Autia
Autia is a fantasy/steam punk/diesel punk setting made on /tg/ in early 2021. The initial premise was to create a setting based on whatever unusual or interesting images you had in your folder, but it became gradually more fleshed out. This page was mostly created to help keep track of lore for different regions.
General Info
Firearms in the world are similar to does in the mid 16th to mid 17th century are useful against armour but like in real life very heavy or strong armours can stop firearms. There are no Beyonets yet in this world and many states have adopted them to different degrees with even some states ignoring them internally. firearms are very common in central states like Sneed how used them great effect against Aesaneria in their war, while Alkor has made them the main range tool of their armies. Magic and Firearms can work together usually in the form of special powder and enchanted rounds, there more, but each nation uses different magic on their firearms while others don't.
The North
The Nantic States
Steampunk Europeans/Koreans, but with magic powered stuff instead of steam powered stuff. Were once one Empire, but now separate nations, still pretty powerful though thanks to magic-powered industry.
Regional Religious Practices
Regional Magical Traditions
Like in other regions, magical ability appears somewhat randomly among the Nantic people, with few having it, and innate ability varying wildly. Nantic magic using tradition is focused on utility and codified academic principles rather than the mysticism found in some other regions. Usage is tightly controlled by the government in most states. The main schools of magic are as follows:
Aether Manipulation: Technically all Nantic magic starts with aether perception and manipulation (sensing and altering the raw magic energy that binds all things) though in its purest form it is useful for sensing magic and disrupting the spells of others. More powerful users can move objects, or even create invisible permeant barriers of pure magic.
Material Alteration: The most common school, it relies on academic knowledge and control rather than raw power. Users can alter and combine different materials in order to change their properties. Used to strengthen metals, sharpen blades, and create the raw energy crystals that power most magi-tech. Usually used on inert objects, but can work on living things as well, though it takes lots of unethical experimentation to get any good at shaping flesh. Generally too slow for combat use, though there are some exceptions.
Energy Creation: The main combat school, uses a variant of aether manipulation to create raw energy by "tearing" the aether, then directing the energy at a target. Somewhat unpredictable and dangerous even with lots of practice, though the results can be impressive with training, fine control, and raw potential.
Dimensional Magic: A rarer form, it involves tearing holes in reality to move between dimensions, jump between locations, or more commonly, to siphon the magical essence from other dimensions in order to infuse an object or living thing. Requires large amounts of raw power and control, not to mention a strong academic grasp on the nature of the various alternate dimensions. Very few mages achieve a high level of mastery of it, particularly as sooner or latter many users will teleport themselves into solid rock, open a portal to a dimension incompatible with life, or try to summon a succubus from one of the hells.
Enchantment: A cute way of saying mind control. Used to alter moods and emotions, plant suggestions, create illusions, and in extreme cases reprogram minds entirely. It is not based on Nantic magical principles, but rather uses brute force combined with intuition to create the desired result by means not fully understood by academic study. Technically illegal in most Nantic nations, users are in high demand by government spy agencies, while others use it to aid them in non-magical crimes, or to attempt demon binding, necromancy, or other dangerous rituals.
Necromancy: Rare and generally illegal form of magic that involves using dimension magic to recall spirits from other dimensions, then enchantment magic to bind them. Some religious groups use necromantic principles to fight necromancy or calm the restless dead, while others like followers of Okamiokami openly embrace it.
Regional History
The Nantic Empire:
Basically had the northwestern third of the continent, covering from the kingdom of yr, through Halem, crossing through Harlbourg, Alkor, the very tip of Aesanaeria, then going up through Gabaet the top of Sparticia and Afrozil, and all the way up to Belkan, potentially also had the Goblin Island and the Desolate isle but had little interest in them.
Basically 1800's French and Austrian nobility, was brought together by a king Arthur/Alexander the Great expy called Darius "the Land-Hungry" Iceus, who is often regarded as the ideal example of a warrior king, unfortunately died just as he was beginning a war with the Union which was taken over by his son Andarius who was able to push the Union to create the Iron Crown wall, and due to peace deals created through Andarius' marriage to the southern princess Hachisena there was really no-one big enough to conquer, causing the Empire to sit on it's laurels, which unfortunately for a warrior culture lead to a lot of in-fighting, which was quickly enough dealt with by the creation of the Alkorian games, a series of faux-millitary contests that kept the army strong but stopped the nation from killing each other outright.
Fast-forward 15 generations, everyone's inbred to fuck, magics going wild and the Alkorians, Belkans, Aesanaeria and Afrozil have claimed independence, the Empire of Nantes then faces a mass peasant revolt (Imagine a gun-less French Revolution and you'd be there) and was rapidly reformed into a republic, unfortunately losing even more land, with the remaining nobles making the Kingdom of Yr and Alkor retaking some of the main-land only to start showing it's own signs of friction which would lead to them separating into the Empire of Alkor and the Free City-States of Harlbourg, meanwhile, Belkan has been helping out all sides in the war which stops them from realizing they're fracturing between the original Belkan and a new nation called Ercanmedi
Belkan
Nantic nation, home mostly to Nantic humans (north Europeans). Prone to aggression. Has strong magi-tech air force and doomsday weapons. Ostentatious steampunk Germans led by a meritocratic military aristocracy.
Military:
>Shock Cavalry have Cockatrice mounts and wear full plate. Still have the Knightly tradition of massive fuck off lances as well
>Large air force using a variety of magical mounts and magitech inventions. The upper echelons are dominated by the landed elite but there are still many commoners in the ranks that ride lesser mounts. Aerial Service soldiers are equipped with a brace of pistols, bombs and occasionally long lances for diving attacks. The wearing of half plate with padded gambesons has been adopted solely for this force to keep "pilots " warm and reasonably protected.
>Professional and disciplined conscript army makes up the bulk of the military. Each force is divided into Corps which are further divided into Divisions. Tactics rely on long range cannon to support close range Infantry pushes. The wearing of a cuirias, steel helmet, and sword are still required by Belkan law for all Infantrymen. With the majority of the infantry being made up of Musket, Halberd and Spearmen formations with some elite Pike and Swordsmen units for support.
>Because if this military tradition the Belkans are able to have an overly large military compared to their neighbors with around the same population.
In Belkan lands the Griffin is viewed as the most noble and ferocious creature of them all, for they are a symbol of the great God Ace and of the country itself. Taming a Griffin is seen as a thing of great prestige in the Belkan nation but riding one into battle is another thing entirely. Griffin riders are some of the most legendary figures in Belkan history, as to take one to war requires great intellect,will and strength, and often they will be reserved for the hardiest Grand Masters and Generals in all the nation with many of Belka's past kings coming from the ranks of the riders. It is said too that Ace will ride one in his final battle against darkness smiting all who come before him and Belka's warriors follow in this great tradition. The charge of one Griffin Knight can break a Regiment, the charge of a whole Squadron can break an army.
Belkan foot infantry. Mass produced helmets, breastplates, halberds and swords for the common conscript while the Knights get all of the magic enhanced goodies.
Superweapons:
>The James:
Named for the then High King James Horyg it was a 'Cybernetically Augmented' Gryphon based on Goblin Magitek designs which rendered the Gryphon in question practically immune to aging effects, it was capable of utilising twin magitek canons in the under chest (Reffered to as the 'Breast Fire' by the Belkans an the 'Hot Tits' by their enemies) and also possessed a 'Lightning-Cannon' mouthpiece (reffered to as the 'Jame's Roar'), was actually utilised during three wars the third Belkan-Alkor war, the fiftieth Belkan-Ercaenmedian war and the fifty-first Belkan-Ercaenmedian war, was eventually trapped and supposedly killed above atmosphere with an equally augmented Ercaenmedian Silver-Wyvern 'Hard Grip' and it's unknown pilot.
>The Greenschmit
Named for an old Belkan noble family, it was the first 'Purely Mechanical' aircraft utilised by the Belkans, a massive aircraft carrier that appeared as a large sky-ship forged of metal with large, unmoving, bird-like wings, it was able to carry up to sixteen other pilots and their subsequent steeds, while still maintaining room for the ten men and women needed to keep the Greenschmit fully operational, had up to eight hard artillery canons, two magitek canons and a pilot's 'magical amplifier' in desperate situations, was only utilised during the seventy-eighth Belkan Ercaenmedian war where it was destroyed after multiple sorties via an impromptu kamikaze technique performed by Guy Hawkes of the Third Ercaenmedian Wyvern division, and then subsequent full destruction by the remaining two members of the Third Ercaenmedian Wyverns.
>The True Jameson
Named for the original James, it was a technical marvel based on the original 'cyberisation' of Gryphons that had taken place since the use of the original James superweapon, It was the cyberisation of a captured Grypho-Drake, the much rarer Gryphon subspecies found in the mountains that seperate Ercaenmedia and Belkan, the creatures are notoriously territorial and have no love of any creature that is not a Grypho-Drake, the Cyberisation process that was performed made the beast obedient while updating the original Jame's model to suit the latest form of warfare, enabling for hard-artillery, multiple magitek canons, a 'Tail-slayer' Close combat armament placed in the tail of the beast. Saw usage throughout the one-hundred-and-twentieth through to the one-hundred-and-thirty-first, used specifically as an ace unit, and even more focused as an 'Ace-Killer', it did not matter how many wars were lost during it's use for it always ensured that Belkan could kneecap the enemies in specific places allowing for continuous land gains even with the losses, was eventually destroyed in a 'Joint-Hell-Dive' with the Ercaenmedian Grypho-Drake Pilot Louis le Blanc.
>The Yates
The Yates were a series of Magically created Golem-drones that were utilised alongside the 'Queen Yates' battleship, named after the then Lady chancellor Delilah Von-Yates and used to devastating effect amid the eighteenth Belkan-Alkor war, the first Belkan-Harlbourg war, and two-hundred-and-fourty-ninth Belan-Ercaenmedian war, was eventually destroyed in the first joint operation between Alkor and Ercaenmedi through utilisation of the first 'Skycanon' Artillery base set up in the Ercaenmedian mountains.
Ercaenmedi
Considered a Nantic nation, but actually most are Ercaenmedians (Koreans with blue hair). Steampunk Korea with a heavy dose of k-pop, also some of them are religious cannibals, so think twice before accepting that tea invitation at the starlet's manor.
Military:
The border between Belkan and Ercaenmedi is littered with gigantic watchtowers. These are built and used by the Ercaenmedi military to spot any Belkan fighter bird/griffon/jet/flying carpet attempting to invade Ercaenmedi airspace.
These 1000 feet tall spires were built by Ercaenmedi during the 213th Belkan - Ercaenmedi war. It was built after the government had discovered that out of all nations, Ercaenmedi was almost always the first to get punched due to being the closest and weakest nation.
If an hostile aircraft is discovered, the guard will point spotlights & shoot fireworks at the target, this helps the ground crew below with were they have to aim their Skycannon.
Shooting down one of Belkan's eagles is considered both as a great achievement and a great feast for Ercaenmedian soldiers.
Westphallica
Nantic nation, mostly Nantic humans, but also dwarves, gnomes, drow, half-drow, Ercaenmedians, and other assorted minorities. Wealthy nation obsessed with the new and exotic. Very powerful, but prefer to buy stuff rather than conquer it. The drow resort town of Myr'klyt is located beneath its surface.
Falconhead
Nantic nation, mostly Nantic humans. Small, backwater nation that mostly exists to give the Amazons someone to bully. Along with Westphallica and Gabaet, they are attracted to hats, but have lower standards than their neighbors.
Bagaet
Nantic nation, Nantic humans plus dwarves. Basically steampunk Switzerland, but with tea, and lots of ravens and crows.
Empire of Alkor
Nantic nation, uber-strong naval power with colonies throughout the continent. Ultra-Imperialistic steampunk British.
Armed Forces of Alkor:
- Large professional army and navy
- Soldiers wear well-tailored trousers and jackets with elaborate frogging. Trousers are white, jackets are red (infantry and marines), blue (navy), or black (intelligence, political enforcement)
- Some shock troops still wear half plate, but only certain elite formations wear full plate, most regular soldiers don't wear armor
- Regular infantry use flintlock guns backed by thin swords, though navy crewmen make do with boarding hooks, axes, and cutlasses, and some shock troops use blunderbusses, maces, and war hammers. Magically enhanced gear is mostly reserved for officers
- Navy is main source of power and includes a large merchant navy, fast patrol ships and privateers, and increasing numbers of "dreadnaughts" large iron clad ships powered by magic paddlewheels and with large magically enhanced cannons mounted on rotating turrets
- Small air force of griffon riders is mostly used to fend of Belkans, has also been experimenting with dirigibles
- Elite ground forces are large knights mounted on large lions wielding large glaives (occasionally men in Alkor grow 7-9 feet tall, with unusually well developed musculature, the reason for this is unknown, though appears to be genetic)
- Use oxen, giant goats, and donkeys for logistics, sometimes use (shudder) horses and even unicorns for scouts, lancers, and cuirassiers
- Experimentation with "Iron Beasts" (proto-tanks) is ongoing, but slowly, as granting them sentience with infused essences has been banned after what happened in Yr. For now they are usually sticking to self-propelled iron clad magic wagons with flame launchers or multiple small cannons and firing slots for flintlocks
- Mages are too valuable to waste on the front lines, though many are quite adept at battle magic
Free City States of Harlbourg
Nantic coalition of city states, mostly Nantic humans, but lots of minorities including goblins, harpies, snake people, and giants. Basically your typical D&D clusterfuck, but upgraded to Victorian/steampunk era.
Republic of Nantes
Nantic nation, once core of the Empire, now faded and corrupt. Mostly Nantic humans, but with some fey in the south, and some fleshmolded creations in the north. Basically steampunk France, but insanely corrupt and decadent, also under invasion from all four fronts.
Kingdom of Yr
Nantic nation, mostly Nantic humans and some demons. Basically steam/dieselpunk Germany ruled by demons and demonic tanks.
Other Northwestern Nations
A strange collection of minor states living in the shadow of the western Nantic nations.
Desolate Island
Mountains, pine forests, wandering bands of orcs, trolls, other monsters, and humans descended from Nantic humans. Known for strange pyramids.
Goblin Island
Magi-tech experts who sell unreliable weaponry to the Belkans and freelancers. Mostly goblins.
Republic of Free Men
Highly diverse nation made up of exiles, malcontents, and fugitives from other nations, particularly Afrozil and Sparticia. Was once a backwater province of Falconhead (itself a backwater) but eventually rebelled. Most of the leadership of this nation trace their roots back to the Amazon clans in some manner or another and seek to prove they are equal to Afrozil and Sparticia.
Afrozil
Black Amazon slavers. Female only race that rely on bribery, slavery, and other means to find mates. Major hub for slavery, banditry, and piracy, but also has several popular port towns for ships going up and down the west coast.
Sparticia Mountain Clans
Greek Amazon mountain dwelling raiders. Female only race that raid neighboring nations for mates. Rivals with Afrozil.
Kingdom of Eritroans
Humanoid grasshoppers, raise various large insects for trade.
Voluntas Pact
Ancient Greeks, except they all wear metal masks. Fight with Amazons and Hiisikunta. Isolated branch of the Sorgos People (Mediterranean).
Hiisikunta
Look halfway between orcs and trolls, basically behave like orcs.
In Hiisikunta Hiisis are worshiping different spirits of nature. They also have sauna ritual in which they go to smoke sauna to clean their spiritual selves and to gain divine guidance. This ritual will be performed always before going to raiding and war. Even though Hiisis are technology wise behind their neighbours they have individuals who can perform powerful magic, mostly related to nature and woods. And there are stories that Hiisis hold powerful weapon called Sampo that they would use if needed.
Other North-Central Nations
Assorted minor nations living along the crumbling edges of the eastern Nantic nations.
Silvermoon Prim-Commune
Technology rejecting religious cult goblins who fled The Union to have somewhere to focus their mental energies and turn into angelic creatures known as Ceraphim.
Hoogivs
Minor nation of Nantic and Ercaenmedian humans as well as dwarves. Protected by various ancient treaties. Basically the Shire with tea and a large LGBTQ community.
Unkor
Former backwater Nantic province now home to the refugees and outlaws from all over the continent. Widely regarded as cursed. Basically a very multicultural Transylvannia / mishmash of horror film tropes from around the world.
Persquaria
Bunch of nutjobs obsessed with squares, to the point of fighting wars to try to make their borders perfectly square, and molding their skulls to be square-ish. Mostly Nantic humans, but others of their kind have essentially disowned them.
Wolf-Kin Band
Hardcore worshippers of the wolf god Grumm. They wander the Northern Wastes and Tavern Woods stirring up trouble. Nantic humans, but consider themselves to be part wolf (incorrectly).
The Tavern Woods
No-man's land home to isolated taverns and communities catering to travelers. Home to a small nation of magic snakes who sell their venom at a certain tavern. Mostly Nantic humans.
Halem
On the north coast (between Fluffwood and Harlbourg) lie a people who everyone calls gepids who State is called Halem. They aren't humans but have the same back structure, they are very reclusive and don't usually interact with visitors, some wear bodysuits that cover up all their fitters to seem less hostile to humans, but there true from is one of squid-like, with hair and legs replaced by tentacles with sometimes the occurrences of eyes on their head. they don't really fight wars but when someone invades there usually completely destroyed but not by killing them but by causing such fear with scar tactics and illusion magic that only after a few casualties whole armies run. usually, no one is killed and the injured are return. they are peaceful people and they want it to stay that way.
Fluffwood
Home to evil fey creatures, though some of them are kind of cute. Basically weird fairy tale stuff plus giant corgis.
Fleshmolders and Gullet Pirates
Sadistic fucks terrorizing the lawless northern provinces of Nantes. Specialize in molding living beings into horrible creations.
To the east of the fleshmolders is the Pirates Haven of Gullet. they are defacto vessels of the fleshmolders and work for them in the collection of the bodies for their experiments. they have raided as fair as the San'brag and are universally hated but are too dangerous to attack because of the Fleshmolders armies that will work with the pirates in defense of the region. they commonly get mutation and body ungrades from the Fleshmolder in exchange for bodies with living ones being worth a lot more, but they also take money. they do not raid their close neighbors simply to not draw their ire but they hate Alkor for multiple attempts invasions that all failed and so they raid them with glee.
High Magitek
Weird ruin. Former alien colony, though no one realizes this.
The East
Regional History
The Jinsan Empire
The Jinsan Empire was once the entire Eastern coast of the continet, even reaching down through Napan, the Shahdom and into the Bridge isles, once the seat of the Heavenly dynasty of Haise, they were known for their mastery of air magic which allowed for the creation of incredible fighting styles.
Originally conquered by the first Empress Jinsan Haise, a native Dragon woman from Napan who's army size was only matched by her Harem's size, she had many children and unfortunately forgot to decide a successor leading to the unification wars, a series of wars that would take nearly five generations to complete, ending only when the three remaining factions (The Seijin, Miejin, and Ohjin) joined forces to create the Iron Crown wall to keep the invading Nantic's out, leading to the creation of the Haise Triumverate, with each leader: Sosun Haise (Seijin), Gin Haise (Meijin) and Haruhi Haise (Ohjin) joining forces to keep the land safe and unified. This however did not sit well with the deposed leader, then retainer of the Ohjin Kagayun Haise, who decided to leave to the Shahdom and begin plans for the Shadow war, the shadow war itself was a series of assassination attempts, subterfuge and discreditation that lead to the deaths of Sosun and Gin alongside their families, leading to Haruhi assuming the throne, only to be called out for killing her fellow rulers, leading to the people of those nations to raid the Ohjin palace while Kagayun safely seceded from the Jinsan Empire to form the Shahdom, the ensuing Revolution lead to the loss of Napan and the Bridge Isles as well until finally ending with the death of the last of the Haise's dynasty line, leading to another unification war that was only stopped by the creation of the 'The Unified Pact'.
'The Unified Pact' was a coalition of powerful warlords who simply wished to stop the loss of life, and to do this, they took a Seven step plan: .The first step was to destroy the opposition through military or subterfuge .The second step would be to then create a unified government, involving members from all conquered lands in a minority while the conquering lands would be in a majority .The third step would be the disavowing of magic and warfare (At least openly) as a whole so as to avoid further conflict .The fourth step would be to enact a eugenics plan among the surviving warlords to create the perfect mage . The Sixth would be the inevitable destruction of the Iron Crown and the creation of puppet states on the Western Continent .The Seventh step would be simply conquering the continent through various means The plan was agreed upon by all remaning warlords and was codified as 'The way forward' a secret tome that is only to be read by Union state leaders after showing their loyalty to the union, and with that, the Haise empire fell, and in it's place, the Union had emerged
The Union and Its Breakaway States
Weird fusion of grimderp Medieval Europe and North Korea. Strangely, people keep trying to leave it.
The Union
Has a rigid racial caste system with Nantic peoples as mage hunters and priests, Cored peoples (Chinese/Korean) as scholars and bureaucrats, and goblins as slaves. Nobles and peasants can be either Nantic or Cored, but are restricted to their respective provinces. Officially rejects use of magic, and aggressively hunts unsanctioned magic users, but secretly the elites are very adept at it. For the most part looks like an impoverished medieval dump, but the ruling class lives in sinister, but well decorated palaces.
Freedom Coalition
Unstable alliance of rebel groups that have embraced the use of magic. The livelihoods of common folk are still pretty shit here, but at least the magic users are having fun, when they aren't accidently blowing themselves up.
Union Puppet
Basically the same as the Freedom Coalition, but secretly still ruled by The Union to justify continued oppression.
The Iron Crown
Iron clad mountains with a massive iron wall on either side. Some Buddhist-style monks live here, who are naturally very good at martial arts. Basically uber-Tibet.
The Unravelers
An extreme version of the Freedom Coalition that left the region entirely and moved to the south of the continent. Practice any and all forms of magic with no sense of ethics. Basically all your mad scientist tropes wrapped into one nation.
An
Vassal state set up by The Union to handle trade with outside nations. Ruled by elites from The Union, but most of the locals are still natives to the island.
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.
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.
History:
After they Free themselves of the arrogant Jinsan they set forth to build their state. They were in control of thre island and saw to make a allance netwerk to capitalize on trade. They allied with all neigboring island states throught political marriges and treats forming the base of the sister system. the state need to sceure the l nobles rights and make them loyal, one of the way they did it was by banning magic uses in the peasentry to make sure rebels have a harding time chelleging it's athourity. there wear minor civil conflict but since everyone had their own issue they didn't get involed. most of these conflicts were mostly aganist does who don't sumit to the laws of the shah. before the Shahdom under the Gravlind family which also under the rule of Mazik the fourth is prospered as the strongest State in the east unit the Rig'nood - Iron Crown war.
Religion:
Religion in the Shahdom is dominated by one major religion, Carastion. if's different from most religions because it is monotheistic and has religious laws. the god Alltimer is a divine being who is seen as the only god and that all magic comes from him. he is seen as a grandfather of the people with all other gods being lies. He sent a prophet along time ago who teach make up the base of the religion and his name is Nissan. the nation was fully converted by the Shahdom but there are still pagan pockets in the realm. Anything that deviates from the state version of the religion is seen as a heretic and burn for it along with other religions seen as hostile. Only does with magical powers can become a priest with it being one of the only political jobs woman can take part in, but only nobles can enter since there the only ones that can use magic so peasant can not lead religious ceremonies.
Magic:
Magic is very controlled in the Shahdom, only noble born with it are allowed to exist while peasants are not and will be killed if they are found to have the ability. Magic prowess equals strength and in the Shahdom it's no different but most Nantics prefer to look like great warriors, while in the Shahdom they prefer to look more nimble and beautiful like a Dancer or a professional runner. there a school of magic but there all link to the state religion and so must of them are mix together so spell caster usually knows spell from all of them. the schools are:
Blessing of Fire: this is one that plays with the body and the fire of life force. it's usually used in a medical setting with most magic done to heal a person, usually removing disseise and stoping wounds from becoming fatal, do even heal they still need to recover from there exertion. It can also be used to buff the abilites of allies but they run out of stamina quicker and that why commanders prefer this type of magic to be only used for healing the injured. it can be used for Neccromancery but when doing the person will usually die of exhaustion.
Blessing of Earth: it's the only aggressive magic the sogo have and work more like artillery. some of it involves forging a shape out of a fleck of dirt and throwing to best effect. these battle forge fleck can either be sold shot, scatter or high impact and some others. spells are not just used for combat but also for building structures and recycling destroyed ones.
Blessing of Water: it's mostly used for building. these work through taking water from the sea and only the sea and using it as a tool to do a task. it can be used offensively but it works more like an extension of the self but the heavier it is the more stamina you consume.
The Shahdom magic is less warlike but still important. most magic-user is equipped with high ranking officers in armor and weapons, but they also use a staff of special polearm when they're planning to use powerful magic. most magic-user do are referred to as Magi and dress similar to most noble. there is do a notorious bandit group call Cyaca, how are peasant who us magic illegally against the Shahdom, and mostly operate in the interior.
Military:
The shahdom military is considered the most complex on the continent which doesn't mean it's good. they relied on camels in all forms but the most common form is mount archers. footmen are ok and are primarily levied of the local poulation and equip at armorers. They do have elite infantry in the form of Immortals but they are usually dismounted from their usual role as mounted camelry, and furthermore, they are part of the elite army which is entirely made out of cavalry. Skirmisher is primarily Bowmen and slingers, with bowman usually being more elite and armor, while slinger primarily use darts as ammo and have medium size shields. they also use some firearms like flintlocks, and they also use crossbows, but neither is like in comparison to the formers. Camelry makes up the backbone of the army with heavy camelry lancers and light camelry Archers to harass, but the Elites of the Shahdom ride War Boviens Call Touraxes which they cover in armor and train to be controllable heavy charges which nothing smaller then an elegant can handle. Armour in the Shahdom armor scales with rank with Lamalar and Chainmail being really common even in the higher ranks. I will talk about magic and Alcamy in the army later.
The Shahdom and for this manner, most of the eastern states don't have airforces because of the lack of large flying beast. This became probably during the Rig'Nood - Iron Crown war when Alkor brought an airforce. it was small but very effective with it catching even their allies by surprise. after the war most nations even the ones not involved began coming up with ideas to counter it. for example, the Shahdom adopted crossbow mostly of the Heavey variant to accurately shot them out of the sky which is usually mounted on Camels. Napan is instead trying to find their own large flying beast but is still in the works.
Wildlife:
Camels are very common animals in the eastern half. there are many species but in the Shahdom Camels are double hump like Bactrian camels but less harry and ability to produce a lot of milk. they are used for everything with many different local breeds, with large aggressive males used for war, actually harry one used for fur primarily by shaving it off, but the upper class does were camel pelts. they are also used for food primarily for their meat and milk and bones to make soup. Camels are so revered that the only thing people gather together to watch even do without even being close up with them, is Camel races.
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.
Gib'Dunes
Native Americans with a seabird motif. Broke away from Rig'Nood to ally with Alkor.
San'Barg
Native Americans who live in a swamp. All that remains of an attempt of some southeast islanders to migrate to the mainland. Ancestor of Rig'Nood, and thus Gib'Dunes as well.
Bridge Tribes / Alprobes
Pacific Islanders who hang out with Grey-type aliens and do piracy and voodoo and stuff occasionally.
Four Sisters Confederacy
More Pacific Islanders. Were once part of the Shahdom but broke away.
The state is made up of four aline 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.
The South
TBD as more details added.
Regional History
The Eldrian Empire
Basically the entire southern part of the continent that hasn't been claimed by Nantes or the Union, their main capital was in Eldr but the original Eldrians may have come from the ocean if the ruins out there are any indication.
They're your lost empire archetype, think Atlantis or Lemuria, beautiful and long-lived people with access to the original forms of magic, had very little ethics when it came to magic, leading to a series of poorly thought out creations including most magical creatures witnessed on the Continent, had a lot of political schisms that would lead to an eventual civil war after an attempted ban on 'World Magic' after the sinking of Berumas, an island to the South of the continent, this lead to the deployment of a World-Magic classed WMD being deployed on the main cities of Eldr, Rais (Now the Rust Desert), and Goswood (The Northern Wastes) the weapon lead to the destruction of the land through mystical radiation that warped all the land and those caught in it into new and often horrific forms, Eldr itself was eventually forced to be trapped inside the 'Widow's Veil' a magical shield that unfortunately killed off most who cast it and leaving the few survivors too mad to be classified even as sentient anymore, in order to stop the ambient magical radiation from leaking out and rendering it's evil upon the rest of the continent.
The destruction of Eldr lead to the release of many magical experiments who went on to create their own lands, the Pumkin Kingdom just below Eldr, the Taur Tribes to the South-west and even the Peace-emitting people's of Hoogivs are the main examples, it is theorised that the Theocracy of Alana, Persquaria, the Wizard Coast and the Unravellers were all descended from Eldrian mages, but little evidence has come forward to support this.
Sub-Regions for the South TBD
Temple Isle
Babylonian/Sumerian theocracy ruled by mage-priests and a priest-king. Build fancy ziggurats and the whole society is geared towards their faith. Occasionally send raiders over seas for artifacts and captives. Large festivals periodically draw outsiders to the island with the intent that some will be converted or be forced to stay if they don't leave in time. Some warriors are periodically selected to pilgrim about the world for information, relics, and proselytizing. Likely distant relatives of the shahdom and other islanders.
Military
The people of Temple Isle are limited in firearms, producing none of their own but repurposing those taken in raids or acquired from converts. Their means of warfare is less advanced than many of the great empires but they have a unique fanatical ferocity due to the religious fervor of the warriors. The mage-priest class is made up of any all magically adept members of their society, usually adopted into and raised by the priesthood.
Their magic wielders, much like their people, can come in a variety of shapes and ethnicities owing to the tendency for infrequent raids and the large festivals that welcome (and lure) outsiders to the island.
They owe their continued existence and independence to their zealotry. Their habit of occasionally sailing to the coast of a neighboring people and making off with goods and captives drew the ire of many powerful enemies.
One such instance has seemed to secure their safety for generations. The Mage-priests interpreted an omen to suggest that a supply of human sacrifices would be needed in the coming years, so a fleet of warriors set out to plunder the islands to their east. Mostly they would target the weaker tribal peoples that inhabit this archipelago, but a daring commander chose to assault a community belonging to the Alkor Empire.
This was bold, but maybe foolish for such a small and less advanced society. The raid was a success, but it was quickly followed by the forces of Alkor sending a fleet to subjugate the Temple Isle and its people.
The fleet sent a force ashore on the southern coast, and made quick headway through a dense but small city on the island. The resistance was fierce, with members of citizenry seemingly carelessly throwing their own lives away to slow the steady march through the city, supplementing the warriors fighting to their deaths.