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.

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

Regional History

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.


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.

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.

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.

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.

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.

High Magitek

Weird ruin. Former alien colony, though no one realizes this.

The East

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.

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 South

TBD as more details added.

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.