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=== '''The Southeast Islands''' === ''Home to the Gravlind Peoples (mix of Central Asian, East Asian, and Native American), a collection of wildly different cultures bond by blood ties. Basically Edo Japan (with sentient animals) + Plains American Natives + Central Asians (specifically Sogdians)'' ====Napan==== ''Described as "populated by powerful beasts and their weak men" (though they do have human ninjas). Basically all your Japanese fantasy tropes wrapped into one nation with particular focus on anything that would appeal to furries and other such folk. Allied to the Shahdom and once supplied most of the navy for the alliance.'' The mountainous island between the biggest island and the mainland. Is populated by Powerful Beasts and their weak men. The land is called Napan. Legends tell of the beasts of Napan awakening their true selves, and gaining untold powers, by falling in love. Many men have ventured to this land. Some to gain might, and others to find what they were missing. The beasts vary wildly, generally large animals with mild departures from their normal counterparts. Napites are not a unified state, the cultures differ depending majorly on which beast tribe they serve. They spend most of their time working against clans that serve other beast tribes, and even clans with-in the same tribe might betray each-other to gain additional favour from their mistress and masters. The ninja clans of Napan are a brutal society of assassins, but in the snowy winter months they volunteer their time as ski patrol and plowmen to clear the the roads of their beloved country for the benefit of civilian travel. Jobu, the Profane Beheader became a national hero when, on a particularly harsh year of blizzards, he took it upon himself to plow the imperial road free from one end of the country to the other in a scant three weeks of continuous marching until finally collapsing dead at the gate of the bustling port city Shimuzukuzimuze. A festival in that city is held every year in his name but there are also assassin themed gift shops year 'round run by the clans. People: The inhabitants of Napan are known as Napanese, a term which can refer to both the native humans, or the "spirit animals", a diverse race of shapeshifters that can take on many forms. The native humans are a Jinsanic race, though they can be distinguished by the fact that they have finer features and paler skin then their closest neighbors, believed to be a sign that almost all of them have at least a bit of spirit blood in their veins. The people of Ercaenmedi are believed to be their closest relatives, though history does not record how the Ercaenmedians ended up so far from their homeland. The spirit animals are believed by many to be a form of fey, through the Napanese don't distinguish between fey, demons, and dead souls, seeing all as spirit worlders. Each spirit animal has one humanoid form and one animal form they can switch between. The animal form sometimes just looks like an animal, but most are larger than their normal animal equivalent. Some humanoid forms can pass for human, but most retain animal feature, and in some cases only have the upper body (or much more rarely just the lower body) of a human. There are thousands of "breeds" of spirit animals, some of which have fewer than a dozen members, but there is never any risk of a breed dying out, spirit animals can mate with any other form of spirit animal, and sometimes one of the rarer breeds won't show up on the lineage again for generations. When a spirit animal mates with a human, the children are usually human, and the grandchildren almost always are, though some non-human traits may continue for generations. Spirit animals aren't the only fey living in Napan, many others can also be found here like harpies, fey goblins, fey dragon breeds, nymphs, sprites, oni, and several forms of giant. Napan attracts many immigrants and visitors, particularly from its neighbors and parts of the Nantic States. Religion: Napan has a complex religion with thousands of acknowledged gods and other powerful spirits, though some of the more powerful ones are recognizable as gods worshipped by outsiders. The most popular gods are; Go-Hana (mother goddess, love, lust, beauty, fertility, fashion, creation, music, magic, sex), Okamiokami (father god, self-reliance, self-improvement, trickery, rage, male seduction sex), Reinboyunikon (less evil version of Deadicorn, strength, dominance, ambition, power, freedom, dark magic, male virility, sex), and Hoippuredi (less evil version of Gogotha, pain, manipulation, female seduction, creativity, betrayal, loss, sex). It is often noted that Go-Hana and Okamiokami are worshipped in a fairly similar manner to in Ercaenmedi, which is often seen as proof of the strong ties between these peoples. It is also often noted that the top four gods in Napan (plus many of the minor ones) are in some way associated with sexual activity. Taboos are far more lax than in other parts of Autia, mostly thanks to the semi-animal nature of its dominant inhabitants. Aside from the main gods, many in Napan see it as "cute" to choose obscure gods like Grumpypoo, Itch-Monger, or Ballsack and Sackball as their personal patron deity. Magic: The spirit animals all have innate magical powers, though some are more powerful than others. It is possible to expand these powers with training and academic study, though many don't bother. The Napanese humans also usually have high innate magical potential, and some can use powerful magic intuitively, though most require training. There are few types of magic that aren't practiced on Napan, though necromancy (except summoning non-corporal spirits), dark aether manipulation, mind control, reckless demonic magic, and flesh molding are all frowned upon. Spirit animals typically have far more innate magical potential than Napanese humans, allowing them to fill a dominant role in Napaese society despite their lesser numbers. The innate magical potential of Napanese spirit animals and humans decreases the further they get from Napan. Military: Napan's standing army is really nothing but a bunch of bureaucrats that enforce laws and recruit militias when needed. Powerful magic users and martial arts academies are always willing to due their patriotic duty when asked, though a lot of minor issues are dealt with by free-lance bounty hunters known as monster hunters instead. The standing navy is more powerful, and handles the threat of external invasion. The wooden sailing ships of the Napanese may seem bulky, primitive, and overly ornamental, but they are heavy enchanted, and typically carry many powerful spell casters. Martial arts academies teaching a wide range of martial traditions (of varying practicality) are common in Napan. Some, like the ninja clans and sword mages, have lots of battlefield potential, while others are used more to help focus emotions and improve physical condition. Most militias have access to gunpowder weapons, but mastering such devices is seen as more of a necessity than a talent to be proud of. Napan lacks an air force. Certain types of spirit animal (particularly those with a dragon form) are dangerous in the air, as are friendly harpy tribes and true dragons, though unfortunately all of these beings are notoriously fickle and risk adverse. History: Napan was once home to the capital of the Jinsan Empire, but lost its status as the Empire split into several warring factions. It split off to form its own independent state, but was drawn partially into the orbit of the Shahdom through a series of marriage alliances and treaties, becoming a so-called "Sister State". Although the Sister State system has largely collapsed in modern times, it still maintains close ties to the Shahdom and Rig'Nood due to linkages in the royal families in each of these nations. For the most part, Napan is a fairly isolationist state, though it sometimes uses its navy to protect its "Sister States"; the Shahdom and Rig'Nood, such as during the disasterous Walker War when The Union, Alkor, and Kornheiseria ganged up on Rig'Nood and the Shahdom after a minor conflict between an Iron Crown monastry and a Rig'Nood tribe escalated. Pirates based in the Bridge Islands sometimes raid the island, but it is generally rare for hostile powers to set foot here, aside from two failed invasions by the Union. Economy: Napan is a lush, magical nation where all the necessities of life are abundant. The spirit animals dominate politically and economically, and have a hierarchy based mostly on age, magical ability, and breed. Most spirit animal breeds can live for centuries, during which time many become skilled artisans, bureaucrats, performers, mages, politicians, and martial artists. High status spirit animals typically have large numbers of students, servants, and a harem of willing mates seeking wealth, power, knowledge, or who are genuinely infatuated. These hanger-ons are mostly humans, but some lesser spirit animals as well. Those who have learned sufficient skill from their masters often branch off to set up independent operations elsewhere, though it is rare for a human to achieve the level of mastery required to join the upper class. At the bottom of the social order are outcasts seen as too socially inept or ugly to become servants. But even these individuals usually live comfortably due to the charity of others and/or participating in the grey economy. Napan is self-sufficient, but sometimes trades high quality luxury goods and enchanted gear for top end technology and foreign novelty items. ====Shahdom of Gravlind==== ''Based on the Sogdians, a Persian influenced Central Asian culture. Once ruled over much of the Southeast, but now limited to the main island, though has many alliances with the other nations and cultures.'' [[Shahdom of Gravlind]] ====Rig'Nood==== ''Native Americans with horse motif, though actually terrified of hooved animals (and magic). Originally a vassal state of The Union, but got retconned to an ally of the Shahdom.'' The fork at the southern edge of the Iron Crown is inhabited by the tribal Rig'noods. A people that used to live near the Taur Tribes and suffered greatly at hands of the hooved beasties. They eventually abandoned their home and moved east, choosing to live in the open land between the arms of Iron Crown out of their own innate fear of magic, believing it gave rise to the man-beasts of their ancient home. They style themselves as hoof having creatures in an attempt to scare their opponents and children. Through Union has begun to take tribute from these people, which Rig'noods give graciously ad they believe the Unions Iron Crown is all that protects them from the magic and monsters of the wider world. ====The Bridge Isles (Gib'Dunes, Bridge Tribes, Alprobes, Four Sisters Confederacy) ==== '''Gib'Dunes:''' ''Native Americans with a seabird motif. Broke away from Rig'Nood to ally with Alkor.'' The northern most island is inhabited by a splinter group of the Rig'Noods. They found it absurd to dress as hoof demons to terrify their own children and the occasional enemy. They are known as the Gib'Dunes, and instead they dress like seabirds. They did not trust the Union to protect them and did not want to pay them tribute like the rest of the Rig'Nood tribes chose to do. They also decided the best place to live where hooved horrors couldn't hurt them was on an island. They now pay tribute to the enclave of the Alkor Empire to their south, which seemed like a superior arrangement to them for some reason. They are less frightful than their mainland cousins and survive a bit more independently, they are not an uncommon site in the cities and lands of the southern oceans, being more willing to travel about in places with plenty of water between them and the mainland. '''Bridge Tribes / Alprobes:''' ''Pacific Islanders who hang out with Grey-type aliens and do piracy and voodoo and stuff occasionally.'' Distant relatives to both those who live in the Shahdom and Napan, the Bridge Tribes claim to be the purest descendants of those who made the many bridges connecting the islands of this region. Living in small tribal fishing villages, the Bridge Tribes are deceptively primitive, but in fact are capable of powerful magic, particularly curses, divinations, and potentially overwhelming visual illusions. For the most part, the Bridge Tribes mind their own business, but they sometimes engage in piracy via sleek catamarans and captured foreign vessels. Most raids target ships of Alkor, their hated enemies, but they have been known to raid as far east as Napan and as far west as Temple Isle. No body really likes them except for the strange, long fingered beings known as the Alprobes. '''Four Sisters Confederacy:''' ''More Pacific Islanders. Were once part of the Shahdom but broke away.'' On the small islands on the southeast side of the continent lays the Four Sister Conderancy was the original sister state to the shahdom, but they rebelled against the Shahdoms control removing the sisterly connections of the states to it during the war. they diced to make new sisterly connections and form new ones with each other creating a confederacy base on mutual protection. The state is made up of four allied states; Huma, Toga, Sola, and Grim. even do they broke away from the sister system but are still under the influence of the Shahdom. they are well known for their seamanship and boats which have navigating a whole continent. they do have special crafts of the islands but they more prefer to work as shipment believers. '''People:''' The dominant cultural group in the Bridge Isles are the Bridge Tribes, a branch of the Jinsanic racial group. Sometimes the term Bridge Tribes is used specifically to refer to tribes unaffiliated with Alkor or the Four Sisters, but usually it refers to the culture as a whole. The so called "Colonists" are Bridge Tribers who settled in the ruins of the Eldrian Empire, but later gave up, settling first in Rig'Nood, then some returning to the Bridge Isles to create the nation of Gib'Dunes by conquering smaller tribes. Although closely related to the Bridge Tribes, they have a number of distinct cultural traits like their worship of Gull, and their strong aversion to Taurs and other Eldrian creations. The term colonist can also refer to the Alkorians who have taken over much of the Bull'Limb Island and parts of Gib'Dunes, though the majority of people on Bull'Limb and Gib'Dunes are still Bridge Tribers. The most rare and distinct beings living in the Bridge Isles are the Alprobes. A short race with long fingers, scrawny limbs, large heads and almond shaped eyes, they are unlike any other race found in the world, though the few who are unfortunate to have encountered both say there is some similarities with the underground dwelling mind flayers. '''Religion:''' A wide range of gods are worshipped in the Bridge Isles. Tiki is the traditional god worshipped in the area, and still has many worshippers, particularly among the smaller, unaffiliated tribes. He is associated with creation, magic, and ocean weather. Figures similar to Tiki can be found in many of the oldest ruins, suggesting he has been worshipped in this area for a very long time. Various animal and nature spirits, and even some demons and undead spirits, are said to be servants of Tiki. Some of the smaller tribes also worship the Alprobes as servants of Tiki, though most don't. Some tribes offer "sacrifices" to the Alprobes, though such individuals generally reappear weeks later, perfectly fine if a very shaken and disturbed. Gull is the most prominent of Tiki's servants, and is associated with the freedom of the ocean. He is the patron of sailors, as well as the Gib'Dune peoples, who worship him as their main conduit to Tiki. The Eldrian Gods; Primolt, Great Mother, and Green Titan, are worshipped by some in the Four Sisters and Gib'Dunes, though they are seen as distant, abstract gods. The Alltimer is worshipped in some parts of Bull'Limb, the Four Sisters, and Gib'Dunes, but even though his followers try to keep a low profile, they still unpopular due to the belief that they will try to suppress other religions like back in the Shahdom. Nantic colonists follow the Nantic pantheon, and some Bridge Tribers have converted too, though Alkor does not see missionary work as a priority. '''Magic:''' The magic used by the Bridge Tribes is usually known as voodoo by outsiders, though the term actually originated from the Fantel Islands. It is a powerful form of ritual magic that has many uses, including placing invisible curses on places or people, necromancy, demon binding, alchemy, divinations, enchantments, illusions, and weather magic. Under the Sister System, the Shahdom tried to suppress the use of traditional magic, a source of irritation among the common folk which contributed to the departure from the Sister System of Bridge Tribe nations. The Alprobes have a form of magic on their own known as mind magic which allows them to control the thoughts and emotions of others. They can also absorb memories, and wipe or reprogram minds with prolonged physical contact. '''Military:''' The Bridge Tribes rely on loosely organized tribal militias. In the case of the larger tribes/nations like Huma, Toga, Sola, Grim, and Gib'Dunes, a feudal type system is used where the rulers can call on each subtribe to supply militia to a larger national force. Traditional weapons of the tribes include spears, bows, clubs, and hooks, but many Bridge Tribes use modern weapons like muskets and swords when they can afford them. Armor or heavy clothing is rarely worn due to the semi-tropical climate and need to frequently canoe between islands or wade through swamps. Canoes and catamarans are the preferred naval vessels for raids, but many modern vessel can also be found among the Bridge Isles being used for merchant operations, piracy, and coastal defense. Voodoo isn't really suited for direct confrontation, but when combined with the guerilla tactics preferred by the Bridge Tribes is in fact very dangerous. There are no records of the alprobes fighting, or appearing in large numbers in one location at the same time. The three confusingly named "Gravlind - Alprobe Wars" were in fact between the navy of the Shahdom and Alkorian Naval Squadrons posted at Fort Alprobe. Alkor has many forts and military garrisons among the Isles to protect its holdings. It frequently recruits Bridge Tribers into auxiliary military units, and such is their effectiveness that they are often posted to Alkorian colonies in the Fantel Islands and certain remote equatorial bases as well. '''History:''' Although typically considered a Jinsanic people, the Bridge Tribers claim to have been in the region far before neighboring Jinsanic cultures, and take credit for the many mysterious ruins in the region, including the massive bridges connecting the islands. The whole region was absorbed into the Jinsan Empire, but broke off into a series of independent tribes followings its collapse. The Shahdom was eventually able to lure the five largest tribes (Huma, Toga, Sola, and Grim, known as the Four Sisters Confederacy, as well as the tribe of Bull'Limb) into their "Sister System" via marriage alliances and treaties. The Four Sisters later expanded onto the mainland, creating the nation of San'Barg in the ruins of the Eldrian Empire. However, before long, San'Barg was all but destroyed by the Taur Tribes and the refugees settled Rig'Nood, and later created Gib'Dunes by conquering weaker tribes. Rig'Nood and Gib'Dunes joined the Sister System as independent states alongside the Four Sisters and Bull'Limb, but ties between the Bridge Isles and the Shahdom were always weak at best, and both the Four Sisters and Gib'Dunes formally separated after the Walker War seriously tarnished the reputation of the Shahdom, though Rig'Nood remained. Bull'Limb was outright annexed into the Alkor Empire. Skirmishes between the Four Sisters Confederacy, Gib'Dunes, Rig'Nood, Alkor, and/or unaffiliated Bridge Tribes are not uncommon, with the Shahdom frequently backing Rig'Nood, and sometimes backing the Four Sisters in hopes they will rejoin the Sister System. '''Economy:''' Most Bridge Tribe inhabitants live simple lives as fishermen, farmers, and hunters. A number of cash crops like fruit and spices are grown in plantations, particular in the territories controlled by Alkor. Another backbone of the local economy is salaries earned by Bridge Tribers who work as sailors. A number of shipping companies operate out of towns and small cities in the Bridge Tribes, and many other companies employ Bridge Tribers. Of course, not all sailors are interested in fishing and shipping, piracy is also fairly common in the region.
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