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== Northedge == Consisting of the continent’s northernmost lands. === Itzil - Technobarbarian Mountain Tribes === Basically they are techno-barbarian clans, degenerate leftovers from a far more advanced civilization, eking out a living on a blasted plain with mountains at their back and a deadly wasteland in front. They now brave the desert in hopes of scavenging spare parts, metal, artifacts and whatever technology they can find in the Irradiated Deserts to sustain their failing machinery and tech. Their trademark is their "gear armor" and automata, clockwork powersuits powered by windup mechanisms, used to safely traverse the blasted plain and do battle with the mimic menace as well as man the few remaining outposts at the wasteland's edge against various mutant horrors that try to breach through to the rest of the world. The weird technology they use has long since become obscure and revered as something magical rather than something exactly understood, it's workings preserved in the oral tradition and songs of their bards. Their main city is Izzil, a stronghold hidden somewhere deep in the mountains where their main "base" is located, with various caravans and nomadic camps constantly shifting across the plain. Few other settlements are more permanent, namely the underground cavern-city of Dhe, border town of Far Water, small harbor of Pirn, shining Giyasdo, city most reminiscent of their former glory and their "official" capital and hamlet of Terganon, a last refuge on the lonely island of Lyr. Their land is the purple colored area. ==== History ==== One thing which many could ask themselves, is "Why are there still Technobarbarians Millennia after the age of Dawn?". The answer comes in the fact, "where they are". The World Spine is the tallest mountain range in the world with Mount Setherest reaching 12 kilometers in height. This desolate location made the rich and powerful of the Age of Dawn create bunkers and safe-havens in the mountains. The modern Technobarbarians are also known as the Children of Itzil. The ancient Prophetess of the Wind. Trough use of wind magic, she managed to condense the air and lead many of the Mountain Tribes higher and higher up the mountains discovering those ancient vaults of technology. Said Vaults were inhabited by those they would only know as Molemen. Blind bald 1 meter tall human-like creatures revering some sort of Metallic Effigy. They would offer it gifts and would receive rewards in exchange. This effigy, this ancient God was nothing more than an Universal Molecular Production Facility. It has bluprints for various things saved and if you provide it with raw materials it will make said things. Still for both the Molemen and Children of Itzil, this was a supernatural creature. Give it the right rocks and it will make magical weapons superior to anything they have ever seen. As such for centuries the Technobarbarians have toiled in the service of these Moleman Effigies treating them as Divine creating an expansive religion no different to a Cargo Cult on modern earth copying the attire of the the people they see in framed pictures and holotapes. Memorizing component lists like prayers. The biggest revolution in Technobarbarian society was when the 4th Prophetess Hetzla asked the Effigy an important question "Can you make another one which is you?" and the Divine being answered with a list of ingredients more expansive, esoteric and incomprehensible than anything ever seen before. These things listed there were not of this world! That's when the Technobarbarians first started launching raids on other parts of the world, making their tactics more aggressive, but only few places were promising. The World Scar and the Cursed Desert. Due to it's curse no man can live in the desert, thus even after millennia it is still littered in ancient Artifacts. Thus Technobarbarians in clockwork power-suits made out of lead wander the Cursed Desert in their Divine quest for the components to have the Moleman Effigy make one more of itself. an Effigy for the Children of Itzil, an acknowledgement of their devotion. The Technology the Divine Machines produce is far beyond the understanding of modern man as such they are treated as magic artifacts, with someone knowing as much as maintaining the devices being rare. Many ancient bunkers were unveiled after. Tens or even hundreds, but the Moleman Effigy stands alone, a true remnant of Divinity on this cursed earth. === The Cursed Wasteland === There was a nuclear disaster here that leveled the civilization living here. The remnants of a great sea wall can still be seen along the coast. The disaster fractured the great wall and erosion took care of the rest over many generations, leaving it as just many crumbling piles of sediment and brick, blocking access to the desert from the sea. ==== History ==== Many speculate that the curse laid on the wasteland (being bombed into a nuclear wasteland) happened during the Age of Dawn collapse, but in fact it happened many Centuries earlier near the peak of Human Civilization. Records are missing, but a human Nation specializing in Biotechnology was seeking conquest of it's neighbors. For that purpose they created a weapon the likes of which the world has never seen. A weapon which while produced with standardized tools would be universal. The "Teriad" an insectoid beast of war which would be able to instantly assimilate any technology it touches. If it came in contact with an enemy Tank it would absorb it and become one with it, same with infantry equipment. The Teriad War, as it is now known was ended by the Union of World Nations trough a harsh decision. Complete Nuclear Holocaust. The once lush and mountainous region was turned into a sea of boiling radiation and mountains rose at the coast from the amount of nuclear warheads dropped. Still, repeated bombings were required for while all human life was eradicated the Teriads still remained. Albeit due to the radiation have heavily mutated and lost a lot of their original potency. For the next centuries having thought the Teriad extinct the wasteland was used as a trash disposal as well as a place to drop defunct satellites onto. That mixed with it killing anyone who enters made it into the largest deposit of ancient Technology in the Modern World. Though now various forms of Extremophile life reside there, along with the mysterious Wandering City. ==== The Peoples of the Wasteland ==== Radiation fades over time and while still leathal in most parts of the wasteland small regions have become habitable in recent years. The Expeditions from Goldland and Technobarbarians have lead to small communities emerging in those pockets of low radiation. While they still need to watch out for Feral Teriads and other extremophiles. They manage to live there. These people are known as "Lead Shells" because they are either T'lc-Kha with lead shells or Humans wearing Lead Power Armor. ==== The Great Pyramid ==== <gallery> Pyramid Sign.jpg|thumb|One of the signs Door sign.jpg|thumb|The second sign, carved into the door </gallery> Not much is known about this structure. The tech barbarian tribes that found it debate over its purpose. Some say that it is a tomb for an ancient evil. Others say that it was created from a contest between the gods. However, nobody knows for sure because entry into the structure has been found impossible. Any doors that have been found have been sealed with metal that has been proven to be impossible to cut. Also, the long and dangerous trip through the desert means that only the most determined of adventures can make it to the structure. There has been a recent breakthrough in its purpose though. Famed priestess and divine iconographer Qux Yozik recently made the journey to the pyramid, and spent several days excavating and studying the outside of the pyramid. Her work was difficult and took many days, but soon uncovered a massive metal door in the side of the pyramid. Her team was unsuccessful in opening it, but two signs were uncovered during the process. No one knows for sure what they mean, but the talk of a great evil and death under the pyramid has increased amongst the tribes. Qux herself has now dedicated her life to figuring out these symbols, and has even sent for outsiders of many kinds to try to find anyone who would understand what they mean. ==== City of Wandering Mimics ==== Wandering city of mutant is called that because no one ever found there another human, or even an non human. Just hungry and mad mutated masses of tissue, some humanoidal, some just blobish. The truth is however that in deepest corners of city there are still humans keept in a stasis, with their minds active and connected to a vitural world. Those monsters that haunt the streets are those of pre-dawn humans that were exposed to radiation of meteorite and reactor, and were left behind. Those below were deemed to costly to evacuate. And now they sleep, forever. === Ruskata Queendom === Ruskata Capital: Kzatch Racial make up: 80% humans, 10% snow elves, 8% dwarves, 1% trolls, 1% others. Government: Matriarchal Feudal-Chiefdom Monarchy. The Queendom of Ruskata was founded originally by tribes pushed out of Grendarrym and Skrug territory, shunned by neighbouring tribes due to their practices of human sacrifice. Although a rare ritual, the yearly sacrifices and the culture of worship to the witch-crafting crones led this tribes to flee the northern lands and settle further south at the shores of the Kizek river. Originally mountain tribes, in exile they found more fertile lands and their population grew, causing cities to form. The largest and most important of them was the city of Kzatch, a port city at the mouth of the Kizek. While these cities' religion was based on the reverence of the witch-crones and the worship of the winter deity Zoraya, Kzatch received many foreigners visitors as a trading post of furs, whale-bone and timber, and their influence let to watering down of the least digestible aspect of their faith, as well consolidation of their government. The Ruskatan cities were culturally very close and often allied themselves to fight of foreign invasions. Eventually this alliance was formalized into a federation, and gradually Kzatch influence became such that the city was able to unite the others as vassals under its Queen, forming the Queendom of Ruskata. The Queendom is matriarchal, meaning that the maternal bloodline is determinant for succession and inheritance matters. This is in part because the crones blood run through the female line and the Queen must always be able to use ‘Ice Magic’. Also known as Winter Magic, Ice Magic is what the name suggests. The ability to manipulate the weather in a small concentrate area, causing blizzards, flash freezes, fog, snowfall and that sort of thing. Although the Queendom has armies, the Ice Witches are the true walls of their cities. Their powers are exponentially stronger during the harsh winters of the land, and if they are naturally hard on any non-native, facing the cruel long winter nights when the witches want to freeze you out is near impossible. === Belara Norvia Stronghold === [[File:Belara Trade Routes.jpg|thumb|Belara Trade Routes]] Country name: Colony of Norvia Population (Novia): Belarian 10%, Native Human 40%, Native Elven 50% Capital : Norvia Stronghold Goverment: Colonial Administration >Culture Norvian colonists, are mostly families of garnisson military, and so come and go, so represent traditional Belarian culture. Different situation is represented by fishers, and miners. They work in proximity with natives, and while Belarians see themselves superior from them, cultural osmosis still takes place in little things like superstitions. >Religion Same as Belaria >Organization Board of Colonial Administration – Norvia, or just BCAN, right now has military majority between administrators. 3 of them are militarists, 2 are merchants and 1 is colonists representative. Right now biggest problem from administration perspective is continuation of slave trade, and its profits, considering more and more nations in westrasi are starting to be abolitionist. While Merchants and Colonist are seeing profits to be made here, Militarists would rather stop having to divert their forces from slave raiding, to already understaffed forts. Kings representantive right now supports status quo. >Origin Norvia was first colony created by Belarians, who defeated local tribes and fended of Ruskatians. Since then local skirmishes between natives and colonists are normality, but no huge war was fought yet. >Diplomacy BCAN diplomacy is based on one thing: technological superiority. In simple words, even though its army is understaffed, they carry big stick of advanced weapons, strategy and armors. Because of this no one thinks there is need to be subtle. Native tribes are strongarmed into pacts, and sometimes whole villages are enslaved, and send to metropolis, or to iron mines. Only ecception being khanate, that is seen as great danger by Novian administration, because of how they know in case of attack they will be conquered before support arrives, if it arrives. And such, no hostile actions are taken against them. >Geography Its arctic and mountainous land. There is almost no fertile land, and its littered with mountain passes and chokepoints turned into fortresses. >Economy It's the main hub for the arctic fish trade, its also hub of forestry and mining industries. Its here where lies biggest mine of Iron in the entire north. Additonaly Norvia has great investment in slave trade, to a point of having biggest slave marked in whole Belara.
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