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/tg/ - Traditional Games


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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.

rules are (as of right now):

>be nice
>don't fuck up other people's lore
>don't add new landmasses
>don't sperg out if people don't accept or like your lore/additions

old thread (#4) >>84877899
old thread (#3) >>84864673

>Archives of Thread 1&2
https://suptg.thisisnotatrueending.com/archive/2022/84774616/
https://suptg.thisisnotatrueending.com/archive/2022/84847594/

>WIP wiki

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

>suggestions left to be added to the map

>>84888718
>>84888359
>>84880211
>>84882428
>>84881926
>>84880926
>>84880841
>>
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Geography map, with locations still yet to be named
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Some fun alignment charts
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progress from paint.net anon
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>>84890359
You are fast, anon. Keep it up.
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>>84890359
noice
>>
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Hydra's Eyes scientist working on some abomination
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https://discord.gg/qUqy4N3z
Made a server for you guys.
Idk what purpose it will serve.
>>
>>84890595
Is it for ERP?
>>
>>84890077
You'd think the Squid Peninsula would have a canal going through it, just for practicality sailing in the area and avoiding the Sea of Bile
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>>84890595
>discord
get the fuck outta here with that gay shit
>>
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>But what is the setting's tax policy?
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The small island south of the Isle of Wizards is home to an order of assassins, called the Scarred Phantoms. On it, lies a big temple, the Sepulcher, where the assassins train and pray to their god of death.

The price for the Scarred Phantoms' services is incredibly steep, only because they are sought after in the entire scimitarian continent. Nobles, merchants and spymasters from Arangea, Moreelse, Hithlone, Blesire and Calcabra know that there are no better assassins in this world. There has been no recorded evidence of a person marked by the Phantoms that did not end up perishing, sooner or later.

The Phantoms pride themselves in their political neutrality. They only serve those with the right coin, often costing an entire fortune, although it's been rumoured that one contract may cost something more than coin... a life for a life.

These assassins employ all sorts of skills and tricks to get to their target, ranging from grappling hooks, to bombs, disguises and illusions of all kinds that even the most skilled sorcerer would envy.

Whoever joins the phantoms must abandon his previous life, forever binding himself to them. Despite their alleged absence from politics and warfare, some keen observers of the Hithlone underworld have spotted a man posing as an alchmemist, searching around the Citadel for secrets of the Dragon Empire...
>>
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>>84890048
Add the Enchanted Piss Forest next to the Blind Bastards domain
>>
>>84891292
kek

although it's been claimed already
>>
What is our endgame with the map?
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>>84891274
Weiner poo and whores tits. Like rwlly big ones btw
>>
Anyone can make an archive for the third thread?
>>
>>84891298
Alright add it next to grobianismus then. That feels like a better fit anyway
>>
Map Anon here. I've named the first 50 geographical elements, and added some of the already named ones. So now let's name the next 50.
>>
Hydra's Eyes alchemist harvesting the White Death plant deep in the Kinoog jungle

>>84891442
Are you also the one repainting the whole map?
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>>84891442
I like the names, well done
>>
>>84891442
Aren't 89 the Kinga Badlands?
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>>84891472
Thanks.

>>84891457
No, that's another anon.

>>84891481
No, that's northwest to 89.
>>
>Isle of Wizards

>History:

In ancient times this island was once part of the Western Elf Empire, but over time, waves of human migration resulted in them being the dominant race. The island was part of the Azan Empire at its peak during the Eighth Dynasty, but the Drow Invasion of Surface created enough disruption for several rogue provinces to break off, including a few magocracies inspired by Eterna.

However, it didn’t take long for the mages to split into several ideological factions. Celin MagTow, a powerful mage specializing in planar magic and metaphysics, among other fields, believed women to be weak and distracting, and hereditary rule to be the death of nations. He gathered several like minded mages, taught them all his secrets, and created a powerful power bloc. When he claimed the Isle of Wizards to be his own personal fiefdom, no one dared to challenge him, and things have been thus for nearly a millennium.

>Government:

The Ancient Order of Most Practical Wizards are undoubtedly the rulers of the Isle of Wizards, though they see the governing of the common folk as beneath their notice. Elected mayors and magistrates handle most of the day to day governance, though the Wizards can intervene whenever they want.

The Wizards are a law unto themselves, but despite their notoriously eccentric ways, must follow a few strict but vague codes including the abstinence from sex, and to avoid causing harm to “good” sentient beings without good reason. The Wizards constantly watch each other for infractions, and nearly every Wizard has faced a Tribunal of their peers at least once. Tribunals can dish out a wide range of punishments, but Expulsion from the Order is the most feared.

The Amazonian Guard are fanatically loyal to the Wizards, and have law enforcement abilities (like expelling or punishing trespassers), but mostly stick to military matters. These nine-foot tall magically enhanced warriors otherwise mostly stick to themselves.
>>
>>84891566

Several lesser magic orders also exist on the Isle, and are technically self-governing, but in reality, are mostly subservient to the Wizards. Such orders are usually free from the gender or celibacy restrictions of the Wizards (aside from individuals that hope to join the Wizards one day), and include such organizations as the Order of Alchemy, the Order of Demonology, the Order of Pedants, and the Order of Astrologers.

>Economy:

The land on the Isle ranges from fair to poor, and a wide range of farming and fishing employs most people, along with small scale mining, forestry, textile production, and other manufacturing work. However, these are mostly for domestic use, and completely overshadowed by the sale of magically produced goods when it comes to foreign trade.

Potions and enchanted items from the Isle are sold for high cost elsewhere, and many wealthy elites come to the island for healing or cosmetically enhancing magic.

>Foreign Relations:

Cocoon Islands – The Wizards fear an ancient evil on the Cocoon Islands, and as a result maintain a series of island forts to prevent others from reaching the island.

Northwestern Humans, Sea Elves, and Hobbits – The Wizards feel some moral obligation to help the nations north of the Drow City-States to protect themselves, and will sometimes lend military assistance in the form of the Amazons and the lesser magic orders, and occasionally even a Wizard will take the field, though they are rarely inclined to risk their lives despite their immense power. Aside from this, relations are cordial, though the Wizards only truly respect those with powerful magic ability.

Drow – Aside from Cocoon Island, the Drow are considered the main enemies of the Wizards, though the Wizards do sometimes make alliances with individuals or certain factions in order to obtain knowledge, or guide the Drow along a more peaceful path.
>>
>>84891578

Azan Empire – Some in Azan still consider the Isle of Wizards to be a rebel province, though like many long lost provinces, they know it is unlikely they will regain it. The Wizards only respect the most powerful of the Azan mages, though the lesser magic orders make most of their coin off of Azan and some of its successor states.

Demons – The Wizards both fear, and are secretly fascinated by demons. Summoning and binding demons is a skill Wizards and certain lesser orders are expected to have, though it is a dangerous past time.

Arangea and the Citadel – These two centers of magic learning are the only ones in the west that the Wizards truly (secretly) respect, though it is rare for them to admit this. The interchange of knowledge between the three groups is fairly frequent, though the Wizards try to hide their interest by operating through lesser orders.

(To be continued later today)
>>
>>84891191
kek what are you doing for the thread
>>
>>84890753
I dont think so
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>>84891601
unlike you I'm not turning it into some social gathering zoomfaggotry
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>>84891309
playtest it, add lore, place into a wiki or pdf document and create an official setting for /tg/
>>
>>84891442
68 is the Island of Terpsythea
63 is what I assumed is Chrysovica, although that could be the name of just the nation, and not the island, not sure
Either 61 or 58 got to be Zapalovah, I'm aiming towards the Archipelago
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>>84891292
Considering the the trees are actually flowing liquid one could walk beneath it or sail above it so it's sort of a forest and a lake at the same time
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>>84891619
you havent answered the question
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>>84891637
I did I'm contributing by not making it worse
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>>84891586
god bless your work anon
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>>84891292
No fetish.
>>
>>84891704
Maybe it can be a forest whose trees are light yellow most of the year, so the crude peasants of Grobianismus have got to calling it the "Piss Forest" as a joke
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>>84890048
Can we nerf the Gnoll empire please? It's almost gamebreakingly powerful and way too big
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>>84891704
No fun.
>>84891716
As long as they are made out of liquid that's fine with me
>>
>>84891442
86 could be the Hedge Plains because.. they're surrounded by a great hedge

>85
you have two set of islands as 85, the northern one are the mastodon isles

57 is Leng

96 could be the strait of blood or the crimson strait, after a large naval battle that happened there between avangar and whoever lives in that island

82 are the okhost islands
>>
Ok, so the list of racesgoes like this:

-Humans
-Gnoll
-Elves (regular elves; Drows)
-Zulutaur
-Star People (Aliens)
-Hobbits
-Gnomes
-Ogres
-Fake Humans
-Very Civilised Trolls
-Crab People
-Mastodons
-Brownies
-Badger People
-Frog People
-Tieflings (dragon tieflings; demon tieflings)
-Snail people (snoloths)
- Orcs
- Hobgoblins were mentioned somewhere
- Merfolk

Anyone elseI'm missing?
>>
>>84891733
If an empire is ridiculously powerful, that just means it needs a ridicules amount of enemies.
>>
>>84891704
You do realize that one of the domains of the bog witch is literally scatology right? What about the lactating mermaids? How is a land full of peasants covered and obsessed with shit not fetish but a harmless piss forest is somehow taking it too far? Call it the Urine Woods if you wan't to. The trees could be geysers coming from the ground and not actually be piss but just smell and look like it while actually being some Mineral-rich fluid from some sulphurous sediment layer. You could instead just accept it being an actual piss forest and not be a coward about it of course. This os 4chan not your safe space.
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>>84891309
To have fun anon
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>>84891857
It's just one guy living out his power fantasies. I say shrink it down. There's no justification for it being that big
>>
>>84891857
>>84891733
Isn't the knoll empire a giant with mud feet? If I recall correctly, most of its neighbours have won a confrontation against them in one way or another.
>>
>>84891863
Every single setting that gets made on /tg/ ends up dying or having 5 threads full of shitflinging because some retarded keeps pushing his fetish. The same happened in this one like 2 threads ago.

Anyways, I don't mind with the inclusion of the piss forest as long as it isn't literally piss, and as you said there's some other crazy shit in the setting that was mostly added at the very beginning, but you can see why people are reluctant

>>84891878
There are always ways to work around an OP empire. You have skeleton necromancers to the south, to which the Gnoll even seek deals with and aren't interested in conquering. The north is surrounded by a large forest, so not the best place either. To the west is their sacred city, in which they cannot really survive (it's surrounded by the badlands) anyways.

To the south they got btfo by the crab people. To the east, they have the mountains of ooze which kinda limit their advances since it forces them into a chokepoint. the cowmen grasslands is the only place where conquest would seem easy

most other empires in this setting have defensive alliances against them, anyways
>>
>>84891930
>fetish.
I'm not even into pee it's just funny. Back in the day /tg/ wasn't some political correct no fun allowed place. What made it so good (well at least better than it is now) was that people took absurd and ridiculous ideas which sound like shit at first glance just went with it and more often than not turned them into something good. Turning shit into gold so to speak. This "don't say offensive things" prudery has been getting on my nerves for a long time. In a few threads not a single asshole will be interested in this garbage heap of a setting anyway so can we at least have some fun with it please?
>>
I think a rewrite of the bog witch shit is in order, atleast to make it readable
>>
>>84891930
>most other empires in this setting have defensive alliances against them, anyways
Yeah, pretty much. They don't seem to have that many friends in the setting.
>>
>>84891733
What's with people's fetish for that? 4 separate nations include in their lore how they kicked the ass of the Gnoll Empire.

Is that you Hogmananon?
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>>84891997
This honestly. We are more and more turning into reddit.
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>>84892032
based hogman chad
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>>84892017
here come the redcons. what could possibly go wrong
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>>84891850
... Witchelves, Sea Elves, Automata, Hogmen, Succubus
You did not even read the thread or wiki and are just adding what people say.
>>
>>84892049
hello tourist, the guy who wrote that shit literally said two threads ago that he's leaving and people do whatever the fuck they want with his additions. plus, I'm not retconning anything, I'm rewriting a bunch of greentexts into a comprehensive text.

Don't be a moron
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>>84892020
Yeah. They basically only get along with feral Ogres and the Okhost necromancers. Well they got 2 vassals.
>>
>>84892067
Yeah rewriting for readability or to fit done standardised format is more than ok
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>>84892084
no one here has retconned anything, to my knowledge atleast
>>
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One of the Bog Witch daughters
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>>84892136
a little edgy don't you think?
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>>84892139
I mean, she literally eats all the newborn males that she gives birth to, her whole schtick is edge
>>
Anyone wanna make a heightmap? I want to make this map in Minecraft
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>>84892163
based zoomer
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>>84892163
Anon, that's what >>84891442 is for.
>>
>>84891997
I like the idea of them being sulphuric geysers or some shit that the Grobianismus peasants think its piss
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>>84892230
Plot twist maybe the geysers come out of a rock reservoir which is the urinary bladder of a petrified giant and the Grobianists are technically right
>>
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The Trolltooth peninsula is inhabited by a semi-aquatic species that have the tentacles of an octopus or a squid, but most of their body is covered in hard, lobster-like chitin, including a pair of claws that function as hands.

For a few weeks, once per year, the Kresteneg, as they are called, transform their tentacles into crab-like legs and surface to the land, where they breed and lay their eggs. Despite their crustacean appearance, the Kresteneg are actually sentient, forming large communities within their grounds that are ruled by a singular matriarch queen.

The Kresteneg aggressively defend their territory against humans and trolls alike. They mostly eat fish and molluscs, and often cut the nets of fishermen, stealing their catch.

There was once a wizard that was left to die in these perilous lands, although he cleverly used a spell that enabled him to understand the language of the Kresteneg. The wizard taught some of the elder Kresteneg how to cast magic, and once the wizard died, some Kresteneg used spells to magically defy their life cycle, making them able to spent time in land while transformed much longer than usual.

It's said that the Lost Isle to the west was a Kresteneg civilization, although that's improbable, given they prefer the shallow waters of the Great Morgull's sea, instead of open ocean waters.
>>
>>84891878
>>84891733
That's the point, it's one of the big bad evil empires like the witchelves. No need to shrink it down.
>>84891899
>most of its neighbours have won a confrontation against them in one way or another.
Eh, it's more like the Gnolls have btfo'd some nations (the ancient Khenomerics; Nogar) while they failed to btfo others. Nobody has made an offensive war against the Gnolls and won, the best they have done is repel Gnoll invasions, that's it.
In the case of the Hogmen, it wasn't even an invasion, just a small Gnoll pirate ship that landed in the islands, thinking they were uninhabited, and got mogged by the hogmen.
>>84891930
>To the south they got btfo by the crab people
They btfo'd the crab people actually. They in turn got defeated by the human tribe that landed in the crab people's land and are now the rulers of the crab people.
>>
So, did drawfag make the coat of arms yet
>>
What do the gnoll think about the runaan and the vodyanik people?
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>>84892831
Food graaaaaghhhh!!!
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>>84893102
so are the gnoll supposed to be braindead
>>
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>>84891586

(Isle of Wizards - continued)

>Geography:

The Isle has a relatively temperate climate, but is somewhat cool at higher elevations and along the north coast.

Due to cheaply available potions, population growth is very slow, and much of the island is still pristine meadows and forest, though most towns and villages are surrounded by kilometers of field and pasture.

There are some low mountain ranges and extinct volcanoes at the center of the island, whose flanks are covered with meadows or pine forest depending on soil quality and whether fires or other events occurred recently.

>Demographics:

Humans – Most of the population is human. Typically pale of skin and fair of hair like many northwestern humans, a few show signs of other ancestry, generally other human races from the old Azan Empire. The mages tend to be more diverse, recruiting talented individuals from anywhere where there is interest.

Wizards – Technically human, though immensely powerful and able to live for centuries. They inevitably resemble old, bearded men. Although their long lives and celibacy in theory allows them much time to expand their knowledge, the Wizards almost all have dysfunctional, intellectually abstract personalities, and are just as likely to be found debating minor points of knowledge, opinion, and philosophy with each other, spying on the lives of common folk with their advanced scrying gear, or trying to suppress their sexual desires in bizarre ways. They generally live in massive, eccentric towers fall from nosy neighbors.
>>
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>>84893355

Amazons – The Amazonian Guard was founded by Celin not long after he founded the Isle of Wizards. Recruited from bitter, badly abused women, they were originally meant to empower the powerless, but many quickly became cruel vigilantes, so instead Celin reorganized them into a rigid military organization, their law enforcement abilities were transferred to elected magistrates. Enhanced via a range of magic means, they possess immense strength, size, resilience, beauty, reflexes, and often have decades of combat experience, making them some of the most feared fighters in the world. Despite this, much like their Wizard masters, they are often socially dysfunctional, and away from outside eyes engage in all sorts of petty rivalries and cruelty. However, in public the Amazons are perfectly professional, and in combat nearly fearless, for the Wizards have been known to reverse the changes made to an Amazon who misbehaves, a fate they fear worse than death. Conversely, Amazons who perform well are rewarded with many luxuries when off-duty, and some are even allowed to leave the Guard, allowing them to be paid immense amounts of money as mercenaries and bodyguards elsewhere in the world.

Hobbits, Gnomes, and Brownies – Over the centuries, a few of each of these races have migrated to the Isle from the lands to the east. The hobbits are the most common, and hobbit farming villages can be found throughout the island, where they follow similar farming practises to the humans, except for their tendency to live in “burrows”. Gnomes and brownies are rarer and more secretive, living in small underground colonies, and only revealing themselves to those they consider harmless.
>>
In the southernmost horned ogre island is Devon Island, where the Former Republic of Vilga - named after the largest, and only city of the island - used to rule.

Vilga is split equally by the river of Lazeuka that runs through Devon, with a small island in the middle of the river and its two districts, where the Palace of the Thousand Thrones is built.

The Devonese -or Vilgans, as most refer to themselves nowadays- had built a prosperous nation, relishing in the trade between the Silver Kingdom, the Platinum Princedom and the Elanxan Empire. However, that all changed when the Elyrians attacked.

Their fleet, despite its bravery, was defeated by Avangar when they were tricked and outmaneuvered. They soon submitted to them, turning into a pseudo-shell of a puppet nation.
>>
>>84893385

Half-Elves – Rare here compared to Calcabra and a few other nations, half-elves trace their roots to the first humans who came to the island and interbred with the primal elves of the Western Elf Empire. Long-lived and attractive, they almost inevitably possess high social status and are frequently landowners, bankers, lawyers, merchants, mages, or master craftsmen.

>Religion:

The Isle isn’t particularly religious. Most people follow an extremely watered down version of the Azan Faith, sticking to basic moral lessons and harvest celebrations.
The gnomes, brownies, some hobbits and half-elves, and even a few humans follow one of several ancient pagan faiths, whose whimsical fairy tale parables confuse those used to more structured religion.

The Code of the Wizard is in some ways the most important doctrine on the Isle, though it only applies to the Wizards, and isn’t strictly speaking religious. This long list of laws contains more than a few which are notoriously ambiguous, and fierce arguments on how to interpret them often last for months. As a result, sentencing is always done by a large Tribunal. Punishments are harsh and sometimes bizarre, though Expulsion is the most feared. It is rare for a Wizard to be Expelled except in the most clear cut of cases, as there are endless loopholes based on past precedence.

The lesser magic orders have their own codes and laws, some as convoluted as the Code of the Wizard.
>>
>>84893410

The Amazonian Guard is another secular order whose workings border on religious. The Guard has endless rules and unspoken expectations, and they view their own elevation to Amazonhood as a deeply spiritual experience. Some revere the Wizards as their Creators, while others only pay lip service to this sentiment, as the Wizards have complete authority over the Amazonian Guard, and can dish out punishment or rewards for any reason they see fit, though most Wizards ignore the Amazons unless they are in a particularly grumpy mood.

>Military:

The Isle of Wizards possess a strong military, though they are generally isolationist and only send a fraction of their true power to aid allies except in the most dire of circumstances.

Although the equipment of the Amazons may seem primitive (based on designs from the earliest of the Azan Dynasties), they are powerfully enchanted, giving Amazons access to a range of offensive and defensive spells and passive defenses, though the Amazons cannot caste spells directly. The Amazons are conservative in their spell usage though, relying on martial might and leaving the spells for when they are needed most.

The Amazons use a wide range of mounts to give them additional tactical flexibility, and also are used to man the Isle’s powerful navy.
Amazons typically have a few shrinking spells stored in their armor, which allows them to reduce themselves to a more normal height to fight below decks or inside buildings.

The lesser magic orders usually send some casters to support the Amazons, whether directly or indirectly with further spells.

Wizards rarely ever take the field directly, though when they do, there is very little that can stop then.

The common folk do have town guards and militia, but it is rare for them to have to fight anything other than the odd dangerous animal, escaped experiment, highwayman, or coastal raider.
>>
Traditionally, rule of the city and the island boils down to three factions. One, the Bisons, are the nobility of the city, consisting of many families. They descend from the first rulers of Vilga, when it was but a small village. They mostly are in control of the Civic Guard and the fleets that roam the Labyrinth Sea.

The Pangolins, on the other hand, are the merchant ruling class of Vilga, and consist of many merchant groups. Spice merchants compete with silk merchants, incense merchants compete with silver merchants, and so goes on. The Leopards are in charge of, well, preserving trade and the merchant fleet of Vilga.

The last faction is the Owls, consisting of the priesthood of the city, who are responsible for mantaining religious order, as well as tending to the poor. They have fallen in hard times, since by being invaded by Avangar, the Elyrians have imposed their own religion on the Vilgans, their own religion undermined.

All three factions form their own councils, constantly competing with each other and infighting, and they all choose one representative every two years. The three representatives get to co-rule Vilga from the Palace of a Thousand Thrones, although the faction councils have been dilluted by spies and yesmen from Avangar for years.
>>
>>84893404
>>84893569
Despite what the ruling elite and the invaders of Vilga might tell you, there once was a fourth faction. The Gryphons once had their own council, with their own representantive in the Palace of a Thousand Thrones. However, their prestige and power has waned over the years. Their own palace has been reduced to no less than a ruin.

The final blow was given after the annexation from Avangar. The warlocks, forgotten and ignored as they were, were kicked from the ruling Palace by the other three factions, as the discrimination and hostility of magic users had risen to an all time high... or so the Elyrians would lead you to believe.

In reality, the Gryphons were by far the most distrustful of their new masters... Despite being warlocks themselves, they detested the impunity of use of the arcane in Avangar, and resisted the most out of all against the invaders.

Some Gryphons left to Elanxa. Others were burned in the stake, while others got impaled by the crossbow bolts of the dedicated witch-hunters. But little do the councils know that some warlocks disguised themselves, gathering their own following in Vilga.
>>
>>84893653
The Gryphons, under disguise, are constantly preaching to the masses against their rulers and the corrupt priesthood, while the Civic guard are cracking down any sign of insubordination.

The Quamona Tong, as they call their group of resistance, meaning "the correctors of errors" are fiercely opposed to any foreign presence whatsoever on Devon, and all its schemes are designed to get rid of the Elyrians. The Quamona Tong, spearheaded by the former Gryphon "Tuaron Olgiers" mostly tries to put their own supporters in the council, all while gathering the support of local businesses.

In one ruthless undertaking, the Quamona Tong kidnapped a horned ogre from the hills, gutted its belly and flung its corpse into the Lakeuza river, framing a group of young Elyrians for the murder.
>>
>>84893355
>>84893385
added those to the wiki, waiting for any map updates before adding anything else
>>
>>84893115
95% of them yes. Their nation survives because the 5% human intelligence level ones can hang around by becoming demilitches. Still most of those are too violent and aggressive for real diplomacy. Only the emperor has shown himself willi.g to open diplomatic relations with the rest of the world, but it'll be a rocky road.
>>
>>84894383
>>84893115
>>84893102
>>84892831

How does the economy of the Gnoll Empire works? Do tey live off of agriculture, of husbandry, raiding neighbour lands, regular hunting/gathering? They ought to have quite big numbers, and a populationbig enough to keep an empire going needs a lot of food.
>>
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>>84888718
I went with "New Hyperborea" as the old civilization's name is dubbed as "Old" by the nomads. Let me know if you want that changed

>>84888359
>>84880211
>>84882428
>>84881926
>>84880926
>>84880841
>>84891289
>>84891292
>>84892521
>>84893404
Added

The western continent is now filled.
added
>>
>>84894818
I now see that the anon described the Jibaro as "wetlands" instead of "marshlands". Oh well. I'll change that come next update
>>
>>84894660
I recommend you read the short story on the wiki it tackles that. They have some special animals for husbandry and the emperor keeps things from collapsing by exerting political and religious power... And wraith assassin's.

Otherwise they.love in Khenomeric ruins raid etc.
>>
Should we fill in more nations in the troll/ogre habitats or leave them as is?
>>
>>84894961
Ah and the Emperor can just make food from his flesh, with magic, but that only feeds the capital.

Otherwise look at Fleshox, hunting and cannibalism as main sources of food.
>>
>>84894818
Nice, we're finally completing the map! Only the only remaining blank spots are:

-the lands around the Great End Peaks,
-the south of the Jade Cliffs,
-south of the Desert of the Weriest,
southeast of the Onyx Mountains
-the area of (87) Plains.
-mpst of the land around Corteau Canyon
-A good chunk of (76) island

We have the geographical map complete, once we fill those blank spaces we can start making a map of the biomes.
>>
>>84895132
I wrote the Jade Cliffs, it's actually part of the SonQo temples biome, so I'll rewrite that part to be a little bit different
>>
>>84895132
Are you the geographical map anon? I made some corrections/suggestions about the geography map some posts ago
>>
>>84895152
I am. Did you make some suggestions? What post was that?
>>
>>84895193

>>84891846
this is the post

There's also the cocoon islands to the far northwest
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>>84895205
Ok, I added those a while ago.
>cocoon islands
So is it the Cocoon Islands or the Emerald Islands? Which one is which?
>>
From what I remember, some guy wrote the cocoon islands back on thread 1, and later one another guy wrote them as some celtic paradise against the lore, calling them the emerald islands. So OP just called them both, for some reason.

You could call one of them the Emerald Island and the other something else, idk
>>
Wiki anon here, I updated everything posted thus far (Yes, including the urine woods).
>>
>Drow City-States

>History:

This region has historically been underdeveloped. Neither the Western Elf Empire or the various iterations of the Azan Empire cared for the climate despite its great mineral wealth.

However, during the time of the Eighth Azan Dynasty, a number of dwarven kingdoms sprung up here, mining gold, metals, and gems with a vigor that previous inhabitants lacked. This wealth drew the attention of the drow, who had been arriving in small waves from other dimensions for generations.

A charismatic queen convinced many of the western drow to combine into one great confederacy, and seize control of the western surface lands. Although they sacked the dwarven kingdoms and many Azan holdings, they ultimately feel into bickering, and for the past millennium, their borders have remained relatively unchanged.

Every century or so, a number of city-states will unify and try and expand their borders. But the drow dislike the sun so new territories are generally assigned to incompetent leaders and substandard troops. After a few decades, such new territories either get abandoned or overthrown.

>Government:

The Drow City-States contain a number of distinct cultures, so it is impossible to generalize their governance. However, almost all are autocratic, many are theocracies or at least contain strong theocratic elements, and more than a few are matriarchal.

There are about two dozen cities of varying sizes, and a number of smaller communities. Most cities are self-ruled but supported by a number of outlying settlements. At any given time though, at least half the cities are either dominated or in a strong alliance with at least one other city, and drow rarely fight each other when they perceive an outside threat, so the region is more stable than it looks.
>>
>>84895235
nta
imho cocoon islands fits better considering that they are infested with deadly spiders
>>
>>84895821

>Economy:

Drow City-States are self-sufficient, but use their vast mineral wealth to buy luxuries and novelties from the outside world they can acquire via raids and conquest.

Gold, gems, and enchanted goods are traded for trendy food items, exotic slaves, poisons, and strange narcotics.

Slaves of the drow grow mushrooms on farms, and harvest fish, eels, and giant bugs from underground pools, but the drow prefer more variety, so human lands are sometimes conquered or subverted to provide a cheap supply of grains, fruits, vegetables, and meat for drow of all social classes.

>Foreign Relations:

Calcabra, Bumi, and Calcrabian Mountain Hobbits – Avowed enemies of the drow, the drow dislike their moralizing and consider them preferred targets.

Azan – The drow have fought many wars with different iterations of the Azan Empire, but have some respect for the self-serving scheming of the elite. This also applies to Hithlone and Terusia, who the Drow see as little different from Azan. The drow control extensive drug and slave trading networks in these nations via proxies.

The Triarchy, Moreelse, Scarred Phantoms, and Kinnog – The drow mostly leave these areas alone as they have extensive ties to drug, assassin, and slaving cartels here. The Scarred Phantoms and the Harpy’s Eyes in particular are useful for work the drow don’t want to do themselves.

Red Lotus Congregation – A frequent target for slave raids in recent times, as their phenotype as become trendy for pet slaves in several drow cities.

Orc’iere and Sea Elven City-States – Although the drow rarely directly raid these areas, they are popular sources of slaves via intermediaries. “Good drow” from the Sea Elven City-States catch a particularly high price.
>>
>>84895843

Arangea and the Isle of Wizards – The drow frequently war against both these nations, but secretly respect their magic. Secret discussions between powerful magic users of these nations on scholarly and philosophical matters sometimes occur.

Last Remnant Communities – Formerly a part of the Azan Empire, this region agreed to pay tribute to the drow during the last major war, and have never really stopped, making them a de facto vassal state of several drow cities.

>Geography:

The central parts of the region are a maze of volcanoes, sulphur ponds, and ash lands, constantly shrouded in clouds of volcanic ash. Due to the lack of sunlight, the areas away from volcanic activity can be surprisingly cold, though most drow cities are near volcanoes or are magically heated.

Along the coastlines, broken rock formations, salt marsh, scrub jungle, small meadows, and strange mushroom forests dominate. The ash clouds are thinner here, but ocean mists and storms help ensure full sunlight is rare.

Much of the actual mining, agriculture, and habitation occurs underground, in a massive network of volcanic and artificial caves, only fortifications and outposts are found on the surface, with a few exceptions.

(to be continued later)
>>
claiming land between new hyperborea and silver kingdom
>>
>>84894985
I think either leave them as is
>>
Is there a civilization that are NOT slavers?
>>
Ok, so the list of racesgoes like this:

-Humans
-Gnoll
-Elves (Sea Elves; Drows, Witch Elves)
-Zulutaur
-Star People (Aliens)
-Hobbits
-Gnomes
-Brownies
-Ogres
-Fake Humans
-Very Civilised Trolls
-Crab People
-Mastodons
-Brownies
-Badger People
-Frog People
-Octopus/Lobster people
-Tieflings (dragon tieflings; demon tieflings)
-Hogmen
-Snail people (snoloths)
- Orcs
- Hobgoblins
- Merfolk (extinct)
-Fishlike people
-Reptilians (Runaan)
-Skeleton priests/Liches
-Trolls
-Cave goblins
-Fairies
-Ants and termites
-Mistfolk
-Succubi/other demons
-Automata
-Giants (dead/reanimated)
>>
>>84896334
And lumberlings

Also sirens
>>
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The lands between Mossovoy and the land of windmills are home to the fortresses of the Laurentian crusade, great constructions built in the past century to stave off the growing influence of the Mossovian necromancers and their terrible armies.
When Cnyaz "redhair" Artyom gathered dozens of mercenary companies with the noble intent of ridding the north of the Mossovian menace, many mugs of ale were raised all throughout the North with praises to his name. The news of the terrible defeat of the at the Battle of the red snow, where half the infantry broke ranks and fled at the first sight of the great undead giants, covered in rusted armour and carrying weapons drenched in human innards, quickly soured the mood and brought a wave of despair even greater than the previous joy.
That was it for Lorentz (or Laurentius as he's known in the West), voivod of the platinum realm, who harboured a deep hatred for the dark arts after his father and elder brothers died fighting against the Elyrian jihadists. Lorentz struggled for the next year to gather a host of Zemylandic warriors, then he surprised the many nobles of his nation by abdicating his titles and sailing West before his friends and distant family could talk him out of it.
Great was the surprise of the dark Vzdoruye lords, proud of their victory, when the shores of the land of windmills swelled with warriors once again in such a short time. Sure that they were invincible, they ignored them and idled in the halls of the secret city, enjoying themselves torturing their many prisoners, waiting for the Zemylandic host to attack. But Lorentz didn't advance into Mossovoy, instead he occupied the lands next to it and ordered his men to start building many forts, not flimsy structures of wood to last a single winter, but rather great strongholds of stone to last for centuries if necessary.
>>
>Dominion of the Bog Wtch
What's going on here? What's its history?
>>
What happens in the northeastern island
>>
remove russia it wasn't on the original map
>>
>>84894818
>Urine Woods
Holy based
>>
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>>84896502
With much motivation, and a fair amount of funds from Zapolovahn contributions and Lorentz's own personal fortune, the work was done quickly. By the time the Mossovians realized what was going on, more than enough fortifications were already in place to deter the agression of the necromancer lords.
The first fort fully finished was dubbed "Krasnogorye", and became Lorentz base of operations. From there, Lorentz commenced his strategy in full force, which consisted in maintaining a permanent force in the area to check the advances of Mossovoy and using mobile cavalry units to attack the parties of necromancers sent to the South to reanimate swamp ogres and the dreaded giants.
Those first few years of the Laurentian crusade certainly were the best, and the Zemylandic crusaders banished many necromancers from our world. For a few years, good men could finally travel safely in the North. Sadly, since the death of Lorentz, after three decades of fighting, the crusaders have lost their direction. Now the forts remain, but their halls feel empty without the great leaders of the original host. The crusaders lost in the fighting have been replaced with men from the lands of the windmills, Zapolovah, the orange marquisates and a few from Zemyland, plus some animalkin and hobbits, but these new recruits haven't been able to match the numbers of the original force.
In this new circumstance, the crusader leadership is divided between those who want to continue the war against Mossovoy, with fewer resources, and those who think that attacking the necromancers is a lost cause, and they should instead change their target. In the past decade some armoured bands of crusaders have entered the fairy woods to cut and burn the forest in order to destroy the habitat of the sadistic fairies.
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>>84890048
Added
>The Evergreen Pastures
and
>The Baalps
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>>84896876
The Evergreen Pastures are a sprawling hilly landscape similar to Wales. In contrast to English hill pastures, however, the climate here is pleasantly mild all year round and it rarely rains.The Pastures are the realm of the She-eep, or as foreigners call them Oviscentauresses. This all-female hybrid breed lives in a symbiosis with the alpine hermits who live in the Baalps. Once a year the She-eep move to the pastures of these solitary but friendly misfits, who shear their wool in exchange for tasty sheep's milk, which they process into cheese which they sell to the hobbits of the north-west. The rustic loners also make their clothes and stuff their beds from the high-quality wool. This procedure is vital for the She-eep. If they are not sheared in time, their fur will become too heavy - the more wool, the greater the burden. In addition, the dense fur is the perfect breeding ground for numerous parasites such as snail mites or pig snout ticks. How this graceful and docile but all-female species reproduces is yet unknown to science, however each spring newborn and playful half-lambs can be seen frolicking in the flowering meadows.
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>>84890048
>The Terrible Licorice Hydra
umm what's up with that?
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>>84897367
The Sunflower Forest is a vast plain dotted with gigantic, towering sunflowers. The forest exudes a pleasant aroma and anyone who manages to climb such a giant flower to get the tasty and nutritious seeds will be greatly rewarded for their efforts. A single one of these seeds can satisfy a full grown man's hunger and nutritional needs for a month. Gigantic but friendly bees also circle above the sunflower forest, which can be ridden for a while if you scratch them behind their antennae. The forest is inhabited by a few tribes of mysterious dryads who are open to strangers but defend their forest valiantly against loggers.
When crossing the woods, you should be particularly careful of the Blind Sunflower Knight. This is the armor of a former robber baron who fell fighting a rival in Sunflower Forest. When his last bone had crumbled to dust, the armor was taken over by a rare species of thinking sunflowers, who now control him. However, his blind lust for revenge against his rival seems to have been preserved in the armor, which is why he now wanders through these idyllic forests in search of his killer and challenges everyone to a duel until the shame of his defeat is atoned for.
>>
>>84897391
>Sunflower Dryads
>>
>>84897391
>>84897404
>The Blind Knight
>>
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>>84897367
Add the Reich of the Shit Wizards next to Grobianismus.
Alright hear me out on this. You might think haha "shit" that's funny but I really think there is some justification for the concept. The practice of using faeces to draw conclusions about a person's state of health, for example, is a knowledge that has been passed down through Millenia from generation to generation. The ancient chinese did it and doctors are still doing it today (see bristol stool chart). The interest and preoccupation with excrement and excretion is a normal human predisposition, as this was once essential for our survival. We can see this in scatological literature with the trope of the grotesque body being explore from Chaucer to Shakespeare or in the literary genre of 'Grobianismus'. So in conclusion we see that dealing with excrement serves both a cultural and a scientific purpose. Medieval magicians were essentially scientists, since certain kinds of magic and alchemy were the closest thing people got to experimental science back in the day. For example, today's medicine, chemistry and philosophy all developed from alchemy. The discipline of alchemy aka magic is literally full of feces. While calculating his expenses, for instance, Georg Mymer (see Mymer manuscripts) lists horse manure alongside the various flasks he needs for his tinctures. Dried horse manure was used for heating and in fact cheaper than coal. Fresh manure was also a useful material. The alchemist would bury his flask in manure. As the manure decomposed, it gave off a mild, but steady heat, which triggered a reaction with the flask, known as digestion. When the manure began to cool, the alchemist could simply replace it with a fresh supply. This setup came to be known as a venter equinus (the horse’s bowels).

[...]
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>>84897473

[...]

Alchemy and dung had an even richer relationship. Let me point out two additional uses of manure: (1) as an ingredient and (2) as criticism. Dung was mixed with crushed clay to make lute (lutum sapientiae), the putty used to seal alchemical vessels. It was also used as an ingredient in medicines. Paracelsus himself developed fecal medicines in the early modern period. Although he had a new take on the medicinal uses of shit, Paracelsus was preceded by a medieval tradition of fecal alchemy. Centuries earlier, the alchemist and philosopher Morienus described the starting material of the Philosophers’ Stone as “of cheap price and found everywhere” and “trodden underfoot.” Medieval alchemists took that description literally and used the manure found all over their streets. This got so far that alchemists were warned about searching for gold in poo: "Qui quaerit in merdis secreta philosophorum expensis perdit proprias, tempusque laborum" which translates to: "He who seeks the philosophers’ secret in shit will waste his money, time, and labor on it."

[...]
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>>84897507

[...]

So, having explained various reasons why the Shit Wizards fulfills both the demands for historical reference and relevance to magical inquiry, let me present some thoughts I've had about possible spells and magical uses of the Shit Wizardry. In fact lets call it Scatomancy to to avoid an indecent connotation.
>The art of determining the state of health of a person from their feces
>Befriending Pigs and riding them
>Reading ones personal future or past from excrement
>Use a person's excrement to magically find out their current whereabouts
>Predicting the future by the arrangement, consistency, and smell of a volunteer's feces (must be cast as a ritual)
>Magically controlling the excrements within another person's digestive system, causing the victim to experience severe abdominal cramps and pain
>Transforming any matter into excrement
>Summon a fetid miasma that can send entire armies fleeing
>Creating excrement golems
>The transmutation of excrement into the immortalizing Scatomancer's stone, which allows the sorcerer to turn feces into gold and reverse
>>
>>84896334
bugbears, half-elves, wood/primal elves, dwarves, eelfolk, harpies, etc.

>>84897367
>>84896876
you are not adding stuff to the latest map here >>84894818
>>
>>84897660
>you are not adding stuff to the latest map here
Oh sorry about that maybe someone can add them to the current one. Wanted to save OP some work but it seems like I caused confusion by doing so
>>
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>>84894818
North of the inhospitable jungles are the free holds of Terraria. Lands filled to the brim with wonderous plant and fungal life of brilliant bioluminescence. Woodland spirits populate the region. Many of these same spirits are easily impressed and attempt to mimic the behaviors, dress and fighting styles of adventurers who pass through.
>>
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>>84895856

>Drow City-States (continued)

>Demographics:

Drow are the dominant race, but not the majority. Often vain and cruel, they tend to see other races as draft animals and playthings, doing much of the work the drow are unwilling to do themselves. There are several distinct cultures, defined by a mix of religion, geography, and origin. Some of the more distinct groups include the nomadic ashlanders, the sadistic Lolthites, and the fanatical lava clans.

Labor Slaves – Long time slaves of the drow, they have been bred and altered for obedience, stamina, durability, and longevity. Mostly humans and dwarves from the original conquest, but orcs, bugbear, ogres, and other large creatures are valued for their size.

Pet Slaves – Recent acquisitions, usually second or third generation at most, and often freshly captured. Generally chosen for looks or their exotic nature. Sea elves, half-elves, “good drow”, humans of regionally rare phenotypes, and brownies are all currently popular.

Freemen – Some non-drow do manage to make a living in the City-States without being slaves, though they are almost never high status. Mostly humans, half-drow, goblins, orcs, ogres, and stripped drow (drow with primal elf lineage).

Extraplanar Beings – Summoned by religious spellcasters as advisors, servants, or champions. Depending on the religion could include succubi, fire demons, or yochlol.

>Religion:

Several different religions, gods, and pantheons are worshipped among the city states. Some of the most prominent include Lolth, Vivec, Gogotha the Succubus Queen, and Infernus the Volcano. Sometimes rival religions manage to co-exist in a city, and even get along, but most cities have a state religion, based around one pantheon or a single god or goddess.
>>
>>84897916

>Military:

Drow fighters are legendary skirmishers and night fighters, but will fight in highly skilled formations if needed. Each city has its own distinct spellcasting preferences, dependent on what their religion supports, and how much they use secular spellcasters.

One city may rely heavily on fire magic and summoned fire demons, another on succubi and mind addling spells, and another on stealth and ash magic.
>>
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>>84897896
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>>84896876
>>84897367
>>84897660
>>84897931
>>
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>>84897965
added names
>>
>Hasteria Province

A rural province of the Azan Empire, it was once simply one of many, and of little note. But in the past century, it has found itself on the front lines of the expanding Witch-Elf Empire, and later the Gomorrah Breach.

Nowadays, it is almost abandoned of civilians, but companies of the Azan Army patrol the area and frequently skirmish against both succubi and witch-elves (sometimes both working together).

The Azan Army remains one of the world’s largest, with an efficient bureaucracy, meritocratic officers, decently trained and equipped soldiers, a wide range of specialized auxiliaries and vassal mercenaries, numerous low and mid level magic users as healers and ranged spell lobbers. However, even their best mages, katana artists, and heavy axe men struggle against the skilled skirmishers of witch-elves and the unnatural succubi.

At first glance, witch-elves are patriarchal, but although each house is headed by a male with many wives, the women are just as skilled in a fight, and more likely to be spell casters to boot. Raiding parties typically consist of a member of the house harem leading a group of common born elves of both genders, and are typically on the prowl for potential slaves and sacrifices. They prefer to travel light, and rely on ambushes with their magic, crossbows, and blades, not unlike the drow, and like the drow they can also sometimes be mustered into a professional army by a particularly strong warlord. Despite their migration into Azan claimed lands, many witch-elf clans aren’t immediately hostile to Azan forces, and can be negotiated with when the Azan Army wants to focus on other objectives.
>>
>>84898705

The succubi on the other hand can rarely be negotiated with. Coming in many different sizes and shapes, though all essentially feminine, they range from relatively weak like the imps, damned souls, and biters, to dangerous like the brutes and dark knights, to almost unstoppable like the true succubi, demontaur knights, and the massive Duchess of Hell. They to seem to seek out weak groups to capture, but it is probably best not to contemplate why.

For now both the witch-elves and succubi stick to raiding, but should they attack in full force, they will likely sweep all the way east to the Oront with minimal difficulty.

(located north of the Gomorrah Breach)
>>
>>84898705
witch elves are obviously matriarchal I'd say they don't even allow their males to leave the homes
>>
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>>84898822
pic related
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>>84898822
>>84898832
I was trying to reconcile the obvious interpretation most people took with a different interpretation one of the writers took (Dark Dealings, on thread three)
>>
>>84898017
The colonies of the Kingdom of Drunigzar are not in the map.
>>
Ok, so I've filled pretty much every single geographical element I think it might be important for the world map. If we add more detail, I think it should be added on more local maps. Any suggestions before leaving this set in stone?
>>
Alright I'll update the map in a little bit with the Drunigzar colonies and some other minor shit, like making the underground land of Mossovoy striped
>>
>>84899652
Some correctiors

In the far northwest, saphire is mispelled as sahphire, unless that's intentional

someone wrote the "Little Kartoflu" island as "Devon" some posts ago

Warwei is also called War-Wel

apart from that I think we're all set
>>
Ok, I fixed >>84899898 . I also reworked the parallel-meridian system. Since the world is flat, I've divided the world in 1 inch squares, so as to be able to locate things much easier. The center of the world is north to the Murky Lakes.

Also added the world's scale. 1 inch in map = 1.100 Km, I think that makes the world bigger than Earth by a good chunk.

If everyone thinks this is fine, I'd like to start making the biome map now.
>>
>>84900281
Why 1 = 1.1?

Make 1 inch 1000 km

Also if it's bigger than earth then the Blind Bastard's domain makes even less sense
>>
>>84900425
yeah I think the whole thing should be the size of Eurasia, if not smaller

lots of lore has been stablished with people travelling west to east, which would not make much sense especially if they had to travel all that land by foot
>>
>>84900434
>>84900425
What about 1 inch = 250km?
86 sectors from west to east, multiplied by 42 sectors from north to south equals 3.612 squared sectors.
Each sector is 62.500 squared km (250km x 250km).
3.612 sectors multiplied by 62.500 squared km equals 225.750.000 squared km.
If we lowball the amount of space covered by seas and oceans as half of the map, we'd have 112.875.000 squared km of dry land.
Earth's surface above the ocean occupies an area of around 148.940.000 square km, so the total land in Giantstep would be considerably smaller than the surface of the Earth occupied by dry land.
>>
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>>84899197
>>84898705
>>84897896
>>84897473
>>84896798
>>84896502
Added
>>
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slow going
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>>84900769
I just realised that the Scarred Phantoms aren't marked on the map. That'll be on my to-do list.

>>84900772
Damn, that's a godsend.
>>
Between the Silver Kingdom and the nomads of New Hyperborea, in the frozen Tundra, lies the Elder Kingdom of the Aine Saevherne, or the "Enlightened Elders", as they call themselves in their language.

The neighbouring humans call them "Snow Elves", often comparing them to the Elves some have encountered in the west, such as the Witch Elves and the Drow.

The Aine Saevherne, however, claim that they have no relatives to the west, and discard any claim of them being "Elves". They used to rule the majority of eastern Zemyland, often mantaining peaceful relations with the Hyperboreans to the west and ignoring the Nerim of the Desert, but that all changed during the great migration.

Hordes of humans fled North, from the Small Giantstep and the land that today is known as Elanxa. That led to many wars and clashes between the Aine Saevherne and the humans, disrupting the power balance of the region.

The humans, called the Zemylandians, took control over much of the eastern part of the island. They didn't only fight the Aine Saevherne though, as many bloody wars were fought between them and the Old Hyperboreans. Those ended with the Hyperborean king being taken in shackles, humiliated in front of his own people. When his head rolled to the snow covered ground, that's when Old Hyperborea left, its people scattering Central Zemyland as pasturers and nomads, until now.
>>
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>>84901095
The Aine Saevherne are taller than humans, often reaching heights above 2 metres. They are pale skinned (thus, being nicknamed "Snow Elves" by the Zemylandians and Hyperboreans) and love art, singing and theatre.

Even though generally peaceful, a faction of war-minded individuals has sprung after their defeat the hands of the invading Zemylandias, with Elder King Caed Rhuadri being the most prominent of them. They dress in black clad armor, and due to their strength, the largest of them can carry large battlehammers, halberds and greataxes that humans cannot. They often conduct small-scale raids in the surrounding lands, taking humans as hostages and slaves, their deep hatred for humans making them unable to distinguish the Zemylanders from the Hyperborean nomads, most of the time.

Despite the generally frozen lands that they inhabit, they possess a natural resistance to the cold, often wearing light clothes, with some of the aristocrat women wearing gowns that expose one of their breasts. They don't consider nakedness as crude.

Their biggest city by far is "Mathair ná Cathraca", whose nickname is "Mother of all cities". Despite being the largest city of Zemylandia, it has been through better times. The river Etheraidd runs through it, and its buildings are described as light, open on all sides (thus resembling gazebos or arbours), seeming so airy, delicate and ephemeral that they actually look don't look like buildings, but phantoms of them. They are built of marble, alabaster, and malachite, and adorned with stucco, terracotta, and mosaics. There are many bridges and terraces, peristiles, cloisters and balconies, sculptures and monuments, with beautiful cascades that flow to the ledrith Bay.
>>
>>84900769
How the fuck does Azan control hasteria over wetlands and mountains
>>
It occured to me that I've not yet posted a mixed physical-political map. Here it is, so that you can compare the landscape over the nations of the world.

Also, we've yet to name some big elements I had missed
-101 Plateau (1W5N) Right in the Cursed battlefield.
-102 Mountains (3S16W) At the end of the Terusia Isthmus.
-103 Hills (15S15E) Below the Blind Bastard's Domain.
>>
>>84900666
I agree Satan seems good. Deffinetly better than 4x earth for some reason
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>>84901481
>Satan
What?
>>
So where should our first campaign take place?
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busy week ahead, expect more in a week... maybe
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>>84901547
Should the disputed lands be striped lines?
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Added the Glass Mountains
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>>84901671
Nice. What's the lore behind it?
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>>84901671
The Glass Mountains are one of the highest mountain ranges on the continent. The name is not a metaphorical but a literal description. The Glass Mountains are actually pinnacles of solid glass. Climbing is discouraged for anyone who is not a mountaineering expert, and even then you should know the terrain like the back of your pocket to avoid fatal accidents. If it is absolutely necessary to cross the mountains, the fastest option is the Splitter Pass. This pass leads dangerously close to the Needle Ridge, a particularly high and pointed glass formation on which many mountaineers have fallen and been impaled on the razor-sharp peaks. Nevertheless, the Splitter Pass is the "safest" way to cross the mountains, because every second counts here since the real danger when crossing are not the sharp and pointy glass rocks themselves, but the frequent and violent thunderstorms which occur due to the height and geographical location of the mountains and can reach apocalyptic proportions for the inexperienced mountaineer. Masses of rain pouring down from black clouds for days, turning the already slippery glass into a death trap with nowhere to hold on to. Ball lightning that bounces between mountain peaks, shattering smaller glass-rocks and turning them into devastating shrapnels. Deafening thunder that vibrates the mountains like the voice of a giant opera singer, which is equivalent to a violent earthquake and at the right frequency can also cause entire peaks to explode.

[...]
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>>84901614
tried that, looks terrible
btw i just rendered glutton island as a single territorial bloc bc subdivisions will come later
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>>84902126

[...]

A phenomenon that has amazed scientists and made orientation in these mountains even more difficult is the fact that these mountains grow at an enormous rate, as if they were plants or crystals. After just a week, mountain peaks can suddenly have grown that no one has ever seen before. In addition, the weather phenomenon of freezing lightning can be observed. During this natural event, a particularly high-energy and large flash of lightning enters into a chemical reaction with the glass mineral and solidifies itself into a jagged glass mountain at the moment of discharge.
Against outrageous sums of gold, alleged escort protection is provided by the Nebelhutzen, an unpleasant-smelling troll species covered with thick black fur all over their body, which live in the mountains and are actually very familiar with them. However, these child-sized creatures are notorious for misleading the unsuspecting and deserting them at troubling moments. They have a bad habit of constantly cackling to themselves in their unsettling raspy voice. The strong echo in the glas mountains makes this habbit even scarier. If you ask them what's so funny, they just wave it off and say in an ominous tone: "You wouldn't get it!". Due to their devious nature and increasing rumors that they secretly feed on the flesh of stricken travelers suggests you should only enlist their help in the direst of emergencies. Be warned! Never give these trolls the entire sum before they have fulfilled their end of the bargain.
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>>84902131
Wait a second. There was a fucking circle hidden on the map all along.
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The anon that wrote the lore for the Crimson Queen here. I get that the fairytale land got deleted but could we maybe move it's lore to some other place? I'd suggest pseudo-russia since the kingdom of copper, silver and gold already seem to be vaguely fairytale themed. Here's my original post >>84864185
>>
>>84902290
sure
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>>84901274
Oront and Gauntlan are Azan vassal states, also the Joois Clans and Wailing Desert
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>>84900769
>Brotherhood of the Scatology Wizards
Based for adding this but I'd rather call it a Circle since Brootherhood would imply females to be excluded
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>>84901744
>>84902126
>>84902201
>>
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The Maggot Monolith attracts all sorts of creepy crawlies and is located at the border of Snoloth Country and the Witch Bog. Rumor has it that it was once the tower of an old wizard and is the result of one of his failed experiments
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>>84892799
Sorry a bit swamped atm. Accept this as tribute.
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>>84901095
>>84901216
>>84902488
>>84902392

Added.

I've also added the Otamlar. They are humans that occupy the southern end of the Great End Peaks. They build their villages, fortresses and churches at high amplitudes as well as carving them out of the mountains and their religion is monotheistic.

Ashstorms from the nearby Runaan Ashlands often carry out to their lands, so that's why they often wear garbs that cover their faces, as well as the women when they venture outside their homes. Temperatures in these lands wildly vary, with scorching summers and freezing winters.

The Otamlar are great archers and arbalesters, and have repelled many Gnoll invasions by using the terrain to their advantage. Their men detest weakness and frailty, and many times, when a male gets maimed, crippled, blinded or even gets old enough, they walk out to the mountains to die by themselves.

Their political leader is also a religious one, called the Herald, which is a hereditary title. Their domesticated animals include ash yaks, mountain goats and snow sheep. Whenever a guest visits their home, they offer him a piece of goat cheese as gift of hospitality.

Despite their prowess and hardiness, even the Otamlar know that they should not venture to the west, where the mighty Runaan live in their caves, unwelcoming to any prowling outsiders.
>>
>>84902595
those look great, damn
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>>84902637
>>84902290
>>84902318
>>
>>84902290
I don't have a problem with adding it but it might need some lore explanation for their proximity with the Kingdom of Copper and New Hyperborea (?)
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>>84902887
As far as I am concerned Kingdom of Copper is pretty much this: https://en.wikisource.org/wiki/Russian_Folk-Tales/The_Realms_of_Copper,_Silver_and_Gold so I'd say this already fits pretty well. The art suggested for not!Hyperborea was made by the russian artist and neonazi Vsevolod Ivanov who imagined it to be some kind of esoteric-fascist Utopia. Considering this I'd say The Crimson Queen would get along well with the Hyperboreans being not!german herself and all. Still there's an old cultural enmity between germany and russia so I'd suggest that they have a pragmatic peace agreement but always have their eyes on each other.
>>
>>84903038
would the crimson queen hail the invading people of the south (the now russian kingdoms) or the old hyperboreans? does she use sorcery to command her wolf knights?
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>>84903065
>would the crimson queen hail the invading people
Can you link me to the lore piece you are referring to there? Gotta admit that I'm not yet text safe when it comes to details like that.
>does she use sorcery to command her wolf knights?
No, but she has earned the respect of the populace by taming the wild dire wolves and imposing her will on them. She is a legendary hunter and perhaps the best crossbowman in this scenario, which obviously gives her words considerable weight. There is a legend that she struck the heart of the Alpha Wolf of the Dark Forest pack three times before he fell. When he was then skinned and disemboweled, it was discovered that each of the three bolts she had fired had the previous one split.
>>
>>84902201
>A phenomenon that has amazed scientists and made orientation in these mountains even more difficult is the fact that these mountains grow at an enormous rate, as if they were plants or crystals. After just a week, mountain peaks can suddenly have grown that no one has ever seen before. In addition, the weather phenomenon of freezing lightning can be observed. During this natural event, a particularly high-energy and large flash of lightning enters into a chemical reaction with the glass mineral and solidifies itself into a jagged glass mountain at the moment of discharge.

How do I even represent that in the map?

Also, now that we're at it, I'm adding the highest mountain tops of the word. Once I do this, I'd like to set the geography of th world set in stone, so if you're going to add lore to the map, please don't add mountains, lakes and other stuff.
>>
>>84902637
Considering we have barely any lore on the snoloth except that they are stone ge primitives, and bad slaves... and true neutral on every chart.

How are they like actually? Considering where they live i imagine the grander tribal chieftains put giant's skulls over their shells as a symbol of status
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>>84903699
obviously add more purple if they are highest also yeah nice if the geography stayed now as is
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>>84903699
Why not wait with finsihing the geography until the map is finished? Seems moe logical to me
>>
>>84902290
Considering how much of an unsufferable faggot that anon was I'd rather not have his shit on the map.
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>>84903785
I think that's someone else. He was one of the people who just added a thing to the island
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>>84903723
No, I mean if the mountain range keeps changing size, one day it could be the highest peak in the world, and then another it's broken under the pressure of the earthquakes. That's not conductive of stable map making.

>>84903766
Mostly because I'd like to continue with the biome map and the mountains. As long as there's no more mountain ranges in the empty lands, there shouldn't be an issue.
>>
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>>84903038
>>84903696

[continued]

As a reward for the fact that the Crimson Queen, still known as the Red Huntress at that time, had freed the forestfolk from the Grimwolves' scourge, the red caps living in the forest chopped off a thick branch of the blood oak sacred to them and gave it to the wild men, who crafted the legendary crossbow Nagelfar out of it , which they gave to the Huntress as a coronation gift and made her their queen. It is said that a single bolt fired from this sacred weapon has the power to cleave an ironbark tree.
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>>84903818
alright well I'm cool with that
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>>84903699
I feel like the scatomancers should be living on a giant mountain made out of feces. I'd call it Mount Kot
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>>84904015
was another fetish Civ added when i was not looking...?
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>>84901216
Some Aine Saevherne are born with a natural aptness at magic. These individuals are known as "the Pureborn". Only a dozen invidivuals have been observed with this trait. Those are highly valued, especially since the Aine Saevherne are distrustful of the Avangar Empire and thus don't send people to be trained there.

However, that natural abillity at the arcane is hard to unlock, let alone realise. Many people only realise that they are Pureborn when they notice that they age much slowly into elderhood than their peers. Even the lowliest of peasant can rise to a millitary commander, advisor to the Elder King or even marry into the royal family because of this trait.

The current ruling dynasty has been trying to incorporate this gene into their bloodline through an extensive eugenics programme, although to little success... as of now.
>>
>>84903696
not him but since the island had basically 0 lore, I came with some to justify the existence of elf-like people, pseudo russians and hyperboreans in the same continent

>>84901095
>>84901216
>>
>>84904015
No.
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>>84905245
alright
>>
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Kingdom of the Crimson Queen is here
>>
>West
high/low fantasy
>NorthWest
Tolkien?
>SouthWest
FarEast and Oriental
>Middle
Edgy shit and pathfinder
>South
Black people
>SouthEast
Unique Flavor
>MiddleEast
Forests
>Northeast
Soulsborne and Russia
>>
Alright so I just returned and added everything from thread 5 to the wiki, up to the Otamlar
>>
>>84906303
>>
>>84906481
So what's left to be filled is

>Land surrounding Harpies' peak
>Some bits of Zemyland
>North of the Vodyanik
>Big area north of the sultanate
>Troll Habitat (idk if it needs to be filled)
>2 small areas east of the Azan Empire

And there's also the land next to Elanxa, although I don't know what's up with that
>>
>>84906521
>the land next to Elanxa
That's just a massive jungle. There's a pilgrimage road to the Temple of Contemplation.
>>
Hey, some threads ago I made a suggestion but I see that it was not added. Was it out of place or anything? It was that one

>>84865622
>>
>>84906521
Also the land between Anchovia and the Chill Steppes.
>>
can someone create a map that highlights the empty lands since at that point it's kinda hard to distinguish them
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>>84906576
>>
So who are the hottest females in this setting
>>
So who are the hottest females in this setting
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>>84906787
So everything between the temples is jungle? What about north of the Bladegrass Gnomes
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>>84906889
I think that's part of the bladegrass area, not the jungle. >>84862306
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>>84906954
So it's safe to assume that all that area (from Tarot to the Urine Woods) would be part of the "Realm of the Goddess of Harmony" in order to put it in the map
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>>84907005
>Urine Woods
I still can't believe it got in...
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>>84906787
Claiming the land north of the bog witch

>>84907047
Grobianismus, the Bog Witch and the Witch Elves are bigger offenders desu (coincidentally, written by the same guy)
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>>84902131
Is there a chance you could do an alternative map after you're done witb this that's like the main map, but less of an eye cancer?
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>>84907105
Shit like the Troll habitats could be on a legend in the bottom of the map
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>>84906576
here
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>>84907358
This area >>84862306 is occupied by jungle.
>>
That peninsula between the woodcutter cities and the golden sea of wheat is known as the Fyrd, a small collection of farms and hillforts.
Despite it's size, the fyrd is home to 42 different clans struggling for domination of the area. at the centre of the Fyrd there's a huge vertical rock known as "the leading stone" with the names of all current clanleaders and the amount of heads of cattle each one of them owns etched in.
The tally serves to indicate the picking order of the clanleaders, with whoever has the most cattle being the de jure ruler of the Fyrd. Therefore, cattle raiding is a daily activity for the people living in this small region.
The peasants of the Fyrd subsist almost entirely of an incredible crop known as bog-yam. Two decades ago there was a terrible blight all across Smallstep which decimated bog-yam crops (most people in the woodcutter cities agrees the Joos were somehow involved). Thankfully the peopple of the Fyrd just resorted to fishing, being surrounded by coast on -almost- all sides, and thus it wasn't as big of a deal as some predicted.
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>>84907471
And there's also the question of the mountains
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>>84907508
The ones above Bagdassi?
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>>84907485
>an incredible crop known as bog-yam
So what makes it incredible?
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>>84907523
All the ones that seem as empty, should we actually consider it an empty land?
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>>84907581
We can just assume they are not claimer by any country.
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>>84907581
>>84907678
I guess it can be something inbetween, not really empty land but anyone who wants to add something there might as well
>>
>>84907572
It tastes different to every person that eats it. Nobody can agree what it's flavour is.
Thus the common saying in the north "it tastes just like bog-yam", to refer to things you don't know how they taste.
>>
Add the Ivory Tower below the Corteau Canyon
>>
Between Gäutlan and Hasteria lie the Stymphalian Swamps. These swamps are the home of the notorious Stymphalian birds, monstrous birds that devour humans and have beaks of bronze. The feathers are sharp and metallic while their dung is poisonous. In the swamps these dangerous birds reproduce quickly and destroy nearby farmlands and countryside.
>>
The tale of the Dual Kingdom-Empire of Voita-Malagsh is a sad one. A long time ago, the Kingdom of Boita and the Malagshian Empire were bitter enemies, fighting a war for the control of the region. Their rivalry lasted for millennia, and took the lives of millions of soldiers and peasants alike. One day, one travelling druid, seeing the destruction of the land after so many years of war, went to speak to the leaders of both countries to beg for the stopping of the conflict, started so long ago neither side could remember properly how long it had lasted. Both sides refused to talk to this man, and even put a price for his head for the insolence of suggesting peace without total victory. Wounded and hounded by the bounty hunters of both sides, the druid took refuge in the forests around the kingdom. The druid became one with the land, and for a while, he found inner peace there. However, during a battle between the two kingdoms, the portion of the forest where he lived was razed to the ground by fires. With the last of the druid's breath, he cursed both kingdoms for their wanton destruction of the land and the forest. After his death, the forest began growing at an unnatural rate, swallowing great portions of arable land, starving both nations. When the farmers and peasants tried to chop down the trees, the forest somehow retaliated, impaling the peasants with their branches, gouging out their eyes and strangling them with their roots. Quickly both kingdoms had to stop their millennia old conflict to focus on stopping the forest, but this was not an enemy they could defeat with regular armies. Their onagres and cannons could try and swathe great areas of trees, and they could try and burn the vegetation with magics and oils, but it would grow back even stronger in a couple of days. The forest swallowed mighty fortresses and cities that had withstood the great war, and both kingdoms soon found themselves at the brink of anihilation.
>>
>>84908141
As a measure of last resort, both kingdoms decided to abandon most of their lands, salting the area in an efford to stop the forest. This has caused the destruction of most of the land, becoming inhospitable due to the ruination of the soil. It has also ruined the kingdoms, since the amount of salt they had to use for this desperate ploy has left them in ruins, not to mention all the tens of thousands of peasants and farmers who had to abandon their farms and take refuge within the remaining space. This caused many revolts and internal unrest, leading to bloody civil wars that caused nearly as much destruction as the invasion of the forest. Nowadays both kingdoms have had to join together to fight against the internal unrest, and the ever encroaching forest, whose growth has only been slowed down, but not fully stopped.
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>meanwhile, at a typical Witchelf brothel...
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>>84906303
>>SouthWest
>FarEast and Oriental

Orc'Eire is an outlier then.
>>
>>84901095
I can see the nomads of New Hyperborea taking a Nord vs Falmer motiff from the Elder Scrolls. Really good shit.

Hyperboreans pretty much Slavic Nords.
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>>84902392
>females to be excluded
based
>>
Claimin land around harpies peak
>>
>>84891578
the wizards, having no use for earthly money, pay their subjects (especially beautiful women) to stay far far away from them and this has developed into a proto welfare state
>>
>>84891850
Bugbears
>>
> The United Hobbit Tribal Coalition, or the Hobbits of the Calcrabian Mountains.

>History

The Calcrabian Mountains and the valleys and fjords hidden in them are best described as a hidden gem, rich with natural resources, and inhabited by a fair folk. It is not quite certain how these Mountain Hobbits came to these mountains, but common theory is that they are the descendants of Drow slaves, and migrants from the east, seeking a more thrilling life in the alpine region.

>Government

Given their geopolitical name, the Hobbits that live in Calcrabian mountains are not a completely unified people, in fact, they are separated in "Tribes" called Homes. For instance, Wyldgeist Holm is one of the many Hobbit tribes.

It is rare for the Hobbits here to war against one another, and often times participate in land squabbles and arguments. Here, owning a blunderbuss or a boomstick (gun) is a cultural staple.
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>>84911055
hillbilly hobbits are based
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>>84911055
>Economy

There is a common market between the many Homes of the Calcrabian Hobbits, but much of the larger economy of the Homes rely on the local communities within these Homes. A rather anarcho and communal lifestyle.

Trade does exist with the outside world, engaging in trade with the Wizards, the Grand Duchy to the south, and others deemed friendly.

>Religion

The Calcrabian Hobbits have very superstitious belief, mainly a nature based faith with a plethora of supernatural nature spirits as gods and goddess. Nichtmair, being a the mischievous and quite malevolent God and Spirit of bad dreams and darkness.

>Foreign Relations.

As stated before, the Calcrabian Hobbits generally look towards the Isle of Wizards, the Grand Duchy of Calcabra, The Sea Elven City States and Belsirya for trade, protection and cooperation. Obviously, the Hobbits here do have amicable relations with the Hobbits on to the east.

The Calcrabian Hobbits have terrible relations with the Drow city states, given their history, as well as the Kinnog to the south. It is rumored that Hobbit gun groups get together to raid the Drow City States to help liberate slaves. Whether this is successful or not, it isn't really known.
>>
>>84911132
>Military

There is no official unified standing military as there is not a unified government - emphasis on standing! However, during times of great crisis, invasion or otherwise, the various Homes will get together, setting aside grievances, no matter how petty or grievous they are to form what is called The Homeguard or Holmguard*. The many Hobbit Homes have made use of their rather mountainous terrain to construct traps, and makeshift stone bunkers. This makes the Calcrabian Homes very hard to invade.

As mentioned before, owning blunderbuss, boomstick or gun is a cultural staple. On average, the Hobbit family typically owns an array of guns, about 5-7 to be exact, all for various uses. 3 guns for hunting different types of game, 2 for defensive purposes, and at least 1 for sporting games.

Hobbits do have mystical sages, and the such that will typically bless and enchant said guns to make them more effective. Typically for hunting game or defense.

That said, domestic violence within Homes are usually nil, as local communities always ostracize those who cause trouble, and exile them out of their communities.

>>84911085
It is very reminiscent of the Appalachia region.
>>
>>84911188
Example is typical Calcrabian Hobbit folk music.
https://www.youtube.com/watch?v=_GP1fIAh4DQ
>>
So Zemyland is pretty much Slavo-Nords vs Elves vs other invading humans?
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>>84911201
Another Calcrabian Hobbit folk music

Picture here is a large Calcrabian Spaniel which is considered the Hobbit's best friend and loyal companion. The Calcrabian dog is also a very common mount, and support animal, often times seen with a barrel of Spulkenhome mead around its neck.

https://www.youtube.com/watch?v=rKdsBlRNgX0

Seriously The Hobbit(1977) soundtrack is very kino.
>>
>>84894818
>I went with "New Hyperborea" as the old civilization's name is dubbed as "Old" by the nomads. Let me know if you want that changed

I am quite alright with this, since Old Hyperborea would have been the civilization prior, yes.

Also pic related, a common village in new Hyperborea.

Also, I realize from last thread about Fairytale island. I am fine with keeping it as if the vote is still on about it. *shrug*
>>
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>Witch-Elven Empire

>History:

The origins of the Witch-Elves is murky and lost in legend. Some believe that in an ancient war between humans and fey, the fey created dark fey like witch-elves, hags, harpies, and ogres to help fight against humanity. Others believe they are a mix between primal elves and some long lost race. And others think they came from another plane, much like the drow.

There are records of witch-elves forming small nations in various parts of the world going back millennia, but it was during the decline of the Eighth Azan Dynasty, around one millennium ago, that large numbers began congregating in the center of the continent, answering the call of Morwenna, Prophet of the Succubus Queen, who promised them world domination and endless power.

Always a bit of a darkhearted race by nature, their culture became much darker under Morwenna’s guidance.

The Empire started out in the Bone Lake Moors, technically part of the Azan Empire, but in reality abandoned to swamp ogres and other monsters by this point. From there they gradually spread outwards, taking the forests and fields of the Azan Empire’s rural most provinces, the rolling plains of the northern provinces of the newly formed Changri-la Empire, and the near empty deserts to the southeast.

Several centuries ago, rumors began to spread that the Witch-Elves had managed to open several Breaches leading to the realm of their Dark Queen, rumors which quickly were proven true as western Azan is invaded by waves of succubi, and the cities of Aquilea and Caprea are overwhelmed.

Since then, the witch-elves and their succubus allies have been slowly gaining territory, and the Breaches have slowly been widening, though what the succubi’s true goals are remains a mystery.
>>
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>>84911346

>Government:

The Witch-Elven Empire is a theocracy ruling over several layers of nobility.

At the top is the Prophet-Empress Morwenna, whose will is carried out via a female religious bureaucracy of preachers, law enforcers, shock troops, brothel matrons, and “advisors” to the many noble houses. Given their religion is all about lust and pain, members of the Sisterhood are easy to identify with their minimal attire and plentiful instruments of pain.

The noble houses are each led by a male, but only because joining the Sisterhood has far more status and to ensure only the strongest males are involved in the production of noble heirs. Much of the power in the house actually lies with the female harem, a group of high value females who agree to share a male, most of whom are Sisters or spellcasters. The lowest tier of houses may have only several hundred commoner elves and slaves, but the highest tier rule over hundreds of thousands.

>Economy:

The Witch-Elves don’t trade much with others, seeing other cultures as weak and useless, however, some limited trade of exotic goods does occur via Daligrad, Gulam and Bashur.

The Witch-Elves are self sufficient, their grasp of magic and craftsmanship allowing them to live in luxury even in the most resource poor of lands. Iron is worked into fine, enchanted steel, grim rock outcrops quarried to make magnificent palaces, foul bog berries turned into the most delicious of wines, etc.

>Foreign Relations:

Assorted Azan Vassals – The lands to the west of the Witch-Elven Empire belong to the Azan Empire and its vassals, though much of region immediately bordering the Witch-Elven Empire is now all but empty. A few minor houses have set up outposts in this empty lands, but for now the Witch-Elves limit themselves to raiding rather than sweep the area all the way to the Oront.
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>>84911427

Changri-la Empire – In the past few decades, the Witch-Elves have carved several deep salients into the Changri-la Empire, but for now the two are at a stalemate. However, rumors suggest the Gomorrah Breach is only a few years from a major expansion, at which point another offence may occur.

The Hordes – There is an ancient, poorly understood peace between the Hordes and the Witch-Elves, with limited trade occurring in the buffer cities of Gulam and Bashur.

The Breaches – The Witch-Elves coordinate with the succubi on military matters, raids, and certain religious issues, but otherwise leave them alone.

Snoloth Country – The Witch-Elves leave the Snoloth alone, finding them poor slaves, and their land not worth taking.

Bog Witches – Some big fights have occurred in the past, and occasional skirmishes occur, but currently there is a poorly understood peace, which apparently has religious reasons.

>Geography:

Most of the Empire is poorly drained hilly moorland, but there are deserts in the southeast, plains in the southwest, and forests and meadows in the west.

The witch-elves derive their power from quality over quantity, so much of the Empire is underpopulated even when slaves are counted, with large gaps of empty land between settlements.

>Demographics:

Witch-Elves – Witch-Elves make up the backbone of the Empire, and include Sisters, nobles, and commoners. Witch-Elves leave most unskilled menial work to slaves, but there are still plenty of jobs left like craftsmen, slave drivers, guards, scholars, magic users, servants, advisors, Holy Prostitutes, and Sisters. Some senior Sisters are gifted with physical changes, becoming harpy or medusa like creatures.
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>>84911463

Succubi – Despite serving the same master, Witch-Elves and succubi seem to prefer keeping a certain distance from each other, but they do often coordinate on raids and certain religious activities, and always on major military operations, and as a result, it is common to see succubi in Witch-Elf lands acting as advisors, ambassadors, messengers, and coordinators.

Slaves – Most slaves are humans from various neighboring states or descendants from ancient conquests. However some cave goblins and swamp ogres (both native to the area) are used as well, along with dwarves from a long-lost kingdom. Life as a slave in the Empire is brutal and degrading, but numbers rarely ever seem to fall due to breeding programs and the use of magic to heal all but the worst injuries.

Trophy Lords – Sometimes a particularly impressive foreign mercenary or adventurer (or an important turncoat) will be allowed to convert to the Dark Faith, be given several low status witch-elf females as wives, and allowed to start a very minor house. Aside from encouraging defectors and generating fodder, there is a poorly understood religious aspect to this rite.

Half-Bloods – The offspring of Witch-Elves and others (usually human) fall into a grey area between freeman and slave. They usually are used as battle fodder or as semi-skilled labor, and sometimes even get sold off to foreigners.

>Religion:

The religion of Gogotha, the Succubus Queen is a cruel and self-indulgent one, emphasizing the following of passions and vices no matter how dark, the use of cruelty and fear as a source of power, and the glorification of using seduction, manipulation, and violence to secure ones ambitions.

Attendance of certain religious rites is generally mandatory, and typically include torture, sacrifices, and orgies.
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>>84911474

A commonly misunderstood aspect of witch-elf culture are the brothels. Here, low status or particularly cruel witch-elves can pay the Sisterhood for access to a wide range of “services” that they can’t otherwise access for various reasons. Although theoretically a high status position, Holy Prostitutes tend to be debtors, criminals, low class orphans, or mentally or physically unfit. Sometimes outsiders can gain access to these brothels, a few of which are located far outside the boundaries of the Empire, not realizing they are technically participating in a ritual to Gogotha, but some such “witch-elf brothels” are run by exiles and outlaws earning money the only way they know how.

>Military:

Despite the seemingly disorganized nature of Witch-Elf society, they can be incredibly organized and fanatical when ordered to mobilize by a senior noble, Sister, or Morwenna herself.

But most of the time, fighting is done in the form of raids by small but experienced border houses looking for slaves, sometimes accompanied by high-status thrill seekers from the central parts of the Empire.

Raiders favor ambushes, terror tactics, stealth kills, and disorienting magic, all carried out by lightly equipped (occasionally nude) skirmishers.

But in large scale battles, the Empire fields hordes of well equipped and disciplined infantry, cavalry, powerful spellcasters, siege engines, as well as succubi of wildly varying shapes and sizes.

Both males and females serve militarily as skirmishers, soldiers, and spellcasters, but females are seen as somewhat superior and many of the most elite positions and formations are filled entirely by members of the Sisterhood.
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What if the currently unnamed ocean(region 29) was named after a deity of a nearby culture such as that of the Empire of Elanxa or that of the Avangar Empire? The bays/gulfs/seas can then have names related to that deity. Perhaps it has one name commonly used, and a different one the Avangar Empire alone uses. Perhaps the usual name of the ocean is the Celenae Ocean, and the Avangar Empire refers to it as the Ocean of Avaln?
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>>84911519

Where? This >>84903699 is the latest geographical map.
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>>84911542
Oh sorry, I didn't see that. The region I mentioned has already been named and I did not notice.
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>>84906787
Could the Island between the Zapalovah Republic and the Land of Windmills be The City-State of Felovik?

In part because it was established by a group of knights, this city state is surprisingly martial in nature, especially considering that there is little point because it could never win a war with any of its neighbors. Its main strength is its insignificance. There are no nations that want the island, in part because taking it would be costly, outweighing the potential gain. The nations government is inspired by that of the Zapalovah Republic to an extent, as all of the original knights lived there, but the majority of the population now is from the land of windmills. The nation is culturally similar to the land of windmills, despite not being a vassal state, merely a trade partner. It lacks any allies.

There were only 53 knights(after the battle with the two giants that lived on the island) and 200 peasants who established the city, but the population has grown to 70,000. There are no other cities on the island, only a few distant houses belonging to those who have no desire or need to live in the city, or those fortunate few who are wealthy enough to own multiple houses. The high council originally only consisted of knights, but now anyone can be elected by the guild members, generals, and soldiers(the only people who get to vote are the guild members, generals, and soldiers) given that they were born in Felovik and are above the age of twenty.
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>>84911711
Possible map? This makes the city quite large, despite it's low population. This shall be because many of the houses are unowned, due to recent goblin attacks and a plague combining to also cause a famine, leading to many deaths.
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North of the Bog Witch live the Bayukmen, a reclusive people that dwell in the swamp there. The Bayukmen have a habit of living in small villages formed of reeds and thatch that sit atop floating islands in the mire, called crannogs.

Bayukmen are talented hunters and warriors. Despite their short stature and somewhat primitive lifestyle, they have proven a notoriously difficult people to conquer. The Bog Witch and her minions are their sworn enemy.

Although the Bog Witch isn't one to typically invade other lands other than her own bog, the Bayukmen have long resisted against her advancing armies, turning it into a grudge.

They use guerrilla tactics and have a mastery of their difficult terrain. According to those who have fought them, their houses, even their castles, move. People from the land of the Windmills refer to them as "bog devils" and avoid their lands.

They use poisoned arrows and darts extracted from the toxin of various frogs, often smearing them with feces and other nasty stuff to infect their enemies. Not only that, but they are masters of traps and camouflage. Once, a legion of pale ogres was advancing near their main hold, Moat Crag, and the Bayukmen managed to lead them to a pit of large crocodilians that devoured them.

The Bayukmen are ruled by a Marsh king, and they are a poor people who seldom leave their lands, subsisting on fishing and frogging, as well as hunting crocodilians and salamanders.
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An empty strip of land near the hills to the south is known as the Neegus. It's populated exclusively by walking pieces of living furniture, known as the Neegs, that have escaped captivity in the north.
They are plotting a way to end the age of flesh and bring forth the age of wood.
The ruler of the furniture is known as the Kang (corrupted version of the word "khan", which he took from the Gokmavi to the north). The Kang was the first piece of furniture to attain consciousness after contemplating the true nature of reality.
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Ok, Map Anon here. I'm starting making the biome map of the word. It's very early on, so it's going to take a while. Two questions:
1. To monumentally simplify the map, I've only chosen this kind of biomes. Are this ok for everyone?
2. I'm not sure if I should add another biome for the Glass Mountains. No way in hell they don't absorb and reflect an immense amount of sun heat. They must be hotter than the deserts.
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>>84912785
The Neegs have "cities", but these have no buildings. They are just empty fields with borders marked by lines of bones. The biggest and most important city of the Neegus is known as Pah-Reece, a term which in Neegspeach means "Our-Home".
Strangers who are unaware of the existence of the Neegs feel quite disturbing when entering Neeg cities. The Neegs themselves usually stay in place and don't move while fleshy beings are around, but one can always feel himself being watched while traveling the lands of the Neegus.
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>>84912785
That is a literal tabletop rpg race kek it is such a stupid idea. I like it. Can they live in the pee forest?
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>>84912998
Manpreg island is not getting added. Begone negroid
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>>84913078
There is no Manpreg island. Its Fairytale island dipshit.
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Ignore the autism.
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What is the tax policy of the skeleton priests?
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>>84914344
Okhost is primarily uninhabited. Zombies and other reanimated organisms plow the poor fields and labour in the meagre mines that dot the land, while foreign vessels are limited to the one usable port across the entirety of the skeleton-priests' dominion. The skeleton-priests maintain exceedingly low taxes (flat 0.5%), thereby stimulating investment from pro-necromantic powers like the gnolls, but the apparatus is highly centralized, with all funds flowing to a common pool which is then used to purchase foreign luxuries.
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Ok, so the biome map is underway. I think there's too much grassland in the center of the map, and I have to fill the center more with badlands and deserts. There's also not enough forest areas, the world needs more trees.

Also, if anyone finds some discrepancy with the lore, please let me know. Thanks.
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>>84914518
The land of the kingdom of the crimson queen is taiga

Kinoog is also a jungle apparently (north of orc eire)
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>>84914518
The "crimson plateau" where the frogmen, crabmen and dark bog are is a combination of bogs/swamps in the north and jungle in the south.
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>>84914518
Moreelse (moorilsu bay) is med vegetation
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slow going
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>>84915073
>elanxa not looking like a clusterfuck

feels good to see
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>>84907859
Do you mean in New Hyperborea, or...?
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>>84915073
What program are you using?
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>>84915073
Good job, anon, it's looking smooth.
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>>84907485
>>84908093
>>84908141
>>84912013
>>84912662
added

>>84907859
where exactly?
>>
The Westerlings - as called by the Zapalovah Republic - are a race of humans that live in the plains that surrounded Harpies' Peak.

The Westerling countryside is described as a land of pastures and lush tall grassland. The Westerlings are mostly farmers and are known as excellent riders. They mostly cultivate pumpkins, wheat, potatoes and corn.

The Westerlings were not too long ago united under a Kingdom - the Kingdom of Waldemaria. However, the Kingdom is now defunct, as the last king - William Merriman II - was killed in battle, leaving no heirs behind.

A group of westerlings have united under a druid sorcerer that are based in Harpies' peaks. Attacks from these foul were-beings and monsters are frequent in Plains of the Kings, although they are swiftly repelled by the Waldemarian Riders.

That savage cult however is no match compared to the cruel Vzdoruye from Mossovoy. Those foul necromancers had come from the north in a time long past, quickly establishing their secret city in the plains and hills south of Zapalovah.

It took them almost a century, however, to begin their attacks in former Waldemaria.
What were small skirmishes turned into large battles, and it was when the Waldemarians broke the stallmate and switched to the offensive that the Vzdoruye unveiled their ultimate weapon.
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>>84916096
Sounds cool. Tbh, the northwest has the coolest non-cringe lore so far imo.
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>>84916096
The Waldemarian cavalry was marching in the plains north of Needle Ridge, hoping to flank and eliminate a band of undead creatures, headed by their sorcerer generals.

What initially seemed like a victorious battle was quickly shattered at the sound of a wicked horn. King William Merriman II himself turned at the loud noise, which sounded like taunting, sadistic laughter. Another army had enroached them from the south, beyond the Glass Mountains.

The King quickly abandoned all hopes of victory at the sight of two hulking giants, a race that was ancient even to the great grandfathers of his great grandafthers. How they came he didn't know, but what he did know was that those were not living creatures. Almost as tall as 20 men in height, the giants were cladded in chainmail and iron, their armor and skin covered in burning scars and cuts. Under their helmets, their skeletal eyes were growing red.

Clutching giant spiked clubs the giants marched in unison. The earth beyond them shook as they advanced towards the Riders of Waldemar. The men were shocked, ready to flee. But King William ordered them to stand their ground and face their fears. The Waldemarians fought fiercefully against the Vdzoruye. Their archers, combined with the lances of the riders, managed to fell down a giant, his skull crushing more than 10 ogres in its wake.

Defeat finally came when the last remaining giant grabbed King William's horse, crushing it under his palm as if it were a fly. The giant then tore apart the king's body in half, throwing at the last standing riders. The plains of Waldemar were henceforth called "the Great King's Plain"

Only two men survived from that battle. From that day, Waldemaria was no more. Its people left with no king nor hope.
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>>84914518

- north coast of the Isle of Wizards can be grasslands instead of med
- probably should add more med along the southern coast of drow territory, particularly near Moreelse like the other anon said, also maybe some jungle if jungles get added to neighboring areas
- Jibaro and Stymphalian areas should be swamp, maybe parts of Daligrad as well
- most of the central Witch-Elf lands and Snoloth country is moorland – not sure if you want to make a new color or add to swamps
- cursed battlefield should probably be badlands
- wailing and maula deserts southeast of azan is missing
- northern horde territory and urgun is mostly desert, extends into witch-elf empire a bit too
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>>84916350
The people of the villages and the castles were either hoping to migrate to the South, beyond the Manogre princedoms and into the Evergreen Pastures. Some were even willing to ingest poison, not wanting to fall in the hands of the necromancers.

However, not all was bleak. Knights from the far East had made their land to the west of the Land of the Windmills. When the Vdzoruye had thought that they had finished one enemy, one more rose up. The Laurentian Crusaders quickly built many great fortresses, vowing to rid the world of the dark lords.

Many Waldemarians - or Westerlings, as they're now called - joined the cause of Lorentz. The men and families that did not leave to the East, joining the fight against Mossovoy, are still cultivating their crops and riding their horses, although, still without a King.

It's been more than 30 years since the Battle of the Needle Ridge. They hope that a man can take the mantle of their leader, but the few men that tried were proven too little and petty to stand in the shadow of King William, failing to even united the now scattered villages and towns.

After the death of Lord Lorentz, the Vzdoruye lords have gotten bold, tresspassing beyond their secret city and into the Westerling lands once again, looking for bodies to reinforce their armies. Tensions have risen, with many Westerlings, even their women and children, taking up extensive measures to protect their farms and households.
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>>84914518
iirc the area around Red Lake in smallstep should be swamp/marshland, the delta of Iebrum river too
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>>84916604
also the land to the north of devil's horn peaks should be savannah instead of desert
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>>84913160
>
Same thing
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>>84914518
You could make the Cardammon plateau consist of deserts and badlands, with only some plains?
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>>84916650
That's a very bad idea.
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>>84914518
Gnoll Empire should be mostly steppe
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>>84914518
The Urgur Plateu could be temperate/mild forests, as it would make the center have more forests and less plains.
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>>84916841
Urgur is supposed to be desert though
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West >> Northeast > Southwest > Northwest > Far South > Southeast >>>> Centre
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>>84916933
Surrounding Lake Äelar and north of Hasteria is the Warmog Forest. In peaceful times, this was a forest like every other. Populated by squirrels, hedgehogs, large bears, wolves and deer fiends, it's now fallen victim to the war.

Half of the forest is being overrun by the Witchelven war machine, with demons and knights patrolling its grounds, and the other half is occupied by militia forces of the refugee city of Äelar'Ra, reinforced by Azanneese soldiers from Hasteria.

The Witch Elves would have swept Warmog and Äelar'Ra in full force by now, but there are rumours circulating around the Witchelven camp that many turncloaks have made refugee in Äelar'Ra, supplying the refugees and escaped slaves with valuable information concering their millitary plans.
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>>84915634
Below the Kingdom of the Crimson Queen is the Forest of Giant spiders.
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What is that empty area in the middle of Corteau Canyon?
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>>84917647
I imagine there's a big glaciar in the center. The are no rivers, so the canyon must've been formed by ice erosion.
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>>84917690
isn't the lore of corteau canyon how it used to be part of the ocean, which explains there being remains of a coral reef or something? I am confuzzled
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>>84917718
I mean, once the continent is out, there'd be enough snow and ice to cover it all, I assume.
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>>84917741
maybe it's a cold sand desert? not sure how that would work out lmao
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>>84917573
we already have a whole island of giant spiders Anon
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anyone willing to make a religion map?
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>>84917760
The thing is, the mountains are so high the winds can't carry that much water in the form of clouds. But the little water that gets in cannot evaporate, since the temperatures are freezing. Thus, the gap glacially (heh) fills up until it's filled with ice.

>>84917958
We need to finish a lot of stuff first. Plus, we'd need a LOT of lore development before. Still, it's a good idea.
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Claiming the land below Daligrad.
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The peoples of the Jeraxih Tribes are nomadic herders, living in a state of constant flux. The only constant are the temples, huge stone structures that have existed longer than any man can recall. The temples, and the rituals, great sacrifices that occur at the beginning of every year to bring fortune and growth. Throughout the year, the tribes engage in near constant warfare, wandering the plains and raiding one another whenever there is an encounter. At the end of the year, all the spoils from the past year of raiding are collected and are burnt in the great temples sacrifices. Animals, foods, precious metals, even humans are all sacrificed, and the greater the offering, the better the next year will be, and the greater that next year's sacrifice will hopefully be. After the near month of celebration and sacrifice at the end of every year, the tribes are oftentimes left desolate and spent, having to rebuild their herds and sacrificial stocks through another year of raiding. This cycle generally prevents any one tribe from gaining dominance, and ensures that the Jeraxih tribes can do little more than fight one another
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>>84918053
An image of one of the great sacrificial pits of a temple
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>>84918048
>unit status: ABSOLUTE
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>>84918048
Pic related is the average Manogre
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You can use legendkeeper as a worldbuilding tool btw
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>>84918731
NEW
>>84918731
NEW
>>84918731
NEW



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