Autia

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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.

This world is heavily base on sea-bound trade because of the hostility of the interior, and therefore ports are the most important places in the world. the most dominant power in the maritime sector is the Empire of Alkor, having colonial holding over a very large distance. some states try to form trade block to benefit a region, like for example Gravlind Sister system that almost completely collapses after the Iron Crown - Rig'Nood war. the Union is one of the more successful federations that have also establish regional trade power. even do most combat during wars are land base with all states having a connection to the mainland.

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

The Nantic cultures are polytheistic, with each Nantic successor state worshipping a wide range of Gods that feature in their myths. Most of these are minor gods, either imported from other cultures, or are ancient heroes that have become deified, but a certain set of primary gods appear in each Nantic culture which share similar traits and roles in the local mythologies. For the most part, Nantic peoples simply accept that no one knows for sure which interpretation is right, and amicable "god X is really god Y" conversations are common when people of different cultures meet. The Core Gods are as follows:

Sky Magic God: Almost all Nantic peoples consider this figure to be the father creator of the Nantic race, though surprisingly only the Belkans consider him their Chief God. In the western nations he is known as Ace, but only the Belkans worship him heavily. In Westphallica, Falconhead, and Gabaet, he is seen as a fickle trickster god primarily associated with the weather. The Ercaenmedi barely acknowledge him at all, since they come from a separate racial stock than other Nantic peoples. Instead they consider Okamiokami to be their father figure. In the eastern Nantic cultures he is Alcar, God of Nantic racial primacy and magic. His worship has largely died off as these areas became more multicultural.

Fertility Goddess: Seen as the mother goddess of (almost) all races. Generally depicted as terminally a unfaithful lustful goddess who created the various races by sleeping with various other gods and goddesses (though Belkans insist that Ace cheated on her first). Amongst other creations, she made the Nantic peoples with Ace/Alcar, the dwarves and gnomes with Gayin, the Amazon races by herself, and the elves, fey, and sentient animals with Neir/Weir/Wyrn. Originally associated with fertility and magic, since the invention of contraceptives she is increasingly associated with love and lust as well. Belkans call her Lune, the Ercaenmedi and Napanese call her Go-Hana, Alkor call her Gelune, and pretty much everyone else calls her Gaelhalla.

Forest God: Associated with forestry, woodwork, hunting, agriculture, and fey creatures. Worshipped in the west as Neir, and the east as Weir, he is generally seen as a helpful father figure, though some worship his "True Form" of Wyrn, a callous nature god associated with Grumm. It is commonly believed he created the elves, fey, and sentient animals with Lune/Go-Hana/Gelune/Gaelhalla.

Smith Goddess: Associated with mining and metalwork, she is called Gayin in all Nantic cultures and her role and appearance is surprisingly consistent. It is said she created the gnomes and dwarves along with Lune/Go-Hana/Gelune/Gaelhalla, and is considered to be the mother goddess by these peoples. Previously considered a bit of a niche goddess, she is becoming increasingly powerful in the industrial powerhouses of Alkor and Belkan. Also associated with knowledge in some areas where some minor god hasn't taken that role instead.

Ocean God: Associated with all things ocean. The people of Belkan also associated him with managing "the Brine", where evil spirits are sent to suffer, though the people of Alkor just see this as a sign of how afraid of water the Belkans are. Belkans call him Shull, but everyone else calls him Shomdar. The Alkor see him as their principle god, but most other nations only consider him moderately important, unless you are a sailor or fisherman, obviously. It is said Shull/Shomdar helped Lune/Go-Hana/Gelune/Gaelhalla create all the aquatic races.

The Psychopomp: Tasked with managing the souls of the recently deceased, she is always known as Liik, though her role and appearance vary greatly in each region. In Belkan she is the fresh water spirit, who guides souls to either the Brine or the Other Sky to await reincarnation. In parts of Bagaet and Unkor, she is the Raven Goddess, who watches over souls who linger in the Shadowlands. In most other places (including several non-human cultures) she is the chief valkyrie, who coordinates the efforts of the other valkyries in collecting souls.

The Predator: A highly controversial god, said to be a demon who allied himself with the gods during an ancient war between the gods and demons. Associated with strength, self-reliance, and necessary evils. Fills the role of war god in some areas where Ace/Alcar, Vanille, or some ancient hero isn't given the role instead. In Alkor, Nantes, Yr, and the Wolf-Kin Bands, he is Grumm, a giant wolf made of iron and fire. In Ercaenmedi, he is Okamiokami, a seductive shadow wolf-man. Several other nations have banned his worship entirely, seeing him as an evil demon whose followers have re-written history to justify his worship. It is believed that those who serve Grumm/Okamiokami well will be reincarnated as powerful being to serve at his side for all eternity. The souls of those consumed by a follower of Grumm/Okamiokami are said to be bound to their consumer as a slave spirit in the afterlife, which is likely the reason for ritual cannibalism among some Ercaenmedi and Wolf-Kin.

The Protector: Probably the least popular of the eight Core Gods, the Protector is associated with charity, protecting those who can't defend themselves, and other selfless behavior. Never particularly popular among the Nantic elite, who are firm believers in encouraging self-reliance and nationalistic military aggression among the common folk, sometimes she still comes in useful in weaker nations that fight primarily defense wars. In modern times she is most popular in Harlbourg and Westphallica, where knightly orders of bored nobles, usually women, raise money for charitable causes, and sometimes engage in vigilante behavior. Although often mocked as foppish idiots, the fact these nobles are armed to the teeth with the best possible magi-tech items means they rarely lose a fight no matter how unskilled they are. Usually known as Vanille, but sometimes just referred to as "The Protector".

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.

Religion:

The main religion of Belkan is focused around a pantheon of six deities, each one split into a couple that governs the sky, land, and water.

>The Boreal Duo:

The head god Ace and the cause of his eternal affections Lune, Ace is seen as the sun and is the otherwise defacto leader of the gods, he's like a cross between Zeus and Oberon, eternally youthful in appearance and personality, prone to going after anyone who would like to get dicked down by a god, and constantly simping for his ex-wife Lune, who is represented by the moon and divorced her ex-husband Ace for cheating on her, both control the sky and were the ones who gifted the Belkan's with Sky magic, which is seen as the highest form of magic and is to be pursued by all who are capable

>The Growing Couple:

Neir is the god of trees and vegetation and is represented by the Neiroot walkingTrees which can be found hobbling about Belkan territory, Neir is a fatherly sort who taught the first Belkans how to create homes and where to find and catch food and water, Neir's wife is Gayin, who is represented by a pickaxe and blacksmith's hammer, Gayin was the mother of the Belkan's and, and her fertile Earth split open to reveal the miracle metals of Belkan to it's inhabitants, Gayin was said to be the first to teach mining and smithing to the Belkans, she and Neir are said to have a more work-based relationship, with the both of them mixing their elements together to make something better

>The Drowned Lovers: The last two Belkan gods are Shull, and Liik, representing Salt and Fresh water respectively, they oversee the Belkan underworld as it is a deep ocean that leads to the either the other sky where Belkan's who have lived good lives wait and relax while waiting to be reincarnated, or to the Brine, a deep pit of Dead Ocean where a Belkan who has lived an evil life is to be encased in memory-and-power-draining salt before being sent back to be reincarnated, the couple themselves are often seen as an elderly couple in their twilight years who have grown lovingly dependant on one another It is said that like all Belkans bow down to Ace, all other gods do too, as only his clouds and sky can create life by mixing it with the others, for instance, he mixes his clouds with Gayin's Earth Rumbling to make Thunder and Lightning, and Ace mixes his clouds with Liik's fresh water to make healing rains

Culture: Belkan dress is based on Victorian era France and Britain, with ostentatious outfits often made with the feathers of Gryphon-Drakes, the fleece of Alpacas and the spider threads of Great-Arachne, their government is based around a dictatorial Meritocracy that itself is based around military honours achieved and campaigns fought in, it is mainly because of this and the fact that Military service is mandatory from the ages of 18 to 25 that most noble houses can seemingly rise out of nowhere and seemingly fade back into said obscurity, this also creates a rather hyper-aggressive people who are constantly trying to get into fights with foreigners in the hopes of causing an international incident and thus a war they can show off their skills and new military weapons

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.

Similar to the nearby nations of Westphallica and Gabeat, the people of Falconhead are known for their strange obsession with hats, and convoluted social customs. Aside from this, they are seen as hopelessly backward by other Nantic Empire successor states, and only ancient treaties prevent them from being conquered by either Westphallica or Ercaenmedi. The Amazons of Afrozil and Sparticia constantly raid them, as do other monster races of the mountains and the underworld.

The hat-centric culture is so strong in those nations that that many choose to join mercenary companies, called the Ti'Eftu, and fight in the service of kingdoms across the continent for the promise of rare and exotic hats.

Bagaet

Nantic nation, Nantic humans plus dwarves. Basically steampunk Switzerland, but with tea, and lots of ravens and crows.

Culturally similar to the nearby nations of Westphallica and Falconhead, the people of Gabaet like their hats, preferably warm hats since much of their territory is high altitude mountains. Famous for hot teas, abnormally large numbers of ravens and crows, and several strategically important rail lines. Most of the population is human, but dwarves, goblins, and other races are fairly common.

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.

All that remains of a vast Empire that once spanned the northern half of the continent, the Republic of Nantes is on the verge of finally crumbling under the weight of expansion by the Kingdom of Yr and the Empire of Alkor to the east and west, raids from Fluffwood from the south, and atrocities committed by Fleshmolders in the north.

Although they remain famous for their magic and magi-tech, the elite of this nation have lost interest in the affairs of the lesser folk and are mostly on the payroll of Yr or Alkor. Few will mourn the loss of Nantes though, since the nation is notorious for snobbishness and arrogance.

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.

The Goblin Island is inhabited by an unusually intelligent subspecies of goblins talented in engineering, their technology is potent but often very unsafe so only Belkan and some scaredevil mercenary groups buy their weapons.

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.

The Republic of Free Men was founded by men from Afrozil and Sparticia Mountain Clans, they actually are good with their women quite well (much better than the amazons with their men) but have a strong rivalry with the two female-dominated nations and want to prove to them that men are the equals of women.

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.

One of the so called "Amazon Races", the Sparticia are notorious slavers and raiders who have been a thorn in the side of their neighbors for countless ages. Although not particularly adept at magic, or skilled with technology, their strong sense of racial unity and heavily forested mountainous homeland have allowed them to endure many attempts at conquest by neighboring nations.

Their most hated enemy are their fellow Amazons in Afrozil, and squabbles over slaves are common among border tribes.

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).

Voluntas people are known for their individualistic mindset, to a point they hide their identities behind masks out of metal to separate themselves from outside world.

Their country acts as direct democracy in ancient athens style, with ancient sparta style slavery. All of northern part of country is under generational slavery.

Additonaly they have friendlu relations with Grashopperfolk to the south and wast, and are in constant war with northern tribes.

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.

Belkan hasn't gotten into a war with Hoogivs is that the Hoogivs, being in a warmer yet wet enough environment can actually grow and harvest Cocoa beans, necessary for Chocolate, which is seen as a delicacy almost everywhere on the main continent

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.

Unkor Shamenmes are well known for their talents and their storytelling abilities and magic. They are usually elders from major villages and perform great acts of storytelling call Mulans which explains their gods and past. they also perform rituals base on age as a sign of a person's growth. there are more rituals, but most important is the giving of dowries, weddings, and feast anouncmets. they do not take part in violence but after a battle, they walk around the battlefield giving pray to the fall so they can find the Minbim (Final enlightment) and save those that are dying with magic.

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.

Within the endless forests of Fluffwood and other such places, one can find the Fairy Elves and their giant corgi mounts. Although they appear harmless, they are actually famous for brutally torturing trespassers and leaving their writhing bodies bound to trees at the edges of their territory. They also sometimes mount raids on neighboring communities in order to capture slaves to sell to the hags for magical experimentation. Attempts to launch reprisals against them have almost always failed due to their high mobility within the dense forests, and ability to flee back to Fairy Land (aka the Third Layer of Hell) via hidden magic portals.

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.

On the isle that sits in the great bay north of the Republic of Nantes and the Kingdom of Yr...there is no nation, but the remnants of a great work of the empire that Nantes is the last active remnant of.

The Ruins of High Magitek is a dangerous island where ancient wonders still roam amid deep running corridors and maligned intelligences from experiments from the old empire that sleep and wake at the peril of those who would venture to this island to claim its bounty of material or technology.

Some say the isle fell to ruin because of experiments binding fey or fiends into their machines of iron and mage metals...

Others say it was because of a spire antenna of orihalcum with a pure selenium core meant to open a gateway to a distant star that let...something through.

All I know is, I can get ten Republic Crown coins a head for ferrying people over there for the risk. Don't often have to bring'em back neither.

The inhabitants ironically never didn't die, they packed up and left to their homeworld as the island was meant as a colony project that unfortunately had its funding cut. If one were to go deep into the island itself, you might be able to 'phone them home'.

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.

On the western island would be the Shahdom of Gravlind

It has a humid climate similar to the lavant or North Africa with the cost be protect from the interior and would resemble a warmer Australia

Magic is a thing here but it's limited to certain high-ranking families but the Shah family doesn't have magical abilities.

The Shahdom's self is made up of many vassels with the Shah holding the most land, there are around 14 vassels, not counting the lost ones, with the most prominent being the Khosers, Lamalukus, and Gromerim, with each one of these vessels representing a family under the Shah direct control.

Since the horse is seen as a taboo in this world the people of the shahdom primarily ride Camels and a creature that's between a cow and an Aurochs and size and are used for the purposes of war, plowing, transportation, clothing, and food.

Other nations that occupy the island because they see anyone not under sovereignty on the island as a threat.

They also have rivels with Alkor after they took the island to the south of them where one of their sister states resided before the conquest.

They also have a few sister states that are mostly gone now with the remaining ones being Napan and Rig'Nood. this does is more through these states head families these being heavily linked, like Sweden, Norway, and Denmark's monarchs.

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:

The Shahdom is very traditional when it comes to magic, they only want the noble to be able to use it but magic is more limited compare to other states since magic can only be control by people how are randomly born with the ability. it chances to increase if your blood related to magic-user but not a different with the chance of their spawn not having magical abilities. lower classes who show magical abilities are usually executed for the reson of keeping the nobility's power. this is disliked by most nations because they usually recruit magic-user and see this practice as backward. they do make up for this in alchemy do with the Shahdom being renown for their position, medicen, and other tools made with Alchemy.

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.

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 indepently, 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.

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.

San'Barg is all that remains of an attempt by the southeast islands peoples to colonize the southern jungles of the main landmass. Once much larger than what it is now, San'Barg was constantly raided by neighboring states, particularly the Taur Tribes. Eventually most of the population left and settled Rig'Nood and Gib'Dunes instead. All that remains of San'Barg are scattered fishing villages along the coastal swamps and sandbars. A cautious, and primitive people, the inhabitants of San'Barg fight bravely enough when needed, but usually hide or flee by boat from superior opponents, particularly those with hooves.

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 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.

The ruling Priest-King is known as Ataam the Ever Blessed and said to have been given eternal life by the chief deity of their vast pantheon. This was supposedly done to ensure that the worship of the gods and the practices of their people would continue unbroken for all time.

This is (probably) a lie made up by the Mage-Preist council centuries ago. A particular member of the council being elevated to this position after the predecessor passes away. The Priest-King wears ceremonial clothing often including a face mask or veil and only appears before the people on the holiest of days. This person does have supreme authority (in accordance with the council) but is rarely seen by the commoners. The way they never reveal Ataam's face means that holy worship has, from the average citizen's perspective, always been directed by the same figure. A man worshipping today was lead through the ceremony by the "same" king as his great great grandfather.

The people of this island are highly devout, and rarely leave themselves. The only members that have consistent contact with the outside world would be the warriors of the island when sent abroad by the Mage-Preists and the sailors that participate in the maritime trade. This trade is also only possible when sanctioned by the priesthood and their primary export is fruit and exotic dye.

Three times a year, for a period of about a week each, the entire island opens and is made accessible to the outside world. People are invited from every civilization that will listen and they are permitted to participate in the grand and elaborate festivals that envelope the island in its entirety. These are very joyous and exciting affairs, but the outsiders are expected to observe the religious practices of the occasion.

This is vaguely sinister, however. If a visitor finds themselves lingering a little too long, and staying past the ending of the holiday week, they may not be permitted to leave.

The warrior class of the island are fierce, zealous, merciless, and without virtue to all that have encountered them. Stern and endlessly committed to their tasks.

They are sent abroad sporadically, rarely participating in the wars of other nations of the world unless it is deemed needed by the faith. Their primary function is protecting the island and venturing abroad for slaves/converts, magical or technological artifacts deemed by the priest class to be of value, and any and all items of material wealth and splendor. Artifacts of power or significance are distributed amongst the vast number of temples that dot the island and dominate every city. These raids are often swift and vast, hitting numerous coastal cities and peoples with little warning.

They worship a minor diety known as Kartun-Karkos, the bravest and most selfless of gods. Kartun was said to have cut off his own arm to save the world from an all devouring monstrosity from the unknowable beyond. The warriors live to emulate this sacrifice, believing that in selfless death they merge with Kartun-Karkos.

Once every ten years, an expedition sets out from the island to travel the entirety of the world. Two dozen of the most skilled or experienced warriors are sent abroad in groups of two or three to proselytize their faith, seek out mysteries of the land, and bring back prizes for designated gods. They wander foreign lands for years, serving as mercenaries or street preachers, bodyguards and bandits. Few of these specially chosen warriors ever really return, either dying on their journeys or finding preference for outside world.

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.

Religion:

The chief dirty of the Temple Isle is known as Ean-Deag-Bor, the god of twilight. He is believed by these people to be the originator of the world and the supreme god of balance and temperance. Through him all things may be understood. Religous ceremonies are held in his honor every single day in the hours of twilight, both morning and dusk. The most common sacrifice for this god is that of the fertilized but unmatched egg. A creature formed inside yet unborn. In dire times it is said that the priests will instead pull and unborn child from a pregnant mothers belly. A human formed inside yet unborn.

The god of the day is Ean-Deag. He is warm and caring and represents the work and strength of waking hours. His hour of worship is high noon. When the sun is fully in the sky he is said to see all things and observes all tasks undertaken. The sacrifices made to him at this time are the products of labor, often produce or material goods burned atop temple alters.

The goddess of the night is known as Deag-Bor. She represents the rest that occurs at night, the warmth of the mother, and the comfort of home. She is capricious and mysterious. Her religious observances coincide with moon cycles, with great reverence given at the full moon and resting observance given at the new moon. The primary sacrifice made to her is the blood of womanhood, burned deep inside the temple structures are the weeds washed ashore by the tides.

These three gods together head the pantheon of nearly countless gods. They alone are worshipped every single day. Ean-Deag-Bor is said to be the one and truest of gods, while the other two are extensions of his existence and purpose. The day and night being cast out in radiance and shadow from the twilight.