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Thread question: What are the coat of arms and banners of each nation/empire?

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

How can help I expand the wiki you ask?
>Create Hyperlinks
>Add pictures
>Create missing articles
>Search the archives and expand existing articles
>Correct grammar and writing mistakes
>Create lists and sub-categories for similiar articles
>Make lists of articles that need fixing
>Write exemplary we can use as a pattern for other ones
>Make the wiki look more appealing by fixing ugly layouting
>Freshen up the Front page and make it look nice
>Write up lore for articles that feel lacking (goes trough the thread first)

Other Things that can be done right away
>Write up lore (politics, culture, economy, characters, creatures, … )
>Make maps, especially for the major areas in the world
>Expand the list of sapient species
>Expand the Bestiary
>Expand the Herbarium
>Figure out trade routes and essential trade goods for each nation
>Create a Star map and Zodiacs
>Create further World Wonders
>Create further World Horrors
>Expand the underground lore
>Help expand the worlds history
>Write about world villains, wars or other threats
>Continue the clean map paintanon started (I think he left)
>Work on giantstep’s mythology and religions
>Think about the world’s cosmology, day/night cycle, seasons, sea currents and so on

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

>World Wonders so far
1) Xandrilex Library
2) Citadel of Hithlone
3) Tower of the Eternal Fire
4) Nananikor Palace in Azan
5) Gilgemash Ziggurat
6) Ogabo Ice Palace
7) Lindworm Bridge
8) Quartz Tower of Florinth
9) ?
10) ?
11) ?
12) ?
13) ?

>World Horrors so far
1) Flying Castle
2) Great Maw
3) Maelstrom
4) Nothing
5) Mg'umba Blood Moon
6) Lair of the Necromancer
7) ?
8) ?
9) ?
10) ?
11) ?
12) ?
13) ?
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>Archives of Threads 1-10
https://suptg.thisisnotatrueending.com/archive/2022/84774616/
https://suptg.thisisnotatrueending.com/archive/2022/84847594/
https://suptg.thisisnotatrueending.com/archive/2022/84864673/
https://suptg.thisisnotatrueending.com/archive/2022/84877899/
https://suptg.thisisnotatrueending.com/archive/2022/84890048/
https://suptg.thisisnotatrueending.com/archive/2022/84918731/
https://suptg.thisisnotatrueending.com/archive/2022/84930206/
https://suptg.thisisnotatrueending.com/archive/2022/84943450/
https://suptg.thisisnotatrueending.com/archive/2022/84963046/
https://suptg.thisisnotatrueending.com/archive/2022/84990296/
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what year is it?
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>>85273814
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>>85273824
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>>85273841
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Previous thread
>>85181021
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>History

Bumi's history has always been intertwined with that of its twin city of Arangea. Both cities are old, almost as old as the Drow city-states to the south, and both claim to be the descendants of ancient Etera.

Arangea and Bumi were founded shortly after the disappearance of the Eterans, and were for more than a millenia under a single state.

That, however, changed approximately 150 years ago, when the Hithlonean explorer Skor Lodygin returned from his voyage to the city of Terminus and the uncharted jungle that surrounds it, bringing with him a horrifying disease known as "the Devil's scourge".

This disease wiped out a large portion of the population of Scimitaria, as well as many cities in Azan, Changrila, Azhar Nar and Lorient. Bumi was the city that was devastated the most. Some say that 9 out of 10 people had perished, with every orifice in their body bleeding copiously. The Red Keep of Bumi had also fallen to the disease, and with its nobles dropping dead like flies, Bumi soon turned into anarchy.

Many people turned to religion, some saying that the disease was a curse bestowed by Irem, the goddess of the moon, while others cursed and spat upon her name. The most prominent of those was a heretic, a priest of the dark god Mg'umba.

This priest gathered his followers and blamed the priesthood of Irem for their demise. In a horrible pogrom, he rallied his followers and captured the priests and priestesses of the moon, burning them alive in large pyres whose smokes formed large columns in the sky.

In this blood sacrifice of unprecedented dimensions, the priest of Mg'umba evoked the powers of the blood moon God, and used that power of to eradicate Bumi of the plague that had haunted them for so long.

The priest's name in history was engraved as "Lord Justinas of the Advent". He, alongside his followers, treated the diseased and after many months of sacrifices and blood magic, eliminate the "Devil's Scourge".
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>>85273954
Lord Justinas was the founder of the Blood Ministry, an order that soon became the religious and political authority of Bumi. Its official purpose was the appeasement and worship of Mg'umba, as well as the treatment of the ill and downtrodden. It's real goals, however, were far more sinister. The Blood Ministers and their Church of Mg'umba minions hunted down the worshippers of Irem, continuing to sacrifice them all in the name of their Blood God.

According to their teachings, through old, blood magic was the only way they could ascent to the plane that the old Eterans had transcended to, and for that, they would need to wipe Bumi off any heretics and blasphemers.

Today, Bumi is a shadow of its former self, and although hunted and persecuted, many pockets of Irem worshippers still reside in the city.

>Government

The Republic is -in name only- ruled by Burgomaster Doadric Narjes, although he's merely a puppet chosen by the Blood Ministry, while they hide behind the shadows and a mask of charity.

The Blood Ministry, in reality, is split between many different factions. The Church of Mg'umba is in charge of feeding the poor and arming them for their cause, as well as hunting down any Irem worshippers.

The Blood Moon Communion are entirely devoted in seeking out to commune with Mg'umba and His servants. They do absolute everything in their powers to bring upon the Eternal Eclipse of the Blood Moon, in order for Mg'umba to descend upon their world and punish the sinners. The Blood Moon Communion don't get along with the Blood Ministry itself, who don't want to achieve an Eternal Eclipse, but rather break down the magic barriers of Etera through blood magic.

The Hunters of the Eclipse are fanatical warriors of Mg'umba, who act as the Blood Moon Communion's enforcers and assassins. They bear symbol of the eclipse on their forearms, a mark made of magic far older than any city in the world.
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There seems to be a lack of good aligned non-human nations, I was thinking of maybe making Gilgemash dwarven or elvish or something else. Thoughts? Should we stick with it being presumed human?
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>>85274416
We should probably honor the original intent and make something very Sumerian based, including the various mythological creature the original poster listed
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>>85273765
How many settings has /tg/ made before?
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>>85274533
I asked because the dwemer from TES we're elves very much inspired by how the sumerians looked
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>>85274539
There is usually 1-2 big ones per year.

Since 2020 there has been Gloria Etalia, Autia, and Leviathan.

>>85273567
>I know, but whatever happened there left an area of the world bigger than many nations utterly ruined, toxic and filled with the dead and the damned. From what I read, only a single necromancer lives there. Something big MUST have happened.
You would need 600 billion plus bodies to cover an area of that size, probably most of it is some sort of magical wasteland
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>>85274633
>probably most of it is some sort of magical wasteland
I was thinking something like that. Maybe something along the lines of "hundreds of battle wizards and archmages all unleashing the ultimate spell and everything imploded from the magic" kind of thing. Otherwise, there'd be no reason as to why the cursed battlefield is so big.
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>>85274290
The Blood Moon Communion faithful drink a deep purple concoction made of blood and nightshade, something that's said that allows for the Communion's cultists to see visions and communicate with Mg'umba Himself. However, many of them have gotten addicted to this horrible drink, their minds nearing insanity and their lips having turned into a hue of blue.

>Geography

Bumi is split into three parts. The city of Bumi, the Bumi outskirts, as well as the island of Heccu.

>Bumi

Bumi is a city whose size rivals that of Arangea, their victorian and gothic architecture - which includes many large cathedrals and grotesque gargoyle - is something they have in common. The city itself has still not recovered after being ravaged by the Devil's Scourge, despite more than a century passing since then, as well as the Blood Ministry's best efforts to rebuild the city. The Old City of Bumi - a walled section of the city, where most of the nobility used to live - as well as the Red Keep now lie mostly abandoned, since the vast majority of the district got burned down during one of the many pogroms incited by Lord Justinas and his followers. It's now home only to vagrants, scavengers, and other lowlifes, as no one with any decent intentions would ever set his foot there.

Towards the eastern part of the city lies the Grand school of Mg'umba, a large campus-like district where most members of the Blood Moon Communion reside.

>Bumi Outskirts

Most of the countryside consists of fertile, green hills and small picturesque, mountains. The north of Bumi is usually more mountainous and colder.

The plague also ravaged large part of the countryside, and many of its inhabitants abandoned their ruined farms and homesteads and moved to Bumi in search of a better future. Nowadays, the outskirts are starting to repopulate again, but the farmers are struggling to keep up with the production that's needed to provide most of Bumi with the necessary food.
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>>85274539
>>85274633
Nightmare world was pretty fun. I don't remember if it had a specific name beyond Black Sun or not.

We also had a pretty well fleshed out not!Egypt. I don't remember what it was called, but I really liked the golden vampires.
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>>85274687
North of the outskirts, just shy of the mountain pass that separates Bumi from Etera, lies a castle known as the Duhelburg Castle. The Duhelburgs are one of the last remaining noble families of Bumi, and their lands were one of the only ones to have remained relatively free of the plague. Even though not openly antagonistic to the Blood Ministry, they occasionally shelter pilgrims from Arangea that are heading towards Etera.

>Heccu Island

Heccu is a relatively quiet island of steep cliffs and wide pastures that's often embroiled in thick fog. Few settlements reside in Heccu, most being small fishing hamlets or mining towns. An incident many decades ago where many of its residents were abducted and experimented on has led the majority of the population being firm haters of the Blood Ministers and the Church of Mg'umba.

>Economy

Bumi imports an influx of food from their neighboring nations, especially Chrysovica, Arangea, and some settlements on the Isle of Wizards. Many curious travellers from all around the West find themselves in Bumi, in search of a cure for an obscure element, or perhaps to dwindle in blood magic. Bumi is known as the centre of blood and dark magic in the west, although the Blood Ministry imposes heavy control in its use for any foreigners.

Advanced weaponry such as blunderbusses, rifle spears and flame bottles circulate from the underworld of Bumi into many western cities such as Moreelse, with the Blood Ministry profiting from that.
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>>85275002
>Culture and Religion

The worship of Mg'umba is the dominant religion in Bumi. Although an obscure cult before the plague of the Devil's Scourge, after the founding of the Blood Ministry and the persecution of the Irem clergy, it soon rose to prominence. Mg'umba is considered by the Church as a more harrowing aspect of Irem. He resides in the dark side of the Moon and only appears during the Blood Eclipses.

The Blood Ministry believes that only through unlocking the secrets of blood magic through sacrifice can they appease their Lord, in order to unseal the magical barriers of ancient Etera and ascend to Mg'umba himself as the Eteran Elders once did.

Meanwhile, the Deacons of the Blood Moon Communion are in disagreement with the Blood Ministers, and their goals entail invoking the Blood Moon Eclipse so Mg'umba can descend down upon the earth.
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>>85273954
I forgot to mention how Bumi gained its independence, as that didn't just happen when the plague hit them, I worded that poorly. oopsies!
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>>85274539
>>85274633
>>85274730

My favorite was Fading Embers, a fantasy apocalypse/wargame some years ago.

I've at least always had fun partaking in /tg/ setting projects, even when they never led anywhere.
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Question time:

What's your favourite piece of written lore/nation?

>hard mode: no shit you have written

As for me, I really like the origin story of the Merfolk Empire, as well as the lore around the Kinnog Jungle. And despite having little to no lore, Gvilderstaaten seems really comfy, I kinda imagine it like Novigrad from the Witcher, but with a Dutch East Indies Company feel.
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>>85275338
I'm a fan of Furlaniya, as well as the overall Azan aesthetic
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>>85275338
>No shit you've written

I like the Azan faith, and the in depth Drunigzar lore, especially on the colonies.
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>>85274416
Aren't most evil nations human anyway? (Mossovoy, etc). I guess you have the Frog people and the lands around the hobbits
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>>85275338
Lucy's Land. The bit withe Changrilese Emperor was a stroke of genius.
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I just realised that, when I wrote the drunig lore, I meant to write galleons instead of galleys. Otherwise it makes no sense...
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>>85274730
Ameth.

Not!Egypt was called Ameth. A land of lich kings, undead robots and wonderous creatures. It was pretty rad.
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>>85275544
bump
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Who created the golems in the Republic of abandoned automata?
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>>85278055
What is this?
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>>85273765
>Beast Idea

The Waharrahela a species of creature resembling a cross between the ancient Boar Croc & the north American Badger but vaguely, It has armored scutes made of bone intertwined on its body to make an almost impervious armor & yet still be swift. On its own non-sentient but when captured from the Black Tear & trained, at first it has the demeanor similar to that of a trained horse, if it feels comfortable with the person it will link its mind with the person & copy the person's goals, aspirations, Temperament, your personality, everything that makes you, you will be mirrored. since it has your mind you don't worry about controling it when riding, allowing much more weapon options. Very sought after by Gnolls it is said that the emperor himself has been bonded with one & some say it's hunger far surpasses his own but that is all rumor. I want more Ideas, suggestions, or revisions of them.


>World Horror Idea that goes with the beast Idea.

The Black Tear or (The Black river Tear) a deep chasm with river at its bottom appears randomly anywhere within the Kinga Badlands every now & then, it could be there for four hours or four minutes never in the same place. The black river's "water" has the color of coal & the consistently of hot tar mixed with egg whites the river flows unnaturally it flows up steep slopes within the great chasm rather than take the path of least resistance, yet almost keeping a mirror like surface small ripples are seen here & there while the river has no noise at all infact it's as if your sense of hearing was taken from you & the only thing you could hear is the blood running in your head.... As for creatures living in & around it I hope you guys will come up with some Ideas all I got for now is the Waharrahela.
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>>85278133
Forgot something they are about the size of Volkswagen bug
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>>85275338
Ι like the Avangar and the Drunig lore
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I just realised there were a couple of names and rivers that weren't on the map, so I've updated it.
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>>85273765
Rip thread
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We should do another one of these Bobbit-like stories tomorrow
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It’s been a while since I wrote some Drunigzar lore. I’ll wrap up the colony’s stuff and move on to other things.
Nowadays, the expansion of the colonies has slowed down considerably. Having reach the world’s edge to the south, there are little space they can really explore in that direction, with the exception of the colonies in the Terrania Freeholds, which are growing fast to satisfy the agricultural demands of the nation. A fifth colonial effort was proposed, this time travelling north, through the old lands of the ancient Merfolk Empire, but for now authorities are content with reinforcing their holdings in the south. Plus, a possible expansion northwards would probably create tension with the Elanxa and Avangard empires, which would threaten many profitable businesses. There have also been rumours of some trading houses attempting to expand their trade in Anchovia in search of a future annexation, but the anchovy folk is showing a lot of reticence to accept any advances from the drunig merchants.
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>>85283512
>Military

The Kingdom of Drunigzar used to have a very feudal form of army, with noble knights protecting the lands from bandits and pirates. Most of those knights were light cavalry that could double as heavy infantry, able to pursue the bandits by horse and fight them as cavalry or as infantry as the needs demanded. Mounted squires, whose job was carrying the heavy weapons and armor of the knights, accompanied the noble knights. This system was effective enough to fight unorganized bands of pirates and thieves, since the fighting quality of the knights superior armor was good enough to force most wrongdoers to run away, so the knight’s priority centered around searching and moving fast through the land to pursue the banditry. This system, however, was very ineffective to fight any kind of war against any military force of similar strength, and thus constantly required the protection of the nogarese army. Fighting sea raids was mostly done with a mix of small, repurposed fishing and a small fleet of coast guard ships, but one again, the nogarese fleet was needed to guarantee full safety of drunig waters.

The economic expansion changed all that dramatically. Suddenly the needs of protecting the land from small cells of bandits and pirates were dwarfed by the need of protecting the increasingly valuable trading routes. And for that, they needed a proper navy, especially now that Nogar’s efforts were squarely focused on their defense against the gnoll. The original expansion saw the Drunig navy filled with old warships from whatever country was selling them at the time, and as such, their actual capabilities were a mixed bag, but at least more than enough to drive away any pirate raids. Over time, the Drunig shipbuilders replaced many of those ships for newer ones made in Drunigzar.
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>>85273765
I feel salty that the Gnoll merc bands were just forgotten. Merc-banner Anon asked for mercenary bands, i wrote up 3 for him and then they were just forgotten and never mentioned.
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>>85283851

Nowadays, the drunig fleet is one of the most powerful in the region, especially after the development of the Drunig galleons. The Drunig Admiralty has designed the fleet to focus on a mix of speed and firepower. The modern navy consists of a mix of small but fast ships that are able to move and maneuver fast, with special broadside gun pieces that are quick to reload but have a relative short range. At the other end of the spectrum, we can find great drunig galloys, slower but considerably tougher and with considerably more gun pieces that have a longer range. The naval strategy of the drunig fleet is to combine both ships to surround and annihilate the enemy fleet. First, the smaller raider ships start surrounding the enemy vessels, avoiding any close combat and ranged firepower through speed and cover fire from their own gun batteries. This cuts the enemy’s maneuverability by quite a lot and breaks their formation, thus making them easy targets for the powerful guns of the long ranged galleons. If successful, this forces the enemy to either surrender their vessels or be sank through consistent firepower, which allows the Drunig navy to capture many pirate vessels, which then are sold as price ships. The one problem this has is that generally drunig ships are not particularly prepared to deal with boarding, and can suffer greatly if the ships get close enough to assault. The solution that many captains have come up with to solve this is the hiring of gnoll mercenaries, though this hasn’t become widespread since the gnolls can cause a lot of friction with the crew.

The success of this strategy has shrunk the rate of pirate raids greatly. Many captains have become quite famous by capturing pirate vessels, since they are allowed to keep part of the profit of the sale of the price vessels. This incentivizes pirate hunting, and has driven away many pirates groups to more unprotected waters.
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>Demographics
The vast majority of the population in Bumi are humans, mostly natives. Many smugglers and shady merchants from other western nations such as Moreelse and Terusia find themselves in Bumi in order to supply themselves with the innovative weaponry created by the Hunters of the Eclipse and the Blood Ministry. An Arangean embassy stands in the centre of Bumi.

Unlike Arangea, every non human in Bumi is actually free, since slavery is outlawed. Many escaped slaves from Arangea find themselves in Bumi, seeking the solace of the Church of Mg'umba. Those are mostly dwarves, hobbits and some trolls, who are used by the Church as soldiers.

>Foreign Relations

Etera - Etera is considered to be both the ancestral land of the Bumians, as well as their Holy Site. They believe that one day they will be able to reunited with their ancestors through one way or another, and that belief forms the basis of their worship of Mg'umba.

Arangea - Despite their shared history and alleged ancestry, these two nations are fierce rivals. They consider each other as abominable heretics due to their opposed religious views. The Arangeans consider the Bumians as fanatics and demon worshippers who the Eteran Elders would be ashamed of, while the Bumians see the Arangeas as too conservative in their prohibition of magic, looking towards conquering Arangea and wiping off their heresy. Despite their hatred, wars and conflicts between the two have been far and few between since Bumi's independence, often joining their strengths against the threat of the Drow to the south.

Isle of Wizards - These wizards consider the Bumians' use of blood magic as an abomination, and many wizards have tried spreading their agents at the island of Heccu, as well as sowing dissent amongst the members of the Church.

Blesire States, Belsirya, Calcabra, Aurous Highlands - Trade is rare among these nations, and although dislike is mutual, they have established a defensive pact against the Drow
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>>85285225
>Sea Elves
Many wars have been fought in the past between these two, but were often brought to a stalemate thanks to a narrow passage in the Eteran Mountains that separate these two lands. Nowadays, the Sea Elves are one of the main trading partners of Bumi.
>Moreelse

Many Hydra's Eyes agents roam the streets of Bumi, in search of any dangerous weaponry they can acquire. Although many agents have established good relations with immoral members of the Blood Ministers, usually by offering them bribes in the form of white death powder, the Deacons and the Hunters of the Blood Moon Communion are less lenient with them.

Scarred Phantoms - Before the times of the plague, Scarred Phantoms assassins were often hired in order to carry out high profile assassinations. Since then, however, their presence is a rarity in Bumi, as the Church and the Communion use their own underlings to do their dirty jobs in their stead.

>Hithlone

Both nations have mutual interest of each other. Many adventurous scholars from the Citadel of Hithlone are intrigued by the Bumian's use of blood magic rituals, with some even travelling to Bumi itself in order to witness them first hand.

It's been rumoured that there is a particularly nasty Hunter of Bumi in Hithlone whose name goes by "Leonhard De Wett". This Hunter has been lurking around the darkest halls of the Citadel in search of a forgotten key that will lead him to a section of the library where he'll be able to unearth the forbidden secrets of Etera and the Eternal Eclipse.
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>>85284033
you can post about them here in case someone is in the mood to draw some CoAs
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Are there any highwaymen in this setting?
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>>85286428
Probably a lot, there are multiple mentions of bandits and thieves.
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>>85284033
Perhaps a gnoll head eating a heart or something
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Made some heraldry for the Witchelven Empire
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>Grand Duchy of Calcabra

>History:

This region’s ancient history is mostly lost to myth. The humans in this area are ethnically similar to others found in the northwest, and may or may not be related to those who lived in Etera. Unlike Etera, they got along well with the wood elves, hobbits, gnomes, and other fey-ish beings who would eventually unite to form the (First) Western Elf Empire in attempt to fend off the growing Azan/Dragon Empire. However this would ultimately fail as the humans, hobbits, half-elves, gnomes, dwarves, sea elves, and others who made up much of the population of the Scimitarian Subcontinent gradually opted to become allies, vassals, and provinces of the Azan/Dragon Empire instead, leaving just Etera, its allies, and a few pockets of wood elves.

However, many parts of the Scimitarian Subcontinent didn’t remain independent for long, as roughly a thousand years ago, the drow emerged from the underworld in large numbers and took much of the subcontinent (calling themselves the Second Western Elf Empire in a largely failed attempt to recruit patsies from the few remaining loyalists to the previous Western Elf Empire).

But this didn’t last long either.

The drow had overreached and within a short time period were driven back to ash wastes in the central subcontinent. Many folk, bitter at the failings of the Azan/Dragon Empire, declared independence, creating a hodgepodge of feudal states, city states, and magocracies.

The Calcabra region went through much political change over the past millennia since the defeat of the drow, as small independent states gradually coalesced into a collection of duchies, principalities, and semi-independent baronies. Violence was rare however, as the threat of raids from the drow was ever present. Instead, most disputes were resolved via political manoeuvring and marriages.
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>>85289385

Eventually the main duchies unified into one Grand Duchy, though this simply formalized the long standing dominance of House Wesrarian, who controlled the largest duchy, and are related to most of the rulers of the rest.

>Government:

The Grand Duchy is essentially a feudal state, but each layer of nobility has a strong supporting bureaucracy and military, who for the most part work seamlessly together in times of crisis. Democracy is mostly limited to village and town councils, yet Calcabra’s rulership is considered one of the most enlightened in the world, and dissent is rare among the populace (though this is partially due to fears of creating openings for the drow).

>Economy:

Calcabra is a major exporter of luxury food and drinks, high quality wood and metal crafts, and is also a major shipbuilding centre.

Due to its wealth, it sometimes hires large numbers of foreign mercenaries when drow raids or skirmishes are particularly frequent.

>Foreign Relations:

Calcrabian Mountains and South Belsirya – Due to its sheer size and wealth, Calcabra has a great deal of influence in these two regions, but it rarely abuses it, instead seeing them as valuable allies against the drow.

Blesire States and Aurous Highlands – Calcabra has a lot of influence here as well, but these regions vast mineral wealth buys them a certain amount of independence.

Arangea and Bumi – Calcrabra isn’t entirely comfortable with Arangea’s obsession with Etera, nor their current slavery and bigotry. Bumi they like even less due to their dark magic and religious oppression. But still honor ancient alliances and more recent defence pacts with them against the drow.

Isle of Wizards – Another staunch allies against the drow, though the wizards only truly respect those powerful in magic.

Sea-Elves – Traditionally they have gotten along, but Calcabra’s unwillingness to sanction the war with Chrysovica has strained relations a bit.
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>>85289408

Chrysovica – Calcabra’s unwillingness to intervene on behalf of Chrysovica against the sea elves as strained relations here as well.

Drow – The main enemies of Calcabra and its allies, Calcabra has fought off the drow for a millennium.

Azan Empire – The Azan Empire once claimed most of the region that is now Calcabra, but this is seen as ancient history. Relations are generally positive now due to trade ties and shared religion.

Hithlone – Although few Calcabrian ships go south along the coast, many ships from Hithlone go up and down the coast. Direct relations with Hithlone are rare though, and many in Calcabra see them as a pirate nation little better than Kinnog or Moreelse.

Kinnog – Calcabra is aware pirates and smugglers operate in this region, but so little of their trade goes south they rarely make an effort to suppress these activities.

Orc’eire – Traditionally Calcabra has seen the orcs as nothing but raiders and slavers, but Clan Bansheebane has recently made some efforts to form positive relations.

Scarred Phantoms – Although they generally see assassination as beneath them, occasionally there are those in Calcabra that see need for a discreet intervention.

Moreelse – Calcabra doesn’t much care for them due to their criminal activities, but fortunately White Death hasn’t become as popular here as in many other parts of the west.

>Geography:

Much of Calcabra is well cultivated farmland separated by small forests and marshland. The coastal areas are drier and more warm. The volcanic ashlands to the south form a natural border with drow territory.

>Demographics:

Humans – make up most of the population. They are of similar ethnicity to the people of the northern Scimitarian Subcontinent, Isle of Wizards, Gvilderstaaten, and the northern portions of the Azan Empire, though they have an unusually high percentage of blonds.
>>
>>85289423

Half-Elves – descend from ancient intermixing with wood/primal elves. They usually have high societal status due to their longer lifespan and attractiveness.

Hobbits – some hobbits live in the northern parts of the Grand Duchy, they are usually more tame than their mountain dwelling cousins.

Dwarves – some dwarf clans live here, farming, herding, and operating small mines and quarries. They are one of the remnants of the large dwarven kingdoms that once existed on the subcontinent.

Sea Elves and Drow – a few ideological dissidents of these races live in Calcabra, though their mixed race descendants are more common.

Goblins, Ogres, Trolls, Orcs, and Harpies – Monstrous raiders are rare, but not unheard of in Calcabra. With the exception of the harpies, many are run away slaves from drow territory or Arangea.

Merfolk – Western merfolk are common along the coast, and have close relations with Calcabra.

>Religion:

Most Calcabrians follow a variant of the New Azan Faith, where sun symbols are heavily used to represent Bronzar. Although not dogmatically religious, few regions uphold the ideals of the New Azan Faith as well as the Calcabrians, though folk in other nations sometimes find them naïve, vain, or sanctimonious depending on the individual.

A more benevolent form of the Moon Goddess faith of Irem is popular with some free spirits, particularly drow and sea elves. Other drow and sea elves worship obscure gods banned in their homelands.

Hobbits, dwarves, and merfolk tend to worship their own gods, though some have converted to the New Azan Faith.
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>>85289478

>Military:

Calcabra has a solid military of professional footmen and knights, backed by militia archers and skirmishers, and combat mages and healers. Although each formation is theoretically loyal to a local lord rather than the state, there is a high level of standardization between forces, and most soldiers will ignore orders of a lord they feel is betraying the interests of the nation as a whole.

Calcabra also has a powerful navy that sometimes polices waters far beyond Calcabra’s borders.
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>>85287789
Kino
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>>85289478
>Half-Elves – descend from ancient intermixing with wood/primal elves
This reminds me, have we cleared up how elves work? There are many version of elves in Giantstep (Drow, witch-elves, sea elves, wood elves...), and we need to know what they have in common and what is different about each one.

Plus, according to the Elfwood article, elves are more plant than people, is that valid for all elves?
https://crumbling-giantstep.fandom.com/wiki/Elfwood
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>>85290059
Wood/primal elves are the Elfwood ones, they can mate with pretty much anything, and their offspring retain some elf-like traits, but reproduction-wise their offspring rely on normal sex, assuming their other parent was human-ish.

Drow, sea elves, and snow elves are unrelated to wood elves. Drow and sea elves are somehow related, but snow elves are unrelated to other elves.

Moonlit shore elves are described as "elf-like", but may be completely unrelated to other elf-looking races, like the snow elves.

Witch-elves have several potential origin stories.
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>>85290164
So we have:
-Regular elves/Primal Elves?
-Wood Elves
-Sea Elves
-Witch Elves
-Snow Elves
-Moon Elves
-Drow

Any other elf group that I'm missing=
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>>85290199
Snow Elves on the Mevtal Kingdom island
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>>85284352
The longer and more perilous travels, such as those done beyond Squid Peninsula to the colonies to the south, are done in huge convoys. They will combine fleets of great merchant ships with galleons to dissuade any would be attacker from attempting anything. This makes the voyages quite safe from assault, keeping pirates at bay, but there’s the risk of serious harm if the storms become too wild and destructive, damaging or losing multiple ships at once. Also, many pirates will wait for those storms to attack the convoys, hoping to see them scattered and vulnerable after tempests winds down.

The biggest pirate threat nowadays comes from the island of Künt. The protection and maintenance offered by the küntian harbors to all pirate fleets keeps ships, that would’ve sunk by their lonesome after an encounter with the drunig fleet, active and dangerous. And assaulting the island has its own problems as well, the least of them being the fortresses and armed temples the küntians have prepared. There’s a bid between Elanxa and Avangar to capture and annex the island, and that discussion has been the main hurdle that prevents the island from being invaded by a coalition of countries. The potential intervention of Drunigzar (with a now solid history of colonial expansion) would make this diplomatic conflict even worse. Thus, to the annoyance of the trading fleets in the area, the drunig fleet is limited to just keeping the pirates as contained as possible.
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>>85290199
Did the elves have some sort of diaspora that turned the original elves into many different races?
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>>85290226
Drunig’s modern army has evolved wildly from the old knight drunig system. The revolution that the economic expansion represented changed the role of the kingdom’s armed forces. Now that the navy was the keystone to Drunigzar’s success, the army needed to evolve into a complementary force, guaranteeing the country’s borders and being able to coordinate with the navy in whatever endeavor they needed to deal with overseas. Thus, the army was divided into two separate branches: the home forces and the expeditionary forces.

The home forces are a direct evolution of the knight system. The difference is that the multipurpose way of warfare has been more specialized. The patrolling forces are still light cavalry, but in greater numbers and with a more effective equipment. Mounted arquebusiers and lancers are able to take advantage of the barren lands to harass and pursue the banditry until they surrender or are taken down. The knight houses are still the leaders of the squads, but now they are open to peasants to join in, if they are able to endure the harsh training regimes of the military and have experience in horse riding, thus the forces are composed mostly of farmers.
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>>85290722
The local patrols are tasked with surveilling the land, and once they a threat is seen, a system of relay stations will send as quickly as possible the message to the closest garrison. Once the message is received, the garrison forces will be dispatched as fast as possible, supporting the local patrols until the threat is neutralized. This system keeps the local banditry low, since the rapid response and the lack of hiding places in the barren and plain lands of Drunigzar makes running away with stolen goods quite difficult. Moreover, if they try to run away to the border, the frontier patrols will be able to stop them. And if they are bold enough to try to escape through the sea, then it becomes the purview of the navy to stop them. The frontier is highly garrisoned, especially the southern border that holds the old nogarese fortresses, repurposed, reinforced and rearmed to modern standards. The border forces are a mix of spearmen, archers and arquebusiers, especially trained for defense using the advantage of the many fortifications in place. Since the land is so plain, there are little natural elements that allow an easy defense, thus the frontier is quickly filling with fortresses and watch towers. The western border is in a process of fortification, since it lacks the nogarese fortresses the south has.
>>
This has probably been asked countless times already but what is the maximum technological development agreed upon for the setting? From what I can gather, most regions are late medieval.
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>>85290807
XVI-XVII Century tech seems to be the maximum level of tech available in general.

The only two exceptions are Luden (the ratmen are nearly industrial age) and the Star People (they are Roswell aliens, so they have alien tech).
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>>85290807
No higher than Renaissance if I remember correctly. So early guns and cannons are good, but nothing too advanced.
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>>85290199
it oculd be a product of convergent evolution, many species having similar traits despite not being genetically close to each other
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>Rögnarey Norskyries
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>>85291441
I like the icon, but it should be drawn on one of those round viking shields.
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>>85291759
Like this?
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>>85291910
Yeah, much better.
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We should focus on the chronology region by region first. I think the most developed region is the West/Scimitaria so we could start with that
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>>85292335
For a Chronology to make sense, we need to set a couple of things in stone:
-The Creation of the World: The world is a stepladder, right? When was it created? When did the major iants go through it? Did they all go, or are they still coming?
-The Creation of the Gods.
-The Creation of other mighty beings: Minor giants, dragons, monsters, the leviathan that created the Sea of Bile.
-The origin of the sentient species and their spread throughout the world.
-The first nations appear
-The ancient empires grow, clash and burn.
-The newer nations start appearing.
-Whatever started the demonic breaches appears
-Current day

Doing region by region is fine, but we also need a central event to serve as an axis for the calendar, otherwise it's not going to connect anyway.
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Wrote some lore for the origin of the Scatomancers:

The Stink-Schism

The attempts to create the philosopher's stone from excrement went so far that the Great Hierophant himself warned about searching for gold in poo:

"Qui quaerit in merdis secreta philosophorum expensis perdit proprias, tempusque laborum"

("He who seeks the philosophers’ secret in shit will waste his money, time, and labor on it."

The so-called Brown Alchemists of the Coin Empire, however, refused to heed this warning and continued the alchemical search for wisdom in the excrement. However, due to their stench and feces' bad reputation, they were laughed at and ostracized by their fellow scientists, eventually leading to a scientific schism in the alchemist circles of the Kingdom of Tarot. The scatological alchemists, as they called themselves at the time, were faced with the choice of either renouncing their obsession with feces or leaving the kingdom forever. Historians refer to this ultimatum and the following banishment of the scatologists as the Stink-Schism. A few renounced scatomancy, but the majority, convinced of the magical potency of the dung, decided to leave the confines of the Tarot Kingdom forever. They embarked on a long journey east, finally finding the perfect conditions for the efficient execution of their magical science on the outskirts of the Kingdom of Grobianism.

[...]
>>
[...]

They were led on their journey by Heinrich the Tainted, a tall, gaunt man in a dirty robe and a ridiculously high pointed hat. The natural characteristics of the area around Grobiansm constituted almost utopian conditions for the outcast alchemists. Nobody wrinkled their noses when they walked around in their brown pointed-hatted robes to collect ingredients. The already excrement-strewn streets of Grobianism were the perfect source of their valuable stinking resource, and the alchemists quickly forged a pact with the nobles of the Grobian family that still stands to this day, to receive seven carriages of excrement each week in exchange for magical protection from evil. The excrement was (and still is) heaped up a steep and extremely unpleasant-smelling mountain, on which the alchemists built their so-called Brown University, which resembles a mighty mud castle with pointed towers and high battlements. To distinguish themselves from the hated Alchemists of the Tarot, who dared to banish them, they dropped the designation "alchemists" forever and from that day on demanded to be called The Circle of Scatomancers.They also chose their own spiritual leader in spiteful imitation of the Hierophant of the Tarot Kingdom. The choice fell on Heinrich the Tainted. They gave him the title of Miasmic Pope and Heinrich the tainted became Heinlauf the First. He has now reached the proud age of three hundred and thirty-three years and lives in the highest tower of the Brown Academy.
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>>85290730
The expeditionary forces were planned with the colonial expansion in mind. Previously, the drunig armies had never felt the need to go outside of their borders to fight, but once the authorities began planning the colonial efforts, they realized a strong armed force was needed in case of trouble. Thus, the expeditionary forces needed to accomplish two things:

1.They needed to coordinate effectively with the Drunig Navy, since they would be required to deploy wherever they were needed.

2.They needed to deploy quickly and to have as much of an effect on the battlefield as fast as possible, since the colonies did not really have that many men to protect them or that much ground to give.

Thus, the Drunig Expeditionary Force was created as a small, but highly elite armed force, aimed at creating the biggest impact on the battlefield as possible. Since the logistics of transporting cavalry throughout the sea is considerably more difficult, the Expeditionary Force focuses on infantry. The combination of spearmen, archers and arquebusiers was maintained, but were specially trained for quick deployment and movement. The idea was to create a singular mass of soldiers that could both advance towards an enemy force, without losing their formation or killing potential, and stop a charging enemy formation and counterassault it. Adapting squared and oval formations, the spearmen are tasked to create a solid line of defense able to stop most cavalry and infantry charges. While the enemy closes, the arquebusiers and the archers lay down a defensive barrage to weaken and slow down the charges. Usually the arquebusiers are at the sides of the formation, whereas the archers are inside of it.
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>>85293484
Once it’s deemed the enemy is close enough, both of them form rank alongside the spearmen and join the melee by using spears, short swords or pistols. If the enemy manages to threaten the drunig formations, reinforcements are sent from the rear in the form of either small cavalry units to harass the enemy from the back or mercenary gnoll units.

The use of gnoll units has been a particularly successful, if mistrusted, tactic. The gnolls’ natural ferocity, toughness and resilience during a charge makes them solid line breakers, capable of pushing back an enemy formation that has been tired by the drunig squares already. And likewise, throwing a gnoll pack into the enemy is a powerful intimidation tactic, perfect to bruise the enemy before the drunig squares advance and charge (though drunig strategists will try to limit this, as even if the gnoll are expendable in the end, a waste of manpower is always frown upon). The Drunig armies will try to hire the gnolls that are the most capable of following orders and keep their cool during a fight, just in case they need to follow orders more complex that “charge at the enemy”. They will also receive a thorough training, or at least as much training as possible before they start turning on their instructors. Because they are generally difficult to train, they are allowed to carry their preferred weapons into battle, mostly close quarters combat like axes, swords, daggers, maces, hammers…
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>>85293491
Thus, the Gnoll Corps has become famous for its ferocity and effectiveness as shock troops, even if drunig staff keeps the Gnolls’ numbers low and easy to contain just in case. The Gnol Corps became famous during the War of the Lord Descended, which was the one and only time thus far the Expeditionary Force has been deployed in full to defend the colonies. During the escape of the drunig settlers to the colonies of Cabakritinnii, Cabakonninni and Bibile, the Gnoll Corps demonstrated to be highly effective against the crazed locals, who until that point had swept the small garrisons the colonists had established in the land. The Battle of the Bibile Gates would be the turning point for the drunig forces, getting the Expeditionary Force enough time to deploy in full force in the land, something that would not have been possible without the Gnoll Corps efforts.

If nothing of this works, the drunig army also has available artillery, although the drunig forces prefer to use the navy’s long-range capabilities rather than risk their slow cannons on a land battle. The use of other weapons, such as battle wizards, is an option as well, especially if they ever need to counter the enemy’s wizards, but in general the use of magic is very low in drunig armies, due to the difficulty of training quality wizards in this area of the world. Most of them are stationed as battle medics, to provide aid to the wounded. This guarantees a high rate of recovery for soldiers who are not outright dead, while also increasing morale and protecting veteran personnel.
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>>85293508
This results in a highly effective force, able to protect the colonies from the regional threats that might affect them. However, this is not without problems. The approach of a small elite force inevitably makes it weak to large forces that are able to cause enough attrition, since even if the Expeditionary force can punch above its weight, it can be overwhelmed. It could also have problems fighting forces equally equipped and trained for the same reasons, being unable to stomach high and/or prolonged attrition. There have been theories that the Expeditionary Force could also suffer when fighting far from drunig ports and supply lines, having no experience with fighting in areas with challenging terrain far from the support of the Drunig navy.
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>>85292396
So are the Gods in this setting ultra powerful beings that are subordinaries to the creator of the universe? Are all deities real?
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>>85290302
probably not, see >>85290164 and >>85290862

>>85292335
West and Scimitaria history so far:
- unclear dates - Dragon/Azan Empire gradually absorbs much of the region. First Western Elven Empire is formed in Scimitaria to resist this, but is absorbed piecemeal anyways.
- 2000 years ago - Azan/Dragon Empire reaches as far north as Daligrad Province on the main continent
- 1500 years ago - Eterans disappear, Arangea already founded by this point
- 1000 years ago - Dragon/Azan Empire reaches the height of its power, drives the demon tieflings from Siuverland and reintegrate it into the Empire
- 1000 years ago - Drow and Witch-Elves arrive in large numbers, start ripping apart Dragon/Azan Empire. Drow briefly form the Second Western Elven Empire, but it doesn't last long.
- 1000 years ago - Three Sisters settled by Azan
- 1000 years ago - Northern Scimitaria and the Isle of Wizards separate from Dragon/Azan Empire and/or free themselves from drow occupation, gradually evolve into the nations seen today
- 1000 years ago - Changrila fights Azan for control of the Azan/Dragon Empire, ends up separating instead
- 900 years ago - New Azan Faith forms, Siuverland separates from the Azan Empire in protest
- 500 years ago - Bumi splits from Arangea
- 500 years ago - Furlaniya and Azhar Nar separate from Azan
- "several centuries ago" - Succubus breaches formed
- 300 years ago - Nasr occupies parts of Azhar Nar
- 100 years ago - Drow pull out of the Kinnog region for the final time
- 80 years ago - Nasr driven out of Azhar Nar, First King of Azhar Nar crowned
- "many decades ago" - Red Lotus Cult settles north of Kinnog
- 50 years ago - Lesandros is destroyed by a wave
- "few decades ago" - Chrysovica converts to the sea-elf religion to avoid capitulation
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>>85294461
I'ts not been established. There was an anon who wrote a cosmogony many threads ago, but it went nowhere.
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>>85294461
>So are the Gods in this setting ultra powerful beings that are subordinaries to the creator of the universe?
Unclear

Are all deities real?
Probably not
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I think ill just play Greyhawk instead.
peace
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>Grobianismus
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>>85294488
Hithlone was founded by refugees fleeing from the Drow so that should be around 900-1000 years ago. Also I think Etera should be older, according to its lore

>Etera is a city north of Arangea and to the west of the Isle of Wizards. It's partially covered in snow, especially during the winter months. It is difficult to say when exactly it was built, but what is known for sure is that it is that it did exist when the Elves and the Wizards first reached the West.

Keep in mind this was written before the existence of a First Elven Empire existed in the lore
>>
anyone got the archives for threads 11-15?
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>>85295295
>Hithlone was founded by refugees fleeing from the Drow so that should be around 900-1000 years ago.
Probably, though land along the borders of the drow have changed hands several times

>Also I think Etera should be older, according to its lore
No one has said yet when Etera was founded, but the date of its disappearance is more or less stated in the Bumi history

>>85295395
11 - https://suptg.thisisnotatrueending.com/archive/2022/85001905/
12 - https://suptg.thisisnotatrueending.com/archive/2022/85025361/
13 - https://suptg.thisisnotatrueending.com/archive/2022/85034498/
14 - https://suptg.thisisnotatrueending.com/archive/2022/85074457/
15 - https://suptg.thisisnotatrueending.com/archive/2022/85181021/
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>Evergreen Pastures
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Anyone know where the "Western Dragons" mercenary company is located?
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>>85295295
1500 years ago was when they disappeared, not when the city was built, though. Also when did the Wizards from that bigass Isle settle on scimitaria?
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>>85295709
Azan Empire

>>85295725
>Also when did the Wizards from that bigass Isle settle on scimitaria?
Isle of Wizards was founded sometime after the drow arrived, probably fairly shortly after.

But Etera history also mentions "wizards". They are probably an earlier faction of magic users that Etera didn't get along with.
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>>85295709
Witchelven empire, another anon wrote a short piece involving them and I made the symbol.
>>85284033
I'm sorry anon, I'm back to computers and civilisation in a few days
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>>85295974
The short story says Western Dragons are Azanese, with some soldiers from Oront and the Witch-Elves.
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>>85296250
>Dragons
By the way, what kind of dragons do we have? The asian noodle dragon, or the western big lizard dragon?
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Antherions are herbivorous mammals that occupy the forests around Drowchont and the Harmony Goddess' Realm. They are peaceful creatures, and are able to create illusions in order to disorient and escape from their predators. One such illusion involves mimicking various sounds of animals and nature, such as bears, waterfalls, loud gusts or even those of humans.
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>>85296389
Antherions are often hunted by the Drowchont for their horns, which are rumoured to be able to reinforce the illusory abillities of the Drowchont shamans.
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>>85296269
There is definitely some western dragons, plus flightless dragons, snake-like wyrms, smaller wyverns, holy dragons without wings, and dragons with no images provided

I don't think I have seen any asian type dragons yet, but they probably exist
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>>85294492
I found that cosmogony. It's >>85027737 in thread 12
https://suptg.thisisnotatrueending.com/archive/2022/85025361/
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>>85297997
Which one is it?
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Map anon here. I think most of the names are there, the only ones that are missing are the countries in the northwest of Giantstep. Which, by the way, I don't know if they have a name other than "land of hobbits", "land of gnomes" and so on.
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>Collapsed Realm of Rust

>History:

Much like the Kingdom of Gold, this region was claimed by the snow elves prior to the arrival of colonists from Greater Elanxa (those who would become known as Zemylanders), though few snow elves lived in this dull and desolate area.

However, like in the Kingdom of Gold, the Zemylanders possessed the means to locate valuable mineral deposits deep beneath the tundra, and began mining gold, diamonds, iron, and several other metals that could be used to create several different resilient metal alloys. Steel ingots became the main export, and so rich were the seams that steel became significantly cheaper than wood, resulting in dozens of mining towns and prospecting camps where nearly everything was made of steel and stone.

The region became known as the Realms of Steel. It never developed a significant population even compared to the Kingdom of Gold, and instead relied upon workers and soldiers from other Zemylander nations, working on behalf mining companies own by Zemylander nobility. Aside from the natural desolation of the region, the other main reason for the low population was the frequent raids by the snow elves and their remaining allies among the other fey races like snow goblins and hags.

Despite these raids, the region prospered, and it was only brought down by the discovery of a new resource, Arcanium, which has many uses for spell casters. Unfortunately, the easiest way to locate Arcanium was to cast wide area rituals that caused the Arcanium to increase in both size and potency. In areas where Arcanium was already found in large concentrations, this led to the creation of “Wild Zones”, where reality was flimsy, and all sorts of strange magical effects happened like mutations, strange sicknesses, freakish weather, magic going haywire, spontaneous combustion, mass hallucinations, gatherings of restless undead spirits, and the appearances of strange extra dimensional beings.
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>>85301410

Minerals mined near Wild Zones began showing signs of their curse, even when exported far away, and the Wild Zones themselves grew, shrank, and shifted unpredictably.

In the end, the Realms of Steel, and its exports, became widely regarded as cursed and tainted, and all official mining activity ceased. The steel structures found throughout the region (most meant to be temporary anyways) began to rust over the course of centuries, thus giving it a new name, the Realms of Rust.

>Government:

None official. The Kingdom of Gold sometimes patrols this region, and snow elf raiders sometimes pass through here. The only folk who live here permanently though are small pockets of fey like snow goblins, hags, and vodyanoi, who only answer to themselves, as well as the occasional human or gnome-dwarf hunter, trapper, or prospector who is unusually reckless.

>Economy:

The fey who still live here scrape by on hunter-gatherer lifestyles. Some reckless hunters and trappers also live in the area, as do prospectors looking for small Arcanium deposits that are safe enough to harvest.

Most rational folk avoid this region, as the Wild Zones are still present and still dangerous, though longtime inhabitants and veteran patrollers eventually get a sense of when and where Wild Zones are likely to shift and expand, and when they are at their most potent.

Goods are mostly traded with the Kingdom of Gold by land, but abandoned coastal settlements are occasionally repurposed as trading posts supplied by ship when (relatively) large numbers of hunters, trappers, and prospectors are operating in a particular region.

>Foreign Relations:

Kingdom of Gold – sometimes patrols this region looking for snow elf raiders, fey bandits, trolls, or human fugitives. They also sometimes escort those heading to Biblon.

Aine Saevherne – the snow elves sometimes pass through this area on the way to raid the Kingdom of Gold.
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>>85301439

Corteau Canyon – The Nemir rarely leave the canyon, preferring terrain they are used to.

>Geography:

Even more so than the Kingdom of Gold, the Realms of Rust are endless tundra, with little variation except the occasional rusted community, rocky ridge, small lake, and the odd green glow that you sometimes see when you are dangerously close to a large Arcanium deposit, and likely well within a Wild Zone.

>Demographics:

Humans – Make up most of the population, and are mostly Zemylanders, though some have a bit of goblin or hag blood in them.

The Fey – Most fey now avoid this area due to the Wild Zones, but a few still live here, usually species that are solitary (hags), aquatic (rusalka, vodyanoi), or certain tribes that are still hostile to both humans and snow elves (usually snow goblin or uldra worshippers of an obscure cannibal god). Some have become mutated by the Wild Zones.

Trolls – Several variants of troll live here, though they are borderline non-sentient.

Gnome-Dwarves – In keeping with their unhinged reputation, these half-breeds make up a significant portion of the prospectors operating in the Realms of Rust at any given time.

>Religion:

Most folk here aren’t that religious, but Mirslava and Zolovora sometimes get the odd prayer, or even an unmanned shrine. The fey and gnome-dwarves have their own gods, who sometimes also get acknowledged by humans.

>Military:

None. The Kingdom of Gold sometimes sends militia and Royal Army patrols through this region, and snow elf raiders sometimes travel through it as well. Some goblins, hags, trolls, uldra, and bandits of various races will attack any potential target they think they can take.
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>>85301089
they are called hereby, thereby and whereby
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>>85301089
Maula desert is disputed between furlaniya and azhar nar
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>>85302534
Which one is which?
>>
Is there a material that can limit the magic use of mages?
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>>85295651
Looks awesome, did you make the centaur illustration?
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>>85303400
I combined an image of a heraldic sheep with a fitting picture of a woman in gimp so I guess I just remixed it
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>>85303400
Thanks btw!
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>>85302770
I'm not sure about thereby and whereby anymore but hereby was the hobbit one
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>>85303580
Also I considered to give her something to hold in her right hand but I wasn't really sure what to put so I just left it like it is
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>>85303381
The magic system is not very develop outside of "there's magic".
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>>85290059
>>85290164
>>85290199

Ok here's my guess at the history of Elves. The Primal Elves/Wood Elves came first and are thus the truest elves and are spirits created by nature leading to them being more plantlike. Eventually a god decided to mimic what nature had done and created an Elf Species of his own, one much more humanoid. This species which I'll call Flesh Elves for now is the common ancestor of the Drow, Sea Elves etc. Eventually the Flesh Elves evolved into distinct subgroups which are the elven species of the world today.

As for Witch-Elves they could also descend from Flesh Elves but they were cursed or entered some kind of pact with devils, or on the other hand they were a devil/demon/evil gods attempt at mimicking the Flesh Elves much like how the Flesh Elves we're made
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>>85303893
>starting as plant-like beings and become more fleshy over time
I like this idea. Many gods trying to make their own OC version of elves seems like a fun idea. Though that makes me wonder if human and elves pray to the same gods (do sea elves pray to the same god of the sea human sailors do?).
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>>85304160
>Though that makes me wonder if human and elves pray to the same gods (do sea elves pray to the same god of the sea human sailors do?).
I don't think there are any gods that are worshipped across the continent.

Different cultures have different pantheons or monotheistic gods, and although there is some overlap between pantheons, it is mostly with other pantheons in the same region
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>>85303598
What's the one north of Hereby?
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>>85303893
>the elves are plants that have been given life and more and more flesh by the actions of the gods
Ok, that's one. What's the origin of the humans and the other species? The gnoll, the trolls and such?
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>>85304824
Probably either "lol, the gods did whatever they wanted in their favorite geographical region" or "people got portaled over from other dimensions"

Most of the setting is too patchwork to be explained by natural migration or evolution
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>>85304824
Gnolls were 100% created through demonic magic, they're literally maggots who eat and turn into hyenas that give birth to humanoid hyenas
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>>85303893
>continued
I guess the Flesh Elves were also the ones who had the first empire but I don't really know the lore on that. The Flesh Elves were spread across the western half of the world mostly as their descendants are primarily the Drow Citystates. the Moonlit Elves or "Ta'lunasir" are not elves at all and have seemingly no relation but other races thought they were due to looking similar. The Snow Elves also claim they are not related to the other elves but it's possibly long ago that the Snow Elves were descendants of a colony of Flesh Elves, but they would have been the first race to branch off as they don't believe it themselves. Sea Elves and Drow would be the true successors to the Flesh Elves with Drow being the more dominant race. The Flesh Elves either all died in some catastrophic event such as a disease or a divine event or were simply outbred by their offshoots. The Primal/Wood Elves are still around and unlike the Flesh Elves are innately magical but this is poorly understood thus leading to the other races believing all Elves are innately magical
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>>85305614
Some of the other elves are born with magic, probably to a higher degree than Humans, but to a much lesser degree as Primal Elves who are nearly all magical to some degree
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>>85305614
First Western Elf Empire was wood/primal elves
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>>85298065

Lords of the shinning Red bull star
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>>85305506
God l love the Gnolls. Their lore feels bit forgotten) pushed to the side.
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>>85308016
How intelligent are gnolls? If the Gnoll Empire is ruled by gnoll necromancers, they should at least reach human levels of intellect, at least at their best.
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>>85308070
Also, at the very least they have diplomatic ties to Drunigzar, otherwise they wouldn't be able to sell them stuff.
>>
There are mentions of a God of Gluttony venerated by gnolls and ogres. And there is Glutton Island? Are this two things connected? The lore for Glutton island is very barren.

It's hard to imagine such a cutsey and idyllic place such as Glutton Island harbouring gnolls and ogres.
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>>85308195
Perhaps they are two sides of the same coin? Maybe Glutton Island is a positive manifestation of the Glutton God's Will while Gnolls and Ogres are negative manifestations. Perhaps they are proportional, too? For every candy-cane spawned out of thin air, the necessary requirements for a Gnoll's birth are fulfilled.
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>>85308070
>>85308140
Their emperor is at the very least on par with pretty smart humans, he has even demonstrated the ability to speak in common, which the gnolls do not do
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>>85308329
>>85308195
The gnolls and ogres worships whats essentially the great maw from whfb, a demon of gluttony spawned from a breach to hell. The question is whether this is the same as the god of gluttony, if they are related some way or if they are completely different.
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>>85308496
I can see them as two opposite entities. The Great Maw wants to eat the world, the Glutton God wants the world to eat.
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Which nations do you want lore the most for
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>>85308512
The "Mostnoblest noble Kingdemocracy of the Civilized Trolls" seems fun, there's potential of shennannigans within its inner workings.

That or the Red Lotus Congregation, though I had planned writing that, so I'm calling dibs on that one.
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>>85308512
I'm planning to write Nasr lore soon
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>>85308070
the tone of and ogre and the wisdom of an ork
the survival instincts of an elf and the street smarts of a child
that is the average gnoll
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>>85308512
Gvilderstaaten
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>>85308512
Glutton Island is in dire need of more lore than it just being "the food place".
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>>85311473
well it has some basic flora and fauna as well as a backstory, currently fleshing out the geography of the region
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>>85311506
It does? Where is it? The wiki article barely has anything.

https://crumbling-giantstep.fandom.com/wiki/Glutton_Island
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I just realised I put the Thalasoverme colony in the wrong place. It should be in the rivermouth of the Cinderwall river.
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>>85308512
Sequential Hordas
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>>85308070
From what I understand the average Gnoll is less intelligent than an ogre and a borderline animal, but necromancy allowed the top 0.1% IQ Gnolls (human intelligence) to live for a very long time... well ""''live""''. They also supplement their 'inteligencia' with Ogres. They really can't be too bright if they import Ogres for their brain power.
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>>85312613
im just imagining a business consultant ogre living out of a matress sized briefcase wearing a suit being consulted and heading meetings with gnolls
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>>85311641

Ok, so I’m writing the last bit of Drunigzar for now, and then I’m moving on to something else. This is about the war between the Drunig and the natives of the Land of the Lord Descended.


The War of the Lord Descended was the conflict between the Kingdom of Drunigzar and its colonies against the local population of the lands in the Pinewood Peninsula, which would later become known as the Land of the Lord Descended. The war would become the first showing of the Cult of the Lord Descended that would possess the near totality of the local population in the area, as well as the first time the Kingdom of Drunigzar would require to deploy its armies to defend the colonies. The resulting war managed to defend the more developed drunig colonies at the cost of those that were taken unawares, and while the war was declared over by the Drunig authorities, skirmishes still happen to this day.
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>>85313084

>Origins

The Drunig exploratory teams first established contact with the population in the area in [date not added because we have no clear calendar system, come on people, we need this], in the context of the founding of the 2nd Generation colonies. The drunig expeditions arrived to the territory in search of fortune and land to farm. After the successes of Cabakrotiro y Cabakapa, the leadership of the colonial expedition decided to start expanding in areas along the coast that were not yet under the threat of being swallowed by the Forest of Bloody Vengeance, unnaturally expanding from decades now. This would allow the settlers to establish an active agricultural economy, which the mainland needed more and more with the constant demographic growth of the country. The local population was friendly enough, composed of a mix of hundreds of small farming towns and nomad herding tribes. They appreciated the chance to have access to sea trade through drunig ports. As such, the establishment of the settlers was quite smooth, and they even managed to grab a considerable area of arable land. The success of the colonial efforts gave way to the founding of the colonies of Cabakritinnii, Cabakonninni and Bibile, with many more colonies on the way. As per usual, the city growth made planning the construction of defensive fortifications quite difficult, and thus most of the colonies made do with a series of watchtowers surrounding the city. The one exception being Cabakonninni, that was able to build a couple of small coast fortresses around the city to ward off pirates, which combined with the watchtowers, turned into a defensive structure that would form the basis for the dual walls that surround the colony nowadays.
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>>85313091
>The fall of the “Lord Descended”

Around 25 years after the first settlements in the area, the phenomenon known as “The Descent” happened. Many wizards and astromancers still debate what exactly happened, but according to some the locals “a blinding light fell from the sky”, approximately at the southern edge of the Forest of Bloody Vengeance. Whatever was it, the impact caused a massive flash, followed by a great knocking, being seen and heard by near the entire region. After the flash, small bits of a strange material started falling from the sky. Drunig settlers at the time mention that a small dust of an unidentified material fell from the sky, and an expedition to the inner regions mentioned the bits on the ground grew larger and more concentrated the deeper it went into the land. The material seemed to cause severe headaches and momentary loss of consciousness to those settlers that began to accumulate the strange dust, and the most egregious cases fell into a maddened stupor. After a couple of violent incidents, the colonial authorities announced that there were severe risks to getting into prolongued contact with the material, which would later be called “reality” by the native population. The lack of wizards in the colonies meant that the now well known dangers of this substance went unnoticed for months, and that kept the colonies too busy with dealing with this substance to prevent what was about to happen.
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>>85313097
At the very least, the many incidents gave the colonial authorities enough information to declare that this “reality” dust was a hazardous substance and needed to be removed from the land as fast as possible. While the cleaning efforts in the colonies were underway, drunig civilians noted a strange change in the behavior of the local population. Before the incident, they were very open to drunig contact, but more and more they were becoming more secluded towards themselves, always whispering and falling silent when someone from outside got close enough to hear them. Eventually most of the native population just stop travelling to the colonies, which left the colonies with just the drunig settlers and whatever garrisons they had brought with them. After a year of this, reports started coming in that strange disappearances were occurring in the borders of the colonies. Farmers, herders and small travelling merchants went inland to work and they never came back. Things began escalating when explorers from the garrisons began disappearing as well. Patrols were sent to watch the areas, but they only met with failure. A couple of them were attack by what they described as crazy hooded people, but their reports only caused more confusion. At first, it was believed these were bandit attacks of some sort, but when patrols started coming with tales of this bands including women and small children that were attacking the soldiers with just as fierce zealotry as the men, the authorities began suspecting this was not just a spike of criminal activity. They sent messages to the mainland, asking for reinforcements to counter whatever was causing this. This decision would prove to be a very timely one in hindsight, knowing what would happen immediately afterwards.
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>>85313108
>The Night of Blood

Three days after the firsts messages for aid were sent, the colonies suffered a massive attack from the local population. Tens of thousands of people, including both humans and peacock ogres, dressed in hooded clothes, began attacking the edges of the colonies. This forces were near universally composed of civilians, armed with crude weapons or farming tools. The sheer shock of the attack and the massive numbers they had proved horrifyingly effective, sweeping most of the outposts outside of the colony cities themselves, slaughtering hundreds and capturing thousands. The terrified and confused refugees that were able to escape told horror stories about how the locals were chanting and singing happily while vivisecting the captured drunig where they stood, bathing in the blood of their victims while praising “The Lord Descended”. Any attempt at talking to them had resulted in even further prayers to this “Lord Descended”, redoubling their efforts to take the settlers alive to sacrifice them at some later point in time. This were also the first recorded accounts of weapons, clothes and accessories made with the mysterious “reality” material, with many experts hypothesizing that exposure to considerable amount of this element was causing their madness.
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>>85313118
The garrison forces were quickly dispatched to the cities’ borders, whoever could take arms was drafted and the civilian population was taken to the docks, in case of an emergency full evacuation. Quick barricades were built around the cities, and whatever navy support was close was ordered to offer long-range fire to try to contain the hordes of madmen quickly closing in. During the night, thousands of hooded cultists charged at the quickly built barricades. The garrisons were part of the Expeditionary Force, men well trained and equipped, but the sheer amount of cultists, their suicidal ferocity and the lack of proper fortifications meant that the battles that night were bloody affairs. And even while the troops resisted the waves of cultists, slowly retreating more and more inwards and cutting swathes of the madmen by volley fire, navy long-range support and clever use of the narrow city streets, some colonies were met with dangers from inside. Many drunig citizens, who ignored the warnings against gathering “reality”, had fallen for the same madness as the native population, and began sabotaging the defenses. This was particularly bad in the colony of Bibiferno. Bibiferno was a very recent colony outpost, and as such, it was much smaller and less populated that the other outposts. During the Night of Blood, some drunig settlers who had gathered a lot of “reality” had gone mad and infiltrated the navy ships. It’s not clear what happened next, but it is theorized they blew up the powder keg of some of the biggest ships, sinking a total of 6 ships of the line in the process, and crippling the defensive efforts. With the maddened hordes charging from land and with the docks burning, the flames consumed the entire city. The surviving ships gathered whatever survivors that threw themselves to the sea in desperation and departed.
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>>85313126
To this day, the ruins of Bibiferno lay abandoned as a sign of the madness that still possesses the local inhabitants of the region. This account also made the drunig authorities definitively confirm the corrupting influence of “reality”, and completely banned its use or possession under penalty of death.

The other colonies, although horribly mauled, managed to survive the night. By the end of the night, hundreds of drunig soldiers had died, and many, many more cultists laid down dead, covering the cities in blood. However, by the time dawn broke, the waves of crazed cultists started thinning out to manageable levels. The remaining cultists ran away once their bloodlust had been satisfied, searching for protection in the local forests. The surviving drunig had prevailed, although they were too exhausted and wounded to have any chance to chase them down. Outside of the more developed colonies, the authorities decided to take flight and find refuge somewhere far, since there was no way to know when military aid would help, and the small populations had little hope to stave off the hordes on their own. The colony of Crysanferno in particular was particularly successful, since its geographical position on a small island meant that the local population was much smaller than in the mainland. As such, Crysanferno quickly became a rallying point for many refugee ships, nearly doubling its population.
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Map anon here. I've updated some of the names, I think the only ones left are those around Hobbit Hereby.
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>>85314459
You forgot one demon breach. The one north of the Witchelves
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>>85314504
Yes, you are right. I'll fix it now, thanks.
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>>85314529
Also 2 nations missing near the Drow city-states.
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>>85314459
So every white area is nature/unclaimed land?
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>>85314459
Area around the great maw should be Kinga tribes/chiefdoms, just like the Ogabo desert
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>>85315088
some of them are nomadic tribes
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>>85315088
The idea of this political map is to add only those places that have societies more complex than small nomad tribes.
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What about the dating systems? With a continent so big and full of different civilations it's probable that each state uses its own method to measure the years.
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>>85316434
That would make sense, but for convenience's sake please let's make an unified calendar. Otherwise, the history of the world is going to be a mess.
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>>85316434
>>85316527
What about a Common calendar used by the big states?
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>>85316691
that sounds like a good idea, in order to make it lore wise i suggest to write that at the start of the first contacts between the several populations of the continent all the big states made a convention in a neutral territory in order to decide a common dating system to use so that diplomatic relations could be easier, this dating system counts the years since it was adopted.
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>>85316866
I still think the central year for the calendar should be the battle that caused the Cursed Battlefield. No way an event that leaves that much land barren and cursed doesn't become a history changer.
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>>85313135
>The March to Safety

The efforts of moving the population to a safer place began almost immediately after the fight. Although it was expected that the cultists would need to retreat and regroup, the destruction in lives and infrastructure meant that there was little chance of defense for most of the colonies if they decided to try immediately. The colonies of Cabakritinnii and Cabakonninni, much more developed and prepared for an attacked, were immediately supplied by the regular patrols of the Expeditionary Force, who hadn’t even been noticed of the conflict yet. Meanwhile, smaller colonies were using whatever ship they could get their hands on and try to leave to Crysanferno. This left the colonies of Bibile and Paolotera in a problematic situation. Their populations were big enough to make an evacuation to somewhere else unfeasible: not only they didn’t have enough ships to move fast enough, but even if they had, there was no place with enough resources on hand that wouldn’t cause a humanitarian crisis (Crysanferno was in the middle of one already). And if they decided to stay, there was a real chance of them being overrun, since the damages caused by the attacks during the Night of Blood were severe, and their manpower had been cut dramatically.
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>>85316866
>>85316691
>>85316527
What kind of calendar are we thinking? Solar, Lunar, Lunisolar? Maybe something else?
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>>85316948
The answer came soon enough. A small navy patrol fleet arrived a week later the Night of Blood after chasing down pirates in the Leviathan Gulf. Shocked and aghast by the news of the attack, they bowed to help moving the children, women and the gravely wounded back to mainland Drunigzar. They would also leave a good portion of their manpower to help strengthen the colonies. Even then, this was not enough. The solution, then, was a compromise between Bibile and Paolotera. Out of the two cities, Bibile was the one that with the sterner defenses, having been funded many years before Paolotera. Thus, it had a better chance of defending itself once properly supplied and its constructions repaired. But after the Night of Blood, their manpower had shrunk significantly. As such, the fleets would take as many non-combatants as possible, and the city of Paolotera would be abandoned, marching as fast as possible towards Bibile. That could give Bibile the necessary manpower to resist until the Expeditionary Forces arrived in enough numbers to rescue them.
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>>85316953
Both suns and moons travel around the step here so that's a legit problem.

Number of moons and suns changes every few decades. The length of day and lunar cycle do too.

The only astral body which orbits the Giants Step consistently is the evil moon Mutaa. So it'd be the only consistent basis for a calendar, which likely is used only for historical purposes.

As for normal mortals tracking the ever varying seasons matters more so a year is winter-winter and a day is sunrise to sunrise with no super set time leangth. This unpredictability is likely why the Astromancers are so important.

If the night sky has some 'orbit' around the step it could also be used to measure time without it being associated with an evil God essentially.

I could imagine people consider using a Mutaa based calendar as a form of prayer to the evil God. So even though it's the only method that works... It's shunned
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>>85317008
What about something more magical? Since the stellar bodies are somewhat inconsistent, maybe a magical event that's very consistent could be used. Maybe some sort of aurora borealis caused by magic that's seen everywhere in the world?
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>>85316905
this is a very good idea, the problem is that the battle doesn't have a name, how do we call it? maybe we can go with "The battle of witches" since two witches' kingdom fought against each other.
This would make the claendar divided into BBW (before the battle of witches) and ABW (after the battle of witches).
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>>85317102
I think a battle like that should've been fought by all of the major powers at the time. If so, maybe the Battle of Empires. Or maybe we follow WWI rules and just call it The Great Battle, since noone can imagine a battle bigger or more destructive than it.
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>>85316905
maybe that would be the battle that gave rise to the western dragon empire, given that it's the oldest (known) ancient civilization?
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>>85317102
It was a big battle (probably many battles) between the Azan/Dragon Empire and the Khenomeric Empire in ancient times
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Someone with some time on his hands really needs to upgrade the bestiary.
https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiary
https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiary
https://crumbling-giantstep.fandom.com/wiki/Giantstep%27s_Bestiary
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>NASR SATRAPIES

>History

The arid Pi Xuon Cape and the lands to the south have been home to many different tribes that hail from the west for the past millenia. These tribes had built their centres of civilization near the coast, and as thus they were quickly distinguished as excellent sailors, and even better pirates.

These people were known by foreigners as "the Nasr", since that's what they call they call the Pi Xuon Cape in their various dialects. The Nasr used to pay tribute to the Dragon Emperors an eon ago, although they were mostly independent and autonomous. Around a thousand years ago, however, the rejuvenated Azan army landed on the shores of the Nasr, aiming to reclaim control of this area like their ancestors did.

Since the Nasrians were split between bickering warlords - also known as Satraps- , they could not hope to match the might of the Azanneese army. And as such, the Nasr warlords bended their knee to the generals of Azan, once again under the boot of the dragonlords.

This time, Azan did not leave the Nasr to their own devices. Many Azaneese officers and magisters settled in Nasr building their palaces and villas, and Azan constantly favored the Nasr warlords that would remain loyal to the crown. Over time, power and wealth consolidated around three cities - Spinx, Farok and Sargadae - home to the three most powerful warlords of Nasr. However, that did not stop many of coastal settlements to raid temples and towns from the Maneater Islands to the Huan Ho-Sei Sea.

A few hundred years passed and a war broke out between Azan and its most powerful vassal - Changrila. The Empire's status and military might had long been undermined, and this was the final straw. Many nations, including some Nasr satraps, alligned themselves with the Changrilese. Even though they did not manage to seize control of the Empire as they wanted, they were able to earn their independence. This gave birth to many states, like Lorient, and of course the Nasr Satrapies.
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>>85318635
timelines don't quite work out since the existing timeline says Changrila rebelled roughly a thousand years ago, but here Azan retakes Nasr a thousand years ago, then Changrila rebels several centuries later
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>>85318635
At first, there were many independent satrapies, with many satraps vying for control over the lands, as Azan was no longer around to keep them in check. After some decades of infighting, four satrapies had control of most of the land. Those were Calyx, Fenix, Hadji and Ganex. Sensing weakness among the satrapies, the wealthy nation of Limonaint, with Lorient by its side, waged war. The area that belonged to the satrap of Ganex was swiftly conquered by the Lemontais in a humiliating defeat.

The rest of the satraps, fearing that the same fate would behold them sooner than later, united their strengths. A historical treaty was signed in the small city of Rdina, where a new union was formed between the three satrapies. After that and ever since, the satraps were succesful in defending their borders from the Lorientais.

War gave its place to peace, and Nasr prospered. Trade flourished, and the three cities of Spinx, Farok and Sargadae became immensely rich, even moreso than the cities of Azhar Nar to the west. This was thanks to the blooming herb, spice and silk trade that flowed from Huan Ho-Sei Sea to the Xi-Hin Sun Strait and beyond.

Sensing an opportunity for conquest, the Nasr satraps set their eyes to the west and the decentralized Azhar Nar arifas. An invasion was soon launched, and after many years of skirmishes and battles alongside the west coast, a peace treaty was signed, with the satrap of Calyx keeping hold of most of the western and southern shore of Azhar Nar.

This occupation lasted for almost a hundred years, until a young man known as Misrah tas-Sur united the arifas of Azhar Nar and kicked the Nasrians out of their lands.


>>85318704
I find that it makes more sense for Changrila to have rebelled sooner than a thousands years ago, since Furlaniya and Azhar Nar split up from Azan 500 years ago. It'd make more sense for those nations to have split up around the same timeline, due to Azan's weakness from fighting a civil war.
>>
What exactly are "haflings"? I see them mentioned in some lore entries now and then. Is it just a racist term for hobbits?
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>>85318843
>due to Azan's weakness from fighting a civil war.
A thousand years is a long time, nations can have multiple ups and downs during a time period of such length

Also I don't think we should retcon what few dates we have
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Alright, I'm going on vacation so I won't be posting any lore for the following week. But I'll make sure to bump the thread and check for progress
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>>85320259
in reality probably just people forgetting they're called Hobbits here due to D&D having to be legally distinct now Halfling and Hobbit are interchangeable.
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>>85320259
As >>85321388 has said its just people forgetting they are called Hobbits in this setting, but I like the idea that 'Halfling' is a popular derogitory term for 'em.
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>>85317134
Battle of the empires sounds like a good name, so we should start dating the events with BBE (before the battle of the empires) and ABE (after the battle of the empires)
>>
What's your favorite page on the wiki?
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>>85322739
Battle of Empires sounds like the name of one of those shitty strategy mobile games.
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>>85322834
Grobianismus, although I always enjoy a reference to the Joos whenever those pop up.
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>>85323142
i know but i ran out of names.
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>>85323142
>>85323720
>>85322739
I'll spitball some names to replace Battle of the Empires and see what sticks:
>Wicken Wars (Wicken as in the Low German meaning "to Soothsay" since the Bog Witch already has a German thing going on)
>Tragedy in Bone
>Wars of Witchcraft
>Great Death March
>Wars for Wikken Supremacy
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>>85323940
Wicken wars sounds good to me, the term "war" is slightly better to use since it was probably not one battle but a serie of battles.
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>>85324033
Then the calendar would be divided into Before Wicken War and After Wicken War, BWW and AWW. I kind of like the sound of it. However, it could still have some changes. Maybe use something other than Before and After X? Perhaps use some german words to continue the theme, or have multiple different Eras.
Perhaps this is overcomplicating things, just thinking out loud there.
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>>85324111
>>85324033
But a war occupies a period of time. For the axis of a calendar, it's better an event relatively short. A battle in the Wicken War would be appropiate, but not the Wicken War as a whole.
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>>85324148
>>85324033
>>85324111
Then the way to go would probably be to use the battle which caused the Cursed Battlefield in the first place, which I imagine to be the final (large scale) battle of the Wicken War.
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>>85324148
Seconded
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>>85320922
Happy holidays, anon.
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>>85324148
ok i have an idea to resolve this:
The wicken wars resolved themselves in a very short period of time, so all the years before are counted as "before the wicken wars", the year when the wicken wars were fought is called "year zero" while all the years after are considered "After the wicken wars".
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>>85324271
Still not that helpful. The christian calendar centers around the birth of Jesus, a single day. The islamic one centers around the Hijrah, the exile from Mecca to Medina, a single day. The Budhist calendar centers around the death of Buddha, a day. Making a very specific event the calendar's axis seems the most practical to make and order lore. Unless you want to do something akin to the hebrew or the chinese calendar, and even then we'd need a starting point.
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>>85324449
if we need a starting point then i think we can use the day the sea of Bile was formed after the Leviathan fell into the sea.
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>>85324449
I think a single battle would be a good starting point since it's near the centre of giantstep and therefore likely to influence most of the cultures as a consequence
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>>85323940
Keep in mind that neither the Bog Witches nor the Witch-Elven Empire existed at the time of the battle
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>>85324963
So what lore do we have from the Cursed Battlefield?

https://crumbling-giantstep.fandom.com/wiki/Cursed_Battlefield?so=search
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>>85324858
>>85324271
>>85324449

What about the last battle of the Wicken Wars being the starting point?
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>>85325004
The wiki page states that the cursed battlefield is the result of a giant battle, the biggest conflict the continent has ever seen, but doesn't say anything else, there's not even a page about the battle itself.
Maybe we should add some lore about the battle.
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>>85325004
>>85325977
On thread two it was speculated that the Cursed Battlefield was a result of fighting between the Dragon/Azan Empire and the Khenomeric Empire, see pic related.

Personally I think this works better than a fight between the Bog Witches and the Witch-Elven Empire as a battle between the two largest empires the world has ever seen would result in a bigger body count than a fight between two factions everyone else hates and are unlikely to ally with. Furthermore these two factions are sometimes allied, and the bog witches don't really seem to have a large population to feed a large meat grinder.

In terms of other lore for the Cursed Battlefield, there is little bits scattered here and there across threads like current Mossovy operations, magic robots, Castle Halstan, Dead City, and Lichen Knights.

Personally I think the Cursed Battlefield should be something that happened 1000-2000 years ago, where the Dragon/Azan and Khenomeric Empires went at it so hard they almost destroyed the planet, and as a result, certain gods intervened, wiped out some of the worst offenders on both sides, and nerfed certain types of magic.
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>>85327308
forgot pic
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>>85324963
that's mostly just one single anons headcannon
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>>85327345
yeah we never really agreed on that one to be fair
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>>85327345
It would make absolutely no sense for the armies of the east to walk all this way to fight the south-west. Somewhere around the eastern coastline between the two empires would be a much more likely location for that sort of conflict.
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>>85327345
Wtf is Thuleas? I thought we agreed on no new landmasses.
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>>85327494
pic related
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>>85327371
Yeah, but I used it as the basis of most of my lore dumps so far since nothing else was available. And it also makes more sense as a pivotal world affecting battle than a fight between two factions no one else will ally with.

>>85327391
We rarely agree on anything that gets discussed, but some topics can't remain TBD forever

>>85327494
>>85327881
Maybe there was some sort of objective in the area that is now the Cursed Battlefield that both sides wanted

>>85327515
Thuleas is a lost continent the Ra'ga came from, the map is historical and shows two landmasses that have now disappeared (the other being Lesandros)
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>>85327345
>Neither the Kheromeric empire nor the Merfolk Empire wanted the lands of Drunigzar.
Oddly fitting.
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>>85327345
Khenomeric empire was smaller than the Gnoll Empire. Their power came from magic not being huge
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>>85316959
More lore about the War of the Lord Descended.

Organizing the evacuation from Paolotera took around a week. Even with the navy’s help moving many non-combatants, there was just not enough space in the ships, and thus many civilians still had to march alongside the militia. As much army personnel as possible bowed to accompany them, and gave them as much ammunition and weapons as they could carry without slowing them down. Nevertheless, even after that, the chances of success were slim. A fast pace march towards Bibile would take days. Crossing the more than 200km between the two cities through the coast on foot and having to carry both supplies and civilians through the coast and forests was difficult, and that was without taking into account the risks of the cultists chasing them.
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>>85328134

>The Declaration of War

By the time the population of Paolotera began their march towards Bibile, news of the attack finally reached the capital, and from them it was a couple of days that the entire kingdom knew of the attack. This shook Drunigzar to the core, due to not only the violence of the attack, but also because of its nature. There was no reason for it other than collective madness or some sort of monstrous interference, which was the answer reached once news of Bibiferno’s fate reach authorities. The need for action was clear: not only had this been an inhuman, traitorous and unjustifiable attack without provocation, and caused thousands of civilian casualties. This event risked the entire confidence of the colonial project overall, risking a massive exodus back to the mainland, which would have been catastrophic for Drunigzar. The loss of the trade and produce of the economies combined with the weight of having to feed all of the returned mouths was impossible, leading to a near guaranteed collapse. Thus, it was decided to declare war upon the cultists, to drive them away by any means necessary. The Expeditionary Force and the Drunig Navy were summoned to this task. Formations of volunteers and mercenaries were formed and the country was set on a war footing, dedicating as many efforts as possible to war production. This didn’t mean that the Drunig economy would abandon its trade in any way, by this point they couldn’t afford that anymore. As such, the special taxes and levies set upon the population were badly received by the population, who only really accepted them by the shock and brutality suffered by their fellow citizens.
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>>85328207
However, the war needed to end quickly, and there were still many unanswered questions about this conflict. The Drunig High Command didn’t know the reasons for the attack outside of the madness caused by the “reality” substance. Was it caused by the natural properties of the element? Or was a malignant entity causing this through it? Did the cultists have some form of leadership and organization? Or were they just maddened and frenzied hordes? The fact that a simultaneous attack suggested some form of coordination, but the attacks themselves showed no organization outside of mass frenzied charges. Was this coordination magical in nature, maybe by some sort of unified mind? Or were there mortal leaders of this cult that could be targeted and destroyed? The existence of the drunig saboteurs in Bibiferno hinted at some yet not understood form of coordination, though it was theorized that the exposure to “reality” could affect the individual’s sanity, different levels of exposure could affect how much they would lose. What was the ultimate reason for the attacks? The increasing number of refugees told stories of human sacrifices and rituals of bathing in the blood of the captured, with many more prisoners taken alive, their ultimate fate unknown.
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>>85328131
Maybe the core Khenomeric Empire was small, but they used their magic to bully a large area to be their vassals
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>>85328213
How many locals were affected by this madness? If the worst had come to pass, and many drunig officials held that option, the entire population of natives could have been affected by this madness. That, or the maddened members of this “Cult of the Descended” had gone against those locals unaffected by the effects of “reality” and killed them first, only going after the drunig population once they had ran out of unaffected individuals. This theory would eventually be proven correct, once the Expeditionary Forces began advancing through the lands and saw the gruesome work of the locals. Finally, how would the Drunig forces deal with the effects of “reality”? If somehow the armies became corrupted due to the effects of this material, it would cause unimaginable damage. Drunigzar hired some of the most wizards and astromancers of the kingdom to try and come up with ways to, if not destroy, neutralize the effects of this accursed substance. While more investigation was underway, the consensus after hearing the testimonies about the violent incidents before the Night of Blood was that the substance needed either to be in direct contact with an individual for a very long time for it to work, and the more substance were around the quicker its maddening effects would work. As for ways to destroy it, it was decided that more experimentation was required, and time was something they could not afford.
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>>85328236
The expeditionary forces were under the command of Camilogos the “Count of Dawn”, a brilliant man that had achieved the rank of “Great Captain” after a mere two decades of service (with many rumors murmuring that was partially the result of him being the king’s bastard brother). The Expeditionary Force was sent in two ways: A first wave was quickly sent a week after the declaration of war was approved, trying to reinforce whatever holdings the settlers still managed to defend. This would be composed of whatever units of the Expeditionary Force were readily available, and as many navy ships they could spare. The first wave would also include many scout units, ordered to scan the land and search for heavy concentration of hostiles, possible surviving settlements and to serve as a communication line between whatever colonies were still standing, to try and organize the resources already there. In theory, this could give the colonies enough manpower and supplies to survive any other assaults of that kind, enough for the main army to arrive. Once it was on the territory, the information gathered by the scout units would be used to sweep the land as clean as possible, eliminating vulnerable cultist centers and to gain enough time for the third phase of the project to begin: the construction of massive walls protecting the land and separating it from the rest of the territory.
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>>85328281
While a full sweep of the territory was suggested and planned, there were two main reasons for its rejection. First, the plan that would take years, if not decades to complete, and it would require multiplying the size of the Expeditionary Force many times to cover the entire territory. That would mean a demographic and economic strain on the kingdom too severe to maintain. And second, the closeness of the land to the Forest of Bloody Vengeance meant that the mere act of warfare there would mean the curse could extend to the drunig population. This would not only threatening the colonies affected by cultist activity, but also colonies like Cabakrotiro y Cabakapa, already well established and too near the forest to be immune to its effects, should it decide to attack drunig settlements.
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>>85328215
Maybe a Khenomeric magical superweapon went wrong and caused whatever curse the Cursed Battlefield has.
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>>85328659
That could work, though there should have been at least one large battle in the area to justify the name.
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>>85328659
Makes sense imo
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>>85327308
>>85327881
>>85327987
>Maybe there was some sort of objective in the area that is now the Cursed Battlefield that both sides wanted
well what if it was a battlefeild between 3 great powers as apposed to two 1984 style.
something like pic rel
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>>85330140
forgor pic
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>>85327881
Witchelves never belonged to any bigger empire and they existed since the continent was made.
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Why don't we just take the order each nations was added to the canonical map as a measure of how old it is? I feel like that would make far more sense than infighting about which nation is the oldest
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>>85330709
According to their lore, the witch-elves didn't start congregating in their current region until around one millennium ago, before that they were scattered around the world and their territory belonged to the Azan/Dragon Empire.

>>85330147
I always figured that all the green areas were dominated by wood/primal elves and other fairy tale type creatures in ancient times, so it makes sense they would be together.

Yellow is probably bigger than it needs to be though, there is a lot of stuff in the north and the northeast which may be better off neutral
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>>85327881
>>85330147
Ketlovia would've been independent as the lore states it's been a nation for 5000 years, the old ketlovian borders have been posted before
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Maps at different periods of time could be fun, I know there were once Ogre Kingdoms considered to be a grave threat
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>>85333546
that could've been a typo though
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>>85333546
>>85333703
Or the yellow areas on the map also include vassals and allies of the Khenomeric Empire
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Are the world wonders and horrors just the ones posted on OP?
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>>85334204
no because he still hasn't put in my fucking big rock candy mountain >:(
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>>85334204
proposed wonders not on list:
- temple in Jeraxih
- Pyramids of Ibidrza (Gnoll Empire, formerly Khenomeric)
- The Dance Hall of the First Werewolf King
- Big Rock Candy Mountain
- Blue Palace of Zur-Bashapar (East Dsrvyth)
- Palace of the Gods (Azhar Nar)

proposed horrors not on list
- tower of song
- city that mysteriously expands without anyone living in it
- Cursed Battlefield
- Dread Mirror of Alkanoth
- Oneiroia, the Dreaming City
- Ogabo Bubbling Demon Pit
- The Black Tear
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>Gviderstaaten

>History:

The Inselsenn Archipelago was first settled by humans long before recorded history. There is some myths of them once being legendary raiders, but by the time of the early Dragon/Azan Empire, the archipelago was quiet and lawful.

It was used for a time as a launching point for invasions and fleet actions against the lands further north, but by the time of the New Azan Faith Reformations, peace had been firmly established, and former military ports were instead converted to merchant ports.

This led to the ports of the Inselsenn Archipelago being among the most diverse in the Azan Empire, with merchant fleets trading all along the northern and western coasts. This helped create a culture of tolerance at a time when the narrow mindedness of the Old Faith still had some sway in much of the Azan Empire. Demon tieflings came here to avoid the purges, and hobbits from the Lands Behind the Hedge came in here in large numbers, establishing valuable trade ties between regions that were historically rivals.

The unusually high concentration of new wealth and powerful merchant families led to the Inselsenn Province gaining a wide range of special rights compared to other province, and at some point around 300 years ago, the region became de facto independent, taking on the name Gvilderstaaten, “Guild State” in the local tongue, a reference to the powerful Merchant’s Guild which had recently won the right to elect the governor, vote on laws, and raise its own army, navy, and city watches.

>Government:

Gvilderstaaten is still technically an Azan Empire province, but the Merchant’s Guild runs the military, sets foreign policy, and elects the governor, who is mostly a figurehead anyways.
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>>85334256
>big rock candy mountain

I second this
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>>85334534

Despite the core Azan Empire territories considering Gvilderstaaten a lawless free for all, it is actually a fairly well run nation, with only mild corruption and relatively limited crime. Slavery and drug trafficking are generally not tolerated here, but drugs are easy to hide from inspectors.

The Merchant’s Guild is made up of about 50 or so of the richest families in the nation, along with a many trade guilds and merchant companies, though the number fluctuates as new seats are sometimes created for those who can afford the enormous initiation fee, while other seats disappear as members fall on hard financial times and can’t afford the high annual fees.

The Merchant’s Guild only handles high level issues though, cities and towns have their own lesser equivalents that deal with local issues.

>Economy:

Gvilderstaaten’s economy obviously relies heavily on trade. In particular, it is the main conduit for trade between the Lands Behind the Hedge and the Azan Empire and lands further south. A wide range of luxury goods flow both ways, with pipeweed, diamonds, and unusual alcohols coming from the Lands Behind the Hedge in return for silks, spices, and fine wine. The wages of the sailors themselves also contribute to the economy, though Gvilderstaaten isn't as sleazy as Daligrad.

Banking is another booming element of the economy, with many foreigners preferring Gvilderstaaten's unique mix of lawfulness and risk taking.

Away from the main cities, Gvilderstaaten is quiet and prosperous, with farms, vineyards, and fishing villages covering much of the land aside for some protected forests and merchant villas.

>Foreign Relations:

Gvilderstaaten trades with most nations that can be reached by the ocean, though mostly those on the western half of the continent for obvious reasons.

Azan Empire – Gvilderstaaten is technically a province still, but almost no one considers it as such. The two nations remain close.
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>>85334548

Lands Behind the Hedge (hobbit, gnome, brownie, etc. Territory) – Gvilderstaaten is the main conduit of trade between these nations and the humans to the south, a fact that has made Gvilderstaaten very wealthy.

Terusia – A lot of trade to Gvilderstaaten passes through Terusia. Gvilderstaaten openly backs the alleged plan to create a canal through the isthmus.

Lorient and Zapalovach – Two other major trading partners.

Moreelse – Disliked as it is a source of much of the drugs that smugglers try to sneak past inspectors.

>Geography:

Gvilderstaaten has a number of cities and ports, with Ny-Khatissima and Sal-Saluki being the largest.

The rest of archipelago is fairly cultivated, and has a pleasant warm-dry climate.

>Demographics:

Humans – make up most of the population. The natives have fair skin, eyes, and hair, similar to many other nations in the northwest, but the dark haired phenotypes common in the south and central parts of the Azan Empire are common here too. In the main port cities, all sorts of humans from around the world can be found, from places as far away as Lunatik Nine and Drunigzar.

Hobbits – are very common in the cities, and found in reasonable numbers in rural areas. Gvilderstaaten has found itself as the heart of a relatively new hobbit culture based on merchant endeavours, and thanks to their connections in the hobbit and gnome land further north they are increasingly wealthy compared to the human and tiefling merchants.

Demon Tieflings – Gvilderstaaten’s reputation for unusual tolerance has caused it to attract many demon tieflings, who have historically faced discrimination elsewhere in the Azan Empire. Demon Tieflings still have a bit of a reputation for being inclined towards evil, but many have become trusted members of their communities.
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>>85334565

Dragon Tieflings – Gvilderstaaten has an unusually high percentage of them as well, a throw back to when the old Azan Empire nobles would send their lesser branches to oversee their merchant interests in Gvilderstaaten. Dragon tiefling families have a reputation of being stuck in the past, but they still make up a significant portion of the main noble and merchant clans, even more so than in the core Azan Empire.

Ogres – are not uncommon as mercenaries, though usually only the smartest are tolerated in Gvilderstaaten.

Amazons – are rare, but Gvilderstaaten is one of the few places one can encounter them outside of the Isle of Wizards. They are generally retirees starting a second career as mercenaries.

Miscellaneous – All sorts of other folk can be found in the main port cities including dwarves, gnomes, wood elves, witch-elves, brownies, drow, she-ep, mastodons, and assorted half-breeds.

>Religion:

The main religion is the New Azan Faith, but all sorts of temples can be found here, as long as the religion in question doesn’t involve evil acts.

>Military:

Gvilderstaaten has a small army and navy, but the city watches and rural magistrates and their militias are much more commonly encountered. These fighters are nothing special, with sword, halberd, and crossbow still dominant, and a somewhat below average number of spellcasters.

Nobles, merchants, banks, and trade guilds tend to have mercenary protectors of varying quality, from poorly paid watchmen with clubs to exotic bodyguards like ogres and amazons.
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>>85334565
>Lands Behind the Hedge
this is a much better name than "here be"
though I think it's one of those "factions which have not declared any former government" such as the mexican drug cartel or MILF
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>>85334534
Holy based
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How do we decide when it is "finished"?
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>>85334462
I like the Pyramids, the Palace of the Gods and the Cursed Battlefield.

I also think Terminus should be included in the world horrors based on its descriptions. Anyways, we should create a wiki page for the wonders and the horrors so we won't have to comb the threads every time in order to search for suggestions
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>>85334587
I like "Lands behind the Hedge" as an alternative name used by humans/foreigners. The actual name of the nation could be something more exotic sounding, but actually meaning "Land behind the Hedge" in hobbit language or something
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>>85330147
I also think the Merfolk Empire and Khenomerics would be allies. As the Dragongod King was kept asleep by lullaby singers, an art likely learned from the Merfolk.

Azam worshipped dragons I could fully imagine them or some pro-azan empire being a slave state to the Goddragons and the cursed battlefield could have been the place of the final battle which left it devastated beyond belief. Covered in remains of flying Dragongod cities
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>>85330728
Problem is some are stated to be new. The Gnoll Empire is in its lore described as a recent development like 200-400 years max, but it was literally the 1st nation added.
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Furlan Calendar, part 2

>Marzovo
Date: midpoint between the winter solstice and the spring equinox

Marzovo is a holiday heralding the start of spring and said to be the day birds marry. The holiday centers around Old Marz, an ancient spirit-being that descends from the moon each year to wake up the natural world. As the supreme lord of birds Old Marz also officiates their weddings for the year when he descends upon the earth. Because of this Marzovo is a holiday with certain romantic connotations among young couples. In Primorscan areas for example, little birds made of dough are baked and exchanged amongst lovers, while in Manzan a giant throne made of branches is built for Old Marz and lovers place little straw birds around it for Old Marz to bless their union. The pile of branches and straw is then ritually burned in the evening.
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>>85335009
You can always add more to a setting. It's finished when there is no more people interested in working on stuff
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>>85335665
the ones specifically stated to be new would get excluded from that rule obviously
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>>85334462
>The Dance Hall of the First Werewolf King
Can you elaborate? Must have missed that one
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>>85331183
>According to their lore
citation needed
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>>85330728
seconding this
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>>85287789
Looks good but could someone make the dagger more jagged and put the whole thing on a more spiky looking witchelven shield?
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Why did the Wharf-Side Gals get exiled?
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i think that the dating system should be based around the creation of the world.
The only thing someone has to do is to count the years since the world was created and place the historical event into the timeline accordingly to their calculation.
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>>85336520
How'd people know when the world was created...?
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Witchelven loredump:

Unholy Concubines

The rank of unholy concubine is the religious rank just below that of prophet empress. From this pool of sadistic priestesses the new god empress is decided after the old one died or resigned for whatever reason. Their specialty is subverting foreign kingdoms by infiltrating the royal house and driving the ruler or heir to the throne into emotional and sexual dependency. In order to accomplish this, they have a wide range of aphrodisiac witches' spells, alchemical love potions and perverse sin rituals at their disposal. After such an infiltration has been successful, they use the ruler lying at their feet to influence the fate of the particular foreign kingdom in their favor without being noticed. Each of the seven sacred concubines wears a crown of sorrows made of infant bone and underworld ore. It allows her to siphon life energy from anyone she looks into the eyes of, aging and decaying them while granting the concubine vitality and eternal youth. Any male witchelf who encounters an unholy concubine must flagellate himself for the duration of the encounter. Any male witchelf who looks her straight in the face will be sentenced to death in the iron maiden.The concubines usually reside in what is at the same time the largest brothel and temple of the Witchelven Empire. The so-called Red Necropolis.
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>>85336612
it doesn't really have to be 100% accurate, it can also be an arbitrary date set by all the states in accordance with the most accurate hypothesis of the world's age.
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>>85336683

The Theater of Beautiful Deaths

The Theater of Beautiful Deaths is the cultural center of the city of Mors, the capital of the Witchelven Empire. It is an hexagonal arena where slaves, prisoners, wild animals, mercenaries and monsters kill each other for the amusement of the audience. There are daily battles, an underground bestiary full of dangerous and wild animals and very nifty theatrical mechanics. More than a thousand employed guards, beast keepers and trainers take care of the perfect course of the fights and talented directresses stage thrilling duels, carnage and even large scale battles. The first God Empress Morrigan Orgoth declared killing (after prostitution and torturing) as the third art of Mors. A visit to the Theater of Beautiful Deaths is therefore not a primitive pleasure in bloodshed, but rather a sophisticated enjoyment of art. Audiences flock to the theater every night. The nobility and anyone who wants to flaunt their prestige has regular places in the upper ranks and lodges. The theater's artistic directress is the cruel elven witch and necromancer Mordred Uliath.
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>>85287789
>>85335927
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>>85273841
>>85273824
I’ve reached enlightenment, I’m chimming…It’s all just Östereich-Ungarn bros…
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>>85336023
The who
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>>85337927
I don't get it.
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>>85335655
Azan/Dragon Empire had the backing of a relatively benevolent god, so I don't think they would do full dystopia mode. More likely their extreme respect for dragons, particularly divine dragons blinded them to the fact that some of the dragons had gone mad with power. Also the fact the Khenomerics used necromancy would have made it easy for the someone to push Azan into a war with the Khenomerics.

>>85335870
It is on thread 14 along with a few other potential horrors and wonders that are decently fleshed out

>>85335899
"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." from wiki and thread 5
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>>85337949
The Wharf-Side Gals
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Post some heraldry ideas for some of the nations lads. If I like them I'll make them
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>>85334587
>>85335028
Is it just one nation split between the smaller races? Or like a loose confederation of the smallfolk.

There should also probably be wiki pages for some of the more prominent races at the very least, like humans, elves, ogres etc
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>>85333756
I wrote the Ketlovia Lore and Yeah Ketlovia can be an ally or vassal of the Khenomeric Empire. What exactly is the lore on the Khenomeric Empire?
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>>85338655
I've been wanting to do the flag of Drunigzar for a while now. I'll post some crude mockup later and see if it can be improved.
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>>85338655
Ketlovian Heraldry is probably a woman dancing with a wolf to symbolize the witch who cursed them all to be wolves
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>>85339200
Great call.
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>>85339179
>>85338655
Here's a quick mockup of the idea I had for Drunigzar (not a drawfag myself, so this is the best I can come up with).

The idea is a rectangular white flag with clear blue around. In the center the human representation of Drunigzar (i was imagining something greek-esque but much more humble, simbolising the poor but proud lands of the kingdom). Around her are two drunig goats, the national animal and the main cattle of the land, essential for the economy before the expansion and the historical ties to the herding drunig tradition. At her feet a mix of a cornucopia and navigation tools, symbolising the country's prosperity and the naval nature of the kingdom.
On her right she has an astrolabe, symbolising exploration and the colonies. And on her left hand she holds the sun, symbolising a bright future.
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>>85337949
They are from the Daligrad lore

>>85338645
>>85336023
Basically they felt worshipping demons was a bad idea, but are still pretty morally questionable and therefore stick to what they know. They probably snuck out of the Empire rather than were exiled though.

>>85338655
Azan Empire - western dragon, blue, purple background
Changrila - eastern dragon, red, yellow background
Kingdom of Gold - woman holding a gold ball/orb, light red background
Calcabra - eagle, sun, and crescent moon, white, blue background
Gvilderstaaten - yellow flame, red background

>>85339095
There isn't too much right now. They seem to be a mix of Egyptians and Mongols, but also with a heavy emphasis on magic, of which there was four schools. It went into decline a long time ago, but didn't completely collapse until the gnolls destroyed them a few centuries ago.
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>>85338655

And the drunig shield would be this with the two drunig goats >>85339907 facing each other.
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The arms of Setlovia could be a running wolf surrounded by broken chains. As for color maybe opposite whatever Ketlovia is?
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>>85335824
>Umlaitta
Date: First Sunday after the autumn equinox

Umlaitta is a holiday that has been introduced to Furlaniya from the north relatively recently, which can be seen by the fact it doesn't directly relate to setting things on fire. It was brought to the region a few centuries ago by dwarves migrating south from the Oront mountains into Troll country and Furlaniya proper.

On Umlaitta delegations from every village and town congregate to their regional capitals where they engage in a dance and song contest recounting the glories and success of their locale in the previous year with special attention paid to any successful raids or other humiliations inflicted upon neighbouring towns. This is in contrast to the traditional dwarf celebration which sees bards from various clans forging new sagas of dwarf heroes.

Though dwarves have been slightly disturbed by how quickly the Furlaniyans adopted and corrupted the holiday, everyone in the region knows the Furlaniyans would never turn down an opportunity to celebrate and bash on their neighbours.

Though some Umlaitta celebrations attempt to assemble an impartial panel of judges to choose a winning delegation, most cities don't bother as the festival inevitably ends in drunken brawls between teams and their supporters. Because of this city watchmen are known to be particularly itchy around the holidays.
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>>85338655
Avangar Empire uses a banner that's basically a black helmet (like Sauron's, I guess) surrounded in flames
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>>85339059
>a loose confederation
exactly what I was thinking
they don't have names for an over arching government, only maybe a few cities.
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>>85340006
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>>85328290
Continuing with the War of the Lord Descended lore.

While the curse of the Forest of Bloody Vengeance was not guaranteed to extend to Drunigzar, the risks were simply too great to ignore. Still, the Crown ordered wizards to study the growth rate of the forest near the drunig colonies, in case of a change of behavior against Drunigzar and an evacuation was needed.
>The Second Wave
The first reinforcements from the mainland arrived to the colonies a week later. They were received with high praises by the colonies, although the cities weren’t on a state to afford any kind of celebration. Immediately they were put to work reinforcing the defenses, building walls, barracks and barricades, training the militia conscripts, rearming the garrisons… The scout forces were sent to investigate inland, to see if they could locate the enemy’s movements, plans or whatever other useful information. The scouts that had been sent from Bibile to locate the Paoloteran refugees was successful, confirming they were still mostly safe and on route, but sudden downpours in the area had caused the ground to turn into mud, horribly slowing down their advance. They were tired and running out of resources, and the cultists had attacked multiple times during the previous nights, albeit in low numbers, exhausting the defenders.
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>>85342807
This became quite a problem after a couple of scout patrols identified multiple masses of cultists forming around at the inner points in the land. According to their movements, it was believed they would try a three-pronged sweep of the drunig colonies with three major hordes, tens of thousands of men, women and children each, all chanting in a seemingly trance. The movements of this bodies suggested they would reach both extremes and the center of the coast, and advance along the coast, destroying everything in their way. The scout also saw drunig prisioners, covered in pieces of “reality” fashioned as ornaments singing just as madly as the rest, which confirmed the corrupting effects of “reality” and explained why the cultists were capturing as many drunig alive as possible: it was believed that hundreds of drunig prisoners now had been brainwashed and joined the ranks of the fanatics. This news would prove a horrifying prospect for the defenders, especially those with family and friends turned against them.
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>>85342385
>>85337059
>>85336683
Someone has been updating the wiki for all these lore dumps right?
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>>85342813
This news also meant that the defensive projects were needed to be done as fast as possible, to be ready to the attacks. This news was particularly bad for the Paoloteran refugees and the Bibile defenders. The refugees needed to hurry up to reach the defenses in time, otherwise they’d be swept under a sea of cultists. And without the extra help that the men of Paolotera would lend, Bibile may not have enough strength to defend the city. Luckily for Bibile, the arrival of the reinforcements meant a boost for their preparations. Bibile’s reinforcements also include 200 members of the Gnoll Corps, whose arrival caused quite a lot of concern for the locals. While they had been the more disciplined the army had been able to choose, and further trained as much as they could be, they were still gnolls, and they weren’t there to help prop up the defenses, they were there for the slaughter. Something like that made the defenders quite nervous, but if they could defend them against the cultists, they would have to be tolerating. The gnoll issue was short lived, however. The discovery of the cultists’ forces advancing towards Bibile, and doing so fast and after looting the now empty Paolotera, meant that the refugees may very well not make it to the city in time, and may be butchered right at the gates of the city. A small patrol, alongside the entire Gnoll Corps, went to the rescue to the refugees, to try and gain enough time for the survivors to reach Bibile safely.
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>>85342825
>The Battle of the Mudded Wastes
The rescue unit from Bibile was quickly rushed to meet the refugees on the way. The rains had stopped, but the land was still difficult to traverse. The refugees were tired, starving and running out of gunpowder and arrows to defend themselves, and the nightly raids had caused a lot of damage to the convoy. Many soldiers were wounded to the point they couldn’t fight anymore, so the sight of the reinforcements made them take heart. This was not to last, however, since the rescue unit wasn’t there to bring supplies and more protection, it was there to inform them they better hurry up, since the mass of cultists from Paolotera were right behind them. The pace of the advance increased, despite the exhaustion and the hunger. The cultist raids increased in intensity, to try to slow them down enough to not make it to Bibile, but the fresh reinforcements managed to counter this strategy. However, the cultists’ advance was much faster than the refugees, seemingly unhindered by the muddy terrain.
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>>85342836
This would culminate in the Battle of the Mudded Wastes. The Mudded Wastes was a small area near Bibile that, due to the lack of strong vegetation, became a sea of mud when it rained. And during that night, the storm brought a deluge of rain. There was no time to take a detour without being surrounded and killed to a man, and there was no way to just ran straight through the area and reach the city in time, without putting the integrity of the defenses in peril. Thus, the soldiers decided to set up defense in the area while the civilians ran to the city. The idea was not a suicide stand, as that would only mean Bibile would lose many fighting men before the cultists arrive to its borders. A plan was formed that they would form a rectangle formation, spearmen on the front, with archers and arquebusiers behind them to provide cover fire. They would also try to use whatever element could slow the cultists’ advance: gunpowder barrels, spikes and stakes hidden in the mud, broken glass… Everything would be put at the sides of the rectangle formation, to avoid being surrounded by superior forces. For this, the small amount of cavalry available would also try to play a game of cat and mouse, attacking and quickly retreating to cause disarray and to force the enemy to chase them, although the muddy terrain meant that this tactics promised to be costly. Gnolls would be put at the sides as well, to try and dissuade the hordes from taking on the flanks directly, hoping that the ferocity and violence of the gnolls was enough to intimidate even the maddened hordes. The forces would gain enough time to let the refugee reach the city, and once this was accomplished, the forces would slowly walk back to Bibile, trying to cause as much damage as possible while maintaining the defensive formation.
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average day in the witch-elf empire
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Hobbit on the Isle of Wizards
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>>85342822
I hope so
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>>85346458
i checked the wiki and there is a whole page dedicated to the war, it's complete with all the dumps from this thread.
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What happens in the platinum princedom?
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>>85349391
Trade and merchant business
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>>85349391
The Platinum Princedom controls the main route of travel from east to west that doesn't involve going through the entire continent. That alone gives them an insane amount of influence in the region.
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>>85349696
It is funny to me that the Princedom is bigger than all the Metal Kingdoms combined.

Probs cause it was an OP addition
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>>85351156
>Metal Kingdoms
Do they have some sort of common background? Why are they all named after metals?
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>>85352191
They come from some russian fairytale and originally had 0 lore. I swear some anon write up a fuckton of lore for them this thread. Check the wiki or scroll up.

On another note we need a new thread.
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>>85352191
There is some lore for the Kingdom of Gold
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>>85352191
They all descend from colonists from the same region, so will have somewhat similar cultures. Most of the names come from a fairytale, which I keep as an in universe explanation.

>>85352557
I did write ups for Gold and Rust. Will probably do Silver next, and also have vague ideas for Copper.
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>>85349391
>What happens in the platinum princedom?
What happens in the platinum princedom stays in the platinum princedom.
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>>85342841
More War of the Lord Descended stuff.

The clash between the cultists and the drunig forces began a short while before dusk. The more solid position of the defenders, the unorganized attack of the fanatics and the uneven muddy terrain gave the drunig forces a very solid advantage from the beginning. The cultists were throwing themselves at the drunig’s spears without little thought for their own lives. The mud and the terrain made their charges imprecise and robbed them of most of their strength, and the slippery land made them trip and fall, being easy prey to the spearmen and the archers. Any big wave that seemed to be particularly threatening was met with a volley of arquebusier fire, from time to time aiming to the gunpowder barrels set beforehand, with devastating results. The flanks were being successfully defended as well, managing to concentrate the brunt of the enemy forces in the front. The Gnoll Corps here was particularly successful, their animal savagery matching the cultists’ madness bit by bit, but with the better equipment, training and with the animal instincts of the gnoll, they were carving quite a swathe on the enemy’s forces. The light cavalry, seeing this was effective enough, decided to fall back and provide support as mounted arquebusiers, helping stop the cultist stragglers that had avoided the gnoll and were marching towards the rear, all while keeping a safe distance.
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>>85354841
The cultists were being butchered. Hundreds of cultists fell during the first minutes, and by the hour the Mudded Wastes seemed a sea of blood, muck and bodies. And yet, they weren’t falling fast enough. Most of the drunig solders were already tired from marching with little rest from Paolotera to Bibile. They were exhausted, hungry and arrows and gunpowder was running low. After a couple of hours, the losses of drunig began mounting, finding more and more difficult to maintain formation. The more fresh troops were ordered to slowly take the frontline positions, leaving others to other activities such as caring for the wounded or helping the archers and arquebusiers. But in the middle of the chaotic melee and with nighttime closing in, organizing such a complex maneuver was not possible. Adding to that, visibility was becoming an issue once sunlight disappeared and night covered the land. And the cultists just kept coming.
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>>85354850
The worst was yet to come once a group of near a hundred peacock ogres, dressed in a crudely fitted armor made out of “reality” were seeing closing in. Luckily for the soldiers, a yellow flashbang in the night sky briefly illuminated the sky, the signal that indicated the civilians had arrived to Bibile safely. Emboldened by having saved the civilians and loved ones, the drunig defenders began slowly but surely retreat towards the city, walking backwards to never turn their back on the cultists. The sheer amount of bodies in the field was slowing them down considerably, but there were simply too many, and the peacock ogres were just charging anyway. Their maddened charge was crushing dead bodies and fellow cultists alike. The defenders realized that staying and fighting to the death would mean the end for the entire force, and as such, the captain of the defenders ordered a slow folding of the formation. The center would slowly move more and more backwards, and the flanks, with the gnoll at the lead, would advance forward. Once the majority of the forces were safe, they’d dash to Bibile, while the Gnoll Corps and a handful of volunteers sacrificed themselves. The captain vowed to stay and fight alongside his men. By the time the entire force of peacock ogres reached the front lines, most of the drunig’s defenders were well underway to Bibile.
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>>85354865
The plan worked. By dawn, most of the drunig forces were at the gates of the city, and were received by the population like heroes. They were dirty, wounded, famished and exhausted, but exultant, knowing that they had not only survived, but also saved their families and loved ones. In total, more than 1/10th of the defenders had fallen in battle, and many of the survivors would need to recuperate for a long time. A good amount of supplies had been abandoned to expedite the retreat to Bibile, but all and all the battle was considered a near miraculous victory. Considering the disadvantages the drunig had in an open field against such superior numbers, the defensive formation and superior training, equipment and positioning had made up for the teeming numbers of the enemy. The massive losses suffered by the cultists would dent their capacity to besiege the city, and with Bibile reinforced now by land and sea (and with the defensive structures properly prepared) the colony stood a great chance of successfully defending itself from the now seemingly inevitable attack.
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>>85354877
The last bit of good news came noon, when a small group of a dozen stragglers (nine humans and three gnolls) managed to reach the city walls on horse and foot. Shockingly for the settlers, the one leading the group was not a man, but a gnoll. A hulking figure, more than a head taller than the tallest soldier of his group, he had the look of a corpse, covered in dry blood near completely. With knife wounds all over his body, the right eye gone, ribs cracked and seeable outside of his body, right arm ended at his elbow and the left half of his jaw seemingly ripped apart. How even a gnoll could have survived such state was unknown, much less lasted enough to reach the city walls. And the most surprising thing of all, It was carrying the unconscious and wounded body of the captain, who he had apparently saved. After giving the body of the captain to the nearest guard, the gnoll fell to the ground, unable to stand any longer. While medics and wizards struggled to keep the survivors alive, the few of them in good enough condition to speak talked about how they managed to escape. Apparently, after hours of taking down hordes and cultists, he ended up in a duel with one of the ogres. After a deadly long dance of death, in which the gnoll had been hit with a club the size of a child to lose half of his face, the gnoll then jumped towards the ogre and ripped his throat with what remained of his jaw. This act of utter bestiality somehow broke whatever madness was affecting the hordes, giving them pause and allowing the drunig survivors enough time to pick up the wounded and run away with whatever men and horses were still around.
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>>85354889
The tale of this strange gnoll who had against all odds managed to save the last survivors of the Battle of Mudded Wastes quickly spread throughout the city. The Bibile authorities decided to order their medics and wizards to fix him up at all costs, since he could become a very useful morale booster for the immediate fight they still had up ahead. As, of course, the cultists’ defeat in the Mudded Wastes did not mean they would retreat and give the defenders enough time to rest.
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>>85354897
>The Second Battle for the Colonies

The cultists were not going to wait for too long before the attack. Soon, the scout units were reporting masses of cultists nearing all of Drunigzar’s colonies. The attacks started during the darkness of the night, with cultists hiding their total movements from the drunig (and more importantly, their navy, since shooting blindly from ships was guaranteed to bring more harm than good). The three-prong attack affected the colonies of Cabakritinnii, Bibile and Crysanferno. Fortunately for the drunig, this time, the settlers were not going to be caught unawares: Well armed, well provisioned, and very well motivated, the armed forces of Drunigzar were more than ready to take on the teeming masses this time. The fact that the fate of the captured drunig prisoners became public was also a great motivator, since that meant they would fight to the death every time.
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>>85354908
Cannons filled with grapeshot had been brought from the smaller navy vessels and put in well defended positions. Archers had been positioned in high towers to maximize their range and effectiveness, ready to throw volleys to whatever area felt particularly pressured by the hordes. Walls filled with spikes and stones blocked the areas around the city, funneling the cultists into the drunig spearmen and artillery. The layout of the cities was prepared to hold off the hordes as easily as possible, readying killing grounds filled with arquebusiers and cannons on every wide street. And in those narrow streets, units of spearmen were ready to stop the masses. Civilians were given enough weapons to block and fortify their own homes, turning every building into a fortress that needed to be taken one by one. Even the navy had been practicing their long range firepower, to be able to bombard an area with precision during low visibility. And if the worst possible outcome occurred, hundreds of small boats were ready to move the population to the navy ships. The flag of Drunigzar waved proudly on the highest buildings, raising the morale of the defenders. The leaders of the defenses wore their gala uniforms, wearing the white and blue of the kingdom and sporting the horned helmet traditional of drunig’s army men. The only thing left for the settlers was wait and brace for the inevitable arrival of the hordes of madmen to their doors.
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>>85354918
The long preparations paid off. Outgunned, outfought and with their numerical superiority rendered moot by careful preparations, the zealots were pushed back again and again by the drunig. Hundreds of the cultists died before even reaching close combat, and by the time the drunig soldiers decided to orderly retreat to the second line of defense, thousands of cultists were covering the ground in blood. Despite even the hammer blow of the ogre cultists, precise artillery fire made even those ineffective.

The biggest fight occurred in Cabakritinnii, where the cultists were able to push their forces fully. The forces tasked against Bibile had been bled badly in the Battle of the Mudded Wastes, and the city’s forces were able to contain and push them back easily. The fight for Crysanferno was particularly easy, since most of the cultists in the area had fallen already, and there was little to no hope for zealot reinforcements, since they didn’t have any major fleet power to counter the Drunig Navy. The few, scattered attempts of groups that were caught using stolen fishing boats to try and infiltrate the city were blown away with contemptuous ease, sinking to the bottom of the Viviani Gulf.
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>>85354927
By the time dawn broke, the sun shone over a drunig victory. The defenders stood exhausted but victorious, having spent near all of their gunpowder and arrows reserves. Multiple times the navy ships had to send part of their gunpowder reserves to keep up with the rate of fire, and many cannons became unusable after the constant heat and pressure they were put under. The area surrounding the colonies and the most outer rings of the cities were covered in blood and bodies of the cultists, with very little drunig casualties in exchange. The cleanup operations commenced immediately, since so many bodies could spread diseases fast. This cleanup was supervised by the few wizards assigned to the colonies, to find ways to not only safely dispose of the bodies, but also all of the objects made out of “reality”. Every bit of the accursed material, once discovered, would be covered in heavy leathers and protected with sealing incantations, which hopefully would be enough to separate them successfully from the corpses of their owners.
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One of you cringe faggots make lore out of this lmfao chode smokers
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>>85356260
kill yourself nigger
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New thread
>>>85357735
>>>85357735
>>>85357735



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