to exert their influence over the inhabitants of the forest. While these groups were less successful than Gragorovich, they took a lot of effort to suppress, leaving Gragorovich carte blanche to concentrate his power and extend his influence in the rest of the regions. Many of the smaller warlords began joining Gragorovich, both for protection from authorities and to increase their own influence. After a couple of years, Gragorovich had become the de facto ruler of most of the Woodcutter regions, becoming the richest person in the Woodcutter City States, and building his castle near the city of Bragoburg. All the while, Gragorovich began pulling all of the strings he could to start turning the Woodcutter Cities into the Gragorovich Kingdom.
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>>86133607
This situation lasted for years, but problems soon began appearing for Gragorovich. Crime had skyrocketed during the years of Gragorovich’s rule: plunder and abuse were the norm, and that is without counting the extortion of all businesses. The populous’ fear of the criminal syndicate started turning into hatred, and that turned into small underground movements against the thugs and gangsters that were trying to replace the rule of law. Gragorovich’s forces began receiving attacks during the night, and when they investigated the events, the population denied hearing anything about the incidents. This led the criminal syndicates to set examples out of the population, which only enraged the civilians more and more. Gragorovich’s problems did not end there. His takeover of the Woodcutter Cities had been badly received by the nearby nations, since the price of oak wood had soared since he took over. However, an open declaration of war was not really possible. West of the Green Oak Forest, the elyrians were still deep in their war, the Orange Marquissates were too divided to launch a campaign to intervene in the Woodcutter Cities, and at that point the Platinum Princedom hadn’t yet arrived to Littlestep. The rest of interested powers were too far for a military intervention, seeing that paying the extra costs was still cheaper. However, they began more and more to fund movements against the criminal syndicates of Gragorovich, and used their diplomatic efforts to keep Gragorovich from concentrating even more power.
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>>86116736
alright gonna go for the Land of the Windmills.
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Gonna write some lore about the Mumak Mahudom soon-ish. I assume the bit about them being allied with the Star People on their lore page is null, since the Aliens have been established as neutral, if not completely isolationist?
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Kek we should do a chart like this
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>>86134653
Seconded. Someone plase post the template
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Zapalovach Republic

>History:

Like most northern regions, Zapalovach was once home to many fey-type beings, and was at times a member of the various iterations of the First Elven Empire.

The “Westerlings” (who were first called this by eastern migrants) were the first humans in the area and, like their cousins in other parts of northwestern world, were content for a time to be ruled over by faerie lords.

Later, “Northmen” from Littlestep and the northeastern parts of the continent started setting up colonies along the northern and eastern coasts of the main continent. The Northmen found the fey of this region to be particularly accommodating, and settled here in large numbers. Over time, the colonies became city-states, and then small kingdoms, before finally uniting under one republic known as the Zapalovach Republic.

During this formative years, small wars were common as fiefdoms of Westerlings, Northmen, and fey fought each other for control. The rulers of the various petty nations and their professional armies cared little for racial or cultural loyalties and made alliances with whatever parties it was pragmatic to do so. This resulted in a diverse group of nobles who were often of a different ethnicity to their subjects or many of their neighbors.

Wealth was the main form of power, and when the “First Elven Empire” started to finally fall apart for good over a thousand years ago, combined with the rise of Greater Elanxa to the east, the region became a major trade hub and the merchant class became even more wealthy and powerful as the more traditional land owning class.

The large city-state of Zapalovach, already ruled by an oligarchy of merchants, was the first to take advantage of the shift in power, and its large mercenary armies allowed it to swiftly bring the whole region under its control.
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>>86137174

At first the Zapalovach Republic was ruled by a council of merchant oligarchs and landowning nobility, but as the middle class grew in power, representatives of the elected mayors of various large towns and cities also joined the ruling council, making it one of the more democratic nations in the world (not exactly a huge accomplishment).

For a time Zapalovach knew peace and prosperity, but as the explosive growth in wealth generated by the new trade routes began to stabilize, the nobility (by this point anyone could buy a noble title) began to turn on each other in order to push out smaller rivals and continue growing their own wealth at high rates.

Recognizing the potential for civil war or outright anarchy, the nationalist faction of the ruling council pushed hard to redirect this predatory behavior outwards, and although the Zapalovach government itself was (officially) very neutral, and followed a strict policy of non-interference in other nation’s affairs, individual noble houses often banned together to spy on, intimidate, and sometimes outright assassinate foreign rivals.

As a result, Zapalovach gained a very poor reputation in many neighboring nations for a time.

However about 200 years ago, religious exiles from Zapalovach settled in the borderlands region between Zapalovach and Waldemaria. Despite the strict ban on worshipping Zanzarah among Northmen derived cultures, both Zapalovach and Waldemaria turned a blind eye to their activities for a time. Eventually Waldemaria did unleash an all out war against Mossovy, but Zapalovach officially kept out of it, citing their traditional neutrality. The war went poorly for Waldemaria, but the powerful necromancy used by Mossovy alarmed much of the north, and before long the Laurentian Crusade is formed by soldiers from Zemyland and nations neighboring Mossovy, including much backing from nobles from Zapalovach.
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>>86137196

Zapalovach’s support for the Crusade has helped rehabilitate their reputation, but many nobles from Zapalovach and their employees continue to cause trouble in foreign nations.

>Government:

Zapalovach is a pseudo-democratic republic, though its elected leader still holds the title of prince, the various elected city-state rulers hold the title of boyar, and nearly every rich family has bought some sort of noble title. The current prince is Vlado Tenec, a ruthless butcher of rivals, but also quite politically savvy.

The city-states are fairly autonomous and are led by elected leaders and councils. The councils are made up of a mix of hereditary and elected positions, who elect a leader from within their own ranks. A similar situation exists for the republic as a whole except its council is made mostly of representatives from each city-state.

It is believed that the democratic traditions of Zapalovach are heavily inspired by the veches found in certain parts of Furlaniya and the Azan Empire.

Zapalovach and its city-states have very decentralized governments. Despite (or perhaps because) of their democratic traditions, corruption is everywhere, crime is high, and practically every role normally filled by government has been outsourced to the private armies of various merchant clans. However infighting between the main merchant clans and old nobility is not as bad as one would think as the more nationalistic factions will gang up on anyone causing too much internal bloodshed. Instead ambitious individuals are generally encouraged to channel their scheming and aggression outwards.

>Economy:

Zapalovach is a mercantile nation where money is the only true source of power. It holds an important position between the mercantile powers of the west and northeast coasts and as a result large sums of money change hands here.
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>>86137238

Zapalovach is also rich in quick growing trees and mineral deposits, and has some relatively arable land, allowing it to support a mix economy based on fishing, shipbuilding, mining, farming, and trade.

Zapalovach merchant clans are always looking for investment opportunities in other nations and they are very unpopular due to their spying, bullying, sabotage, intimidation, violence, and generally underhand tactics, even against government officials and local lords if needed.

Due to its wealth, Zapalovach has a large middle and upper classes which in turn support large service class of artisans, entertainers, and tavern employees, and domestic servants. Wealthy Zapalovachians have strong tendencies towards amoral behavior, so festhalls, brothels, casinos, cage fights, and gladiatorial arenas are common.

>Foreign Relations:

Mossovoy – Zapalovach considers them to be mortal enemies, but in keeping with their non-interventionist stance, have never officially declared war. However, many Zapalovach nobles have provided funds and mercenaries to Waldemaria, the Laurentian Crusade, and the Land of Windmills in hopes of defeating Mossovy once and for all.

Waldemaria – A long time rival for influence in the region, though surprisingly they never had a large scale war. Trade between the two has lessened due to the appearance of Mossovy, but political bonds have been strengthened due to their shared hatred of Mossovy.

Gvilderstaaten, Azan, Lorient, and Hereby – main western trading partners.

Princedom of the Platinum Strait, Orange Marquisates, Kingdom of Silver, Kingdom of Copper – main western trading partners. In addition, Zapalovach considers Zemylanders as a whole to be their close cousins, and this bond was one of the main reasons for the formation of the Laurentian Crusade.

Laurentian Crusade and Land of Windmills – Zapalovach has provided much backing to these regions to help defeat Mossovy.
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>>86137259

Felovik – A fairly minor island nation, most of the initial colonists were from the Zapalovach region, but then they imported many laborers from what is now the Land of Windmills, resulting in a nation that is culturally and politically part way between the two.

Sniden – Although a few in Zapalovach worship the faerie lord Adonis, people from Zapalovach generally avoid Sniden, finding them standoffish and isolationist.

Petty Manogre Princedoms – Seen by Zapalovach as crude and violent, but they get along well enough due to their shared mercenary tendencies.

Moreelse, Daligrad, The Fungest, and Dominion of the Bog Witch – Zapalovach is a fairly large consumer of hard narcotics exported from these areas.

Elfwood – Zapalovach doesn’t get along to well with them as they see themselves as inheritors of the First Elven Empire, whose former territory Zapalovach sits on.

Harpies Peak – The fey of this faction dislike the trappings of civilization, and particularly dislike Zapalovach, and therefore prioritize attacking their operations in Waldemaria. Zapalovach is helping Waldemaria gear up for a war against Harpies Peak.

Island of the Volcano God – Some merchant clans from Zapalovach and nobles from the Orange Masquisates have recently embarked on a strange attempt to conquer and civilize these islands, it will almost certainly fail.

>Geography:

Much of Zapalovach is covered in fast growing pine, and other hardy species like birch. The center of most of the islands are dominated by low mountains, and the soil is pretty thin in most places except in the larger valleys, so much of the population lives near the coast.

Communities in Zapalovach are mostly made of wood (for poorer communities) or stone (for richer communities), and have a distinct style reminiscent of Zemyland, Elanxa, and other Northmen derived cultures.
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>>86137272

Zapalovach has many unique communities including:

[[[[for wiki editor, you can include Bellingham and Moxey here as Bylanhyne and Mykovey respectively, other communities may be added by myself and others]]]]

>Demographics:

- Humans – Are the main population of Zapalovach. Although genetically a mix of Northmen and Westerling cultures, the Northmen culture is generally the dominant one. Zapalovachians are often stereotyped as cynical, unethical, but with a strong vein of nationalism that helps hold their nation together. Due to its wealth and status as a trade hub, humans from other ethnic groups are also common here.

- Dwarfs, hobbits, and manogres – Are fairly common. Some immigrated back during the Elven Empire, while others immigrated more recently. Some have become financially successful enough to form their own merchant clans and claim noble titles.

- Zapa Elves – A slang for mixed race individuals of human and elven descent (drow, wood elf, or both) dating back to the First Elven Empire. They rarely do extremely well financially due to lingering bigotry against elves, but they rarely experience extreme poverty either due to their innate speed, intelligence, attractiveness, longer lives, and resilience to disease. Pureblood drow and wood elves are rare.

- Mongrels/Fake Humans – Slang for strange mixes of human, hobbits, gnomes, goblins, manogres, animalkin, hags, and various other races. Outcast from other communities, they generally form their own in urban slums, abandoned mines, and other near worthless land.

- Fey – Were once a more significant element of the population, but have been crowded out by humans. Those that remain are generally the ones able to live among humans or avoid retaliation, and include goblins, hags, fairies, animalkin, pondlings, merfolk, nymphs, and harpies.
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>>86137300

>Religion:

Due to the diverse origins of its inhabitants, no attempt has ever been made to establish a state religion, and dozens of beings are worshipped in Zapalovach in a wide range of manners.

Zemylander/Northman Pantheon – Probably the most widespread, though mostly with humans with at least some Northman origin. Popular gods include Vursid (War), Zolovara (Wealth and Luck), Legoluboy (Oceans and Sailors), and Razvratnik (Debauchery). Zanzarah is technically also from Northman traditions, but is seen as an apocalyptic, demonic figure to be feared, not worshipped (worshipping him is in fact banned). Some have drawn linkages between Zanzarah and Uruc, the Khenomeric God of Undeath.

Faerie Lords – Generally popular with hobbits, mongrels, zapa elves, and other fey, as well as humans with strong Westerling ancestry. As Zapalovach is located on what was once the eastern edge of the Elven Empire, few faerie lords have a presence here, and those that live within Zapalovach itself are generally fairly weak. Among the faerie lords worshipped in Zapalovach are Adonis (caterpillar fey with futuresight living in Sniden), Deloros (queen of the northwestern merfolk), Long John Crustysocks (lordling of rogues, criminals, and voyeurs), Wicked Gale (queen of harpies in the region), Aenwyn of the Lilies (princess of pondlings, nymphs, and exiled elves), Nichtmair (lord of dark tricksters), Pumpkin Jack (son of Nichtmair), and Mutaa (a daughter of the Bog-Witch).

New Azan Faith – Has long been popular in Zapalovach with humans of all sorts (as has Azanese culture in general), particularly those who are more lawful or altruistically minded.
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>>86134617
>Mumak Mahudom
They've never been allies of the Star People. The first thing they did when they learned there were strange people living in the desert was raid them.
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>>86137332

Westerling Gods – The Westerlings have forgotten most of their own gods, what little remains is highly influenced by Northman, Azan, and Elvish traditions. Some examples of this include Queveron (popular in Waldemaria, likely of elvish origin), and Wursa (bear war god, now worshipped in a similar manner to the Northman god Vursid).

Gluttony God – Mostly followed by manogres and a few brutish humans and dwarfs. Despite being seen as a demon in most parts of the world, the manogres in Zapalovach are relatively civilized, and their method of worship is fairly watered down compared to elsewhere.

>Military:

For the most part, Zapalovach uses standard techniques and technologies for a modern civilized human nation. Bows, crossbows, gunpowder weapons, and a wide range of melee weapons are used by rank and file infantry, while heavy cavalry and magic users are considered the elite.

There are some notable differences however, including a preference for axes and curved sabres, heavy usage of chainmail for standard infantry, and the use of some unique units like lightly armored skirmishers recruited from street toughs and fey, or the legendarily tough manogre fighting bands.

The most noteworthy difference between Zapalovach and other human nations though is that most soldiers are mercenaries employed by the old landowning nobles and the merchant clans (who also generally have noble titles, therefore both are known as Houses), rather than directly by the state. Even town guards and city watches are mercenaries belonging to Houses who bid on contracts with the local governing councils. Although this system may seem fragile, House mercenaries are typically very loyal to their House, and are also quite happy to participate in dangerous foreign ventures on behalf of both their House, and on behalf of Zapalovach as a whole.
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>>86134653
>>86136942
here is a relatively blank template

it shouldn't be too hard to add and remove the text and to add, remove, or recolor boxes
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>>86137364
it says in the original mumak post that they once raided the star people, but now have a temporary alliance with them and nosso lar against the blind bastard's domain

in the case of the star people though, it could just be a ceasefire
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>>86137398
Source?
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>>86137384
Done.
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More like /tg/ makes a seething
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>>86137513
What criteria would we use for each axis?
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>>86137513
I suggest we do this in a nation-based wojak edit, since there are few individuals known in this setting.
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>>86134617
My PC kinda died so I won't be able to write until at least monday. Sadge
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>>86139210
Some factions in mind

>Vzdoruye
>Hydra's Eyes
>Chrysovica cultists
>Aine Saevherne
>Bog Witches
>Kentogorod whalers
>Crimson Queen
>Zemylanders
>Avangar/Elyrians
>Magpie Emperor
>Anchovia ruler
>Luden
>Gnolls
>Azan Empire
>Arangea
>Bumi cultists
>Laurentian crusaders
>Zapalovah
>Golden Knightlands mercenaries and scholars
>Snoloths
>Kunt pirates
>Scarred Phantoms
>Blackstone Prison Wardens
>Red Lotus Congregation
>SonQo Monks
>Witch Elves

And many more that I'm forgetting. Should be 8x8
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>>86137513
Here's a 6x6 one

We should edit it a bit so it looks less "default"
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>>86139318
There's also the God Emperor of Sniden, the Gluttony God, the Great Maw, the Urinomancers, the Scatomancers, the demon hunters of Aquilea, the Death Blossom of the Emerald Islands, the Triarchy Slavers, the Khelek demon, the Necromancer and Bobbit the Hobbit

Good thing about this setting is that we have so much lore for this one
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>>86139065
Vertical should be like "Violence-Pacifism" and horizontal should be something like "Order-Chaos" or something related to religion/faith
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>>86140286
I'm not sure about Order-Chaos. Would the Okhost be on the pacifist-orderly scaĺe even though they're undead necromancers?
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>>86140771
They are very friendly to all but vampires. Because fuck vampires.
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>>86140286
I'm gonna work on an 8x8 chart with these alignments and post the placements when I'm done so we can figure it out
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>>86139704
based
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>>86139704
The bog witch is bottom left
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>>86140771
What about greed and temperance?
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>>86137430
>Source
Their original post on thread 3 (the second thread 3)

>>86140286
>>86140771
>>86141670
Either Order-Chaos or Authoritarian-Libertarian are fine with me since they are kind of interchangeable

We don't have many Pacifist factions though, Expansionist-Isolationist would work better for nations/people who are stereotypical of their nation's identity

Authoritarian-Expansionist -- expanding militant empires
Authoritarian-Isolationist -- weird niche cults
Libertarian-Expansionist -- merchant powers
Libertarian-Isolationist -- primitive tribals

>>86142324
I think most of the identifiably greedy factions are also libertarian
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Just returning back here for the first time since the thread was at like 15, what nations are left with minimal to no lore? Also this is just my opinion but for the order-chaos balance I don't think the Gnoll Empire is too far on the chaos side as they do have an emperor who seems to be in control?
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>>86143348
The Nameless Gnoll Emperor is trying to turn the Gnoll Empire into a respected empire. Considering the Gnoll have acted beforehand as brutal, bestial conquerers, they simply have too many enemies to prosper on the long run. If at some point the Gnoll Empire weakens (and considering how underdeveloped and quick to infight the gnolls are, that could happen at any time), their enemies will not waste a moment to attack and exterminate them.

That's why, after the Nameless rose to power, wars became less frequent and the empire began opening itself to diplomacy with others.
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>>86142782
But where would that put factions like the Scarred Phantoms, Bog Witch etc who don't care about expanding yet are violent?
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>>86142782
I like this, if we're going with authoritarian=violent/warmongering/murderous, it could go like this

>Most Authoritarian
Bog Witch, Breach Demons, SonQo Monks, Khelek Demon, Death Blossom, the Necromancer, Gnolls, Chrysovica Cultists

>Level 3 of Authoritarian

Bumi Mgumba Church, Vzdoruye Necromancers, Elyrians, Hydra's Eyes, Blackstone Prison Wardens, Hogmen, Witch Elves, Blind Bastard

>Level 2

Triarchy Slavers, Kunt Pirates, Quamona Tong, Avangar, Runaan, (Elder) Vampires, Drow, Scarred Phantoms

>Level 1
Anchovia's ruler (can't remember name), Last Remnants brigands, Iustus Valpana, Knightlands Mercenaries, Changrila, Laurentian Crusade, Ogres, the Great Maw
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>>86144441
The other factions/people of note/countries that I've identified with are

Azan Empire, Vzdoruye Flesh Sculptors, Zapalovah, Golden Knightlands Scholars, Zemylanders, Aine Saevherne, Rognarey, Nerim, Crimson Queen, Kentogorod, Elanxa Magpie Emperor, Anchovies, God Emperor Adonis of Sniden, Isle Wizards, Arangea (Pyromancers), Chrysovica, Mastodons, Hobbits, Aurous Highlands, Ancient Eterans, Star People, Snoloths, Druids, Biblion, Alltaf, Astromancers, Luden rat people, Okhost Skeleton Priests, Drunigzar colonists, Urinomancers/Scatomancers, Red Lotus Congregation

That makes up for 64 factions, enough for a 8x8 grid. Other notable nations are Hithlone and the Sea Elves. I guess you could remove the Flesh Sculptors and the Knightlands Mercenaries in their place
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>>86142782
This seems ideal. I assume a state like the Aurous Highlands would be on the bottom end of authoritatian (being a hereditary monarchy, but not militaristic or oppressive) and kinda isolationist since they don't mount up any offensives, just care about mining gold for their economy. Likewise, Chrysovica would be at the bottom end of Libertarian, since they kinda elect/get assigned their rulers, and almost completely isolationist since external wars were rare in their history. Just giving examples to see if I understood this correctly.
>>
It looks like some people just want a good ol'fashion good--evil axis, which is a bit cliché, but could cover things like how unnecessarily violent, corrupt, or immoral someone is

>>86144291
Authoritarian Isolationist

>>86144524
Authoritarian--libertarian axis would be more about how centralized the government is, a lot of "normal" human nations would end up in the middle, with cults on one side and pirates and lawless tribals on the other
>>
So, for Isolationist we have

>Level 4
Hogmen, God Emperor Adonis, Kalydon Ruler, The Necromancer, Wardens, the Runaan, SonQo Monks and the Chrysovica cultists

>Level 3

Nerim, Rognarey, Druids, Knightlands Scholars, Druids, Skeleton Priests, Elder Vampire, Snoloth

>Level 2

Scarred Phantoms, Star People, Mastodons, Kentogorod, Anchovies, Astromancers, Remnants, Alltaf

>Level 1

Hobbits, Ogres, Aurous Highlands, Wizards, Chrysovica, Aine Saevherne, Magpie Emperor, Bumi Cultists
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>>86144814
There's also the Bog Witch, the Khelek Demon and the Red Lotus Congregation that'd be isolationist
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>>86144909
Most expansionist would be the Witch Elves, the Elyrians, the Blind Bastard, the Vzdoruye, the Gnolls, the Breach Demons and the Death Blossom
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>>86144620
Max Authoritarian = Bog Witch, God Emperor of Sniden, Avangar, Kalydon, Skeleton Priests, Death Blossom, Chrysovica Cultists, Khelek Demon/The Necromancer

Also, we should merge Avangar/Elyrians and the Anchovies and their ruler for simplicity's sake
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More like /tg/ makes a seething
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so is anyone good at actually drawing wojaks?
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More like /tg/ makes a seething
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>>86133617
More Woodcutter cities stuff.

The final straw would come one unassuming day. Over the years, Gragorovich had taken quite a liking to hunting, and he frequently went to the forest in search of game. In particular, he enjoyed forcing the lone hunters and woodcutters living in the forest to participate in the hunts with him, always making sure he got the bigger number of animals, or else. On that day, folk tales said that he happen to come by the house of a lone woodcutter and his two sons. Gragorovich invited the lone woodcutter to hunt with him, and the woodcutter, having heard of the things that could happen to those who refused, agreed.
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>>86148971
Gragorovich used hunting dogs and gunpowder muskets, whereas the lone woodcutter could only use his old bow. However, it quickly proved that the woodcutter was the superior hunter, always keeping his score just above the tyrant. Gragorovich began imposing more and more restrictions on the woodcutter, and even ordered some of his henchmen to sabotage him, to no avail. Feeling mocked and insulted, Gragorovich ordered the woodcutter to climb the tallest tree in the forest, and that he could only come down if he managed to hunt down a great beast from there. To add insult to injury, he was only allowed to bring a single arrow at the top of the oak. If he ever thought of coming down before doing the deed, his hunting dogs and his henchmen would make sure to destroy everything he owned, and even threatened his childrens’ lives. Fearing for his children, the woodcutter agreed to climb to the top of the highest oak in the forest, and while Gragorovich began searching for prey, the keen eye of the woodcutter managed to spot an albino deer. With proficiency and great skill, the woodcutter managed to land an impossible shot on the creature’s neck, which enraged Gragorovich to no end. He ordered his men to burn the woodcutter’s house down and to chop down the tree the woodcutter was standing in. At that point, the hunting party was attacked by a couple of bears, that had come to the site smelling the captured game. The hunting party, distracted by the feud between their boss and the lone woodcutter, could not react in time, and quickly abandoned his boss in fear. Gragorovich had to run away to save his life, whereas the children, young as they were, knew how to deal with wild bears, and safely reunited with their father.
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>>86148976
The tale of Gragorovich’s humiliation quickly spread throughout the land. The rumors of Gragorovich the Tyrant, the Powerful and the Lord of Bragoburg, the man who bragged that no beast could instill fear in him, running away for his life was very well received gossip for the Woodcutter regions. Once the tavern songs about the incident reached Gragorovich’s ears, he ordered the search and capture of the lone woodcutter’s sons. The Tyrant’s goons searched every inch of the Woodcutter regions, to no avail. The pillage and destruction they unleashed while searching for the boys and trying to suppress the story of Gragorovich’s cowardice only grew more and more rage into the hearts of the men, and thus the stories became more and more humiliating for Gragorovich. He eventually got so fed up that he took two random children and tried to have them executed in place of the woodcutter’s children. However, his grasp over the realm was not fully closed yet, so he still had to deal with the laws of the land. This meant a trial, a very publicized trial so that anyone could see what could happen to those who defy and male fun of Gragorovich. However, right before the kids were shot in the public plaza, a group of woodcutters armed with bows and axes stormed in and rescued the children.
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>>86148983
The attack was a complete shock to Gragorovich, who had not seen this coming. Having grown too comfortable in his position of power, he couldn’t react in time to stop the freedom fighters from taking the children safely to a hidden location before the bulk of Gragorovich’s goons could arrive. Enraged by this defiance, he ordered the town to be razed to cinders. This act of wanton destruction was the thing that finally made the people rose up in rebellion against the tyrant. After years of fearful obedience, the Woodcutter Regions began throwing away their shackles against the overlord. Parties of random woodcutters and hunters attacked from all sides the mercenaries and hired thugs, driving them away. The rebellion spread like wildfire, and in less than a year, the reign of Gragorovich the Tyrant was over. The city of Bragoburg was stormed by freedom fighters and Gragorovich’s fortress burnt to cinders, with the remains being dismantled all but a singular tower to remember to never let anyone else take their liberties from them. Legends say that Gragorovich himself was laid low by a lone arrow in the back, while he was trying to take a ship to flee from his Bragoburg stronghold, and his body was taken by the sea currents. Other legends say that the man who shot that fateful arrow was none other than the original lone woodcutter, taking his shot from the highest tree in the area.

Since then, the Woodcutter Cities have enjoyed and prided themselves in their independence, celebrating their freedoms, rights and traditions defended for centuries now.
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>>86148324
We need to figure out the placements first
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The Birnese Longhair colloquially known as a Longdak, is a race of shepherd dogs popular in southern Azan and the various quarrelling fiefdoms west of the Golden Hills. The longdak is known for its rather difficult temperament, which allows it to intimidate much larger creatures like the Western White Spider should they desire to prey on the sheep herds they are known to guard. Due to their temperament and shaggy appearance their status remains firmly that of a breed reserved for the lowest of commoners.
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Jabal min Alsama, one of the many outposts around Ghafiq, protecting the port city from raids by the hill dwellers and Changrilese jun lords.
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page 9 after only 40 minutes, /tg/ must be busy today for once
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>>86150630
or maybe not, there is probably some sort of rule that after two weeks a thread can no longer be bumped, someone should make a new one
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NEW THREAD, THIS IS NOT A DRILL
>>86150840
>>86150840
>>86150840



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