Let's create a fantasy setting!

Humans are the most stubborn, enduring, and strong of the nonmagical races, but when it comes to magic, they're essentially retarded and the most even gifted among them can only barely perform even the most basic cantrips.

Because Humans don't have any magical abilities, they were driven almost extinct by magical species, and were driven to the far north in ancient times. In modern times, they hover on the brink of extinction, living in primitive xenophobic nomad tribes, barely eking out an existence in the frigid, unforgiving wastes.

They still resent the more magically gifted races for what their ancestors did, and many tribes raid southern civilizations to supplement their hunting and gathering during the cold season. Despite their magical inability, Humans are still extremely good at killing things, and many of the more civilized races fear that eventually an ambitious Human chieftain will arise and unite all tribes under one banner, forming an unstoppable horde.

the magic using races once resembled humans, but repeated exposure to magic energies slowly turned them into very, very strange beings.

Some old legends say that they WERE humans, once.

One of these races is the deep ones

Some humans, in order to make magic socially-unfavourable, continuously spread propaganda against necromancy and other forms of magic. Despite not reaching to the scale originally hoped for, there are some small communites to thia day that treat most types of magic as taboo.

I had a similar idea once.
Except wizards were slowy turned into alien liveforms more adapted to magic, and priests into planar beings.

Because magic can only be conducted through flesh and bone, all artifacts and magical devices are built from once living (or in some horrible cases, still living) magical creatures.

Dwarves are the most intellectually advanced race and are quite good at magic, especially enchantments.
They highly value skilled jobs and education and the social status of a dwarf is mainly dependent on how much educated he is.
Low skilled workers and farmers are the lower classes, semi-skilled are middle class and upper classes are highly skilled and scholars.

>satan trips demands we encase ourselves in flesh and bone
While common animal bones are suitable for minor magical items -temporary light sources, directional tools, one-use 'ammunition- nobody has ever managed to make a powerful magical item with anything other than the body parts of a thinking being.
This creates some demand for corpses in areas with numerous enchanters of skill.

Most dwarves believe in a kind of platonism or benevolent gnosticisme where a creator god, the Architect, created a Demiurge called the Maker and charged him to subcreate the world under his direction.
Dwarves considered themselves to have been chosen by the Maker and charged by him to multiply and create civilization as the Demiurges within this world.
They believe they will be reincarnated in this world until they accomplish their task, and then will ascend to the Realm of the Architect with the Maker as a reward, while the other races will live forever in this world, but transformed into a terrestial paradise.
There is no dogma about whether or not non-dwarves have an afterlife, the most traditionnalists thinks they cease to exist after while moderates thinks they reincarnate as non-dwarves for all eternity.
Altough this is mostly folklore, most dwarves thinks bad dwarves will have to expiate their sins before being allowed in the Realm of the Architect.

*after deah

The Elves of this setting are known mostly as magnificent farmers and winemakers as they have mastered magics of agriculture.

They have been best friends with the Dwarves since the War of Human Exodus as their combined armies faced the Human masses together, like brothers and sisters.

Magic uses its user's life force to manipulate the world around them. Casting spells causes physical and mental exhaustion, and casting too much caused potentially terminal conditions, such as heart attacks, aneurysms, and lung collapses.

Elves often participate in magical rites at important points in their life that involves the manipulation of their own life causing them to live for centuries.

Particular old elves deviate from the normal body shape significantly; their flesh twisted to extend their lives beyond which nature ordained. Still usually quite pleasant chaps though.

>on how much educated he is.

Low class detected.

Despite their primitiveness and low intelligence, kobolds have a huge innate magical potential they can instinctively use in very crude yet relatively powerful way.
They mainly hunt and fight among themselves using primitive spells.
Social hierarchy is established with ritual magical combats.

?

It isn't correct to say "how much educated", it's "how well educated" or "how much education they've received".

ok.

There is once once mighty race that, from over use of magic, have deformed into loathsome creatures. They were once on par with the elves and dwarves in their cities and agricultural projects. (They in fact resembled elves in almost every way and are speculated to have been elves once.) But they in their might they became greedy for power and were constantly casting rituals to increase their might; whether in physical strength or in willpower or in durability, and wenecer they increased in strength they captured more land for none were quite as strong or clever. But this over use of ritualistic and primal magic became almost like an addiction. And the more they used it the more they hated themselves and the more power they wanted. Eventually it got to such a point that they seemed to have overloaded and could not cast even the simplest of spells that it should only take a child to comprehend. Seeing their chance the mighty dwarves beat back their oppressers who were now reaped of all their powers and were now weak in comparison to all others. The dwarves with the aid of a few elvish kings destroyed their cities and forced them underground. Where they hid, hating all who use magic for it reminds them of their former glory.
Ancient records are sketchy so no-one really knows their real name. Perhaps the records were destroyed as a mockery or even a curse towards them. But today they are known by the Dwarves as Ztunzka by the Elves Yrglin and by the human world as Goblins.

Dwarvish is considered a crude and simple language amongst other magical species only consisting of a relatively small number of words. It functions enough to get meanings across but lacks variety causing well read Dwarves to seem unintelligent to outsiders.

in the wilds in between the Northern Wastes and Magic Countries there is a vast mountain range with many passes and valleys. Here resides the Troll Tribes. ALthough most believe trolls to be brutish, mindless beasts they are in fact almost a civilised as humans. They use a language that seems to be a mixture of Haumic (the human language) and Dwarvish, with a few other words tossed in there.

There are four variations of trolls:

Hill troll: The largest race of troll. They live atop high hills and upon heaths, usually living in large stone brick houses of their own creation, they are generally slow witted, but they aren't stupid.

Cave troll: They generally live underground and as a consequence they are quite small in comparison to other trolls (although they still tower over other civilized races). They are even dimmer than hill trolls and can be considered morons by any standard.

River troll: These trolls live in dam like homes similar to beavers. Their homes sometimes closely resemble bridges which causes travelers to try to walk over them. To some trolls this is a nuisance, but to others it is an opportunity for a constant supply of food (not all trolls eat people). River trolls are the most intelligent (surpassing most humans) of trolls because their diets mainly consist of seafood.

Night Trolls:Greedy hunters that always have a taste for blood. In the day the sleep in shallow caves and dark forests, and in some cases abandoned wells. At night they seek out for blood, being careful to avoid other trolls' territory. They conniving tricksters which only seek to taste blood. Rumors say they snatch naughty children from their rooms.

Sky whales exist.
Immensely difficult to hunt due to their habit of 'swimming' in the highest reaches of the sky, as well as innate spellcasting abilities.
Incredibly magical, body parts are equally prized and reviled. Prized due to their suitability to the construction of magical items and reviled due to their place in many religions as sacred.

Many legends and myths have a hero either riding atop a whale or being granted a bone weapon willingly by the great beasts. Some say there exists a people who live in the sky alongside them or even atop their backs. They are usually ridiculed by anyone with a telescope, but the legend persists in stories and plays.

Although they are called "sky whales" by some they more closely resemble a manta ray. With a vast wingspan to keep them in the sky for weeks or even months, only landing on the highest points of mountains where they feed on nutritious minerals which replenish their magic.

While humanity largely exists as nomadic tribes, an interesting relic remains of their previous kindgoms and holdings; a semaphore relay.
Originally commissioned by some leader who's name has been lost both due to time and the natural loss of information and culture that arises from a near genocide, the towers were likely designed to convey important matters of state across the northern lands without the aid of magic.
Signallers, as they are known, send messages from tower to tower on a network still largely based on the ancient towers of the lost kingdom allowing the various travelling tribes to retain a connection despite the physical distance they require to have a large enough hunting ground to sustain themselves.
Almost arcane in their own right, eyes straining to peer through lenses and hands dancing across ancient and patchwork contraptions. Signallers have a wary respect as handlers of messages sent hey chieftains and their own mechanical knowledge required to maintain their towers.
Attacking a tower remains one of the few ways to get warring tribes to set aside their differences long enough to destroy the offender. In part due to it being one of the few tangible links humanity has to a past greater than their current state, and in part due to the fact that refusing to defend a tower will lead to the Signallers cutting you off from the network.

I drew up a simple map of what I think the world would look like. Feel free to take it and edit it it.

Orcs are an oddity among the magical races as they are utterly unable to canalize magic on their own but are devoted priests and have a strong affinity for the spirits of their ancestors.
Most of them live in the less populated regions of the south and have migrated in these regions well after the War of Human Exodus.

They tend to be physically stronger than humans but are generaly less resilient and very risk averse.
They are already adult at 12 but are already old near 40, and die quickly after 60.

Fighters tend to specialize in both fighting and priest/shaman magic, especially self-healing.
Many of them try to integrate (and very willingly, almost disturbingly, assimilate within) elven or dwarve communauties, with varying degree of success but always with enthusiasm. (maybe the user who wrote about elves has an opinion about it, I wrote the dwarves.)

Their religion is based on the worship of a few deities revolving around basic elements of their live (Godess of Fertility for both females and agriculture, god of war, god of tribal authority,ect..) but very predominantly the cult of their ancestors.
The inclusion of a poorly understood and bastartized Maker is common among the dwarves wannabes.

Most of them are organized in groups of agricultural and exogamic clans, ruled by a tribal king elected for life by the chiefs of the clans.
Some of the most advanced tribes are revolving around a small town whose need are provided by the agricultural clans.

They are matrilienal and patriarchal even if not in a very dominant or rigid way.

Can you edit the map to show where the orcs live?

Ah sorry I wrote about the orcs all this time, where do you think would they fit ?

Southern waste.

Yeah sounds alright.

They are not very agressive though so they are not mere evil hordes.

Is everything ok with what I wrote about orcs ?

In Elvish society, misuse of magic is punished by deanimising; a provess wherin the unlucky mage is transformed into a usually stationary piece of architecture or device, to pay back their debt to society through use. They are usually conscious (in a sense) during this process, and re-offending rates are extremely low.

It is rumoured that some elvish kings have the foundations of their palaces formed of the most hardened of criminals, those for whom their crimes are so great that they will never be changed back.

I like it.
Although I'm usually opposed to using generic creatures such as "elf" or "dwarf" or "orc".
But it can't be helped now.
What you wrote was good.

Nothing stopping you making some giant sapient pond skaters that surf on the ocean or whatever.

Dragons are rare in the world. But are supremely powerful. They come in many variations but few of them are true dragons. The umbrella term used is Wyrm.

Drake: 4 legs no wings
Varhillius: 4 wings no legs (aquatic)
Wyvern: 2 wings 2 legs
Gorudrim (lesser dragon): 2 wings 4 legs
Darukrul (true dragon): 4 wings 4 legs

The "Ghash" orcish clan of the southern waste are known for their heavy militaristic like doctrine keeping peace between the clans. Their main home is a mining town build into the sides of a large ravine. They hold power by trading the Dwarven clans a highly explosive power for their superior Dwarven weapons and tools.

Dragons were bred by the race that eventually became the goblins at the height of their power, to be guard dogs and protectors. The dragons however proved too willful and turned against their masters during their fall, striking out on their own. A portion of this guard dog behaviour remains however, as dragons will frequently guard items of extreme value, and jealously horde them away from outsiders.

The dwarf government is a Republic supervised by a religious council.
There is one elected Consul, 55 Senators, a representant of the lower and middle classes with a limited veto right, and a five representants of the official cult of the Maker with a greater veto right. (Dwarves don't directlty worship the Architest as they believe they are directly supervised by the Maker)
The religious council also has a lot of influence and is independant of the Senate for all religious matters.

Good work around.

How available do we want metals to be in this setting? I think an Iron scarce world might be interesting.

When the world was yet unformed and the powers of chaos lay still in the sky, the earth was a infertile plain of stone which was watched over by two supreme beings, one of stone and flame and one of gemstone and ice.
These two supreme sat at either side of eternity, watching the world and loving it for it was perfect. But in perfection there is balance and balance cannot be kept while chaos exists. One side: the earth, perfect and flat. The other side: the sky, imperfect, everchanging and writhing. The two dragons sat for an eternity, but eternity is too short a time to achieve perfection. And so out of the sky came an imperfect wyrm into the perfect plain. This wyrm was the embodiment of change, now introduced into the world. This angered one of the dragons, but not the other. For they were opposites as the land and sky. The angered dragon of ice and gemstone was named Acrynahl. Justice was swift upon the wyrm as Acrynahl smote it with a talon and swallowed it. But somehow Acrynahl's rage was not sated and so set upon the land. The wrath of Acrynahl disrupted the plain with storms of ice, tearing it apart, creating canyons and mountains in its wake. At the other end of eternity Xylthios saw Acrynahl's rage upon the land and was sad for it. Xylthios gathered all power that was available, and became great, dark and terrible to behold. When Acrynahl and Xylthios met at the center of eternity, they collided with such a terrible force that the world was cracked from every corner. Their battle wreathed the land in flame and ice, and then in water and soot. Until finally Acrynahl defeated, which could not have happened if the Void wyrm had not weakened his will. Acrynahl's body fell to the earth and shattered into countless pieces and from those pieces int aeons to come the first peoples of the world emerged. Xylthios roared up into the sky at the void in rage and sadness. Seeking to destroy the void. But the writhing void retreated and went behind the world...

What do you think elves, dwarves, orcs and trolls think of each other ?

-Continued.
And behind the world it sat, afraid of the wrath of Xylthios. And so they forever chase each other over and under the world, creating the cycles of day and night.

(A POPULAR CREATION MYTH)

The trolls are reclusive and don't care what other races do as long as they don't come within their territory.

The dwarves would look down on (irony) other races for lacking their skill and education (although they may also feel charitable in pity).

Elves might have enough trouble dealing with their own inner economic, social and criminal stress and feuds to worry about other races.

Orcs would generally be glad to be accepted into any society, usually as a hired hand or merc. Although some orcs would prefer to remain solitary and act as bandits (much like the humans do).

Well, it seems a lot of things might actually be built of organic materials as they're the only things that can be worked with magic.

Bone, leather, enamel and wood would all be commonly used while steel might shunned by everyone but the humans, as it is too "static".

Sky whale bone and dragon bone would be the most sought after building materials (as well as their hides).

Let's not forget to update this map!
This is only a crude outline.
We need place names and forests and mountain ranges. C'mon people.

The dwarves are a republic though.

Interesting take. Iron is plentiful but largely under-utilised beyond mundane items.

Do we have dunmer-esque elves with chitin and bonemold used everywhere?

A species can have multiple factions with different systems of leadership.

The main heresy of the dwarf religion is the Universal Adoration of the Creators, born from the most liberal movements within the Cult of the Maker and the ressentiment of the lower classes towards the classism of the Dwarvish Republic.

The UAC differs from the main cult for :
Including non-dwarves (all those working as "Demiurges within this world" will ascend to the Realm of the Architect and not only dwarves)
Dwarves and non-dwarves alike need a time of purification after a bad life before being reincarnated.
The works of all "Demiurges within this world" are important and not only the greatest, the important is to do as much as you can and those with less opportunities and capacities shouldn't be seen as lesser.
All beings are equal in the eyes of the Architect and of the Maker.
The Maker already ascended to the Realm of the Architect and both the Maker and the Architect should be directly worshiped. (Unlike the main branch where the work of the Maker is not finished until the one of the dwarves, and the Maker is the only one to directly supervise them)

They have a focus on social justice, charity and evangilization of the non-dwarves.

Ok.
Just that Dwarvish Kingdom was only writen on the map and I wrote something about a Senat and religious' council

Might be a figurehead king that's functionally ruled by a senate/council

The sea between the Northern wastes and the 'Forsaken Isle' (Folks, that is continent size!) is ringed with mountains and lots of offshore islands. Dangerous shoals, etc as you go north. Humans are mining ore and becoming sailors to advance. They even have settlements in the northern parts of the Forsaken Isle.

The Forsaken Isle is a misnomer. There are several large islands that have been so poorly explored that the western lands consider it one smaller island. No 'map' has been explored there. A number of offshore islands boast 'anthro-beastman' races such as Gnolls and Broo (Glorantha) that war constantly. The islands are all small and rugged, sharing the name of Beast Islands.

The north coast of the Dwarf lands is a vast moor that separates the Trolls from the Dwarves. Each side raids, trades and herds on the moor, but heavy fog and overcast are the main weather, so one can get lost out there.

The Dwarf lands are riven by numerous mountain ranges of small size, dozens of small, but strong, rivers and falls sheltering fertile valleys that are heavily terraced. Roads and tunnels lace the landscape.

British style Constitutional Monarchy, perhaps giving an elected king emergency powers? The 'senatorial body' is appointed by each regional or 'hold' based political sub-unit? A confidence vote can unseat a king/queen (chosen from the nobles/highest caste). Laws and non-emergency stuff goes through the senate.

The Forsaken Isle gained it's name largely from the well-known explorer "Grante Raley", an ancient human from the times in which they had true holdings.
In the year of the Swallow of the fifteenth Cycle, he set off to plunder the Tomb of the Forsaken Isle -now commonly known as Tomb Island- but was caught in a storm and found himself on the Eastern Continent. Believing himself to be on the Forsaken Isle he searched his surrounds for the Tomb but merely came up with previously undiscovered plants and animals as well as a near-death experience with one of the native tribes.
Electing to return to charted waters and make a second attempt at a later date, he set of West again and made landfall on the original Forsaken Isle, where he was loudly ridiculed by the native Dwarves upon retelling of his travels.

The story continues as a joke against the humans but also their tenacity and stubborness as Grante and his crew was the first to make the journey to the eastern continent and without even the aid of an arcane sailing vessel. These days only the rare vessel with a whalebone keel dare to make the journey.
And thus he endures as both the butt of a joke and a folk hero.

Sounds cool to me.

Do the trolls and elves have a religion ?

Who wants the western island ?

Elvish religion is based around the concept that their own society is in fact their creator spirit, and by making their cities and towns and roads are in fact "recreating" the body of their god. This is one of the reasons they treat their criminals so harshly () as not only is the offender a criminal, but a heretic against their god.

Worship of this god comes in the from of civic duty, doing your job and doing it well, and doing things "for the good of everyone".

They believe that the dwarves have their own society/god, and due to their close allyship, that their society gods are close friends/lovers or siblings (or both). They do not believe the humans have a society god however, which is one of the reasons they think they have such a barbaric way of life.

Surprisingly similar as the dwarves believe they are in this world to achieve it by developing their own civilization. (other races are here to be permanent residents)
They probably find the whole society god idea a bit weird but elves probably think the same about the Architect - Maker thing of the dwarves.

One of the few common human magics -when the tribe has a mage worth speaking of in human terms- is the spirit whistle. Fashioned from the bone of an ancestor; the mage blows the bone whistle to gain insight the ancestor may have possessed, or occasionally an elemental or primal spirit.
Along with retellings of their near extinction, this connection to the past maintains humanity's grudge against the other more populous races with ancestor spirits who were killed in the purging being summoned at major events to recount their tale for as long as the mage can keep them summoned. Which usually isn't long, a scant few minutes is seen as a good show with some lasting only seconds as a symbolic gesture.

Trolls are shamanistic and indulge in ancestor worship. They often talk to rocks and trees, ask an ancestor for advice and each is riddled with superstition. Others laugh at them, but they seem to possess some form of inherited wisdom or racial memory.

> Based cartographer.

Dwarves still call themselves Kingdoms although their kings have been mostly just figureheads after the UAC Heresy, when King Ronnac of House Morfir actually _sided_ with the heretics. Afterwards no King has been given total power.

There is some UAC dwarven cities in the far west, in the shores near elven farmlands

Dwarves rarely use metal weapons and armor, preferring organic materials they can enchant. They are constantly mining, and have an enormous surplus of metal and stone.

They use the metal and stone they gather to build vast, awe-inspiring monuments, as a testament to their architectural skill and prideful culture. The Dwarves also believe that it is a religious duty to build monuments, to further their civilization in the eyes of the Architect and the Maker.

Many Elves jokingly claim that the Dwarvish monuments are an attempt to compensate for their short height, (and among vulgar Elves, to compensate for their small "assets") which irritates the Dwarves architects to no end. (Perhaps because it hits a little close to home.)

Dwarves also shape metal into armor, designed to be covered in enchanted leather, and into studs, blades, and spikes to attach to enchanted organic weapons.

Metal jewelry and other crafts are also heavily popular, and most Dwarven nobles wear masterfully crafted jewelry to advertise their wealth and prestige. Noble, and Commoner Clans can be identified by the pattern and type of jewelry their members wear.

>Humans are the most stubborn, enduring, and strong of the nonmagical races,

What would make it better? Genuinely curious.

I see the Trolls are migrating...

He's just being a contrarian, ignore him

Humans being the physically stronkest and TUFFEST race always reeks of HFY-tier wish fulfillment.

Humans can be strong, humans can be tough, humans can be enduring and stubborn, but they shouldn't be at the top when it comes to those traits.

What's even the point of having other races if humans can just easily blow them the fuck out to the point where they can only retaliate with magic, as if they're pussies and without magic humans would wipe them out?

Keeping things relatively competitive between the races makes for more interesting storytelling.

The Trolls and Humans absolutely HATE each other, as during the War of Human Exodus the Humans fled trough the lands of the Troll Tribes, causing widespread destruction. Particularly Hill Trolls are not forgiving them, for so many houses were burnt.

Humans in turn hate Trolls for taking over some of their old lands and they fear the Night Trolls as human flesh is one of the favorite meals of them.

If the other races act like shadowrun adepts, being the strongest nonmagical race isn't saying much when any elf can magically turbocharge their muscles and outmatch a human strongman.

Humans are aliens, it is why they suck at magic

Humans are slowly adapting and beginning to learn magic. This is very distressing to human society

Both Orcs and Trolls are stronger than Humans, Dwarves are more intelligent, better craftsmen and longer lived, Elves live far longer, are better farmers, and are more agile. If the setting didn't have magic, Humans would be a major race but they wouldn't be the dominant race by any means. It isn't HFY, the surviving Humans are exceptionally stubborn and tenacious because those who weren't were exterminated during the War of Human Exodus, and they've been living in a frozen hellhole since.

Read the Thread

Did you even tead the rest of the thread? Humans have been btfo basically the entire history of the setting

Before the War of Human Exodus, Human mages had begun to approach the other species in ability. The fear that the warlike Humans would eventually reach and surpass the magical ability of the other Races is a major reason for the War of Human Exodus, and during the War magically capable, (by Human standards) mages were almost exterminated.

In the centuries since, Humans still haven't come close to their former power. Their paltry, limited magical ability isn't nearly as important as physical and mental prowess in the frigid wastes, meaning that natural selection is slowing Human magical evolution tremendously. Among more xenophobic tribes, Human hatred towards magic and mages often results in the lynching of fledgling mages before they can pass their magical ability on to the next generation, further slowing magical Human evolution.

On the (island? Continent? How big are these?) in the west, a relatively young race appeared, as if by magic. They started off as just a small tribal community at first, but then they grew quickly, as their lifespans were short, and as egg layers, they reproduced relatively quickly.

They were small, roughly 3 feet in height, and about 7 feet long, and spritely. They were had scaled skin and toothy maws, and sharp claws on their hands and bird-like talons on their feet. They were like feathered raptors, and they worshipped the savanna sunlight.

They were physically fast and vicious, and they had a gift for 'growth' related magic. They grew their homes from seeds, encouraging the plants with their magic. They named their homeland Lesia, and they were Lesians.

The Lesians have little ability to manipulate their surroundings, and have borderline Trollish intelligence, but are much more sociable. They have an eye for shiny objects, and are carnivorous natural predators, inspiring many Lesians to become pirates and raiders, using crude plant/flesh golem-ships to raid the western coasts, and beyond.

Their language is almost incomprehensible to other races, as it depends on hissing, beak clacking, and cawing in a rapid pace syllabyllic dialect. Lesia is a rough translation of L'hs'iy'ah. Very few Lesians have the mental capacity to learn other languages, and those that do see little reason to communicate with the other strange and fragile races.

Their society is gathered into several dozen anarchic tribes, each composed of several dozen clans, each composed of several dozen mating pairs and their offspring. Due to their predatory, competitive nature, Lesian tribes and clans often fight over resources and familial disputes. To a Lesian, his clan and tribe are sacred, mates are less revered because they change seasonally.

The reason for their crude intelligence, is in fact due to their culture and behaviour, rather than any biological limit. In fact, they are capable of greater intelligence in many ways of life compared to the other races. However, their lifestyles and habits mean that they are not open to the other races, and also they are not open to learning as readily as other races are. If these things were put aside, they would flourish and blossom into a highly intelligent race.

Alas, language barriers and culture shall keep their intelligence down, at least for a time.


>How many races do we have now?

Right off the top of my head, we've got

> Humans
> Dwarves
> Elves
> Orcs
> Goblins/Ztunzka/Yrglin
> Four Troll Subraces
> Kobolds
> The several Beastmen races in the Eastern Islands
> And of course, the Lesians

We've also got Five Dragon Subraces and Skywhales but those aren't intelligent.

The Orcish Ghash Clan is infamous for their Thunder Staffs. A Thunder Staff is essentially a large metal pipe, (called the boomstick) that's been hollowed out, bolted to a primitive wooden stock, with a somewhat complex trigger system underneath the stock, all coming together to form a ridiculously impractical but terrifying contraption.

To use a Thunder Staff, its Ghashish Orc wielder pours a pouch of explosive powder down the boomstick, sets the latch system into place, pours a handful of rocks or bits of scrap metal or whatever's handy down the boomstick, points the Thunder Staff at whatever the Orc is trying to kill, and pulls the trigger, causing the latch to spark the explosive powder in the boomstick, causing a deafening explosion that violently hurls the contents of the boomstick at whatever is in front of the Thunder Staff, usually missing its target, but occasionally hitting and maims, if not outright kills on impact, the target.

The Thunder Staff is seen by non-Orcs as overly complicated, insane, and suicidal to use, (as the Thunder Staff often backfires) and horrifying due to the extreme damage it causes. Almost all non-Orcs want nothing to do with it, and while Humans would probably love to get their hands on it, the Ghash Clan isn't willing to give away the secret of their explosive powder to anyone.

Dwarves use Ghashish powder for large scale mining operations, and some particularly destructive and suicidal individuals use it as an explosive in war, by filling a metal orb with the powder, and lighting a fuse, before throwing it at the enemy and running the other direction.

The Ghash love explosions, and (extremely) crude fireworks are a staple of their culture.

Had some free time, updated the map Drayeloth made. Have fun with this anons!

Looking fun. some Cities? What has happened since the War of Human Exodus?

BEWARE THE LESBIANS OF LESIANS

What program did you use to make that?
Could you post one without names or clouds?

> Damn, that's one of the best fantasy maps I've ever seen, and almost all of the maps I've seen were professionally done! Kudos to you user, you've made my day.

> As for your question,

When the Lesians evolved sapience, they drove the Western Orcs from their homeland in a long, and bloody war. The Western Orcs were primitive, used stone-age technology, and have an extremely bloody culture.

The Western Orcs aren't inherently any more violent than other Orcs, they just believe that blood is sacred and is the source of life and magic. They believe that everything needs blood to exist, and to keep the spirits of their ancestors alive, they ritualistically shed their own blood, and the blood of sacrificial animals in ceremonies to feed their ancestors.

When they wage war, they sacrifice the prisoners of war to their ancestors, and when they die, their family and tribe consume their body, so that their blood will live on through them.

In war, the Priests of the Western Orcs summon the spirits of their ancestors to possess them, and fill them with an unstoppable rage, increasing their strength and courage to unnatural levels, and weakening any magical attacks against them.

They view actual magic as dangerous witchcraft to be avoided, and destroyed in any way possible if it threatens one's family, clan, or self.

When the Lesians evolved, they quickly spread and conquered Lesia, and the Western Orc Tribes united to fight them, and fought well, but eventually lost. Despite the Western Orc's strength and rage, the Lesians were apex predators, and could replace their losses much easier.

> (cont)

With nowhere else to go, the remnant of the Western Orcs fled to the East in primitive rafts and crude boats. The Western Orcs zealously began to conquer themselves a new homeland, and an alliance of the magical Races, most Eastern Orcs included, wages war against them. After several years, the Western Orcs were nearly driven extinct, and they fled to the ends of the world to survive.

Both the Northern and Southern Wastes, the Watery Moor, the Troll Lands, and even the Forsaken Isles are home to the former Western Orcs.

The Western Orcs resent the Lesians and the magical races for attempting to exterminate them. They are called the Blood Orcs, for their dark red skin, bloody religious customs, and their extreme hatred of the other races.

Now, they're an extremely rare minority, and are scattered across the world. They make an effort to avoid other races when possible, but constantly raid them for Blood, metal, supplies, and to avenge their ancestors. They live in nomadic tribes to avoid being wiped out by other races. Many tribes and individuals work as bandits, pirates, and mercenaries.

I think this is starting to become a very good, full and fleshed out setting. So what do you guys think about me creating a 1d4chan page on this setting?

I think first we should have a name for the setting/universe.

Very cool.

I agree.

Go ahead, name would be good.

Here you are. Also added more clouds surrounding The Known World as otherwise it was quite unbalanced. Insert some cities, borders, roads/rivers and so forth?

Not sure I like this. Goes against the tone of the rest with humanity a mere footnote in the modern age.

Between the Northern Waste and the Forsaken Isle, there's a slowly melting set of ice caps, primarily empty, but with small settlements of different races largely disconnected from the rest of their kind.

Occasional necessary trade takes place, but they largely subsist on water from the caps themselves, and a healthy supply of fish.

Maybe make North of the Northern Wastes and North of the forsaken isles covered in thick ice to form northern ice cap? Maybe make Trolls Bridge(that connects Troll tribes with Northern Wastes) even smaller so they can take toll for those who want to pass through it

Ice to the north, temperate in the middle and desert to the south. Makes you wonder if there's more to the south of the maps the elves and dwarves produce, another temperate band perhaps.

Not suggesting we change the map, but how about... Strange travellers occasionally turn up on the southern ports on chitin-hulled sailing ships, clad in thick robes that hide their form. Coming with odd magics and trading goods, they trade it away largely with pointing and simple gestures, clearly not speaking any known language before leaving. Hint at something beyond the borders of the map but leave it a mystery.

Language-based naming procedure (drawn from other posts):
>Dwarvish: basic, crude
>Lesian: clacking, bird language
>Haumic (human): standard, as real world
>Troll: Mix between Dwarvish and Haumic

Accordingly, potential place names for areas with proximity to each race:

Dwarvish:
>Town: Gron
>Town: Col
>Town: Sot
>River: Wer
>River: Foa
>River: Sok

Lesian:
>Town: Ktah
>Town: Shrekekk
>Town: Stee
>River: Cokoar
>River: Crah
>River: Tektak

Haumic:
>Town: Grimbridge
>Town: Gronham
>Town: Sandbank
>River: Caulder
>River: Smoke
>River: Stern

Troll:
>Town: Carntan
>Town: Stenbo
>Town: Setn
>River: Unda
>River: Wodburg
>River: Begten

West of the Northern Wastes should be covered in forests that humans use to build ships to raid Lesians and Elvish coastal cities and houses. Human chieftains even made their craftsman build boats that can ride through tundra or sail the seas, by adding and removing wheels from the boat