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 firearms from the mid 16th to mid 17th century. They are useful against armour, but like in real life, very heavy or strong armour can stop firearms. There are no Bayonets yet in this world, and many states have adopted firearms to different degrees, with even some states ignoring them internally. Firearms are very common in central states like Sneed, who 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's more, but the point is that each nation uses different magic on their firearms, with some being very enthusiastic about them while others aren't.
This world is heavily based 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 blocks to benefit a region. For example, the Gravlind Sister system that almost completely collapsed after the Iron Crown - Rig'Nood war was a victim of such a trade block. The Union is one of the more successful federations that have also established regional trade power. Despite all of this naval power however, most combat during wars are still land based, with all states having a connection to the mainland.
Birds are not used as couriers in this world. This is due to a deadly contagious disease known as Smelter Disease that can easily infect birds and thus infect the soldiers. Instead, a species of dog-sized but docile spiders immune to the Smelter Disease are bred and trained specifically to bring messages across the lands. The species were gifted by the grasshopper people (Eritroans).
Undead Outbreak
A recent curse has begun to struck the land. The dead began to rise all around the continent.
Weirdly though, they do not interact with the living. It appears they can see and hear only people of their own kind and the world around them, though somewhat influenced by memories of their time.
At first it was inconvenient as the rotten skeleton of a farmer who passed away three generations ago would plow your field in the middle of the day. or walk into your home and sit by the fire cooking something it cannot eat. Then those who have died during battle have begun to rise up. At firt they were fighting each other, then they soon began to think that the living were enemy soldiers.
While at first the curse happened on occasions during specific time of the year, its occurences have grown more and more to the dismay of the population.
A group of mages who have been atempting to make contact with them have had limited success (at least with those who arent soldiers)
Gods With Widespread Followings
Though not necessarily popular anywhere...
Zmugtazu the Black Hearted One:
An ancient pagan jungle god said to steal away young brides out of jealousy if no virgins are sacrificed to him upon every new moon of the year. In the ancient past many rituals were attributed to him, but this practice stopped when he got sick of it and manifested materially to clear the air. It turns out he's actually a pretty chill dude and now runs a non-profit charity for misrepresented gods.
Grumpypoo, the God that Hates Being Worshipped:
Is ironically quite popular in a number of nations. He is worshipped in Napan as the God of Hermits, in Harlbourg as the God of Spinsters, by harpies as the God of Cuteness, and strangely enough is considered the Consumer of Souls by certain goblin tribes. Several more secular cultures consider him a good luck charm, and bronze statues of him are common throughout the continent.
Gaelhalla, Goddess of Lust:
Obviously a quite popular figure, she is worshipped in many forms in many lands. In the west she is depicted wearing a round green hat which is considered extremely pornographic by locals. In Napan she is Go-Hana, the Five-Flower Goddess, Mother of Beasts. All five races of Amazon consider her to be their matron Goddess. Oddly, in Hoogivs, she is only a minor Goddess associated with tea flowers.
Itch-Monger, God of Minor Irritation:
A highly obscure god, Itch-Monger started out as a Plague God associated with unusually high concentrations of whale lice among whalefolk.
Eventually his worship travelled inland, where he is occasionally worshipped by social outcasts who hope he will give those they are envious of lice or genital crabs.
Ballsack and Sackball:
A pair of anthropomorphic raccoons who delight in tea bagging strangers with their massive testicles. They are numbers 69 and 96 on The List of 666 Minor Demons of Napan assembled by famous scholar Chibi the Pendant.
Deadicorn, Harbinger of the Rainbow Zombie Apocalypse:
One of the most hated of all Gods, Deadicorn was said to have been created from the merged essence of several Evil Gods who sought to destroy all creation (plus Bob the Unicorn God who was convinced it was a good idea while he was high on god dust). Deadicorn is worshipped by anarchists, rapists, murders, insane magic users, necromancers, evil fairies, hags, as well as misguided youth who think he is "cool" and "edgy".
He grants his followers power over undeath as well as the ability to shoot rainbow death rays.
The Incoming War
The world is on the brink of a world war, with several nation strenghtening their armies and tensions running high, one of the many wars being fought is about to escalate into a larger conflict.
Maritime Law
The Autian Port Federation is, technically, not a real country. It has no language, no religion, no ethnicity, no culture. Covering nearly all of Autia's massive coastline, the A.P.F. is a judicial and legal organization run by and dedicated to mariners. Any region seemingly blocked off by it still has full access to and control of their coastal territory. The Autian Port Federation operates and maintains inns, taverns, marketplaces, docks and courthouses all across the coasts of this mighty continent, relying on locals to run it all. Their main focus is standardizing laws involving the high seas- which is legally under the total jurisdicition of the A.P.F. No matter where one is on the high seas, a dispute between any number of parties can be settled anywhere along the coast of Autia at a courthouse. If a sailor from Belka and The Union get in a fight off the coast of Halem, or an Eritroan and an Ercaenmedian argue over prices down in Pumkin Kingdom; the Autian Port Federation is there to provide a safe place for everything to get worked out without dragging entire nations into diplomatic and military disputes. They are, unfortunately, not very well off finanically and are infamously corrupt, taking bribes and handing over mariners to local law enforcement with little hesitation. This is due to the fact they are a nonprofit, dumping literally all of their funds into maintaining their buildings and fleet of rescue vessels, as well as paying their workers. The nation they border ultimately has full control over what happens on their coastline, and the level of influence they exert over the A.P.F differs wildly from nation to nation. Some run everything themselves, only using the A.P.F.'s name; while others take a very laid back approach, letting the coastline act as its own autonomous region. Despite the local issues of control and legality , a sailor in Autia can generally expect food, shelter and safety no matter where they go.
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 worshiping 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 and Ercaenmedi:
The Eras of Peace that came after 13th, 57th, 85th, 113th, 164th, 199th, 213th, 269th and 274th Belgan - Ercaenmedi wars almost had the two nations unite, or at the very least swore to never fight one another.
Yet almost always, something went wrong; A Belgan Trade Ship was hijacked, or Ercaenmedi test fired Skycannons causing a nearby Belgan town to be destroyed by an avalanche. A tragedy would happen upon Belgan, they would investigate and find Ercaenmedi responsible, Ercaenmedi denies it, Belgan wouldn't believe them and declares war on Ercaenmedi. It has been like this for centuries, and neither side is wise enough to notice.
In reality, these tragedies where caused deliberately by the Union. Why? Well no-one really notices, But Ercaenmedi and Belgan are incredibly advanced compared to the rest of world, let alone Autia. Even the Union, which has the best non-magical technology and is plentiful in resources would barley stand a chance against them individually, let alone together. And would likely be the hypothetical Belgaenmedi's first target. It's a miracle they're more interested in Idol Singers and Superweapons.
The Totally-Not-Immortal Union Elite known as Konoranna the Clever was the first to notice this, and during the first Era of Peace decided to secretly intervene with the two nations. The idea was to exploit the aggressive culture of Belgan and use it to keep them and Ercaenmedi busy while destroying each others technology and killing their mages.
It was a partial success, while it kept the Belgans shortsighted on war and the Ercaenmedians paranoid of an invasion. It also made them improve their guns and armies to be even stronger. Ercaenmedi wasn't even well armed before this. Nevertheless it kept them distracted, away from the Union.
For now...
The War in the North:
The Ercaenmedian people have long suffered incursions by the Belgan Empire, the cause of their seemingly endless series of wars as they view any border skirmish as sign of something greater, but only once have they seen the true power of their foe and it remains a stark reminder that they must remain vigilant or their nation will be lost to the sands of time.
A full two centuries before the 299th Belgan-Ercaenmedian War High King Felix Boesch of the Belgan Empire turned his eyes south.
In the past Ercaenmedian lands were once part of the Empire but these lands slowly drifted away from its control as the Erc and Meddan tribes would move into the area, soon falling under their sway and declaring their independence. Later confederation the Kingdoms of Urrr, Augh and Leibwitz to form a kingdom rivaling the Empire in size if not population.
In spring soldiers under the banner of the Golden Griffin stream through the mountain passes of the Crooked Smile mountain range into Ercaenmedian territory. Using a combination of superior maneuverability, numbers and firepower the Belgans are quickly able to overcome Ercaenmedian field armies, with State War Mages often times using their air magic to conjure gusts of wind strong enough to take entire Regiments over or above enemy lines. The battles of Shurwood, Erickstown and the Well Beaten pass showing the willingness of Ercaenmedian soldiers to fight to the last man to delay the invaders , with certain songs about the bawdy hero of Shurwood Captain Yut Ro Ihn still being regarded as classics in the Ercaenmedian nation, but still their fight is in vain as by winter Belgan soldiers occupy the capital and force the Supreme Patriarch and his government into exile.
The Belgans do not just stop at the conquest of Ercaenmedia and soon after it is occupied they March further south into Westphallica as the Ercaenmedian government in exile desperately pleads for a Coalition to be formed to deal with Belga.
The unprompted assault on Westphallica soon leads to the Kingdom of Eritroans and Alkorian Empire to declare war on the Empire of the Griffin, with the Alkorians mostly only caring about taking Belga's overseas colonies. For the next ten years the three empires battle in the lands of the Southern nations, with a line Ercaenmedian Strike Wyvern pilot earning fame in a number of battles involving the destruction of multiple Belgan superweapons. Finally ten years after it had begun Belgan Soldiers are forced to relinquish their overseas colonies and possessions in Ercaenmedia at the Peace of Altor. The Northern War would be extremely devastating for all of the Western nations but would lead to the Alkorian Empire becoming the ascendant regional power in the West, with the Belgan Navy completely destroyed at the battle of Trabalar. The Belgan victories at Crosswind and Afrograd would remain in military textbooks for the next two centuries as prime examples of the use of the combined arms of magic, polearm and sword and the value of having a profess battle mage force. But for the Ercaenmedians it would be a prime example of a new lesson, never trust a Belgan...
The History of The West, Archibald Razgriz, Volume 10: The Belkan War
Miscellaneous Info
In the western lands, where the concept of underwear is frowned upon, hats are considered extremely provocative and sexual. Each style, color and material involved in their creation means volumes in both visual shorthand and intent.
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.
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.
Home to blue-haired humans. They're more or less friendly people to be around, except for, of course, the one in every ten who happens to be a cannibal. Those are still friendly, to be sure...they're just also cannibals.
People:
Although considered a Nantic State, the Ercaenmedi are from a different ethnic group than those found in other Nantic nations. They have many similarities with the Napanese, and are believed to be distantly related. Their most distinct visual trait is their hair, which tends to be light blue, blue-ish grey, or blue-ish green, said to be a sign of favor from their father god Okamiokami.
Religion:
The Ercaenmedi mostly worship their "parent" gods, Go-Hana and Okamiokami. Go-Hana is associated with love, beauty, fertility, and lust. She is honored at elaborate soirees and rowdy parties where worshippers dress in their most elaborate, provocative clothing, and dance and cheer to songs sung by prominent vocalists known as "Idol Singers". Mass enchantment magic is sometimes used to whip up the crowd's excitement, as are the narcotics often taken at these events. Okamiokami is associated with strength, self-reliance, seduction, and Ercaenmedian national pride. His followers believe they will be reincarnated as powerful demons in his service, and that those they have killed and/or consumed a part of will be reincarnated as their slaves for all eternity in the afterlife.
Magic:
Ercaenmedi has an unusually high percentage of magic users, many of whom are quite strong. Although they follow roughly the same magic traditions as other Nantic states, they place less emphasis on academics, and more emphasis on honing raw power. They have a far higher percentage of enchanters and necromancers than other Nantic states, though their necromancers prefer incorporeal spirits to rotting zombies.
Military:
The Ercaenmedian Army is a strange mix of old and new. Although they have access to the latest technologies, they also have a soft spot for the old ways and are always on the lookout for an excuse to fight with katanas, glaives, and short bows rather than flintlock rifles and cannons. Uniforms vary greatly by formation, and even by individual (noble officers love to stand out, as do prominent champions), but tend to have a base of grey or black, with contrasts of white, teal, light blue or red. When armor is used, it is usually decorative rather than practical.
Defense against Belga is top priority for the EA, so much of the military budget is spent on skycannons, static defenses, as well as maintaining aerial mounts like griffons and wyvern. However, Ercaenmedians value individual valor over technical supremacy, and countless times it was the reckless bravery and noble sacrifice of common soldiers that have won battles rather than brilliant tactics or fancy toys.
Ercaenmedians mages are an often overlooked element to the Ercaenmedian Army. Numerous combat mages help even the odds in terms of firepower, healers summon life energy from other dimensions to heal wounds and banish fatigue, and enchanters and necromancers demoralize and confuse the enemy with illusions and summoned ghosts, or create new spies with by mind controlling or possessing enemy soldiers.
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.
The Skycannons are little more than big artillery guns that shoot Belkans straight out of the sky. While primary used for defense, some models are modified to be used offensively.
During the 267th Belkan - Ercaenmedi war, the EA decided to put Belkan in it's place by creating the first Ercaenmedian superweapon.
Nicknamed "David the Dangerous", this Moving Skycannon was sent in to obliterate the Harlan Tower. Surviving Belkan troops would often mistake David as one of the Mechanical Monsters that roam the Kingdom of Yr, and feared that the Kingdom had allied itself with Ercaenmedi. The Ercaenmedi ended up partially damaging the Harlan before getting immobilized by a Flying Carpet Bomber. The EA tried to repair David the Dangerous but was forced to retreat after they got ambushed by the Belgan Cockatrice Cavalry.
Most of the Belgans understanding of the Ercaenmedian Sky-canon model comes from researching David.
History:
The history of the Ercaenmedian people is hopelessly buried in nationalist propaganda and myth. The only constant is their constant warfare with those who dwell to the north of them. On several occasions, Belkans have conquered the Ercaenmedi, whether as an alliance of petty kingdoms, as part of the Nantic Empire, or as a single unified nation. Sooner or later, the Ercaenmedian will drive them out and the process begins anew.
Economy:
Most of Ercaenmedi is fairly rural, with countless cozy farming hamlets nestled in valley, under large groves, or along the many winding rivers, though market towns and small cities are rarely more than a day away. Ercaenmedi focus most of their magi-tech and conventional industry on their military, leaving country life rather low-tech. Ercaenmedi is far from poor however, food is plentiful, famines are almost unheard of, and gold and jewels are mined in abundance. Even a small village will have many merchants and craftsmen, and even the poorest farm girl will have at least one racy costume in which to attend local concerts. Magic is fairly commonplace, and it is not unusual to see large owls and broom mounted witches delivering mail, or a mage specializing in healing magic fixing a sprained ankle. Ercaenmedi spends much of its surplus food, gold, and jewels on magi-tech, gunpowder, and rifles from Alkor and Gabaet.
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.
People:
Westphallica is a multicultural nation where wealth counts more than appearance. Although Nantic humans are the most common, there are large minorities of dwarves, gnomes, drow, Ercaenmedians, duergar, goblins, ogres, mind flayers, and many people of mixed origin. Lightly populated, but almost impossibly wealthy, the sprawling palaces of the wealthiest families often dwarf the nearby resort towns and bohemian cities.
Religion:
The main gods in Westphallica are Gaelhalla (beauty, lust, artists, and magic), Gayin (dwarves, gnomes, miners, smiths, craftsmen, and engineers), Liik (ravens, shadows, the afterlife), Vanille (adventurers, knights, vigilantes (essentially the same thing in Westphallica)), and Okamiokami (greed, ambition, schemes, vengeance, necromancy).
Magic:
For the most part Westphallica follows the standard Nantic magical traditions, but their great wealth allows them to recruit magic users from around the world, and magic is more common in day-to-day life than in other nations, particularly in the entourages of the wealthy. Westphallicans are an open minded sort, and have no problem recruiting necromancers, demon binders, hags, fleshmolders, voodoo witches, dark aether channelers, mind flayers, and other sinister magic users as long as they stay within the limits set by their employers. Many Westphallican nobles are themselves magic users, given them more confidence when dealing with foreign mages.
History:
A former part of the Nantic Empire, the gold mines of Westphallica funded the Empire for generations, but as the Empire crumbled, many of its most cunning and dangerous nobles and mages flocked to the area rather than fight to maintain power elsewhere. They bought the loyalty of the locals, bribed their rivals in other nations to kill each other, and hired the best mages and soldiers to guard their borders. Since then they have ruled their nation peacefully, with all the main families tacitly agreeing that vigilance and solidarity is key to their continued decadent lifestyle.
Economy:
Westphallica has produced much of the continent's gold and gems for countless centuries, with more veins are always being discovered, and its miners and smiths are well paid for their loyalty. Others work on hobby farms, at hunting lodges, as craftsmen, smiths, architects or engineers in the many craft shops and foundries, or as artists, servants, cooks, or scholars in the mansions and resorts.
Miscellaneous:
The nobles of Westphallica see the relatively modest bowl hats popular in several other nations as dull and modest. Extravagant hats, the more eyecatching the better, are seen as a sign of sexual prowess.
The Drow City of Myr'klyt is located deep beneath the surface. Often rumored to be a nexus of the illegal slave trade, it is actually just an exclusive BDSM themed resort.
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.
General:
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.
People:
A small nation consisting of a single city state, its surrounding territory, and large stretches of sparsely inhabited mountains, most of its population is Nantic human, but there is a decent number of dwarves as well. Although by no means poor, Falconhead can't afford the glamorous fashions and parties of Westphallica, or even Gabaet, so the middle-upper class of landowners, merchants, lawyers, and skilled tradespeople settle for understated clothing and complex social customs that range from boldly quirky to incredibly subtle.
Religion:
The main gods in Falconhead are Gaelhalla (arts, fashion, social status, hats, courtship), Neir (farming, forests, nature), Gayin (dwarfs, craftsmen, books), Liik (ravens, crows, vigilance, protection, death), Shomdor (manages the punishment of evil souls in the underworld), Ace (minor god of storms), Ayalla (Amazon version of Gaelhalla, worshipped by collaborators with Amazon occupiers)
Magic:
Falconhead follows standard Nantic magical practices, but has few practitioners since anyone with talent goes to Westphallica instead.
Military:
Falconhead has no real military other than the City Watch of Falconburg, and the assorted rural militias. The militias use blunderbusses and crossbows as their main weaponry, though many will carry a pitchfork, wood axe, or hunting bow instead to defend their fellows while they reload. The City Watch uses truncheons for day to day work, but have flintlocks, swords, and pikes for serious work. Anyone with a shred of fighting talent goes to Westphallica unless they are unusually patriotic, so the ruler of Falconhead is often forced to pay tribute to foreign rulers in Westphallica, Sparticia, or Afrozil in return for soldiers when even minor raids by Amazons, undead, or wild fey cause a panic among the population. Adventurous young people sometimes join mercenary groups known as Ti'Eftu to wander the continent in search of fame, fortune, and hats.
History:
When the Nantic Empire fell apart, Falconhead was essentially created from the areas that Westphallica didn't want to bribe or protect. A series of weak royal families have ruled from the city of Falconburg, but are often nothing but puppets for neighboring states. During one particularly long period in which Falconburg was under occupation by a coalition of Sparticia tribes, the mostly rural northern half of the country separated. It went on to become the Republic of Free Men, a haven for anyone with a grudge against Sparticia and/or Afrozil.
Economy:
Much of the country is mountainous, the small population is mostly clustered in the fertile valleys of the northeast, near the city of Falconburg. The city and the nearby countryside is relatively prosperous, but the foothills are poor quality farmland and home to a strange mix of hermits, free spirits, exiled Sparticians, dwarven prospectors, solitary goblins, and strange covens of witches, hags and harpies. The country is fairly self sufficient, and any surplus goods are usually sold to Westphallica for gold and luxury goods.
Miscellaneous:
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.
Gabaet
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.
General:
The Empire of Alkor were the first to conqure the seas over which magic doesn't function, leading them to expand, hosting islands and shore territories far from home.
People:
The inhabitants of Alkor are mostly Nantic human, but immigration from its colonies is not uncommon, as a result, many of the cities are fairly multicultural.
Religion:
Like most Nantic nations, the Alkorians worship a variant of the Nantic pantheon. Shomdar is the god of the seas, wisdom, and knowledge, and is seen as key to Alkor's military power. It is said he is represented by an immortal prophet who wields much power behind the scenes. Gayin is the goddess of industry and commerce, and is nearly important as Shomdar. Alcar is the god of magic and Nantic racial supremacy. Once one of the senior gods, he is being increasingly sidelined as Alkor becomes more multicultural. Of lesser importance; Gelune is the goddess of fertility and courtship, Weir is the god of agriculture, Grumm represents the darker, but sometimes necessary side of war, Liik collects the dead, and Vanille is a minor goddess associated with Noblesse Oblige and bringing civilization to barbaric lands. Aside from the main gods, the Alkor have a number of national heroes who have been raised to demi-god status. The foremost among these individuals is the Queen Mum, a centuries old individual whose descendants form the current royal family. It is a mystery how she remains alive, but is seen as a living symbol of the strength and perseverance of the Empire of Alkor.
Magic:
The Alkorians follow typical Nantic magic using practices, but place heavy emphasis on material alteration magic. These "aetheric-engineers" work tirelessly to churn out an endless supply of magical equipment for use by the Empire of Alkor. Unofficially, the Alkor sometimes use enchanting, necromancy, and other forms of magic seen by the general population as unethical, but have generally avoided demon binding ever since what happened in Yr.
Military:
The Alkor possess a massive professional army and navy that allows them to maintain a colonial empire that spans the continent and beyond, while still fighting frequent wars with powerful neighboring states like Belkan, Harlbourg, and Nantes. Although some argue they rely upon quantity over quality, their forces are very well equipped considering the sheer number of troops they field, and they possess a wide range of specialized units. Their main strengths however are their massive navy, incredible industrial base, and strong grasp of realpolitik. The Alkorians rarely overstretch themselves when they can manipulate rivals into fighting one another, and even when they do suffer losses, they can replace equipment far quicker than most nations.
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
History:
Like the rest of the Nantic states, Alkor was once part of the wider Nantic Empire, but they separated once it had become clear that the Nantic Empire was in decline. Much like Yr and Belkan, they harbor dreams of rebuilding the Nantic Empire (with themselves in charge), and from there conquering the entire world. Their greatest success was during the Northern War, where they allied with a number of other nations to crush the newly formed Belkan Empire and seize control of most of its overseas colonies. Unfortunately, the strain of the War inspired rebellions in the eastern part of their country, leading to the formation of the Harlbourg Free Cities. On other fronts they have conquered territory once held by Nantes and the Shahdom. Recent alliances with their frequent rivals Aesanaeria, Ercaenmedi, and Belkan has allowed them to refocus their efforts on reintegrating Harlbourg into their Empire, though Belkan is in fact supporting both sides.
Economy:
A fertile and prosperous land, Alkor is unusual in that it uses magi-tech for relatively mundane purposes like farming, mining, and forestry, thus allowing more of the population to work in the forges and navy. Although even the common folk enjoy fairly prosperous lives, some feel their lives would be even better without the high taxes needed to pay for the constant wars, and the high rents charged by the deeply entrenched noble classes. Some of these nobles still possess the heavily inbred traits associated with the Nantic Empire, but others have managed to sort out their gene pool by marrying industrialists, bankers, decorated officers, and other individuals possessing wealth, power, and desirable genetic traits.
Alkorian Nobles:
The average Alkorian noble is capable of great and incredibly powerful magic, but is in poor health due to literal centuries of inbreeding. This results in an external body that is incredibly strong due to magic, but an internal body that is only kept alive due to said magic. (Seriously one man's heart is the size of a peppercorn and stopped beating two days ago, we might have a lich problem again.)
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.
Neighbour to the empire of Alkor, The Free City-States of Harlbourg put up a fierce resistance. Along with their technology and numbers in soldiers, they have teamed up with the tribes that live in the plains, deserts and forests for their magical potential and powerful beasts. They're not unlike revolutionary America if it were still fighting the war against Britain.
The Reconquista/Resistance war has involved many countries and is effectively the Land's first World War due to the amount of combatants. It is a known fact that while Belkan officially supports the Alkorian's reconquest, due to their highly militaristic and often battlelust-y nature, they have sent a chunk of their army to serve as mercenaries for the Harlbourgs to gain great honour.
The City-States are known for their secret military police mounted on mechanical horses assassinating those who want to rally the states into one power.
Each city-state have one or more order of knights, which are mostly if not entirely made of females.
One of the Burgomasters of Harlbourg was known to be a bit of an asshole. A travelling witch turned him into a giant cat to help correct his behavior.
Unfortunately the witch forgot that cats are also jerks. The Burgomaster in question retains both his position and his cat form to this day, and is notorious for knocking valuable objects off tables, shredding important documents with his teeth, and leaving dead fish, rats, and birds in random places around the council chamber.
Attempts to remove him from power have failed since he sparkles threateningly whenever someone reminds him his term ended years ago. Also his main rival was defenestrated by a pack of rabid cat lovers.
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.
General:
Long ago, the Kingdom of Yr mastered the art of granting iron constructs sentience and mobility by binding demonic spirits into their hulls.
Unfortunately, these "Iron Beasts" rebelled, enslaved most of the Kingdom's population (except for a few traitors) and are now embarking on a campaign of terror and destruction against neighboring nations.
People:
The inhabitants of Yr were originally made up almost entirely of Nantic humans, but in recent times, its rulers have started recruiting or enslaving anyone or anything able to aid it in its never ending campaign against Nantes. Demons and demon forged machines are becoming increasingly common, as are goblin, orc, ogre, wolf-kin, and mutant mercenaries from the Northern Wastes. Necromancy, flesh molding, and magi-tech lobotomization are also used to create cannon fodder and slave labor from corpses and disloyal subjects.
Religion:
Religion in Yr was once more in line with other Nantic countries, but these days, most people worship a cabal of demon lords who are said to be the true forms of the various Nantic gods. According to this new mythology, the Nantic pantheon was watered down during the decadent, complacent peak of the Nantic Empire, and the Nantic people lost sight of the traits that allowed them to conquer such a vast empire to begin with. The demon lords of Yr are Althazar (magic, fire, storms, raw demonic essence, strength, trickery), Gogotha of the Whips (beauty, seduction, betrayal, ambition, succubi), Wyrna (dark fey creatures, monsters, stealth, hunters), Iron Gyyn (mother of constructs, demonbinding, bondage, heavy industry), Shaleheart (water, ice, salt, darkness, caves, torture, punishment), Lykian (eternal servitude, necromancy, the undead, death), Grumm (bezerkers, madness, cannibalism, redemption through violence), and Wanilla (oppression of the weak, nobility, manipulation, leadership).
Magic:
The Kingdom of Yr once followed typical Nantic magic practices, but came to rely increasingly on demon binding and necromancy as the war with Nantes dragged on. Unfortunately, this meant that demon worshippers and their summoned allies were able to corrupt the Yrian nobility from within. These days, almost all magic users use demonic magic, though thanks to the wide range of demons they worship, they have a wide range of magic available to them, including energy creation, enchantment, dark fey spells, flesh molding, demon binding, dark aether channeling, and necromancy.
Military:
Never heavily populated to begin with, the population of Yr has dwindled thanks to constant warfare, and now relies heavily on dark magic. Although normal infantry retain their trademark dark uniforms, they are often augmented by demonic essence infused magi-tech components, or mutations induced by flesh molding. Large numbers of "Iron Beasts" (demons bound to a mechanical structure) follow them where ever they go, as do summoned demons, shambling waves of undead, powerful magic users, and brutal mercenaries from the Northern Wastes.
History:
Once part of the Nantic Empire, Yr split away following the overthrow of the royal family by a peasant revolt in central Nantes. The nobles who fled to Yr swore to one day re-establish the Nantic Empire, starting with the destruction of Republic of Nantes. Unfortunately, Yr is a hilly region not suitable for heavy agriculture and never had a large population. Instead it relied heavily on mining and industry to give it the edge, but when that wasn't enough, it increasingly relied upon demon binding to animate its mechanical contraptions, which in turn led to most of the noble families being subverted by demons.
Economy:
A hellish realm, unskilled labor, particularly in mining and manufacturing, use undead, lobotomized workers, demons, and flesh molder creations in order to free up the remaining population for semi-skilled and skilled jobs, as well as military service. Farms and lumber mills still exist, but it is the mines and foundries that are seen as critical to the war effort, and is where the magic users and their creations and dark allies focus their efforts.
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.
Aetherites
A strange small island only inhabited by beings nicknamed the "Aetherites", strange shapeshifting beings of pure light and Aether roaming the isle without any apparent goal. The level of magical energy there is extremely high and any living thing staying too long there explodes, meaning that forms of life exist here besides some aether-resistant moss, plants and fungus.
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.
The Banana Commune is a small tribe of Monkeymen present between the borders of Afrozil and the SMC. They love to continuously loot and annoy their Amazonian neighbors, with much success. An Amazonian caught sleeping with a Monkeymen and vice versa is seen as desperate.
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.
Kingdom of Eritroans is Birthplace of Grashopper folk. While its separated from most of the continent by mountains, country itself is mostly made out of fertile plains and forests. Its people are known to be great woodcrafters, especialy when it comes to musical instruments and ships.
Thanks to additonal strength from chitin armors, grashoppers are formidable archers.
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. Hiisikunta is high chiefdom of hiisi people ruled by High Chief Vainamo. Hiisis are greyish creatures having similarities with trolls and orcs. They aren't that developed civilization but instead most of their lands are rural wilderness. They also enjoy raiding neighbouring realms.
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.
Orkistan
Orkistan is a relatively recent nation founded by a huge orc warband that decided to settle down to the west of the central continent where they were active. Nowadays they are mostly building their country in more sustainable and peaceful ways, they still enjoy mercenary work but never against their neighbors, Aesanaeria is currently their biggest client. Those on the coast are also often pirates avoiding their own peninsula but instead targeting the Southerners like the Wizard Coast, Luver, Ander and the Unravelers. Culturally, they are known for sophisticating orc traditions and arts, mostly notably creating parades and a new style of music based on their ancestral war chants.
Hagarta
Hagarta is a small informal country of witches and warlocks living in the wastes between Gabaet and Sparticia. They live in isolated covens (varying in size from a master and one apprentice to an hamlet) and avoid interacting much with each other to better stay hidden from the neighboring nations. Almost all of them are able of magic because they kidnap children with magical talent and abandon, kill or sell to slavery their magicless biological children. They know almost all forms of Nantic magic and practice many dark ones. Their only export is talented magic users leaving to work for Westphallica, they tend to eventually come back to found their own coven. Their religion is mostly similar to the ones in Gabaet and Falconhead, with the addition of the god Deadicorn and a more magical variant of Grumm.
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.
Messaiah of Silvermoon valley has reformed goblin tribes that previously lived in Union lands into united entity, and then traveled acoss the continent with them to find new land for his kind. Recently he was seen south of Alkor.
Silvermoon's followers reject all technology, after freeing themselves from the Union, taking land from the waring free-states and Alkor.
The Ceraphim are messengers of Silver Moon. To become ceraphim you have to strip yourself from all the greennes of goblin kind, and embrace silver skies with procelan skin and multiple wings. Only after the transformation is completed they are giver permision to become conduit of god's power.
They posses powerfull magick, but can not survive during the day away from moon god temples.
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.
In the small canton of Hoogivs, literally nothing interesting ever happens. Everyone lives in comfy villages and the day is traditionally started by spending an hour drinking herbal tea and talking about the interesting things that happen in other countries.
Also the canton is unusually progressive in regards to gender roles.
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, pushed up against the eldr, alone, severed due to the breaking off of the free states. They needed reasorces and men and attempted to reuse there corpses, something something eldr, something something Iron Crown the whole main land is cursed.
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 north there lives a cruel lord >He can shape flesh like putty >Has turned most of the local villages into optimized, perfect abominations >This small hamlet's approach is expanding south. Lesser nobility are taking up his craft.
Soon the village of Viké tried to imitate this craft. They started chopping up their animals into unrecognizable parts and let the local artisans remodel them as they wish. Since they only do this for the shits and giggles, the abominations get released and now roam the countryside as peaceful animals. Travellers mistake them for unholy monsters and try to kill the chimeras.
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'.
Aesanaeria
People:
A large though largely empty nation, Aesanaeria is mostly home to humans of the Sorgos ethnic group (Mediterranean), but orcs and half-orcs are not uncommon.
Religion:
The Aesanaerians traditionally worshipped a mix of Nantic and Southern gods, though worship of the Brass Lord has become increasingly common instead. A powerful demon who the Aesanaerians allied themselves with to break free from the Nantic Empire centuries ago, the Brass Lord taught them the secrets of demon binding, dark aether channeling, and enchantment magic, knowing the such magic would gradually corrupt the Aesanaerian people.
Magic:
The Aesanaerians once used a mix of Nantic and Southern magic, but these days most magic users are followers of the Brass Lord. Such mages spend most of their time creating so called Brass Knights, a strange caste of warriors that wear armor and carry weapons composed of fluted brass tubes. The equipment of a Brass Knight gives it exceptional durability, and the ability to launch "sound attacks" by manipulating the aether to smash their opponents with raw aethetic energy. Unfortunately, such armor also removes most of the free will of the user, and the demonic energy infused into the armor gradually corrupts the form of the user.
Military:
Aside from the famous Brass Knights, the Aesanaerians prefer light, mobile skirmishers that travel around on large warthogs, and fight with javelins and bows. Clothing is minimal to show of scars and body paint, as well as avoid over exerting themselves in the dry deserts and grasslands, though many warriors wear masks. Followers of the Brass Lord almost always wear brass masks, but others wear more traditional masks of wood or leather. They also frequently make use of orc mercenaries, particularly those of Orkistan.
History:
Like other Sorgos peoples found in the western portion of the continent, the Aesanaerians were dominated by the Nantic Empire, but later broke free. Since then they have become increasingly under the influence of the Brass God, who has convinced them to ally with the Alkor in order to focus their resources on wars with Sneed and the Taur Tribes.
Economy:
Aesanaeria doesn't have much of an economy. A barren region of mountains, desert, and grasslands, most of the inhabitants live in wandering tribes that survive by ranching and foraging. However, there are a few towns and cities dedicated to supporting the larger of the mines, supplying trade routes, or worshipping the Brass Lord.
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.
Out in the East is a Nation known as The Union. A state made up of 7 previously independent nations merged as a result of their collective hatred of magic. They are militaristic and well renown as mercenaries to hunt rogue wizards and any other magical being.
This is of-course a propaganda peice as, they are manipulated from the top down, by their hypocritical leaders, who push their extreme rhetoric to decive people into giving up their magic veins so the leaders could sew the veins into themselves.
Most infamous group of mercenary witch hunters from union is called "Burning crosses". This name is derivated from their tradition of crucifixing captured mages, and then placing cross with their body still on on buring stake. Because of crucification victims can't scream, and so whole process is called silent cleansing. Their fanaticism caused even union leadership to consider them too rabid to keep at home, so they are permamently hired off to hightest bidders abroad.
Being a military nation at heart, not to mention one that shuns the use of the arcane, the generals and nobility of the Union have invested much time into developing tactics and equipment to counter magically-inclined enemies. The soldiers of the Union are famous for their use of heavy armor and firearms, with perhaps their most famous technological endeavor being the firelance, a particularly potent combination of a polearm and a rifle that allows for effective combat at close to medium ranges. Even more feared are the experimental firearms given to the Union's elite anti-mage units. While extraordinarily powerful, even the smallest mishap in the firing mechanism can cause such a weapon to violently detonate, incinerating its user. It is common practice for the obliteration of these unfortunate souls to be reported as magical in nature, adding yet more fuel to the Union's technology-focused dogma.
To make up for their lack of ranged magic, the Union has also invested heavily into artillery. The most heavily employed of these is the Hwacha, touted by Union officials as a "two-man archer regiment." The Hwacha uses gunpowder charges to propel arrows a great distance, after which a pyrrhic point it bursts in the air, raining fire down on those caught below. Due to the spectacular visuals of such a weapon, many Union footmen believe it to be near-divine proof of the superiority of technology over magic, and it is a common affair to hear calls for "scorching rain" on a Union battlefield.
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.
The Freedom Coalition is a rogue territory of the Union controled by rebels who have discovered a way to pool their magic veins together to form magical gestalts pkxerful enough to protect themselves from the Union.
True "Free Men" are considerably more free and happy than the inhabitants of the Union but they often force the locals to become magical conscripts not faring much better than before.
Union Puppet
Basically the same as the Freedom Coalition, but secretly still ruled by The Union to justify continued oppression.
The Union Puppet, is an enemy state that is used to give the people of the Union a false enemy to beat, but never make any real ground.
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 Iron Crown is two walls of Magic Iron with Mountains covered in iron between them. Made by the leaders of the Union, to prevent real countries who can use magic properly from breaking their strange hold over their people. Of course the story from the Union, is that the people built it without magic and iron can stop magic.
The Iron Crown isn't entirely barren, there are small enclaves of monks who eek out an existence there, finding cracks in the iron and setting up temples. They have pledged themselves to an ascetic life of discipline and hard work, which they say leads to ultimate life satisfaction. They spend most of their time training and tending to the grounds of their temples.
Due to repeated efforts by The Union, these temples are frequently burned down and re-built or re-located. The history is found in the lineage of the monks, some of whom are families that have been in the order for generations upon generations. They are largely populated by people who have fled The Union, but some come to learn the martial arts and tactics that have been forged in the crucible of constant battles done with the Union military.
The history is wrought with political turmoil. Sometimes, as it is currently the case, the Union will throw whatever spare forces they have at the monks in an attempt to wipe them out and prevent a future rebellion. At other points the monks have been invited into the Union as culturally significant and important parts of the country to be celebrated. At one point they became an anti-magic enforcement arm and developed non-magical techniques that could effectively combat magic users. While they are no longer a part of the anti-magic arm, the methods they developed are still taught and trained in many temples.
These monks are effective warriors, fearsome hand to hand combatants, and meticulous housekeepers. If you could convince one to leave the temple and work for you he would be the ideal butler/bodyguard. But first you have to figure out what someone who has sworn off material pleasures could possibly want that you could give?
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.
Contrary to the Union there is a small community on the southernmost peninsula calling themselves "the Unravellers".
These people dedicate themselves to solving the mysteries of the world they live in. Mostly through magic, but every type of scholar is welcome.
Some say it's more of a magic cult. Because everything is legal, as long as it expands the Library, where all of the gained knowledge is stored. There are no Taboos, not even life itself is sacred.
It is said the alchemists managed to create Aether, which allows them to infuse their abominatins with life.
Noone, except the highest of their members actually know it's a disgusting imitation. Natural life seeks to sustain itself, Aether on the other hand tries to end itself at every opportunity.
It is a very powerful combination together with mind control magic, that supresses the urge to suicide.
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 City of An is a client state of the Union and a sort of economic free zone used as a middleman between the mainland and the outside world.
Things are more relaxed here although the government is occasionally very brutal to ensure that the city stays in the control of the Union.
Is it the biggest trade hub east of the Iron Crown.
The Southeast Islands
Home to the Gravlind Peoples (mix of Central Asian, East Asian, and Native American), a collection of wildly different cultures bond by blood ties. Basically Edo Japan (with sentient animals) + Plains American Natives + Central Asians (specifically Sogdians)
Napan
Described as "populated by powerful beasts and their weak men" (though they do have human ninjas). Basically all your Japanese fantasy tropes wrapped into one nation with particular focus on anything that would appeal to furries and other such folk. Allied to the Shahdom and once supplied most of the navy for the alliance.
The mountainous island between the biggest island and the mainland. Is populated by Powerful Beasts and their weak men. The land is called Napan.
Legends tell of the beasts of Napan awakening their true selves, and gaining untold powers, by falling in love.
Many men have ventured to this land. Some to gain might, and others to find what they were missing.
The beasts vary wildly, generally large animals with mild departures from their normal counterparts. Napites are not a unified state, the cultures differ depending majorly on which beast tribe they serve. They spend most of their time working against clans that serve other beast tribes, and even clans with-in the same tribe might betray each-other to gain additional favour from their mistress and masters.
The ninja clans of Napan are a brutal society of assassins, but in the snowy winter months they volunteer their time as ski patrol and plowmen to clear the the roads of their beloved country for the benefit of civilian travel. Jobu, the Profane Beheader became a national hero when, on a particularly harsh year of blizzards, he took it upon himself to plow the imperial road free from one end of the country to the other in a scant three weeks of continuous marching until finally collapsing dead at the gate of the bustling port city Shimuzukuzimuze. A festival in that city is held every year in his name but there are also assassin themed gift shops year 'round run by the clans.
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.
Rig'Nood
Native Americans with horse motif, though actually terrified of hooved animals (and magic). Originally a vassal state of The Union, but got retconned to an ally of the Shahdom.
The fork at the southern edge of the Iron Crown is inhabited by the tribal Rig'noods. A people that used to live near the Taur Tribes and suffered greatly at hands of the hooved beasties. They eventually abandoned their home and moved east, choosing to live in the open land between the arms of Iron Crown out of their own innate fear of magic, believing it gave rise to the man-beasts of their ancient home.
They style themselves as hoof having creatures in an attempt to scare their opponents and children. Through Union has begun to take tribute from these people, which Rig'noods give graciously ad they believe the Unions Iron Crown is all that protects them from the magic and monsters of the wider world.
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
Regional Religion
The southern cultures don't have a very unified religious tradition but still generally share three gods : Primolt, personification of the Aether and father of everything. Great Mother, personification of the ocean, daughter and wife of Primolt, mother of the first ancestors and the Green Titan. Green Titan, personification of the land and life.
They are rarely directly worshipped but exist in the creation myths of all southerners in some form.
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.
Regional Magic Practises
Magic in the South is a bit different from Nantic magic, generally being considered "arcanic thaumaturgy" in the academic classifiation of the Nantic mages (mostly because from their viewpoint this form of magic sort of use the Aether as if it was a god).
The key difference is that southern mages coax out the Aether into creating magical effects directly instead of forcibly manipulating its energy, a major advantage is more inherent power and needing a lot less of intellectual effort making spells unrealistically complex for Nandic magic possible but there are many cons like a much stepper learning curbe for fine control, a high level of unpredictability and a complete lack of metamagic like nandic aether manipulation because the Aerther can't manipulate itself.
Practice of southern magic is conceptual and ritual, generally involving a symbolic sacrifice to make the Aether itself "figure out" something appropriate, getting the Aether to really do what you want is the hard part and even the most talented southern mages often need to improvise with what they get.
Main southern schools of magic :
Alchemy : The main school in the Wizard Coast, the elaborate alchemical processes are actually just a complex way to ritually define what kinds of effects should a potion be granted by the Aether, the potions can be used for many things like healing, reinforcing materials or even doing some menial work without a workforce. Possibly the most reliable school but slow and time-intensive. Also surprisingly useless for magitech, to the disappointment of many Nantic mages.
Life Magic : Used everywhere but accidentally perfected in Sneed and main school of the Taur Tribes, is it the organic equivalent of Material Alteration (there is some overlap but most of biology is too complex to be used in Nandic magic) Includes shapeshifting, self-enhancement and body modification (can become hereditary changes if done by great masters), modified plants able to grow biological substitutes of most materials,etc... More or less potentially able to do anything wholly physical and not overtly supernatural but Life Magic like life itself is fuzzy, unpredictable and hard to constrain. Most of its greatest and worst feats are accidental, side-effects are a constant and the greatest life masters are merely talented with getting what they want with side-effects that they can live with or find uses for. Things created or altered by Life Magic tend to mutate over time (often developing a resistance against hostile life magic), even after a long period of apparent stability and are likely to find a way to self-replicate. Creating living servants is very useful but they have a nasty habit of growing smarter, both resistant to and talented at Life Magic over time, although the effect seems both weaker and more benign if they are not kept in captivity and to a lesser extent just treated well.
Oath Magic : The main school in the Kingdom of Luver and the basis of their social order. Can create "magical contracts" manifesting as very strong mental compulsions to fulfill and not break them, very powerful contracts can bind the descendants of the signatories. There isn't really an upper bound to what this magic can do but is it limited to pure psychological effects, doesn't enhance the willpower of those affected in anyway (someone bound to be a soldier will fight but may still be paralyzed by fear), fall short of true mind control, can't be used on the unwilling (although pressuring someone is possible) and all parties involved must be bound to fair duties and obligations towards each others (you can't bind someone to become your slave, but you can enter a somewhat idealized lord-vassal relationship with them). Also VERY vulnerable to creative interpretation of the contract and those with the dominant role in the relationship are still as bound as their subjects. Outside of Luver, this school of magic is generally used for roughly egalitarian short to mid-terms literal oaths and contracts, very rarely life-long superior and subordinate relationships. Has an unexplained side-effect of weakening the immune system of those actively using it and eventually cause a magic-resistant form of lymphoma with overuse.
Spirit Magic: A simple form of magic allowing the users to make the Aether create subservient short-lived pseudo-spirits. They are weak but can do a bit of everything, more experienced users can create more powerful specialized spirits and above all the school is easy to learn and incredibly cheap to practice, making it very popular with savage southern people such as the Taur Tribes and the Theocracy of Alana but also as a "lesser magic" for the poorer folks among the developed southern nations. Is it not uncommon for both groups to forget that these "spirits" are artificial and to confuse this school with a form of actual spirit summoning. Spirit Magic being associated with both lack of civilization and poverty means that it has quite a bit of unexplored potential.
Divination & Dream Magic : All southern people (even the Taur Tribes) have some individuals either able to have some insight in the most likely future a the time (very limited outside of a few true oracles and never true prediction of "fate") or to manipulate in some ways the dreams of others. Both have a lot of variation (some divinators just have a very good intuition, others can enter a trance state where they can see glimpses of the future,ect...some dream magicians can manipulate dreams while awake but a lot need to sleep too) and they never really improve once their talent manifests itself. Most Nandic scholars think that these two forms of magic interact with the Aether but otherwise are mostly biological quirks.
Dark Aether Channeling : The rarest main southern school of magic, only practiced by secretive and hated mages. The only way for southern mages to get something similar to Nantic Aether Manipulation is to channel a strange form of Aether in your own body, the most basic use of Dark Aether is in the form of destructive miasmas but the true power of the school is to corrupt magic, others and even the user himself. A dark mage can destroy or even subvert other forms of magic, weaken or mutilate enemies and exploit corruption for his own gain. The school is always corrupting but a good practionner can mostly sacifice others to get power or even corrupt himself in benefitial ways such as ravaging their own body with Dark Aether but increase how much they can store in themselves and slow their aging as a sort of lich. The major incovenients are that it's very hard for those using it to not corrupt themselves to the point that even the other schools they know are corrupted (that make them more destructive but much less capable overall) and most destroy or mutilate themselves sooner than later. Generally more potent the closer you are to the Eldr but also harder to control. The Theocracy of Alana may or may not have dark mages.
Sub-Regions of the South
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.
Pumkin
The Pumkin are an escaped magical experiment from the ancient Eldrian Empire that has built a kingdom of their own and spread moderately across the lands. They're a race of pumpkin-like flora beings that come in many sizes and shapes, but are commonly short and stout. Particularly tall and lean Pumkin are often but not necessarily put in important positions. Their reproductive methods is still a mystery to many races of Autia. Don't be fooled into thinking they're harmless, they're carnivorous and might happily attempt to eat anyone who wander into their territory. For some reason though, they find Elves strangely attractive and are significantly less likely to consider them food. There are a few places where Elves and Pumkin live in the same community in harmony.
They have a patron deity, Via, a minor goddess of plants, vegetables and seeds. When the Pumkin population grew to the extent that it threatened to overpopulate the world, Via made a deal with other deities; she'd control the Pumkin population, but in return they will be welcomed to the afterlife. Because they're guaranteed access to it, Pumkin will gleefully charge into combat, as they have no innate reason to fear the consequences of death.
The Pumkin Kingdom is ruled by the Pumking, a seemingly immortal and mighty Pumkin mage that regrows itself whenever its current body expires. It laments its immortality and consider it a curse, for it wishes to join the afterlife and join its brethren. Many of the Pumking's plots and schemes are made with the intention to find a way to achieve its final expiration and go to the afterlife it covets so much.
Anders City
Ander City is a southern city-state where the usual rule of spirit magic being despised by the developed southerners doesn't hold true. A spirit mage once created a much more powerful spirit than is usual, one able to eat other spirits to grow stronger and extend its short lifespan. Already more respected than normal, the Guild of Spirit Mages got much power thanks to the budding entity and evolved into the semi-hereditary noble-priests of the God of the City. The unusual spirit was quickky worshipped as a God by the inhabitants of the city and most of the local economy and magical scene now revolve around producing enough spirits to feed the city god in exchange of its "miracles". The city is powerful for its size but begin to have trouble feeding their evermore ravenous "God".
Desert of Rust
Morgov, The Defiler:
The Desert of Rust was once home of the city of Rais, which was in charge of a council of mages. Under these mages was Morgov, a very egocentric man yet respected by his intelligence and knowledge of the art of magic, seeking the best for Rais and it's people while at the same time trying to gain full control of the city for himself. It was this wizard, who caused a civil wear between him and his followers against those who still were loyal to Rais. Secretly study the art of necromancy for years, the fight against Morgov turned out to be difficult as he grew stronger and so the remaining wizards who fought him where only able to trap Morgov inside a tower, where he should stay for eternity, known as the Throne of Rust. The end of this brutal civil war however led to the cities downfall until only the tower was left. But with the wizards gone the spell around the tower start to weakened and soon, Morgov, kown in history as the Defiler, the Curse of Rais, will rise as a lichlord to finish his quest for power.
The Cult of Morgov (members often referred as Morgoviths), is a cult of mad driven necromancers or dark priests, dedicated to the lich Morgov who's they also refer as the dark god or the father of necromancy, even tough it is unknown if Morgov was the first ever lich or necromancer at all, yet he was known of being one of the most powerful, so that he was unable to destroy and had to be imprisoned to keep him at bay. The cult was found by a man called Marcus Revalt, a young wizard student who failed to absolved his goal in becoming a powerful wizard because of many other student being way more better then him. Devastatedand full of grief, he was an easy target to manipulate and he was even the first one who heard the call of the lich. The voice led him to the Desert of Rust, to the tower where he was ordered to built a cult in Morgov's name and spread his name and influence. Marcus started in small towns where he soon gained followers. Bigger nations however got notice of the cults activities in the regions and started to hunt down several hideouts and location they controled, leading Marcus to be captured and sentenced to death. The death of Marcus however wasn't the end of the cult, survivors and new members are hiding in the Desert of Rust, prepearing the day that there dark master will emerge from the Throne of Rust and lead the army of dead against the nations of Autia.
Brazilistan
Brazilistan is a nation of brown skinned dwarves directly bordering Sneed. Brazilistan is a poor nation, while most dwarves would establish strongholds and fortresses in the mountains and sell their services as miners to the human kingdoms, the dwarves of Brazilistan make their livings in the magic tainted wastelands and forests of the South. Dwarves for the most part resemble shorter versions of humans except hardier and more resistant to the elements, the Brazilistanians live in conditions that would make a regular Man turn blue which is the secret of their success. The Dwarves of Brazilistan make their livings slaying magical beasts and harvesting alchemical components from some of the deadliest sources on the planet, and subsequently selling them to the Human nations for astronomically high prices. Due to this trade the Brazilistanians have remained fairly neutral with their army mainly used to fill rebels full of spears and police the population with the Dwarf nobles or "Senators " as they call themselves collecting and redistributing the nation's wealth leading to great inequality in the nation and constant riots. The King or "President " as he likes the title to be known is supposed to be elected by the populace but more often than not these elections are controlled by the nobility though their have been a few good Presidents. The Brazilistanians knowing the magical wealth of the nation safeguard themselves from invasion by having numerous plans to completely destroy the natural environment and leave it barren of any value, as a simple deterrent of course.
Second Empire
The self-proclaimed "Second Empire" is a nation extremely proud of its Eldrian heritage and seeking to recreate the fallen empire. The Empire was once a confederation of several (mostly) human southern kingdoms that fully merged together because a pan-nationalistic eldrian movement became dominant in the region (after the purge of the most stubborn "nationalist reactionnaries").
They are very friendly with all and any nation of eldrian heritage and strangely enough consider the sapient descendants of Eldrian experiments like the Taurs and the inhabitants of the Pumkin Kingdom as being fully Eldrian (causing some diplomatic awkwardness because of the skirmishes between Sneed and the Taur Tribes but both appreciate the zealous help that the Empire give to them against Aesanaeria). Their closest allies are the Theocracy of Alana and the Unravelers, the Empire enjoys their drive for ancient eldrian knowledge and is always to help them. All non-Eldrians living in the land belonging to the Eldrian Empire (unless they are limited in numbers and accept the authority of Eldrians) are their enemies but they especially hate Aesanaeria and Brazilistan, the former for expanding in the South and the latter for holding so much southern land. Caricatures of foreigners as "Sorgos mongrel half-dwarf mulattoes" are very common and by law having sex with a Taur is legal but sex between an Eldrian and even human non-Eldrians is considered bestiality.
All schools of southern magic, including dark aether channeling (regulated by the state and mostly limited to the military and government research) are common, well-developed and supported by the state to stay competitive with Nantic magic although the more "experimental" wizards are often sent to the Unravelers. They loathe magitech and trade heavily with An for the non-magical weaponry of the Union to supplement their purely magical warfare with more acceptable pure technology.
They are ruled by an Emperor elected for life from the hereditary provincial governors who themselves descend from the royal families of the Kingdoms that made up the Empire.
Ironically, their semi-official religion is an henotheist cult of a syncretic form of the primordial southern goddess Mother Ocean and the Nantic Fertility Goddess : Eldrians are the only legitimate children of Eldria while non-Eldrians are merely lesser bastards only deserving to be tolerated as second-class minorities or in the barbarian lands outside of the Empire.
Rinolsol
Belkor
The Belkor republic, as it's name may hint at, is the former Belkan colony that was taken by Alkor during the fifteenth Belkan-Alkor war, a host colony for most of it's life, it has only become it's own entity over the past one-hundred-and-twenty-nine years ago on the fifth of Aceed (January-and the start of Febuary of the Nantic Calendar) 171 ANC (After the Nantic Collapse). Has heavy influences of both nations that once ruled it, leaving it to be the currently closest nation to resemble what the Nantic empire once was. The Belkor Republic itself has yet to have fought in any wars, seeing as it's still building itself up as a national power, however it has become home to many mercenary groups as it's newfound nationhood seems to come with a degree of diplomatic immunity, and it's incredibly well preserved trade routes have left it a rather rich place to live. It is one of the few nations to both be known to Belkan that hasn't been attacked by it at any point, possibly due to it's descent from Belkan The Belkor Republic is also a well known vacation spot, and is frequently visited by various nobles and rich merchants.
Flickfowl
It is named many things by many people The Belkan's called it "Ace's Right Hand" and believe it to be their holy land The Union called it "Lemortia" their fabled land where one could speak to the spirits of the lost without aid of magic Alkorian's called the northernmost stretch of land "New sharnom" after their capital city The Second Empire believes it to be "Shao-bonham" the remains of the Edrian's first colony Brazilistan called it "Nungunda" a land where one could find sacred metals that would grant one the powers to meet the stars The Shahdom called the Western Half "The Kingdom of Cun (Pronounced Key-Un)" and it was their first colony
The natives of the land call it "Fickfowl", and it's a hot fucking mess that'll try to kill you before setting you up with it's sister over a cup of Findeligh High Tea
Second Empire
The main focus of the Second Empire (mostly because of their inability to expand in the mainland) is to colonize Shao-bonham, rightful Eldrian clay. Their attitude towards the natives depend on whether or not the historians sent by the government think that they descend from the Eldrians or were created by them, in this case they are considered citizens and accorded some regional autonomy but "invaders" are conquered and used as much needed servile workforce serving the Eldrian colonists.
Duckers
The Duckers are a confederation of duckmen living in coastal towns and swamp villages. Choleric, mercurial and yet cowardly they are despised by the natives because of their bad personality but they have a culture strangely similar to the one of the ancient Eldrians and claim to be the cursed descendants of a glorious fallen empire, earning them an alliance with the Second Empire.
They worship some Gods like those in the Eldrian Empire with the addition of many local spirits (especially in the swamps) and only practiced Spirit Magic but since then the colonists of the Second Empire teached them all of the southern schools besides Dark Aether Channeling.
Lapus
Dright
Dright is a heavily industrialized country populated by a large variety of races forced to adapt to the dangerously toxic air prevalent in Dright. The ruling race of Dright are the Dreeght, a strange species of magically-gifted, raptor-like and cruel humanoids that cannot survive with pure air and upholds a strict and draconian caste system within their realm, its population boosted by a large number of slaves they've gathered through raids, trades and other means. The Dreeght are not seen outside their empire without means to protect them from the clean air that are poisonous to them. Needless to say, nobody likes dealing with Dright.
Writefaggotry
Story of Jacob
In the Kingdom of Yr, a dead man has started walking. Being one the few men to have survived getting cyberformed by the Iron Beasts, Jacob Thameswell fights against tanks, demons and traitors to liberate the citizens of Yr.
Before the rebellion, Jacob worked along with his wife, Patricia in the Hammer It Hot steel mill. Here Jacob suffered a workplace accident where a boiler explosion launched a lever against the back of his skull. Miraculously, Jacob survived the injury with only "minor" brain damage, but had to have the rear end of his skull replaced with a metal prosthetic.
During the Iron Beast Rebellion, Jacob, Patricia and many others where dragged kicking and screaming into the nearby hospital, where a heavily modified Autodoc would keep adding more and more cybernetic augmentations onto them until they were turned into a mechanical abomination which the Iron beasts call a "Meat-Based Combat Drone".
These MBCD's are husks of their former human selves, thanks to an implant in the back of their brain known as a 'Thought Jammer'.
Jacob's role as an MBCD was meant to be used as a 'Heavy Duty Dumb Labor Unit' where he would spent the rest of his life hauling heavy objects from one spot to another.
But destiny had other plans for Jacob, You see, when the Autodoc finishes installing a Thought Jammer, it can't properly stitch the skull back together and has to resort to a metal prosthetic.
The same prosthetic as Jacob's.
So when his skull was introduced to the Autodoc it simply assumed he already had a Thought Jammer installed and shipped him of to the Hammer It Hot warehouse with his sapience still intact.
Not to long after, he escaped his metal oppressors.