Communal Worldbuilding: Winter Kingdoms edition

Whaddup, grog-chugging fa/tg/uys.

It's been some time since I last ran a thread like this. Let's do some Worldbuilding together!

>How does this work?
You make a post with something you'd like to add to the setting. This can be anything you'd like: From sprawling empires to notable people. From sacred trees to common races. Anything goes, as long as it fits. You can post images to inspire or elaborate, post stories about or from the world, and draw parts of it if you're good. Just help along!

>Dos and Don'ts
Don't remove/ignore the posts of others for no reason. Their creations are just as valid as yours.

Do elaborate on the creations of others. If someone posts a kingdom, feel free to elaborate on the cities, areas and peoples within its borders. Talk about its relationships, trade or nobility. Your own creations can be elaborated on too of course.

Don't make lulsorandumb stuff. If there's weird shit, completely fine. Just elaborate and share details. Examples:
>No: Elephants with three dicks that fly lelel kek
>Yes: These mammoth like creatures live on steppes. They have three long probosci also used for reproduction. [Further explanation]

Do help, even if you're not sure of your creations. We'll say no and give constructive criticism if it breaks the rules.

>The theme
Medieval fantasy, focused in a currently undescribed location where it's winter most of the time. Snow often covers the world, and the cold is your greatest enemy. Still, people thrive here.

I'll keep track of everything you type, and add stuff myself too. I'll also do the maps.

Now, go ahead and do what you're good at, Veeky Forums!

Give me a sec to write some shit to start this bugger off

The continent of the setting is named Bryss. It is a large continent, shaped like a stretched hand. The southern peninsulae and islands are home to most civilized folk. They have the mildest winters half of the year, and a wet, spring-like season the other half. Agriculture is possible here without the need of magical interference.

These southern lands are fractured in many independent countries, most owned by humans. Other races do maintain a presence, though.

The central plains are more inhospitable. Dense forests and gargantuan planes make it a vast wilderness to survive in. The actual countries ruling here often use magic to sustain their crops, yet mostly nomads and tribes inhabit this area.

The true north is a wasteland of ice, mountains and wild magic. Large beings of snow and ice roam here, preying on what warm meat they can get. Only underground and evil sapients manage to survive here, with some notable exceptions.

I'll start drawing a map soon.

The Shaggy Wyrm is a commonly feared creature across the realms.

Resembling a small, legless Wyvern covered in shaggy fur, these poisonous creatures prefer to hibernate in trees, for this reason logging teams consider a boar spear just as necessary as an axe or saw before attempting to fell trees.

"A wyvern in the tree" is a common expression used to convey a hidden 'catch' in a deal or agreement not beneficial for one party.

The Shaggy Wyrm's hide (with coat attached) is a sought after trade item, as well as the mark of a questing knight whose wealth lies in his arms and accoutrement rather than in coin.

Never contributed to one of these before, how'd I do?

Meant to say

"Wyrm in the tree"

The Bruzhul tribe inhabits a large swathe of dense forest in Western Bryss. They are not a political entity, rather a collection of similar looking human tribes specialized in hunting and raiding. They are quite wealthy for a tribe, due to the large availability of sought-after pelts in their territory.

Usually they live in anarchic circumstances. Yet when threatened from the outside, they unify under a group of chieftains, and fight side by side.

You did great! Lovely addition.

...

A small but growing number of people succumb to a mysterious condition known as snow madness, where an individual suddenly and unexpectedly retreats into the frozen lands outside of their village, often without any suitable clothing for warmth. One would think this would mean death for the individual, but in truth those with the snow madness not only survive, but thrive, in a sense.

Those with the snow madness inevitably find each other, and live out the rest of their days hiding in the cold wilds, traveling as nomads who some believe are worshipping the cold itself.

Boar riders are so cool.

Impera Orsia

-An empire ran by a Witch dating back to the ascension of the Wise Witch, as tsaress after the failure of the previous one to obtain immortality through transferring their soul to an object, and her training to become a power spellcaster by the Old Witch of the Forests or Grandma Witch who tutored many young kids in the art of magic for a hefty price.
-It lies somewhere between the central plains and true north, most of the population live in the central plain area.
-Though described as an empire, it is a rather reclusive state who has the habit of copying the surrounding nations advancement and style in order to act as if it advance or part of the group.
-Control of the empire lies with both the Tsaress who rules over the land, and the Provisional Governors who rule over individual parts of the land who meet in a council to discuss matters of the Kingdom at least once every year.
-Vast majority of the Provisional Governors are always Mages or Witches who were selected by the Tsaress based on their skill to effectively lead a pulled together military and their mastery in magic in order to defend against nomads and evil sapients from the north.
-Provisional Governors rule their sections of the Orsia like a king, selecting the nobles who make up that part of the land and those nobles who rule over smaller parts of land have complete power over their peasants and bring in taxes for the Tsar.
-Magic is looked highly upon within the empire and being able to use it, grants even peasants the ability to move up in the social ladder as they are recruited to study it and use it for the empire's defense.

The centre of Bryss is uncharted territory, consumed by ravenous blizzards that have swallowed many a cartographers expedition. Many miles across the land steeps upwards, steep and impenetrable mountains forming a tight crown about the Heart of Ice, as Magi have dubbed the place. Spirits of Snow, Sleet and Ice frequently make pilgrimage here, passing deep into the mountains where man cannot follow. Why this is, the Spirits will not say, though their pilgrimage marks the changing of seasons.

To the north, under the ever-scintillating dance of the Boreal Serpents, lives a tribe of humans who have made strange and unseemly bargains with the spirits of ice and cold. Their women are spellweavers nonpareil, White Witches who grow their power in response to the bitter cold, and send dread frost against their enemies. Their men are blessed or cursed with the power to shapeshift into immense polar bears, and they go into battle armored and wielding powerful weapons with strength ten times that of other men.

All over Bryss the slain corpses of an ancient titanomachy still litter the landscape.
They are a reminder of mankinds insignificance.

Their dead bodies house ancient secrets, though the common folk fear to tread near their battlefields. Tribal shamans occasionally essay forth to investigate the ancient titan graves, but their ancient magic still lurks near these sites... an unwary traveler may wake a power unheard of in modern times.

In times past, there was a religious leader from a central settlement (Buath) who went by the name of Silva. This man was of a prophetic/messianic bent, and preached that the end of the world was at hand. He also spoke of a verdant paradise at the crown of the world, otherwise known as the far north. Silva gave it the name of Null Bryss.

A day eventually came to pass that his followers and he were driven from their homes in Buath after tensions with the more orthodox local rulers escalated into violence. It was said that Silva was able to use the power of the evil eye, and that he cursed the city of Buath. This is the common belief regarding the origin of the strange malady that plagues Buath to this day. The oftenest-heard version of the curse goes as follows: "Once every new moon, let ye sons of Buath be as the animals ye truly are." And so despicable acts go on in that city during the utter darkness of the new moon. No traveler who stays during that night has ever left alive.

As for Silva and his ilk, it is oft said that they died in the far north of Bryss somewhere. Some will go on further to claim that they are the ancestors of a certain variety of spirit that lives there. Truth is, no-one knows.

(I wanted to do more stuff, but I didn't want to add too much at once.)

Communal worldbuilding never works, does it?

It's working pretty fucking well right now friendo.

The illness often affects those who have recently lost a cherished family member or close friend.

A particular community of natives who live on one side of a large mountain see the illness as a way for the affected to cure themselves of their depression.The affected find others who have suffered similar losses, and as a result, they are able to slowly form new bonds to replace those they lost. The natives believe the illness is used by the god of death as a sort of trade with the living: he takes the souls of those destined to die, and out of pity, allows the living who are in pain to enter the realm of the gods (the other side of the mountain) to find peace. The affected never return because once they make it to the top of the mountain, their bodies are stripped away so their soul can move forward, forever free of any future woes.

Other native communities have different views on the illness' cause(s). The truth behind the disease is not known.

Edit: The native community in question is actually on one side of a mountain range about 10 miles long. The people affected by the snow madness illness instinctively climb the highest mountain, which is nearly 2,000 feet tall.

While the vast majority of the races of the world have since gone extinct sine the Titanomachy and the Long Winter, there are still small pockets of diversity in this frigid human land. Three races of note can be seen throughout the land, the few non-human races still left on Byrss.

The Kunl'k are a fastidious and mercantile people, overbearingly polite and cheery to a fault. These stout crustacean-like insectoids survive the brutal tundra due to some strange alchemical substance in their acrid blood, as well as thick insulating carapace and a soft velvety coat that grows upon their outer shell with age.

Kunl'k make their way as merchants and physicians their large shield-like foreclaws hiding a pair of surprisingly dexterous talons that allow them to handle smaller items with great care.

The Jürnog, otherwise known as Bugbears or Bearmen (negative and positive connotations respectively) are born mercenaries. The Jürnog are extremely antisocial amongst their own kind, to the point of violence, save for during the brief periods of spring that come to Bryss where they mate and trade stories.

Jürnog have deep black or purple skin and raven black or warm brown fur that covers their massive frames. The bearmen also take great pride in self adornment, tattooing themselves in luminescent ink or branding themselves, leaving pale white scars on their exposed flesh. Another commonality amongst the strangely isolated (amongst theit own kind) creatures, is their Kukri. Every bugbear has a neatly adorned curved knife that is given to them by their fathers and passed down from father to child during the spring Clansmeet.

Dropped muh pic

Werebears! Cool af

The thick forests of the central plains have given rise to a host of small creatures competing for space amidst the dense foliage. One such group, the so called "Snow Faries" , have achieved a crude sentience, and even civilization. Many have fled the forest paths under a hail of sharpened sticks and dropped stones that serve as a warning to those crossing into a Faerie chieftain's domain

Nice work, anons!

At the end of year, a denizen of Bryss can witness a rather annoying and comforting incident known as the Kaleido Miasma. The Kaleido Miasma brightens the sky for 4 days and night with multitude of refraction and reflections of colourful geometric forms. Many practitioners of the arcane arts have claimed to see arcane runes and circles within the forms. Divination had also been made based on the patterns seen in the sky, many dubious but some, especially the magically related ones, are accurate to a certain extent. During the brutal blizzard that often comes at the end of the year, the brightened sky brings relief to many denizens.

It is annoying because mages and witches during this period see their magical potential dipping tremendously; they are only able to cast magic spells for a short amount of time before they are not able to do anything magical. The reason for this, and the relationship between this and the Kaledio Miasma are unknown but an extremely tiny being known as Khachig has been speculated to be the missing link.

To combat this deficiency, mages and witches had held magical trinkets since time immemorial. The colors on these items reflected the same geometric forms seen in the Kaleido Miasma, and they have been coated with the blood of Aris, a beast of the north. Once coated, the items are left in the open for a while before the colurful geometric forms are seen engulfing the item. The trinkets then are used to cast spells, after repeated use, the trinkets will lose its colourful properties before being engulfed by such colourful forms. After a while however, the trinkets will be rendered useless and discarded.

Because of the nature of the empire, the Impera Orsia regularly send expedition forces into the north to hunt for Aris. Generally, the older an Aris is, the better as blood of older Aris is more potent. However, older Aris are cunning and stronger, thus requiring more effort to hunt. Their blood and the trinkets drenched in it have fetched expensive prices within the magical Empire, thus gating normal magicians from obtaining it.

Nevertheless because of this Impera Orsia had dominated the magic circles within Bryss using such trinkets to buy favours and trade goods and knowledge with foreign empire and arcane academics alike. Many magicians outside Orsia loathe this however, are begrudgingly grateful when they witness how difficult Aris hunting is in the first place.

The typically Bryss snowfall in the south is around one hundred inches of solid snowpack in the winter. In the north this can well exceed this and bare ground is a rarity. To survive this trees grow in a pyramidal shape and create empty spaces beneath their boughs where the ground can be found.

Started working on a basic map
Outlines are still far from done, but a preview of the final results can be seen in the left bottom corner. Going for a rough, fjord-ish coast with plenty of islands.

There is a legend about a wandering madman/murderer. His true name is unknown but the people know him only as Hells Warden.

His backstory is unknown to all but him. But it is said his parents were cultists to the God of hedonism and debauchery, and so he was offered as a sacrifice to one of the gods many daemons. Being sacrificed on his twelfth birthday the daemon tortured, raped and enslaved the boy. But one day he escaped using a loose chain he battered the daemon enough for him to escape. But crawling through the fires of Hell itself could not stop him.

It is said that the unholy flames changed him, turning him from a human to something not quite a daemon, but more inbetween. To this day he is one of the 6 people to have escaped He'll.

He wanders the many lands, taking the skulls of his enemies and displaying them on his ever growing chain. He weilds a flaming sword he took from a Daemon Prince that now adorns his chain. The chain itself, cloaked in hellfire with the skulls being the bludgeon to make it a crude and terrifying flail. But his ultimate goal is not godhood, it is to find the daemon who he was sacrificed to, and make it suffer in ways even it's patron god would be disgusted.

The Underbryss is a term given by the people of Bryss describing the underground cities that have been built and expanded under the ground of Bryss by the Jerichoians, or as the surface dwellers call them, 'Jeri'. The Jeri's mythologies describe their empire, Jericho, as a thriving empire that was once ruled by a benevolent Titan. When the Long Winter came and sparked the Reckoning*, the people of Jericho started digging at the side Mount Doljrin, to escape the brutal winter and the clash of Titans. Years turned to decades, decades turned to centuries, and centuries turn to myths as the Jeri keeps digging, and eventually built a complex network of tunnels and caverns.

The people of Jehrico initially send a group of scouts every decade to see how the world went however, none ever returns. As the time gone by and the Jeri dig ever deeper, the frequency of sending such a force decreases and soon, they stopped until 60 years ago when an upstart Prospector of the Fifth Cluster decided his pilgrimage will not be deeper underground but the surface instead and went with an expeditionary force.

2 weeks later, he came back. Or rather, he ran back with an army of O'quans Crusaders on his tail. With that, marks the first war the people of Jehrico had after centuries or even millennia.

*Somebody come up with a better name for the equivalent of Ragnarok where the Titans start fighting each other (at least from the mythology point of view).

Very nice.

The Capital of Orsia lies deep within a forest that has been heavily tempered with magic. A magical seal is needed to reach the city within the Forest without losing yourself forever in the Forests of the Capital.

Seals can range from being quite cheap (and just being used to enter the capital) or quite expensive (to hide yourself from beasts while travelling through the roads of the Via Impera). Seals are sold in border towns along the frontiers of civilized nations as well as in Major cities.

The city itself is Divided in two parts one for the common subjects and another for the rich merchants and Aristocrats. A Special seal is needed to enter the rich part of town and they are quite expensive. The Capital was mostly built by the shaping of trees via magic, if you were to look it from above in the early morning it would like trees with cobbled rocks in between them.

Progress!
I've got other stuff to do too, so the next update will take a while.

Keep adding stuff guys, you're doing beautifully

well i feel like helping so here goes nothing:\

Located in the frozen steppes in the south of Bryss the Rorg,a tribe of man hunting ogres, have taken to inhabiting this vast region almost sealing it off completely to merchants and traders unless they pay a toll to the nomads which usually is some weapons (they enjoy shiny ones) as well as large quantities of foods. failure to pay these tolls leads to the orges attacking and either killing everyone or just the theft of the woman and resources if your're lucky

in battle the Rorg are infamous for riding large mammoth-like beasts with a large boney plate upon its head allowing it to ram the gates of frontier forts the ogres are famous for raiding. those not riding are armed with large axes and clubs crafted from the animals they hunt they rarely wear armor as it slows them down and their hides are tough enough to stop a sword or arrow but can be penetrated by heavy crossbows , blessed weapons, and sturdy spears or harpoons

>Rorg Clan Trapper

Sylva Orisca, the capital of Orsia, isn't the most populous city of the empire, that title belongs to Miragrad a Port town in the southwest of the Empire. The city has a special status within the Empire has it isn't ruled by a Provisional Governor but by a council called the Three Points. The Three Points being the Guard Commander of the city, the current leader of the Imperial College of Wizardry and an official voted in by the residents of the city. Due to the presence of the port and the Imperial College of Wizardry, Miragrad houses people from all over Bryss even some non-humans.

Rorg Tribesmen are often hired as Mercenaries in the southern lands, not by humans though, as most humans that could hire mercenaries in those lands think they are too barbaric to interact with. Some Kingdoms even forbid Rorg people from entering their lands for fear of them stealing, murdering or raping.

changed my mind they are more located in the north east area of Bryss and have a somewhat sovereign kingdom as no one wants the harsh steppes they have made their home

their current chieftain is Kothar the Hungry

A southern knight defeated by a savage Rorg

(cant judge from the thumb, but IIRC it depicts an ogre)

"fuck you" Sir Gerland the 15th's last words in the Gorgar Wilds

The First Crusade of Jericho ended up with the Fifth Cluster being completely enslaved and it's people being Scattered around many cities of O'quan religion. The other Clusters hearing rumours of the Jericho Crusade by escaped slaves has slowly being turning it's tunnels in gigantic death traps for Overbryssians and it's settlements into gigantic fortresses that very few could take. Some people even say that the Jeri Clusters are organizing a Holy war of their own as some people have reported seeing in them in the lands of the O'quan pontiff.

so how many nations are their so far? i'm having trouble keeping track i have Orsia,the Bruzhul,and the Rorg buts that about it are there more?

In the archipelagos and islands in Bryss's south one can find the Stone Folk. They are an odd race of sapient stone Golems, said to have been made by mages for an ancient civilisation as slaves and servants. It is also said that they rebelled against their masters during the days of the Titanomachy.

No one is entirely sure what happened to the Stone Folk's masters. Some suggest they were wiped out wholesale, others that they fled north, eventually becoming the Impera Orisia. Yet other believe the Stone folk turned their masters into other Stone Folk as a punishment for their enslavement. Whatever the case the Stone Folk can be found throughout the Islands at Bryss's south east, but are a rare sight further north, what with people not trusting the inorganic life forms and such.

The wandering escapees of the realm of Gods, Spirits and Demons (High Garden, the Spirit lands and He'll) are Called the Returned and most of the Returned are legends of their own right their grand total is 12 (6 from He'll, 4 from the Spirit lands and 2 from High Garden). Returned tend to have tremendous strength and supernatural powers. While most of them stop being able to cast magic when they return to the Prime Realm, abilities such as creating souls and life, being able to teleport anywhere within the Prime Realm or being able to morph into demi-demons are well known.

Returned are immortal but in theory not invincible.

Orsia, Bruzhul, Rorg and the Jeri
These dudes exists but no cities

This is a distinct community but no lore

This is a city but no more lore has been added about it

Far in the North are the "stone scales" a hostile breed of drakes that have grey rock like skin that helps with camouflage and ambushes on unsuspecting prey like lone ogres or human travelers. In combat they prefer to burst from the ice and swallow their prey in a blur of teeth and claws but if unable to get them with that they have deadly breath weapon of scorching steam that can easily flay a mans skin off and even kill a bear or ogre in a single strike

High Garden, the Spirit Lands are He'll are collectively called the Phantom Realm.

Myths speak about a Secondary realm, where the surviving the titans reside but no proof of it ever existing has ever appeared.

can we have necromancers reanimating the corpses of the titans to try to take over the southern kingdoms with these huge skeletons


also it should be a VERY rare thing as titan corpses are very dangerous and can kill a necromancer that tries to control it even after the titans death long ago

...

I forgot some folk hahaha

There could very well be some sort of cult that had been trying for centuries, and, at the time of the setting, is almost there.

This way you could have a very interesting setting, trying to stop the cultists/titanic skellingtons

are there dwarves in this setting or their just humans

Despite their self-proclaimed "proud history" lost in time, some traditions are not lost to Jeri; mainly the aesthetics of having the colorful banners, garments, furniture and artifacts that are seen in every nook and cranny of the otherwise dark underground city, lit by bioluminescent fungi (reared carefully for maximum brightness by the Planters). It was said that such aesthetics is inherited from the time when they were surface dwellers, colours helped to combat the dreary whiteness that plagues in every scene they see; this trait is seen in other kingdoms as well, bright splashes of colours adorning the streets and buildings are a common sight especially in the north but it gets rarer in the south. Thus, the southerners will call the northern Bryssian, "Gaodu" (a bird which was hunted to near to extinction in the south because of its flamboyant, refracting feathers) and the northern Bryssians will in turn call the southern Bryssians, "Rorg heads"

When the calls to arm sounded through the Clusters, smiths that were once cranking mining tools and works of arts were soon churning blades and armors of red, black, yellow and orange; even their steelbolts (lightweight metal arrows) were adorned with intricate designs of multiple colours. War banners vibrantly boasting their Cluster's coat-of-arms of their Clusters. When the O'quan crusaders went deeper, they were often slightly surprised by the colourful display of violence coming their way. As the war drag on, some will cynically call this crusade the "Flamboyant Crusade".

The Jeri are pretty much traditional dwarves

The Returned lose their name when coming back to the Prime Realm (they can't remember them nor pronounce them), as such most of them take a nickname.

The most famous Returned of Bryss is the enigmatic figure known as The Artisan of Souls he escaped heaven and when he came back to the Prime Realm he had the ability to create souls and life. The Artisan wanders the land creating strange beasts and plants along the way. Some of them being completely unfit for life while others have been thriving quietly.

The cult of the Artisan is very popular in Bryss as it tells the story of a man who has become a god in his own right.

No one knows what the Artisan looks like but it is known that he still wanders Bryss and as strange creatures keep popping out in all parts of the Continent.

bump

and what type of gods do we see in Bryss all i see are the dead titans but anything else

No one's sure how the Stone Folk have lasted as long as they have. After all, stone eventually erodes, and if the Stone folk cannot reproduce then they should've gone extinct a while back, what with them having to battle all the dangerous creatures that fill the world. The reality is that the Stone Folk CAN reproduce.

Much like Clams Stone Folk can produce pearls from within their bodies (where from varies from Folk to Folk), but these are no ordinary Pearls. If you plant one of these Pearls within some form of mineral (from rocks to metals to soil and sand) it will eventually form a new member of the Folk from these material. Interestingly enough, not all members of the Folk are humanoid or sapient. Some are as beasts, both physically and mentally, whilst others are only bestial in mind or body. This doesn't seem to be a "Bloodline" thing as pearls from beasts have produced thinking humanoids, whilst those from humanoids have produced beasts. The only thing anyone knows is that the number of bestial Stone Folk has been slowly increasing over the years, and even that is only known by a select few

O'quanism is the Religion of many men in the thriving southern kingdoms. O'quanists believe that the Titans are responsible for the current state of the world and as such all Titans are Evil incarnate. They believe that all the people that have ever worshipped Titans must be enslaved or Killed for worshipping hateful creatures.

The First Pontiff claims to have been granted this idea by a vision of O'Quan The protector. The one who keeps the Realms of Men and Deity separated with her Gigantic Halberd of Radiation.

O'quan Crusaders and Inquisitors travel Bryss in search of Titan Worshippers to enslave or to kill as well as in the search of Returned, wandering deamons, young gods and non-native spirits that come wander in the Prime Realm causing trouble to humanity. They consider all of them as beings that escaped have escaped O'Quan grasp and that need to be judged by The Protector herself when they die.

The Rorg, while not overly religious, have a single god-Hogulg the God of feasts.Whenever a large kill is bagged by the nomadic Rorg a small chunk is burned along with some beverages and a few weapons to secure the burner's place in Hogulg's feasting hall before they are released on last time for the last great hunt at the end of times

The Kunl'k and Bugbears have no cities, and are both strictly nomadic.

However I think we should keep the setting humanocentric, and keep the amount of races to a minimum

Rorg also are nomadic staying within on south and central snow steppes but have a few huts here and there

O'Quan the Protector

>distinct community but no lore

I didn't want to fill in too many blanks about the illness. Just focus on a small village and a couple of its beliefs.

Do we need to only focus on creating lore?

While the Jeri worships the Benevolent Ruler who is a Titan, they also worship the Quadrant. The Quadrant is made up of 4 gods and is seen to have 4 faces, 16 eyes, 256 arms and 65,536 eyes. The Quadrant is seen as an aloof god who neither sees evil nor good but only beauty or ugliness and thus, push its followers to create crafts and acts of beauty, rather than ugliness.

Not really, hahaha the guy just wanted to known about all the distinct cultures so I pointed out all the posts that had references to different cultures to help him.

I do agree with the humanocentric thing, adding races gets out hands quite fast

Oh, I gotcha now.

Whoops, meant to reply to

in the vast glacier regions in the north of Bryss are beings made from pure ice and stone these elementals, dubbed by the local nomads as Koruglia meaning ice men, are cruel savages that raid settlements with no known reason as locals stay away from the beings they once believed were mountain gods a false belief put down by the southern kingdoms and it was they who started the famous Korugila hunts that take the lives of the many young men that attempt them as while their not gods the Korugila can still kill a man easily

So hard cap on races for now and focus on the different human peoples?

so we can have four maybe five races at most

bump

Plus humans, and they're never going to be as numerous as humans

okay so there is many human nations and the Rorg,Bugbears,Stonefolk,and that's it so far

so what kind of magics can we see in this setting like simple things or the OP bullshit we always see

bump
bump
bump

so any more human nations being added or

Located on the Western coast of Bryss is the human nation of Skgarni.Skgarni is a huge trading hub for the many human nations of Bryss due to its easy acess to most of the continent through many rivers and canals.

The Stone folk believe that their world is a God, that the land is its flesh, the oceans its blood etc. However the doctrine rapidly splits. Some Stone Folk believe that every sapient creature is a child of their God and as such sacred whilst others believe that only the Stone Folk are children of their God (as they are literally born of its flesh where as organic life merely feeds off it) and all sapient organics are simply uppity parasites that must all be destroyed.

It's unsurprising that Stone Folk from these different camps don't get along. Also that the slightly more murdery Stone Folk have done little to improve the public image of their kind.

Life in the central snow cover plains is rough for the few humans that live their.Most choose nomadic lifestyles fleeing other tribes and large predators when able then hiding in the great bone structures that dot Bryss. These can range from the bones of Titans or the corpses of long dead dragons.Clans fight over these settlements as they seem to hold great importance to the locals and during the last few crusades from the empire,which were directed to the northern states,have seen many a knight fall to the nomads as they enter a strange berserker rage that somehow gives them the ability to take down several knights before succumb to their many wounds

...

So we got quite a bit of lore all together here.
How about you try to summarize the most important parts like a back-of-the-cover blurb meant to entice the reader to read the whole thing?
What is the overarching theme of this setting?

Whoa whoa whoa, what about

Khans of Takir but cold and the Dragons are Gods/Titans.

The Kunl'k believe in a vast variety of deities, and as a familial people will often worship ancestors long gone as well as strangers or "soft ones" that have done their families a service. Oftentimes a dedicated Jürnog will earn their place in a Kunl'k family Pantheon as a guardian angel.

The Kunl'k religion is therefore highly diverse, with the vast array of gods of trade and craft as well as any additions a family may have.

and all the titans are dead and there is a nation of maneaters that got lost on their way to warhammer

A large frozen world where man's greatest enemy is the deathly frost and frozen wastes that they live in.They are not alone however as several races inhabit this land with them suchs as bugbears and the Kunl'k.

So khans of tarkir with dead titans and some norse themes?

and Robots

when were there robots?

see

those are golems not robots

Bryss itself is a frozen land of twisted stone and pathways that have lead many travelers to their demise.The southern hills of Bryss are the most hospitable and it is there that most of it's kingdoms make home in the vast hills and cold caves.The people of the south are hardy but have been "softened" by civilization in the opinion of the northerns as well as those few that inhabit the central steppes.Speaking of the central steppes they are even deadlier than the south as frost storms rampage and giant beasts roam,the Rorg clan also makes these areas there home.Then the north a deadly place distinguished by its tall crags of stone and the many skeletal remains that dot the landscape.few human settlements are in this area and those that do are savage and cruel with many embracing dark magics and hiding away in old vaults under the ice.Above them are the cruel and brutal elementals that launch raids upon the south and steppes.

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also this seems to be going well

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There was an incident long ago called The Boulder Massaacre, an incident where the Rock People who beloved themselves to be the world's true children rallied and raised many villages and cities in a so called "holy war".

The Rockmen had made significant progress across Bryss, eventually leading themselves to cover a quarter of the continent.

They had seemed like they were winning, until infighting arose. Many of the Rockmen soldiers began to doubt their leader, who was preaching nonstop about reclamation of their god. But another general spoke about all life being sacred. This led to the forces being split and a civil war broke out.

This gave time for the many other races to gather and plan, leading a large assault on both sides of the Rockmen. Putting an end to their crusade.

Summer in Bryss is not the hottest season, in fact it is known for the coldest. This season known as Tsagkhol sees harsh blizzard, hail and "freeze flash" (period where temperature drastically drops without warning) plaguing the land. Surface activities in Bryss are usually frozen as people of all races retreated back to their home for warmth.

The Skgarnians are expert shipbuilders and sailors and their ships are known to endure the worst blizzard, snow or storm. However, they are more famous for their beastmasters. From the simple Frud that supplies meat to the populace to the morbid Skulorse that can run without rest for months, the Skgarnians use Bryss' fauna for most of their labours.

After Tsagkhol, the lakes and rivers would have frozen over. To resume trade, the Skgarni provides traders two form of transport: Skiiders, a huge insect which 'skates' along the thick ice or even water; and the Moslagch, a huge hippopotamus-like beast that can crush ice with its huge maws. The Skiiders provide transport for lightweight cargo by pulling sleds across the ice sheet while the Moslagch pulls the heavier cargo.

The people of Bruzhul and Skgarni has an antagonistic relationship as raiders from Bruzhul will sometime raid the Skgarnians' beast pens for their pelts. To deter the Bruzhul raiders, the Skgarnian beastmasters has tried domesticating dire wolves to use them as mounts against Bruzhul's mighty boars. The experiment was met with some success and the failures were either put down or release in Bruzhul's territory, the Skgarnians hoping that the untameable wolves will at least prey on their enemies.

Ancient Escaflowne style mechs made by an ancient and long dead civilization that royal knights pilot in battle.