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File: 1696055697649165.jpg (373 KB, 1280x1714)
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>Thread Question: What are some places in need of a map?

>Thread task: Write descriptions of the seas of the world.

Wiki
https://crumbling-giantstep.fandom.com/wiki/
https://crumbling-giantstep.fandom.com/wiki/
https://crumbling-giantstep.fandom.com/wiki/

Map of the World Wiki
https://crumbling-giantstep.fandom.com/wiki/Map:Map_of_Giantstep

Rules:
>be nice
>don't fuck up other people's lore
>don't add new landmasses
>no fetishes/coomershit
>don't sperg out if people don't accept or like your lore/additions

Project Ideas:
>Hexmap
>Hand drawn map
>Diplomacy Map
>TL;DR for all the nations
>Extended Compass

How can I help expand the wiki?
>Upload missing images to the wiki
>Create Hyperlinks
>Add pictures
>Create missing articles
>Search the archives and expand existing articles
>Correct grammar and writing mistakes
>Create lists and sub-categories for similiar articles
>Make lists of articles that need fixing
>Make the wiki look more appealing by fixing ugly layouting
>Freshen up the front page and make it look nice
>Write up lore for articles that feel lacking (everything goes trough the thread first)

Other Things that can be done right away
>Write up lore (politics, culture, economy, characters, creatures, … )
>Figure out essential trade goods for each nation
>Figure out the popular weapons used by each nation
>Make maps
>Expand and update the Bestiary and Herbarium
>Figure out trade routes
>Create a Star map and Zodiacs
>Expand the underground lore
>Help expand the worlds history
>Write about world villains, wars or other threats
>Work on giantstep’s mythology and religions
>Think about the world’s cosmology, day/night cycle, seasons, sea currents and so on

Previous thread
>>90389784
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1 - https://suptg.thisisnotatrueending.com/archive/2022/84774616/
2 - https://suptg.thisisnotatrueending.com/archive/2022/84847594/
3#1 - https://suptg.thisisnotatrueending.com/archive/2022/84864673/
3#2 - https://suptg.thisisnotatrueending.com/archive/2022/84877899/
5 - https://suptg.thisisnotatrueending.com/archive/2022/84890048/
6 - https://suptg.thisisnotatrueending.com/archive/2022/84918731/
7 - https://suptg.thisisnotatrueending.com/archive/2022/84930206/
8 - https://suptg.thisisnotatrueending.com/archive/2022/84943450/
9 - https://suptg.thisisnotatrueending.com/archive/2022/84963046/
10 - https://suptg.thisisnotatrueending.com/archive/2022/84990296/
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
15#2 - https://suptg.thisisnotatrueending.com/archive/2022/85273765/
16 - https://suptg.thisisnotatrueending.com/archive/2022/85357735/
17 - https://suptg.thisisnotatrueending.com/archive/2022/85442583/
17#2 - https://suptg.thisisnotatrueending.com/archive/2022/85499731/
18 - https://suptg.thisisnotatrueending.com/archive/2022/85554910/
21 - https://suptg.thisisnotatrueending.com/archive/2022/85580942/
22 - https://suptg.thisisnotatrueending.com/archive/2022/85686282/
23 - https://suptg.thisisnotatrueending.com/archive/2022/85775039/
24 - https://suptg.thisisnotatrueending.com/archive/2022/85865971/
25 - https://suptg.thisisnotatrueending.com/archive/2022/85981957/
26 - https://suptg.thisisnotatrueending.com/archive/2022/86150840/
27 - https://suptg.thisisnotatrueending.com/archive/2022/86258892/
28 - https://suptg.thisisnotatrueending.com/archive/2022/86355397/
29 - https://suptg.thisisnotatrueending.com/archive/2022/86504173/
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30 - https://suptg.thisisnotatrueending.com/archive/2022/86662491/
31 - https://suptg.thisisnotatrueending.com/archive/2022/86786745/
31#2 - https://suptg.thisisnotatrueending.com/archive/2022/86924239/
32 - https://suptg.thisisnotatrueending.com/archive/2022/87072460/
33 - https://suptg.thisisnotatrueending.com/archive/2022/87171716/
34 - https://suptg.thisisnotatrueending.com/archive/2023/87267880/
35 - https://suptg.thisisnotatrueending.com/archive/2023/87388478/
39#1 - https://suptg.thisisnotatrueending.com/archive/2023/87472712/
38 - https://suptg.thisisnotatrueending.com/archive/2023/87550989/
39#2 - https://suptg.thisisnotatrueending.com/archive/2023/87627406/
40 - https://suptg.thisisnotatrueending.com/archive/2023/87795959/
41 - https://suptg.thisisnotatrueending.com/archive/2023/87956630/
42 - https://suptg.thisisnotatrueending.com/archive/2023/88125000/
43 - https://suptg.thisisnotatrueending.com/archive/2023/88278726/
44 - https://suptg.thisisnotatrueending.com/archive/2023/88372296/
45#1 - https://suptg.thisisnotatrueending.com/archive/2023/88465385/
45#2 - https://suptg.thisisnotatrueending.com/archive/2023/88563258/
47 - https://suptg.thisisnotatrueending.com/archive/2023/88666593/
48 - https://suptg.thisisnotatrueending.com/archive/2023/88762012/
49 - https://suptg.thisisnotatrueending.com/archive/2023/88855281/
50 - https://suptg.thisisnotatrueending.com/archive/2023/88948871/
51 - https://suptg.thisisnotatrueending.com/archive/2023/89035095/
52 - https://suptg.thisisnotatrueending.com/archive/2023/89127240/
53 - https://suptg.thisisnotatrueending.com/archive/2023/89215539/
54 - https://suptg.thisisnotatrueending.com/archive/2023/89309033/
55 - https://suptg.thisisnotatrueending.com/archive/2023/89389607/
56#1 - https://suptg.thisisnotatrueending.com/archive/2023/89472549/
56#2 - https://suptg.thisisnotatrueending.com/archive/2023/89552939/
58 - https://suptg.thisisnotatrueending.com/archive/2023/89637453/
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59 - https://suptg.thisisnotatrueending.com/archive/2023/89718352/
60 - https://suptg.thisisnotatrueending.com/archive/2023/89797226/
61 - https://suptg.thisisnotatrueending.com/archive/2023/89868753/
62 - https://suptg.thisisnotatrueending.com/archive/2023/89944865/
63 - https://suptg.thisisnotatrueending.com/archive/2023/90013461/
64 - https://suptg.thisisnotatrueending.com/archive/2023/90087220/
65 - https://suptg.thisisnotatrueending.com/archive/2023/90166276/
66 - https://suptg.thisisnotatrueending.com/archive/2023/90241246/
67 - https://suptg.thisisnotatrueending.com/archive/2023/90313872/
68 - https://suptg.thisisnotatrueending.com/archive/2023/90389784/
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Google Doc Link for the timeline. As updated as it can be.

https://docs.google.com/spreadsheets/d/1Weiu2IWHLvwzuWaCnggBT0nYVzJvvHEeD0ec3KB16WI/edit?usp=sharing
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>>90472660
With the bestiary and the herbarium done, we can focus on other things, such as the underworld and the description of the seas (plus a bit more explanation of alchemy would be neat). Also, the wiki needs a lot of image uploading.
>>
>>90472928
what about game mechanics?
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>>90474807
If you want to discuss it, feel free to write something down. As for myself, I'd like to give the finishing touches to the lore.
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>>90475623
You are insane
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Ok, I'm making the map of Zapalovach based on the one an anon made a while ago. I imagine the names of the islands are in the Wiki. I haven't found the names of the rivers, though.
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For now, these are all of the names I've been able to find. If someone can point me some other names (particularly the lakes and the other islands/archipelagos), I'd be grateful. If not, I'll make up the names of the islands.

Also, in the map from the other anon >>90478685 I find the provincial divisions, so I'm not sure if I can use them to name the islands.
>>
Is it the setting where there is a school for wizards that teach shit magic?
>>
Starting with the description of the seas. Anything else they need to get?

>Sea of Wraiths
The Sea of Wraiths is one of the biggest and most important oceans in the world, bordering the northernmost parts of Giantstep, Zemyland, Littlestep, the Cocoon Islands and the northern edge of the step. It also connects with the northern side of the Treasure Sea, the Sea of Amber and the Sea of the Lamb. The Sea of Wraiths is well known for two great facts, the coldness of its waters and the presence of a great number of sea monsters.
>>
>>90480230
The climate of the Sea of Wraiths is considerably colder than other waters in the rest of the world, and because of this, it is very frequent to see icebergs floating around, which move to the south during the summer. During the coldest winters, there have been reports of some areas of the northern edge of the step to freeze over, with some explorers actually landing on these masses of ice, though due to the lack of land underneath, it is severely discouraged. The cold of the north is also the cause of the great glaciers from Northern Zemyland, which blocks most of the coast for nearly the entirety of the shore, with the known exception of Kentgorod. The cold is such that the northernmost waters are rarely sailed through, as there have been documented cases of water freezing in minutes despite the crew’s attempts of heating the vessel, and even the sails freezing and cracking, leaving them at the mercy of the monsters in the sea. The Sea of Wraiths is also known for the unstable weather, at one point having thunderous storms that buffet the vessel to near sinking to complete stillness that make any movement impossible. Due to this, only the southernmost waters of the Sea of Wraiths are travelled through, as their weather is milder, though still considerably harsh
>>
>>90480247
The other well known fact of the Sea of Wraiths is the frequent number of sea monsters in the waters. While the exact amount of monstrous species living in the ocean is unknown, we do know more than a dozen different species, with many more uncategorized or unconfirmed. It is speculated that the convergence between some warm underwater currents of hot water clashing with the cold water above makes for perfect ground for sea life, which attracts the great beasts. Most sailors avoid the northernmost waters, preferring to sail near the coast, as they are more shallow and free of beasts. The only vessels that go meet the monsters of the sea are the kentgorodian hunting ships, which are considered a bad omen for all those who see them, as that means monsters are nearby. The reports of monsters mix with the legends and sailor stories, to the point most reports are quite imprecise and untrustworthy.
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>>90474807
Where should we start?
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>>90474807
GURPS?
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>>90484667
>>90319878
>>90319977
>>90320011
I'd say wee pick up the thread where those anons left it. Sounded quite promising to me.
https://archive.4plebs.org/tg/thread/90313872/#90319977
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>>90488107
>how many playable races and subraces/cultures?
Probably most races should be played eventually. Maybe make a template for 5-6 of them (humans, elves, ogres, fairies, hobbits, orcs…), and build up from there to get all races playable. We have plenty of descriptions to work with.
>>
>>90488107
>what are the main stats we should go for?
I like what the other anon said. Physical Strenght, Constitution (physical defense, physical toughness? Is valid for physical damage and poison?), dexterity (maybe differentiating tool usage from weapon usage), agility/speed, perception, intelligence/wisdom, willpower and charisma. Courage seems part of willpower, and beauty is in the eye of the beholder, plus it’d go with charisma anyway. As for luck, it better be a secondary thing.
>>
>>90488563
>what are the secondary stats we and how are they influenced by the main stats?
Maybe something as divine favor, magical aptitude, knowledge in any field (you may have all the dexterity in the world, but if you haven’t learned how picklocks work, you won’t be able to use them), luck… It should also be taken into account whether the individual is an undead, werecreature, cursed or blessed by the gods…
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>>90488569
>what racial bonuses and penalties do we include to make it balanced?
Probably something balanced, with all species getting at least one special bonus for species and one drawback (some species may have two bonuses, but they must have two drawbacks, and so forth). Hybrids need to be discussed, we have to fill the compatibility list.

>what classes do we include and how do they differ?
Outside of the mystical ones (which are described on the wiki already), we cannot go wrong with generic dnd classes.
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>>90488579
>how does level progression work?
Certain activities give XP. Once you reach enough, you gain a level. Then you can choose to get a +1 on any of your stats or a +3 if you randomize which stat gets it.

>what are the fighting mechanics?
Will this be a square-based game or a hexagon-based game? How many hexagons does each unit take? What’s the reach of a physical attack? What’s the reach of a ranged attack? How many spots can one unit move? Or is this all mind theatre stuff (please not this, it makes everything confusing)?
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>>90488592
>how do magic classes work mechanically? (yeah let's do that shit when absolutely everything else is done already since it will be a total clusterfuck)
I mean, we have the rules of magic already written, more or less. Alchemy needs a bit of depth, and astromancy is somewhat confusing, but in general terms, this is done. Mechanic-wise, it’s just a matter of adapting them.
>>
Something like this?
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>>90489044
Forgot to add a couple of things.
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>>90489044
>>90490784
I'd remove the stock-background and settle on a more neutral, black and white only design first. Maybe with a simple thin black border until we have figured this out. We can get into designing the sheet itself when it's finished regarding the info that goes on it. This way it will be easier for other anons to modify it and less of an eyesore desu.
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>>90489044
>>90490784
also the square for the character image is weirdly flat should be the turned by 90° and made wider
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>>90491199
>>90491232
Like this?
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>>90492145
>>90492145
much better but why are there two squares for the character portait now?
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>>90492196
I imagined something like "front image" and "side image", or adding the signature/emblem of the character if it had one.
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What should there be in the second page?
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So if we use an hexagonal system, would this be a good distinction for the different species?
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>>90496546
The image didn't load. Here.
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Reminder we only have tieflings and the compatibility list to finish all species.
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>Everdark Ocean
The Everdark Ocean is one of the main oceans in the world, bordering the entire western shores of Scimitarian and the Nothing at the western edge of the step. It also connects with the Carcinii Sea and the Kihn-He Sea. Due to its marginal presence at the edge of the step and the ever looming presence of the Nothing that Devours Everything, the weight of this ocean in the world’s transport and trade is considerably small, and because of this, it has been explored much less than other oceans of the same size.
>>
>>90500639
The presence of the Nothing looms over the Everdark Ocean. The phenomenon can be seen from the shores themselves, as a small line of darkness in the horizon during a sunny day, and the darkness grows ever further the more ships get closer to the edge of the world. Due to the fear of the darkness, shipping follows the coastline as much as possible, which tends to cause problems as this makes it very predictable for pirate raids. However, since sailing through the Everdark Ocean is the speediest way to reach one side of the Scimitarian continent to the other (as the Scabbard Range blocks sea travel through the eastern waters of the continent), there is still some captains to prefer this route, to the chagrin of their crew. Many areas of the coast have plenty of lighthouses, due to the storms of the Nothing being able to bloat out the light of the stars. These lighthouses also double as shrines and temples, with many sailors praying to the gods for protection against the darkness in the west.
>>
>>90500649
The lesser presence of shipping has allowed some species of sea life to proliferate in the area, which in turn, has attracted the attention of whalers and other sea hunters. The fishermen in the area need to have quick and nimble vessels, as whales and other big creatures know to swim towards the Nothing, knowing full well that at some point, the vessels will refuse to continue the pursuit any further. However, some fishermen actually prefer working in the waters of the Everdark Ocean, as the number of monsters in the area is considerably lower than in other regions.
>>
What other maps could we make?
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Ok, I've added some stuff that was missing.
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>>90502996
And I've made another page to add more info.
>>
So what mechanics should we work on? At the top of my head, I can think of:

>Melee Combat.
>Random environmental damage.
>Willpower/Courage tests.
>Exhaustion tests.
>Spellcasting success.
>Toxic resistance.
>Charisma tests.
>Tool/Weapon durability.
>Undeath in general.
>Damages/Penalties for common disease.
>Transformation into therianthrope and vampire.
>Fall damage.
>Movement outside of combat.
>Movement during combat.
>Flying/Diving underwater.
>Economics.
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>>90504675
>Exp. Gain/Level gain
>Random encounters
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>>90504695
Also, should alchemy brewing have a particular mechanic, or it's just under the wisdom level of the alchemist?
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Did we ever solve the flying thing with the gryphons and the garl?
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Reminder we still need to complete the monster list.
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>>90509337
We also need to add more so we reach at least 100.
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>>90509572
Also their images.
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Made a map of Nogar. I'll try to add some lore to important places to both Old and Current Nogar.
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Ok, the provintial divisions are done. I'll write something for each of them later.
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>>90513556
Fixed a missing map and location.
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>>90507305
griffons - high maintenance, take long time to train, only really economical as elite scouts and mountain fighters

garls - biology limits them to Ogchuk land, can only fly short distances
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>>90514436
My idea for the gryphons was that only 1 out of 100 can fly, and taking into account how expensive they are to maintain, they can't just mass-produce them.

As for the garls, what biological element would limit them to the Ogchuk region?
>>
>>90514504
>only 1 out of 100 can fly
Seems dumb. You are really twisting yourself in knots over what should be a non-issue. This is like saying 99 in 100 elephants is born a dwarf elephant to explain why ancient cultures didn't spam war elephants. Sometimes simple economics is the easiest explanation.

>what biological element would limit them to the Ogchuk region?
Don't really care. Maybe some indigenous bacteria is needed for egg development. Animal breeders won't understand that though, they would just accept that through trial and error, garls don't do well in other climates.
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>>90515233
Maybe ogchuck larvae need to be grown in caves/grottoes of the region, as there is a particular bacteria there needed for them to mature healthy? I feel this is too similar to the giant dragonflies, but I guess they are both giant bugs.

>Sometimes simple economics is the easiest explanation.
Even if keeping a gryphon healthy is as expensive as mantaining 10 horses, they would still be everywhere in the world, as flying is that good of an advantage. And yet, they are not really mentioned outside Tarot. It kinda bothers me.

Plus, I was thinking of having two stats for the gryphons, one for flying ones and one for land-only ones.
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>>90515401
griffons are mentioned in terusia, and gryphons are the name of a faction in vilga, they are probably found in a number of human nations

other factions have their own fliers like harpies, umpish, fairies, succubi, giant eagles, etc.
>>
>>90515663
>giant eagles
Where? It's not in the bestiary.

As for the issue I see, all those flyers are rather limited. Fairies and umpish are so small the distances they fly are small as well, succubae are demons, so they are extremely rare by nature, harpies do not fly so much as glide... Gryphons are the size of horses and theoretically can fly just as far as a horse can ride. A massive difference from the rest.

I'm fine with letting them fly so long as they are prohibitely expensive to mantain and difficult to tame. Though I'd still prefer if not all griphons could fly, due to their alchemical origins.
>>
>>90515758
>>90515663
Also, I just thought of something. Maybe alchemists only managed to breed flying gryphons by the time gunpowder weapons had become common, and by then, the advantage of a flying mount was much smaller.
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>>90515793
By the time flying gryphons actually expand throughout the world, cannons and archebuses are common in battlefields, and both of them can cripple gryphons (unlike giant dragonflies, gryphons do not have massive reflexes or 360º flying movement). A weapon of war arrived too late to show its full potential. Hell, the land-only gryphon is probably more useful as a full line-breaker, as you can add much more armor, and breed them bigger anyway.
>>
>>90515758
>Where? It's not in the bestiary.
Ok, I found it. Kingdom of Tarot, as the Roc. Not in the bestiary.
>>
>>90515758
>Fairies and umpish are so small the distances they fly are small as well
the fact they can fly at all still makes them good recon units for much less upkeep than a griffon

>giant eagles
tarot
>>90516022
roc and giant eagle are different things

>>90515793
that is a different can of worms

based on what little info is available, I generally assume the more powerful nations have the following:
- ancient times - mix of high fantasy and highly primitive
- 1500-500 - mid fantasy
- 500-0 - high fantasy
- 0-500 - low fantasy
- 500-1500 - mid fantasy
- 1500-present - mid fantasy with shitty guns
>>
>>90516084
Yeah, we really need to make a tech timeline.

>roc and giant eagle are different things
But aren't rocs giant eagles?
>>
>>90516131
I guess the roc is special
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>>90516232
How?
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>>90516569
the wording suggests each area of Tarot only has one guardian who is extra special, and the roc is one of them
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>>90516615
So there are giant eagles, who are just big animals, and the one roc, which is sentient? Maybe a faerie lord of sorts?
>>
Also, reading the Tarot lore, this bit.

>The mythical guardian is a behemoth with two large tusks, said to be the ancestor of the behemoths used by the wheatfolk in the west. He usually sleeps inside a giant cave in Mount Yob.

But we do know that agricultural behemoths are alchemical creatures, and not natural.
>>
>>90516084
Didn't we have an idea for tge printing press?
>>
Someone should use the new bing ai to create some uality art for this setting
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>>90516988
it could be alchemically bred
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>>90516631
>Maybe a faerie lord of sorts?
on closer inspection it does seem to say that

>But we do know that agricultural behemoths are alchemical creatures, and not natural.
maybe the first one wasn't, it seems extra big and special, so maybe the others were alchemaic attempts to imitate it

>>90517729
>Someone should use the new bing ai to create some uality art for this setting
I did a few Faarowt druids for fun, and some highly specific stuff for Witch-Elves, but most of the time google images works well enough
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>>90518239
>I did a few Faarowt druids for fun, and some highly specific stuff for Witch-Elves
post em
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>>90518321
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>>90518336
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>>90517579
there was some discussion on thread 54
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>>90517729
Agreed.
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Greenhead militia from southern Orange Marquisates
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>>90520576
Hey, can we try to actually get a decent image of the gnoll with this?
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>>90518321
This is really good.
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>>90517735
Maybe the agricultural behemoths are low quality copies of the creature, but if that thing is in any way a faerie lord, would he have allowed any copies of itself to survive? Even if they are in another region?
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>>90518336
>>90518343
>>90520576
shit prompts try to add classical fantasy art and oil painting to make them passable
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>>90522311
>faerie lord
that shit is gay anyway
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>>90518321
pretty solid add that lad to the wiki asap
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>>90521479
Sure. Just do it!
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>>90522576
I am shit at prompts, but I can try to describe them, maybe someone else can actually turn this into a useful prompt. Also, a bit of a quick write-up, so if someone sees some detail off, please point it out.
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>>90523727
First, the maggotgnoll. A mix of worm, isopod and larvae, they are somewhat slimy and with a round mouth full of microscopic teeth, capable of biting through meat easily. Their size would be about 3-5 cm, and quickly eat enough meat to grow as fast as possible, possibly up to the size of a small dog. These maggotgnolls would be a greyish white, with a somewhat segmented exoskeleton, and two black dots as eyes. They would have around a dozen or so tiny clawed legs, allowing them to carve up flesh or to dig down into the earth for protection. Their growth depends on their eating habits and availability: if there is plenty of meat, they will be ready to metamorphose in a couple of weeks, but if there is not, they will take years until they are ready. After a certain size, they can stop being merely opportunistic scavengers, and can begin to hunt things such as rats and insects, though they often avoid any kind of confrontation, as they are not particularly agile. Once they reach a big enough size, particularly about the size of a rat, their white hue will darken and adapt to whatever environment they find themselves in, to avoid detection. They are puked in the dozens by adult gnolls, and they sprout from dead gnolls and hyenagnolls before the body starts to rot, so they can eat the meat of the cadaver. Due to their size, most of them die before reaching the next phase, but once they do, they dig down and metamorphose into the next stage.
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>>90523737
Once a maggotgnoll metamorphoses, a hyenagnoll will appear. These are lupine-like creatures, but somewhat more slender. They have no tail, and have what would seem to be some bony protrusions from their back, as a fish scrape. Their fur is not complete, showing spots of muscle below, and often with some very small spiky protrusions sparkled around at random. Their head would be akin to a mix between a wolf and a humpback anglerfish’s. Two massive blank red eyes in front, an elongated snout filled to the brim with a mix of teeth, from overly sharp long pointed teeth to canines, all around in a seemingly random pattern, making some maggotgnoll unable to close their mouths. This mouth is massive, almost 1.5 times the size of a wolf’s mouth, and also quite wide. It also makes hyenagnoll look like they have a perverse grin when looked from the front and the side, hence their name. They cannot really chew their prey, only swallow chunks of meat whole. They have no nose, only two respiratory holes above their mouth, and in some cases, they develop some vestigial gills at the side of their head, though they cannot be used at all. Their paws are not like a dog, but rather a crude middle point between a canine dog, a bird claw and a human hand, all while looking distinctive bestial.
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>>90523749
They will grow at a shockingly fast rate, going from the size of a small pup to that of a big wolf in weeks, especially if there is plenty of meat around, and their growth is so quick they often have growth marks purple and green, as the body expands faster than the organism can account for. Some hyenagnolls develop pouches when in contact with other hyenagnolls, often appearing from a bite from their own kin that heals badly. This pouch contains sperm, produced by the saliva of the biting hyenagnoll, which will fuse together with the genetic material of the bitten hyenagnoll, as a strange form of sexual reproduction. A singular hyenagnoll can have multiple of these sacs, adding more genetic information to the eventual adult gnoll. If no bite ever happens, the hyenagnoll would still produce an adult gnoll, only asexually. Once the hyenagnoll reaches a certain size, they will begin incubating the adult gnoll. The previously slender hyenagnoll will bloat up to a size that may make them unable to even move, as a creature the size of a wolf is holding within itself a creature the size of a human being. Once the adult gnoll is ready, it will claw its way from the hyenagnoll, biting and clawing it from within until the creature is out.
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>>90523767
An adult gnoll is a somewhat humanoid creature, about the size of a regular human, though slightly hunched. The size of the adult gnoll will depend on the hyenagnoll that spawned it, but even if they are small, they will keep growing until reaching a human-like size. Their head is similar to that of the hyenagnoll, but with a smaller jaw (still quite oversized for a humanoid creature). Their teeth are smaller to compensate, which give the adult gnoll the ability to speak, though the adult gnoll can also open their mouths wider, in an almost 180º angle. This, combined with some of their teeth having a shape similar to shards of glass, can cause incredibly damaging wounds in whatever they are biting into, though they have to be careful so as to not bite into their own tongue. Their skull is elongated, and their head is somewhat more forward on their bodies than that of a human. Their body is covered in short fur, but like with the hyenagnolls, many patches of skin are shown bare of fur, and the more scars they have, the less fur they will show. Their backs have similar spikes to those of the hyenagnolls, but they can be cut or broken without any real harm for the gnoll. They are often lanky-looking, as a well fed gnoll is rare, often being quite thin, though despite that their strength and speed does not get negatively affected that much. Their arms are slightly longer, and the muscles in them never bulk as much as those of humans, even when they are well fed. Their hands have only four fingers, somewhat longer than those of humans, and ending up in short clawed nails, with a thumb that has three joints instead of two. Their feet are similar to the hyenagnolls’ paws, only bigger and somewhat longer, to accommodate the bipedal posture of the adult gnoll. Their legs are similar to those of werewolves, allowing them great pouncing power.
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>>90523749
My artistic skills are shit, but here's a quick drawing. I imagine these things just burrow and tunnel through any meat in a straight line.
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>>90523977
And another for the hyenagnoll.
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So other than gunpowder and the printing press, what other inventions do we need to add a date to?
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>>90509337
>Demonic Puppeteer
Demonic puppeteers are a kind of demon who is often related to summoning by necromancers who experiment with the extradimensional to boost their own powers. These entities are, on their own, barely a threat, closer to a vaporous cloud than a fully fledge demon. Their presence is so light that most of the time they arrive into the world accidentally, with the necromancer that caused it to arrive none the wiser. However, these demons will seek bodies of decayed creatures, possessing them and twisting their forms to their like. These things are not undead, and as such, the bodies occupied will continue to decay and rot while the mutations and transformations occur. To keep their new bodies from rotting into nothing, the demonic puppeteer will kill as many living beings as possible, adding them to their own form, which will twist it further into a monstrous mess of limbs and organs. They are highly vulnerable to fire, as their rotten body often tends to accumulate great amounts of gas within, plus it purges the demon within.
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Reminder we need to complete the cities' list.
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>>90509337
What other kind of demon could we add to the list?
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>>90518471
Also in thread 62.
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>>90509337
What are the rules for ghosts in the setting?
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>>90536604
I can see many possibilities for monsters with this.

>Common Ghost
Regular lost soul who might harm those that it sees.
>Ghost Warrior
Lost soul of a warrior or a soldier still attached to the place they died, always fighting their last battle.
>Ghost Wizard
Lost soul of a wizard that lost their life in a magical mishap.
>Maddened Ghost
A twisted soul driven mad by either magic or an eternity of solitude.
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>>90536829
>Ghost hound
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>>90536829
Would possession work better with demons or ghosts?
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Ok, so how would we develop ghosts? Maybe this would be a good start?

>Ghosts
A ghost is a specter of a dead being, whose soul somewhat still lingers in the mortal realm, and manifests in a way that can alter the physical world in minimal ways. The presence of ghosts in the world of Giantstep causes a great deal of discussion, both in the mystical and the theological arenas, as it represents the physical proof of the existence to the soul and an afterlife, as well as the survival of one’s conscience after death. The ghosts in the world vary wildly, in both form and influence over the material realm, as well as in their mental faculties. Some ghosts are fully conscious beings, while others are imprints of the individual during a particular state before death, and others are just specters roaming around, ignoring everything around them, without any show of conscience or thought. Likewise, some ghosts can manipulate the world around them greatly, while others are barely a flicker of light, unable to interact with anything. The study of the phantasmagoric has shown very little of their true nature, despite the fact that, as they are at least partially tied to the physical realm, they can be interacted with, at least in a minimal capacity.
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>Okhelian Ocean
The Okhelian OCean is one of the main oceans in the world, bordering the eastern shores of Zemyland and the northeast of Giantstep, as well as part of the eastern edge of the step. It also connects with the Sunny Day Sea, the Saint Pitcasasti Sea and the Sea of Innocence. The Okhelian Ocean is one of the most transited oceans around, seeing as it holds the key to crossing from the northern seas to the eastern ones, and by doing so, connecting both halves of the world.
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>>90541485
The nature of the Okhelian Ocean is that of convergence. Many creatures and sea life find themselves travelling through their waters, moving from the cold north to the warm south during their seasonal migrations, and with them, all of the fishing vessels that live from them. The Okhelian Ocean is also an incredibly important ocean for trade, as it holds the key to the Platinum Strait. However, that same economic weight has also made Okhelian Ocean a den of pirates, and this has caused so many conflicts throughout time. Many sailors and coastal towns have many stories of times long passed, when their ancestors fought and died on the hundreds of naval battles in the Okhelian waters. It also holds many ghost stories, as after the Curse of Uun and the fall of the Merfolk Empire, the ruins of the damned still pepper many areas of the coast. Indeed, it is not infrequent to hear rumors of ghost ships, commanded by the old merfolk, trapped and cursed in unliving state, suffering for all eternity for the whims of their god.
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>>90541500
Nowadays, the seas of the Okhelian Ocean are once again a battlefield, this time between the growing Avangar Empire and the powers of the Empire of Elanxa and the Princedom of Platinum. The growing influence of the dark wizards in the region is causing the old empires to build up their navy once again, in case the elyrians try to continue their expansion further. This has brought the attention of other powers, both local and foreign, as they try to profit from this tension. Ironically enough, the presence of so many warships in the area makes the Okhelian Ocean particularly secure from sea monsters, which tend to patrol around areas of merchant shipping. That does not mean the waters are safe from pirates, though, as the Künt pirates of Ils Muslík are well entrenched and not going away any time soon.
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>>90531961
Reminder we also need to make a description for these.
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>>90509337
>Imp
Imp is a term that includes a series of demons that share a series of characteristics. Often enough, they are characterized for their small size (slightly smaller than common fairies), reptilian and winged physiognomy and their cowardly nature. Their intelligence is just enough to learn that attacking their targets in big numbers is more advantageous than alone, and as such, they will only act aggressively if they can outnumber their enemies by a lot. They do not have any particularly unnatural abilities other than a slightly disorienting laugh (which only works if done in big groups), and thus they tend to attack with either their sharp claws or by grabbing anything they can throw from afar and launching it from the skies. Their small size and relatively low energy needs often makes them appear as a byproduct when some sorcerers summon bigger demons.
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>>90509337
>Cinder Demon
Cinder demons include a variety of demonic entities that share the same characteristics. They have an above than average tall humanoid form, often with elven proportions, but with no face to speak of. Instead, the cinder demons have six pairs of elongated arms, with mouths sprouting from both their palms and their arms directly. These mouths hold very long tongues, which they use to lick anything organic they can see. They will rob the vital energy of their victims, robbing them of color and turning them into ash once there is no more energy to steal. They do not walk, as their legs end in stumps, instead floating around. The cinder demons are all different shades of grey, and they are highly vulnerable to magically generated light.
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>>90509337
>Sea Fiend
Sea fiends are a series of demonic entities who, instead of surviving on land, prefer to exist in marine environments. They have a similar shape to that of mermaids, with a fish-like tail, often covered in spikes and barbs. However, the upper half can vary wildly, either looking like reptilian or cephalopodan abominations. Their faces are usually human, but they can open their mouths 5-6 times more than a common humanoid, showing a hidden, more demonic face beneath. Sea fiends are violent creatures, often attacking anything they see on sight, which can backfire if they decide to attack a sea monster. Because of this preference of environment, they are very rare to see, though lately there have been more sightings around the waters of Avangar.
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>>90509337
>Sphynx
Sphynx are a type of artificial construct originally designed in the Khenomeric Empire. They are massive golem-like entities, built to protect the pyramid tombs of the pharakhans, often measuring 6-10 meters of length, with the body of a lion and the head of whoever’s tomb they are protecting. They were highly decorated with many khenomeric runes, jewels and other items of prestige. While they were highly effective as defenders against grave robbers, the attempts of the magoclergy to weaponized them into war machines failed due to their high consumption of aether. Despite this, some of the biggest sphynxes were used in the Battle of Empires, with their remnants still littering the Cursed Battlefield. After that, most sphynxes were dismantled by order of the pharakhans as part of their purge on magic and automata. The knowledge of how to male more sphynxes is thought to be lost, with the few surviving engines being in unknown state due to the fall of the Khenomeric Empire and the rise of the Gnoll Empire.
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>>90536829
>Phantasmagoric Abomination
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>>90547973
Maybe this?

>Phantasmagoric Abominations
Phantasmagoric Ambominations are a type of ghost resulting of the union of multiple spirits in unharmonious ways. The phenomenon itself is poorly understood, and it has only been documented in areas where a considerable degree of death and bloodshed has been spilled, often with dark energies in the mix. The resulting environment can cause multiple spirits, often those that have lost all conscience of themselves, to merge with each other, creating a whole new entity. The size and shape of these beings vary wildly, but they seldom look like the beings they once were, instead being a twisted and deformed parody of those, and acting as it was in constant pain and suffering. Phantasmagoric Abominations attack aggressively to anything they encounter, and expert care needs to be taken to either purge them from the physical world or to contain them in ways they are no longer a threat.
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How would the ghost of a tree be an efficient monster?
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What other maps do we need?
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BUMP LIMIT REACHED, NEW THREAD
>>90556756
>>90556756
>>90556756
>>90556756



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