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/tg/ - Traditional Games


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Everyone knows the drill by now, here is an empty map, write what you want added to it and I'll add it to the map.

Whatever it is it's fine from geology, geography to nations habitats of certain monsters etc.
>>
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In the world there is 4 subraces of Ogre: Manskin, Swamp, Horned and Peacock.

Manskin Ogres live in the west and are closest to civilized well some, being often employed as mercenarries by humans and soem even mimicking human culture. They are otherwise standard mostrous ogres, huge stupid and everhungry, they worship a God of gluttony like good old warhammer.

The Swamp Ogres inhabig the Green area and are green and somewhat like part frog or axolotl, with always wet green skin and reduced ears and nose they are the largest type of ogre and very lazy, they also give praise to the Everhungry maw though mostly as lipservice.

The Horned Ogres of the east exist only on a small island there and are usually red though rare blue Oni exist which can wield primitive magic and are known for being able to eat magic. The Horned Ogres practice a form of ancestor worship.

Lastly the Peakock Ogres are the smallest of the Ogres and a relative to the Horned Ogres though their skin shifts colour at will making them colourful like peacocks when they wish to display their health and power.
>>
Add a Gnoll Empire between the Spwam and camaleon ogres, they also follow the hunger religion.

They are Gnolls, but in the demonic not the furry sense.

Gnolls have 3 life stages:

1. Maggots - when a Gnoll dies their flesh is relatively quickly eaten up by maggots, those in fact are juvenile Gnolls, which if they ate enough transform into the second stage

2. Deepsea Hyena - something that looks like a mix of Hyena, but with giant bulging eyes and angelerfish teeth, once they eat their full they give birth to a new Gnoll

3. True Gnoll - when a deepsea Hyena had it's fill out of it's stomach a baby Gnoll will burst, which then will grow into an adult in a matter of months. They also got the anglerfish teeth and bulging eyes.

Except worship of the Ogre gluttony God the Gnolls are prolific practitioners of necromancy making use of their dead as servants, fresh corpses are especially valuable as soldiers as sending them to war helps the maggots spread, feed and the race to thus grow.
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>>84774616
the setting is flat with the map boundaries being the border of the world.
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Bananas are the staple food of the world, growing through magical parthenogenesis and quickly mutating into different forms depending on the biome, and their magical residue also make them a key part in rituals and alchemy.
However it's in their native jungles that the highest quality and most numerous bananas are produced, making them them the bananabasket of the world.
These banana nations have existed through the entire history of the world, from being mighty empires to puppet states.
>>
>>84775254
The planet is actually a giant brick that an eldritch God threw at another eldritch God, but the distance between them is so great on a cosmic scale that the brick won't actually make contact for another several thousand years.
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>>84775254
That's just how Azgaars generates shit can't zoom it out further, can't put in settings either to stop this from happening.

Maybe should have fixed the map manually before posting.

>>84774714
>>84774931
Added manogre nations(?) mentioned veguely too.
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Castle Athassel was once one of the most imposing fortresses in the western islands and the home of the powerful House Kear. Located on a sharp outcrop on the stormy coast, the castle is surrounded by extremely steep drops on either side, making it virtually unimpregnable. Though many tried to conquer it over the ages castle Athassel has never fell to no man, sword, or pike, or cannon ball. Roving clans or Ogre foemen, Athassel stood against them all.
The doom of the castle would end up coming from within when the Kears fell into financial troubles due to their incessant warring with the nearby earls and counts. Unable to maintain the fortress and pay their men, the Kears weighed their option and in desperation decided to forge a pact with the witches of the Coven of Black Velvet.
A terrible pact was the forged for the Kears to offer their firstborn son as sacrifice for 66 generations and in exchange the witches would grant them power and wealth. This pact was maintained for three generations and the Kears would regain dominance on their island, subjugating its unruly princes with an iron fist.
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>>84775624
Added them, I presume the Coven also is on the tiny island with the impenetrable castle or operates like a shadowy kaball not a nation.
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>>84775624
The fourth lord Kear however, fell in love with Kungota, one of the witches of the coven. At first she was only interested in using the lord for her own ends, but eventually, seeing his heart was almost as black as hers, they grew to truly love each other. Kungota would eventually bear a child to the lord, a being she foresaw to have an enormous magical potential. Thus she secretly started to labour on a plan to preserve the life of the child.

The lord however still feared the coven and unsure if this was some sort of test, secretly decided to sacrifice the child in spite of his wife's wishes. Thus when the young one was born and the mother exhausted, the lord laboured to substitute the newborn with a different one and handed over his son to a witch of the Black Velvet.

When Kungota found out about her husband's treachery and her child's death she went into a black rage and channelling all of her arcane powers placed a powerful curse on the House of Lear and Castle Athassel. A magical storm came in with powerful winds and torrential rains. Walls of stone came crumbling down and into the sea and many souls were lost against the raging might.

Ever since then, Castle Athassel has been nothing but a cursed and decaying ruin, haunted by dark spirits and monsters that were drawn to this place by its dark aura. Locals say that most of the ruins are nowadays home to a horrific race of semi-intelligent giant grey spiders that have been known to prey on local yeomen on particularly dark nights.
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The Fûrlaniya is a small region known for its fiercely independent city-states, mild and pleasant climate and characteristic Fûrlan pine tree forests. The region lies on the crossroads between various larger kingdoms, making it a melting pot of cultures. The native Fûrlans make most of the population, joined by Primorscan farmers in the south-east, Vittelians in the west and Witebz counts in the north.

Most of the region lies on a large limestone karst aquifer that quickly swallows any water deep within the earth, like the famous Timavo underground river which disappears from the surface when its course enters the plateau. This means that the entire region is dependent on rain for its water supply, which is thankfully abundant enough. From afar the plateau appears deceptively green due to its deep-rooted pine forests, but any traveller would do good not to get lost in the vast pine forests.

Fûrlaniya is also well known for its vast limestone cave complexes, created by a multitude of underground rivers and lakes. These caves are the home to many cave bears, bats and the famous white cave wyrms, as well as many tribes of goblins. A clan of pale swamp ogres is also known to live within the caves near Manzan, terrorizing the local crofters.
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>>84774616
A giant of cosmic proportions used the world as a stepping stone as it climbed through the universe, leaving an inhospitable handprint desert in the southwest of the continent
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>>84776518
>>84776537
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>>84776537
>>84775254
The map is actually one step on a literal staircase that giant use to acend the universe. North of the world is a towering cliff and the South is the top of another another. Sides of the map depend on what exactly we settle on the surrounding 'geography' of the staircase being composed of. The pic related is just an example to get across that it is a staircase.
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>>84777108
I like it, we are a wuxia setting now
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>>84776777
north of Furlaniya lies the bandit city of Ampleazzo, a famous meeting point for bandits, mercenaries and adventurers of all stripes. Many famous mercenary companies maintain their nominal headquarters there like the Red Hand ogres, the Furlaniyan spider riders known as the Terrors of Tarantella, the Neinmoll Cuirassiers of the central lakes and the Hurrge Lodge of Battle Wizards.
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>>84776777
Astromancer are mages that predict the fture from the stars and can alter the weather.
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>>84774616
The continent now has murder/k/ubists. They appear, spring ambushes with their wheelock rifles, take trophies, leave calling cards, and then vanish. Nobody knows if there's a higher goal or not.
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The Lost Isle is the site of an ancient city-state with untold amounts of riches. The island mysteriously vanished several generations ago.
Several expeditions have been launched by various kingdoms and cultures, yet none of them have found any clue of what happened to they island, or even any proof that the island was ever there to begin with. Despite this, sailors occasionaly claim to have found the Isle with lost at sea, and even have even brought back riches to support their claim.
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>>84777108
>>84777311
I literally don't understand what you mean.

>>84777251
>>84777280
>>84777377
Added, is the castle of the Astromancers like Hogwards or Laya Lucaria? A magic academy of sorts?

Or like the Vatican the center of their organisation?
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>>84777924
>A magic academy of sorts?
yeah kinda but for old fucks
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>>84777942
so more like a university focused mostly on research I guess.

I should be back to update the map in 9h or so
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The Gökmavi Khaganate
Tatar/Cuman/Turkic empire made up of many nomadic tribes that all bow to the Great Khan. The main tribes are the Blue Horde, the Red Horde, the Black Horde, the New Horde and the Silver Horde in order of importance. The names denote the colours of each clan's traditional war banners. The Empire is centred on an enormous river that traverses the steppe of the main landmass. Every century or so the region tends to fall into a civil war as the 4 Khans battle for supremacy. The current top dog is the Gökmavi dynasty of the Blue Horde, which has reigned for close to 170 years now, presiding over a period of relative peace and prosperity. Though related, each of the hordes has its own distinctc culture. The Red Horde for example is known for following a particularly dour and strict version of the cult of the God of Blinding Light. Various culturally related city states and independent border principalities exist at the margins of the empire.
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>>84778655
How the fuck have the gnolls such a large fucking empire?
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>>84778655
The witchelven empire is mostly run on slave trade and prostitution but they have by far the best brothels on the continent to be fair
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>>84779311
Trough Jihad of Course, the Great Maw blesses
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>>84779378
See that big peninsula on the far western side where there's only a singular access point across an incredibly narrow gap?

It's a conglomerate of Drow city states. The mountains rise high around the coasts, with both volcanic and sea activity causing a blanket of ash and mist that floats above the numerous mountain ranges letting them live without the bother of intense sunlight.

The city states are at a constant struggle, with the patches of inhospitable land ironically being where the great cloud is thinnest and allows sunlight through that would be detrimental to the native inhabitants.

The most sought after point is of course the Peninsula access, as this allows actual trade with the nations beyond the great cloud. Whoever controls this part of the nation has a stronghold over the other ones, and it's the subject of great political intrigue and war.
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>>84782182
Added, I feel like the Drow Citystates/countries under the Ashen cloud maybe should have at least some of the bigger ones become their own entities. A whole Morrowind-like region seems neat.

>>84779378
I downsized the fort to be an actual huge fort not an entire nation and gave the Witchelves a more nation-like border home that's not a problem.
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>>84783043
Forgot a layer
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>>84783064
>>84783043
Forgot to attach file
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Just west of the land of the man ogres and covering most the coast in that region is the Elfwood.

Elves are believed to be genderless, asexual reproducers but in actuality elf "sex" occurs in an instant when two elves of different, but visually indistinguishable sexes come into physical contact. The female elf incubates a seed in its chest cavity that is painlessly removed and planted, the seed grows into a fully formed adult elf which requires no rearing or educating as it retains the memories of both parents at the time of conception.

There are no trees in the Elfwood, instead the coastal plain is dotted with elves which never broke off from the earth due to a curse placed upon their bloodline in ancient times, any attempt to unroot the elves of the elfwood results in their untimely demise. Travelers have little reason to visit the elfwood, there is nothing of value there and the elf-trees are a bitter and argumentative race that loath to share their wisdom with mortals.
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>>84784178
this is just bizzare, I mean elves being descended from trees is cool, but the way they reproduce is icky.

Do Witchelves and Drow reproduce like that too?
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>>84784700
Given Witchelves have a society based on prostitution it would be weird if they couldn't actually have sex.
Perhaps elves are split between more humanlike and more treelike races, if elves are descended from humans then then the Elfwood elves would be the most "evolved" or if it's the other way around then the Drow and Witchelves could be adherents of a lust cult in the same way Ogre and Gnoll religion centers on gluttony. Going off that train of thought perhaps the "prostitutes" of the Witchelven Empire are a priest class with minor shapeshifting abilities to let them perform tantic sex rituals, or maybe human reproduction is part of the blessing of the lust god.

Just throwing shit at the wall to see what sticks, isn't that what this thread's all about?
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Fantasy novgorod republic (let's say Zapalovach Republic) in the north, seeks to expand its influence by mercenary companies and spies, infiltrating into societies to get sweet deals and basically finance the noble warrior caste so they can fight in honour combats in a massive arena. If the noble caste were.not entertained enough they would revolt as they have done many times in the past.
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>>84784178
>>84785038
Added the Wood Elves and Russians

>>84784799
Yeah it is. I am curious how all the types of Elf fit together.
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The Oroma islands directly north of the lost isle are a nearly uninhabited chain of volcanic islands. They are the home of a fierce race of magmatic dragons that guard the island's most precious booty - a species of large blue banana that thrives on the island's rich volcanic soil. The banana is extremely poisonous and thus of great interest to the Drow which often organise expeditions to the islands to bring back the fruit, though most are unsuccessful. All attempts so far to grow the banana on foreign shores have miserably failed.
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>>84786143
All the sin and adultery committed in the witchelven empire has lead to different Succubus outbreaks around the territory. The breaches directly lead to differently sized succubian necropoles if you manage to climb all the way down to hell
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>>84786896
We need an underdark version of the map for the necropoles
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>>84786143
>>84786896
A lot of empty ocean just begging to be used here. In the bottom right is the "sea of bile" where the water has turned sickly green from the bodily fluids of the leviathan, a sea monster that tried and failed to become a god. When the leviathan tried to take a place in the heavens it was killed and cast down, and a once great southern continent sank under the weight of its carcass. rumours abound of a connection between the sunken continent and the lost isle.
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OP where the fuck are you?
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>>84787881
Mah manz chill ain't no need to update the map every 30 seconds

>>84786962
Maybe let's first have the over world map filled.

>>84787854
>>84786695
>>84786896
Added
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>>84788362
self explanatory
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>>84787854
>>84788362
Shit I'm fucking retard I mixed up left and right
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>>84788622
Added the Dominion of the Bog Witch

Bog Witch:
>Evil half godess witch with hooves and 3 pairs of tits.
>Otherwise human appearance despite being 3 meters tall
>Pale skin black hair
>Seductive and beautiful despite the odd features
>wields a spiked flail. strikes wounds that never heal
>Eats human meat exclusively preferably male
>Can transform into a giant, monstrous looking boar with six udders
>Is lactating black milk that is basically opium. will make the drinkers obedient to her. sold as a potent drug across the continent
>Can see through the eyes of familiars (one eyed bats) and cast powerful fear, miasma and sleeping spells
>Her domains are gluttony, scatology and sloth

Kingdom:
>population: pale ogrish brutes (used by the witchelven empire as brothel guards) also a shitton of human slaves
>elite soldiers: her daughters that wield similiar powers despite the transformation thing. males get eaten at birth. the witch daughters ride on monstrous flesh eating swamp bulls.
>specialization: Slave trade, Pitch extraction, Peal Cutting
>terrain: stinking swamps, moors and bogs
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>>84789532
>pale ogrish brutes (Swamp Ogres)
here's a pic for visualization
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>>84789532
This setting needs some good guys
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>>84789684
>>
>>84776537
what's going on in the handprint desert?
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A sunken empire, what's not to love
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>>84786896
legend has it that if the sinning continues the breaches will someday connect and the witchelven empire will descend down into the pits of hell itself leaving nothing but an enormous black pit behind from which demons will ascend to the surface at night and on specific cosmological constellations
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>>84789814
Nothing, when I said inhospitable I really meant it, nothing can live there
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>>84789842
doesn't the lost isle already fill that niche?
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>>84789942
the lost isle could be a remnant of a sunken empire or something
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>>84789942
Sea of Bile does too, people love their ancient sunken empires
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Florinth is a picturesque human city not unlike cities like Venice, Florence or medieval Paris. The residents attach great importance to beauty, art and cultural education. Florinth is surrounded by sleep-poppy fields whose name is to be taken literally (stolen from the Wizard of Oz). The blossoms of the poppy are processed into a fragrant and highly coveted perfume, which makes the wearer appear irresistible to the opposite sex. Although the production of this perfumes generates some considerable wealth, it is not Florinth's main source of income. Florint is REALLY famous for the production of exquisite glass daggers, foils and rapiers. Despite the material from which they are made, they are surprisingly resilient, which is attributed to a secret manufacturing method reserved only for the members of the glasssmiths' guild of Florinth. These glass weapons weigh next to nothing and pierce even the thickest leather armor like butter. In addition, special specimens are made on request that are equipped with a poison chamber inside, which means that even the lightest cut can be deadly for the opponent. The women of Florinth almost all have red hair and are often described as the most beautiful on the continent. The men see it as their duty to keep up to date in fencing as well as in the arts and humanities. The Elite Guard of Florinth consists of a mounted squad of highly trained knights unsurpassed in their agility and lethality. They wear magnificent plumes on their helms and ride the fastest white horses to be found east of the Witches' Swamp.
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>>84789972
well yeah, but the demarchists and lost isle are literally right next to eachother and use the same premise
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>>84774616
add the not!Bog of Eternal Stench from Labyrinth ...
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>>84790318
... and the Not!Swamps of Sadness from the Neverending story OP
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>>84789917
alright fair enough but how do you explain it being hot?
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There's an Underwater Portal to the Twin World which is a version of the same world but land and water are reversed, I will post the reversed map in the next post

(Fixed the font size)
>>
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Here's the reversed world >>84790520

The receiving portal is in a completely different place for some reason (someone could come up with some lore for that, I'm lazy)
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>>84790390
Space magic, more or less. The giants hand stained the earth with cosmic radiation which is toxic to all terrestrial life and causes frequent wild fires.
>>
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>The Forest of getting Lost
An impassable, labyrinthine forest in which the trees behind you move whenever you are not looking. Careless hikers who entered this forest were sometimes not found until decades later, if at all. To make matters worse, the forest also seems to have a degenerating effect on the human brain, driving the stray insane with visual and auditory hallucinations. The birds in this forest also have a habit of mimicking human voices, screams and calls for help. Although there are no real dangers in this forest and enough edible (but hallucinogenic) berries and mushrooms to survive in it for a lifetime, in many places there are remains of bones or hanged corpses of strays who could not find a way out and took their own lives to escape. Beware of some of the mad hermits though they can't be trusted ...
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>>84790541
Ok I buy that
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>>84790590
>>84790520
Anons...
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>>84790715
What?
>>
The arid land located between the Witchelves and the Gökmavi is called the Urgun plateau. Bordered in the north by the Central Ridge, the plateau is formed of ancient basalt rock covered by the sediment of shallow seas and alluvial deposits.

The Handprint mountains to its south fees several rivers like the Tchelif and Tooil, which inevitably start drying out as they descend lower into Urgun towards lake Yashikul, forming wadis - riverbeds that contains water and reach the lake only during brief wet periods. The Urgun marks the north-western edge of the Great Northern Desert. The Central Ridge sees some rainfall that feeds Yashikul lake and is better suited to agriculture than the plateau region to the south.

Most of the region's population is concentrated in the twin cities of Ghülam and Bashur'ut that lie on the trade route between the two great empires of the Witchelves and Gökmavi. The area around the lake is sprinkled with smaller farming settlements where dryland barley and the ubiquitous desert bananas are grown. The two cities are home to many exiles and dissidents from both empires, with many small exile courts of disgraced dynasties plotting their revenge from the twin cities. The two empires allow this as they prefer keeping a buffer area between their two spheres of influence.

The inhospitable desert plateau is home to a few tribes of desert dwellers as well as a few hermits and criminals hiding from society. Rumours abound of secret alcoves in the desert used by all manners of deviant cults. Another reason for caravans to pass through this region quickly and in force is the famous white spider, a species of giant white spiders that dwell in the desert and prey on isolated travellers.
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>>84790730
Not in sync
>>
>>84790740
I like it! Especially the spider part.
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>>84790753
No offense but I just didn't like the idea. No need to start another map before the first one is finished imo. OP will be the judge of that as soon as he wakes from his dickdreams I guess
>>
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Added the kingdoms of copper, silver and gold from the russian fairytale whirlwind the whistler
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>>84790715
>>84790753
I am in sync though?

>>84790770
I never said anything about working on the second map now, I just left it open
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>>84790740
Tribes of local nomads had long lived along the white spiders in a sort of mutual arrangement but it wasn't until the Red Banner Horde settled the area about half a millennia ago that they were truly domesticated. These fearsome beasts and their riders now constitute an important part of the banner host and have helped the Red Khans many times in their bickering with the neighbouring clans. The art of spider-riding has since spread from this region to many other places around the world such as the Drow and the human Free Cities of the west.
>>
>>84790590
>>84790185
>cities, fields and forests the size of empires
I like the idea but maybe let's squish that down a bit? Florinth especially is apparentlly a megalopolis of billions of people and probably the single largest concentration of people on the planet atm.
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>>84790857
>let's squish that down a bit
I have no problem with that. I'd leave the forest though since it's point is to be a natural barrier similiar to a desert. Nothing from with an enourmous dark forest in a fantasy world.
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>>84790878
instead "wrong" i wrote "from" lol I'm an idiot
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>>84790835
>I never said anything about working on the second map now, I just left it open
Well then there isn't really a point in having such a portal in the first place. I've no real problem with it though and I guess it will be added anyway so nevermind
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>>84790840
good stuff
>>
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Mutäa, the youngest daughter of the Bog Witch and Lady of the Lake of Landerstaat, in the far west of the witches domain.
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South of the Gnolls lies the island of Oskhost the gloomy realm of the skeleton priests, keeper of the secrets of the Fates.
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Added a Byzantine expy. Was once the successor state of a great southwestern empire, and rivaled to the drow city-states. Tieflings (descended from dragons instead of devils) are its prime citizens and rulers.
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>>84777924
Read the s/k/ripture, then it'll make sense
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Isle of the Wizards

This island is populated by powerful Wizards and fierce Amazons. The Wizards derive their power from celibacy. The Amazons derive their power from martial prowess. The Amazons are replenished by women fleeing the abusive marriages. The wizards are always few in number because celibacy is hard on an island populated by powerful women. But this is a good thing, because otherwise the unchecked magic would rip the world assunder.
>>
hit the drow city-states with a meteor killing all drones immediately
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I can only think of lewd things
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>>84790740
>>84790318
>>84790347
>>84790957
Added

And a small touch from myself for not Russia. The Princedom of The Platinum strait.
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>>84794822
Bhakkari Tribelands

A forested region inhabited by many tribes of druidic humans, soul-bonding themselves to aspects of nature within the lands in order to survive their neighbors. The greater the bond the more power gained from it, eventually granting the human access to primal magics and transformations related to their bond. (Therianthropes, Elemental Mages, Herbomancy, etc.)
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>>84795592
The Bhakkari must protect the totem of nature they are bound to. If they bind themselves to a flame they must prevent that flame being extinguished, their animal being killed, their plant dying, their boulder crumbling, etc. If their totem is destroyed their power is lost and a part of their soul lost with it, leaving them in a permanent state of intense depression and memory loss.
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Terminus, the city on the edge of the world. Filled with the mad, the adventurous and the desperate. Those who wish to see realms beyond, escape their fate or peer out into the great stairway come to Terminus to test their courage and their sanity.
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>>84794822
The town of A’irir’ut wouldn't exist in the dry steppe, if it wasn’t for a massive underground lake that was discovered under what was once a mere Caravanserai. The lake is haunting however, as once light enters the cave a submerged city can be seen at the bottom of the lake. What's more, during the winter and summer solstice ghost figures can clearly be seen wandering under water. Spooked, but determined to make use of one of the only reservoirs of water in his land, the first Ataman of the Red Banner tribes ordered the priests and shamans to protect the city of evil curses.

The holy men thus devised a complex ritual, whose final step was that the town's populace adhere to a strict fasting regime for 55 years. The ritual had to be started over twice because of non-compliance, but after the great ghost march of 472, the populace was frightened enough to successfully complete the warding. The inhabitants of A’irir’ut and the Red Banner clan have remained a devout and frugal people to this day, only letting loose twice a year, during the spring and autumn festivals.
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>>84776537
>>84789917
>>84790541
Gayer than aids anon. its just a big obstacle everything has to go around. may as well be just an empty space.
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The Frozen Lake is so named because it is a lake, almost an inland sea, permanently frozen over every day of the year. What is even stranger is that it lies near the equator, and should be a normal liquid lake.
At its centre lies an island, called the Isle of Cold. Since there must be a reason for the lake to be frozen over the island is said to be it, though none have ever reached it and survived. Stepping onto the lake is not perilous, but walking towards the Isle causes one to "shimmer" out of existence. It is place often avoided by travellers, but the ice from the lake itself does seem to be real water that can be melted, and it has helped those in need who are brave or foolish enough to find themselves near it.

Some travellers report a "dry" gleaming coming from the Isle when they happen to look at it, though why there would be a gleam or why every traveller uses "dry" to describe it with no variation is a mystery to scholars of every kind.
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this thread is shit but I appreciate the effort
have a bump
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At the southern end of the continent lies the steppe of the Zulutaurs. Zebra centaurs with the torsos of black tribal warriors. They follow a primitive natural religion whose central philosophical question revolves around whether their zebra half is white with black stripes or black with white stripes. Depending on the interpretation of this question, bloody tribal are waged, ending in the martially superior tribe robbing the mares of the inferior tribe and making grotesque fetishes out of the heads, ears and hooves of the men, which they use for voodoo magic. Apart from such martial customs and brutal initiation rituals, they are generally open to strangers and very hospitable.The apex predator of the Zulu steppe is the eight-legged coloss-lion.
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>>84796683
>>
>Almost 100 posts
>Still no dicks
nu/tg/ is awful
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>>84796730
>nu/tg/ is awful
he said complaining and contributing nothing
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>>84774616
The west most islands actually float in mid-air by unknown means, few have ventured up there.
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>>84796730
You think we can afford dick states? in this economy? the cum tax would have us destitute in minutes
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>>84796700
Culinary mushroom forest. The Culinary Mushroom Forest consists of various gigantic exclusively edible mushrooms and is inhabited by small also edible mushroom spirits (mushroomites) to whom the large mushrooms are sacred, which is why they defend them with their lives against pests such as the horse-sized dire snails or hungry hikers. Due to their small size, however, the mushroom spirits do not pose much of a threat to humans unless they appear in flocks, as they do near their underground truffle gardens. The most abundant species of giant mushrooms native to this forest are Boletus edulis, Cantharellus cibarius, Calocybe gambosa, Macrolepiota procera, Gomphus clavatus, Morchella esculenta, Kuehneromyces mutabilis and Flammulina velutipes. Also native to these forests are the people of the root dwarfs, who have succeeded over the millennia in domesticating the giant snails as mounts. They eke out their existence as peaceful but well-fortified fungitarians in their secret kingdom below the fungest.
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Every Tuesday the sun, stars, and moon move backward through the sky.
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>>84774616
The Medieval Mudcore Kingdom is located to the relative east of the continent. Everything stinks is soacked in a muddy green-brownish color palette and people are farting, shitting and raping everywhere. From this place the black plague originated which is just like the irl plague but the suffering takes three times as long and is considerably more painful. There's also a comically evil Inquisition that burns everyone at the stake for even the slightest suspicion of being a witch which can be everything from having sex before marriage, having red hair or being called a witch by literally anyone. Everyone has really bad manners and behaves like described in the lyrical style of medieval Grobianismus known from works like the Narrenschiff. Nobody bathes, Horses can't enter towns because the mud is knee deep on a good day, pigs are everywhere, the average lifespan is 30 years and everyone who isn't a peasant fucks their relatives to keep the bloodline pure the peasants just do it for fun. The favorite weapon is the flail and people keep coming up with ridicolously elaborate torture devices which is pretty much the only innovation coming from there. There's a weird psychoanalytical fixation on excrement going on and the humor, art and poetry from this nation are nothing but fart jokes. People are scared as shit to go to hell but for some strange reason they just seem to do everything they can to go there after death despite comitting suicide. Everyone except the caricaturesque noblemen who are ugly as sin and wipe their asses with how much gold they have, is really fucking poor, miserable and basically a slave. Think Pasolini's most abysmal scat fantasy crossed with the Peasants from Monty Python's holy grail.
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has OP left?
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>>84798450
nah, I'm here. Buisy for now though
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>>84797906
I'll name the Mudcore Kingom - Grobianismus as no other name is really given

>>84797654
Added it randomly on the map, and the Kingdom itself can be added once we got an underground layer.

>>84797405
Sure, but no clue how to add that to the map.

>>84796452
added

>>84798450
Why even call me back for this really only 2 things needed adding to the map.
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>>84774616
The Dsrvysth peninsula, located south of furlaniya and west of the handprint desert is a land comprised of 56 principalities, 23 autonomous sovereign regions, 12 neutral zones and at least one land whose posession would void any claim in two different islands on opposite corners of the peninsula.

The inhabitants are well known for their proud culinary history, comprised of no less than 100 traditional kinds of garlic soup claimed by every single town to having originated there, to the exclusion of every other town.

Of these lands, the most important kingdom is that of Ceri, due to their strategic position controlling the straits of Orm and Vests and trade with Furlaniyan kingdoms. That puts them at odds with Susar, who are vying to gain control of the entire sea but whose navy cannot travel from one land to the other. They in turn have extensive trade networks with the zulutaur, as they have southern ports.

The land is also famous for their metallurgy, their mounting swords, their historical castles and their fierce resistence against the azan empire in the past.
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>>84797654
Next to the culinary fungest is the toxic mushroom forest with only poisionous and hallucinogetic shroomtrees in it. I'd call the place Muscarin after the Neurotoxin. Mushroomites that live there are more hostile and malicious aswell. Some of the shrooms found there can be processed for alchemical recipies and medicine though
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>>84797654
>chill mushroomites
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>>84801208
>toxic mushroomites
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>>84798749
add not!Cockaigne next to the Grobianists
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Make sure this thread doesn't die OP
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A civilisation so ancient every building is built upon piles of older buildings, creating cities that look like kowloon, called anachoria.
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The druidic conclave of Faarowt, populated by dye and drug obsessed burnouts wo believe that they're literally ascending to higher planes of existence
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>>84805279
It needs a location.

Also needs a reason why the individual cities would last so long, and why the buildings would be allowed to subside and then built atop, rather than maintained or demolished.
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>>84805513

The "Perpetual Curse Of Plenty" stated that those who inhabited the region would have everything they'd ever need to be fruitful and multiply but could not leave the needy side of their spiritual benefactor. Now as the generations pile upon themselves storms of relief drop material goods from the skies that turn to ash when taken outside the sprawling city limits. Anachorian's have everything they may want but they are trapped there forever cannibalizing the works of the past to build towards the assured imprisonment of their future.

The only thing that can escape this place is knowledge so foreign scholars come to Anachoria to raid the library ruins deep within the ever growing piles of enthralled humanity.

The Gnolls see this as a potential "renewable resource" forever farm of humans but some part of the "Curse Of Plenty" wards their boggle eyed ambitions away from the city's borders. Working through proxies to conquer Anachoria has proven nearly impossible with most hirelings instead finding a life of high density luxury preferable to serving the necromancer hyena-kin.

Know that the Anachorian's themselves are physically able to leave their regenerating tumor of wealth but nothing given to them from the sky will survive passage beyond the borders of the overbuilt metropolis.

https://youtu.be/NTJQTc-TqpU
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>>84792918
rather not, thanks
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>>84797654
>>84801208
between the culinary fungest and the toxic fungest lies the mixed fungest where you can find both edible and poisonous mushroomtrees. it's a neutral zone and the mushroomites tend to not go there and stick to their homewoods
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>>84798749
Love the comfy northwest of the main continent
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>>84798749
Between the Domionen of the Bog witch and the Witchelven empire lies the Cursed Battlefield. It was once the scene of the largest and longest battle the continent had ever seen. Today it is a wasteland strewn with corpses and skeletons, toxic sulfur-smelling gases erupt from the ground in some places. The ground is partly muddy and swampy, partly barren and desert-like. It is popularly said that anyone who enters this cursed land is cursed to suffer an agonizing lonely end himself. Even the darkest beings and races avoid this place. Of great interest, however, is this battlefield for necromancers, who could awaken a campaign of dead from the corpses piling up there, which could reach from the western to the eastern end of the continent.
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>>84801208
>>84802043
>>84805279
>>84805339
>>84809954
>>84811196
Needs to be added to the map. stop being such a lazy fag OP. You make a threat, you care for it. Also a little theorybuilding from your side wouldn't hurt
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In the east, north of Grobianismus and south of the lands of the horned ogres lies the Empire of Elanxa. The empire is divided between four Marquisates, corresponding to the four tribes of the area before being unified by the first emperor.

To the north is the Grass Marquisate, a land of farmers. This area correspond to the majority of agricultural production of the empire. The people here are simple and subservient, toiling under the brutal watch of the Marquise and his half-ogre soldiers.

To the west is the Marquisate of Thorns. This is where the majority of the imperial army hails from, being used to raids from the tribes to the west. The people here are hardy, but are often accused by others of partaking in secret heretical blood-rites, forbidden by the clergy.

In the South lays the Marquisate of Clay. Here one finds the production of the masses of golems found in imperial armies and construction-sites alike. In the cities ruled by the golemancer guilds the people are prosperous, yet the peasants remain poor.

In the Southwest lays the Lapiz Marquisate, a realm of sailors and fishermen. Having lived of the sea for milennia, the people are said to be part dolphin. More inland, this is also the region of the Dragonfly Knights, Lancers and bowmen riding atop giant dragonflies.

In the Center lies the Island-city of Picaea, home to the court of the Magpie-Emperors. They are said to be named such for their magical ability to transform into birds (or from more malicious tongues, for their immense greed)

While specific traditions vary across the empire, the main religion is a form of worship of the Emperor as a divinity, as well as ancestor worship, and veneration of birds. To prevent herecies, every town has a host of beurocratic clergymen enforcing a confusing set of rules mandated by the imperial divine records.
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>>84812421
>the people are said to be part dolphin
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the gibberlings are said to live behind the great hedge and feared by the halflings, gnomes and brownies alike
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>>84812421
Add the Lachrymose Leech Lake from Lemony Snicket next to the Dominion of the Bog Witch
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The islands between the Azan Empire and the Hobbits, on what is called the Widening Sea, are home to the Gvilderstaaten, a loose confederation of free ports and cities, ruled by a council composed of guilds and nobles. The population is mainly of tiefling, hobbit and human extraction with an old tiefling nobility hanging on to its titles in the face of ever more oppressive hobbit guilds and human merchant companies. The main ports in the region are Ny-Khatissima and Sal-Saluki. Many mercenary companies of ogres and amazons also operate from this region.
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>>84815112
I like how you take parts of the lore and incorporate them. Also I can totally see the aggressive merchant-hobbits be looked down upon by their own people who basically just want to grill
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These islands to the far west (1) are not populated by any man, but instead by a species of a giant white arachnid with 2 sets of palps, called the "Death Blossom" thanks to its appearance.

The Death Blossom queen with its myriad of offsprings produce an extremely resistant type of silk that can even withstand in water. Thus so, any ship that approaches these islands gets trapped in the Blossom's silk, creating an unnaturally large ship graveyard by its shores.

The few sailors that reached these islands and lived to tell the tale reported that almost every inch of land is covered with silk and cocoons, giving them the name of "Cocoon Islands"

The very first people who came in contact with the primordial Arachnid were the wizards of the Isle of Wizards, some hundred years ago. Although unable to defeat the Death Blossoms head on, they established three fortresses at the outpost island chain that constitutes the islands of Talon, Jagar and Don Bachir (2). Their purpose lie in preventing the sea of webs from spreading to the nearby islands and warning potential travellers about the death that lies to the west.
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Terpsythea is a small island that lies off the coast of the western continent, neighbouring the drow citystates. It is home to a race of men that are known for their political bickering and love for wine, dyes arts and music. In fact, colourful dyes and wine constitute the islands main exports.

Hithlone is the capital city of their small republic, a canal city that is also home to the biggest University of the west, the Citadel. When they were under the united Drow state, the Terpsytheans orchestrated a rift between the different Drow factions, using it to gain their independence.
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>>84816613
Forgot pic
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>>84774616
Add The Blade Grass Lake next to the poppy field OP.
>The Blade Grass Lake
Blade Grass is a large dark-green type of grass. The individual stalks are razor sharp and should not be touched. It can grow up to 70 m high and is often found in burrows and hole-like valleys. Seen from above it looks like a meadow about 10 cm deep, but when you step on it you sink. A common cause of death here is suffocation, because the deeper you sink, you can't breathe properly or blades of grass get stuck in your mouth or nose. This is the best case scenario because if you don't tend to wear full plate when going for a walk you'll probably get shredded into ribbons by the razorsharp stalks. You can often see the skeletons of deer, squirrels or sparrows that accidentally jumped in being brought to the surface by the overgrown grass. Entering such grass lakes is strongly discouraged. Not much is known about animals that live in such lakes, so far only the mostly scavenging grass-blade moray is known to be a resident. It is an unsightly creature that feeds mainly on the corpses of unwary wanderers and can reach the length of a small wheat field. A crafty hill dwarf race living on the fringes of the great Grass Lake have developed a technique for sailing on the Grass Lake in small ships made from a special type of light wood. However, unskilled grass gliders are strongly discouraged, as the slightest mistake means a painful death.
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Southwest of the Giants Handprint Desert lies the Ögchuk Fiefdoms. The fiefdoms are a loose alliance of petty lords, warriors and knights knows as the Ögchuks, centered around a few centres of power. The Ögchuk are fearsome riders traveling through the sky, their mounts being insect-winged horses with the heads of beetles. Each Ögchuk, or groups of them, has carved out tiny fiefdoms to rule for themselves, often fighting each other over meaningless disputes in jousts in the sky. Whenever the Ögchuks manage to unite over something their armies are heralded by the sound of buzzing wings and windpipes, groups of Ögchuks flying over the slings and spears of their just as often hired as coerced footmen.
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Imagine a thread like this with an OP that isn't a faggot.
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I have morning shift doing nothing but checking emails and making coffee if someone shows up by mistake tomorrow morning. I'll make a new updated map if OP doesn't show by then :3
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>>84818333
based thanks for carrying this thing anon. I kinda doubt that OP will be able to speak up until then. considering all the dicks in his mouth and all
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>>84818333
Also checked. I count on you fren
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>>84817693
This peninsula north of the World End is going to be a barbaric rebel kingdom founded by the Blind Bastard, the one eyed bastard son of a prominent emperor.
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Faggot OP
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>>84821652
big time
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>>84820530
The island to the west in the middle of the small sea is where you'll find the paleskinned Mistfolk. Little is known about them, some say they aren't even human, but they seem to be masters of water and air magic, and have shrouded thier lands in protective mists.

The isles to the south used to be colonies of thiers, but have been lost to the eastern kingdom.
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The isles located at the far north west are called the Emerald Isles of Hy-Byeria or as some call it, Hy-Byrnia. It is home to a land of Leperchauns, Firbolg, Banshee Spirits and off branch of Elves.

Very Celtic and Irish folk lore inspired.
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This world would suck for naval travel
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>>84822737
already done
>>84816516
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>>84823165
Nobody gives a shit about navies
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>>84823165
why exactly do you think that?
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the map had jpg artefacts up the ass and that triggers my OCD like nothing so I recreated it from scratch. V1, including
>>84822737
>>84822138
>>84820530
>>84817693
>>84817629
>>84816667
>>84816613
>>84816516
>>84815112
>>84814488
>>84814183
>>84812421
>>84811196
>>84809954
>>84802043
>>84801208
Still more to be added + names and a whole bunch of other shit.
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>>84824758
Good job anon looks very nice! Are you the OP or another one? I'd consider replacing the flying castle with a better looking png/svg though. It kinda sticks out due to the low resolution
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>>84824758
Based
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>>84824758
Amazing work Anon, you are the OP now.
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>>84824758
I know this map was made, but for now I'll add shit to the old one as I can't make stuff this nice looking.

>>84821652
>>84818482
>>84818168
>>84822027
>>84812323 (people usually hate it when the OP is overbearing)
You are not legally banned from updating the map yourself, I thought the thread died last I checked turns out my internet was what died.

>>84816613
>>84814183
>>84814488
>>84815112
Added

>>84811196
Cool idea, added the ancient Terrakotta wall which used to contain the scarring of the battlefield (or what remains after the Succubus breaches) and the Republic of the Abbandoned Automata which is essentially a collection of ancient war-golems from all sides of the war who instead now contain the the battlefield and hunt down necromancers.

>>84805339
>>84806956
>>84805279
Please give locations

>>84802043
Named It Kokaine I guess.

>>84799997
sadly someone else claimed it later so I will move it slightly


>>84824758
Hope this helps with your rework. I'll try to write some of my own lore to make things fit together?
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>>84825645
Aroud the center of the continent lies the lake known as the Maw's Spit or Maw's Puke. It has grown around a great maw sticking out of the ground which spits and pukes yet demands to be eternally fed.

It is here that the holy site to the Ogres and Gnolls lays, and while not a true city or state it is the largest agglomeration of sentient life at all times as millions of ogres and Gnolls are there in tents at all times to give offering to the maw.

Both Astromancers and those from the Isle of Wizards belive that the great Maw might be the remnant of an ancient Demonic Breach of Gluttony which would have normally long closed up but the constant sacrfices tempted a Demon Prince of Gluttony to stick his maw trough the breach and thus stabilized it.

In the west another Demonic Breach lays, likely one belonging to a demon of Wrath or possibly greed. It is the oldest confirmed demon breach and has been closing up for years, as it started closing up humans colonized the island and gave birth to the Tieflings, but at the height of it's pre-collapse power the Azan Empire launched a great crussade expelling the tieflings from the island and establishing a holy order to guard the gate. Tieflings now only survive as refugees among the hobbits, on the other hand Siuerland around the breach stands as the last remaining bastion of the old Azan faith before the great prophet's arrival. They blame the faith of the great prophet for the fall of the Empire and see themselves as it's true heir, though their population is dwindling... 2 in 3 born children are born as tieflings and executed leaving the island underpoppulated and dying.
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See this island right there? It is well known by sailors and explorators in this area. People who have travelled there say there's a statue there, in the middle of the island... and that's it. People who travel there seem to forget every single thing they see and do, from the moment they reach the island to the moment they leave it, except the fact there is a statue there. No matter how long they stay there, they won't remember a thing. They don't seem harmed by the island in any way, nor do they have any kind of lasting effects after being there. They just go, come back, and the only thing they seem to remember is that there's a statue there. Wizards don't seem to be able to detect anything weird from the island, but they too are affected by this mysterious phenomenon.

We don't even know what's the statue of. They just say there's a statue... and that's it.
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>>84825829
>>84825645
Between the Gomorrah Breach and Fürlaniya lay the Troll wastes, trolls are viscous creatures mostly found in the far south near unkillable.

Myth says that when the Gomorrah breach appeared the trolls were imported from the far south to act as a meat-shield between the Furlanyans and Succubi.

The plan generally worked though now the trolls themselves are a problem as one has to constantly pay the various chiftains off to keep them from raiding your city and you pay as often as a chieftain changes... At least the economically vital river of Timava managed to be kept safe due to Fort Pharoth a Fürlanyan fort which is a rare joint endevour from the citystates.

Between the Lands of the Hobbits/Gnomes and Ogres exist the lands of the fake humans. It's a shunning ground where unusually small ogres and unusually tall Hobbits/Gnomes were dumped and eventually intermixed to create beings which vaguely look like humans, but are very different they have the apetite and fat build of ogres, but the large feet and lazy attitude of hobbits they are both as stupid as an ogre and as keen to invent and experiment as gnomes. Their uncanny resemblance to humans though seems to make true humans sick and disgusted upon seeing one and sometimes violently erupt puking. All other races seem fine with them though.
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>>84825984
Added
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>>84824758
>>84825645
>removed the Isle of the Cum Taxation Office
AT YOUR OWN RISK
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>>84825829
So to get this right. There is an island which is the mouth of a giant demon who got stuck in a closing dimensional rift with an entire giant lake around it formed out of it's puke and spit.

Around that lake is endless hordes of ogres and gnolls (which reproduce via maggots and do necromancy) in tents without any real infrastructure or sanitation bringing with them piles of half rotten food to throw into the Maw.

That place must smell worse than inside a sewer.
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>>84826228
As if someone was holding Burning Man inside a sewer all the time without a break for 1000 years and only homeless people were invited.
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Add snail people
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>>84822737
Why did you completely change this region and delete a whole nation from the map and added 4 new ones?
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>>84827078
forgot pic related
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>>84826695
Snoloth Country...
North of the Urgun Platue, and East from the With Elv Empire lies a vast expanse of rocky hills between which are stinking moors.
This is the territory of the snoloths, who live in primitive stone houses and cultivate bog crops to eat. The houses form small villages all across Snoloth Counrty
The snoloths are lazy and grouchy at first glance however apprieciate travelers from distant lands.
As they make shit slaves the witch elves leave them alone. However there is a large buffer zone between the two races.
>>
> An anthropological study of the Gnoll Empire - by Nario Aurelli
==FOREWORD==
Many of you might know me as the largest Sleep Poppy Baron of South-east Florinth, but at heart I was always meant to be a man of science and learning. In my youth I was barred from entry into the Collegium of Astromancy nonetheless I perservered spending my free time studying the history of the Khenomeric Empire, Florinth and many languages of east and west. I consider myself a scholar and not a bad one. In my studies I have found many fields which lacked much research one which fascinated me is the study of the Gnoll Empire knowledge about the nation is severely lacking for if you enter it you will be rapidly eaten, only gnolls, some ogres and gnoll laves can survive there.

It is there I forged an ingenious plan! I managed to use my vast poppy fields to produce opium which was then used to get the Khetkon Tribe severely addicted to it after gaining their undisputed loyalty I managed to secure the Chieftain to take me as his fake slave to explore the Empire together. And as such my journey into the Unknown would begin!
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>>84828528
==Chapter 1: Common Lore==
While us modern Florinthians can't imagine a world without the Gnoll Empire our ancestors could not imagine something like it existing at all after-all Gnolls live only 30 years and could not stop killing each other, frankly they barely can now, there is no race on this wretched world to whom necromancy proved itself more useful.

In this one has to remember the two acts which lead to the possible rise of the nation. The rise of the Bog Witch and her subsequent conquest of the Ogre Kingdoms as well as the Magehunts of Pharahkhan Nahmut XXII and the subsequent collapse of the Khenomeric Empire.

Let's go over things chronologically. The Khenomeric Empire was the birthplace of magic and centered itself around 4 schools the School of Green plant magic, School of black necromancy, school of light Astromancy and school of gold divimancy. Divimancy which was tied to the Royal family had gone extinct centuries before the reign of the man Pharahkhan prompting a decline of power of the royal family also known as the divine lineage. For the first time in the millenia long history of the nation the Magoclergy was the supreme power using the Pharahkhans as mere puppets. This changed with the warrior Pharakhan Kleo II Pater, who has proven himself a capable warrior and leader and reestablished the supremacy of royalty, his son the mad Pharahkhan knew himself less capable thus used the grand armies his father left behind to ban all magic and slaughter all mages. As such the practitioners of the 3 schools scattered the school of light giving birth to the astromancers across the corner, the school of green vanished, but it was mere years after their disappearance that the Cursed Forrest of Lost memories was born and only grew since and lastly the necromancers settled in Okhost. The birthplace of magic was left without it's mages and only dwindles since chipped away by ogres from the north and gnolls to the south-west.

cont.
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>>84828637
In more recent history the conquests of the Bog Witch destroyed the ogre Kingdoms, a fact celebrated worldwide as they were a thorn in the side of all their neighbors. While the Witch is more insular few knew what a mass this would cause. The displaced ogres fled where tehy could some ending up among the Gnolls introducing them to their faith, a writing sstem simple enough for gnolls to understand and introducing systems of governance and beasts of burden which could be farmed by beings as to be frank retarded as they were. In other words the ogres delivered to the Gnolls half they needed for their rize. With the gnolls more civilized it took mere years before what remained of the Khenomeric Empire was devoured. Once the worlds grandest empire is now a pile of ruins none can visit. The control of their holy sites prompted the Okhost necromancers to attempt to make deals with the Gnolls which succeeded and necromancy spread among the bestial race allowing the few smart ones among them to live way past their natural lifespan and allow for a semblance of stability. Within mere years the Gnoll Empire unified and prospered and while many fought against them their internal structure is nigh to unknown.
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>>84828702
==CHAPTER 2: ENTERING THE EMPIRE==
I met chieftain Khetto near the usual trade route past the frozen lake where I was sold to him as a pet, we traveled along the edge of the accursed woods their nation looked terrifying. It was not uncommong for young gnolls to murder each other in cold blood and if I were not khetto's property I'd have been eaten a dozen times over still I found my skin infested with Gnollmaggots and as by the teachings of the maw I was supposed to eat each one I pulled out... luckily the divine law allowed for my 'master' to take all that is mine so i ordered him to eat the maggots in exchange for extra opium.

Here I learned that of the Ogre Kingdom's 2 main beasts of burden 2 survived and formed the cornerstone of the nation:

1. The Fleshox - a type of cow which has elved in the great swamps along many predators, known for always eating to the point of never sleeping. In exchange the Fleshox grows excess muscle-sacks which it will throw off for any predator to consume... truly the only beast of burden these creatures could keep around.

2. Tortoplodon - a giant land behemoth with a turtle shell. Ogres of the kingdom were too stupid for architecture and so are gnolls, but one can't just live in ruins and tents. Trtoplodons grow so large that a fully grown adult if killed essentially form a castle. It's ribs are spread out with the tail and long neck creating foundations for the frnt and back wall then you just fill up the holes between the bones with other stuff, ogres tended to use feces mixed with mud. Gnolls are not as sophisticated and just use bones of smaller creatures with holes filled with feathers held together with a mix of blood and urine which hardens into a glue.-like-substance.

At last we had arrived the Khetkon tribe was poor (due to spending all their wealth on opium), as such I demanded we move along quickly and we moved further inland into the "city" of Teherawu.

cont.
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>>84828870
As I had heard it is staffed by an Ogre Pastor, I wished to see how the Gnolls had integrated with another species and if there was a path forward for integration with more civilized races.

There was not.

The Ogre Pastor was covered in bitemarks and frankly more of his body was covered in marks from calcified maggot holes than was pristine. The way Ogres integrated was simply being so big that they ate any young Gnoll willing to face them. While ogres can adapt to nearly function in civilized societies, this clearly was closer to their natural state. Still I was able to learn some things from the pastor:

"Uh, living here good. I get lots to eat, lots to foight. The great maw smiles I am good friend with the Chief, we wrestle lots..."

Anyway he walked off laughing after that and I am not sure what he did after. I think there was a sermon later and we attended. The prayers sounded like for 5 year olds, most gnolls could not memorize them. He beat themto death with a book. That's the only thing the book was ever used for, I don't think he opened it once.
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>>84828948
Further we got to move along to the Chieftain Teherawu, in guise of Khetkon bringing gifts. In reality it was gold and opium I had prepared and the damn Khetkons stole half of it anyway.

The chiftain was impressive and it was the first time I was introduced to the conzept of a Demilitch. Unlike the 10 year old Khetkon tribe Teherawu had been standing for decades. It's chieftain Teharurex was an adept necromances as such upon his death he reawakaned as a sentient undead. In this state Gnolls still fall apart into Gnollmaggots, but apparently there is a trick to it. The maggots only come from exposed meat. So if a gnoll dies of old age (as if that ever happened) he does not turn into maggots unless a cut in his flesh is introduced. As such Demilitches have the first maggots emerging from their meat sewed to the meat that way no more flesh will fall off and all you have is an undead gnoll with some holes with wriggling maggots. Those Demilitches form the backbone of the nation serving the one true Emperor the one who ever-spews maggots yet is fully meat a true holy blessed one.
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>>84829034
==CHAPTER 3: AN UNBEKNOWNST NOTE ON REPRODUCTION==
It has been known for centuries that Gnolls are genderless, thus it was believed gnoll reproduction produces clones of the parent. I have managed to discover that this is in fact untrue! My first great discovery.

As known Gnollmaggots tranform into Gnollhounds which then once they eat their full are torn apart by 1-4 gnolls which crawl out of it, the number of born gnolls depending on the Gnollhounds number of pouches. This process usually happens in a matter of hours on a battlefield due to abundance of meat, but here in their natural habitat where food is more scarce the process took a few weeks which I carefully observed. When the maggots grow some among them stop growing at the size of about a rabbit while other's grow bigger than a wolf the smaller ones (males) then bite into the bigger one (female) and transofmr into pouches. Dissecting the specimens revealed that the small male bites into the female their blood systems merge, it's entire body except a sack containing sperm is absorbed into the female's body as food and then the female can used the male reduced to a sperm sack whenever she wishes to create new gnolls. As such Gnolls have a sexual and an asexual stage of reproduction akin to some types of elves! (except much more grotesque, as usual with Gnolls)
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>>84829230
CHAPTER 4: THE GOVERNANCE STRUCTURE OF THE EMPIRE
The Gnoll Empire is for all intents and purposes a Kratocracy, if you are stronger you get to rule, but paired with the necromancy this resulted in effectively immortal monarch ruling forever. They swear their fealty to the emperor and reign in the lower more temporary tribes trough use of undead armies bolstering their normal forces.

The clergy also reports to the head priests which serve the emperor keeping an information network going no real treson can happen because few gnolls are smart enough to properly hide their plans. The Emperor himself also is a talented necromancer capable of creating wraiths not just plain undead which he uses as assasinsins.

Gnoll chierarchy is also decided on amount of food if a Gnoll gets more food they are stronger so the lower Gnolls rarely can rise up. While their whole religion is about gluttony most gnolls look starved except the semi-undead rulers which look well built (undead can't put on mass I guess) and the obscenely obese clergy. Gnoll Pastors are like their own breed their race not made to get fat curls up and is forced to crawl on all fours as their gut becomes roundish and they grow huge in size resembling more a bear than than a dog.

It seems that the clergy and ruling class are both balancing powers politically whether they know it or not. The clergy having the hearts of simple gnolls swayed can cause revolts as they wish and live mostly only the few short decades a gnoll is meant too keeping a simple pure mind, the secular rulers on the other hand possess small armies of undead and elite troops. It is hard to believe this system emerged naturally and as time passes I am starting to understand that the Gnoll Empire is much more centralized than thought of outside. The vision of a loose coalition of barbarian tribes with a titular Emperor is naught but a lie.
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I curse you OP
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>>84829671
(pic for previous chapter)
==CHAPTER 5: REMNANTS OF THE PAST==
One would truly be surprised how much of the legacy Khenomeric people's is still left. The dry weather and a mostly stone architecture has prevented any natural decay and the gnolls seem frankly too lazy to actually destroy anything instead they use ancient homes as their burrows and old pyramids, temples and castles as castles and temples. Even most of the hieroglyphs remain intact merely drawings scribbled on them with blood and feces often depicting battles or stuff related to the maw religion. The old religious statues have mostly been covered by cloaks only all the mummies have been eaten and most expensive artiffacts put into large hoards which the Demilitch chieftains happily display... often treating jewels one could exchange for a whole city no different than an old wedding ring. They seem to see little value in anything that can't be eaten or used for fighting, explains the story of the grandest diamond ever dug out the Khemetic rouge having been retrieved because a gnoll chieftain had tied it to his club because it was hard and used it in a raid against the Bhakkari. They lost the raid hands down, but came out richer out of it, much richer.

One rather depressing fact is that pre-fall of the Khenomeric Empire the land was both well traveled and coumented thus I have not discovered anything new about that, still I was awestruck being the first in generations to visit places only known from epic poems and encounter them intact. Who knows, I may be the last human to ever lay my eyes on them.
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>>84829813
The fuck do you even want? Thread dies, I leave. I come back suddenly it's not dead, I update everything, thread dies again.

And even before it's chugging along at the pace usually threads 16-17 of these wordbuilding things chug along pretty clear this one won't live long.
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>>84828511
Here you go Anon, you tried your best.
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>>84829851
==CHAPTER 6: THE EMPEROR==
After months of travel we had finally reached the capital and gotten an opportunity to meet the Emperor, my 'master' has expressed great surprise we were granted an audience. This worries me.

Anyway we got to enter the capital which is creatively named by the Gnolls 'the big city' which is simple Khoraqualumum in their tongue 'um' is their word for big... so they say it twice because it's very big. You also just say a word twice if it's plural they are not a smart sort.

Anyway when entering the capital what first peaked my interest was how large the population was. Where other Gnoll cities were mere shadows of their past selves... the capital was much grander than it was at the height of the Pharaohkhans and even new construction work was going on albeit only done by foreign slaves and mind controlled undead also odd canals have been dug from the capital palace. I would learn their purpose next day.

From a ziggurat of bone built atop the cold imperial palace a gnoll stepped forward, clad in gold and half eaten by maggots his magical power was suppressing and then from his open wounds maggots poured forward flloding the canals and spilling on the streets the gnolls like pigs started consuming them and so did the Gnollhounds new ones being repidly born, the maggots were so plenty I could no longer avoid injuries from them in my flesh, but soon came time for our audience with the Emperor.

First i met the 4 high priests of the maw it was ogres from all 4 kinds albeit the 'Horned Ogre" was actually a prelurian horned ape, shaved and dyed red.

Meeting the emperor himself i noticed one thing in particular, he was not a demilitch... he was a true Litch, and one unusually powerful at that and suddenly it clicked with me what the flood of maggots was. It was the mythical art of divimancy. It is said that during droughts the Pharaohkhans would cut open their wrists and so much blood would flow the river would flow as should once more
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>>84830236
We were made to kneel I felt the gnollmaggots eating their way into my knees. It is then when the emperor spoke all, but the human were to cover their ears it is then when he spoke in slightly broken Florentian, he not only knew about my journey documenting his nation, but had approved of it. He said it was time for his nation to not merely be feared, but to also be respected so he welcomed the first 'tourist'. After that I was told more things, but ordered not to repeat them and as such I won't dare to do so.

All I will add is that I am most astounded that a Gnoll had managed to revive the lost art of divimancy one lost by the blessed lineage itself. His intellect was more than on paar with a human, at least far supperior to mine i could not even get accepted into mage school while he was a grand mage.

With this I would have considered my journey done, but by the Emperor's order I was sent to document the Holy City of the Maw, while the Emperor did not seem like the pious sort he seemed to highly value the Maw.

It is said that on his pilgrimage to the maw he had filled it with so many maggots it was puking more than it was consuming, a great blessing and symbol of plenty and a good sacrifice.
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>>84829990
don't listen to him, you're doing a good job

>>84824758
what happened to this guy tho
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East of the Sleep Poppy fields, bordering the Forest of Getting Lost, lies the Mysterious Kingdom. Every citizen on the land is a mysterious cloaked figure, and what each figure's cloak is hiding is different from person to person.

To an outsider, the monarch (It could be a King or Queen, no one has every seen their face) appears to be insane, but in truth, it is all to accomplish their own mysterious objective.
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>>84830315
==CHAPTER 7: THE HOLY CITY==
After months of further journying we have reached the holy city. Sadly my vigor is not anywhere close to that of an Ogre, most of my woulds have become infected and my legs do not work anymore luckily with the blessing of the Emperor certain things were easier... we had received some undead servants and at least enough medicine to keep me alive. I did not expect this to be an easy journey, but now when my body is failing me and yet my mind is still on writing my notes. I think I can call myself a researches without feeling like a fraud finally.

The road to the Holy site is surprisingly good up to the standards of a human nation, the holy site itself though. If I were to walk myself i'd be anckledeep in feces there is no real infrastructure just Ogre and Gnoll pilgrims from all over the world coming here . Tents in the mud and corpses rotting ohalfburried ready to be picked up and thrown into the maw. You can year it burp, salivate and puke. The smell is unbearable. The acidic mist alone was enough to leave steaks of melted flesh on my face. Some Ogre shaman has rubbed the acid on my wounds it sung as hell, but it started to heal. Guess there is something divine to that thing. Us Florinthians have many gods thus I did not feel shy giving my prayer to the creature and giving it sacrifice. If one were to describe this place imagine the deepest depths of a Florinthian sewer now imagine you take all sick people and homelss people and keep throwing them in there now imagine you kept doign that for 100 years and it was the size of a small nation. I have chosen to burn my nostrils and fill them up with cotton or I would have suffocated it is a tragedy that I shall never smell Sleep Poppies, but I do not regret my decision.

After my job was done the undead which served me before carried me to a Bhakkari village and dumped me there with some gold jewelry and gems. That's how I made my way back home.
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>>84830571
==CHAPTER 8: CONCLUSIONS
In conclusion I recommend the Florinthian Cistystate keeps good relations with the Gnolls and if need be pays them off or even accepts vassalage by them. Even a won war against them would utterly devastate the nation beyond any hope of repair.

The fear i have experienced on my journey and disgust is not not close to worth the title of distinguished scholar I hold now and albeit I attend dignified parties hiding my scars with make up and making myself move using opium pain killers by flesh is riddled with holes. I still feel the wringing. I hear the howling of the gnolls and can viscerally feel as if it was happening now that this maws are closing in on my flesh and do not think death would free you from suffering. I have seen them more than once bring people back to life just to rip them apart while they feel it.

Do not let my calm recollection of the story deceive you to the horror of the things i have experienced.
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>>84828528
>>84828637
>>84828702
>>84828870
>>84828948
>>84829034
>>84829230
>>84829671
>>84829851
>>84830236
>>84830315
>>84830571
>>84830650
Whole thing complied in order, feel free to rewrite or change anything as the setting expands. Or even add stuff to the journey midway.

>>84830523
added, I will be able to edit the map in about 17-18 hours again, but I will be lurking the thread
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>>84830702
where's the grass lake and the hill dwarves?
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Lore for the Blind Bastard's Domain
>Renne was the bastard daughter of the Azan emperor
>She lived peacefully in her rural village working in a brewery with her mother, when one day the emperor sent assassins to kill her family
>Renne escaped, though massively disfigured and losing an eye and was exiled for twelve years
>One day she made it to the Blue Horde and tried all she can but to little avail. She married a hoarder but was again exiled due to the horde's diplomacy with the Azans
>Her husband led her to the peninsula where she holds her domain today. Here she prepares for a crusade against the Azans and raises levies to protect this formally loose coalition of trade cities against Gnoll raids
>As such she maintains a state of warfare with the Gnolls and Azans.
>The capital is a trade city called Moridan, the official languages are orcish, common, and thieves' cant
>The domain is largely contriversal as Renne's relaxed laws on protecting pirates makes these ports safe havens for pirates. On one hand this guarantees some level of protection and generates money as many crews end up as privateers, but this also makes the domain a particularly debouched place and leads to pirate raids against its neighbors
Can anyone think of a conceptual reason for a nation to ally itself with the blind bastard? I imagine anyone in conflict with the Azans could easily use her to delegitimize the Azan throne.
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>>84830702
North of Florinth lies the Golden Sea of Wheat. A huge stretch of land populated by hard-working field workers who wear masks made of braided wheat stalks and in whose life everything revolves around the golden wheat that can be processed into the most delicious baked goods. They till their fields with gigantic plows pulled by monstrous agricultural behemoths. They look like a cross between an ox, a rhino and a wild boar. Adult specimens live up to 300 years and can reach the size of a small sperm whale. How the Wheatmen manage to control these monstrous creatures is a mystery to outsiders. Seven particularly large specimens of these behemoths are also used to turn the 350-ton millstone in the gigantic wheat mill at the center of this land. On the occasion of the astrological equinoxes, the wheat men, speaking in an incomprehensible and raspy language, celebrate grotesque ceremonies that involve, among other things, the erection of colossal wheat statues of human proportions, which they light to pay homage to the seed gods and bestow good harvests in the coming year.
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One of those islands is a giant floatella of garbage. Scavengers can find trash from all over the continent as well as mysterious other worldly artifacts such as this "Ca_ B_ttery."
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Boop
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>>84831257
The Azan Empire is literally on the other ass end of the world. We're talking how Far away India and Itally are from each other
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>>84831664
>>84831745
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This is the Island of the Volcano God. it is an island of harsh winters full of blizzards and fog that last the entire year. Barely anything can grow there, and people live mostly on fishing and hunting the few animals that can survive there. But even then, it's not enough for the few tribes of savages to survive. Most of the island's inhabitants have either died or fled, but the remaining savages live only for one thing and one thing only: the adoration of the Volcano God.

At the center of the island there is a massive, semiactive volcano. It has a slow flow of magma all year long, with many vents spewing smoke and ash. The heat of the magma makes the surrounding area momentarily liveable, and the tribes will fight to the death to occupy the closest areas to the magma rivers, to avoid the murderous cold. However, once every year, all tribes, no matter their feuds and fights during the rest of the year, they will reunite at the coast and sail to hunt the most dangerous game. They will pirate upon trading and fishing ships to capture as many prisioners as possible, and once their priests deem they have enough, they will go back to the island, make the prisioners march to the top of the main vent and make them jump. They believe that guarantees the volcano enough life to survive the entire year, but they have to be careful. If the sacrifices aren't worthy, the Volcano God will be wrathful and ignite, filling most of the island with lava and ash, destroying many of the hunting areas and driving away most of the fish.
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Island located off the southwest is a Island ruled by men who can get pregnant, and full of magicians and warlocks that cast spells on any man that walks on this island to get pregnant by the offspring of the elites.
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Fortress of the Night Rangers -
>Deep within the fortress Gor'GoLeth, the Witch Elf God of Corruption and Domination is Imprisoned within a demiplane accesible only through the Orb of Ping Mi, an astromancer legend.
>The Night Rangers protect the vase at all costs.
> The precense of the vase causes the landscape surrounding it to become gloomy and grey.
> The wildlife Mutates and becomes larger, hungrier and more venemous.
> As a result the Astromancer gave the orb to the night rangers to watch over.
> The fort is located deep within the forest of getting lost.
> The rangers protect the forest especially from any incursions from the gnoll empire.
> The rangers are trained from birth to be sttealthy and deadly.
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>>84835339
This did not stick to the wall
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>>84817629
>>84835339
someone add the bladegrass lake
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>>84824758
Are you gone?
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>>84830236
jesus at least hide that shit with a spoiler
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>>84836815
> Is on 4chan
> Can't stomach looking at mildly disturbing Photoshop
Back to sneeddit. NOW
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This is Squid Island. Or rather, it was, until an earthquake created a landline to the rest of the continent, turning it into Squid Peninsula. On the region live a fauna of voracious swarms of ants and termites that fought constant wars for the control of the scarce natural resources of the island. The opening of the landline threatened to cause a massive natural disaster to the rest of the continent, so many wizards and sages have established a wall of fire to block the insects from crossing. And while it seemed to be working at first, both the ants and the termites are growing more and more bold, digging deeper and deeper holes now that they know there's land beyond the sea...
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>>84835489
I hope it does.
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>>84837901
>>84836022
>>84835401
>>84835269
Added
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Here are the Orange Marquisates. This area is well known in the world thanks to its benign climate and fertile lands, which allows for the production of high quality citrics, highly appreciated across the world. The land is controlled by dozens of dozens of small marquisates, with all of the noble houses descending from the same lineage, started by the same noble hundreds of years ago: Gunther the Conqueror. However, after a series of internal wars due to inheritance rights, most of the noble houses decided to stop intermarrying to keep their lands, causing very week bloodlines, and in many cases clear diseases. This has benefited both the big merchant cities and those noble houses who have avoided this custom, and now they are waging a shadow war against each other, utilizing the easily manipulable inbred houses to try and conquer the land for themselves.
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>>84838509
There are four main factions in the Orange Marquisates. The strongest faction contains those noble houses who stayed strong and stable despite the weakening that most marquisates fell into. They consider themselves as the true inheritors of Gunther the Conqueror, and want to see the land reestablished into its former glory, rather than the mess it's slowly becoming due to weak and corrupt leadership. They are a traditional lot, and by far the most powerful militar force in the land. However, due to their more archaic view of the economy, they haven't been able to catch up to the economic innovations that have been happening in the cities. As such, while they are very strong, they don't have the resources to fully utilise their armies, even if they are composed of mostly loyal knights, arquebuseers (one of the rare instances they immediately saw the utility of modernity) and court wizards.

The second biggest faction are the merchant cities. They were once the lands of very weak noble houses, which became so weak that the cities under their authority began conspiring against them. Slowly but surely, they ended up becoming the power behind those houses, and started a political evolution, taking the power away to give it to the merchant houses and artisan guilds. Their patronage of technological advance paid off the very first time they went to war against the noble houses, when they unveiled the newly designed arquebuses and gunpowder artillery (very volatile, but enough to give knights and court wizards pause). While their economy is booming due to sea trade with the rest of the world, the political infighting between the different factions stop them from coordinating unless given a clear cause. Their armies are mostly composed of mercenaries from around the world, armed with the best they can get their hands on. Most of the time they are used as police force, to stop both pirates and bandits.

Part 1.
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>>84838730
nice! love the attention to detail on this
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>>84838730
>>84838509
Part 2.

However, since they have to avoid a direct war between them, due to the risks of peasant uprising against either one, their conflict has devolved into a cold war, mostly fought between the many sick noble houses, easily manipulable by both the healthy houses' charisma and noble past and the merchant cities' deep pockets. Their custom to divide the land between their many heirs has barely kept the land stable, mostly because many of them simply don't survive until adulthood due to the plethora of diseases acquired. The many threats of peasant and farmer revolts keep their influence over the land just enough to stay in power, often needing military aid from the other factions to keep their holdings. However, neither the healty noble houses nor the merchant cities ever try to start a peasant revolt, not wanting to repeat the events of the southern marquisates.

During a particularly bad drought, the lands of the south suffered many peasant and farmer revolts, which were suppressed by an unusual amount of force. However, the farmers actually managed to organize their effords to free themselves from the sick noble houses that ruled over them. The answer came when an emissary of the Faarowt druids promised help in exchange of dedicating the lands to the farming of many of the plants and crops the druids needed for their rituals, and even introducing ideas of naturalism, telling them that a return to a natural state would free them from their eartly needs. While the farmers were very distrusting of this, they were desperate enough that they accepted the deal. With the help of the druids, the farmers managed to take down the sick noble houses, and even expand their influence to other marquisates, until a coalition of forces managed to slow them down, fearful of massive peasant uprising. Now the lands aligned to the Faarowt druids dedicate their effords into commuting with nature through a mix between farming and commuting with nature.
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>>84838509
>>84838730
>>84838934
While both the noble houses and the merchant cities would want nothing but to reclaim the Faarowt lands for their own, the influence of the druids and the fear of a peasant revolt galvanising their own peasant populations keeps them at bay. Plus, after the initial revolt, the Faarowt marquisates (which don't have a marquis house anymore, but they kept the title for tradition's sake) pretty much kept to themselves, that way they can dedicate their effords into finding a way to enlightenment, similar to the druids they now worship as their saviours and liberators. The druids themselves don't really see what they did as a bid deal, since they just wanted the lands to grow the many herbs and plants needed for their rituals, plus they are very isolationists themselves.
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>>84834529
It's one continent dude. If this was a Pangea ass single continent world this entire place will be one massive desert.
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>>84838730
Added

I feel like we moved from the 'main' part of the map being the west to it being this central area around Florinth all new nation go there.
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North of the Drow City states lies the city-state of Arangea. It is known as the center of alchemists and pyromancers in the West, which even the Citadel of Terpsythea envies, as many Wizards to the east prefer it as their magical center of learning.

Atop Arangea's tallest point lies the Palace of the Magisters, connected to the rest of the city by a gargantuan bridge, with crevices being carved out halfway through its foundations in the shape of houses, serving as homes for the poor.
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>>84838509
>>84838730
>>84838830
Here we have a more in depth look at the Orange Marquisates. Here is an abridged version of its history. Feel free to fill the holes.

Age 1. The forging.

It's history began nearly 2000 years ago, when the lord of the land that would become the Marquisate of the Silver Lion reached adulthood, and inherited the lands his father had earned after years of fighting with the neighbour nobles. Gunther the IIIrd, commonly known as Gunther the Fat, was the bastard child of the previous lord, and had to fight with his legitimate brothers from childhood to earn his place in the land. After defeating his older brother in single combat (accusing his brother to have poisoned his father to inherit the throne), Gunther launched a campaign of expansion to the neighbouring lands. He not only used his armies to conquer the land, he search for poets, minstrels and clerics to make his vision public: The lands at the west of the Great Peaks should be unified under one singular king, to bring the light of order and nobility to all men who deserve it, and to civilise the barbarian tribes that occupied the land. After 50 years of campaigning, he was halfway to conquering the lands, but the southern regions weren't occupied by barbarians and bandits, but by burgeoning cities filled with fishers, artisans and wisemen. Their constant infighting was an affront to Gunther's idea of order, and despite all of his offers of annexation, he was rejected. Thus war started, which was handily won by Gunther's forces. However, the local resistance was a constant drain on his forces, thus he decreed the burning of the old cities, in what became known as the "Fires of Dawn", destroying centuries of history, killing thousands and breaking the spirit of resistance of the population. After the fall of the last fortress, Gunther became King of the Orange Kingdom, being renamed Gunther "the Conqueror".

Part 1.
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South of the Fûrlaniya city states and the Azan Empire is the Kingdom of Azhar Nar, famous for its warm coastline, idillyc waters, erotic dancers and brothels. To the north of the peninsula lies a desert known as the Maula, where many battles have been fought between Azhar Nar and their northern neighbors.
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>>84839523
Near a century old, Gunther could look upon the conquered lands and smile, but by then he was sick and tired of all the fighting. He left the task of organising the conquered lands to his heirs (which he had sired many, both legitimate and ilegitimate). After creating the administrative divisions of the kingdom, and putting each and every single one of his sons, he died. His body was buried in his birthland, where a great statue of Gunther wrestling a great lion was created (following the legend that Gunther had bested an albino lion barehanded).

Age 2. The fracturing.
After Gunther's death, the land stayed stable for around two centuries. And while the administrative structure of the kingdom was in theory strong, in reality every single noble was hoarding power for themselves. The marquisate system was ruled by the king of the land, but year by year he lost power and influence at the hands of his suppose loyal servants. Eventually, an uprising from the nobility ended up with the death of Gunther the VIIth, but the coallition easily fell upon itself to try and establish who would be the next king. That war would last for a century, and would shatter the structure of the kingdom, leaving the independent marquises as the true rulers of the now burnt and exhausted land.

Age 3. The Isolation
After a hundred years of infighting, the sheer human and economic exhaustion of the land was threatening to cause a civil uprising from the rebuilt cities and the peasant farmers, so the marquises reunited in the city of Leneas to established the Isolation Edict, forbidding each noble to interfere for ten generations with the politics of their neighbour in any way. While this pact seemed tenuous, the reality was the forces of the nobles were spent and the peasant uprising threatened the equilibrium of the land, so it was in everyone's best interest to focus on their own matters anyway.

Part 2.
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Two twin fortress cities lie at the edges of the Sodomia breach, Aquilea and Caprea. Traditionally home of the fiercest demon hunters and elf haters in the continent, the "Iustus Valpana", they were the greatest thorn in the Witch Elves' side, often conducting raids in their lads and decorating their forts with their impaled heads on spikes.

One night, however, the earth below the cities started to crumble, and thousands of hellspawned creatures rose to the skies, leaving large parts of Caprea in ruins. A bridge connecting the two cities was constructed, but after a long siege by the Witch Elves it was destroyed, and the city of Caprea is now only home to demons.

Aquilea, which resides to the side of the breach that's closer to the Republic of the Abbandoned Automata, is now a shadow of its former self. Rumours say that the Iustus Valpana have made their home somewhere else in the continent, vowing to kill every single necromancer and summoner alive, although that location is unknown.
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Vukasin is the biggest fortress in the Okhost Islands, situated in the northern edge of the easternmost island. Stories of people from all over the Continent talk of desperate men and gnolls that bring their deceased kin to Vukasin, in order to reach a deal with the insidious Skeleton priests. None have ever returned to confirm those stories.
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>>84839523
>>84839738

However, that also came with the clause that there could be no political marriage between the different noble houses, so the already rather inbred houses became more and more isolationists, making the marriage pool smaller and smaller. Some of the more wise nobles took action to the clear blood degradation, marrying with nobles from far away lands, and even marrying with peasantry disguising them as far away nobles.

After 250 years, those houses that had taken measures against blood degradation could look upon the other marquisates and see the land in a state of disarray caused by the lack of strong leadership. Many of the marquisates started absorbing the weaker neighbours, and a new war of conquest of the land seemed to be brewing.

Age 4. The Night of the Rose.
The lands of the south had been at war with the descendants of Gunther in one way or another for centuries by now. After the "Fires of Dawn", the war had taken a cultural aspect, with each parent teaching their children to never forget the butchery, barbarity and slavery that the men of the north brought. Slowly but surely, the blood degradation of the marquis houses allowed the cities to regain their old importance, helped by the fact taxing the cities was a very easy way to get money, something very needed by the badly administered treasury. Out of all of the cities, the city of Citras, capital of the Marquisate of the Brown Hawk was particularly prosperous, due to the access control of the trade of all the Southern Inner Sea.

Part 3
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Between the Copper, Gold, Silver Kingdoms and the Platinum Strait Princedom lies the Corteau Canyon. Huge pillars of calcified corals dot the landscape, a reminder of when the island used to be submerged at the bottom of the northern ocean. Human sized scarabs and centipedes roam the desert canyon, acting as scavengers and providing each other with the food and moisture that's needed to survive.
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>>84839523
>>84839738
>>84840016
The marquis of the Brown Hawk, Gunther Kantor the 17th (also known as Gunther Kantor "the Manpig", a title created by Gunther Kantor himself), after spending the entire treasure in a week long party to celebrate the birth of a two headed horse in the royal stables (something that was taken as bad luck by the rest of the court, but it was ignored by Gunther Kantor), he ordered the city of Citras' population to pay for all the debt caused, under penalty of death. When the city refused to pay, Gunther Kantor ordered his army to kidnap every young maiden in the city to sell to the slave markets overseas. Once the population heard the news, they rose up in arms and butchered the soldiers in the ciry, in what was know as "The Night of the Rose", which was the emblem used by the population to represent the treasonous orders of the marquisate against the maidens of the city. After the uprising, the soldiery, with little to no loyalty remaining and with no real desire to die at the hands of the masses, threw down their weapons and walked away. Gunther Kantor was captured, his arms and legs cut and his still alive body was fed to the royal pig herd.

The news of the Citras' victory against the nobility quickly spread throughout the land, and many of the biggest merchant cities started plotting as well, sensing the weakness of the marquise houses. Not through violent means, but through manipulation, weaving nets of control through many means upon the marquisates. Soon, near half of the land had ended up under the control of the merchant cities. Sensing impending doom, the healthy noble houses organised a crusade against the rabble that was threatening to uproot the marchisate and throw it into disarray.

Age 5. The War of the Burnt Incense
Having preserved their military strength and cohesion, the healthy noble houses put together a massive army that managed to stop many of the urban uprisings that were popping up throughout the land.

Part 4
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>>84839073
Yeah it's the Euraia-sized continent not including africa and the americas I'd say.

>>84839316
>>84839552
>>84839792
>>84839970
>>84840122
Added
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Near the eastern edge of the Manskin Ogres' habitat lies the city of Mossovy. Surrounded by tall granites cliffs and shrouded by fog, when viewed from the north it gives the appearance of a small town. However, almost 9/10 of the city is underground, giving it the nickname of the "Secret City".

Its home to a cruel people known as the Vzdoruye, they enjoy a reputation as necromancers and torturers. Rumours say that they descend from a group of mages that were exiled from the Zapalovah Republic long ago, when they banned the practices of necromancy and other dark rituals.

They reanimate swamp and manskin ogres to fight for them in battle, as well as other giant creatures from the Cursed Battlefield to the south.
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>>84839523
>>84839738
>>84840016
>>84840212
Sensing doom and death at the hands of the nobles, the cities scrambled for reinforcements wherever they could find them, as fast as they could find them. Legends say it was here when a wandering old traveler gave the cities the instructions for the key to defend themselves: gunpowder. After quick experimentation, the armies of the cities faced the first major clash of the war in the Fox Plains, where the cities had created a massive fortification to profit from their new wonder weapon. To the horror of the nobility, the knight charges were stopped by the noise to rows of what would become known as arquebuseers. While the battle didn't cause that many casualties to either side, the idea of the cities being able to resist in earnest created a massive conundrum for the nobles, and that inaction allowed the cities to expand to the north. The sheer amount of resources that a war against the merchant cities would consume would leave the land as spent as the Great War, and even if they won, they would be swarmed by the peasant revolts. After the victory of the Marquis of the Night Owl in the north and the Marquis of the Valorous Heart in the south, the nobles offered a peace treaty to the cities that allowed the new power structure in the city controle marquisates to stay as it was, as long as they didn't intervene outside of their areas. The merchant cities, beginning to crack under the pressure of war and internal struggles, accepted the deal.

Age 5. The Light Peace and Shadow War
The Treaty of Leneas allowed both parties to save face: the cities could rebuild their economy and reinforce their power over the marquis houses still in "power", while the healthy nobles revised the lessons learned in battle and improved their armies with the addition of gunpowder. This seeming peace allowed an age of prosperity that lasted 500 years. However, that doesn't mean the war was over.

Part 5
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>>84839523
>>84839738
>>84840016
>>84840212

The fight became a dance of intrigue and political manouvering, using the dozens of sick marquisate houses still around to grapple as much power as possible, with neither side managing to break the political equilibrium of the region.

Age 6. The Uprising of the Green Heads
After 800 years after the end of the Burnt Incense, a massive drought came upon the lands of the southern marquisates. At the time, the political attention of the great powers was focused on a succession crisis on the northern sick marquisate houses, nobody really reacted immediately when a peasant uprising took power in the southern marquisates. They had always been unstable and scarcely populated, so regaining control of the area was easy. However, during this time, the unusual level of resistance ended up in many atrocities made by the nobility's forces forced the peasants and farmers to look for any possible help. Neither the healthy nobility nor the merchant cities would help them, so they sent emissaries to every possible foreign land they could, in the hopes for a miracle. The answer came when an emissary of the Faarowt druids responded to their pleas, offering a deal from the Great Druid Council itself. In exchange for magical aid, they would dedicating the lands to the farming of many of the plants and crops the druids needed for their rituals, and take part in their enlightenment rituals. While the farmers were very distrusting of this, they were desperate enough that they accepted the deal. With the help of the druids, the farmers (now called "green heads" due to the new druid rituals' effect on them) managed to take down the sick noble houses, something that took every faction by surprise. The news of the successful uprising quickly spread throughout the region, quickly creating new centers of peasant-druid rebellion. Sensing danger, the healthy nobility and the merchant cities agreed to put an end to this.

Part 6
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>>84840596
The Battle of the Lake of Peace was an event covered in questions, as there were very few chroniclers to explain what happened, but considering the tenuous alliance, the victory of the coallition was just enough to stop the green heads from advancing, but not to uproot them. To this day, the farmers and peasants rule the lands of the south, mostly following the rites and ceremonies introduced by the druids.

And that's it for now. Maybe I'll write something later, I have stuff to do.
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The archipelago to the southeast of the Cocoon and Fortress Islands is known as home to two races.

The Sea Elves are a cousin species to the southern Drow, with a light-blue tint to their skin. A matriarchical society, their females constitute the warrior caste that serve the lightning god of Caijin, who has a slug-like form. Their males are the priests of said god.

They populate the three western islands of the Archipelago, which is known for its pristine, turquoise waters. The Sea Elves have also built countless pagodas and palaces, that combined with the beautiful cherry blossoms of the hills make up for a paradise-like environment.

They say that the most devout of the Caijin priests can harness the lightning powers of their god and turn themselves into slug-like creatures, which is the considered the highest form of life according to the Sea Elves. Apart from their daily activities, Sea Elves also enjoy playing a more archaic version of football (soccer) and singing in choirs.
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>>84840325
Next to the great forest of getting lost lies the Lumberling Grove. Lumberlings are a living but mute tree species that feed on spring water from the Fountain of Youth in the center of their clearing. If a lumberling stops feeding on this special crystal clear spring water and instead drinks ordinary water, it will gradually turn into an ordinary tree. If a person drinks from the spring, he is either given eternal youth or he ages by several decades in a few minutes. What this depends on is not yet known. Lumberlings grow extremely slowly, but can live for thousands of years. After the first millennium, a Lumberling is considered to be an adult and has reached a size of about ten meters. After the second millennium the first leaves begin to sprout and after the third millennium the woodling grows fruit which, if eaten, can significantly prolong human life. Each of these fruits takes a hundred years to mature and falls to the ground when finished, where a new woodling awakens from its seed. If such a fruit is eaten, it extends a human life by one hundred years. However, it is extremely difficult to get hold of one of them. Although the Lumberlings are extremely peaceful and helpful, they will protect their sacred spring and its fruits by any means possible. It is said that the wood of a piece of wood could be used to make instruments that produce superhumanly beautiful melodies.
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>>84840668
>>
Claimed for Glutton Island
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>>84840665
is known as the Adamantine Archipelago, thanks to the color of its surrounding waters*

The biggest island and the small island to the south are home to a population of humans that form the Earldom of Chrysovica. They mostly occupy the coastline and form large, floating fishing communities, which alongside with mountain-growing olives make up for their biggest exports.

Facing a threat of invasion by the Sea Elves a couple decades ago, they managed to avoid capitulation by adopting the worship of the lightning slug god Caijin, although the common people prefer to avoid religion and magic altogether.
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The Kingdom of Lorient lies south of Azhar Mar, near the fabled lost isle. It is a kingdom famed for gallantry, fashion, duels, as well as its shipwrights and sailors. Lorientain traders can be seen as far north as Zapalovah, and as far south as the shattered realms. More than their naval commerce however, the Lorientains are known to be a contentious bunch It is said that where two of them are found, there is bound to be a quarrel over honor, manners or money. This tendency has naturally led to several civil wars within the country, as barons, counts and princes fight each other over the slightest perceived insult to their honor. As a result, civil conflict has become some sort of traditional festival within Lorient, with two armies clashing in mock-battles with limited casualties, before ending in a duel between the contentious parties.

Minimizing this waste of resources and nobility has been a goal of many Lorientain king, to little success. When king Gedor IV attempted to issue a ban of duels, he was quickly challenged to 53 of them, before finding himself at the wrong end of the Arch-Duke of Gurelle's sabre.
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>>84840771
Only if I can keep the Great Fitness Kingdom
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>>84840813
Alright but could you take the one above the volcano for that? Already did some paint work on this isle and don't want it to be get wasted
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>>84830523
The Monarch of the Cloaked Kingdom resides on a fortress near the borders of the Forest of Getting Lost. Its entirely made out of stone and even though it appears as a ruin that's been conquered by vines and moss, cloaked figures can be seen coming in and out of it all the time. It's said that apart from the seat of the monarch, it acts as a rite of passage for one's integration in their mystic society. Two gargnatuan statues of cloaked figures guard it.
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>>84840841
Sure.
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>>84841063
thanks pal!
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Etera is a city north of Arangea and to the west of the Isle of Wizards. It's partially covered in snow, especially during the winter months. It is difficult to say when exactly it was built, but what is known for sure is that it is that it did exist when the Elves and the Wizards first reached the West.

Its citizens and nobles were shut off from the rest of the world, preferring not to interact with the wizards and the elves, casting a spell that prevented the outsiders from reaching their city realm. The Eterans considered themselves to be the descendants of the gods, worshipping two of the biggest moons of the planet, which they considered to be their ancestral home.

However, the Eterans' hubris was their unmaking, as during a mass sacrifice of enslaved wizards and elves, a huge abyss was cast, usurping all of its residents. The city, although devoid of life, is still barred off from the magical spell that was cast eons ago, its neighbors still unable to break it.

The Arangeans and Terpsytheans claim their ancestry back to the ancient residents of Etera, although many considered their claims dubious, to say the least.
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Which is the most kino area of the world?
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>>84841162
The one you create.
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https://www.youtube.com/watch?v=xhRIneQFmHA

>HEY YOU!
-Yes?
>YOU LOOK LIKE A REAL WIMP!
-Well I'm a Harmony Priest
-He stops exciting things from happening!
>SO WHAT'YA DOING?
-Well, my congregation and I are going to pray to the temple of contemplation and peace in the south.
>NO YOU AINT!
>YOU'RE GONNA GO TO THE SWOLE KINGDOMMMMMMMMMMM!
*THE HAND OF THE GOD OF ACTION DESCENDS UPON THEM AND THROWS THEM SCREAMING INTO THE SWOLE KINGDOM*
*ONE OF THEM RANDOMLY EXPLODES ON IMPACT*
*THE REST HAVE TO RUN AWAY FROM GIANT, MAN EATING APES, JURASSIC MONSTERS, FEROCIOUS FELINES AND SWARMS OF CRABS WHILE PLEADING TO THE GODDESS OF HARMONY TO SAVE THEM*
>THERE'S NO SAVING HERE, MISS! IN HERE IT'S SINK OR SWIM! AND I DON'T SEE YOU PADDLING ENOUGH!
*GETS EATEN BY A GIANT FLYING SHARK, WHICH IMMEDIATELY EXPLODES*
>AWWW, TOO BAD!! WHAT ABOUT YOU CLARENCE??
*GETS RAN OVER BY AN ELEPHANT STAMPEDE, WHICH ALSO EXPLODES
>YEAAHHHHHHH!!!
*AFTER A WEEK OF FIGHTING EVER INCREASINGLY AWESME TRIALS, THE LAST SURVIVOR GETS BLESSED BY THE GOD OF ACTION AND BECOMES HOLY SWOLE
>SO WHAT ABOUT YOU??
>ARE YOU A DUDE BAD ENOUGH TO GO TO THE...
>THE SWOLE ISLAND!! BLESSED BY THE GOD OF ACTION!!
*GOD OF ACTION EXPLODES TWICE*
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>>84841144
Between Snoloth Country, the Dominion of the Bog Witch, the Abandoned Automata Republic and the city of Aquilea one can find the Valley of the Fallen Giants.

Once home to a race of mammooth herding lanky giants, the only remnant of their kind lies in the skulls of the dead giants, which are now home to queer trees that shield travellers from thunderstorms. As such, a rich ecosystem has developed in this valley under the shade of those trees.

It is said that the catastrophe that befell these Giants left only a small remnant of them, who were slain at a huge battle to the north under the command of a foreign army. Cursed be the necromancers of Mossovy who disturb them from their eternal sleep, using them as meat shields for their army.
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>>84841468
The dotted line is how far the valley extends into neighboring areas and the light yellow is areas which are not part of the valley but contain remnants of the giants.

>>84841144
Added, added the Republic of Bumi and Nasea (the island) a relatively young city which aroze from a trading post between Arangea and Etera and obtained Nasea trough means of diplomacy during the decline of Athassel forming the union and engaging in increased trade with the Mages.

>>84840813
>>84840841
>>84841063
Added it I presume it's some nation of very sporty people. Changed the name somewhat.

>>84840812
It looks like a dragon mouth.

>>84840810
>>84840665
I hope I interpreted what you meant well I was not sure about the exact geography you had in mind.

>>84840373
Added, thin line is the 'underground extent'.
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>>84841854
It's the SWOLE KINGDOM. Protected by the ACTION GOD. capital letter required
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>>84799997
Network of alliances and known pacts in the realms of Dsrvyth:

On the 27 year of king Frse Aturbravshsupe of Susar the great, scion of the Uharar and inheritor of the Ertus empire, the land is so divided between allies of Susar, Allies of Crii also called Ceri and lands that have no taken side.

As alies of Susar the great can be counted the lands of Brsis of the southern coasts, Fasha by the lake Fashar, Abator and Urvadas on the mountains of the hand, the isles of Acres and Olis on the Troll sea and the 7 tribes on the strait of Atria, all of which recognize the titles so held by the king of Susar the great.

Honor is also given by the nomads in the east, of which there are many peoples and nations, and the herders of the south whose skill with sling and arrow there is like none other on this earth.

Trade across the zebra coast comes from the land of the zebra, carrying with them cinammon, tinctures, powders, hides of greater and lesser beast of the land and seashells of all hues and sizes. Trade from the emerald sea comes from the northern steppes, bringing salt, desert flowers, gems, milk and hides, silk and fruits from the land of the river zeifa. All these lands trade for grains, flour, horses, scribes and architects, metal swords and lances and wood.
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>>84841854
I like it how no-one is putting in anything bordering the Gnoll empire because each needs a reason for why it did not fall to the Gnolls yet.
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>>84841894
Network of alliances and known pacts in the realms of Dsrvyth, part II:

I, Caucylus, sovereign of the kingdom of Ceri and prince of the realms of Arta and Uvmada, can account the nations of Rska and Pita as loyal allies of the highest virtues. For 15 years have we waged war against Susr and Fasr in a bid to break their hold on the eastern side of the emerald sea. The cvar raiders of the north and the vtali realms of vti and adural have recently joined forces, in exchange for trade and promises of help against the vkichene who they hate.

The mountain regions of Buriara, inhabited by ferocious beasts have also pledged aid, but their land is poor and depopulated by prevous conflicts.

The blockade on the emerald sea continues strong, despite the recent raids by barsiar pirates and the lost of the city of Ivrne. Trade from Ogchu and the far away lands of Fiorlania keeps our coffers replenished, and there has not been bad harvests this decade.

Our castles hold strong, wizards from far away kingdoms can attest to their age and might. Neither the Surs dogs nor the hordes across the sea have yet designed a way to breach them, and so our with the blessing of the holies our heartland remains untouched.
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>>84842161
Network of alliances and known pacts in the realms of Dsrvyth, part III:

How to travel in peace across the southern coast, by Utr Barsare. Page 13, on Disirvuitte

Dear traveller, if you have read this far it means my auspicious councel has served you well. You have come to the land of castles, the last remnant of old Ertusia, land of great heroes and delicious food.

By this point you must be aware that Ceri and Susar, the wealthiest principalities of the land don't like each other very much. But do not worry! Not every land is mired in their unending conflict.

First of, if you come from the west you most probably are in a nice hotel in Viti, eating emerald oysters and drinking a nice cup of grape beer. Your question is, how do I get to Susar from here? That's where the neutral lands come in.

First, if you are dressed like a Vitian the cuvare will probably have no beef with you. The nations of Vree and Uraste treat visitors with kindness, and they can travel to the island of Orbota.

Now if there's a 3rd wheel in the war between Ceri and Susar, that is Orbota. A sea fortress like no other, they have maintained neutrality on their island for hundreds of years at this point. From here, you can catch another boat to the first neutral zone, the coast of Cofere. The traders here travel from the coast all the way to the city of Er, currently part of Fasha. You can get to know Uvira, Grsos, Ytite, Ertar and Hicca, if you follow this route you should stop at that last one.

There is no neutral route from Hicca to Zebra, as both Buriara, Davrast and Fasha block the way. But travel from Hicca to Susar through the south road should be easy enough, if you buy the local clothes at the city of Aru.

From the southern road you will arrive to Susar, home of the most beautiful buildings and woman in this land! Now, dear traveller, is up to you to travel east and south, as Susar has extensive ties with both.
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>>84841854
sounds about right
>>
For me, it's the west continent/peninsula
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The island chain to the east of the Gnolls is the dominion of Leng, the city that is situated on the largest of the islands. Its inhabitans are humans who were once fleeing from the rampaging Gnolls and found themselves in these islands that were once home to an ancient civilization who are known as the "Mazekeepers".

Said Ancient Civilization had built huge mazes around the islands, and the now Lengi people converted them to temples, cities, tombs and taverns. In time, the islands became a refuge for freedmen and escaped slaves, and the towns prospered. The maze-cities are guarded by pale rodents that wear ritual masks, known as the "Besshiru", who bar entry from those with unpure intentions.

Salt cod, walrus tusks, sealskins, and whale oil form the greater part of s trade, as the waters in the Leng Bay are frigid and uncontested by other whalers and fishermen.
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>>84842771
I'm talking about this btw
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>>84842429
Network of alliances and known pacts in the realms of Dsrvyth, part IV:

On the central mountains, by Patriarch Ilico the elder. Page 2.

The land of the central mountains shall be divided as follows: In the south, where the giants roam, between the river First and the river Second the land will be called Detia. Here the tribes who speak that language will inhabit, they will offer tribute as established in the law of foreign territories and and administrator will be granted to them.

Below this line the land will be divided in three parts, around the lake inferior. The eastern half, from the lake to the Burial mountains will be given an administrator, as rumors would have it is rich in mineral resources. The western and south parts, likewise limited by lake Second and the western mountains will both be administered by a military council until the local tribes are pacified.

South of this region lies the Zute peninsula and surrounding flatlands; they will be regarded as allies, for the tribes here have offered their land as corridor to disembark on their coasts.

North of the line, the cities of Irsha and Keres will be rebuild and colonists will be send to repopulate the land. Agricultural self-sufficiency should ideally be archieved in 14 years, and the garrisons will be stationed near these cities. Farmland will be gifted to the soldiers involved in the northern campaign as payment.

The eastern herders beyond the mountains will be left alone, as they have alliance with Atamar and our own forces are depleted.

Editor note: the original land divison included areas of modern Ceri, Buriara, Pita, Atria, Bersis, Fashar, Grsos and others. From here the origin of the modern tribes and regions of the central mountains can be attested, as well as the pastoralists that make the territories of Ursuk and Oblida near Susar.
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>>84841854
Added the Glutton Isles. I'm not the best when it comes to creative writing so feel to write up some lore for this place.
I'll post some of the creatures that inhabit these isles in the course of this thread though. The main City is called Ambrosia and is located on the Backery Plateau between the milk and the honey river.
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>>84842868
>Cheese Mountain Range
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The Nemir are the inhabitans of the Corteau Canyon. They are elite warriors who have perfectly adapted to the arid climate of the canyon, and have learned how to magically harness the power of the creatures that inhabit it, such as scorpions and centipedes.

Their Naibs are sorcerers who practice sand magic, and are the leaders of each individual tribe. Each tribe lives in small communities inside huge corals or caves in rock formations around the canyon. Those communities are scattered around the canyon and the tribes usually are fighting with each other, preventing them from uniting and dominating the island.

Due to their fighting prowess and survival skills, they are often employed by the neighboring kingdoms as mercenaries and desert guides.
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>>84842868
>Cake Hills
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>>84841894
>>84842161
>>84842429
>>84842844
And I think this mess of a territory is done. 4 in-universe sources "explaining" the complexity of the land without explaining much, just to give it a little bit of flavor. The drawings are by no means intended to impose, they are just temporary visual aids that would probably look terrible in the actual map the OP is doing.

This land is as mundane as they get, and despite the political mess a center of trade between the southern steppes and whatever seafaring kingdoms may exist in the south-east. The flavour is late middle ages/early rennaissance, and the only thing not mundane in the place is the knowledge in how to make spectacularly big and tough castles.

As for history, culture and customs, there's basically two kinds of inhabitants in this piece of dirt: Semi-nomadic herders, and agricultural countries. The former love to raid the later and have their own cultures and blood feuds, though they are surprisingly good guests. The latter all claim to be the true inheritors of the legacy of the Ertusian empire of old, and hog the more hospitable lands.

The only decent things here are the boats, the castles, the libraries and the lack of starvation. Everything else is as mundane as it gets. Also if you are from the wrong kingdom you may get shanked.
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What is the name of each continent/landmass?
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>>84842868
>Salad Glade
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>>84842868
It's like you knew people would hate the idea of a food themed magic wonderland so you made it so amazing it would literally be impossible to not love.

Good work Anon this land could be the private domain of some benovelent culinary God whose domain greatly overlaps with the Gluttony demon the Gnolls and Ogres worship but more positive.

I'll merge this map into the overall map in a bit as I think it uses an older one as the base.
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>>84842868
Chocolate Swamp
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>>84842868
Bakery Plateau
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>>84842966
Thanks glad you like it! :)
> this land could be the private domain of some benovelent culinary God whose domain greatly overlaps with the Gluttony demon the Gnolls and Ogres worship but more positive.
Sounds great! Make it so
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Wait, why is the north sea so wholesome, and the southern sea so... not?
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>>84843035
I'm not sure if the northern sea is that much better...
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>>84843059
I already claimed those islands to the far east

>>84842771
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>>84843082
The northern sea has food, hobbits, wizards and healthy noble houses. The south sea has bile, necromancy, man-eating ants and gnolls. Also drow, though I'm not sure if these are nice or not.

Not everything on the north is wholesome, but in the south several varieties of steppe warrior-tribes and empires is as good as it gets.
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>>84843118
There's still enough space, you can always add. I'm looking to add some stuff myself.
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>>84827090
that was supposed to be the hill dwarves, the grass lake, Florinth, Cockaigne and Grobianismus.
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The islands to the west of the Ogchuk fiefdoms and the realms of Dsrvyth are known as the Maneater Isles. Ruins on the islands indicate the presence of an ancient civilization, now lost in time.

The towns are mostly populated by undesirables from the Dsrvyth realms, the Azan Empire and Azhar Nar, to name a few. Since the islands are covered in jungles, its residents are mostly grouped up in trading outposts, corsair lairs and pirate coves.

Life on the islands is described as nasty, brutal, and often short. The isles are hot, humid, and swarming with stinging flies, sand fleas, and bloodworms, making them unhealthy for both man and beast. The inland especially is home to basilisks, man eating plants and horrible diseases that eat away the skin of the diseased slowly and agonizingly.

Since anarchy rules over the islands, escaped slaves from other realms find themselves there, with slavers and bounty hunters in tow.
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This island is said to be created by the mischievous God of Communication. All those who enter the island, regardless of language, origin, age and experience, will be fully able to understand each other. While upon discovery of this phenomenon it was thought to be used as a place for diplomatic meetings between distant nations, it was not meant to be. The island power not only affected written and oral language, but also face and body language, making each part unable to lie or to hide information from the other.
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Thought that the Northern Ocean was wholesome? Think again. Those that sailed to the frigid waters of the far north of Zapalovah, the Marquisates etc have returned with horrifying tales.

Such tales include shivering winds that freeze over any ships that sail through them, ice spirits that rise from the waters and drag sailors to the depths of the sea, winged mermaids with sharp fangs and shimmering sky lights that lead ships towards deadly glaciers.

Most horrifying of all, people have spoken of dragons made out of solid ice, so huge that they block the entire sky, with breaths so cold they instantly kill whoever is in their way.

As such, so few travellers make their way to the northern ocean, which has gotten people to dub it as the "Sea of Wraiths"
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>>84843118
The Evil comes from the south

>>84843210
>>84843186
>>84843059
Added

>>84842943
I tried to put all names on the map so if it's Empty feel free name it yourself.

>>84842868
Updated it into the main map

>>84842771
Pic related does not look like a human... makes me want to add skaven though.
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The desert of Weriest used to be uninhabited, the result of a land too arid for any kind of known agriculture. However, one day a meteor came from the sky and landed in the middle of the land. From the mysterious fallen star came out what we now know the "star people", strange green beings dedicated to their cattle, which is able to survive in great herds despite the harsh conditions. To protect their delicate eyes and ample heads from the sun, they make big hats.
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Bordering the "Forest of getting Lost" and the Lumberlings live a people called the Drouchont. These people are almost completely herbivorous and live off the surrounding forest. The Drouchont live in total harmony and respect the boundaries of the Lumberlings.

They perform ritual orgies and sacrificies to honor the vengeful spirits to the north who they worship as gods, more out of fear more than anything.
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>>84843386
Here's an image of the star people taking care of their cattle. They usually keep to themselves, unless you try to steal their animals, then they will attack you with their strange lightning throwers.
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To the west of the Ogchuk fiefdoms, near the southern coast, lies a small cave in which an old goblin lives. His name is Grug. He's very friendly to adventurers coming from the North, looking for treasure in the uncharted lands to the south.
He warns male-only adventuring parties of the Amazonian tribe to the south of the Misty Isle, in which 9ft tall muscular olive skinned women make slaves out of men, for nefarious purposes such as reproduction. Nobody knows whether this tribe actually exists.
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>>84843443
Near the Drouchont and the Lumberlings is a cold and dark forrested land known as Diaoul. It is home to demons, shapeshifters and disembodied wandering souls that sustain themselves from the blood of animals and unweary travellers. Those vile creatures are kept away from the Drouchont thanks to their sacrifices, while the Lumberlings keep them out through force.

So few people have travelled within those lands that the Drouchont believe the end of the world lies within the forest.
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The area to the west of the Handprint Desert is full of green, rolling hills and idyllic valleys and mountain ranges. The Shangri-La people claim it as their home, who have build a large Empire that consists of many smaller confederacies that's governed by a single God-Emperor. Fenqui is the capital of Shangri-La and is one of the largest cities in the entire continent.

Thanks to its huge population and defense technologies, the Shangri-La have defended themselves well against the Witch Elves to the north.
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>>84843631
that came out of nowhere.
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West of the (Not!Shire) hobbitland are the Mastodon Isles, islands that are inhabited by sentient Mastodon-like creatures.

Although generally harmless and tranquil, the Mastodons are excellent barterers and tradesmen who exploit the islands' main natural resource for profit.

What that resource might be, you ask? Well, it's none other than hot springs and bathhouses! The islands are rich in volcanic activity and have become a tourist attraction for
little hobbits and the Gviderstaaten guildsmen.
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>>84843512
>He's very friendly to adventurers coming from the North, looking for treasure in the uncharted lands to the south.
It occurs to me that, looking at the different countries there is a safe-ish sea route from Zapalovah to Zulutaur, only stopping at civilized realms. But from Zulutaur to the uncharted south, or the far east there's nothing but uncharted or horribly dangerous land routes. So for the eastern realms it's the platinum strait or nothing, and if the northern sea is as bitchy as rumours would have it be, the eastern realms are probably much more isolated than the western ones.

The route would be Zapalovah----Hobbitland---GvilderStateen---Azan, then a short trek to the southern coast of the same country, then Azan---Lorient---Dsrvyth---Zulutaur.
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>>84843813
what about that whole archipelago full of pirates and other subhumans
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The entire peninsula next to Kokaine is a sprawling, gigantic city made up of connecting buroughs, named Lunden.
It's populated by a race of greedy ratfolk who hate all their neighbors, though they have a lot of appreaciationg for the Gnolls and squids to the south, a lot of which have immigrated into Lunden in recent years.
The air of Lunden is black and the city is covered in soot and garbage, the runoff of which created the floating garbage patch. The water of Lunden is polluted and disease is fairly common.
The cause of all this pollution is the recent industrailization of Lunden (pic related), caused by the degradation of the traditional Lundonic countryside in which ratfolk used to live in the olde times. The rural rats were forced into the buroughs, and work virtually as slaves for the factory-owning elite. The factories, of course, produce cheese, of varying quality.
Lunden is nominally ruled by the ratking, but in truth it's ruled by a council formed by the greatest oligarchs in the land, collectively known as the Ratstag.
Life is hard for the common ratfolk of Lunden, but they reproduce so quickly that their population has exploded in recent yyears. Now they live in huge rackety towers, piled one on top of the other in small sub-nests.
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Fortress Islands of Talon, Jagar and Don Bachir
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>>84843829
I did say mostly, pirates still sound way better than sea dragons and if there's pirates, it means there's also trade.
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>>84843813
Now I want to see the eastern lands connected like that.
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Gvilderstaaten
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Terpsythea/Hithlone.
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>>84843813
The trip from Lorient to Dsrvyth seems to long imho, you would need to stop somewhere inland in order to get fresh water, and trolls cover most of the coast, that's dangerous.
Also I imagine many an adventurer might come from the witchelven empire.
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>>84843813
>So for the eastern realms it's the platinum strait or nothing
The Platinum Strait is probably very rich, since it's the main route for trade between the Glutton Islands and the Orange Marquisates and Elanxa. It could be the main naval power of the region if it has enough resources for ship construction (and considering how harsh the northen sea is, there better be a civilised naval power).
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new bread?
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>>84843841
>>84843841
Lunden is formally divided into 4 buroughs, from West to East these are:
>Ratsport (known for it's pubs, which serve black grog)
>Cheerby (highest suicide rate in all of Lunden)
>Leancoin (poorest burough)
>Rodentford (a murky swamp with very poor hygiene)
>Broodingham (insanely high taxation due to some arcane ancient law which nobody quite understands)
And also the city of Lunden proper, which is a very small settlement towards the North-East coast which holds the palace, the assembly of the Ratstag, the houses of some of the rat elite and several banking institutions and the great Lunden cheese exchange.
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>>84843362
To the south of the Emerald Islands lies the Alliance of Belsire States, a group of small dukedoms and republics ruled by a council with members from each nation. Their major export is Belsire iron, a special variety desired commonly by mercenaries and warring states for its special use in armor. Despite numerous disagreements, these small nations band together to protect their resource.
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The west seems comfy
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>>84844084
>4
I swear I meant to press 5 on my keyboard.
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>>84844118
Poor Leancoin, everyone forgets it exists.
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>>84774616
Went into this hoping it was a thread where anons literally threw things at the wall and turned it into a map.
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>>84843893
We reached image limit, but I can sort of describe it. Things get dicey rather fast...

First, Open seas are out, the northern sea is dangerous. Parting from Zapalovah we get our first stop in the Glutton islands, which I'm not sure if they even have a port. Next stop is the orange marquistates. One of the marquistates has trade cities, so I guess it's safe enough. Then there's the copper kingdom (not sure if they are civilized), the Platinum Strait (probably has ports), next Elanxa of dubious safety, Kokaine which I hope has two ports, and last the dominion of leng. After that, there are no safe ports until the blind bastard's domain, if you can call pirate bay safe.

All in all, our entire journey is counting on magic lands of food and idleness, imperial powers with little known trade partners, one mythical land with zero info and Leng, who may not even have ports.

Joy...

So in resume, Zapalovah---Glutton Islands---Orange Marquistates---Copper Kingdom---Platinum Strait---Elanxa (grass marquistate)---Elanxa (Lapiz marquistate)---Kokaine...Kokaine (southern coast)---Leng

After leng, a theoretical voyage to the blind bastard domain would require transoceanic ships, and from there you can go to the unexplored south or the Gökmavi Khaganate on foot.
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You here OP?
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Should we have a doc where the lore of each place is dumped?
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>>84844405
At the very least an alphabetic index with a basic description of the place and a separate place with the specific tales and lore, otherwise just knowing which place is which becomes cumbersome.
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Which is your favourite place/location thus far
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>>84843813
What's this a map for ants?
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can we get a new thread
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We need a new thread. Op posts in euro times it's 5am there
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What about the island jungle of pregnant men? Men who are said to get ass raped by creatures and are hotly impregnted?
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I forced myself to wake up an hour early on a work day to do this. I hope it was not wasted effort for you bastards.

New thread is up: >>84847594



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