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Old Thread: >>84774616

Summary: The world is as of now a pure fantasy setting. Things in the north are nice, things in the south are less nice. We're not adding manpreg island no matter how much you ask, feel free to add other stuff and flesh out other things.

Also would be cool if someone made a map of the 'underdark' as lots of people have been interested in an expanded underground area.
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Nice
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Orcesszonia is an island nation of amazonian, female Orc warlords. Much is not known other it being a dense jungle with crude treeforts. The Orc women have discovered magic that can allow them to impregnate men to help resupply their dwindling slave economy. They mostly prefer Orc males, Human and Elf warriors and Dwarves to impregnate.
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>>84847681
Anon it's not happening
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>>84847594
I legit regret not following the thread now.

>Zulutaur Steppes
That's terrifying. Zulus were a good warrior culture, but zebras are vicious bastards. Some believe that Capoeira was based on N'golo, which was inspired by zebra kicks.

>Kokaine
Snowflame is pleased. What lives there and how many nostrils each creature has?

>Fried Chicken Flight Zone
No words.

I suppose the breaches lead to the underworld? Or maybe some sort of hell? Perhaps both?
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>>84847594
The Grand Duchy of Calcabra is the largest producer of foodstuffs of the western region, and thus has a particular need for mercenaries to defend its border from the Drow citystates. Because of this, it has developed a large army and dominates local politics within its sphere of influence
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>>84847764
The breaches lead the Hell, the biggest 3 near the witch Empire lead to succubi, the one in the west lead to wrath demons and greed demons and the Eternal Holy tent City is actually an ancient Rift which did not close because a greater demon of gluttony stuck his mouth trough the dimensional hole and stopped it from closing because mortals kept giving him food.

As for not following, it's a great time to join in the thread has been slow overall and 2/3rds of nations have no more than 1 line of lore.

This is everything we have on the Zulutaurs: >>84796683
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>>84847688
But it did anon
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See this dead pixel right there? That is the famous Skull Rock, a massive rocky formation with the form of a human skull. Sailors believe it used to belong to a giant who died in the sea after he was heartbroken by a callous lover. It has become a tradition for sailors in the north to search for the rare white and red flowers unique to the rock to give to their lovers to ask for their hand in marriage.
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>>84847594
Make his Ireland, home with the dreaded Irish
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The Green Oak Forest covers a massive area of the land, and it provides with most of the wood necessary to build ships for the region. It's well connected with the Platinum Princedom and the Orange Marquisates, who dedicate a lot of money and efford to control the woodcutter towns and cities that surround the forest. The woodcutter cities have also grown used to build ships and wood related crafts, though the competition with the bigger kingdoms and their small size makes them unable to fully develop into an important power.

In the middle of the forest there are the Blue Lakes, which are most of the year completely frozen, and during summer the water from the mountain glaciers will make them swell in size. During those days, fishermen from around the area will gather to try and get a golden trout, notoriously difficult to catch any other day of the year.
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>>84848511
Thats manpreg island bud
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This area of the sea has been well known by treasure hunters for centuries now. It is said that an ancient civilization built a great city, but to try and avoid a great disaster they moved the entire city into the back of a giant turtle. Every 50 years, the turtle surfaces to breath, and will stay on the surface for a couple of weeks. During those days, if the sailors notice in time they will be able to take all manners of treasures, both blonging to the great city and to many old shipwrecks that have ended up stuck into the massive carapace of the turtle. However, it is said there is an even bigger treasure than just gold and silver at the deepest part of the great fortress in the middle of the city. However, going there has been a death sentence for those brave or mad enough to try, since noone has been able to reach the mythical treasure before the turtle dives into the depths again...
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Directly north of the Grandy Duchy of the Calcabra would be the Calcrabian mountains. Home to a diverse federation of Mountain Hobbit clans that seek to protect their home from the Drow city states to the south. Naturally, they are allies with the Grand Duchy to the south.
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Oriant is the capital of the Kingdom of Lorient. The castle is surrounded by three rings of white stone, with rare and beautiful trees planted around it. A big hedge maze is located on the second level, in the middle of which is a small temple and square where the Lorientois often hold masquerades and fancy balls.
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Marquisate Merchant City
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>coming up with random ass lazy lore just to sneakily incorporate your degen fetish into the map

is it mental illness?
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Misty Isle
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>>84847599
>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.
appreciate the effort OP. maybe I was being to harsh on you. You're not a faggot
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>>84843893
>>84844316
Here's the map of the possible eastern trade route, if we assume 3 of these kingdoms have actual ports and the northern seas allow it.

It is not full size, it just shows the trade route.
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The ruins of the ancient city of Qadash lie in the middle of the handprint desert. The Qadashians had built giant pyramids with lush hanging gardens, creating an oasis in the middle of an inhospitable desert, but their civilization collapsed when giants sandworms started to appear out of sudden, causing landsinks and earthquakes, engulfing large part of Qadash under the desert.

The giant sandworms have long dissuaded the Witch Elves, the Changri-La people and the other nearby tribes from venturing into the handprint desert, turning the ruins of Qadash into just another fading memory.

The riches and marvels of Qadash are hailed in songs by the Azhar Nar and the Furlaniya city states, who claim to be the survivors of the few Qadashians who managed to escape the sandworms, migrating to the west.
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>>84847594
One of the lakes in the Dominion of the Bog Witch is populated by lampreys twice the size of anacondas. It's called the Lamprey Loch. For minor offenses, the witch's dissidents are tied to a witch's chair and dunked into the murky pool until they nearly drown. If they are gnawed on by the lampreys so badly that they bleed to death during the process, this is proof of the particular severity of their guilt in the "legal system" of the swamps. Despite their repulsive appearance, steamed and salted lampreys are considered a particular delicacy by swamp ogres, and are preferred even to fresh human flesh. However, catching them is considered a serious crime, as the swamp witch has placed the lake under her protection to avoid overfishing, which is why the fish are only available illegally and for high prices on the swamp black market.
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>>84849640
Here's another possible version, with alternative routes to fill other civilised places that might participate in local trade. Also, unless Ratsport has a canal Panama style ships have to go around the peninsula.

Also, two points: we need to fill the route with more stuff, there are too many areas optimal for city ports and the voyage might bee too long in many areas without stopping and resupplying.
And we need to start talking about land trade routes. Too many landlocked powers not to be.
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>>84849735
>witch's chair also called a ducking stool
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>>84849700
>sandworms
What do giant sandworms feed off of when not attacking humans and other civilised species?
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Azan Empire
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>>84849735
>steamed and salted lampreys
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>>84849777
Even though many scholars think of the sandworms as dumb, mindless creatures, they actually are a somewhat intelligent and social species, who form tribes and clans between each other. The sandworms feed off the mineral-rich underground of the desert and the species that inhabit it, but also cannibalize each other, waging large wars that (literally) shake the sands above them.

Competition among the sandworms is so fierce that very few of them reach adulthood, somewhat keeping the desert confined to its current boundaries
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Kingdom of Silver
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>>84849816
Wouldn't it work better for this kind of creature to be solitaire? There's very little chance to feed a group of 3-4 giant sandworms. I could see the worms forming familiar groups (as in, the mother protecting her spawn, though they are still worms, they probably have hundreds of larvae and only one or two survive).

Also, maybe the fights between sandworms cause such a rucuss in the desert that rare minerals from the underground are thrown into the air and recovered by the locals?
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Nogar was once a much larger and more prosperous realm, with cities with golden temples far to the west. This was until the rise of the Gnoll hordes. When the first western cities fell, their defences proving no resistance to the ferocious beasts priest-king Keantanatan took a difficult decision. All lands to the east of the Kwogan coast were to be evacuated eastwards.

After the arduous journey the Nogari venerated stone-singers began began their greatest project. Once used for building mighty temples to honor the gods, now they set upon building a wall. The Bastion of Eternal Harmony would be risen from the ground, many stone singers even sealed themself inside to fortify the structure with their powerful blood. At the end a mighty wall, with great forts stood, ready to last an eternity. Ready to even repel back the promised gnoll invasion... an invasion that never came.

Now, long after the great exodus and Keantanatan's death, the people of Nogar are if two minds. Some are still in fear that the gnolls will return their attention eastwards, and await the day when the nation's strength will be tested. Others however, are growing impatient. The invasion never came. Why not go forth and reclaim their ancient home? The third faction has a different view. While the time for isolation is over, Old Nogar is a forlorn land, best left in the past. Instead, these think the time is ripe to build ships and establish colonies to the south, along the peacock coast. This, they argue, will both lead to needed expansion, as well as being even farther from the Gnoll menace.
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>>84849844
well, the OP for some reason wanted the desert to be inhospitable, so there are no locals apart from the random desert wanderer.

And yes, worm larvae (also known as "sand trouts") are often prey to rival sandworms.
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Maula Desert
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>>84849735
Another one of the lakes is called the Eel pond since it's ridiculously overpopulated by flesh eating black eels. As punishment for more serious offences, such as lamprey poaching, the criminal is given a rotting horse's head and has to swim across the approximately one mile pond. Formally, this is not a death penalty, as technically the convict has a chance to survive. In practice, however, no one has ever gone further than ten meters. In contrast to the lamprey, the eels may be eaten, but they are not in great demand because they taste extremely swampy if they are not placed in fresh water, which is changed every seven hours, for at least two weeks.
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Kingdom of Gold
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Kingdom of Copper
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>>84849574
We're all mad here...
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City of Caprea, now half sunken into the Sodomea Breach, demons roaming its cobblestone streets and forts
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>>84849735
>>84849869
Another lake in the Bogwitch's Domain is home to the maggot leeches, hence the aptly named Maggot Leech Lake. Unlike their counterparts in Lake Lacromosy, these only grow to about the length of a forearm. This genus is highly sought after by medical practitioners across the continent, as these leeches lend themselves perfectly to the medical practice of bloodletting. Entering this lake without special leather pants made of ogre leather is strongly discouraged, however, as as few as seven of these leeches can drain life-threatening amounts of blood. Once a leech has sucked enough blood, it will fall back into the murky water, fat as a black, slimy balloon. The chewing implements of this species are so powerful that it is impossible to remove a leech once it has latched on without tearing out large amounts of your own flesh. It is therefore advisable to let the leech suckle until it releases itself if it has bitten you. In addition, the leech should not be squeezed during the sucking stage, otherwise there is a risk that it will vomit its poisonous innards into the bloodstream of its victim.
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The Golden Hillsbetween the Changri-La empire and the Furlaniya people have been a matter of dispute between the two people for decades, although the recent Gomorrah Breach has brought the two of them together to guard the hills against the demons.

Now they are a neutral territory but have been bathed in blood from all sides. The Changri-La God-Emperor patiently waits for the demon invasion to be over so he can claim the Golden Hills once again.
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how many fucking sunken empires are in this world
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>>84850092
There seems to have been a lot of earthquakes throughout this world's history, and even currently. The planet seems geologically quite active.
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>>84850092
oh and I forgot, pic rel is the Sun Payus river that flows through the lands of the Faarowt druids. Its waters are used in a hallucinogenic rituals by the druids, as it contains chemicals excreted by the colourful trees at its banks.

Whenever a female druid dies, she is put on a boat that sails down the Sun Payus, which leads into a huge underground grotto, which the Farrowt believe is the beginning and end of all earthly creatures, thus reinforcing the process of reincarnation.
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>>84850133
What do they do with the male bodies?
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>>84850143
bury them near the roots of the chemical-excreting trees. Thus, they believe that the substances of the dead males find themselves in the hallucinogenic river, which itself leads to their lost wives and daughters down the grotto of reincarnation
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>>84850166
Neat.
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The Skeleton Priests of the Okhost Islands are lead by a nefarious lich that rules from the dreaded city of Vukasin. The seals pacts with desperate men, gnolls, elves and ratpeople to bring them back to life, but not without giving something back to the necromancers, of course..
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>>84849777
Remants of the skin of the giant which rubbed off when he touched the ground. Afterall they originally were parasites crawling on his flesh.
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The eastern Sea of the Continents is home to the notorious knife fish. About six times the size of a piranha, these fish come in schools of ten up until three hundred individuals. What makes them so feared are their sharp metal fins, particularly their three-foot-long iron dorsal fin, which is as sharp as a multi-tempered witch elven warblade and slices through a ship's hull like a piece of brown bread. The fish feed almost exclusively on the crews of merchant and warships and which they capsize through strategically placed cuts. They are responsible for thousands of shipwrecks with sometimes extremely valuable goods on the floor of the Northern Sea. The larger the swarm, the greater the hunger and the targeted ship. Knifefish can also jump up to five meters out of the water, for example to slit the throat of a fisherman on a small fishing boat out of the blue. The only known way to defend yourself against a school of knifefish is to vibrate large metal plates similar to castanets or a gong, as this also vibrates the partially metal bodies of the fish and causes them discomfort. However, if you are unlucky and encounter a starved swarm, even that cannot save you.
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>>84850237
meant to write nothern not eastern sea in the first sentence sorry about that. The knifefish prefer colder bodies of water
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See the island next to the Squid peninsula? Its inhabited by short but muscled ape-like creatures with sturdy bones, heavy jaws, big foreheads, long arms, flat noses that suggest snouts and coarse black hair that nets them the nickname of "Hog Men".

Although scholars describe those creatures as dumb and closer to apes than men, some of those that were taken as slaves in the Blind Bastard's Domain have been taught the mongrel Azanese tongue of the merchants, but are mostly used as slave fighters.

They worship a dragon god they call "Wahakatadalar", carving huge statues of his likeness.
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Specimens of the Northern Groper also known as the Scourge of the Seven Seas have been sighted in the area between the Wizarding Isles and the Copper Kingdom. Rumor has it that sorcerers are responsible for its rapid reproduction rates over the past few decades. The strait between the Fungest and the Swamp of Sadness is suggested by experts in the field of marine biology as their mating ground.
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>>84850570
How could this explosion of the groper population be benefitial to the local economy? Are they edible? Could we use its oils for manufacture?
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>>84844405
>>84844434
seconding this
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>>84850430
On the eastern fringes of the island lies the ruins of Gargasso, a colony once built by the Gnolls. The Gnolls were hoping to harvest the beautiful redwood trees to use in their own cities, but quickly abandonned hope when the colony was attacked and decimated by a group of Hog Men.

The surviving Gnolls ran with their tails behind their legs, obsessively muttering that savage "cannibal apes" attacked them deep in the rainforest.
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>>84850570
which are the seven seas?
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>>84850570
>Are they edible?
yes but they taste like shoe sole
>Could we use its oils for manufacture?
Yes. Good look catching one though
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>>84850672
We also really need a physical map of the world without the nations. It would help to locate and connect everything together.
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>>84850672
I'll make a wiki tomorrow.
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>>84850694
there was also a guy halfway through the last thread that was creating a less visually clustered map but didn't appear after that

maybe we can create a more clean political map after this one gets filled
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>>84850675
> Gnolls calling anyone savage
> Gnolls caring about beauty
> Thinking they are gone because you killed them
Have fun with a feral population of Gnolls emerging as the gnollmaggots find anything to eat.
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>>84850694
True. I did put in the OP that we complelt neglected geology
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>>84850570
so I assume that the sea of wraiths is in fact the very north of the map and isn't in close proximity to any of the island nations there
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>>84849735
>>84849869
>>84850039
The biggest lake in the Dominion of the swamp witch is called Lake Muckwater it's inhabited by a hostile species of GrĂĽtzlings which could be described as fish, water nixie and human eating watergoblins that hunt with harpoon like bicornes. They fear and worship the giant Schlickschluck a monstrous snake-fish to whom they regularly bring offerings so that he does not eat them. His fondness for human children has given this body of water an extremely sinister reputation.
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>>84850830
>giant Schlickschluck
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Ok, I'm going to try make some reference maps to make building the geography easier. Are we still assuming the world is flat?
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>>84850685
they are not made yet feel free to start it though
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>>84850852
I'd like to think that we are only aware of the current world because of several barriers that prevent its residents from exploring it outwards

>sea of bile to the southeast
>deadly jungle to the south (working on it) that prevent land travel that way
>sea of wraiths to the north
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>>84850862
Perhaps, but we need to know whether it's flat or round to make a decent map.
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>>84850913
>>84850862
>>84850852
Could it be considered as round but treated as flat in the map?
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>>84850924
The early posts in the original thread talked about how the world was flat, so I'm just going along with that assumption.
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The Principality of Seagard is located between Kokaina and the Merfolk Empire ruins. The houses are built of whitewashed stone, with steeply-pitched roofs of dark grey slate.

The men that rule these lands view the now extinct Merfolk as gods, and trident shaped shrines are scattered around their capital city, Bleak Harbor.

The Seagardians are known as excellent silver and blacksmiths that compete with the Three Kingdoms to the far north. They trade with the Ludenians and Lengi for oils, walrus tusks and furs.
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>>84850935
I don't see how it makes a difference.
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>>84850039
>Lachrymose Leeches
>>84814488
>Maggot Leeches
The third Leech species residential to the Witchbogs are the Leap Leeches. They are a predatory and nomadic type of Leech that can grow to the size of a dog. They leap from mud hole to mud holy in search for prey and thanks to their wing-like flaps of skin, they can fly up to ten meters with each jump. In contrast to the maggot leeches, they suck on their victim until it is completely drained of blood. Their favorite places to set their deadly bite is on the neck which has earned them the nickname vampire leeches in the vernacular. Rumor has it that a wanderer's pale bloodless body, drained by a Leap Leech, wakes up at night and wanders restlessly through the swamps as if he had forgotten that he is already dead.
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Ok, so I've made a couple of maps to organise the geographic details. This is still assuming the world is flat.

>>84850852 World divided into four quadrants
>>84850913 World divided into nine parallels
>>84850942 World divided into nine meridians

Feel free to name the parallels and meridians.

The maps of the world were made by a crazed wizard turned cartograph that dedicated his whole life to creating the most precise map imaginable, and to discover whether the world was round or flat.
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>>84850988
I don't understand, what are the rectangles for?
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>>84847594
The Colonial Holdings of Yargith are a colony of highly advanced lovecraftian aliens akin to the Yaddithians from the works of lovecraft who recently arrived on a massive magi-tech interstellar colony ship and with the use of their technological advantage they have taken over that section of land and rumours abound across neighboring lands that this is just the beginning and that a large fleet of colonial ships is headed for this planet
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>>84850956
This is how the world map would be if it was round.

>>84851004
To make locating elements in the map easier. If X town is in the area where the parallel A and the meridian B cross, it's easier to find them.
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>>84850988
We should use the rectangles to assign levels ranges to each area and measure how dangerous each area is
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>>84851070
We ought to fill the remaining blank spots then. It's still quite empty in some areas.
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>>84851040
let's maybe not get into Sci-Fi territory
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The environs of the Witches' Swamp are inhabited by will-o'-wisps, which cast a spell over careless wanderers and lure them into the deadly bogs. Why they do this and where they come from is unknown.
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>>84851093
seconded let's keep this somewhat consistent by sticking to a fantasy setting
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>>84851040
>>84851112
>>84851093

I don't mind sci-fi elements, but they shouldn't disrupt the power levels of the world. If they are as powerful and as threatening as you describe them, they are going to overshadow everything else. They should be more subdued than that.
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Geology don't real.
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>>84851093
This.
Cohesive setting. Cap technology at an equivalent of the 18th century at the most.
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I claim this area for the Tarot Reich. Gonna do some writing on it and don't want it to get lost because someone else claims ownership during the writing process
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>>84851183
It was already claimed by >>84848731
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To the far south of the continent lies one of the greatest enigmas of the whole known world.

The city of War-Wel, dubbed so by the few Zulutaur who travelled that far south, is built entirely of oily black stone, in chunks so large it would be impossible for a human to move them. War-Wel has remained in desolation for thousands of years, yet the jungle surrounding it has scarce touched it.

Many civilizations have attempted to resettle and rebuild the city. First were the Gnolls. Then, it was the queer paleskinned inhabitants of the Misty Isle.

Last ones to attempt were colonizers from Moridan in the Blind Bastard's Domain. They brought thousands of men, women and children, alongside slave Hog Men in hopes of claiming the southern portion of the continent for themselves. After reports of attacks from ghoul-like creatures and the Hog Men escaping to the jungle, a party was sent to retrieve the colonists. When they arrived to War-Wel, everyone had vanished with no trace.

The jungles around War-Wel expand to the far south, beyond of what any mapper has managed to The Hithlonean explorer known as Skor Lodygin once ventured to these uncharted lands with a party of 20 men. At one point, they reached a plateau where gargantuan waterfalls plunged down to the earth, so high that the Terpsytheans called it the "World's steep Fall".

Skor Lodygin's men had been ambushed by creatures so twisted and vile the surviving men could not describe them in words. The few survivors drew what few creatures they managed to spot, and one of those was a bat that stood on two legs that rivaled even a Mastodon in size.

Only five men, including Skor himself, managed to return back home from the jungle around War-Wel. Those had contracted a horrifying disease, known as the "Devil's Scourge". It killed nine of every ten men, who died screaming, bleeding copiously from every body orifice, their skin shredding like wet parchment.
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>>84851123
sure, instead you can just make them interstellar refugees or something and what really nerfs them is their low numbers for example there could only be arround 100 000 aliens that arrived on a barely funcional ship with most of their tech being inoperable or at least impossible to replicate whch would mean they have very limited supplies of their advanced magi-tech
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>>84851192
Oh I see, well fuck me then. Is adding Landmass allowed?
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>>84851192
What about this area?
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>>84851215
No, but there's plenty of land still unclaimed.
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Is this peninsula part of the zulutaur steppes or is it unclaimed?
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>>84851249
It's empty, as far as I know.
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So how is the world called, by the way?
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>>84851270
All your's my friend.

>>84851215
>>84851192
Yeah but it's a forrest. I could put the nation in in s reduced state maybe?
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>>84851205
The Devil's Scourge spread amongst the inhabitants of Hithlone and Terpsythea and even among some of the southern Drow city states. Almost a million people had perished, and what prevented the West from turning into a necropolis was coalition of Island Wizards and Arangean plague doctors, who managed to quarantine the victims and limit the spread of the horrifying disease.

Ever since then, tales of the horrors of War-Wel and its jungle had spread from Chrysovica to Luden, and every sane creature vowed to never venture beyond those forsaken lands, fearing the fate of Skor Lodygin and his company.
>>
>>84851249
which area are you claiming? I want to claim some shit around that area too
>>
>>84851270
>>84851296
Well then, that peninsula is populated by the Asvaran confederacy, a union of small cities formed by colonists of the Azan empire, which sailed down South long ago. While each colony is nominally loyal to the emperor of Azan and occasionally sends gifts to the North, for all intents and purposes they have been independent almost since their creation.
The cities of the Asvaran are small and mostly around the northern coast of the Peninsula, where the sea is relatively calm. Here the largest city (though still quite small by the standards of the northern empires), and de facto leader of the confederation, Last Redoubt, can be found. The southern coast is much colder, and the southern winds are so strong that navigation is impossible in the winter months. Only one notable city is in the southern coast, aptly named Coldshore. The interior of the peninsula is quite mountainous so there are only small villages.
The citizen-militias of the coloneis man the Eastern Wall, to protect the cities from the savages and monsters that dwell in the zulutaur steppes.
The economy of the Asvaran cities relies almost entirely on the sea (great whale fishing and commerce with Dsrvyth, Lorient, Azan, Sangri-la, etc...) and the extraction of it's famed azure diamonds in it's mountains.
>>
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This Cannibal Bay in the biggest of the horned ogre islands has claimed the lives of countless sailors. It is said that ships enter Cannibal Bay in order to escape from the drifting ice of the "Labyrinth Bay", only to find themselves trapped forever as the sea freezes behind them. Legend also claims some of the thousand ships entombed there are inhabited by the descendants of the original crews, who survive by feasting on the flesh of the newly trapped sailors.

Other reports also claim that no cannibals reside there, but it's instead the blue variant of the horned ogres that pray upon the unfortunate sailors. These reports conflict with Astromancer scholars, who claim that horned ogres won't attack humans unless provoked, and even then they won't resort to eating them.

As such, sailors from Elanxa, Luden and Seagard often prefer to take the longer route of the northern narrow strait, in order to reach the milder lands of Farrowt and the Golden Wheat Fields.
>>
Why are there like 5 nations of druids around the forest of getting lost
>>
>>84851819
the forest of getting lost is big
>>
For me, it's the mastodon isles
>>
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>>84847681
>>84848511
I will compromise, they can be Orcish amazons who are dreaded and Irish. No menpreg tho, they're celts so they wear skirts though.

>>84849574
Yes

>>84847681
>>84847857
>>84848731
>>84849700
>>84849777
>>84849816
>>84849857
Well the fluff is that the residual heat from the giant pressing down makes it unbearably hot. My pro[posal is that Qadash was a city of men of Bronze, humans made of metal who thrived in the opressive heat, but as the handprint cooled the sandworms emerged from the deapths not needing to hide from the heat thus destroyign the city. The land aboveground is still mostly uninhabitable, but grand caverns owned by the sandworms stretch underground. I will indicate the sandworm territories with a thin line.

>>84849847
>>84850048
You just had to pick something yellow didn't you?

>>84850092
Half as many as as hard to access forests

>>84850430
>>84850675
Hogmen killed some Gnoll pirates and now think they defeated the whole empire.

>>84850950
added

>>84851040
> let me drop an advanced spacefaring space empire which owns half the galaxy into this roughly medieval fantasy setting

You can have aliens, but make them more like the weird meteorite elves from elden ring or mythically descended from space

>>84851507
People are really having a hard-on for not!Byzantium. Added.

>>84851577
Added

>>84851819
This setting is all giant forests and sunken ancient empires
>>
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>>84851249
Alright here we go

>Ouroboria
Think of Prague, however, as a thriving metropolis, home to the continent's finest alchemists. Alchemy is the religion of this city and everyone is busy unraveling its mysteries and working on new transmutations, potions, and philosophical achievements. The city is surrounded by a gigantic wall surrounded by a moat in which a gigantic newt lives, to which criminals and charlatans are fed. Variously colored and odd-smelling fumes rise from the city's numerous chimneys, and only the devil himself knows what alchemical monstrosities and chimeras inhabit the city's intricate sewers, overflowing with alchemical chemicals. The highest goal of every ouroborian is the creation of the magnum opes, the philosopher's stone.
Other high goals are the creation of a universal remedy, the panacea and to find the universal solvent, the alkahest. The ruler of Orouboria is the venerable hierophant to whom every king of the four realms of the Tarot is accountable.

[to be continued]
>>
>orc'eire

kek
>>
>>84852104
>>84851205

I meant for War-Wel to be the city that's in the far south, explaining why no one has travelled beyond that point. Only after posting that I saw that someone also put a city there, so I guess you can call it Terminus and keep the lore
>>
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>>84852104
The Land of the Changing Waters is a nation of Amphibious Frogmen who spend their Youth in the Freshwater Lakes bordering the Gnoll Empire, and as they mature they migrate South to the Saltwater Ocean bays, Only returning inland to Spawn their Eggs. The expansion of the Gnoll Empire has threatened their breeding grounds, and rumors spread of a Great Frog who seeks to raid the cities and villages sitting on the banks of the lake that they call "G'arr Gor'um" or 'The Great Mother'
>>
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To his most excellent Zapolovahn cnyaz:
"In my travels throughout the lands between the provinces of Azan and the dreaded witchelven brothels, so far uncharted in all of our maps, I have discovered that the territory bordering the East of Azan is a rather mountainous region, from which great rivers feed the nearby lakes, with the exception of the lowest lake, whose source I haven't been able to discover.
In between these mountains lay rocky plateaus and a few green valleys around minor rivers. At the top of the plateaus, in turn, can be found many fortified cities, of comparable population to the cities that one can find in the north, though smaller than those of Azan and certainly minuscule compared to the endless metropolis of Fenqui. These cities are part of a small, independent and landlocked realm known as Oront. The ruler of Oront is one high king Vah'an of the house of Artash, apparently newcomers to the throne after a recent civil war. Sadly I wasn't admitted in the palace, located in the western capital of Mina (you'll find the picture allocated next to this letter).
The high king, although independent, pays regular tribute in gold, ochre and soldiers to the emperor of Azan, and serves as an Eastern buffer state in case the damned witchelvens were to strike to their West. The armies of Oront are composed of an underclass of foot archers and a high class of heavily armoured (virtually covered in metal) noble cavalry, which, supposedly, the famed heavy cavalry of Azan is merely a second-rate imitation.
The border of Oront in the East is the ruined and abandoned city of Tigris, near the shores of the third lake, To the East of that there's a wide strip of no man's land sparsely populated by humans and subject to constant incursion by trolls from the south and witchelf slavers from the further east.
The noteworthy products of Oront are bound to end in the markets of Azan, thus establishing direct trade doesn't seem necessary."
>>
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Northern of the Kingdom of Tarots and east to the vast Green Oak Forest lies the Avangar Empire.

The capital city of the Avangar Empire, Alga, is situated on top of a marshland that's formed by the delta of a river that flows from the mountains to the west towards the Labyrinth bay.

The Elyrian marshland is home to the homonymous people, the Elyrians, who were once an uncivilized swamp people who lived in small tribes within their habitat. Being subjugated left and right by the Tarot Kingdoms and the Platinum Princedom, the Elyrians held great disdain for their neighbours.

Not only that, but the climate gradually got colder and colder, their swamp and marshland getting more unhospitable by the day and killing many of the species that lived there.

Preparing to migrate to the orange marquisates and the milder woodcutter cities, their plans suddenly changed. An imposing warlock arrived from the west, dressed in black, scaly armor. He offered them help, building an imposing tower in the middle of Alga, housing a magical flame that could keep the whole city warm enough, despite being covered in snow most of the year.

The warlock's real name is now forgotten, but the Elyrians called him Avangar, which translates to "Lightbringer" in their language. Soon, Alga was transformed from a small marsh city to a bustling metropolis. Its denizens study all sorts of dark arts that are forbidden in most realms of the Continent, from possession magic, necromancy, blood-magic, shadow binding, skin-changing and rare poisons, making it the capital of such repulsive acts.

The Elyrians despise the outsiders who opressed them so much, that they demand that any foreigner that visits Alga to wear a mask, hiding his face from the locals. However, that doesn't stop individuals from many races from visiting the infamous capital of Avangar in pursuit of magical supremacy, such as the Gnolls, the Witch Elves, the Misty People and even Okhost Skeleton Priests, disguised as humans.
>>
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>>84852209
>Kingdom of Cups
Seafaring Nation, many port cities, strong navy
King: Paracelsior
Queen: Mariam
Knights: Riding on Seahorses (Hippocamps) equipped with lances
Element: Water
Alchemical Speciality: Tinctures, liquids, potions, poisons and medicine
Principle: Listen to your gut (Feeling)
Signature Alchemical Apparatus: Retort
Professions besides alchemy: Glassblowing, fishing, shipbuilding
Exports: Glass jars and vessels, fish, warships, potions, tinctures, medicine, poisons
Popular alchemist familliars: Snakes, flying axolotls, air breathing muray eels
Alchemical artifacts: Caduceus (A Staff that cures various plagues) and Aesculapius (A staff that turns water into blood and can transform into a poisonous snake)
Mythical Allies: The Seafolk of the Melusines (mermaids with two tails that lactate milk that heals wounds and blood that poisons the mind, They live in the underwater city of Alka north of the Kingdom of Cups)
Mythical Guardian: A giant white whale with a horn on his forehead that he uses to ram and sink attacking fleets
Heradlry: Blue melusine on white and red background
>>
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>>84852942
After Emperor Avangar died, the Elyrians (their youth, especially), adopted him as their God, saying that he left their mortal realm to join their primal swamp gods in their own version of heaven. Nowadays, the Elyrians battle with religious fervor, carrying their transcended god-emperor's banner (a black helmet surrounded by flames) into battle, shouting his name

The places they have conquered in their Jihad have gotten a temple built in the name of Avangar, with aims of spreading their religion throughout the Continent.

The Tower of the Mystical Flame that keeps Alga warm and stands in the middle of the city is their most revered holy site. It's guarded by the most devout, fanatical priests that are adepts in magic. It's said that not even a demigod could break in the tower and extinguish the flame. Many pilgrims arrive to pray at the Tower of the Mystical Flame, especially those paying tribute from the neighboring Woodcuter Cities and the Horned Ogre Islands.

Despite being considered one of the fiercest, deadliest fighters in the continent, envied by even the Nerim of the Corteau Canyon, the Elyrians and their Empire have made many enemies.

The Platinum Princedom has hired legions of mercenaries to guard their borders, and the Tarot Kingdoms keep their navy patrolling the Labyrinth Bay at all times. The Astromancers especially consider them a great threat to the Continent, claiming that their unrestricted and widespread use of the dark arts is an "abomination that must be purged".

Tales float around in civilizations to the West that place importance on magic (Arangea, the Isle Wizards, Hithlone and Azan) of a rising shadow to the northeast.
>>
>>84853119
oh and, by "people they have conquered" I mean mostly seafaring people to the east of that bigass island, founding big coastal cities.
>>
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Here lies a savage primative land...
Mountains Battered by winds and torrential rain can be found in the north while in the south there are stinking bogs, and rolling hills.

There are many many fat orcs, who hate outsiiders. They live in towns where they cultivate potatoes, beef and pork.

The orcs have organised themselves into a "Equal Political System". In the largest of the orc towns there is a building know as the "HOUSES OF SHOUTING" where an orc is elected king every 4 years.

A king is elected by participating in a sport the orcs call Kickball. Each candidate forms a team of 10 other players and competes in the Preimer Tournament, whichever candidates team wins, that candidate becomes King in the houses of shouting.

This land is by the Orcs as "The North" despite it being in the south so Scholars simply call it "InGurLand".
>>
Kek liling this thread so far. A lore compilation would be in order
>>
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>>84852209
>>84853005
>Kingdom of Coins
Mountain people, cities are build inside the mountain, art deco architecture
King: Trismegistus
Queen: Anna Agricola
Knights: Riding on brown Cave Lions
Element: Earth
Alchemical Speciality: Metallurgy, transmutation of metals, Cupellation
Principle: Don't Overthink (Intuition)
Signature Alchemical Apparatus: Scale
Professions besides alchemy: Geology, coin printing, mining, trade
Exports: Currency, precious stones and metals, geodes, ores, crystals
Popular alchemist familliars: Homunculi, Toads, Mole-Lizards
Alchemical artifacts: Libra of Cupella (a scale that shows mass instead of weight)
Mythical Allies: Clay Golems made inside the giant Golem factory inside mount Loew aswell as the dwarves living and working inside the Goldcoin-Mountainrange
Mythical Guardian: A behemoth with two large tusks said to be the ancestor of the behemoths used by the wheatfolk in the west. He usually sleeps inside a giant cave in Mount Yob
Heradlry: Black Homunculus inside a white jar with yellow nutrient solution before a dark brown background
>>
which state is the biggest threat to the world
>>
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>>84853365
In terms of powerranking the top tier are basically
>Gnolls
>Changrila
>Azan
>Witchelves
>Drow

Btw I'm claiming pic related, I'm aware other guy claimed the lands to the north, I'm not touching that.
>>
>>84853401
watch out 4 the snoloths they are deadly
>>
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This little island is actually a big atoll, where most of the merchant ruling class of Hithlone have built their villas, palaces, gambler houses, brothels etc. It provides for a good vacation home whenever a member of the merchants leaves the council and wants to retire peacefully, away from political bickering and the nobility.

Since it's technically not part of the Hithlone Republic, many less than legal trading companies are set up in this island to avoid any bureaucratic headaches.

(let's call the island Cerato)
>>
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In this area are located the Nasr Satrapies, a political-religious alliance of three states, the Hadji, Fenix and Calyx satrapies.

Their culture is a mix of Lorient and Azhar Nar, with spice markets and arena gladiator fights being common. Privateers from these nations are infamous in the neighbouring lands, as their sailors are known for causing a ruckus whenever they go, trying to seduce local women.

They are also known for raiding down the Furlaniya into the coastal cities of Changri-La. A defensive pact formed between the Furlaniya City States, the Nasr Satrapies and the Kingdom of Azhar Nar, fearing the expansion of the Empire to the East.
>>
can we put some honey badger maasi mara people next to the zebra centaurs, they tame shit like like lions leopards and hyenas as mounts and live nomadically in huts on the backs of elephants. And they are every bit of absolute not fucks given insane fuckers real honey badgers are.
>>
OP went to sleep
>>
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>>84852209
>>84852693
>>84852942
Where the fuck is the Kingdom of Tarrots?
>>84853005
>>84853119
They sound like Gnolls of da North

>>84853248
>>84853314
tomorrow
>>84853352

>>84853401
Azan, Drow, Witchelves and Changrila seem like they are in decline. My money is on the Domain of the Bog witch, Gnolls and Avangar

>>84853470
The undefetable empire

>>84853493
>>84854009
>>84854053

Or did I?
>>
>>84854088
he (apparently) put it more to the south

>>84852209
>>
>>84854101
well fuck time to rework the map
sorry for me mistake
>>
Avangar made the north less comfy

time to migrate to the comfy adamantine archipelago
>>
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>>84854117
>>84854101
>>84854088
>>
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>>84853401
The lands to the south-west of the gnoll empire are populated by a race of sentient crabs, the Ra, who first appeared around the prime bog, a stagnant basin formed through runoff water from the marshes to the north. The rest of these land is mostly tropical jungles and marshes inland, which give way to more temperate plains as one comes closer to the southern coast.
The Ra were still quite primitive when the old wizards built the wall of fire separating them from squid peninsula. In the centuries afterwards, the Ra expanded out of the bog and created many small city-kingdoms which constantly fought each other. This period is known as the Old Ra'ga, and at this time the religion of the Ra was centered around a titanic sea serpent supposedly sleeping at the bottom of the Sea of bile. But everything changed when the gnolls came.
The reason Nogar was never invaded by the gnolls is that the great gnoll warchief shifted his focus West, to conquer and devour the Ra, which admittedly are quite delicious. The Old Ra'ga kingdoms were destroyed one after the other by the ravenous gnoll horde, and it seemed like the whole Ra people would be annihilated.
The pleas of the Ra to the sea were answered when a great host of tall men with skin painted red came ashore, armed with golden weapons. These men were fearfully met by the desperate Ra, and they claimed to have come from the land of Thuleas, and island far, far to the north of the world which had once been a beautiful green land, but had over the years transformed into a frozen wasteland. The Thuleans thus migrated south, in search of a new land to settle, and the winds had taken them here.
The Ra warned them to escape, that the land was doomed due to the invasion of the endless, invincible gnoll. But the Thuleans didn't budge, they were here to claim the land and were ready to fight for it. In the great battle that ensued, the prince of the Thuleans, Visha, slew 12,345 gnolls, including the gnoll chief himself.
>>
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Between Ingurland and ChangriLa one can find a tribe of """"fancy""""" rock trolls, who try to imitate the accents of their civilized (as perceived by them) neighbors.

They volunteer themselves as soldiers, not realising that they are viewed as dumb pests. When they return to their hill tribes, they bring along the clothes that commoners from these countries wear, saving them for their own """nobility"""".
>>
>>84854134
Come to the south, we have politics.
>>
>>84854234
oh, and they also consider themselves more developed and superior to their southern cousins, even though they are almost identical
>>
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>>84854226
After the gnoll invasion was repulsed, the Ra embraced the Thuleans as gods. The Thuleans then reorganized Ra society into 8 new kingdoms. This period, which continues to this day, is known as the Great Ra'ga.
The eight Ra'ga are independent from one another, but they share the new culture formed through the mixture of Thulean and Old Ra customs and art. Nowadays, Ra society is divided into 4 castes, the slaves, the labourers, the construction workers and the warrior-kings. The descendants of the Thuleans now live in the island city of U'mer, which serves as the formal capital of the great Ra'ga. The men are an upper caste of priests which even the greatest Ra king wouldn't dare disobey.
Since then the gnolls haven't made any new great invasion to the south-west, only small-sized pirate raids. Though some Thuleans feel that change is coming from the wind up north.
>>
>gnolls have the biggest empire in the continent
>most smaller nation's backstory revolves around the Gnolls being btfo while outnumbering the enemy

umm, gnollbros?..
>>
why does everyone avoid the land around the maw's pit
>>
>>84854184
does the kingdom of swords expand to the south, near the bladegrass lake? if so, the white colouring really triggers my autism
>>
>>84854341
>extremely isolated
>neighbors are the stone age snoloths, the horrible bog witch and the brutal gnolls
>plus you have this gigantic tent city of trolls and gnolls who are making constant sacrifices
It's just a horrible area surrounded by dangerous neighbors that's pretty isolated from the rest of the world.
>>
Archived Bread 1
https://suptg.thisisnotatrueending.com/archive/2022/84774616/
>>
>>84854405
ye, thin black line. Anon chose to represent them like that.

>>84854326
Yeah they are the most strong looking thing on the map so people are making themselves look bad-ass by defeating them nothing unusual.
>>
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So, to recap, we currently have:


WEST

>religious matriarchical sea elves
>islands that are home to deadly spiders that trap ships
>chill fishermen that live on paradise islands
>mountain hobbits
>drow city states
>island wizards
>magically sealed ancient city
>city of pyromancers and alchemists
>island castle cursed by witches
>oligarchic republic of snobby merchants and universities

MIDWEST

>mastodons that are experts on tourism and hot springs
>hobbits
>plant elves
>ratpipo
>gnomes
>giberlings
>ogres
>hobbit-ogres
>MIB memory erasing statue island
>Novgorad-like Republic
>island states of guilds and merchants of different races
>Witches, lampreys, and other horrible swamp things
>Underground city of necromancer humans that enslave giants
>cursed battlefield where a million lives where lost, necromancer playground
>republic of abandoned golems and reanimated things
>valley filled with skulls of dead giants
>demon-hunter cities that got BTFO by succubi breaches
>various mushroom forests
>>
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>>84847594
Anybody claimed the region between the marahoni and terminus? Because I think it should remain as an inhospitable land of mystery where few have dared to cross, with rumors of treasure and mythical beasts.
>>
>>84854611
>Because I think it should remain as an inhospitable
Seconded.
I was thinking something like the ashlands from kenshi.
>>
SOUTHWEST

>byzantine like collapsing empire
>prostitution and demon enjoying witch elves
>lots of succubi summoning breaches
>bandit haven city
>trolls
>fortified plateau cities
>arabic-like kingdom
>french-like kingdom
>franco-arabic like states
>ENGLAND
>more trolls
>atlantis like island
>pirate islands
>clusterfuck city states
>turkic-like chiefdoms
>asiatic like vast empire
>inhospitable desert full of sandworms
>azan-like confederacy
>steppes of black zebra centaurs

SOUTH EAST:

>sparsely populated desert plateaus where exiles live
>more turkic states
>lazy ass people
>religious holy site of gnolls and ogres
>druids #1
>frog civilization
>crab civilization
>honey badger civilization
>cow herding green aliens
>Azan exiles empire
>ant and termite civilization
>apemen island
>hyena-men empire
>skeleton necromancer islands
>merfolk empire ruins
>frozen lake
>wall building civilization
>people who live in maze cities
>merfolk worshipping people
>>
>>84854611
I claimed the far south as a deadly jungle that prevents people from crossing it beyond the world's end but OP didn't like that it seems
>>
NORF:

>fitness kingdom
>volcano frozen island
>food islands
>more swamps
>big ass fucking forest
>druids #2 who use drugs
>wheat fields
>alchemy tarot obsessing people
>cloaked people
>edgy grass lake
>old fuck magic academy
>druids #3
>evil demon forest
>forest rangers
>ents
>degenerate peasant dystopia
>degenerate peasant utopia
>industrial ratpipo
>garbage patch
>marquisates
>big ass forest to the north
>more ogres
>evil zealous empire
>russian-like kingdoms
>lake town
>city where everyone is stacked on top of each other
>ice dragon ocean
>>
>>84854827
>>84854596
>>84854738
I think it's turning out pretty based if you ask me
>>
>>84854611
>>84854750
well, both could be incorporated. south of the honey badgers is a vast jungle full of twisted creatures and deadly diseases where few have dared to cross, and even less that made it back out alive. One certain Hithlonean explorer (Skor Lodygin) made his to the far south, where a desolate of life city of oily black stone stood, untouched by the jungle (Terminus).

The few colonies that were established at that place vanished with no traces. Beyond that, huge falls in the jungle make it impassable for anyone that wants to cross, making it almost literally the "world's steep end fall".

the explorers returned home and died to a horrible disease that that spread out and wiped a large number of the west's population.

the end
>>
Between the southeast of Azan and the hills of Oront, just north of the lands of the trolls, is the Wailing Desert, a region long considered uninhabitable beyong the coasts of the lake, but nowadays inhabited by a cat-like people known as the Joos. The Joos live in small family clans, and are mostly nomadic traders that form migrant caravans.
The Joos actually originated far far to the east. Their ancestors lived in the outskirts of the ancient merfolk empire and preyed on the predecessors of the ratfolk of Luden. But the long history of the Jooish clans revolves around being exiled over and over again by one kingdom after another after being blamed of some catastrophe. Throughout the East, many an earthquake, empire sinking or rise of an evil empire is blamed on the Joos, and in the West several people have their suspect that the bog witch was summoned to this world by the Joos. Eventually they ended in the other side of the continent and settled in a land which nobody else wanted.
The Jooish clans pay lip service to being vassals of the Azanni emperor (so that he protects them), and help facilitate land trade between it and Oront, the Witchelven empire, the Furlani cities, the people of the golden hills, Changrila and even as far east as the city of Gulam in Urgun. Joos are quite fearless and stop at nothing in the search of coin. The emperor of Azan tolerates them as long as they pay taxes (which they do very reluctantly) and bring treasures from the East to his realm.
>>
>>84854326
>>most smaller nation's backstory
The vast majority of nations, big and small, have literally no contact with the gnols though, even those in the east like Seagard, Leng and Luden
>>
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The area around the Maw's Spit is covered by arid badlands and mesas. Local fauna and flora include vultures, foxes, cacti and a species of land shark, which inhabit the region's caves.

The Kinga are the locals of the area. Their communities are formed on top of the big rocks and hills that are dotted around the landscape and they live in tents.

They are particularly useful to the Gnolls and the Ogres, who make their pilgrimage to the Maw's Spit and employ the Kinga as guides for protection against the land sharks. The Kinga sometimes also hunt the land sharks for sport, their jaws and horns being worn by the chieftains of the Kinga.

Because of that, the number of the land sharks has dwindled, but still remain a threat to the unweary.
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>>84850732
gnolls have a somewhat functioning society though. hog men are more like pic rel
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between the satrapies and ingerlund are the jizz fields, a flat land in which never snows, but is always white, due to the eponymous local moss, the jizz, which extends as far as the eye can see.
The jizz fields and inhabited by a tribe of small bald creatures with uneven facial hair who wear glass adornments on their face and keep large collections of small clay idols painted of many different colours, representing all their gods (don't mention that they are gods to them though, that's a big taboo among them).
Other creatures are unable to traverse the jizz fields due to the weakening effect of the spores of the jizz moss. Only the local residents seem immune to it, and in fact survive by eating the moss. The moss can't advance beyond the jizz fields though, since it relies on the white water of an underground basin for nourishment, which isn't found anywhere else in the world.
The people of the jizz fields love outsiders, though outsiders rarely want to be around them. The first foreigners to establish permanent contact with them are the people of Changrila, who named them the "dadou-ren".
The dadou-ren are effectively a tributary state of Changrila and formally recognize the God-emperor as their leader. The dadou-ren make pitiful soldiers and their land has basically no natural resources, so Changrila doesn't have much use for them. The dadou-ren feel obliged to send "tribute" to the God-emperor in the form of loads upon loads of their painted clay idols. These make for great children's toys and have become a novelty export of Changrila to the rest of the Western nations.
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The lake next to lamprey loch is one of the few beautiful sights in the whole shithole bog. During springtime, millions of water lillies bloom, giving the lake the appearance of a field. It becomes a place where beavers, cranes, water snakes and swamp gnomes dwell.
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Right at the southern edge of the world we find the Great End Peaks, one of the highest and more dangerous mountain ranges in the world. Its massive size hides what explorers named the Mountain of O'oze. A strange volcanic phenomenon, it spews a dark liquid with strange properties. Whenever it's applied to organic matter near death, it will greatly restore its strength, but after a couple of days, it will start showing strange changes that vary from being to being. It has been theorised by wise men that it could have great uses for agriculture, but the difficulty to access it and the distrust of the changes makes its use highly theoretical.
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>>84856138
Nevermind, >>84854611 has already claimed the land, I missed it. I'll see where else I can put this idea.
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In the north between Azan and Oront, with its northern border in the coast of the widening sea and its southern border in the Oronti delta, is Gäutlan, a dwarven princedom. The dwarves were forced out of their ancestral lands in the north by the savage giberlings. Warlike and ferocious, the dwarves initially attempted to conquer the mountains that nowadays form the kingdom of Oront, but they were badly beaten by the local inhabitants. Then they continued moving West, where they encountered Azan. Of course, they immediately attacked Azan, but the old Azannean legions (this was before the disastrous second Azan-Drow war) defeated them again at the Battle of the Iron fields.
The dwarven tribe was left with nowhere to go, and started settling in the lands between the Azannean border and the mountains, shamefully having to resort to surface agriculture and with nowhere to plant their beloved wineshrooms. The Azzanean emperor Enanikos III, could have exterminated the dwarves, but chose not to. He recognized the great bravery of the dwarven warriors and the incredible skill of their goldsmiths, so he offered the dwarven prince to become his vassal, which the prince accepted, having no option left for his people. Thus the province of Gäutlan was created, with it's capital in the city of Stalistad, built upon the only mountain in the plain.
The dwarven soldiers started serving in the Azannean military and were instrumental to Azan establishing dominance over the lands that are now Oront. After the Azan-Drow wars devastated the empire, Gäutlan obtained it's independence, though in recent years it has fallen again under the influence of the azure throne of Azan, as the empire is recovering from the wars. The dwarven princes of Gäutland swear fealty to the Azannean emperor and pay yearly tribute. While not officially part of the Azannean military anymore, contingents of dwarven mercenaries are fairly common.
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>>84856138
There are some mountain ranges north of the honey badgers that are nameless
>>
Which are the biggest cities in this world? I love me some heckin urban shitholes in my fantasy settings
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Ok, apply this >>84856237 lore but here.
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>>84856282
Fenqui (capital of Changrila) is the biggest human (?) city. The sacred tent city was described as having millions of trolls and gnolls living there. The cities in the Western continent, notably Arangea and Hithlone, are probably huge too, though they are pretty nice places to live. The capitals of Avangar, Azan and the Gnoll empire probably have a lot of people too. The Great Bonefort is one of the biggest structures in the world. Technically the entirety of Luden is one peninsula-sized city (metropolitan area?) though, populated by industrial ratpeople living in terrible conditions.
> I love me some heckin urban shitholes in my fantasy settings
Yeah that's Luden in this map.
>>
OP wake up we need an update of the map
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It took 1.5 threads for the first dwarves to appear
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Gnoll is the China of the continent (is that the official name?) huge but being btfo by smaller races
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This are basically the general areas of the map.
Interesting to me that we have two "centres" of civilization on the West and the East, with lots of evil in the middle lands. The Western kingdoms are much more grounded in reality and traditional fantasy while the Eastern kingdoms are much weirder. Then in the very far East we have a collection of strange civilizations that seem pretty isolated culturally.
In the North we have a region that where every non-human non-elf non-gnoll race seems to come from (hobbits, gnomes, redwall animals) and we also have the Russian republic islands and the huge island of Russian fantasy kingdoms.
Meanwhile the far south is rather desolate, strange and very dangerous.

If this was an open world RPG or an MMO, you would probably start in the West, with the north being a low level area, the East a mid level area and the south a high level endgame area (final boss could be the Gnoll lich emperor).
Terminus would be where you fight the superboss. The Cocoon islands are a secret super hard location with sick loot.
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>>84856364
Yes, yes

>>84856369
Most of them are underground probably, a dwarf nation on the surface is a failed nation

>>84856402
I mean not really their rise to power came by destroying the setting's not!Egypt and essentially erasing it from existence.

They also ass-raped Nogar so bad they abbandoned even the part of their country which the gnolls didn't want to conquer.

The Frog people were not conquered because Geography, but they are being slowly conquered, the Badlands also not really a conquest place.

The Gnolls seem more so contained by having hit some actual roadblocks on their expanssion.
>>
>>84856402
China is Changrila.
iirc from this thread and the previous one the only two nations to have defeated the gnolls are the bhakkari and the raga
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The Desert of Ogabo is a harsh area, an almost completely flat piece of land where barely anything grows, with burning hot days and deadly cold nights.Only mysterious nomads live here, guarding the secret locations of water and foot for their herds from any outsider. However, in the western side of the desert there is a strange construct, a massive palace made out of ice. Such a structure shouldn't exist in any way in a desert, and yet it stands. It is said to be the tomb of a djinn who fell in love with his master, and broke the rules of his magic to save her.
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The Seguerials are rat people like laden in the far west, but signifficantly more feral and more antlike in their social structure with great broodmothers and all. Located between the landlands and the land of changing waters their land is unappealing for their true civlisation lays underground. All aboveground (looser) clans are vassals or moreso slaves to the gnolls and half of the underground ones are too on paper in reality paper does not matter.

Anyway the Seguerials have this odd ability of being able to perform alchemy in their very gut and mouth. Healing potions poisons complicated alchemical concotions as long as you give them the ingredients they can chew on it a bit and puke it out perfect for use.

As all potions theirs are toxic to the drinker and thus can't be drunk idefinetely. Notheless the everbickering ratmen are a great source of cheap potions for the Gnoll empire and in fact are the most sought after slaves after elven sex-slaves for the most famous alchemists with all their fancy equipment fall usually short of producing the grand alchemical concoctions a few rats chewing on random herbs can.

Sadly the Seguerial are also spelling their own extinction. Their constant infighting provides ample food for Gnollmaggopts which breed in their midst and plenty of feral Gnoll clans call the Seguerial underground their home unaware of a wider empire existing anywhere above.
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>>84856681
> Hmm what I can I put right next to the recently added badlands which are devoid of food and water and full of dangerous wildlife, onyl scarsely poppulated by hardy survivor natives?

I know I will add to the map the 5th desert this oneis dvoid of food and water and full of dangerous wildlife, only scarsely poppulated by hardy survivor natives.
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>>84856751
Yes, and I'm already planning the next one
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OP what about the no!soys of the dadou-ren and the southern jungle
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Why is the middle of the continent filled with subhumans, demons and deserts?
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>>84856822
with the southern thing there is like 3 separate things floating around so I decided to wait for now
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>>84856880
Usually the further the land is from the sea, the harsher the climate is. And harsher climates are attractive for strange creatures, and not for humans.
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In that empty strip of land between the lands of changing water and the great raga is the dark bog, a murky mangrove swamp infested with mosquitos, slugs and giant leeches. The swamp is shallow and there are muddy islands all around, but it's technically navigable. Thus, one could go straight from the Gnoll empire to the misty island through the dark bog, instead of having to go all around the squid peninsula, the hogmen islands and the strait between the raga and the blind bastard's domain.
This route is of course quite dangerous and deadly. One could easily catch red dickrrot from a single mosquito bite.
>>
>>84856369
there are hill dwarves around the grass blade lake, they were just never added to the map.
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>>84854326
Chalk it up to Ka-Meron Trin-Gale, great emperor of the gnolls. Managed to win every war while losing every battle.
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>>84854326
Most of that area is likely inhospitable, so the empire is not quite as mighty as it looks on the map
>>
I love you guys. This shit is what /tg/ should be all about.
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>>84856751
So is there any major biome we've missed?
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Have you ever been to the United Cunnydom? Ah, my friend, it's a wondrous land betwee the Blesire alliance and the sea elf city states, far to the north west of the world.
The local inhabitants, known as the uoh people, are a magnificent crossbreed between hobbits -no, not the hobbits to the south of elfwood, I mean the hobbits of the Calcabrian mountains, which are even smaller- and the elves of the West. The uohs are an intelligent, peaceful people of small, soft bodies.
They live carefree lives, and their coastal capital of Schilderotic is full of entertainment of every kind. I can assure you that the pastries served in those cafés can easily rival the finest food of Lorientin cuissine. All foreigners are welcome in the Cunnydom, though only temporarily, they don't accept non-uoh permanent residents. Every ouh I met in my travels there was extremely nice and jolly. Some of them... well let's say that their concept of personal space is rather slim, ehem...
Young men from Arangea and Hithlone in particular enjoy spending a week in Schilderotic during college recess, as do many wizards who love engaging in profound conversations on philosophy with the uohs.
Due to their extreme cuteness, recognized everywhere, uohs make for excellent pleasure slaves, and thus illegal uoh trafficking is a big issue. I've heard -I swear I have no first hand experience- that all the top grade witchelven brothels have uohs, though it costs a damned fortune to enjoy them. How the witchelves even got them, I don't know, but I blame the Joos, it has to be their fault somehow. I also heard you can find uoh pleasure slaves in Ampleazzo, but I'm sure that's false, such heinous crimes being committed right next to Azan doesn't sound plausible.
Once a Gvilder tiefling told me that wizards can be extremely scary -moreso than normal- if they discover a ship trafficking enslaved uohs. The wizards themselves have no interest in pleasure slaves, being celibates of course.
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The Terusia Isthmus is a small area bordering Azan, and was a part of it until about 50 years ago. The area's residents, a mix of drow, humans, and tieflings, rebelled in response to Azan's plans to raze a large slice of land to build a large canal to connect the north and south seas. It however is likely that their independence will only last as long as Azan's eastern border continues to be a problem.
>>
Amongst the Golden Hills lies the fortress-colony of Altopolyan - or Verkhpolye as it is known to the locals. Founded around a century ago by the syndics of the Fûrlan city-state of Gurize, Altopolyan was supposed to be a shining outpost of the city that would lead to the eventual subjugation of the entire area. However this plan was contested from the start by both the Shangri-La emperor and the local Primorscan freeholders who owe allegiance to the city-state of Bora. This has led to never ending campaigns and sieges from the day Gurizian troops encamped on that bleak mountain. Because of incessant warfare, Altopolyan is quite recognizable as the haphazard construction of the fortress and its many different architectural style lend it a very distinct appearance.

Originally governed by a military consul appointed by the Gurizian syndics, the ownership of the fortress was passed from the city to various Gurizian noble families sometime after the 4th time the Gurizians had to counter-siege their own fortress to reclaim it from the God-Emperor of Fenqui. Since then the property is passed around like hot potatoes amongst the houses of the city, as the military value of the fortress is far outweighed by its maintenance and associated costs.

In this period of relative peace, the fortress is currently commanded by Lissandra and Pieri, the twin scions of house Acuile, an old and disgraced dynasty which seeks to use Altopolyan as a base to regain its power in the city itself.
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>>84857419
Very few uohs live outside of the Cunnydom, mostly in the sea elven city states and the isle of wizards.
Usual employment for uohs in foreign lands is working as maids, cleaning, cooking and washing clothes, simple manual labour at which they are peerless.
Once I met a wizard who claimed to have 5 (!) uoh maids, mostly to keep his personal library free of dust. Even stranger, he told me that, apart from giving them full accomodations in his tower, he paid for their services not in gold, but in candy from the fabled candy cane forest.
Crazy right? Man, I would brave the bog witch herself for the chance to have a uoh maid working for me.
>>
>>84857419
>>84857542
can we banish this anon off the map like we did mpreg anon
>>
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>>84857575
>t.
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>>84857410
Like 75% of the world is jungle, marsh, desert or steppe. If anything there are very few farmlands and forests outside of the West.
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>>84857607
>>
>>84856751
Make the lands between the frozen lake and Grobianismus into the chill steppe. The chill steppe is devoid of food, other than the great bighorn herds of the local Soomi tribes. There's ample water in the form of snow and ice, though liquid water is rare.
The soomi peoples are hardy survivor foreigners from the South, they claim to be survivors of the ancient Khenomeric, before it was destroyed by the gnolls. They are absolutely terrified of the gnolls and want to get as far away from them as possible.
The dumb men of Grobianismus, however, consider them all to be witches disguised as humans, on account of the fact that Soomi shamans prescribe ample rest and drinking warm milk for sick people instead of intense bloodletting and covering the wound with mud like any respectable Grobianist doctor.
This has led to the Winter Crusades, in which endless armies of Grobianist peasants attack the chill desert. Casualties are pretty high for the Grobianists. I can't imagine how terrible it would be if the Soomi actually stood to fight instead of just moving further to the South!
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>>84856880
>subhumans, demons and deserts?
You also have Snoloths
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>>84852209
>>84853005
>>84853352
>Kingdom of Swords
People on top of a mountain range above the clouds
King: Agrippa
Queen: Andrea Villanova
Knights: Riding gryphons equipped with two handed swords
Element: Air
Alchemical Speciality: Astronomy, astrology, vaporization
Principle: Don't make hasty decisions (Thinking)
Signature Alchemical Apparatus: Telescope
Professions besides alchemy: Warmachines, blacksmithing, bow making, arrow making
Exports: Warmachines, swords, bows, arrows, star maps, books
Popular alchemist familliars: owls, ravens, pelicans
Alchemical artifacts: Ballista of Berthelot (a ballista that always hits the target)
Mythical Allies: Giant eagles living in the needle mountainrange, also the kingdom of swords is the only kingdom in the kingdom of tarot has friendly relations to the astromancers
Mythical Guardian: A Roc nesting on the highest of the needle mountains
Heradlry: Yellow eagle on white background
>>
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>>84852209
>>84852508
>>84853005
>>84858184
>Kingdom of Wands
One half Rocky a wasteland with volcanic activity, the other half a mostly burned forest
King: Flamel
Queen: Bara Urbigeria
Knights: Riding on giant salamanders equipped with halberds
Element: Fire
Alchemical Speciality: Smelting, burning, refining
Principle: Sensation
Signature Alchemical Apparatus: Athanor
Professions besides alchemy: blacksmithing, charcoal production, wand making, woodcutting
Exports: weapons, charcoal, wands, wood
Popular alchemist familliars: salamanders, imps, small dragons
Alchemical artifacts: Eternal Flame (a flame on a stick that never goes out)
Mythical Allies: Phoenixes that nest in the charcoal forest
Mythical Guardian: A three headed Red Dragon living below a Vulcano called the Salamander King
Heradlry: Red Salamander on yellow background
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>>84852209
>Guardian of Ouroboria
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As usual with fantasy settings, there are so many lost gigantic all-powerful empires that the land was way more unified in the past. The world as it stands now is nowhere close the level of prosperity and civilization it once had...

So basically we have the Elven empire, the sunken empire of Lesandros, the Southwestern Empire (ruled by dragon tieflings, maybe related to the dragon god of the hogmen), the Khenomeric emire in the east, the merfolk empire and the lost land far to the north of Thuleas.

In the north of the continent where the hobbits, gnomes, manogres, avangar, russians, etc... live today it seems like there was nothing important in ancient times. There were living giants though, but I don't know how extended was their range.

Do you guys think the massive battle that led to the creation of the cursed battlefield was fought between the Southwestern and the Khenomeric empires? To be fair, it seems like the closest route for an invading army, considering that more direct ways pass through extremely inhospitable territory. And if so, how did this battle of proportions never seen since affected the two great empires? Did it spur on their downfall?
>>
someone do a terrain map please
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>>84858387
Personally I’d like for it to have been a human empire in the south-west, if only to explain why are there so many human cities there.
>>
>>84858440
seconded
>>
>>84858440
I believe it was implied that the regular people were humans, but the aristocracy of the empire were dragon tieflings (and supposedly still are in Azan in the present, iirc).
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>>84858451
>dragon tieflings
who brought dnd races into this?
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>>84858467
Whoever made Azan in the first place >>>84792786
>>
>>84858475
hhmpf
>>
>>84857419
>>84857542
based
>>84857575
cringe
>>
bump for interest
>>
>>84856557
This sure does sum shit up. The way I see it, The more North you are the more High Fantasy, and the more South you go the more Grimdark and Gritty.

My favorite thing about this is that everything is in a State of Decay, Either its at the peak before it declines, or they are living in the ruins
>>
>Former Kingdom of Kinnog

A small jungle covered region north of Orc’eire, Kinnog was once a dwarven kingdom based around several major gold deposits, but the gold is now mined out, and the remaining dwarves reduced to small clans of sheep herders, bandits, and thieving nomads.

Alongside the dwarves, the area is now home to a mix of humans, drow, and sea elves among others. Most descend from exiles and persecuted minorities.
There is no central government, each town or village is essentially independent. The area is nearly economically worthless, and the few attempts to absorb it into larger nations abandoned due to high cost.

The area is too stormy and dangerous to attract much legitimate shipping, but some small scale fishing, piracy, and smuggling occurs. Likewise, the land is too rocky for anything other than small scale animal herding and jungle/swamp foraging. The main sources of wealth are shipwreck scavenging, wealth brought in by foreign exiles, and enslaving orcs from Orc’eire, though ironically, Kinnog is also a major source of slaves for Orc’eire.
>>
>>84858425
I'm waiting for every single nook and cranny to be filled to make the physical map. Also there seems to be some geographic elements mentioned without name.
>>
So what are some fantasy tropes that we're missing
>>
>>84858387
I feel that the southwestern empire can be divided to the Western Dragon Empire, of which the remnants rule Azan, and the Southwestern Empire which is basically ChangriLa
>>
The Land of the Windmills. It is a fertile land divided into hundreds of small farmer towns, dedicated to the growth of wheat, barley and vines. It also produces some of the best wine in the region, highly enjoyed by the nobility of the north.

The Land of Windmills takes its name for the tens of thousands of windmills that cover the land. This windmills predate the current human population, and their size vary from slightly bigger than a regular farm building to the size of a small mountain. Legends say that the land was populated by giants, who enjoyed attacking and destroying the farms and farmers. The last survivors called for help to the most powerful wizard of his age, who casted a spell to turn the giants into windmills as vengeance.
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>>84857575
Yes. He's not there
>>
>>84858387
Wasn't the Khenomeric empire smaller than the Gnolls are now?
>>
>>84858387
>Do you guys think the massive battle that led to the creation of the cursed battlefield was fought between the Southwestern and the Khenomeric empires?
I like this idea. That place is the only piece of land between those empires that isn't a bog or a desert.
>>
The frozen land of the north occupiest most of the coast of "not-russia" (does the island have a name yet?), occupied by high mountain ranges and glaciars that reachall the way into the coast. In the middle of the Great Frozen Glaciar there's a depression free of ice, occupied by Kentgorod Town, a fishing town dedicated to hunt whales and other massive sea beasts to sell their meat, fats and skin. Trade with Kentgorod is rare, though, as the sea is filled with floating icebergs, sea monsters and dense fogs, near impassable for most outsiders. Most of the trade is made following the coastline, connecting with the Kingdom of Gold.
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>>84858387
The Joos don't want you to know the true histyory of this world.
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>>84861250
A city in the sky?
>>
The Temple of Contemplation and Peace is well known as one of the most spiritual places in the world. It is said that praying and meditating in there can help the lost and the distraught to find inner peace. The temple is dedicated to the Goddess of Harmony, She who blesses those who search within themselves to find equilibrium with the world.

The road to the temple is not easy. It's covered in dense jungle, filled with dangerous swamps and wildlife. Throughout the years, the thousands of pilgrims have stablished a travel route that's mostly safe, but it's still not free of danger. Many towns and cities have appeared to house the many pilgrims, turning them into prosperous centers of trade.
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>>84862228
Someone called?

That small white uncolonized island in Gnoll lands? That's actually the ankering point of Fehrum Edzulair.

The old Khenomerics had long tended to the grave of the slumbering dragon God singing lullabys so he may stay asleep, but the Gnolls in their hubris climbed the gains keeping the crumbling floating city in place ate the singers and started consuming the flesh of the dragon God, but he woke up and with a single mighty roar he made them his slaves.

What followed were the 4 wars of heaven and earth between the Gnoll Empire and the tomb of the Dragongod Phorsiussarx.

Each war ended with the gnolls unable to make their way up the grand metal chains until the 4th where the Gnoll Emperor used undead falcons to carry maggots to infest the Dragongod being devoured alive he let the gnolls ascend and negotiated.

The Dragon thus accepted to become the Emperor's vassal and his flying tomb became a semi-authonomous region, with the Gnolls born of his flesh known as Drakegnoll and Hyenawyverns due to mutating from consuming his flesh remaining solely on his domain as his servants.

In exchange the Gnoll Emperor atee to hand over the 'Sulsumacrum' a symbol of the victory of the Khenomerics against the Divine dragons in the wars at the start of time. It is the world's last unhatched Dragongod egg.
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>>84857419
A for effort for including actual lore. They can be a mix of elves and little hobbits but no loli fetishes
>>
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>>84857048
They were dwarves with cool kayaks not hill dwarves, thought they were just included as the tribes withi nthe Bladegreass, added them as a real nation I guess

>>84856922
>>84857367
why would it be? The Khenomerics were steppe people as denoted of their rulers being Pharaoh-Khans though it's a shithole now that the Gnolls took over it's not bad land.

>>84857398
indeed it is

>>84857443
Nice
>>84857483
>>84858031

>>84858425
you could make someone out of yourself Anon.

>>84858451
This breaks Siuerland lore though as in ancient times the pre-Azan Empire hunted down Tieflings and it is only after the arrival of the great prophet that this changed though they specifically hunted the demon-type tieflings from the rift not the dragon ones so no clue.

>>84861331
The land of windmills is here and ready to wage war against the sea.

>>84862110
>>84862163
Amen

>>84862306
>>84862574
>>
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>>84862736
The Ketlovians wished they could stand against the Gnolls, but their nation was quickly overrun, in a plea of mercy the werewolf king offered his 112 daughers as brides to the Gnoll Emperor who proceeded to take the offer and organized the wedding.

Where he at the daughers thus becomming one and married as they'd forever be part of his flesh.

The Werewolf King is said to not have spoken since and is now mostly just a decoration carried around by the few werewolfmen which still call the slavestate home.

A tiny sliver remains of the once grand nation though some of them managed to flee deep into the jungle frounding the Setlovia Freestate, which sadly is now in a state of civil war. Many frontier cities cnverted to the faith of the maw to stave off Peacock Ogre raids somethign see as equal to surrendering to the Gnolls by the city folk living behind grand walls. So the remnant of a once grand nation itself too is collapsing in on itself as bloody civil war sweeps the land. The empty Werewolf King is said to have shed one more tear when the civil war erupted.
>>
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>>84862574
Nowadays, Fehrum Edzulair is cut off from the world, the chain that anchored it to the Continent having collapsed to the lake below.

A few centuries after the war against the Gnoll, the Divine Dragons started dying out. Only two Divine Dragons survived, and one of them fled to the south, abandonning his brother and settlign in an island occupied by "hog men", babaric ape-like humanoids.

Apart from the Divine Dragon, the ruined grand halls and temples of Fehrum Edzulair are occupied by Drakegnoll and Hyenawyverns - repulsive bastards born out of gnolls and wyverns - and also a race of lizardmen that breathe fire and wield long axes. Both groups worship the dragons but are at each other's throats. The lizardmen especially despise the Gnoll descendants.

Fehrum Edzulair is now forgotten by the Gnolls. The Divine Dragon stands alone at the summit, preferring to slumber in his loneliness, dreaming of the grand, ancient times of eons past, where myriads of pilgrims would make their way to the peak in order to pray at their dragon gods.
>>
>>84861267
iirc the blind bastard's domain is meant to be a rump state of that ancient empire too
>>
>>84862844
The Gnoll Empire does not even exist multiple centuries and is relatively recent.

This feels like a weird ursurpation of the lore.

Also there was only 1 divine Fragon in Fehrum Edzulair the Goddragon King. There was also the egg.

You can give the Hogmen their own Dragongod, maybe that's why the Gnolls actually tried invading not for colorful woods but for Dragongod info. Dick move to take lore someone else wrote advance the timeline 5 centuries out of nowhere and steal it.
>>
The area of the northern continent, between the copper kingdom and is known as "Ashen Shore" by the local kingdoms. Although the beach itself is not really made out of ash, its named aptly for its light grey coloured sand, which resembles ash.

Although pristine, the locals can't enjoy the Ashen Shore's waters, since it's haunted by a large hydra that preys upon unlucky wanderers. The Copper Kingdom have hired many mercenaries to cut down the hydra, although whenever one head was slain, two more took its place..

And thus, the Ashen Shore was left untouched ever since.
>>
>>84862873
how am I supposed to know the exact timeline of the gnoll empire, in high fantasy "recent" can be multiple centuries old and "ancient" can refer to more than a millenium ago

you can make it so the divine dragon was always alone, i don't care
>>
>>84862895
between the copper kingdom and the glaciers*
>>
>>84862910
Generally when lore is written it's for how it stands now. Stop being a faggot and write you own shit instead stealing something someone else wrote for your mary sue unga-bungas.
>>
>>84862873
We really need many things:
-Physical map
-Political map with cities
-Map with land travel and trade routes
-The lore doc.
-An approximate timeline of events.

Anything else?
>>
>>84862927
that doesn't explain anything, you didn't write down a timeline and you're mad at people trying to fill the cracks of your own lore. apart from being multiple dragons I don't see how he "usurped" your lore lol
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this small bit here?
Boy, that is the Land of Storms.
At every hour of every day a raging self-contained lighting storm rages on this land.
The winds? Extremely strong.
The sea? Impassable. The waves would break even the flagship of the Changrila treasure fleet, and not even the skilled Asvaran mariners could resist throwing up in this climate.
The land is flanked by steep rocky hillsides that no living being could hope to climb.
The only way to traverse the land is on foot from the drow cities, as animals instinctively know not to approach.
The region progressively gets higher and higher, with the southernmost tip rising like a mountain.
But you know what's the strangest thing about this land? Nobody who goes there ever returns -but that's not the truly strange thing- what has even the greatest wizards, such as grand arch-librarian Jimbo the bearded, completely puzzled, is that the people who venture into the land are forgotten by those who knew them. Familymembers, friends, lovers, children and fathers, all suddenly forget that there was someone in their lives who suddenly isn't there anymore.
The only way we even know that people have gone into the land of storms is that the wizards and arangeans have organized 3 expeditions, all of which ended in failure. You can imagine the horror of the great northern wisemen when their infallible records clearly state that several men went to this land, and yet nobody seems to have any memory of any of them. The last expedition went there 12 years ago, and the council of wizards has put a moratorium on any further attempts to explore the land.
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>>84862942
he literally had the island fly away and become property of the ape men half a continent away are you retarded?
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These three islands are known as the "Three Sisters", comprised of Tyr (1), Nekiz (2) and Kabal (3).

The Islands are ruined by a Triarchy, one triarch rules in each island. They were once simple fishermen, but after the discovery of different species of sea slug that live in the waters of Kabal, the Triarchy quickly became prosperous.

The Triarchy produces colourful dyes from these sea slugs, exporting it around the west. The people of the Three Sisters are flamboyant, love wealth and fancy clothes and dye their beards and hair in queer colours. They often trade with the Hithloneans from the island of Terpsythea and other people in the Sea of Tranquility, since the waters to the east are often wild and perilous.

These people are also known as ruthless slavers, as they conclude raids in lands such as the hobbits to the north and the mongrels of the Isthmus. Slaves in Nekiz and Tyr especially outnumber the locals three to one. There is no established faith in the Triarchy, and temples and shrines in honor of many different gods line the streets and waterfronts of their cities.
>>
>>84862962
I never said that the island flew away lol, one of the two remaining Dragons fled to the unga bunga island becoming their "god". But you can write that off and attribute the hog men dragon to something else, if you like.
>>
>>84862844
>>84862574
The the summary of events is:
> Ancient dragon gets sealed
> ancient wizard empire uses mage-singers to keep him asleep
> gnolls conquer mage kingdom, kill singers
> wakes up
> 4 wars
> peace with gnolls (via immortal emperor)
> emperor gives goddragon egg from beginning of time
> Unbrekable chains break
> Emperor and whole nation go like 'I forgor'
> the mausoleum floats over to mary sue hogman island
> Dragongod King falls asleep on his own for some reason
> Lizardmen show up ???
> why were pilgrims visiting his mausoleum?

I am very confused
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>>84861227
alright makes sense. props
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>>84858440
the Humans could be freed slaves or emancipated vassal kingdoms
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>>84863039
>>84863048
kill yourself samefag
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>>84862947
But you know, boy, there might be another detail which is even more grim. Now I cannot vouch for the veracity of this, as it's only hearsay that one can't speak too loudly, for fear of who may be listening. There are rumours of that there was another, fourth expedition, a joint adventure between the college of Arangea and the Citadel of Terpsythea. The members of which supposedly took with them signal lifegems, great pieces of alchemical artifice which work in the following manner: a person takes one with them and keeps them in their person, while a pair of the lifegem is kept at home. No matter how far the adventurer goes, the lifegem that remains home will accurately display whether they are alive or not. The rumour goes that one cleaner boy from the Citadel found the box of lifegems of the Tersytherean members of the expedition, which had also been forgotten. And would you know, all the lifegems showed that the expeditioners were still alive?
If the rumour is even remotely true, I'd understand why the wizards are keeping this secret.
>>
>>84863059
>>84863031
nice
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>>84862844
>>84862574
>elden ring
>lizardmen
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>>84863057
>name
retard
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>>84862228
We already have that with the Astromancers
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>>84863048
>Ancient dragon gets sealed
>ancient wizard empire uses mage-singers to keep him asleep
>gnolls conquer mage kingdom, kill singers
>wakes up
>4 wars
>peace with gnolls (via immortal emperor)
>emperor gives goddragon egg from beginning of time
>Unbreakable chains break (I guess the dragon did that?)
>dragon place is now irrelevant
>lizardmen and hyena wyverns were there for a long time, serving the dragoni
>pilgrims were visiting the mausoleum because they worshipped the dragon god, duh
>>
I am gonna make the wiki now to compile all the content from the setting so it's easier to keep track off.

Problem is we never named it.

I will name the wiki "Crumbling Giantstep", I by no means claim it as the official name of the setting, but the wiki needs a name.
>>
>>84863092
and I guess the dragon falls to sleep because he is powerless and his pride is wounded by being btfo by falcons and gnolls, his realm being full of mutts and stripped off his glory. it's like a greek tragedy
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>>84863092
The attempted breaking of the vassalisation contract would result in more wars at least to reclaim the egg and also again why advance the timeline?
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>>84858387
Southwestern Dragon Empires collapse probably has something to do with the 3 breaches being opened
That being said given that the cursed battlefeild litterally has robots in it so that gives insight into the great khenomeric empire
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>>84863095
Thanks, anon. Link the wiki here once is ready.
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>>84863095
basado
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>>84863142
>>84863147
It'll take me a while to transfer and sort everything I am not an expert in this

>>84863117
I think OG lore stated it was Witchelf orgies so more like Eldar. The breaches also are relatively recent I think.
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>>84847594
add the nothing that devours everything to the west of the map
>>
The peninsual that's east of the Setlovia Freestate is home to steep cliffs, grottoes, caves, stormy seas and rock formations carved by the wind and waves.

Although poor in natural resources, its inhabited by a hairless fish-like race of people with turqoise-tinted skin (let's call them the Vodyanik). These people are primal and file their teeth into sharp points, and they mostly live in grottoes and caves.

They worship gods that look like Octopi and Narwhals. Often, when a Gnoll or Lengi ship crashes on the rocks of the peninsula, the Vodyanik tie the surviving sailors to a rock near the sea, letting the rising tide bring crabs that slowly eat the flesh off their legs, all that as an offering to their gods.

Despite being having such a close relationship with the sea, the Vodyanik avoid stepping or swimming in the water, fearing divine punishment.
>>
>>84863181
I forgot to mention that the Vodyanik also hunt the peacock ogres that get close to their homes, skinning them and using their colourful skin as clothes.
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>>84863176
and the GMORK to the most western point of landmass as it's sinister harbinger
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>>84787854
The Sea of Bile is divided into the Sea Yellow bile and the Sea of Black Bile. To the North of it is the Ocean of Phlegm and to the West the Ocean of Blood.
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>>84862785
Lake Muckwater still needs to be added to the Dominion of the Bog Witch
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>>84855735
>>84850133

op please add my ideas
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>>84863257
Does anything live in the sea of bile? maybe specialised species of fish, adapted to survive in bile?
>>
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The Swaying Meadows extend as a strip of green along the border of the Witch's Marsh. It is an idyllic place with many rivers and singing weeping willows also known as lullaby trees. He who falls asleep under such a tree is said to have the most vivid dreams and visions. These lullabies are also said to have a soporific effect and make hikers want to lie down on the soft meadow to rest. The Swaying Willow is also home to the peaceful Sixhorn Sheep, whose wool can be made into the continent's softest yarn and is excellent for stuffing bedspreads with.
>>
So, if an RPG took place in this world, what would the difficulty be like in each area?

>10/10 difficulty
Probably the eldtrich jungle in the south, no civilizations and diseases sounds horrible. the cocoon islands sound terrible too
>9/10
Handprint desert of sandworms, witch bog, the okhost necromancers and the dsvyrth pirate islands, probably.
>8/10
Witchelven Empire and the surrounding demon breaches, Ogabo/Desert and the Kinga Badlands. Mossovy too.
>7/10
Gnoll Empire, Avangar, the rest of the deserts, Grobianismus, Dia'ul
>6/10
Forest of getting lost, Kowloon, troll/ogre habitats, hogmen and squid islands
>5/10
blind bastard's domain, valley of the fallen giants, mushroom forest, zulutaur steppe and honey badger land, northern island, woodcutter cities
>4/10
Luden, Leng, Azan Empire and the surrounding lands, Ampleazzo, Marquisates, Tarot Kingdoms
>3/10
food island, isle of wizards, fortress islands, seagard, changrila, zapalovah, northwestern fantasy race land, asvaran
>2/10
arangea, hithlone/terpsythea, drow city states, lorient, kokaine, gvidelstaaten
>1/10
?
>>
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>>84863346
The yellow bile fish are a a species of fierce predators the size of a manatee that live in the sea of yellow bile and feast on the leviathans carcass at the bottom of the sea aswell as everything living that strays into these acidic waters. They have a special fondness for the Leviathan's gigantic gallbladder. Their innards serve as an alchemical ingredient for potent acids that can dissolve flesh, swords and granite alike.
>>
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>>84863346
The black bile moray lives inside the part of the leviathans corpse that lies below the sea of black bile. They burrow into the rotting body in which they take refuge and lurk for other marine organisms that want a piece of the colossal corpse. The largest colony of them is in the spleen of the dead monster. Their teeth are razor sharp and cause infections that, if left untreated, will lead to a fatal blood sepsis within a day.
>>
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Around Lake Ă„elar, west of the Witchelven empire lies only what can described as a refugee-camp turned state, centred on the town of Ă„elar'Ra. The population consists of masses of escaped slaves from the Witchelves, elven lower class who lost their homes to the demonic breaches and turncloak nobles either outmanouvered by ruthless rivals or having the realization that dealing with demons might not be the safest idea.
>>
>>84863433
>>84863474
Maybe instead of seagulls and other sea birds, we could have flies and mosquitoes the size of birds? They are able to survive moving around from floating carcass to floating carcass, feeding whenever they can find something.
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>>84863142
Won't be ready for a while but I mean more people can start adding articles tha just me might be quicker

https://crumbling-giantstep.fandom.com/wiki/Oroma_Islands
>>
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>>84863519
I like that maybe even some sort of insect bird hybrids. The mosquite-ish ones would probably swarm above the sea of blood while the fly-ish ones swarm above the bile and the phlegm ocean due to the stink. Maybe they lay there eggs in parts of the carcass that float to the surface due to released gases in their interior and putrefaction processes.
>>
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>>84863587
>>
i love how the guy who came up with the drow left 0 lore and the only info we have about them are through their neighbouring states
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>>84863519
>>84863587
>>
>>84863587
The sea flies put thousand of eggs in major carcasses, which are devoured at an astonished speed due to the high competition for rotting meat. Sea mosquitoes, instead of doing that, have special floating larvae that drift away, and will adhere to whatever organic matter that they come across. To compensate for the low chances of finding something, they put astonishing quantities of eggs. They can cover great areas of the sea, and slowly split apart while drifting away from each other, to cover the greatest amount of distance. Cannibalism is often seen between the larvae.
>>
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>>84863519
>>84863587
>>84863622
>>84863631
I dig it
>>
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>>84863587
>>
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>>84863587
>>
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>>84863587
>>84863677
>>
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In the middle of the Labyrinth bay lies a small prison island, on which is built an intimidating fortress made out of oily black stone.

The fortress' dungeons stretch many kilometres deep in the continent's bowels, where dark, disturbing dungeons hold thousands of prisoners from all over the east.

The fortress and the underground city of dungeons were built by mute, mask-bearing demons, long before Avangar, Florinth and the Tarot Kingdoms were even conceived. Many of the neighbouring kingdoms give away their prisoners in exchange for gold and other valuable gemstones that are of no use to the Wardens.

Common criminals such as poachers and thieves arrive there from Avangar, while the other realms mostly give away their heretics, necromancers and other practicioners of the dark arts.

Why the Wardens

What happens to the prisoners there and why they're of such importance to the Wardens is unknown, although great horrors have been whispered about the prison... Talks of prisoners going mad, being sucked of their will to live and every happy memory of theirs, wanting to end their pitiful lives but being unable to, as the wardens magically prolong their lives..

Oh, and let's not talk about the terrifying tortures by the pale twisted pets of the Wardens, endured in the deepest levels of the dungeons.

Horror bedtime stories being told to children in Ouroboria talk of the only sound that one can hear in these dungeons being loud banging, as the only way for someone to end their lives is through endlessly banging their skulls against the black walls until they turn into mush, sometimes not even that being enough..
>>
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Here be Moreelse, a city (and its surrounding lands) that on first glance appears to be quite ordinary and functioning. Ruled by a council of the city's most prominent noble families, no outsider could suspect that in reality Moreelse is being ran by a syndicate of rogue alchemists from Arangea.

Initially, the syndicate known as the "Harpy's Eyes" was formed when a mage from the Nasr Satrapies visited Arangea. His revolutionary ideas and experiments bewitched many of the students there, but they were soon apprehended and exiled, as the city forbids any kind of "dangerous thoughts" and magic of all kinds (apart from alchemy, of course).

Due to be exiled to the Oroma Islands to be consumed by the magma dragons, a misstep by one of the guards lead to the Nasr mage's dimeritium shackles being broken, who of course took advantage of it and crashed their prisoner ship into
>>
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The Harpy's Eyes soon fled to the sewers and secret tunnels of Moreelse, initially bribing the guards and nobles against the Arangean hunters that were after them.

However, their crime syndicate grew rapidly. One of their alchemists found a particularly interesting plant while in an expedition in the Kinnog jungle. The Harpy's Eyes were able to extract a powder from their leaves, turning it into a powder called "The White Death".

The syndicate quickly spread the use of this narcotic throughout the West, nowadays its widespread in Arangea, Hithlone, the Drow city states, the Sea Elves, ChangriLa, Gvilderstaaten, Ampleazzo, Zapalovah and of course, Moreelse. The Harpy's Eyes got the nobility of Moreelse addicted to the White Death, which they use as leverage, turning them into the puppets.

The city of Moreelse and the jungle of Kiggon is in their de facto control, with Harpy rogues, spies and assassins patrolling them. However, the scary part comes from rumours of their activity in the Moreelse underground. Syndicate scientists have been conducting abominable experiments, turning men and dogs into beastly, zombie-like mutants for use in their armies and conjuring forbidden insectoid creatures, like the Koschey.

The Harpies' scientists were so preoccupied with whether they could, they never once considered if they should.
>>
>>84863424
I guess the power of the faction is not the same as the region's difficulty.
Changrila and Azan are very powerful empires, but they are generally good so unless you are a criminal the area shouldn't be too difficult as you would be safe from monsters of evil creatures.
I'd put the gnolls above the witchelves. Gnolls are fucking scary. Also the hogmen are dangerous too.

I think that if this was a game, you would fight the final boss in the okhost islands. Terminus would be the optional superboss.
>>
A CK2 campaign in this world would be wild
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>>84864071
1/10 is the chill mastodontan islands of volcanic springs and bathhouses

The bahamas of the world
>>
>>84863603
Same for Azan lol
The first few big ones like the wizards and the gnolls initially had very little lore.
>>
>>84863346
The crab people of raga believe there's a huge leviathan sleeping down there who will one day devour the world.
>>
Making the physical map right now. It's going to take a while. Please, if anyone writes some new stuff, please name the geographival elements.
>>
>>84864136
You rule anon. Not!russia is missing though
>>
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Added the Kingdom of Fairytale
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>>84864150
Aw, dammit, I was using the old map that didn't include it. Nice catch.
>>
>>84864166
>Kingdom of the Red Queen
In the east of the Kingdom of Fairytale lies the Kingdom of the Red Queen
Ruler: grown up !notlittleredridinghood
Knights: Human wolf riders in full plate
Infantry: Red Caps with halberds
Ruling style: Authoritative
Heradlry: Severed Wolf head on red background
Area of specialization: Hunting, meat processing, backery
Terrain: Dark Forests
Architecture: Wooden Longhouses, Log Cabins
>>
>>84847594
OP, can you post the blank map of the world, please? I'm going to try to make the physical map, and I need the blank slate to work with. Thanks.
>>
On an unrelated not what did the khenomerics think of the frog people at their border? I mean Frogs are considered a symbol of death in Egyptian mythology and frankly the Frogs only visit their homeland to fuck and die.
>>
One of the children of the great leviathan still roams the eastern and southern seas
>>
>>84864248
another one the western and southern seas
>>
>>84864248
>>84864286
Would the sea mosquitoes be a threat to those? They are massive monsters, but just imagine how much blood tens of thousands of mosquitoes the size of seagulls can drain...
>>
>>84864286
yet another one the western and northern seas
>>
>>84864308
And another one the northern and eastern seas
>>
I'm confused, is the Azan empire ruled by tieflings, or were all of them exiled to siuderland
>>
>>84864305
Nah for several reasons they are rarely not underwater, only one of them is in their territory sometimes, they have very thick skin and I'd say the mosquitoes wouldn't even be noticed by them even if they manage to sting through the skin
>>
Op, where art thou
>>
>>84864337
Mosquitoes the size of seagulls would have a really strong sting, either to pierce the leviathans' whenever they appear or to fight and hunt the smaller fauna.
>>
>>84864324
How the lore of Siuerland and Azan fit together is confusing

First came Azan with this post:
>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.

Then for Siuerland:
>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.

So tieflings are the rulers and prime citizens of Azan but at the same time Azan made a great crusade to expel all tieflings? huh
It also claims that tieflings first appeared in Siuerland and that tieflings only survive among the hobbits, which is a further contradiction with the claim that Azan is ruled by tieflings.
I think that when the Siuerland anon refers to "pre-collapse Azan" he's talking about the original southwestern empire. That would imply that Siuerland was part of that original empire, which I feel poses a few chronological problems since the fall of the southwestern empire is meant to be really ancient stuff.
I don't really know what to make out of the whole "old Azan faith" and "great prophet's arrival".
>>
we'll need another thread soon
>>
Finally done with the first thread added to wiki gotta work my way trough the 2nd one, needs lots of editing and image curation though
>>
>>84864470
There is 2 types of Tieflings Dragon and Demon.
>>
>>84864519
Thanks, anon. I would wait until the land is fully completed and we start discussing each individual piece of lore to addd the images, to avoid redundances or adding outdated stuff. Same for the maps.
>>
>>84864470
So there are several questions:
A. Are the dragon tieflings the same as the demonic breach's tieflings or are they separate species? Maybe Azan is ruled by the dragon tieflings, but it persecutes the demon tieflings. In that way "tiefling" just means something like demi-human.
B. Was the southwestern empire ruled by (dragon?) tieflings, or was it a human empire and tieflings only appeared towards it's end?
C. Was Siuerland part of the southwestern empire, or was it only first colonized by Azan and later split from it? This in reference to the Siuerland post talking about "pre-collapse Azan", when Azan itself only existed *after* the end of the southwestern empire, Azan being it's successor state.
D. How old is the fall of the southwestern empire? How long has Siuerland been an independent nation? The post says that their population is dwindling so it can't possible be that old.

This is a plausible timeline of events:
1. SouthWestern empire was ruled by dragon tieflings (possibly related to the dragon god of the Hogmen?), most of the population were humans. The ancestral demonic breach was already there but it was open and it wasn't colonized.
2. SW empire falls for an unknown reason, either before or after the Khenomeric empire.
3. Azan is the direct successor state, continues to be ruled by tieflings, the Blind bastard's domain is a rumpstate on what used to be the other edge of the empire.
4. After the fall of the SW empire, the ancestral demonic breach starts closing, Azan colonizes it.
5. Demon tieflings appear. Azan launches a crusade and drives the demon tieflings out of the island, to the north.
6. There's a change of religion in Azan which doesn't reach the demonic breach colony.
7. Azan suffers a collapse? This anon >>84856247 wrote something about Azan-Drow wars in the lore of Gautlan, maybe that could be it? If that's the case then the collapse wasn't total, it only severely weakened Azan without destroying it.
8. Siuerland becomes independent
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>>84864213
I don't think OP has one since we're very clearly painting over new jpgs every time, hence the crustyness of the artefacts. Here's something I did yesterday but its missing some new landmasses.
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>>84864530
Yeah I agree. Dragon tieflings and demon tieflings should be two separate things. Dragon tieflings are the elite of Azan while demon tieflings are refugees in the lands of the hobbits.
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>>84864599
>the demonic breach's tieflings
if you are talking about the tree breaches around the witchelves there are none only succubi
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>>84864645
No, I'm talking about the ancestral demonic breach at Siuerland.
Yes we do have 4 demonic breaches extremely close to each other, one of which is unrelated to the other 3. The ancestral demonic breach is instead related to the maw's pit, within the holy tent city of the trolls and gnolls in the Kinga badlands.
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New bread: >>84864673
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>>84864679
Ah alright nevermind then. I feel like we really need that underdark map soon
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>>84864645
Look at the map there is one extra tiny breach north of the Gäutlan
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>>84863117
The succubus breaches are the result of the witchelves. >>>84786896
afaik there's no stated reason for the fall of the southwestern empire like there is for the khenomeric empire.
It's not necessarily a problem though, it's okay to have dark spots in the lore instead of having to explain every little bit.
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>>84864682
Let's wait until the overworld and the underdark is finished until we make charts like that. also I don't really get the gluttony / lust axis
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>>84864767
also this chart would have to be way larger to incorporate all races we have



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