Random thought...
Oni pirates that steal dreams and maybe modify them and sell them like drugs.
seen from Poland
seen from Mexico
seen from United States
seen from China

seen from Germany
seen from Italy

seen from Germany

seen from Malaysia
seen from Yemen

seen from United Kingdom
seen from India
seen from United Kingdom
seen from Netherlands
seen from United States

seen from United States

seen from Australia
seen from United States
seen from United States
seen from United States

seen from United States
Random thought...
Oni pirates that steal dreams and maybe modify them and sell them like drugs.

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Healing in Resolthe
Saw a post in the worldbuilding tag the other day that made me think on how healing's handled in the setting, decided to write up a short bit on a few methods that exist (but by no means all of them).
Usurping spiders
Although the rebellions in Europa weakened the control of dragons on the societies of other races all over the world, most stayed in power or retained a degree of influence in the other continents.
The rise of a race of spiderlike humanoids changed that in the eastern lands, when they seized power in a bloody war through the use of mass produced non-magical weaponry and living weapons wrought through blood magic, and established a new government.
Trying to whip up some background for the other nations in Europa aside from Cetralis and Pendragon.
While Pendragon's got a very Arthurian feel and I want Cetralis to end up with a bit more of a heavy military focus, I'm a bit stuck on what to have as the themes for some of the other nations and how they interact with the rest of the world...
Juggernaughts
Juggernaughts are a type of soldier employed by a nation in resolthe I'm tentatively calling Cetralis. They developed partially as a result of the popularization of the crossbow and later the artillery revolution (large numbers of guns and cannons make normal infantry sort of pointless).
Juggernaughts wear very large enchanted suits of runed armor which grant the wearer superhuman strength, the ability to go without food or rest for days at a time, and various other benefits determined by rank and skill.

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Redcaps and some Goblin snippets in Resolthe.
Redcaps are the Europan goblins military's elite, so named due to the hat they wear to signify their status. They perform myriad roles ranging from first responders in emergencies, to assassins to shock troopers. It is illegal in goblin society for someone outside of the group to wear a red hat, similar to real world laws against painting your car or van to look like a police cruiser or ambulance.
Tired, long boring day, must get worldbuildy thing in before bed... let's see...
Goblins! Leathery skin ranging through a multitude of colors, relatively short and deceptively intelligent.
Goblins were made by humans in the nation of Pendragon, the exact circumstances of the creation of the first goblin are up for debate, whether it was accidental, intentional, sanctioned by the king, or what, but not long after their initial creation they started being made as assistants for the nations witches and they'd also help out with businesses and military matters.
Goblins were technically the property of their creators but because the Monarchy saw issues with 'owning' people and felt that, while the folks who made goblins weren't biological 'parents', they still had a responsibility for the little buggers and so goblins earned their freedom upon working enough to pay for the creation of another goblin to replace them. For awhile this actually even buoyed the Pendragon economy by creating lots of new consumers and cheap labor to produce cheap goods for them.
After Pendragon's eventual fall goblins remained pretty good friends with its remnants and run a small mercenary nation lodged between the orc, ogre, and human borders.
Feels like i'm on a roll... alright Tengu too.
After the western war between dragons, their followers, and... everyone else, Tengu emerged in a position of influence amidst the easternmost nations of the world as the local dragon rulers decided to delegate some of their power in order to stave off rebellion. Tengu were amiable and were considered fairly neutral by the dragons and the dissidents in their societies, and so bringing them to warlord status did much to improve their image. The Tengu took to their new authority eagerly, building strong castles set in the mountains and forests of their home and establishing multi-cultural armies in service of the draconic emperors. The tengu helped to ameliorate resentment of the dragons and their older policies of favoritism and heavy tribute by dividing the tax burden more equitably amongst their vassals and granting positions based on merit rather than species and heredity.
The tengu remained in power for many years up until their over-reliance on enchanted items and weaponry crippled them in conflict with forces reliant on more mundane mass-produced weapons such as guns and cannons. As a result the old dragon-based dynasties fell in most areas and the more technologically inclined Jorogumo spider-kin took power, removing older isolationist policies which had been put in place by the dragons and enforced by the tengu.
An Orc society snippet
Jeezus I haven't done any worldbuilding in ages so here's a quick thing.
In orc society plants are well, planted in the body at a young age in a sort of coming of age ceremony. The type of plant varies with their role in society. Role is technically hereditary but it is possible to change family by effectively starting a 'new' family or by joining someone else's. These are generally pretty serious decisions but individuals that do so are generally regarded as risky entrepreneurs rather than anything negative.
Most orc warriors get tough plants that let them grow thorny or barklike coverings which act like a second lair of armor, others receive plants that enhance their spellcasting, work/run long periods without resting/food, or allow them to survive underwater. (a nastier variant are chemical warfare troops that get things ranging from poisonous ivy and oak like plants to toxic mushrooms, though they're not seen as nasty).
The actual plant is set into the flesh around the spine, generally between the shoulders or in the middle of the back, though the forehead or the upper neck have also been utilized.
De-planting in case of disease is rare and extremely painful so it's generally performed by a caster with a group of attendants skilled in the orcish variant of 'alchemy' (potion making rather than transmuting material), tentatively known as Juicers.