A description for a setting I've been working on for awhile, and where many of my stories will be taking place. There'll be all sorts of plots. Action, adventure, horror, etc. Figured an early 1900s setting would be a bit different from the usual medieval fantasy worlds, to shake things up a bit so to speak.
Telancia is a continent similar to early 1900s Europe, with the notable inclusion of magic being very common. And not only that, but various races one would expect in a fantasy setting make up the various nations.
The flags shown in the thumbnail are of the nations which are major players so to speak. From left to right, they are...
The Kurikand Imperium: A militaristic empire based on the German and Austro-Hungarian Empires. It’d inhabitants are lizardfolk. Their nation is feared by some, due to having easily the most powerful conventional military on the continent. While their combat mage units aren’t as developed as some other nations, they’re certainly no slouches when combined with regular units.
Glaacc: A somewhat smaller nation formed of three goblin tribes which banded together. They’re inspired by the Italy, and do share their... Notable... Military reputation. In spite of attempts to militarize, due to sharing borders with the Kurikand Imperium, they’re still considered one of the weaker forces. Both in regards to magic and conventional arms, mainly due to a rather poor command staff. Even still, they frequently engage in border skirmishes with Imperial forces.
Silaven: The elven nation can more or less be considered “hyper-aggressive, somewhat Napoleonic France”. They think quite highly of themselves, and aren’t afraid to boast about it. And they have the magic skill to back up such boasting. While their conventional arms development have noticeably lagged behind for such an aggressive country, their magic certainly has not.
Mirolath: A small island nation not all that far from the continent, which is home to the Humans. They’re more or less a fusion of England and the United States. While they trade openly with everyone, they aren’t about to join in any mainland conflicts anytime soon. As a result, their military force is quite small, just enough to defend their island and smaller island territories which dot the channel between them and the mainland.
Morennor: A mysterious, mountainous country home to dwarves. Like Mirolath, they maintain strict neutrality even while on the continent. Given their threats for other nations to stay out of their territory, aside from occasional trade, their military or magic levels are not known. They’d have a noticeable Russian/Soviet vibe to them.
The Council: While not a nation, the council does sport their own flag. The council is a group who attempt to keep the peace between the various nations, which is quite a difficult task.
Smaller nations
Although not pictured (they may eventually), the continent is home to a host of smaller countries as well. Here’s a list of them.
Feishelgard: A cold nation far to the north, separated by a treacherous mountain range and a channel. Basically Viking wolves. They’d frequently raid the coastal cities on the mainland, with these attacks being kept up far longer than the real world Vikings which inspired them. However, over time they would become more diplomatic and willing to cooperate. Although wolf mercenaries would be a common sight in most mainland militaries.
Apaereia: A small country bordering Glaacc inhabited by Avians. The nation, despite its small size holds a surprising amount of political power, which prevented it from being invaded over the years.
Zocha Islands: A warm water island chain, belonging to Mirolath initially but eventually fell under control of the Kurikand Imperium. The locals and Human inhabitants already there stayed regardless, as the Imperials really didn’t change much of anything. They even allowed the governor to keep his position.
Telancia is a continent similar to early 1900s Europe, with the notable inclusion of magic being very common. And not only that, but various races one would expect in a fantasy setting make up the various nations.
The flags shown in the thumbnail are of the nations which are major players so to speak. From left to right, they are...
The Kurikand Imperium: A militaristic empire based on the German and Austro-Hungarian Empires. It’d inhabitants are lizardfolk. Their nation is feared by some, due to having easily the most powerful conventional military on the continent. While their combat mage units aren’t as developed as some other nations, they’re certainly no slouches when combined with regular units.
Glaacc: A somewhat smaller nation formed of three goblin tribes which banded together. They’re inspired by the Italy, and do share their... Notable... Military reputation. In spite of attempts to militarize, due to sharing borders with the Kurikand Imperium, they’re still considered one of the weaker forces. Both in regards to magic and conventional arms, mainly due to a rather poor command staff. Even still, they frequently engage in border skirmishes with Imperial forces.
Silaven: The elven nation can more or less be considered “hyper-aggressive, somewhat Napoleonic France”. They think quite highly of themselves, and aren’t afraid to boast about it. And they have the magic skill to back up such boasting. While their conventional arms development have noticeably lagged behind for such an aggressive country, their magic certainly has not.
Mirolath: A small island nation not all that far from the continent, which is home to the Humans. They’re more or less a fusion of England and the United States. While they trade openly with everyone, they aren’t about to join in any mainland conflicts anytime soon. As a result, their military force is quite small, just enough to defend their island and smaller island territories which dot the channel between them and the mainland.
Morennor: A mysterious, mountainous country home to dwarves. Like Mirolath, they maintain strict neutrality even while on the continent. Given their threats for other nations to stay out of their territory, aside from occasional trade, their military or magic levels are not known. They’d have a noticeable Russian/Soviet vibe to them.
The Council: While not a nation, the council does sport their own flag. The council is a group who attempt to keep the peace between the various nations, which is quite a difficult task.
Smaller nations
Although not pictured (they may eventually), the continent is home to a host of smaller countries as well. Here’s a list of them.
Feishelgard: A cold nation far to the north, separated by a treacherous mountain range and a channel. Basically Viking wolves. They’d frequently raid the coastal cities on the mainland, with these attacks being kept up far longer than the real world Vikings which inspired them. However, over time they would become more diplomatic and willing to cooperate. Although wolf mercenaries would be a common sight in most mainland militaries.
Apaereia: A small country bordering Glaacc inhabited by Avians. The nation, despite its small size holds a surprising amount of political power, which prevented it from being invaded over the years.
Zocha Islands: A warm water island chain, belonging to Mirolath initially but eventually fell under control of the Kurikand Imperium. The locals and Human inhabitants already there stayed regardless, as the Imperials really didn’t change much of anything. They even allowed the governor to keep his position.
Category Story / Fantasy
Species Unspecified / Any
Size 120 x 120px
File Size 13.8 kB
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